crossfire-1.75.0/000755 001751 001751 00000000000 13777710123 014473 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/include/000755 001751 001751 00000000000 13777710120 016113 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/COPYING000644 001751 001751 00000043110 13775122724 015527 0ustar00kevinzkevinz000000 000000 GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, Inc. 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Library General Public License instead.) You can apply it to your programs, too. When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things. To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it. For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights. We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software. Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations. Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for copying, distribution and modification follow. GNU GENERAL PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you". Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does. 1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program. You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee. 2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions: a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change. b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License. c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.) These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program. In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License. 3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following: a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.) The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable. If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code. 4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance. 5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it. 6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License. 7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program. If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances. It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice. This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License. 8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License. 9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. END OF TERMS AND CONDITIONS How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Also add information on how to contact you by electronic and paper mail. If the program is interactive, make it output a short notice like this when it starts in an interactive mode: Gnomovision version 69, Copyright (C) year name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program. You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names: Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker. , 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Library General Public License instead of this License. crossfire-1.75.0/server/000755 001751 001751 00000000000 13777710121 015777 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/random_maps/000755 001751 001751 00000000000 13777710121 016771 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/AUTHORS000644 001751 001751 00000015660 13775122724 015555 0ustar00kevinzkevinz000000 000000 Source: crossfire: (try "crossfire -v") Presently maintained by Mark Wedel (mwedel@sonic.net) Original code by Frank Tore Johansen (frankj@ifi.uio.no) _Lots_ of additions, improvements, bugfixes, patches, etc, by: kjetilho@ifi.uio.no (Kjetil Torgrim Homme) tvangod@ecst.csuchico.edu (Tyler Van Gorder) elmroth@cd.chalmers.se (Tony Elmroth) dougal.scott@fcit.monash.edu.au (Dougal Scott) wchuang@athena.mit.edu (William) ftww@cs.su.oz.au (Geoff Bailey) jorgens@flipper.pvv.unit.no (Kjetil Wiekhorst Jxrgensen) c.blackwood@rdt.monash.edu.au (Cameron Blackwood) jtraub@dragoncat.net (Joseph L. Traub) rgg@aaii.oz.au (Rupert G. Goldie) eanders@cs.berkeley.edu (Eric A. Anderson) eneq@Prag.DoCS.UU.SE (Rickard Eneqvist) Jarkko.Sonninen@lut.fi (Jarkko Sonninen) kholland@sunlab.cit.cornell.edu (Karl Holland) vick@bern.docs.uu.se (Mikael Lundgren) mol@meryl.csd.uu.se (Mikael Olsson) Tero.Haatanen@tel.vtt.fi (Tero Haatanen) ylitalo@student.docs.uu.se (Lasse Ylitalo) anipa@guru.magic.fi (Niilo Neuvo) mta@modeemi.cs.tut.fi (Markku J{rvinen) meunier@inf.enst.fr (Sylvain Meunier) jfosback@darmok.uoregon.edu (Jason Fosback) cedman@capitalist.princeton.edu (Carl Edman) henrich@crh.cl.msu.edu (Charles Henrich) schmid@fb3-s7.math.tu-berlin.de (Gregor Schmid) quinet@montefiore.ulg.ac.be (Raphael Quinet) jam@modeemi.cs.tut.fi (Jari Vanhala) kivinen@joker.cs.hut.fi (Tero Kivinen) peterm@soda.berkeley.edu (Peter Mardahl) matt@cs.odu.edu (Matthew Zeher) srt@sun-dimas.aero.org (Scott R. Turner) smurf@soda.berkeley.edu (Scott MacFiggen) tpeland@utu.fi (Tero Jyri Michael Pelander) raytrace@soda.berkeley.edu (Rachel Yotter) huma@netcom.com (Ben Fennema) njw@cs.city.ac.uk (Nick Williams) Wacren@Gin.ObsPM.Fr (Laurent Wacrenier) thomas@astro.psu.edu (Brian Thomas) jsm@axon.ksc.nasa.gov (John Steven Moerk) swedel@tymnet.com (Scott Wedel) s-nisita@urdr.ics.es.osaka-u.ac.jp (Nishita Seikoh) stieber@informatik.tu-muenchen.de (Christian Stieber) crossclient: Frank Tore Johansen crossedit Petri Heinila (hevi@lut.fi) and Jarkko Sonninen. xbmtobdf.c and shstr.c: Kjetil Torgrim Homme Documentation and spoilers: General documentation on playing and getting started: Tyler Van Gorder (tvangod@ecst.csuchico.edu) spoiler.ps: Lars Henrik Olafsen (larso@ifi.uio.no) Spell-documentation: Chris Carpinello (chrisc@cs.odu.edu) Handbook (Playbook) Brian Thomas (thomas@astro.psu.edu) Graphics: Vidar Lund (vidarl@ifi.uio.no) [Did all the *cool* graphics] Frank Tore Johansen wchuang@athena.mit.edu Oeystein Tvedten Kjetil Torgrim Homme Christian Berg Stig Rune Kristoffersen (iconified window) Asbjorn Bjornstad Kjetil Wiekhorst J|rgensen (colored numerous XPM images) Peter Gardner (chess pieces, dwarfs, ent, various sub dragons, pirates, unicorn & horn, longship, dog, panther, corpse, para-elementals, conjurer, prisoner, princess, sphinx, viking) David Gervais [david_eg@mail.com] Mitsuhiro Itakura [ita@gold.koma.jaeri.go.jp] Hansjoerg Malthaner [hansjoerg.malthaner@danet.de] Mårten Woxberg [maxmc@telia.com] (The above four are responsible for much of the cooler single-tile artwork.) Devin Watson (alternate set exit.111.png) And countless more by now... (if you have any 24x24 bitmaps you want to contribute with, mail them to me.) Maps: Peter Gardner (basic parts of Wolfsburg) There are also countless bugtesters around in Usenet/Internet who also deserve due credits... The maps are made by various people. The map quality is now pretty good - some still need a bit of work. Credits for the different maps can usually be found on signs, books, or similar items in the maps, usually at the start of an area. Current projects (and people working on them) can be found at: http://wiki.metalforge.net/doku.php/dev_todo Current list of developers with SVN access can be found at: http://sourceforge.net/p/crossfire/_members/ The list below are people that have worked on crossfire and things they have worked on. Some are still active, some are not: ------------------------------------------------------------------------------ Mark Wedel ("cvs", mwedel@sonic.net) - core maintainer, handles patches submitted by those not having CVS access, investigates bugs, and future long term developement. Peter Mardahl <"peterm", peterm@eecs.berkeley.edu> runes, new spells, changing of spell parameters, new archetypes, random maps, traps, race/class, diseases, graded lighting, movers, creators, peterm/* maps David Andrew Michael Noelle ("damn", dave@straylight.org)- fixing things that ain't broke (and occasionally some that is) primarily in the server, maps, and archetypes Raphael Quinet ("quinet", Raphael Quinet) - sounds (originally using rplay), client/server split, various small changes to the server. Frank Tore Johansen ("ftj", frankj@osc.no) - misc. Kjetil Torgrim Homme ("kjetilho", kjetilho@ifi.uio.no) David Sundqvist ("azzi") - images ? ("dragonm", dragonm@absolut.tegris.com) - Client/server John Cater ("cater", john.cater@eng.monash.edu.au) - Maps, navar etc, bug fixing Bob Tanner ("tanner", tanner@real-time.com) - .spec files Jan Echternach ("jec", jan.echternach@informatik.uni-rostock.de) - bug fixing Andreas Vogl ("red_blaze", andi.vogl@gmx.net) - bug fixing, creating maps, maintaining pupland. David Hurst "dnh@hawthorn.csse.monash.edu.au" - gods rebalancing, images for classes and other images, spell testing and concepts Hwei Sheng Teoh hsteoh@quickfur.yi.org -- random_maps expand2x, also, images for Fiend, dread, beholder generator, grimreaper. Tim Rightnour ("garbled", root@garbled.net) - luck, attackmessages, time, weather, new alchemy, overlay maps, emotions. Todd Mitchell ("Avion", temichell@sympatico.ca) -general busybody, graphics and arches(player animation, winter graphics, many others), metadata (lore),python scripts, creating maps, getting Tim to add Orcknuckle... Nicolas Weeger ("Ryo", nicolas.weeger@laposte.net) - some work on Win32 port, some bugfixes & improvements. David Seikel ("onefang", won_fang@yahoo.com.au) - bug fixing, weather tweaking, weather god, visualisations, large forest, ice castle and ant farm maps. Phil Brown (phil@bolthole.com)- Java Client Brian Thomas (thomas@astro.psu.edu)- Skills, alchemy, altars Tyler Van Gorder added color stuff, interested in working on client side (user interface) David.M.Fisher@Dartmouth.EDU (David M. Fisher) Rupert G. Goldie testing under Purify, new spells, spell paths, and gifts. 'Evil' ERic Mehlhaff Client server, also works with Peter Mardahl "Eric A. Anderson" - general bug fixing Michael Martin (martinm@millner.bevc.blacksburg.va.us) - Java client crossfire-1.75.0/socket/000755 001751 001751 00000000000 13777710121 015761 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/test/000755 001751 001751 00000000000 13777710123 015452 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/doc/000755 001751 001751 00000000000 13777710122 015237 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/000755 001751 001751 00000000000 13777710121 015635 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/aclocal.m4000644 001751 001751 00000124742 13777707776 016371 0ustar00kevinzkevinz000000 000000 # generated automatically by aclocal 1.16.3 -*- Autoconf -*- # Copyright (C) 1996-2020 Free Software Foundation, Inc. # This file is free software; the Free Software Foundation # gives unlimited permission to copy and/or distribute it, # with or without modifications, as long as this notice is preserved. # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY, to the extent permitted by law; without # even the implied warranty of MERCHANTABILITY or FITNESS FOR A # PARTICULAR PURPOSE. m4_ifndef([AC_CONFIG_MACRO_DIRS], [m4_defun([_AM_CONFIG_MACRO_DIRS], [])m4_defun([AC_CONFIG_MACRO_DIRS], [_AM_CONFIG_MACRO_DIRS($@)])]) m4_ifndef([AC_AUTOCONF_VERSION], [m4_copy([m4_PACKAGE_VERSION], [AC_AUTOCONF_VERSION])])dnl m4_if(m4_defn([AC_AUTOCONF_VERSION]), [2.69],, [m4_warning([this file was generated for autoconf 2.69. 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Copying and distribution of this file, with or without modification, are permitted in any medium without royalty provided the copyright notice and this notice are preserved. This file is offered as-is, without warranty of any kind. Basic Installation ================== Briefly, the shell commands `./configure; make; make install' should configure, build, and install this package. The following more-detailed instructions are generic; see the `README' file for instructions specific to this package. Some packages provide this `INSTALL' file but do not implement all of the features documented below. The lack of an optional feature in a given package is not necessarily a bug. More recommendations for GNU packages can be found in *note Makefile Conventions: (standards)Makefile Conventions. The `configure' shell script attempts to guess correct values for various system-dependent variables used during compilation. It uses those values to create a `Makefile' in each directory of the package. It may also create one or more `.h' files containing system-dependent definitions. Finally, it creates a shell script `config.status' that you can run in the future to recreate the current configuration, and a file `config.log' containing compiler output (useful mainly for debugging `configure'). It can also use an optional file (typically called `config.cache' and enabled with `--cache-file=config.cache' or simply `-C') that saves the results of its tests to speed up reconfiguring. Caching is disabled by default to prevent problems with accidental use of stale cache files. If you need to do unusual things to compile the package, please try to figure out how `configure' could check whether to do them, and mail diffs or instructions to the address given in the `README' so they can be considered for the next release. If you are using the cache, and at some point `config.cache' contains results you don't want to keep, you may remove or edit it. The file `configure.ac' (or `configure.in') is used to create `configure' by a program called `autoconf'. You need `configure.ac' if you want to change it or regenerate `configure' using a newer version of `autoconf'. The simplest way to compile this package is: 1. `cd' to the directory containing the package's source code and type `./configure' to configure the package for your system. Running `configure' might take a while. While running, it prints some messages telling which features it is checking for. 2. Type `make' to compile the package. 3. Optionally, type `make check' to run any self-tests that come with the package, generally using the just-built uninstalled binaries. 4. Type `make install' to install the programs and any data files and documentation. When installing into a prefix owned by root, it is recommended that the package be configured and built as a regular user, and only the `make install' phase executed with root privileges. 5. Optionally, type `make installcheck' to repeat any self-tests, but this time using the binaries in their final installed location. This target does not install anything. Running this target as a regular user, particularly if the prior `make install' required root privileges, verifies that the installation completed correctly. 6. You can remove the program binaries and object files from the source code directory by typing `make clean'. To also remove the files that `configure' created (so you can compile the package for a different kind of computer), type `make distclean'. There is also a `make maintainer-clean' target, but that is intended mainly for the package's developers. If you use it, you may have to get all sorts of other programs in order to regenerate files that came with the distribution. 7. Often, you can also type `make uninstall' to remove the installed files again. In practice, not all packages have tested that uninstallation works correctly, even though it is required by the GNU Coding Standards. 8. Some packages, particularly those that use Automake, provide `make distcheck', which can by used by developers to test that all other targets like `make install' and `make uninstall' work correctly. This target is generally not run by end users. Compilers and Options ===================== Some systems require unusual options for compilation or linking that the `configure' script does not know about. Run `./configure --help' for details on some of the pertinent environment variables. You can give `configure' initial values for configuration parameters by setting variables in the command line or in the environment. Here is an example: ./configure CC=c99 CFLAGS=-g LIBS=-lposix *Note Defining Variables::, for more details. Compiling For Multiple Architectures ==================================== You can compile the package for more than one kind of computer at the same time, by placing the object files for each architecture in their own directory. To do this, you can use GNU `make'. `cd' to the directory where you want the object files and executables to go and run the `configure' script. `configure' automatically checks for the source code in the directory that `configure' is in and in `..'. This is known as a "VPATH" build. With a non-GNU `make', it is safer to compile the package for one architecture at a time in the source code directory. After you have installed the package for one architecture, use `make distclean' before reconfiguring for another architecture. On MacOS X 10.5 and later systems, you can create libraries and executables that work on multiple system types--known as "fat" or "universal" binaries--by specifying multiple `-arch' options to the compiler but only a single `-arch' option to the preprocessor. Like this: ./configure CC="gcc -arch i386 -arch x86_64 -arch ppc -arch ppc64" \ CXX="g++ -arch i386 -arch x86_64 -arch ppc -arch ppc64" \ CPP="gcc -E" CXXCPP="g++ -E" This is not guaranteed to produce working output in all cases, you may have to build one architecture at a time and combine the results using the `lipo' tool if you have problems. Installation Names ================== By default, `make install' installs the package's commands under `/usr/local/bin', include files under `/usr/local/include', etc. You can specify an installation prefix other than `/usr/local' by giving `configure' the option `--prefix=PREFIX', where PREFIX must be an absolute file name. You can specify separate installation prefixes for architecture-specific files and architecture-independent files. If you pass the option `--exec-prefix=PREFIX' to `configure', the package uses PREFIX as the prefix for installing programs and libraries. Documentation and other data files still use the regular prefix. In addition, if you use an unusual directory layout you can give options like `--bindir=DIR' to specify different values for particular kinds of files. Run `configure --help' for a list of the directories you can set and what kinds of files go in them. In general, the default for these options is expressed in terms of `${prefix}', so that specifying just `--prefix' will affect all of the other directory specifications that were not explicitly provided. 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make archive) (cd lib; make archive) dox: @ doxygen 2>doxygen.err # Tell versions [3.59,3.63) of GNU make to not export all variables. # Otherwise a system limit (for SysV at least) may be exceeded. .NOEXPORT: crossfire-1.75.0/configure.ac000644 001751 001751 00000022622 13777706340 016773 0ustar00kevinzkevinz000000 000000 dnl Process this file with autoconf to produce a configure script. AC_INIT([crossfire], [1.75.0], [crossfire@metalforge.org]) AC_CONFIG_AUX_DIR([utils]) AC_CONFIG_HEADERS([include/autoconf.h]) AC_CONFIG_MACRO_DIR([macros]) AC_CONFIG_SRCDIR([server/main.c]) AC_PREFIX_DEFAULT([/usr/games/crossfire]) AM_INIT_AUTOMAKE([foreign subdir-objects]) AM_SILENT_RULES([yes]) dnl############################################################################# dnl Configuration Options dnl############################################################################# AC_ARG_ENABLE(mapper, [AS_HELP_STRING([--enable-mapper], [Build the crossfire-mapper utility (requires libgd)])], [enable_mapper=yes], [enable_mapper=no]) dnl Options for plugins AC_ARG_ENABLE(cfrhg, [AS_HELP_STRING([--enable-cfrhg], [Build the random house generator plugin])], [], [enable_cfrhg=no]) AC_ARG_ENABLE(logger, [AS_HELP_STRING([--enable-logger], [Build the SQLite logging plugin])], [enable_logger=yes], [enable_logger=no]) AC_ARG_ENABLE(newspaper, [AS_HELP_STRING([--enable-newspaper], [Build the newspaper plugin])], [enable_newspaper=yes], [enable_newspaper=no]) AC_ARG_ENABLE(cfcitybell, [AS_HELP_STRING([--disable-cfcitybell], [Build the city bell plugin])], [enable_cfcitybell=no], [enable_cfcitybell=yes]) dnl Unit test configuration AC_ARG_ENABLE(check, [AS_HELP_STRING([--disable-check], [Disable the unit tests even if check is available])], [enable_check=no], [enable_check=yes]) dnl Add support for dmalloc, if the user wants it. 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AC_HEADER_DIRENT AC_CHECK_HEADERS([crypt.h]) dnl Checks for typedefs, structures, and compiler characteristics. CF_CHECK_VISIBILITY() dnl############################################################################# dnl Library Function Checks dnl############################################################################# dnl Checks for library functions. AC_CHECK_FUNCS([getdtablesize strcasecmp strcasestr strdup strncasecmp srandom srand48 sysconf tempnam getaddrinfo getnameinfo]) dnl Check for better but non-portable functions. 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It appears as though 1/2 is a usable value. lt_cv_sys_max_cmd_len=`expr $lt_cv_sys_max_cmd_len \/ 2` fi ;; esac fi if test -n "$lt_cv_sys_max_cmd_len"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_sys_max_cmd_len" >&5 $as_echo "$lt_cv_sys_max_cmd_len" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: none" >&5 $as_echo "none" >&6; } fi max_cmd_len=$lt_cv_sys_max_cmd_len : ${CP="cp -f"} : ${MV="mv -f"} : ${RM="rm -f"} if ( (MAIL=60; unset MAIL) || exit) >/dev/null 2>&1; then lt_unset=unset else lt_unset=false fi # test EBCDIC or ASCII case `echo X|tr X '\101'` in A) # ASCII based system # \n is not interpreted correctly by Solaris 8 /usr/ucb/tr lt_SP2NL='tr \040 \012' lt_NL2SP='tr \015\012 \040\040' ;; *) # EBCDIC based system lt_SP2NL='tr \100 \n' lt_NL2SP='tr \r\n \100\100' ;; esac { $as_echo "$as_me:${as_lineno-$LINENO}: checking how to convert $build file names to $host format" >&5 $as_echo_n "checking how to convert $build file names to $host format... " >&6; } if ${lt_cv_to_host_file_cmd+:} false; then : $as_echo_n "(cached) " >&6 else case $host in *-*-mingw* ) case $build in *-*-mingw* ) # actually msys lt_cv_to_host_file_cmd=func_convert_file_msys_to_w32 ;; *-*-cygwin* ) lt_cv_to_host_file_cmd=func_convert_file_cygwin_to_w32 ;; * ) # otherwise, assume *nix lt_cv_to_host_file_cmd=func_convert_file_nix_to_w32 ;; esac ;; *-*-cygwin* ) case $build in *-*-mingw* ) # actually msys lt_cv_to_host_file_cmd=func_convert_file_msys_to_cygwin ;; *-*-cygwin* ) lt_cv_to_host_file_cmd=func_convert_file_noop ;; * ) # otherwise, assume *nix lt_cv_to_host_file_cmd=func_convert_file_nix_to_cygwin ;; esac ;; * ) # unhandled hosts (and "normal" native builds) lt_cv_to_host_file_cmd=func_convert_file_noop ;; esac fi to_host_file_cmd=$lt_cv_to_host_file_cmd { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_to_host_file_cmd" >&5 $as_echo "$lt_cv_to_host_file_cmd" >&6; } { $as_echo "$as_me:${as_lineno-$LINENO}: checking how to convert $build file names to toolchain format" >&5 $as_echo_n "checking how to convert $build file names to toolchain format... " >&6; } if ${lt_cv_to_tool_file_cmd+:} false; then : $as_echo_n "(cached) " >&6 else #assume ordinary cross tools, or native build. lt_cv_to_tool_file_cmd=func_convert_file_noop case $host in *-*-mingw* ) case $build in *-*-mingw* ) # actually msys lt_cv_to_tool_file_cmd=func_convert_file_msys_to_w32 ;; esac ;; esac fi to_tool_file_cmd=$lt_cv_to_tool_file_cmd { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_to_tool_file_cmd" >&5 $as_echo "$lt_cv_to_tool_file_cmd" >&6; } { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $LD option to reload object files" >&5 $as_echo_n "checking for $LD option to reload object files... " >&6; } if ${lt_cv_ld_reload_flag+:} false; then : $as_echo_n "(cached) " >&6 else lt_cv_ld_reload_flag='-r' fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_ld_reload_flag" >&5 $as_echo "$lt_cv_ld_reload_flag" >&6; } reload_flag=$lt_cv_ld_reload_flag case $reload_flag in "" | " "*) ;; *) reload_flag=" $reload_flag" ;; esac reload_cmds='$LD$reload_flag -o $output$reload_objs' case $host_os in cygwin* | mingw* | pw32* | cegcc*) if test yes != "$GCC"; then reload_cmds=false fi ;; darwin*) if test yes = "$GCC"; then reload_cmds='$LTCC $LTCFLAGS -nostdlib $wl-r -o $output$reload_objs' else reload_cmds='$LD$reload_flag -o $output$reload_objs' fi ;; esac if test -n "$ac_tool_prefix"; then # Extract the first word of "${ac_tool_prefix}objdump", so it can be a program name with args. set dummy ${ac_tool_prefix}objdump; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_OBJDUMP+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$OBJDUMP"; then ac_cv_prog_OBJDUMP="$OBJDUMP" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_OBJDUMP="${ac_tool_prefix}objdump" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi OBJDUMP=$ac_cv_prog_OBJDUMP if test -n "$OBJDUMP"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $OBJDUMP" >&5 $as_echo "$OBJDUMP" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi fi if test -z "$ac_cv_prog_OBJDUMP"; then ac_ct_OBJDUMP=$OBJDUMP # Extract the first word of "objdump", so it can be a program name with args. set dummy objdump; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_ac_ct_OBJDUMP+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$ac_ct_OBJDUMP"; then ac_cv_prog_ac_ct_OBJDUMP="$ac_ct_OBJDUMP" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_ac_ct_OBJDUMP="objdump" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi ac_ct_OBJDUMP=$ac_cv_prog_ac_ct_OBJDUMP if test -n "$ac_ct_OBJDUMP"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $ac_ct_OBJDUMP" >&5 $as_echo "$ac_ct_OBJDUMP" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi if test "x$ac_ct_OBJDUMP" = x; then OBJDUMP="false" else case $cross_compiling:$ac_tool_warned in yes:) { $as_echo "$as_me:${as_lineno-$LINENO}: WARNING: using cross tools not prefixed with host triplet" >&5 $as_echo "$as_me: WARNING: using cross tools not prefixed with host triplet" >&2;} ac_tool_warned=yes ;; esac OBJDUMP=$ac_ct_OBJDUMP fi else OBJDUMP="$ac_cv_prog_OBJDUMP" fi test -z "$OBJDUMP" && OBJDUMP=objdump { $as_echo "$as_me:${as_lineno-$LINENO}: checking how to recognize dependent libraries" >&5 $as_echo_n "checking how to recognize dependent libraries... " >&6; } if ${lt_cv_deplibs_check_method+:} false; then : $as_echo_n "(cached) " >&6 else lt_cv_file_magic_cmd='$MAGIC_CMD' lt_cv_file_magic_test_file= lt_cv_deplibs_check_method='unknown' # Need to set the preceding variable on all platforms that support # interlibrary dependencies. # 'none' -- dependencies not supported. # 'unknown' -- same as none, but documents that we really don't know. # 'pass_all' -- all dependencies passed with no checks. # 'test_compile' -- check by making test program. # 'file_magic [[regex]]' -- check by looking for files in library path # that responds to the $file_magic_cmd with a given extended regex. # If you have 'file' or equivalent on your system and you're not sure # whether 'pass_all' will *always* work, you probably want this one. case $host_os in aix[4-9]*) lt_cv_deplibs_check_method=pass_all ;; beos*) lt_cv_deplibs_check_method=pass_all ;; bsdi[45]*) lt_cv_deplibs_check_method='file_magic ELF [0-9][0-9]*-bit [ML]SB (shared object|dynamic lib)' lt_cv_file_magic_cmd='/usr/bin/file -L' lt_cv_file_magic_test_file=/shlib/libc.so ;; cygwin*) # func_win32_libid is a shell function defined in ltmain.sh lt_cv_deplibs_check_method='file_magic ^x86 archive import|^x86 DLL' lt_cv_file_magic_cmd='func_win32_libid' ;; mingw* | pw32*) # Base MSYS/MinGW do not provide the 'file' command needed by # func_win32_libid shell function, so use a weaker test based on 'objdump', # unless we find 'file', for example because we are cross-compiling. if ( file / ) >/dev/null 2>&1; then lt_cv_deplibs_check_method='file_magic ^x86 archive import|^x86 DLL' lt_cv_file_magic_cmd='func_win32_libid' else # Keep this pattern in sync with the one in func_win32_libid. lt_cv_deplibs_check_method='file_magic file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64)' lt_cv_file_magic_cmd='$OBJDUMP -f' fi ;; cegcc*) # use the weaker test based on 'objdump'. See mingw*. lt_cv_deplibs_check_method='file_magic file format pe-arm-.*little(.*architecture: arm)?' lt_cv_file_magic_cmd='$OBJDUMP -f' ;; darwin* | rhapsody*) lt_cv_deplibs_check_method=pass_all ;; freebsd* | dragonfly*) if echo __ELF__ | $CC -E - | $GREP __ELF__ > /dev/null; then case $host_cpu in i*86 ) # Not sure whether the presence of OpenBSD here was a mistake. # Let's accept both of them until this is cleared up. lt_cv_deplibs_check_method='file_magic (FreeBSD|OpenBSD|DragonFly)/i[3-9]86 (compact )?demand paged shared library' lt_cv_file_magic_cmd=/usr/bin/file lt_cv_file_magic_test_file=`echo /usr/lib/libc.so.*` ;; esac else lt_cv_deplibs_check_method=pass_all fi ;; haiku*) lt_cv_deplibs_check_method=pass_all ;; hpux10.20* | hpux11*) lt_cv_file_magic_cmd=/usr/bin/file case $host_cpu in ia64*) lt_cv_deplibs_check_method='file_magic (s[0-9][0-9][0-9]|ELF-[0-9][0-9]) shared object file - IA64' lt_cv_file_magic_test_file=/usr/lib/hpux32/libc.so ;; hppa*64*) lt_cv_deplibs_check_method='file_magic (s[0-9][0-9][0-9]|ELF[ -][0-9][0-9])(-bit)?( [LM]SB)? shared object( file)?[, -]* PA-RISC [0-9]\.[0-9]' lt_cv_file_magic_test_file=/usr/lib/pa20_64/libc.sl ;; *) lt_cv_deplibs_check_method='file_magic (s[0-9][0-9][0-9]|PA-RISC[0-9]\.[0-9]) shared library' lt_cv_file_magic_test_file=/usr/lib/libc.sl ;; esac ;; interix[3-9]*) # PIC code is broken on Interix 3.x, that's why |\.a not |_pic\.a here lt_cv_deplibs_check_method='match_pattern /lib[^/]+(\.so|\.a)$' ;; irix5* | irix6* | nonstopux*) case $LD in *-32|*"-32 ") libmagic=32-bit;; *-n32|*"-n32 ") libmagic=N32;; *-64|*"-64 ") libmagic=64-bit;; *) libmagic=never-match;; esac lt_cv_deplibs_check_method=pass_all ;; # This must be glibc/ELF. linux* | k*bsd*-gnu | kopensolaris*-gnu | gnu*) lt_cv_deplibs_check_method=pass_all ;; netbsd*) if echo __ELF__ | $CC -E - | $GREP __ELF__ > /dev/null; then lt_cv_deplibs_check_method='match_pattern /lib[^/]+(\.so\.[0-9]+\.[0-9]+|_pic\.a)$' else lt_cv_deplibs_check_method='match_pattern /lib[^/]+(\.so|_pic\.a)$' fi ;; newos6*) lt_cv_deplibs_check_method='file_magic ELF [0-9][0-9]*-bit [ML]SB (executable|dynamic lib)' lt_cv_file_magic_cmd=/usr/bin/file lt_cv_file_magic_test_file=/usr/lib/libnls.so ;; *nto* | *qnx*) lt_cv_deplibs_check_method=pass_all ;; openbsd* | bitrig*) if test -z "`echo __ELF__ | $CC -E - | $GREP __ELF__`"; then lt_cv_deplibs_check_method='match_pattern /lib[^/]+(\.so\.[0-9]+\.[0-9]+|\.so|_pic\.a)$' else lt_cv_deplibs_check_method='match_pattern /lib[^/]+(\.so\.[0-9]+\.[0-9]+|_pic\.a)$' fi ;; osf3* | osf4* | osf5*) lt_cv_deplibs_check_method=pass_all ;; rdos*) lt_cv_deplibs_check_method=pass_all ;; solaris*) lt_cv_deplibs_check_method=pass_all ;; sysv5* | sco3.2v5* | sco5v6* | unixware* | OpenUNIX* | sysv4*uw2*) lt_cv_deplibs_check_method=pass_all ;; sysv4 | sysv4.3*) case $host_vendor in motorola) lt_cv_deplibs_check_method='file_magic ELF [0-9][0-9]*-bit [ML]SB (shared object|dynamic lib) M[0-9][0-9]* Version [0-9]' lt_cv_file_magic_test_file=`echo /usr/lib/libc.so*` ;; ncr) lt_cv_deplibs_check_method=pass_all ;; sequent) lt_cv_file_magic_cmd='/bin/file' lt_cv_deplibs_check_method='file_magic ELF [0-9][0-9]*-bit [LM]SB (shared object|dynamic lib )' ;; sni) lt_cv_file_magic_cmd='/bin/file' lt_cv_deplibs_check_method="file_magic ELF [0-9][0-9]*-bit [LM]SB dynamic lib" lt_cv_file_magic_test_file=/lib/libc.so ;; siemens) lt_cv_deplibs_check_method=pass_all ;; pc) lt_cv_deplibs_check_method=pass_all ;; esac ;; tpf*) lt_cv_deplibs_check_method=pass_all ;; os2*) lt_cv_deplibs_check_method=pass_all ;; esac fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_deplibs_check_method" >&5 $as_echo "$lt_cv_deplibs_check_method" >&6; } file_magic_glob= want_nocaseglob=no if test "$build" = "$host"; then case $host_os in mingw* | pw32*) if ( shopt | grep nocaseglob ) >/dev/null 2>&1; then want_nocaseglob=yes else file_magic_glob=`echo aAbBcCdDeEfFgGhHiIjJkKlLmMnNoOpPqQrRsStTuUvVwWxXyYzZ | $SED -e "s/\(..\)/s\/[\1]\/[\1]\/g;/g"` fi ;; esac fi file_magic_cmd=$lt_cv_file_magic_cmd deplibs_check_method=$lt_cv_deplibs_check_method test -z "$deplibs_check_method" && deplibs_check_method=unknown if test -n "$ac_tool_prefix"; then # Extract the first word of "${ac_tool_prefix}dlltool", so it can be a program name with args. set dummy ${ac_tool_prefix}dlltool; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_DLLTOOL+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$DLLTOOL"; then ac_cv_prog_DLLTOOL="$DLLTOOL" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_DLLTOOL="${ac_tool_prefix}dlltool" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi DLLTOOL=$ac_cv_prog_DLLTOOL if test -n "$DLLTOOL"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $DLLTOOL" >&5 $as_echo "$DLLTOOL" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi fi if test -z "$ac_cv_prog_DLLTOOL"; then ac_ct_DLLTOOL=$DLLTOOL # Extract the first word of "dlltool", so it can be a program name with args. set dummy dlltool; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_ac_ct_DLLTOOL+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$ac_ct_DLLTOOL"; then ac_cv_prog_ac_ct_DLLTOOL="$ac_ct_DLLTOOL" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_ac_ct_DLLTOOL="dlltool" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi ac_ct_DLLTOOL=$ac_cv_prog_ac_ct_DLLTOOL if test -n "$ac_ct_DLLTOOL"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $ac_ct_DLLTOOL" >&5 $as_echo "$ac_ct_DLLTOOL" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi if test "x$ac_ct_DLLTOOL" = x; then DLLTOOL="false" else case $cross_compiling:$ac_tool_warned in yes:) { $as_echo "$as_me:${as_lineno-$LINENO}: WARNING: using cross tools not prefixed with host triplet" >&5 $as_echo "$as_me: WARNING: using cross tools not prefixed with host triplet" >&2;} ac_tool_warned=yes ;; esac DLLTOOL=$ac_ct_DLLTOOL fi else DLLTOOL="$ac_cv_prog_DLLTOOL" fi test -z "$DLLTOOL" && DLLTOOL=dlltool { $as_echo "$as_me:${as_lineno-$LINENO}: checking how to associate runtime and link libraries" >&5 $as_echo_n "checking how to associate runtime and link libraries... " >&6; } if ${lt_cv_sharedlib_from_linklib_cmd+:} false; then : $as_echo_n "(cached) " >&6 else lt_cv_sharedlib_from_linklib_cmd='unknown' case $host_os in cygwin* | mingw* | pw32* | cegcc*) # two different shell functions defined in ltmain.sh; # decide which one to use based on capabilities of $DLLTOOL case `$DLLTOOL --help 2>&1` in *--identify-strict*) lt_cv_sharedlib_from_linklib_cmd=func_cygming_dll_for_implib ;; *) lt_cv_sharedlib_from_linklib_cmd=func_cygming_dll_for_implib_fallback ;; esac ;; *) # fallback: assume linklib IS sharedlib lt_cv_sharedlib_from_linklib_cmd=$ECHO ;; esac fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_sharedlib_from_linklib_cmd" >&5 $as_echo "$lt_cv_sharedlib_from_linklib_cmd" >&6; } sharedlib_from_linklib_cmd=$lt_cv_sharedlib_from_linklib_cmd test -z "$sharedlib_from_linklib_cmd" && sharedlib_from_linklib_cmd=$ECHO if test -n "$ac_tool_prefix"; then for ac_prog in ar do # Extract the first word of "$ac_tool_prefix$ac_prog", so it can be a program name with args. set dummy $ac_tool_prefix$ac_prog; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_AR+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$AR"; then ac_cv_prog_AR="$AR" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_AR="$ac_tool_prefix$ac_prog" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi AR=$ac_cv_prog_AR if test -n "$AR"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $AR" >&5 $as_echo "$AR" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi test -n "$AR" && break done fi if test -z "$AR"; then ac_ct_AR=$AR for ac_prog in ar do # Extract the first word of "$ac_prog", so it can be a program name with args. set dummy $ac_prog; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_ac_ct_AR+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$ac_ct_AR"; then ac_cv_prog_ac_ct_AR="$ac_ct_AR" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_ac_ct_AR="$ac_prog" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi ac_ct_AR=$ac_cv_prog_ac_ct_AR if test -n "$ac_ct_AR"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $ac_ct_AR" >&5 $as_echo "$ac_ct_AR" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi test -n "$ac_ct_AR" && break done if test "x$ac_ct_AR" = x; then AR="false" else case $cross_compiling:$ac_tool_warned in yes:) { $as_echo "$as_me:${as_lineno-$LINENO}: WARNING: using cross tools not prefixed with host triplet" >&5 $as_echo "$as_me: WARNING: using cross tools not prefixed with host triplet" >&2;} ac_tool_warned=yes ;; esac AR=$ac_ct_AR fi fi : ${AR=ar} : ${AR_FLAGS=cru} { $as_echo "$as_me:${as_lineno-$LINENO}: checking for archiver @FILE support" >&5 $as_echo_n "checking for archiver @FILE support... " >&6; } if ${lt_cv_ar_at_file+:} false; then : $as_echo_n "(cached) " >&6 else lt_cv_ar_at_file=no cat confdefs.h - <<_ACEOF >conftest.$ac_ext /* end confdefs.h. */ int main () { ; return 0; } _ACEOF if ac_fn_c_try_compile "$LINENO"; then : echo conftest.$ac_objext > conftest.lst lt_ar_try='$AR $AR_FLAGS libconftest.a @conftest.lst >&5' { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$lt_ar_try\""; } >&5 (eval $lt_ar_try) 2>&5 ac_status=$? $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; } if test 0 -eq "$ac_status"; then # Ensure the archiver fails upon bogus file names. rm -f conftest.$ac_objext libconftest.a { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$lt_ar_try\""; } >&5 (eval $lt_ar_try) 2>&5 ac_status=$? $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; } if test 0 -ne "$ac_status"; then lt_cv_ar_at_file=@ fi fi rm -f conftest.* libconftest.a fi rm -f core conftest.err conftest.$ac_objext conftest.$ac_ext fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_ar_at_file" >&5 $as_echo "$lt_cv_ar_at_file" >&6; } if test no = "$lt_cv_ar_at_file"; then archiver_list_spec= else archiver_list_spec=$lt_cv_ar_at_file fi if test -n "$ac_tool_prefix"; then # Extract the first word of "${ac_tool_prefix}strip", so it can be a program name with args. set dummy ${ac_tool_prefix}strip; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_STRIP+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$STRIP"; then ac_cv_prog_STRIP="$STRIP" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_STRIP="${ac_tool_prefix}strip" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi STRIP=$ac_cv_prog_STRIP if test -n "$STRIP"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $STRIP" >&5 $as_echo "$STRIP" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi fi if test -z "$ac_cv_prog_STRIP"; then ac_ct_STRIP=$STRIP # Extract the first word of "strip", so it can be a program name with args. set dummy strip; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_ac_ct_STRIP+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$ac_ct_STRIP"; then ac_cv_prog_ac_ct_STRIP="$ac_ct_STRIP" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_ac_ct_STRIP="strip" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi ac_ct_STRIP=$ac_cv_prog_ac_ct_STRIP if test -n "$ac_ct_STRIP"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $ac_ct_STRIP" >&5 $as_echo "$ac_ct_STRIP" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi if test "x$ac_ct_STRIP" = x; then STRIP=":" else case $cross_compiling:$ac_tool_warned in yes:) { $as_echo "$as_me:${as_lineno-$LINENO}: WARNING: using cross tools not prefixed with host triplet" >&5 $as_echo "$as_me: WARNING: using cross tools not prefixed with host triplet" >&2;} ac_tool_warned=yes ;; esac STRIP=$ac_ct_STRIP fi else STRIP="$ac_cv_prog_STRIP" fi test -z "$STRIP" && STRIP=: if test -n "$ac_tool_prefix"; then # Extract the first word of "${ac_tool_prefix}ranlib", so it can be a program name with args. set dummy ${ac_tool_prefix}ranlib; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_RANLIB+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$RANLIB"; then ac_cv_prog_RANLIB="$RANLIB" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_RANLIB="${ac_tool_prefix}ranlib" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi RANLIB=$ac_cv_prog_RANLIB if test -n "$RANLIB"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $RANLIB" >&5 $as_echo "$RANLIB" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi fi if test -z "$ac_cv_prog_RANLIB"; then ac_ct_RANLIB=$RANLIB # Extract the first word of "ranlib", so it can be a program name with args. set dummy ranlib; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_ac_ct_RANLIB+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$ac_ct_RANLIB"; then ac_cv_prog_ac_ct_RANLIB="$ac_ct_RANLIB" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_ac_ct_RANLIB="ranlib" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi ac_ct_RANLIB=$ac_cv_prog_ac_ct_RANLIB if test -n "$ac_ct_RANLIB"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $ac_ct_RANLIB" >&5 $as_echo "$ac_ct_RANLIB" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi if test "x$ac_ct_RANLIB" = x; then RANLIB=":" else case $cross_compiling:$ac_tool_warned in yes:) { $as_echo "$as_me:${as_lineno-$LINENO}: WARNING: using cross tools not prefixed with host triplet" >&5 $as_echo "$as_me: WARNING: using cross tools not prefixed with host triplet" >&2;} ac_tool_warned=yes ;; esac RANLIB=$ac_ct_RANLIB fi else RANLIB="$ac_cv_prog_RANLIB" fi test -z "$RANLIB" && RANLIB=: # Determine commands to create old-style static archives. old_archive_cmds='$AR $AR_FLAGS $oldlib$oldobjs' old_postinstall_cmds='chmod 644 $oldlib' old_postuninstall_cmds= if test -n "$RANLIB"; then case $host_os in bitrig* | openbsd*) old_postinstall_cmds="$old_postinstall_cmds~\$RANLIB -t \$tool_oldlib" ;; *) old_postinstall_cmds="$old_postinstall_cmds~\$RANLIB \$tool_oldlib" ;; esac old_archive_cmds="$old_archive_cmds~\$RANLIB \$tool_oldlib" fi case $host_os in darwin*) lock_old_archive_extraction=yes ;; *) lock_old_archive_extraction=no ;; esac # If no C compiler was specified, use CC. LTCC=${LTCC-"$CC"} # If no C compiler flags were specified, use CFLAGS. LTCFLAGS=${LTCFLAGS-"$CFLAGS"} # Allow CC to be a program name with arguments. compiler=$CC # Check for command to grab the raw symbol name followed by C symbol from nm. { $as_echo "$as_me:${as_lineno-$LINENO}: checking command to parse $NM output from $compiler object" >&5 $as_echo_n "checking command to parse $NM output from $compiler object... " >&6; } if ${lt_cv_sys_global_symbol_pipe+:} false; then : $as_echo_n "(cached) " >&6 else # These are sane defaults that work on at least a few old systems. # [They come from Ultrix. What could be older than Ultrix?!! ;)] # Character class describing NM global symbol codes. symcode='[BCDEGRST]' # Regexp to match symbols that can be accessed directly from C. sympat='\([_A-Za-z][_A-Za-z0-9]*\)' # Define system-specific variables. case $host_os in aix*) symcode='[BCDT]' ;; cygwin* | mingw* | pw32* | cegcc*) symcode='[ABCDGISTW]' ;; hpux*) if test ia64 = "$host_cpu"; then symcode='[ABCDEGRST]' fi ;; irix* | nonstopux*) symcode='[BCDEGRST]' ;; osf*) symcode='[BCDEGQRST]' ;; solaris*) symcode='[BDRT]' ;; sco3.2v5*) symcode='[DT]' ;; sysv4.2uw2*) symcode='[DT]' ;; sysv5* | sco5v6* | unixware* | OpenUNIX*) symcode='[ABDT]' ;; sysv4) symcode='[DFNSTU]' ;; esac # If we're using GNU nm, then use its standard symbol codes. case `$NM -V 2>&1` in *GNU* | *'with BFD'*) symcode='[ABCDGIRSTW]' ;; esac if test "$lt_cv_nm_interface" = "MS dumpbin"; then # Gets list of data symbols to import. lt_cv_sys_global_symbol_to_import="sed -n -e 's/^I .* \(.*\)$/\1/p'" # Adjust the below global symbol transforms to fixup imported variables. lt_cdecl_hook=" -e 's/^I .* \(.*\)$/extern __declspec(dllimport) char \1;/p'" lt_c_name_hook=" -e 's/^I .* \(.*\)$/ {\"\1\", (void *) 0},/p'" lt_c_name_lib_hook="\ -e 's/^I .* \(lib.*\)$/ {\"\1\", (void *) 0},/p'\ -e 's/^I .* \(.*\)$/ {\"lib\1\", (void *) 0},/p'" else # Disable hooks by default. lt_cv_sys_global_symbol_to_import= lt_cdecl_hook= lt_c_name_hook= lt_c_name_lib_hook= fi # Transform an extracted symbol line into a proper C declaration. # Some systems (esp. on ia64) link data and code symbols differently, # so use this general approach. lt_cv_sys_global_symbol_to_cdecl="sed -n"\ $lt_cdecl_hook\ " -e 's/^T .* \(.*\)$/extern int \1();/p'"\ " -e 's/^$symcode$symcode* .* \(.*\)$/extern char \1;/p'" # Transform an extracted symbol line into symbol name and symbol address lt_cv_sys_global_symbol_to_c_name_address="sed -n"\ $lt_c_name_hook\ " -e 's/^: \(.*\) .*$/ {\"\1\", (void *) 0},/p'"\ " -e 's/^$symcode$symcode* .* \(.*\)$/ {\"\1\", (void *) \&\1},/p'" # Transform an extracted symbol line into symbol name with lib prefix and # symbol address. lt_cv_sys_global_symbol_to_c_name_address_lib_prefix="sed -n"\ $lt_c_name_lib_hook\ " -e 's/^: \(.*\) .*$/ {\"\1\", (void *) 0},/p'"\ " -e 's/^$symcode$symcode* .* \(lib.*\)$/ {\"\1\", (void *) \&\1},/p'"\ " -e 's/^$symcode$symcode* .* \(.*\)$/ {\"lib\1\", (void *) \&\1},/p'" # Handle CRLF in mingw tool chain opt_cr= case $build_os in mingw*) opt_cr=`$ECHO 'x\{0,1\}' | tr x '\015'` # option cr in regexp ;; esac # Try without a prefix underscore, then with it. for ac_symprfx in "" "_"; do # Transform symcode, sympat, and symprfx into a raw symbol and a C symbol. symxfrm="\\1 $ac_symprfx\\2 \\2" # Write the raw and C identifiers. if test "$lt_cv_nm_interface" = "MS dumpbin"; then # Fake it for dumpbin and say T for any non-static function, # D for any global variable and I for any imported variable. # Also find C++ and __fastcall symbols from MSVC++, # which start with @ or ?. lt_cv_sys_global_symbol_pipe="$AWK '"\ " {last_section=section; section=\$ 3};"\ " /^COFF SYMBOL TABLE/{for(i in hide) delete hide[i]};"\ " /Section length .*#relocs.*(pick any)/{hide[last_section]=1};"\ " /^ *Symbol name *: /{split(\$ 0,sn,\":\"); si=substr(sn[2],2)};"\ " /^ *Type *: code/{print \"T\",si,substr(si,length(prfx))};"\ " /^ *Type *: data/{print \"I\",si,substr(si,length(prfx))};"\ " \$ 0!~/External *\|/{next};"\ " / 0+ UNDEF /{next}; / UNDEF \([^|]\)*()/{next};"\ " {if(hide[section]) next};"\ " {f=\"D\"}; \$ 0~/\(\).*\|/{f=\"T\"};"\ " {split(\$ 0,a,/\||\r/); split(a[2],s)};"\ " s[1]~/^[@?]/{print f,s[1],s[1]; next};"\ " s[1]~prfx {split(s[1],t,\"@\"); print f,t[1],substr(t[1],length(prfx))}"\ " ' prfx=^$ac_symprfx" else lt_cv_sys_global_symbol_pipe="sed -n -e 's/^.*[ ]\($symcode$symcode*\)[ ][ ]*$ac_symprfx$sympat$opt_cr$/$symxfrm/p'" fi lt_cv_sys_global_symbol_pipe="$lt_cv_sys_global_symbol_pipe | sed '/ __gnu_lto/d'" # Check to see that the pipe works correctly. pipe_works=no rm -f conftest* cat > conftest.$ac_ext <<_LT_EOF #ifdef __cplusplus extern "C" { #endif char nm_test_var; void nm_test_func(void); void nm_test_func(void){} #ifdef __cplusplus } #endif int main(){nm_test_var='a';nm_test_func();return(0);} _LT_EOF if { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$ac_compile\""; } >&5 (eval $ac_compile) 2>&5 ac_status=$? $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; }; then # Now try to grab the symbols. nlist=conftest.nm if { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$NM conftest.$ac_objext \| "$lt_cv_sys_global_symbol_pipe" \> $nlist\""; } >&5 (eval $NM conftest.$ac_objext \| "$lt_cv_sys_global_symbol_pipe" \> $nlist) 2>&5 ac_status=$? $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; } && test -s "$nlist"; then # Try sorting and uniquifying the output. if sort "$nlist" | uniq > "$nlist"T; then mv -f "$nlist"T "$nlist" else rm -f "$nlist"T fi # Make sure that we snagged all the symbols we need. if $GREP ' nm_test_var$' "$nlist" >/dev/null; then if $GREP ' nm_test_func$' "$nlist" >/dev/null; then cat <<_LT_EOF > conftest.$ac_ext /* Keep this code in sync between libtool.m4, ltmain, lt_system.h, and tests. */ #if defined _WIN32 || defined __CYGWIN__ || defined _WIN32_WCE /* DATA imports from DLLs on WIN32 can't be const, because runtime relocations are performed -- see ld's documentation on pseudo-relocs. */ # define LT_DLSYM_CONST #elif defined __osf__ /* This system does not cope well with relocations in const data. */ # define LT_DLSYM_CONST #else # define LT_DLSYM_CONST const #endif #ifdef __cplusplus extern "C" { #endif _LT_EOF # Now generate the symbol file. eval "$lt_cv_sys_global_symbol_to_cdecl"' < "$nlist" | $GREP -v main >> conftest.$ac_ext' cat <<_LT_EOF >> conftest.$ac_ext /* The mapping between symbol names and symbols. */ LT_DLSYM_CONST struct { const char *name; void *address; } lt__PROGRAM__LTX_preloaded_symbols[] = { { "@PROGRAM@", (void *) 0 }, _LT_EOF $SED "s/^$symcode$symcode* .* \(.*\)$/ {\"\1\", (void *) \&\1},/" < "$nlist" | $GREP -v main >> conftest.$ac_ext cat <<\_LT_EOF >> conftest.$ac_ext {0, (void *) 0} }; /* This works around a problem in FreeBSD linker */ #ifdef FREEBSD_WORKAROUND static const void *lt_preloaded_setup() { return lt__PROGRAM__LTX_preloaded_symbols; } #endif #ifdef __cplusplus } #endif _LT_EOF # Now try linking the two files. mv conftest.$ac_objext conftstm.$ac_objext lt_globsym_save_LIBS=$LIBS lt_globsym_save_CFLAGS=$CFLAGS LIBS=conftstm.$ac_objext CFLAGS="$CFLAGS$lt_prog_compiler_no_builtin_flag" if { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$ac_link\""; } >&5 (eval $ac_link) 2>&5 ac_status=$? $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; } && test -s conftest$ac_exeext; then pipe_works=yes fi LIBS=$lt_globsym_save_LIBS CFLAGS=$lt_globsym_save_CFLAGS else echo "cannot find nm_test_func in $nlist" >&5 fi else echo "cannot find nm_test_var in $nlist" >&5 fi else echo "cannot run $lt_cv_sys_global_symbol_pipe" >&5 fi else echo "$progname: failed program was:" >&5 cat conftest.$ac_ext >&5 fi rm -rf conftest* conftst* # Do not use the global_symbol_pipe unless it works. if test yes = "$pipe_works"; then break else lt_cv_sys_global_symbol_pipe= fi done fi if test -z "$lt_cv_sys_global_symbol_pipe"; then lt_cv_sys_global_symbol_to_cdecl= fi if test -z "$lt_cv_sys_global_symbol_pipe$lt_cv_sys_global_symbol_to_cdecl"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: failed" >&5 $as_echo "failed" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: ok" >&5 $as_echo "ok" >&6; } fi # Response file support. if test "$lt_cv_nm_interface" = "MS dumpbin"; then nm_file_list_spec='@' elif $NM --help 2>/dev/null | grep '[@]FILE' >/dev/null; then nm_file_list_spec='@' fi { $as_echo "$as_me:${as_lineno-$LINENO}: checking for sysroot" >&5 $as_echo_n "checking for sysroot... " >&6; } # Check whether --with-sysroot was given. if test "${with_sysroot+set}" = set; then : withval=$with_sysroot; else with_sysroot=no fi lt_sysroot= case $with_sysroot in #( yes) if test yes = "$GCC"; then lt_sysroot=`$CC --print-sysroot 2>/dev/null` fi ;; #( /*) lt_sysroot=`echo "$with_sysroot" | sed -e "$sed_quote_subst"` ;; #( no|'') ;; #( *) { $as_echo "$as_me:${as_lineno-$LINENO}: result: $with_sysroot" >&5 $as_echo "$with_sysroot" >&6; } as_fn_error $? "The sysroot must be an absolute path." "$LINENO" 5 ;; esac { $as_echo "$as_me:${as_lineno-$LINENO}: result: ${lt_sysroot:-no}" >&5 $as_echo "${lt_sysroot:-no}" >&6; } { $as_echo "$as_me:${as_lineno-$LINENO}: checking for a working dd" >&5 $as_echo_n "checking for a working dd... " >&6; } if ${ac_cv_path_lt_DD+:} false; then : $as_echo_n "(cached) " >&6 else printf 0123456789abcdef0123456789abcdef >conftest.i cat conftest.i conftest.i >conftest2.i : ${lt_DD:=$DD} if test -z "$lt_DD"; then ac_path_lt_DD_found=false # Loop through the user's path and test for each of PROGNAME-LIST as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_prog in dd; do for ac_exec_ext in '' $ac_executable_extensions; do ac_path_lt_DD="$as_dir/$ac_prog$ac_exec_ext" as_fn_executable_p "$ac_path_lt_DD" || continue if "$ac_path_lt_DD" bs=32 count=1 conftest.out 2>/dev/null; then cmp -s conftest.i conftest.out \ && ac_cv_path_lt_DD="$ac_path_lt_DD" ac_path_lt_DD_found=: fi $ac_path_lt_DD_found && break 3 done done done IFS=$as_save_IFS if test -z "$ac_cv_path_lt_DD"; then : fi else ac_cv_path_lt_DD=$lt_DD fi rm -f conftest.i conftest2.i conftest.out fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $ac_cv_path_lt_DD" >&5 $as_echo "$ac_cv_path_lt_DD" >&6; } { $as_echo "$as_me:${as_lineno-$LINENO}: checking how to truncate binary pipes" >&5 $as_echo_n "checking how to truncate binary pipes... " >&6; } if ${lt_cv_truncate_bin+:} false; then : $as_echo_n "(cached) " >&6 else printf 0123456789abcdef0123456789abcdef >conftest.i cat conftest.i conftest.i >conftest2.i lt_cv_truncate_bin= if "$ac_cv_path_lt_DD" bs=32 count=1 conftest.out 2>/dev/null; then cmp -s conftest.i conftest.out \ && lt_cv_truncate_bin="$ac_cv_path_lt_DD bs=4096 count=1" fi rm -f conftest.i conftest2.i conftest.out test -z "$lt_cv_truncate_bin" && lt_cv_truncate_bin="$SED -e 4q" fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_truncate_bin" >&5 $as_echo "$lt_cv_truncate_bin" >&6; } # Calculate cc_basename. Skip known compiler wrappers and cross-prefix. func_cc_basename () { for cc_temp in $*""; do case $cc_temp in compile | *[\\/]compile | ccache | *[\\/]ccache ) ;; distcc | *[\\/]distcc | purify | *[\\/]purify ) ;; \-*) ;; *) break;; esac done func_cc_basename_result=`$ECHO "$cc_temp" | $SED "s%.*/%%; s%^$host_alias-%%"` } # Check whether --enable-libtool-lock was given. if test "${enable_libtool_lock+set}" = set; then : enableval=$enable_libtool_lock; fi test no = "$enable_libtool_lock" || enable_libtool_lock=yes # Some flags need to be propagated to the compiler or linker for good # libtool support. case $host in ia64-*-hpux*) # Find out what ABI is being produced by ac_compile, and set mode # options accordingly. echo 'int i;' > conftest.$ac_ext if { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$ac_compile\""; } >&5 (eval $ac_compile) 2>&5 ac_status=$? $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; }; then case `/usr/bin/file conftest.$ac_objext` in *ELF-32*) HPUX_IA64_MODE=32 ;; *ELF-64*) HPUX_IA64_MODE=64 ;; esac fi rm -rf conftest* ;; *-*-irix6*) # Find out what ABI is being produced by ac_compile, and set linker # options accordingly. echo '#line '$LINENO' "configure"' > conftest.$ac_ext if { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$ac_compile\""; } >&5 (eval $ac_compile) 2>&5 ac_status=$? $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; }; then if test yes = "$lt_cv_prog_gnu_ld"; then case `/usr/bin/file conftest.$ac_objext` in *32-bit*) LD="${LD-ld} -melf32bsmip" ;; *N32*) LD="${LD-ld} -melf32bmipn32" ;; *64-bit*) LD="${LD-ld} -melf64bmip" ;; esac else case `/usr/bin/file conftest.$ac_objext` in *32-bit*) LD="${LD-ld} -32" ;; *N32*) LD="${LD-ld} -n32" ;; *64-bit*) LD="${LD-ld} -64" ;; esac fi fi rm -rf conftest* ;; mips64*-*linux*) # Find out what ABI is being produced by ac_compile, and set linker # options accordingly. echo '#line '$LINENO' "configure"' > conftest.$ac_ext if { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$ac_compile\""; } >&5 (eval $ac_compile) 2>&5 ac_status=$? $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; }; then emul=elf case `/usr/bin/file conftest.$ac_objext` in *32-bit*) emul="${emul}32" ;; *64-bit*) emul="${emul}64" ;; esac case `/usr/bin/file conftest.$ac_objext` in *MSB*) emul="${emul}btsmip" ;; *LSB*) emul="${emul}ltsmip" ;; esac case `/usr/bin/file conftest.$ac_objext` in *N32*) emul="${emul}n32" ;; esac LD="${LD-ld} -m $emul" fi rm -rf conftest* ;; x86_64-*kfreebsd*-gnu|x86_64-*linux*|powerpc*-*linux*| \ s390*-*linux*|s390*-*tpf*|sparc*-*linux*) # Find out what ABI is being produced by ac_compile, and set linker # options accordingly. Note that the listed cases only cover the # situations where additional linker options are needed (such as when # doing 32-bit compilation for a host where ld defaults to 64-bit, or # vice versa); the common cases where no linker options are needed do # not appear in the list. echo 'int i;' > conftest.$ac_ext if { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$ac_compile\""; } >&5 (eval $ac_compile) 2>&5 ac_status=$? $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; }; then case `/usr/bin/file conftest.o` in *32-bit*) case $host in x86_64-*kfreebsd*-gnu) LD="${LD-ld} -m elf_i386_fbsd" ;; x86_64-*linux*) case `/usr/bin/file conftest.o` in *x86-64*) LD="${LD-ld} -m elf32_x86_64" ;; *) LD="${LD-ld} -m elf_i386" ;; esac ;; powerpc64le-*linux*) LD="${LD-ld} -m elf32lppclinux" ;; powerpc64-*linux*) LD="${LD-ld} -m elf32ppclinux" ;; s390x-*linux*) LD="${LD-ld} -m elf_s390" ;; sparc64-*linux*) LD="${LD-ld} -m elf32_sparc" ;; esac ;; *64-bit*) case $host in x86_64-*kfreebsd*-gnu) LD="${LD-ld} -m elf_x86_64_fbsd" ;; x86_64-*linux*) LD="${LD-ld} -m elf_x86_64" ;; powerpcle-*linux*) LD="${LD-ld} -m elf64lppc" ;; powerpc-*linux*) LD="${LD-ld} -m elf64ppc" ;; s390*-*linux*|s390*-*tpf*) LD="${LD-ld} -m elf64_s390" ;; sparc*-*linux*) LD="${LD-ld} -m elf64_sparc" ;; esac ;; esac fi rm -rf conftest* ;; *-*-sco3.2v5*) # On SCO OpenServer 5, we need -belf to get full-featured binaries. SAVE_CFLAGS=$CFLAGS CFLAGS="$CFLAGS -belf" { $as_echo "$as_me:${as_lineno-$LINENO}: checking whether the C compiler needs -belf" >&5 $as_echo_n "checking whether the C compiler needs -belf... " >&6; } if ${lt_cv_cc_needs_belf+:} false; then : $as_echo_n "(cached) " >&6 else ac_ext=c ac_cpp='$CPP $CPPFLAGS' ac_compile='$CC -c $CFLAGS $CPPFLAGS conftest.$ac_ext >&5' ac_link='$CC -o conftest$ac_exeext $CFLAGS $CPPFLAGS $LDFLAGS conftest.$ac_ext $LIBS >&5' ac_compiler_gnu=$ac_cv_c_compiler_gnu cat confdefs.h - <<_ACEOF >conftest.$ac_ext /* end confdefs.h. */ int main () { ; return 0; } _ACEOF if ac_fn_c_try_link "$LINENO"; then : lt_cv_cc_needs_belf=yes else lt_cv_cc_needs_belf=no fi rm -f core conftest.err conftest.$ac_objext \ conftest$ac_exeext conftest.$ac_ext ac_ext=c ac_cpp='$CPP $CPPFLAGS' ac_compile='$CC -c $CFLAGS $CPPFLAGS conftest.$ac_ext >&5' ac_link='$CC -o conftest$ac_exeext $CFLAGS $CPPFLAGS $LDFLAGS conftest.$ac_ext $LIBS >&5' ac_compiler_gnu=$ac_cv_c_compiler_gnu fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_cc_needs_belf" >&5 $as_echo "$lt_cv_cc_needs_belf" >&6; } if test yes != "$lt_cv_cc_needs_belf"; then # this is probably gcc 2.8.0, egcs 1.0 or newer; no need for -belf CFLAGS=$SAVE_CFLAGS fi ;; *-*solaris*) # Find out what ABI is being produced by ac_compile, and set linker # options accordingly. echo 'int i;' > conftest.$ac_ext if { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$ac_compile\""; } >&5 (eval $ac_compile) 2>&5 ac_status=$? $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; }; then case `/usr/bin/file conftest.o` in *64-bit*) case $lt_cv_prog_gnu_ld in yes*) case $host in i?86-*-solaris*|x86_64-*-solaris*) LD="${LD-ld} -m elf_x86_64" ;; sparc*-*-solaris*) LD="${LD-ld} -m elf64_sparc" ;; esac # GNU ld 2.21 introduced _sol2 emulations. Use them if available. if ${LD-ld} -V | grep _sol2 >/dev/null 2>&1; then LD=${LD-ld}_sol2 fi ;; *) if ${LD-ld} -64 -r -o conftest2.o conftest.o >/dev/null 2>&1; then LD="${LD-ld} -64" fi ;; esac ;; esac fi rm -rf conftest* ;; esac need_locks=$enable_libtool_lock if test -n "$ac_tool_prefix"; then # Extract the first word of "${ac_tool_prefix}mt", so it can be a program name with args. set dummy ${ac_tool_prefix}mt; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_MANIFEST_TOOL+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$MANIFEST_TOOL"; then ac_cv_prog_MANIFEST_TOOL="$MANIFEST_TOOL" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_MANIFEST_TOOL="${ac_tool_prefix}mt" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi MANIFEST_TOOL=$ac_cv_prog_MANIFEST_TOOL if test -n "$MANIFEST_TOOL"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $MANIFEST_TOOL" >&5 $as_echo "$MANIFEST_TOOL" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi fi if test -z "$ac_cv_prog_MANIFEST_TOOL"; then ac_ct_MANIFEST_TOOL=$MANIFEST_TOOL # Extract the first word of "mt", so it can be a program name with args. set dummy mt; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_ac_ct_MANIFEST_TOOL+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$ac_ct_MANIFEST_TOOL"; then ac_cv_prog_ac_ct_MANIFEST_TOOL="$ac_ct_MANIFEST_TOOL" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_ac_ct_MANIFEST_TOOL="mt" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi ac_ct_MANIFEST_TOOL=$ac_cv_prog_ac_ct_MANIFEST_TOOL if test -n "$ac_ct_MANIFEST_TOOL"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $ac_ct_MANIFEST_TOOL" >&5 $as_echo "$ac_ct_MANIFEST_TOOL" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi if test "x$ac_ct_MANIFEST_TOOL" = x; then MANIFEST_TOOL=":" else case $cross_compiling:$ac_tool_warned in yes:) { $as_echo "$as_me:${as_lineno-$LINENO}: WARNING: using cross tools not prefixed with host triplet" >&5 $as_echo "$as_me: WARNING: using cross tools not prefixed with host triplet" >&2;} ac_tool_warned=yes ;; esac MANIFEST_TOOL=$ac_ct_MANIFEST_TOOL fi else MANIFEST_TOOL="$ac_cv_prog_MANIFEST_TOOL" fi test -z "$MANIFEST_TOOL" && MANIFEST_TOOL=mt { $as_echo "$as_me:${as_lineno-$LINENO}: checking if $MANIFEST_TOOL is a manifest tool" >&5 $as_echo_n "checking if $MANIFEST_TOOL is a manifest tool... " >&6; } if ${lt_cv_path_mainfest_tool+:} false; then : $as_echo_n "(cached) " >&6 else lt_cv_path_mainfest_tool=no echo "$as_me:$LINENO: $MANIFEST_TOOL '-?'" >&5 $MANIFEST_TOOL '-?' 2>conftest.err > conftest.out cat conftest.err >&5 if $GREP 'Manifest Tool' conftest.out > /dev/null; then lt_cv_path_mainfest_tool=yes fi rm -f conftest* fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_path_mainfest_tool" >&5 $as_echo "$lt_cv_path_mainfest_tool" >&6; } if test yes != "$lt_cv_path_mainfest_tool"; then MANIFEST_TOOL=: fi case $host_os in rhapsody* | darwin*) if test -n "$ac_tool_prefix"; then # Extract the first word of "${ac_tool_prefix}dsymutil", so it can be a program name with args. set dummy ${ac_tool_prefix}dsymutil; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_DSYMUTIL+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$DSYMUTIL"; then ac_cv_prog_DSYMUTIL="$DSYMUTIL" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_DSYMUTIL="${ac_tool_prefix}dsymutil" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi DSYMUTIL=$ac_cv_prog_DSYMUTIL if test -n "$DSYMUTIL"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $DSYMUTIL" >&5 $as_echo "$DSYMUTIL" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi fi if test -z "$ac_cv_prog_DSYMUTIL"; then ac_ct_DSYMUTIL=$DSYMUTIL # Extract the first word of "dsymutil", so it can be a program name with args. set dummy dsymutil; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_ac_ct_DSYMUTIL+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$ac_ct_DSYMUTIL"; then ac_cv_prog_ac_ct_DSYMUTIL="$ac_ct_DSYMUTIL" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_ac_ct_DSYMUTIL="dsymutil" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi ac_ct_DSYMUTIL=$ac_cv_prog_ac_ct_DSYMUTIL if test -n "$ac_ct_DSYMUTIL"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $ac_ct_DSYMUTIL" >&5 $as_echo "$ac_ct_DSYMUTIL" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi if test "x$ac_ct_DSYMUTIL" = x; then DSYMUTIL=":" else case $cross_compiling:$ac_tool_warned in yes:) { $as_echo "$as_me:${as_lineno-$LINENO}: WARNING: using cross tools not prefixed with host triplet" >&5 $as_echo "$as_me: WARNING: using cross tools not prefixed with host triplet" >&2;} ac_tool_warned=yes ;; esac DSYMUTIL=$ac_ct_DSYMUTIL fi else DSYMUTIL="$ac_cv_prog_DSYMUTIL" fi if test -n "$ac_tool_prefix"; then # Extract the first word of "${ac_tool_prefix}nmedit", so it can be a program name with args. set dummy ${ac_tool_prefix}nmedit; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_NMEDIT+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$NMEDIT"; then ac_cv_prog_NMEDIT="$NMEDIT" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_NMEDIT="${ac_tool_prefix}nmedit" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi NMEDIT=$ac_cv_prog_NMEDIT if test -n "$NMEDIT"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $NMEDIT" >&5 $as_echo "$NMEDIT" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi fi if test -z "$ac_cv_prog_NMEDIT"; then ac_ct_NMEDIT=$NMEDIT # Extract the first word of "nmedit", so it can be a program name with args. set dummy nmedit; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_ac_ct_NMEDIT+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$ac_ct_NMEDIT"; then ac_cv_prog_ac_ct_NMEDIT="$ac_ct_NMEDIT" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_ac_ct_NMEDIT="nmedit" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi ac_ct_NMEDIT=$ac_cv_prog_ac_ct_NMEDIT if test -n "$ac_ct_NMEDIT"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $ac_ct_NMEDIT" >&5 $as_echo "$ac_ct_NMEDIT" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi if test "x$ac_ct_NMEDIT" = x; then NMEDIT=":" else case $cross_compiling:$ac_tool_warned in yes:) { $as_echo "$as_me:${as_lineno-$LINENO}: WARNING: using cross tools not prefixed with host triplet" >&5 $as_echo "$as_me: WARNING: using cross tools not prefixed with host triplet" >&2;} ac_tool_warned=yes ;; esac NMEDIT=$ac_ct_NMEDIT fi else NMEDIT="$ac_cv_prog_NMEDIT" fi if test -n "$ac_tool_prefix"; then # Extract the first word of "${ac_tool_prefix}lipo", so it can be a program name with args. set dummy ${ac_tool_prefix}lipo; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_LIPO+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$LIPO"; then ac_cv_prog_LIPO="$LIPO" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_LIPO="${ac_tool_prefix}lipo" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi LIPO=$ac_cv_prog_LIPO if test -n "$LIPO"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $LIPO" >&5 $as_echo "$LIPO" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi fi if test -z "$ac_cv_prog_LIPO"; then ac_ct_LIPO=$LIPO # Extract the first word of "lipo", so it can be a program name with args. set dummy lipo; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_ac_ct_LIPO+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$ac_ct_LIPO"; then ac_cv_prog_ac_ct_LIPO="$ac_ct_LIPO" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_ac_ct_LIPO="lipo" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi ac_ct_LIPO=$ac_cv_prog_ac_ct_LIPO if test -n "$ac_ct_LIPO"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $ac_ct_LIPO" >&5 $as_echo "$ac_ct_LIPO" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi if test "x$ac_ct_LIPO" = x; then LIPO=":" else case $cross_compiling:$ac_tool_warned in yes:) { $as_echo "$as_me:${as_lineno-$LINENO}: WARNING: using cross tools not prefixed with host triplet" >&5 $as_echo "$as_me: WARNING: using cross tools not prefixed with host triplet" >&2;} ac_tool_warned=yes ;; esac LIPO=$ac_ct_LIPO fi else LIPO="$ac_cv_prog_LIPO" fi if test -n "$ac_tool_prefix"; then # Extract the first word of "${ac_tool_prefix}otool", so it can be a program name with args. set dummy ${ac_tool_prefix}otool; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_OTOOL+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$OTOOL"; then ac_cv_prog_OTOOL="$OTOOL" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_OTOOL="${ac_tool_prefix}otool" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi OTOOL=$ac_cv_prog_OTOOL if test -n "$OTOOL"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $OTOOL" >&5 $as_echo "$OTOOL" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi fi if test -z "$ac_cv_prog_OTOOL"; then ac_ct_OTOOL=$OTOOL # Extract the first word of "otool", so it can be a program name with args. set dummy otool; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_ac_ct_OTOOL+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$ac_ct_OTOOL"; then ac_cv_prog_ac_ct_OTOOL="$ac_ct_OTOOL" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_ac_ct_OTOOL="otool" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi ac_ct_OTOOL=$ac_cv_prog_ac_ct_OTOOL if test -n "$ac_ct_OTOOL"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $ac_ct_OTOOL" >&5 $as_echo "$ac_ct_OTOOL" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi if test "x$ac_ct_OTOOL" = x; then OTOOL=":" else case $cross_compiling:$ac_tool_warned in yes:) { $as_echo "$as_me:${as_lineno-$LINENO}: WARNING: using cross tools not prefixed with host triplet" >&5 $as_echo "$as_me: WARNING: using cross tools not prefixed with host triplet" >&2;} ac_tool_warned=yes ;; esac OTOOL=$ac_ct_OTOOL fi else OTOOL="$ac_cv_prog_OTOOL" fi if test -n "$ac_tool_prefix"; then # Extract the first word of "${ac_tool_prefix}otool64", so it can be a program name with args. set dummy ${ac_tool_prefix}otool64; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_OTOOL64+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$OTOOL64"; then ac_cv_prog_OTOOL64="$OTOOL64" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_OTOOL64="${ac_tool_prefix}otool64" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi OTOOL64=$ac_cv_prog_OTOOL64 if test -n "$OTOOL64"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $OTOOL64" >&5 $as_echo "$OTOOL64" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi fi if test -z "$ac_cv_prog_OTOOL64"; then ac_ct_OTOOL64=$OTOOL64 # Extract the first word of "otool64", so it can be a program name with args. set dummy otool64; ac_word=$2 { $as_echo "$as_me:${as_lineno-$LINENO}: checking for $ac_word" >&5 $as_echo_n "checking for $ac_word... " >&6; } if ${ac_cv_prog_ac_ct_OTOOL64+:} false; then : $as_echo_n "(cached) " >&6 else if test -n "$ac_ct_OTOOL64"; then ac_cv_prog_ac_ct_OTOOL64="$ac_ct_OTOOL64" # Let the user override the test. else as_save_IFS=$IFS; IFS=$PATH_SEPARATOR for as_dir in $PATH do IFS=$as_save_IFS test -z "$as_dir" && as_dir=. for ac_exec_ext in '' $ac_executable_extensions; do if as_fn_executable_p "$as_dir/$ac_word$ac_exec_ext"; then ac_cv_prog_ac_ct_OTOOL64="otool64" $as_echo "$as_me:${as_lineno-$LINENO}: found $as_dir/$ac_word$ac_exec_ext" >&5 break 2 fi done done IFS=$as_save_IFS fi fi ac_ct_OTOOL64=$ac_cv_prog_ac_ct_OTOOL64 if test -n "$ac_ct_OTOOL64"; then { $as_echo "$as_me:${as_lineno-$LINENO}: result: $ac_ct_OTOOL64" >&5 $as_echo "$ac_ct_OTOOL64" >&6; } else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; } fi if test "x$ac_ct_OTOOL64" = x; then OTOOL64=":" else case $cross_compiling:$ac_tool_warned in yes:) { $as_echo "$as_me:${as_lineno-$LINENO}: WARNING: using cross tools not prefixed with host triplet" >&5 $as_echo "$as_me: WARNING: using cross tools not prefixed with host triplet" >&2;} ac_tool_warned=yes ;; esac OTOOL64=$ac_ct_OTOOL64 fi else OTOOL64="$ac_cv_prog_OTOOL64" fi { $as_echo "$as_me:${as_lineno-$LINENO}: checking for -single_module linker flag" >&5 $as_echo_n "checking for -single_module linker flag... " >&6; } if ${lt_cv_apple_cc_single_mod+:} false; then : $as_echo_n "(cached) " >&6 else lt_cv_apple_cc_single_mod=no if test -z "$LT_MULTI_MODULE"; then # By default we will add the -single_module flag. You can override # by either setting the environment variable LT_MULTI_MODULE # non-empty at configure time, or by adding -multi_module to the # link flags. rm -rf libconftest.dylib* echo "int foo(void){return 1;}" > conftest.c echo "$LTCC $LTCFLAGS $LDFLAGS -o libconftest.dylib \ -dynamiclib -Wl,-single_module conftest.c" >&5 $LTCC $LTCFLAGS $LDFLAGS -o libconftest.dylib \ -dynamiclib -Wl,-single_module conftest.c 2>conftest.err _lt_result=$? # If there is a non-empty error log, and "single_module" # appears in it, assume the flag caused a linker warning if test -s conftest.err && $GREP single_module conftest.err; then cat conftest.err >&5 # Otherwise, if the output was created with a 0 exit code from # the compiler, it worked. elif test -f libconftest.dylib && test 0 = "$_lt_result"; then lt_cv_apple_cc_single_mod=yes else cat conftest.err >&5 fi rm -rf libconftest.dylib* rm -f conftest.* fi fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_apple_cc_single_mod" >&5 $as_echo "$lt_cv_apple_cc_single_mod" >&6; } { $as_echo "$as_me:${as_lineno-$LINENO}: checking for -exported_symbols_list linker flag" >&5 $as_echo_n "checking for -exported_symbols_list linker flag... " >&6; } if ${lt_cv_ld_exported_symbols_list+:} false; then : $as_echo_n "(cached) " >&6 else lt_cv_ld_exported_symbols_list=no save_LDFLAGS=$LDFLAGS echo "_main" > conftest.sym LDFLAGS="$LDFLAGS -Wl,-exported_symbols_list,conftest.sym" cat confdefs.h - <<_ACEOF >conftest.$ac_ext /* end confdefs.h. */ int main () { ; return 0; } _ACEOF if ac_fn_c_try_link "$LINENO"; then : lt_cv_ld_exported_symbols_list=yes else lt_cv_ld_exported_symbols_list=no fi rm -f core conftest.err conftest.$ac_objext \ conftest$ac_exeext conftest.$ac_ext LDFLAGS=$save_LDFLAGS fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_ld_exported_symbols_list" >&5 $as_echo "$lt_cv_ld_exported_symbols_list" >&6; } { $as_echo "$as_me:${as_lineno-$LINENO}: checking for -force_load linker flag" >&5 $as_echo_n "checking for -force_load linker flag... " >&6; } if ${lt_cv_ld_force_load+:} false; then : $as_echo_n "(cached) " >&6 else lt_cv_ld_force_load=no cat > conftest.c << _LT_EOF int forced_loaded() { return 2;} _LT_EOF echo "$LTCC $LTCFLAGS -c -o conftest.o conftest.c" >&5 $LTCC $LTCFLAGS -c -o conftest.o conftest.c 2>&5 echo "$AR cru libconftest.a conftest.o" >&5 $AR cru libconftest.a conftest.o 2>&5 echo "$RANLIB libconftest.a" >&5 $RANLIB libconftest.a 2>&5 cat > conftest.c << _LT_EOF int main() { return 0;} _LT_EOF echo "$LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a" >&5 $LTCC $LTCFLAGS $LDFLAGS -o conftest conftest.c -Wl,-force_load,./libconftest.a 2>conftest.err _lt_result=$? if test -s conftest.err && $GREP force_load conftest.err; then cat conftest.err >&5 elif test -f conftest && test 0 = "$_lt_result" && $GREP forced_load conftest >/dev/null 2>&1; then lt_cv_ld_force_load=yes else cat conftest.err >&5 fi rm -f conftest.err libconftest.a conftest conftest.c rm -rf conftest.dSYM fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_ld_force_load" >&5 $as_echo "$lt_cv_ld_force_load" >&6; } case $host_os in rhapsody* | darwin1.[012]) _lt_dar_allow_undefined='$wl-undefined ${wl}suppress' ;; darwin1.*) _lt_dar_allow_undefined='$wl-flat_namespace $wl-undefined ${wl}suppress' ;; darwin*) # darwin 5.x on # if running on 10.5 or later, the deployment target defaults # to the OS version, if on x86, and 10.4, the deployment # target defaults to 10.4. Don't you love it? case ${MACOSX_DEPLOYMENT_TARGET-10.0},$host in 10.0,*86*-darwin8*|10.0,*-darwin[91]*) _lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup' ;; 10.[012][,.]*) _lt_dar_allow_undefined='$wl-flat_namespace $wl-undefined ${wl}suppress' ;; 10.*) _lt_dar_allow_undefined='$wl-undefined ${wl}dynamic_lookup' ;; esac ;; esac if test yes = "$lt_cv_apple_cc_single_mod"; then _lt_dar_single_mod='$single_module' fi if test yes = "$lt_cv_ld_exported_symbols_list"; then _lt_dar_export_syms=' $wl-exported_symbols_list,$output_objdir/$libname-symbols.expsym' else _lt_dar_export_syms='~$NMEDIT -s $output_objdir/$libname-symbols.expsym $lib' fi if test : != "$DSYMUTIL" && test no = "$lt_cv_ld_force_load"; then _lt_dsymutil='~$DSYMUTIL $lib || :' else _lt_dsymutil= fi ;; esac # func_munge_path_list VARIABLE PATH # ----------------------------------- # VARIABLE is name of variable containing _space_ separated list of # directories to be munged by the contents of PATH, which is string # having a format: # "DIR[:DIR]:" # string "DIR[ DIR]" will be prepended to VARIABLE # ":DIR[:DIR]" # string "DIR[ DIR]" will be appended to VARIABLE # "DIRP[:DIRP]::[DIRA:]DIRA" # string "DIRP[ DIRP]" will be prepended to VARIABLE and string # "DIRA[ DIRA]" will be appended to VARIABLE # "DIR[:DIR]" # VARIABLE will be replaced by "DIR[ DIR]" func_munge_path_list () { case x$2 in x) ;; *:) eval $1=\"`$ECHO $2 | $SED 's/:/ /g'` \$$1\" ;; x:*) eval $1=\"\$$1 `$ECHO $2 | $SED 's/:/ /g'`\" ;; *::*) eval $1=\"\$$1\ `$ECHO $2 | $SED -e 's/.*:://' -e 's/:/ /g'`\" eval $1=\"`$ECHO $2 | $SED -e 's/::.*//' -e 's/:/ /g'`\ \$$1\" ;; *) eval $1=\"`$ECHO $2 | $SED 's/:/ /g'`\" ;; esac } ac_ext=c ac_cpp='$CPP $CPPFLAGS' ac_compile='$CC -c $CFLAGS $CPPFLAGS conftest.$ac_ext >&5' ac_link='$CC -o conftest$ac_exeext $CFLAGS $CPPFLAGS $LDFLAGS conftest.$ac_ext $LIBS >&5' ac_compiler_gnu=$ac_cv_c_compiler_gnu { $as_echo "$as_me:${as_lineno-$LINENO}: checking how to run the C preprocessor" >&5 $as_echo_n "checking how to run the C preprocessor... 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Now check whether nonexistent headers # can be detected and how. cat confdefs.h - <<_ACEOF >conftest.$ac_ext /* end confdefs.h. */ #include _ACEOF if ac_fn_c_try_cpp "$LINENO"; then : # Broken: success on invalid input. continue else # Passes both tests. ac_preproc_ok=: break fi rm -f conftest.err conftest.i conftest.$ac_ext done # Because of `break', _AC_PREPROC_IFELSE's cleaning code was skipped. rm -f conftest.i conftest.err conftest.$ac_ext if $ac_preproc_ok; then : break fi done ac_cv_prog_CPP=$CPP fi CPP=$ac_cv_prog_CPP else ac_cv_prog_CPP=$CPP fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $CPP" >&5 $as_echo "$CPP" >&6; } ac_preproc_ok=false for ac_c_preproc_warn_flag in '' yes do # Use a header file that comes with gcc, so configuring glibc # with a fresh cross-compiler works. # Prefer to if __STDC__ is defined, since # exists even on freestanding compilers. # On the NeXT, cc -E runs the code through the compiler's parser, # not just through cpp. "Syntax error" is here to catch this case. cat confdefs.h - <<_ACEOF >conftest.$ac_ext /* end confdefs.h. */ #ifdef __STDC__ # include #else # include #endif Syntax error _ACEOF if ac_fn_c_try_cpp "$LINENO"; then : else # Broken: fails on valid input. continue fi rm -f conftest.err conftest.i conftest.$ac_ext # OK, works on sane cases. 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"C preprocessor \"$CPP\" fails sanity check See \`config.log' for more details" "$LINENO" 5; } fi ac_ext=c ac_cpp='$CPP $CPPFLAGS' ac_compile='$CC -c $CFLAGS $CPPFLAGS conftest.$ac_ext >&5' ac_link='$CC -o conftest$ac_exeext $CFLAGS $CPPFLAGS $LDFLAGS conftest.$ac_ext $LIBS >&5' ac_compiler_gnu=$ac_cv_c_compiler_gnu { $as_echo "$as_me:${as_lineno-$LINENO}: checking for ANSI C header files" >&5 $as_echo_n "checking for ANSI C header files... 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FIXME archive_cmds='$CC -nostart $libobjs $deplibs $compiler_flags $wl-soname $wl$soname -o $lib' else ld_shlibs=no fi ;; cygwin* | mingw* | pw32* | cegcc*) # _LT_TAGVAR(hardcode_libdir_flag_spec, ) is actually meaningless, # as there is no search path for DLLs. hardcode_libdir_flag_spec='-L$libdir' export_dynamic_flag_spec='$wl--export-all-symbols' allow_undefined_flag=unsupported always_export_symbols=no enable_shared_with_static_runtimes=yes export_symbols_cmds='$NM $libobjs $convenience | $global_symbol_pipe | $SED -e '\''/^[BCDGRS][ ]/s/.*[ ]\([^ ]*\)/\1 DATA/;s/^.*[ ]__nm__\([^ ]*\)[ ][^ ]*/\1 DATA/;/^I[ ]/d;/^[AITW][ ]/s/.* //'\'' | sort | uniq > $export_symbols' exclude_expsyms='[_]+GLOBAL_OFFSET_TABLE_|[_]+GLOBAL__[FID]_.*|[_]+head_[A-Za-z0-9_]+_dll|[A-Za-z0-9_]+_dll_iname' if $LD --help 2>&1 | $GREP 'auto-import' > /dev/null; then archive_cmds='$CC -shared $libobjs $deplibs $compiler_flags -o $output_objdir/$soname $wl--enable-auto-image-base -Xlinker --out-implib -Xlinker $lib' # If the export-symbols file already is a .def file, use it as # is; otherwise, prepend EXPORTS... archive_expsym_cmds='if test DEF = "`$SED -n -e '\''s/^[ ]*//'\'' -e '\''/^\(;.*\)*$/d'\'' -e '\''s/^\(EXPORTS\|LIBRARY\)\([ ].*\)*$/DEF/p'\'' -e q $export_symbols`" ; then cp $export_symbols $output_objdir/$soname.def; else echo EXPORTS > $output_objdir/$soname.def; cat $export_symbols >> $output_objdir/$soname.def; fi~ $CC -shared $output_objdir/$soname.def $libobjs $deplibs $compiler_flags -o $output_objdir/$soname $wl--enable-auto-image-base -Xlinker --out-implib -Xlinker $lib' else ld_shlibs=no fi ;; haiku*) archive_cmds='$CC -shared $libobjs $deplibs $compiler_flags $wl-soname $wl$soname -o $lib' link_all_deplibs=yes ;; os2*) hardcode_libdir_flag_spec='-L$libdir' hardcode_minus_L=yes allow_undefined_flag=unsupported shrext_cmds=.dll archive_cmds='$ECHO "LIBRARY ${soname%$shared_ext} INITINSTANCE TERMINSTANCE" > $output_objdir/$libname.def~ $ECHO "DESCRIPTION \"$libname\"" >> $output_objdir/$libname.def~ $ECHO "DATA MULTIPLE NONSHARED" >> $output_objdir/$libname.def~ $ECHO EXPORTS >> $output_objdir/$libname.def~ emxexp $libobjs | $SED /"_DLL_InitTerm"/d >> $output_objdir/$libname.def~ $CC -Zdll -Zcrtdll -o $output_objdir/$soname $libobjs $deplibs $compiler_flags $output_objdir/$libname.def~ emximp -o $lib $output_objdir/$libname.def' archive_expsym_cmds='$ECHO "LIBRARY ${soname%$shared_ext} INITINSTANCE TERMINSTANCE" > $output_objdir/$libname.def~ $ECHO "DESCRIPTION \"$libname\"" >> $output_objdir/$libname.def~ $ECHO "DATA MULTIPLE NONSHARED" >> $output_objdir/$libname.def~ $ECHO EXPORTS >> $output_objdir/$libname.def~ prefix_cmds="$SED"~ if test EXPORTS = "`$SED 1q $export_symbols`"; then prefix_cmds="$prefix_cmds -e 1d"; fi~ prefix_cmds="$prefix_cmds -e \"s/^\(.*\)$/_\1/g\""~ cat $export_symbols | $prefix_cmds >> $output_objdir/$libname.def~ $CC -Zdll -Zcrtdll -o $output_objdir/$soname $libobjs $deplibs $compiler_flags $output_objdir/$libname.def~ emximp -o $lib $output_objdir/$libname.def' old_archive_From_new_cmds='emximp -o $output_objdir/${libname}_dll.a $output_objdir/$libname.def' enable_shared_with_static_runtimes=yes ;; interix[3-9]*) hardcode_direct=no hardcode_shlibpath_var=no hardcode_libdir_flag_spec='$wl-rpath,$libdir' export_dynamic_flag_spec='$wl-E' # Hack: On Interix 3.x, we cannot compile PIC because of a broken gcc. # Instead, shared libraries are loaded at an image base (0x10000000 by # default) and relocated if they conflict, which is a slow very memory # consuming and fragmenting process. 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Moving up from 0x10000000 also allows more sbrk(2) space. archive_cmds='$CC -shared $pic_flag $libobjs $deplibs $compiler_flags $wl-h,$soname $wl--image-base,`expr ${RANDOM-$$} % 4096 / 2 \* 262144 + 1342177280` -o $lib' archive_expsym_cmds='sed "s|^|_|" $export_symbols >$output_objdir/$soname.expsym~$CC -shared $pic_flag $libobjs $deplibs $compiler_flags $wl-h,$soname $wl--retain-symbols-file,$output_objdir/$soname.expsym $wl--image-base,`expr ${RANDOM-$$} % 4096 / 2 \* 262144 + 1342177280` -o $lib' ;; gnu* | linux* | tpf* | k*bsd*-gnu | kopensolaris*-gnu) tmp_diet=no if test linux-dietlibc = "$host_os"; then case $cc_basename in diet\ *) tmp_diet=yes;; # linux-dietlibc with static linking (!diet-dyn) esac fi if $LD --help 2>&1 | $EGREP ': supported targets:.* elf' > /dev/null \ && test no = "$tmp_diet" then tmp_addflag=' $pic_flag' tmp_sharedflag='-shared' case $cc_basename,$host_cpu in pgcc*) # Portland Group C compiler whole_archive_flag_spec='$wl--whole-archive`for conv in $convenience\"\"; do test -n \"$conv\" && new_convenience=\"$new_convenience,$conv\"; done; func_echo_all \"$new_convenience\"` $wl--no-whole-archive' tmp_addflag=' $pic_flag' ;; pgf77* | pgf90* | pgf95* | pgfortran*) # Portland Group f77 and f90 compilers whole_archive_flag_spec='$wl--whole-archive`for conv in $convenience\"\"; do test -n \"$conv\" && new_convenience=\"$new_convenience,$conv\"; done; func_echo_all \"$new_convenience\"` $wl--no-whole-archive' tmp_addflag=' $pic_flag -Mnomain' ;; ecc*,ia64* | icc*,ia64*) # Intel C compiler on ia64 tmp_addflag=' -i_dynamic' ;; efc*,ia64* | ifort*,ia64*) # Intel Fortran compiler on ia64 tmp_addflag=' -i_dynamic -nofor_main' ;; ifc* | ifort*) # Intel Fortran compiler tmp_addflag=' -nofor_main' ;; lf95*) # Lahey Fortran 8.1 whole_archive_flag_spec= tmp_sharedflag='--shared' ;; nagfor*) # NAGFOR 5.3 tmp_sharedflag='-Wl,-shared' ;; xl[cC]* | bgxl[cC]* | mpixl[cC]*) # IBM XL C 8.0 on PPC (deal with xlf below) tmp_sharedflag='-qmkshrobj' tmp_addflag= ;; nvcc*) # Cuda Compiler Driver 2.2 whole_archive_flag_spec='$wl--whole-archive`for conv in $convenience\"\"; do test -n \"$conv\" && new_convenience=\"$new_convenience,$conv\"; done; func_echo_all \"$new_convenience\"` $wl--no-whole-archive' compiler_needs_object=yes ;; esac case `$CC -V 2>&1 | sed 5q` in *Sun\ C*) # Sun C 5.9 whole_archive_flag_spec='$wl--whole-archive`new_convenience=; for conv in $convenience\"\"; do test -z \"$conv\" || new_convenience=\"$new_convenience,$conv\"; done; func_echo_all \"$new_convenience\"` $wl--no-whole-archive' compiler_needs_object=yes tmp_sharedflag='-G' ;; *Sun\ F*) # Sun Fortran 8.3 tmp_sharedflag='-G' ;; esac archive_cmds='$CC '"$tmp_sharedflag""$tmp_addflag"' $libobjs $deplibs $compiler_flags $wl-soname $wl$soname -o $lib' if test yes = "$supports_anon_versioning"; then archive_expsym_cmds='echo "{ global:" > $output_objdir/$libname.ver~ cat $export_symbols | sed -e "s/\(.*\)/\1;/" >> $output_objdir/$libname.ver~ echo "local: *; };" >> $output_objdir/$libname.ver~ $CC '"$tmp_sharedflag""$tmp_addflag"' $libobjs $deplibs $compiler_flags $wl-soname $wl$soname $wl-version-script $wl$output_objdir/$libname.ver -o $lib' fi case $cc_basename in tcc*) export_dynamic_flag_spec='-rdynamic' ;; xlf* | bgf* | bgxlf* | mpixlf*) # IBM XL Fortran 10.1 on PPC cannot create shared libs itself whole_archive_flag_spec='--whole-archive$convenience --no-whole-archive' hardcode_libdir_flag_spec='$wl-rpath $wl$libdir' archive_cmds='$LD -shared $libobjs $deplibs $linker_flags -soname $soname -o $lib' if test yes = "$supports_anon_versioning"; then archive_expsym_cmds='echo "{ global:" > $output_objdir/$libname.ver~ cat $export_symbols | sed -e "s/\(.*\)/\1;/" >> $output_objdir/$libname.ver~ echo "local: *; };" >> $output_objdir/$libname.ver~ $LD -shared $libobjs $deplibs $linker_flags -soname $soname -version-script $output_objdir/$libname.ver -o $lib' fi ;; esac else ld_shlibs=no fi ;; netbsd*) if echo __ELF__ | $CC -E - | $GREP __ELF__ >/dev/null; then archive_cmds='$LD -Bshareable $libobjs $deplibs $linker_flags -o $lib' wlarc= else archive_cmds='$CC -shared $pic_flag $libobjs $deplibs $compiler_flags $wl-soname $wl$soname -o $lib' archive_expsym_cmds='$CC -shared $pic_flag $libobjs $deplibs $compiler_flags $wl-soname $wl$soname $wl-retain-symbols-file $wl$export_symbols -o $lib' fi ;; solaris*) if $LD -v 2>&1 | $GREP 'BFD 2\.8' > /dev/null; then ld_shlibs=no cat <<_LT_EOF 1>&2 *** Warning: The releases 2.8.* of the GNU linker cannot reliably *** create shared libraries on Solaris systems. Therefore, libtool *** is disabling shared libraries support. We urge you to upgrade GNU *** binutils to release 2.9.1 or newer. Another option is to modify *** your PATH or compiler configuration so that the native linker is *** used, and then restart. _LT_EOF elif $LD --help 2>&1 | $GREP ': supported targets:.* elf' > /dev/null; then archive_cmds='$CC -shared $pic_flag $libobjs $deplibs $compiler_flags $wl-soname $wl$soname -o $lib' archive_expsym_cmds='$CC -shared $pic_flag $libobjs $deplibs $compiler_flags $wl-soname $wl$soname $wl-retain-symbols-file $wl$export_symbols -o $lib' else ld_shlibs=no fi ;; sysv5* | sco3.2v5* | sco5v6* | unixware* | OpenUNIX*) case `$LD -v 2>&1` in *\ [01].* | *\ 2.[0-9].* | *\ 2.1[0-5].*) ld_shlibs=no cat <<_LT_EOF 1>&2 *** Warning: Releases of the GNU linker prior to 2.16.91.0.3 cannot *** reliably create shared libraries on SCO systems. Therefore, libtool *** is disabling shared libraries support. We urge you to upgrade GNU *** binutils to release 2.16.91.0.3 or newer. Another option is to modify *** your PATH or compiler configuration so that the native linker is *** used, and then restart. _LT_EOF ;; *) # For security reasons, it is highly recommended that you always # use absolute paths for naming shared libraries, and exclude the # DT_RUNPATH tag from executables and libraries. But doing so # requires that you compile everything twice, which is a pain. if $LD --help 2>&1 | $GREP ': supported targets:.* elf' > /dev/null; then hardcode_libdir_flag_spec='$wl-rpath $wl$libdir' archive_cmds='$CC -shared $libobjs $deplibs $compiler_flags $wl-soname $wl$soname -o $lib' archive_expsym_cmds='$CC -shared $libobjs $deplibs $compiler_flags $wl-soname $wl$soname $wl-retain-symbols-file $wl$export_symbols -o $lib' else ld_shlibs=no fi ;; esac ;; sunos4*) archive_cmds='$LD -assert pure-text -Bshareable -o $lib $libobjs $deplibs $linker_flags' wlarc= hardcode_direct=yes hardcode_shlibpath_var=no ;; *) if $LD --help 2>&1 | $GREP ': supported targets:.* elf' > /dev/null; then archive_cmds='$CC -shared $pic_flag $libobjs $deplibs $compiler_flags $wl-soname $wl$soname -o $lib' archive_expsym_cmds='$CC -shared $pic_flag $libobjs $deplibs $compiler_flags $wl-soname $wl$soname $wl-retain-symbols-file $wl$export_symbols -o $lib' else ld_shlibs=no fi ;; esac if test no = "$ld_shlibs"; then runpath_var= hardcode_libdir_flag_spec= export_dynamic_flag_spec= whole_archive_flag_spec= fi else # PORTME fill in a description of your system's linker (not GNU ld) case $host_os in aix3*) allow_undefined_flag=unsupported always_export_symbols=yes archive_expsym_cmds='$LD -o $output_objdir/$soname $libobjs $deplibs $linker_flags -bE:$export_symbols -T512 -H512 -bM:SRE~$AR $AR_FLAGS $lib $output_objdir/$soname' # Note: this linker hardcodes the directories in LIBPATH if there # are no directories specified by -L. hardcode_minus_L=yes if test yes = "$GCC" && test -z "$lt_prog_compiler_static"; then # Neither direct hardcoding nor static linking is supported with a # broken collect2. hardcode_direct=unsupported fi ;; aix[4-9]*) if test ia64 = "$host_cpu"; then # On IA64, the linker does run time linking by default, so we don't # have to do anything special. aix_use_runtimelinking=no exp_sym_flag='-Bexport' no_entry_flag= else # If we're using GNU nm, then we don't want the "-C" option. # -C means demangle to GNU nm, but means don't demangle to AIX nm. # Without the "-l" option, or with the "-B" option, AIX nm treats # weak defined symbols like other global defined symbols, whereas # GNU nm marks them as "W". # While the 'weak' keyword is ignored in the Export File, we need # it in the Import File for the 'aix-soname' feature, so we have # to replace the "-B" option with "-P" for AIX nm. if $NM -V 2>&1 | $GREP 'GNU' > /dev/null; then export_symbols_cmds='$NM -Bpg $libobjs $convenience | awk '\''{ if (((\$ 2 == "T") || (\$ 2 == "D") || (\$ 2 == "B") || (\$ 2 == "W")) && (substr(\$ 3,1,1) != ".")) { if (\$ 2 == "W") { print \$ 3 " weak" } else { print \$ 3 } } }'\'' | sort -u > $export_symbols' else export_symbols_cmds='`func_echo_all $NM | $SED -e '\''s/B\([^B]*\)$/P\1/'\''` -PCpgl $libobjs $convenience | awk '\''{ if (((\$ 2 == "T") || (\$ 2 == "D") || (\$ 2 == "B") || (\$ 2 == "W") || (\$ 2 == "V") || (\$ 2 == "Z")) && (substr(\$ 1,1,1) != ".")) { if ((\$ 2 == "W") || (\$ 2 == "V") || (\$ 2 == "Z")) { print \$ 1 " weak" } else { print \$ 1 } } }'\'' | sort -u > $export_symbols' fi aix_use_runtimelinking=no # Test if we are trying to use run time linking or normal # AIX style linking. If -brtl is somewhere in LDFLAGS, we # have runtime linking enabled, and use it for executables. # For shared libraries, we enable/disable runtime linking # depending on the kind of the shared library created - # when "with_aix_soname,aix_use_runtimelinking" is: # "aix,no" lib.a(lib.so.V) shared, rtl:no, for executables # "aix,yes" lib.so shared, rtl:yes, for executables # lib.a static archive # "both,no" lib.so.V(shr.o) shared, rtl:yes # lib.a(lib.so.V) shared, rtl:no, for executables # "both,yes" lib.so.V(shr.o) shared, rtl:yes, for executables # lib.a(lib.so.V) shared, rtl:no # "svr4,*" lib.so.V(shr.o) shared, rtl:yes, for executables # lib.a static archive case $host_os in aix4.[23]|aix4.[23].*|aix[5-9]*) for ld_flag in $LDFLAGS; do if (test x-brtl = "x$ld_flag" || test x-Wl,-brtl = "x$ld_flag"); then aix_use_runtimelinking=yes break fi done if test svr4,no = "$with_aix_soname,$aix_use_runtimelinking"; then # With aix-soname=svr4, we create the lib.so.V shared archives only, # so we don't have lib.a shared libs to link our executables. # We have to force runtime linking in this case. aix_use_runtimelinking=yes LDFLAGS="$LDFLAGS -Wl,-brtl" fi ;; esac exp_sym_flag='-bexport' no_entry_flag='-bnoentry' fi # When large executables or shared objects are built, AIX ld can # have problems creating the table of contents. If linking a library # or program results in "error TOC overflow" add -mminimal-toc to # CXXFLAGS/CFLAGS for g++/gcc. In the cases where that is not # enough to fix the problem, add -Wl,-bbigtoc to LDFLAGS. archive_cmds='' hardcode_direct=yes hardcode_direct_absolute=yes hardcode_libdir_separator=':' link_all_deplibs=yes file_list_spec='$wl-f,' case $with_aix_soname,$aix_use_runtimelinking in aix,*) ;; # traditional, no import file svr4,* | *,yes) # use import file # The Import File defines what to hardcode. hardcode_direct=no hardcode_direct_absolute=no ;; esac if test yes = "$GCC"; then case $host_os in aix4.[012]|aix4.[012].*) # We only want to do this on AIX 4.2 and lower, the check # below for broken collect2 doesn't work under 4.3+ collect2name=`$CC -print-prog-name=collect2` if test -f "$collect2name" && strings "$collect2name" | $GREP resolve_lib_name >/dev/null then # We have reworked collect2 : else # We have old collect2 hardcode_direct=unsupported # It fails to find uninstalled libraries when the uninstalled # path is not listed in the libpath. Setting hardcode_minus_L # to unsupported forces relinking hardcode_minus_L=yes hardcode_libdir_flag_spec='-L$libdir' hardcode_libdir_separator= fi ;; esac shared_flag='-shared' if test yes = "$aix_use_runtimelinking"; then shared_flag="$shared_flag "'$wl-G' fi # Need to ensure runtime linking is disabled for the traditional # shared library, or the linker may eventually find shared libraries # /with/ Import File - we do not want to mix them. shared_flag_aix='-shared' shared_flag_svr4='-shared $wl-G' else # not using gcc if test ia64 = "$host_cpu"; then # VisualAge C++, Version 5.5 for AIX 5L for IA-64, Beta 3 Release # chokes on -Wl,-G. The following line is correct: shared_flag='-G' else if test yes = "$aix_use_runtimelinking"; then shared_flag='$wl-G' else shared_flag='$wl-bM:SRE' fi shared_flag_aix='$wl-bM:SRE' shared_flag_svr4='$wl-G' fi fi export_dynamic_flag_spec='$wl-bexpall' # It seems that -bexpall does not export symbols beginning with # underscore (_), so it is better to generate a list of symbols to export. always_export_symbols=yes if test aix,yes = "$with_aix_soname,$aix_use_runtimelinking"; then # Warning - without using the other runtime loading flags (-brtl), # -berok will link without error, but may produce a broken library. allow_undefined_flag='-berok' # Determine the default libpath from the value encoded in an # empty executable. if test set = "${lt_cv_aix_libpath+set}"; then aix_libpath=$lt_cv_aix_libpath else if ${lt_cv_aix_libpath_+:} false; then : $as_echo_n "(cached) " >&6 else cat confdefs.h - <<_ACEOF >conftest.$ac_ext /* end confdefs.h. */ int main () { ; return 0; } _ACEOF if ac_fn_c_try_link "$LINENO"; then : lt_aix_libpath_sed=' /Import File Strings/,/^$/ { /^0/ { s/^0 *\([^ ]*\) *$/\1/ p } }' lt_cv_aix_libpath_=`dump -H conftest$ac_exeext 2>/dev/null | $SED -n -e "$lt_aix_libpath_sed"` # Check for a 64-bit object if we didn't find anything. if test -z "$lt_cv_aix_libpath_"; then lt_cv_aix_libpath_=`dump -HX64 conftest$ac_exeext 2>/dev/null | $SED -n -e "$lt_aix_libpath_sed"` fi fi rm -f core conftest.err conftest.$ac_objext \ conftest$ac_exeext conftest.$ac_ext if test -z "$lt_cv_aix_libpath_"; then lt_cv_aix_libpath_=/usr/lib:/lib fi fi aix_libpath=$lt_cv_aix_libpath_ fi hardcode_libdir_flag_spec='$wl-blibpath:$libdir:'"$aix_libpath" archive_expsym_cmds='$CC -o $output_objdir/$soname $libobjs $deplibs $wl'$no_entry_flag' $compiler_flags `if test -n "$allow_undefined_flag"; then func_echo_all "$wl$allow_undefined_flag"; else :; fi` $wl'$exp_sym_flag:\$export_symbols' '$shared_flag else if test ia64 = "$host_cpu"; then hardcode_libdir_flag_spec='$wl-R $libdir:/usr/lib:/lib' allow_undefined_flag="-z nodefs" archive_expsym_cmds="\$CC $shared_flag"' -o $output_objdir/$soname $libobjs $deplibs '"\$wl$no_entry_flag"' $compiler_flags $wl$allow_undefined_flag '"\$wl$exp_sym_flag:\$export_symbols" else # Determine the default libpath from the value encoded in an # empty executable. if test set = "${lt_cv_aix_libpath+set}"; then aix_libpath=$lt_cv_aix_libpath else if ${lt_cv_aix_libpath_+:} false; then : $as_echo_n "(cached) " >&6 else cat confdefs.h - <<_ACEOF >conftest.$ac_ext /* end confdefs.h. */ int main () { ; return 0; } _ACEOF if ac_fn_c_try_link "$LINENO"; then : lt_aix_libpath_sed=' /Import File Strings/,/^$/ { /^0/ { s/^0 *\([^ ]*\) *$/\1/ p } }' lt_cv_aix_libpath_=`dump -H conftest$ac_exeext 2>/dev/null | $SED -n -e "$lt_aix_libpath_sed"` # Check for a 64-bit object if we didn't find anything. if test -z "$lt_cv_aix_libpath_"; then lt_cv_aix_libpath_=`dump -HX64 conftest$ac_exeext 2>/dev/null | $SED -n -e "$lt_aix_libpath_sed"` fi fi rm -f core conftest.err conftest.$ac_objext \ conftest$ac_exeext conftest.$ac_ext if test -z "$lt_cv_aix_libpath_"; then lt_cv_aix_libpath_=/usr/lib:/lib fi fi aix_libpath=$lt_cv_aix_libpath_ fi hardcode_libdir_flag_spec='$wl-blibpath:$libdir:'"$aix_libpath" # Warning - without using the other run time loading flags, # -berok will link without error, but may produce a broken library. no_undefined_flag=' $wl-bernotok' allow_undefined_flag=' $wl-berok' if test yes = "$with_gnu_ld"; then # We only use this code for GNU lds that support --whole-archive. whole_archive_flag_spec='$wl--whole-archive$convenience $wl--no-whole-archive' else # Exported symbols can be pulled into shared objects from archives whole_archive_flag_spec='$convenience' fi archive_cmds_need_lc=yes archive_expsym_cmds='$RM -r $output_objdir/$realname.d~$MKDIR $output_objdir/$realname.d' # -brtl affects multiple linker settings, -berok does not and is overridden later compiler_flags_filtered='`func_echo_all "$compiler_flags " | $SED -e "s%-brtl\\([, ]\\)%-berok\\1%g"`' if test svr4 != "$with_aix_soname"; then # This is similar to how AIX traditionally builds its shared libraries. archive_expsym_cmds="$archive_expsym_cmds"'~$CC '$shared_flag_aix' -o $output_objdir/$realname.d/$soname $libobjs $deplibs $wl-bnoentry '$compiler_flags_filtered'$wl-bE:$export_symbols$allow_undefined_flag~$AR $AR_FLAGS $output_objdir/$libname$release.a $output_objdir/$realname.d/$soname' fi if test aix != "$with_aix_soname"; then archive_expsym_cmds="$archive_expsym_cmds"'~$CC '$shared_flag_svr4' -o $output_objdir/$realname.d/$shared_archive_member_spec.o $libobjs $deplibs $wl-bnoentry '$compiler_flags_filtered'$wl-bE:$export_symbols$allow_undefined_flag~$STRIP -e $output_objdir/$realname.d/$shared_archive_member_spec.o~( func_echo_all "#! $soname($shared_archive_member_spec.o)"; if test shr_64 = "$shared_archive_member_spec"; then func_echo_all "# 64"; else func_echo_all "# 32"; fi; cat $export_symbols ) > $output_objdir/$realname.d/$shared_archive_member_spec.imp~$AR $AR_FLAGS $output_objdir/$soname $output_objdir/$realname.d/$shared_archive_member_spec.o $output_objdir/$realname.d/$shared_archive_member_spec.imp' else # used by -dlpreopen to get the symbols archive_expsym_cmds="$archive_expsym_cmds"'~$MV $output_objdir/$realname.d/$soname $output_objdir' fi archive_expsym_cmds="$archive_expsym_cmds"'~$RM -r $output_objdir/$realname.d' fi fi ;; amigaos*) case $host_cpu in powerpc) # see comment about AmigaOS4 .so support archive_cmds='$CC -shared $libobjs $deplibs $compiler_flags $wl-soname $wl$soname -o $lib' archive_expsym_cmds='' ;; m68k) archive_cmds='$RM $output_objdir/a2ixlibrary.data~$ECHO "#define NAME $libname" > $output_objdir/a2ixlibrary.data~$ECHO "#define LIBRARY_ID 1" >> $output_objdir/a2ixlibrary.data~$ECHO "#define VERSION $major" >> $output_objdir/a2ixlibrary.data~$ECHO "#define REVISION $revision" >> $output_objdir/a2ixlibrary.data~$AR $AR_FLAGS $lib $libobjs~$RANLIB $lib~(cd $output_objdir && a2ixlibrary -32)' hardcode_libdir_flag_spec='-L$libdir' hardcode_minus_L=yes ;; esac ;; bsdi[45]*) export_dynamic_flag_spec=-rdynamic ;; cygwin* | mingw* | pw32* | cegcc*) # When not using gcc, we currently assume that we are using # Microsoft Visual C++. # hardcode_libdir_flag_spec is actually meaningless, as there is # no search path for DLLs. case $cc_basename in cl*) # Native MSVC hardcode_libdir_flag_spec=' ' allow_undefined_flag=unsupported always_export_symbols=yes file_list_spec='@' # Tell ltmain to make .lib files, not .a files. libext=lib # Tell ltmain to make .dll files, not .so files. shrext_cmds=.dll # FIXME: Setting linknames here is a bad hack. archive_cmds='$CC -o $output_objdir/$soname $libobjs $compiler_flags $deplibs -Wl,-DLL,-IMPLIB:"$tool_output_objdir$libname.dll.lib"~linknames=' archive_expsym_cmds='if test DEF = "`$SED -n -e '\''s/^[ ]*//'\'' -e '\''/^\(;.*\)*$/d'\'' -e '\''s/^\(EXPORTS\|LIBRARY\)\([ ].*\)*$/DEF/p'\'' -e q $export_symbols`" ; then cp "$export_symbols" "$output_objdir/$soname.def"; echo "$tool_output_objdir$soname.def" > "$output_objdir/$soname.exp"; else $SED -e '\''s/^/-link -EXPORT:/'\'' < $export_symbols > $output_objdir/$soname.exp; fi~ $CC -o $tool_output_objdir$soname $libobjs $compiler_flags $deplibs "@$tool_output_objdir$soname.exp" -Wl,-DLL,-IMPLIB:"$tool_output_objdir$libname.dll.lib"~ linknames=' # The linker will not automatically build a static lib if we build a DLL. # _LT_TAGVAR(old_archive_from_new_cmds, )='true' enable_shared_with_static_runtimes=yes exclude_expsyms='_NULL_IMPORT_DESCRIPTOR|_IMPORT_DESCRIPTOR_.*' export_symbols_cmds='$NM $libobjs $convenience | $global_symbol_pipe | $SED -e '\''/^[BCDGRS][ ]/s/.*[ ]\([^ ]*\)/\1,DATA/'\'' | $SED -e '\''/^[AITW][ ]/s/.*[ ]//'\'' | sort | uniq > $export_symbols' # Don't use ranlib old_postinstall_cmds='chmod 644 $oldlib' postlink_cmds='lt_outputfile="@OUTPUT@"~ lt_tool_outputfile="@TOOL_OUTPUT@"~ case $lt_outputfile in *.exe|*.EXE) ;; *) lt_outputfile=$lt_outputfile.exe lt_tool_outputfile=$lt_tool_outputfile.exe ;; esac~ if test : != "$MANIFEST_TOOL" && test -f "$lt_outputfile.manifest"; then $MANIFEST_TOOL -manifest "$lt_tool_outputfile.manifest" -outputresource:"$lt_tool_outputfile" || exit 1; $RM "$lt_outputfile.manifest"; fi' ;; *) # Assume MSVC wrapper hardcode_libdir_flag_spec=' ' allow_undefined_flag=unsupported # Tell ltmain to make .lib files, not .a files. libext=lib # Tell ltmain to make .dll files, not .so files. shrext_cmds=.dll # FIXME: Setting linknames here is a bad hack. archive_cmds='$CC -o $lib $libobjs $compiler_flags `func_echo_all "$deplibs" | $SED '\''s/ -lc$//'\''` -link -dll~linknames=' # The linker will automatically build a .lib file if we build a DLL. old_archive_from_new_cmds='true' # FIXME: Should let the user specify the lib program. old_archive_cmds='lib -OUT:$oldlib$oldobjs$old_deplibs' enable_shared_with_static_runtimes=yes ;; esac ;; darwin* | rhapsody*) archive_cmds_need_lc=no hardcode_direct=no hardcode_automatic=yes hardcode_shlibpath_var=unsupported if test yes = "$lt_cv_ld_force_load"; then whole_archive_flag_spec='`for conv in $convenience\"\"; do test -n \"$conv\" && new_convenience=\"$new_convenience $wl-force_load,$conv\"; done; func_echo_all \"$new_convenience\"`' else whole_archive_flag_spec='' fi link_all_deplibs=yes allow_undefined_flag=$_lt_dar_allow_undefined case $cc_basename in ifort*|nagfor*) _lt_dar_can_shared=yes ;; *) _lt_dar_can_shared=$GCC ;; esac if test yes = "$_lt_dar_can_shared"; then output_verbose_link_cmd=func_echo_all archive_cmds="\$CC -dynamiclib \$allow_undefined_flag -o \$lib \$libobjs \$deplibs \$compiler_flags -install_name \$rpath/\$soname \$verstring $_lt_dar_single_mod$_lt_dsymutil" module_cmds="\$CC \$allow_undefined_flag -o \$lib -bundle \$libobjs \$deplibs \$compiler_flags$_lt_dsymutil" archive_expsym_cmds="sed 's|^|_|' < \$export_symbols > \$output_objdir/\$libname-symbols.expsym~\$CC -dynamiclib \$allow_undefined_flag -o \$lib \$libobjs \$deplibs \$compiler_flags -install_name \$rpath/\$soname \$verstring $_lt_dar_single_mod$_lt_dar_export_syms$_lt_dsymutil" module_expsym_cmds="sed -e 's|^|_|' < \$export_symbols > \$output_objdir/\$libname-symbols.expsym~\$CC \$allow_undefined_flag -o \$lib -bundle \$libobjs \$deplibs \$compiler_flags$_lt_dar_export_syms$_lt_dsymutil" else ld_shlibs=no fi ;; dgux*) archive_cmds='$LD -G -h $soname -o $lib $libobjs $deplibs $linker_flags' hardcode_libdir_flag_spec='-L$libdir' hardcode_shlibpath_var=no ;; # FreeBSD 2.2.[012] allows us to include c++rt0.o to get C++ constructor # support. Future versions do this automatically, but an explicit c++rt0.o # does not break anything, and helps significantly (at the cost of a little # extra space). freebsd2.2*) archive_cmds='$LD -Bshareable -o $lib $libobjs $deplibs $linker_flags /usr/lib/c++rt0.o' hardcode_libdir_flag_spec='-R$libdir' hardcode_direct=yes hardcode_shlibpath_var=no ;; # Unfortunately, older versions of FreeBSD 2 do not have this feature. freebsd2.*) archive_cmds='$LD -Bshareable -o $lib $libobjs $deplibs $linker_flags' hardcode_direct=yes hardcode_minus_L=yes hardcode_shlibpath_var=no ;; # FreeBSD 3 and greater uses gcc -shared to do shared libraries. freebsd* | dragonfly*) archive_cmds='$CC -shared $pic_flag -o $lib $libobjs $deplibs $compiler_flags' hardcode_libdir_flag_spec='-R$libdir' hardcode_direct=yes hardcode_shlibpath_var=no ;; hpux9*) if test yes = "$GCC"; then archive_cmds='$RM $output_objdir/$soname~$CC -shared $pic_flag $wl+b $wl$install_libdir -o $output_objdir/$soname $libobjs $deplibs $compiler_flags~test "x$output_objdir/$soname" = "x$lib" || mv $output_objdir/$soname $lib' else archive_cmds='$RM $output_objdir/$soname~$LD -b +b $install_libdir -o $output_objdir/$soname $libobjs $deplibs $linker_flags~test "x$output_objdir/$soname" = "x$lib" || mv $output_objdir/$soname $lib' fi hardcode_libdir_flag_spec='$wl+b $wl$libdir' hardcode_libdir_separator=: hardcode_direct=yes # hardcode_minus_L: Not really in the search PATH, # but as the default location of the library. hardcode_minus_L=yes export_dynamic_flag_spec='$wl-E' ;; hpux10*) if test yes,no = "$GCC,$with_gnu_ld"; then archive_cmds='$CC -shared $pic_flag $wl+h $wl$soname $wl+b $wl$install_libdir -o $lib $libobjs $deplibs $compiler_flags' else archive_cmds='$LD -b +h $soname +b $install_libdir -o $lib $libobjs $deplibs $linker_flags' fi if test no = "$with_gnu_ld"; then hardcode_libdir_flag_spec='$wl+b $wl$libdir' hardcode_libdir_separator=: hardcode_direct=yes hardcode_direct_absolute=yes export_dynamic_flag_spec='$wl-E' # hardcode_minus_L: Not really in the search PATH, # but as the default location of the library. hardcode_minus_L=yes fi ;; hpux11*) if test yes,no = "$GCC,$with_gnu_ld"; then case $host_cpu in hppa*64*) archive_cmds='$CC -shared $wl+h $wl$soname -o $lib $libobjs $deplibs $compiler_flags' ;; ia64*) archive_cmds='$CC -shared $pic_flag $wl+h $wl$soname $wl+nodefaultrpath -o $lib $libobjs $deplibs $compiler_flags' ;; *) archive_cmds='$CC -shared $pic_flag $wl+h $wl$soname $wl+b $wl$install_libdir -o $lib $libobjs $deplibs $compiler_flags' ;; esac else case $host_cpu in hppa*64*) archive_cmds='$CC -b $wl+h $wl$soname -o $lib $libobjs $deplibs $compiler_flags' ;; ia64*) archive_cmds='$CC -b $wl+h $wl$soname $wl+nodefaultrpath -o $lib $libobjs $deplibs $compiler_flags' ;; *) # Older versions of the 11.00 compiler do not understand -b yet # (HP92453-01 A.11.01.20 doesn't, HP92453-01 B.11.X.35175-35176.GP does) { $as_echo "$as_me:${as_lineno-$LINENO}: checking if $CC understands -b" >&5 $as_echo_n "checking if $CC understands -b... " >&6; } if ${lt_cv_prog_compiler__b+:} false; then : $as_echo_n "(cached) " >&6 else lt_cv_prog_compiler__b=no save_LDFLAGS=$LDFLAGS LDFLAGS="$LDFLAGS -b" echo "$lt_simple_link_test_code" > conftest.$ac_ext if (eval $ac_link 2>conftest.err) && test -s conftest$ac_exeext; then # The linker can only warn and ignore the option if not recognized # So say no if there are warnings if test -s conftest.err; then # Append any errors to the config.log. cat conftest.err 1>&5 $ECHO "$_lt_linker_boilerplate" | $SED '/^$/d' > conftest.exp $SED '/^$/d; /^ *+/d' conftest.err >conftest.er2 if diff conftest.exp conftest.er2 >/dev/null; then lt_cv_prog_compiler__b=yes fi else lt_cv_prog_compiler__b=yes fi fi $RM -r conftest* LDFLAGS=$save_LDFLAGS fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_prog_compiler__b" >&5 $as_echo "$lt_cv_prog_compiler__b" >&6; } if test yes = "$lt_cv_prog_compiler__b"; then archive_cmds='$CC -b $wl+h $wl$soname $wl+b $wl$install_libdir -o $lib $libobjs $deplibs $compiler_flags' else archive_cmds='$LD -b +h $soname +b $install_libdir -o $lib $libobjs $deplibs $linker_flags' fi ;; esac fi if test no = "$with_gnu_ld"; then hardcode_libdir_flag_spec='$wl+b $wl$libdir' hardcode_libdir_separator=: case $host_cpu in hppa*64*|ia64*) hardcode_direct=no hardcode_shlibpath_var=no ;; *) hardcode_direct=yes hardcode_direct_absolute=yes export_dynamic_flag_spec='$wl-E' # hardcode_minus_L: Not really in the search PATH, # but as the default location of the library. hardcode_minus_L=yes ;; esac fi ;; irix5* | irix6* | nonstopux*) if test yes = "$GCC"; then archive_cmds='$CC -shared $pic_flag $libobjs $deplibs $compiler_flags $wl-soname $wl$soname `test -n "$verstring" && func_echo_all "$wl-set_version $wl$verstring"` $wl-update_registry $wl$output_objdir/so_locations -o $lib' # Try to use the -exported_symbol ld option, if it does not # work, assume that -exports_file does not work either and # implicitly export all symbols. # This should be the same for all languages, so no per-tag cache variable. { $as_echo "$as_me:${as_lineno-$LINENO}: checking whether the $host_os linker accepts -exported_symbol" >&5 $as_echo_n "checking whether the $host_os linker accepts -exported_symbol... " >&6; } if ${lt_cv_irix_exported_symbol+:} false; then : $as_echo_n "(cached) " >&6 else save_LDFLAGS=$LDFLAGS LDFLAGS="$LDFLAGS -shared $wl-exported_symbol ${wl}foo $wl-update_registry $wl/dev/null" cat confdefs.h - <<_ACEOF >conftest.$ac_ext /* end confdefs.h. */ int foo (void) { return 0; } _ACEOF if ac_fn_c_try_link "$LINENO"; then : lt_cv_irix_exported_symbol=yes else lt_cv_irix_exported_symbol=no fi rm -f core conftest.err conftest.$ac_objext \ conftest$ac_exeext conftest.$ac_ext LDFLAGS=$save_LDFLAGS fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_irix_exported_symbol" >&5 $as_echo "$lt_cv_irix_exported_symbol" >&6; } if test yes = "$lt_cv_irix_exported_symbol"; then archive_expsym_cmds='$CC -shared $pic_flag $libobjs $deplibs $compiler_flags $wl-soname $wl$soname `test -n "$verstring" && func_echo_all "$wl-set_version $wl$verstring"` $wl-update_registry $wl$output_objdir/so_locations $wl-exports_file $wl$export_symbols -o $lib' fi else archive_cmds='$CC -shared $libobjs $deplibs $compiler_flags -soname $soname `test -n "$verstring" && func_echo_all "-set_version $verstring"` -update_registry $output_objdir/so_locations -o $lib' archive_expsym_cmds='$CC -shared $libobjs $deplibs $compiler_flags -soname $soname `test -n "$verstring" && func_echo_all "-set_version $verstring"` -update_registry $output_objdir/so_locations -exports_file $export_symbols -o $lib' fi archive_cmds_need_lc='no' hardcode_libdir_flag_spec='$wl-rpath $wl$libdir' hardcode_libdir_separator=: inherit_rpath=yes link_all_deplibs=yes ;; linux*) case $cc_basename in tcc*) # Fabrice Bellard et al's Tiny C Compiler ld_shlibs=yes archive_cmds='$CC -shared $pic_flag -o $lib $libobjs $deplibs $compiler_flags' ;; esac ;; netbsd*) if echo __ELF__ | $CC -E - | $GREP __ELF__ >/dev/null; then archive_cmds='$LD -Bshareable -o $lib $libobjs $deplibs $linker_flags' # a.out else archive_cmds='$LD -shared -o $lib $libobjs $deplibs $linker_flags' # ELF fi hardcode_libdir_flag_spec='-R$libdir' hardcode_direct=yes hardcode_shlibpath_var=no ;; newsos6) archive_cmds='$LD -G -h $soname -o $lib $libobjs $deplibs $linker_flags' hardcode_direct=yes hardcode_libdir_flag_spec='$wl-rpath $wl$libdir' hardcode_libdir_separator=: hardcode_shlibpath_var=no ;; *nto* | *qnx*) ;; openbsd* | bitrig*) if test -f /usr/libexec/ld.so; then hardcode_direct=yes hardcode_shlibpath_var=no hardcode_direct_absolute=yes if test -z "`echo __ELF__ | $CC -E - | $GREP __ELF__`"; then archive_cmds='$CC -shared $pic_flag -o $lib $libobjs $deplibs $compiler_flags' archive_expsym_cmds='$CC -shared $pic_flag -o $lib $libobjs $deplibs $compiler_flags $wl-retain-symbols-file,$export_symbols' hardcode_libdir_flag_spec='$wl-rpath,$libdir' export_dynamic_flag_spec='$wl-E' else archive_cmds='$CC -shared $pic_flag -o $lib $libobjs $deplibs $compiler_flags' hardcode_libdir_flag_spec='$wl-rpath,$libdir' fi else ld_shlibs=no fi ;; os2*) hardcode_libdir_flag_spec='-L$libdir' hardcode_minus_L=yes allow_undefined_flag=unsupported shrext_cmds=.dll archive_cmds='$ECHO "LIBRARY ${soname%$shared_ext} INITINSTANCE TERMINSTANCE" > $output_objdir/$libname.def~ $ECHO "DESCRIPTION \"$libname\"" >> $output_objdir/$libname.def~ $ECHO "DATA MULTIPLE NONSHARED" >> $output_objdir/$libname.def~ $ECHO EXPORTS >> $output_objdir/$libname.def~ emxexp $libobjs | $SED /"_DLL_InitTerm"/d >> $output_objdir/$libname.def~ $CC -Zdll -Zcrtdll -o $output_objdir/$soname $libobjs $deplibs $compiler_flags $output_objdir/$libname.def~ emximp -o $lib $output_objdir/$libname.def' archive_expsym_cmds='$ECHO "LIBRARY ${soname%$shared_ext} INITINSTANCE TERMINSTANCE" > $output_objdir/$libname.def~ $ECHO "DESCRIPTION \"$libname\"" >> $output_objdir/$libname.def~ $ECHO "DATA MULTIPLE NONSHARED" >> $output_objdir/$libname.def~ $ECHO EXPORTS >> $output_objdir/$libname.def~ prefix_cmds="$SED"~ if test EXPORTS = "`$SED 1q $export_symbols`"; then prefix_cmds="$prefix_cmds -e 1d"; fi~ prefix_cmds="$prefix_cmds -e \"s/^\(.*\)$/_\1/g\""~ cat $export_symbols | $prefix_cmds >> $output_objdir/$libname.def~ $CC -Zdll -Zcrtdll -o $output_objdir/$soname $libobjs $deplibs $compiler_flags $output_objdir/$libname.def~ emximp -o $lib $output_objdir/$libname.def' old_archive_From_new_cmds='emximp -o $output_objdir/${libname}_dll.a $output_objdir/$libname.def' enable_shared_with_static_runtimes=yes ;; osf3*) if test yes = "$GCC"; then allow_undefined_flag=' $wl-expect_unresolved $wl\*' archive_cmds='$CC -shared$allow_undefined_flag $libobjs $deplibs $compiler_flags $wl-soname $wl$soname `test -n "$verstring" && func_echo_all "$wl-set_version $wl$verstring"` $wl-update_registry $wl$output_objdir/so_locations -o $lib' else allow_undefined_flag=' -expect_unresolved \*' archive_cmds='$CC -shared$allow_undefined_flag $libobjs $deplibs $compiler_flags -soname $soname `test -n "$verstring" && func_echo_all "-set_version $verstring"` -update_registry $output_objdir/so_locations -o $lib' fi archive_cmds_need_lc='no' hardcode_libdir_flag_spec='$wl-rpath $wl$libdir' hardcode_libdir_separator=: ;; osf4* | osf5*) # as osf3* with the addition of -msym flag if test yes = "$GCC"; then allow_undefined_flag=' $wl-expect_unresolved $wl\*' archive_cmds='$CC -shared$allow_undefined_flag $pic_flag $libobjs $deplibs $compiler_flags $wl-msym $wl-soname $wl$soname `test -n "$verstring" && func_echo_all "$wl-set_version $wl$verstring"` $wl-update_registry $wl$output_objdir/so_locations -o $lib' hardcode_libdir_flag_spec='$wl-rpath $wl$libdir' else allow_undefined_flag=' -expect_unresolved \*' archive_cmds='$CC -shared$allow_undefined_flag $libobjs $deplibs $compiler_flags -msym -soname $soname `test -n "$verstring" && func_echo_all "-set_version $verstring"` -update_registry $output_objdir/so_locations -o $lib' archive_expsym_cmds='for i in `cat $export_symbols`; do printf "%s %s\\n" -exported_symbol "\$i" >> $lib.exp; done; printf "%s\\n" "-hidden">> $lib.exp~ $CC -shared$allow_undefined_flag $wl-input $wl$lib.exp $compiler_flags $libobjs $deplibs -soname $soname `test -n "$verstring" && $ECHO "-set_version $verstring"` -update_registry $output_objdir/so_locations -o $lib~$RM $lib.exp' # Both c and cxx compiler support -rpath directly hardcode_libdir_flag_spec='-rpath $libdir' fi archive_cmds_need_lc='no' hardcode_libdir_separator=: ;; 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When/if they implement a new # versioning mechanism, adjust this. if test -x /usr/bin/objformat; then objformat=`/usr/bin/objformat` else case $host_os in freebsd[23].*) objformat=aout ;; *) objformat=elf ;; esac fi version_type=freebsd-$objformat case $version_type in freebsd-elf*) library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' need_version=no need_lib_prefix=no ;; freebsd-*) library_names_spec='$libname$release$shared_ext$versuffix $libname$shared_ext$versuffix' need_version=yes ;; esac shlibpath_var=LD_LIBRARY_PATH case $host_os in freebsd2.*) shlibpath_overrides_runpath=yes ;; freebsd3.[01]* | freebsdelf3.[01]*) shlibpath_overrides_runpath=yes hardcode_into_libs=yes ;; freebsd3.[2-9]* | freebsdelf3.[2-9]* | \ freebsd4.[0-5] | freebsdelf4.[0-5] | freebsd4.1.1 | freebsdelf4.1.1) shlibpath_overrides_runpath=no hardcode_into_libs=yes ;; *) # from 4.6 on, and DragonFly shlibpath_overrides_runpath=yes hardcode_into_libs=yes ;; esac ;; haiku*) version_type=linux # correct to gnu/linux during the next big refactor need_lib_prefix=no need_version=no dynamic_linker="$host_os runtime_loader" library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' shlibpath_var=LIBRARY_PATH shlibpath_overrides_runpath=no sys_lib_dlsearch_path_spec='/boot/home/config/lib /boot/common/lib /boot/system/lib' hardcode_into_libs=yes ;; hpux9* | hpux10* | hpux11*) # Give a soname corresponding to the major version so that dld.sl refuses to # link against other versions. version_type=sunos need_lib_prefix=no need_version=no case $host_cpu in ia64*) shrext_cmds='.so' hardcode_into_libs=yes dynamic_linker="$host_os dld.so" shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=yes # Unless +noenvvar is specified. library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' if test 32 = "$HPUX_IA64_MODE"; then sys_lib_search_path_spec="/usr/lib/hpux32 /usr/local/lib/hpux32 /usr/local/lib" sys_lib_dlsearch_path_spec=/usr/lib/hpux32 else sys_lib_search_path_spec="/usr/lib/hpux64 /usr/local/lib/hpux64" sys_lib_dlsearch_path_spec=/usr/lib/hpux64 fi ;; hppa*64*) shrext_cmds='.sl' hardcode_into_libs=yes dynamic_linker="$host_os dld.sl" shlibpath_var=LD_LIBRARY_PATH # How should we handle SHLIB_PATH shlibpath_overrides_runpath=yes # Unless +noenvvar is specified. library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' sys_lib_search_path_spec="/usr/lib/pa20_64 /usr/ccs/lib/pa20_64" sys_lib_dlsearch_path_spec=$sys_lib_search_path_spec ;; *) shrext_cmds='.sl' dynamic_linker="$host_os dld.sl" shlibpath_var=SHLIB_PATH shlibpath_overrides_runpath=no # +s is required to enable SHLIB_PATH library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' ;; esac # HP-UX runs *really* slowly unless shared libraries are mode 555, ... postinstall_cmds='chmod 555 $lib' # or fails outright, so override atomically: install_override_mode=555 ;; interix[3-9]*) version_type=linux # correct to gnu/linux during the next big refactor need_lib_prefix=no need_version=no library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' dynamic_linker='Interix 3.x ld.so.1 (PE, like ELF)' shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=no hardcode_into_libs=yes ;; irix5* | irix6* | nonstopux*) case $host_os in nonstopux*) version_type=nonstopux ;; *) if test yes = "$lt_cv_prog_gnu_ld"; then version_type=linux # correct to gnu/linux during the next big refactor else version_type=irix fi ;; esac need_lib_prefix=no need_version=no soname_spec='$libname$release$shared_ext$major' library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$release$shared_ext $libname$shared_ext' case $host_os in irix5* | nonstopux*) libsuff= shlibsuff= ;; *) case $LD in # libtool.m4 will add one of these switches to LD *-32|*"-32 "|*-melf32bsmip|*"-melf32bsmip ") libsuff= shlibsuff= libmagic=32-bit;; *-n32|*"-n32 "|*-melf32bmipn32|*"-melf32bmipn32 ") libsuff=32 shlibsuff=N32 libmagic=N32;; *-64|*"-64 "|*-melf64bmip|*"-melf64bmip ") libsuff=64 shlibsuff=64 libmagic=64-bit;; *) libsuff= shlibsuff= libmagic=never-match;; esac ;; esac shlibpath_var=LD_LIBRARY${shlibsuff}_PATH shlibpath_overrides_runpath=no sys_lib_search_path_spec="/usr/lib$libsuff /lib$libsuff /usr/local/lib$libsuff" sys_lib_dlsearch_path_spec="/usr/lib$libsuff /lib$libsuff" hardcode_into_libs=yes ;; # No shared lib support for Linux oldld, aout, or coff. linux*oldld* | linux*aout* | linux*coff*) dynamic_linker=no ;; linux*android*) version_type=none # Android doesn't support versioned libraries. need_lib_prefix=no need_version=no library_names_spec='$libname$release$shared_ext' soname_spec='$libname$release$shared_ext' finish_cmds= shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=yes # This implies no fast_install, which is unacceptable. # Some rework will be needed to allow for fast_install # before this can be enabled. hardcode_into_libs=yes dynamic_linker='Android linker' # Don't embed -rpath directories since the linker doesn't support them. hardcode_libdir_flag_spec='-L$libdir' ;; # This must be glibc/ELF. linux* | k*bsd*-gnu | kopensolaris*-gnu | gnu*) version_type=linux # correct to gnu/linux during the next big refactor need_lib_prefix=no need_version=no library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' finish_cmds='PATH="\$PATH:/sbin" ldconfig -n $libdir' shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=no # Some binutils ld are patched to set DT_RUNPATH if ${lt_cv_shlibpath_overrides_runpath+:} false; then : $as_echo_n "(cached) " >&6 else lt_cv_shlibpath_overrides_runpath=no save_LDFLAGS=$LDFLAGS save_libdir=$libdir eval "libdir=/foo; wl=\"$lt_prog_compiler_wl\"; \ LDFLAGS=\"\$LDFLAGS $hardcode_libdir_flag_spec\"" cat confdefs.h - <<_ACEOF >conftest.$ac_ext /* end confdefs.h. */ int main () { ; return 0; } _ACEOF if ac_fn_c_try_link "$LINENO"; then : if ($OBJDUMP -p conftest$ac_exeext) 2>/dev/null | grep "RUNPATH.*$libdir" >/dev/null; then : lt_cv_shlibpath_overrides_runpath=yes fi fi rm -f core conftest.err conftest.$ac_objext \ conftest$ac_exeext conftest.$ac_ext LDFLAGS=$save_LDFLAGS libdir=$save_libdir fi shlibpath_overrides_runpath=$lt_cv_shlibpath_overrides_runpath # This implies no fast_install, which is unacceptable. # Some rework will be needed to allow for fast_install # before this can be enabled. hardcode_into_libs=yes # Ideally, we could use ldconfig to report *all* directores which are # searched for libraries, however this is still not possible. Aside from not # being certain /sbin/ldconfig is available, command # 'ldconfig -N -X -v | grep ^/' on 64bit Fedora does not report /usr/lib64, # even though it is searched at run-time. Try to do the best guess by # appending ld.so.conf contents (and includes) to the search path. if test -f /etc/ld.so.conf; then lt_ld_extra=`awk '/^include / { system(sprintf("cd /etc; cat %s 2>/dev/null", \$2)); skip = 1; } { if (!skip) print \$0; skip = 0; }' < /etc/ld.so.conf | $SED -e 's/#.*//;/^[ ]*hwcap[ ]/d;s/[:, ]/ /g;s/=[^=]*$//;s/=[^= ]* / /g;s/"//g;/^$/d' | tr '\n' ' '` sys_lib_dlsearch_path_spec="/lib /usr/lib $lt_ld_extra" fi # We used to test for /lib/ld.so.1 and disable shared libraries on # powerpc, because MkLinux only supported shared libraries with the # GNU dynamic linker. Since this was broken with cross compilers, # most powerpc-linux boxes support dynamic linking these days and # people can always --disable-shared, the test was removed, and we # assume the GNU/Linux dynamic linker is in use. dynamic_linker='GNU/Linux ld.so' ;; netbsd*) version_type=sunos need_lib_prefix=no need_version=no if echo __ELF__ | $CC -E - | $GREP __ELF__ >/dev/null; then library_names_spec='$libname$release$shared_ext$versuffix $libname$shared_ext$versuffix' finish_cmds='PATH="\$PATH:/sbin" ldconfig -m $libdir' dynamic_linker='NetBSD (a.out) ld.so' else library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' dynamic_linker='NetBSD ld.elf_so' fi shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=yes hardcode_into_libs=yes ;; newsos6) version_type=linux # correct to gnu/linux during the next big refactor library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=yes ;; *nto* | *qnx*) version_type=qnx need_lib_prefix=no need_version=no library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=no hardcode_into_libs=yes dynamic_linker='ldqnx.so' ;; openbsd* | bitrig*) version_type=sunos sys_lib_dlsearch_path_spec=/usr/lib need_lib_prefix=no if test -z "`echo __ELF__ | $CC -E - | $GREP __ELF__`"; then need_version=no else need_version=yes fi library_names_spec='$libname$release$shared_ext$versuffix $libname$shared_ext$versuffix' finish_cmds='PATH="\$PATH:/sbin" ldconfig -m $libdir' shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=yes ;; os2*) libname_spec='$name' version_type=windows shrext_cmds=.dll need_version=no need_lib_prefix=no # OS/2 can only load a DLL with a base name of 8 characters or less. soname_spec='`test -n "$os2dllname" && libname="$os2dllname"; v=$($ECHO $release$versuffix | tr -d .-); n=$($ECHO $libname | cut -b -$((8 - ${#v})) | tr . _); $ECHO $n$v`$shared_ext' library_names_spec='${libname}_dll.$libext' dynamic_linker='OS/2 ld.exe' shlibpath_var=BEGINLIBPATH sys_lib_search_path_spec="/lib /usr/lib /usr/local/lib" sys_lib_dlsearch_path_spec=$sys_lib_search_path_spec postinstall_cmds='base_file=`basename \$file`~ dlpath=`$SHELL 2>&1 -c '\''. $dir/'\''\$base_file'\''i; $ECHO \$dlname'\''`~ dldir=$destdir/`dirname \$dlpath`~ test -d \$dldir || mkdir -p \$dldir~ $install_prog $dir/$dlname \$dldir/$dlname~ chmod a+x \$dldir/$dlname~ if test -n '\''$stripme'\'' && test -n '\''$striplib'\''; then eval '\''$striplib \$dldir/$dlname'\'' || exit \$?; fi' postuninstall_cmds='dldll=`$SHELL 2>&1 -c '\''. $file; $ECHO \$dlname'\''`~ dlpath=$dir/\$dldll~ $RM \$dlpath' ;; osf3* | osf4* | osf5*) version_type=osf need_lib_prefix=no need_version=no soname_spec='$libname$release$shared_ext$major' library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' shlibpath_var=LD_LIBRARY_PATH sys_lib_search_path_spec="/usr/shlib /usr/ccs/lib /usr/lib/cmplrs/cc /usr/lib /usr/local/lib /var/shlib" sys_lib_dlsearch_path_spec=$sys_lib_search_path_spec ;; rdos*) dynamic_linker=no ;; solaris*) version_type=linux # correct to gnu/linux during the next big refactor need_lib_prefix=no need_version=no library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=yes hardcode_into_libs=yes # ldd complains unless libraries are executable postinstall_cmds='chmod +x $lib' ;; sunos4*) version_type=sunos library_names_spec='$libname$release$shared_ext$versuffix $libname$shared_ext$versuffix' finish_cmds='PATH="\$PATH:/usr/etc" ldconfig $libdir' shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=yes if test yes = "$with_gnu_ld"; then need_lib_prefix=no fi need_version=yes ;; sysv4 | sysv4.3*) version_type=linux # correct to gnu/linux during the next big refactor library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' shlibpath_var=LD_LIBRARY_PATH case $host_vendor in sni) shlibpath_overrides_runpath=no need_lib_prefix=no runpath_var=LD_RUN_PATH ;; siemens) need_lib_prefix=no ;; motorola) need_lib_prefix=no need_version=no shlibpath_overrides_runpath=no sys_lib_search_path_spec='/lib /usr/lib /usr/ccs/lib' ;; esac ;; sysv4*MP*) if test -d /usr/nec; then version_type=linux # correct to gnu/linux during the next big refactor library_names_spec='$libname$shared_ext.$versuffix $libname$shared_ext.$major $libname$shared_ext' soname_spec='$libname$shared_ext.$major' shlibpath_var=LD_LIBRARY_PATH fi ;; sysv5* | sco3.2v5* | sco5v6* | unixware* | OpenUNIX* | sysv4*uw2*) version_type=sco need_lib_prefix=no need_version=no library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=yes hardcode_into_libs=yes if test yes = "$with_gnu_ld"; then sys_lib_search_path_spec='/usr/local/lib /usr/gnu/lib /usr/ccs/lib /usr/lib /lib' else sys_lib_search_path_spec='/usr/ccs/lib /usr/lib' case $host_os in sco3.2v5*) sys_lib_search_path_spec="$sys_lib_search_path_spec /lib" ;; esac fi sys_lib_dlsearch_path_spec='/usr/lib' ;; tpf*) # TPF is a cross-target only. Preferred cross-host = GNU/Linux. version_type=linux # correct to gnu/linux during the next big refactor need_lib_prefix=no need_version=no library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=no hardcode_into_libs=yes ;; uts4*) version_type=linux # correct to gnu/linux during the next big refactor library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' shlibpath_var=LD_LIBRARY_PATH ;; *) dynamic_linker=no ;; esac { $as_echo "$as_me:${as_lineno-$LINENO}: result: $dynamic_linker" >&5 $as_echo "$dynamic_linker" >&6; } test no = "$dynamic_linker" && can_build_shared=no variables_saved_for_relink="PATH $shlibpath_var $runpath_var" if test yes = "$GCC"; then variables_saved_for_relink="$variables_saved_for_relink GCC_EXEC_PREFIX COMPILER_PATH LIBRARY_PATH" fi if test set = "${lt_cv_sys_lib_search_path_spec+set}"; then sys_lib_search_path_spec=$lt_cv_sys_lib_search_path_spec fi if test set = "${lt_cv_sys_lib_dlsearch_path_spec+set}"; then sys_lib_dlsearch_path_spec=$lt_cv_sys_lib_dlsearch_path_spec fi # remember unaugmented sys_lib_dlsearch_path content for libtool script decls... configure_time_dlsearch_path=$sys_lib_dlsearch_path_spec # ... but it needs LT_SYS_LIBRARY_PATH munging for other configure-time code func_munge_path_list sys_lib_dlsearch_path_spec "$LT_SYS_LIBRARY_PATH" # to be used as default LT_SYS_LIBRARY_PATH value in generated libtool configure_time_lt_sys_library_path=$LT_SYS_LIBRARY_PATH { $as_echo "$as_me:${as_lineno-$LINENO}: checking how to hardcode library paths into programs" >&5 $as_echo_n "checking how to hardcode library paths into programs... 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" >&6; } if ${lt_cv_dlopen_self+:} false; then : $as_echo_n "(cached) " >&6 else if test yes = "$cross_compiling"; then : lt_cv_dlopen_self=cross else lt_dlunknown=0; lt_dlno_uscore=1; lt_dlneed_uscore=2 lt_status=$lt_dlunknown cat > conftest.$ac_ext <<_LT_EOF #line $LINENO "configure" #include "confdefs.h" #if HAVE_DLFCN_H #include #endif #include #ifdef RTLD_GLOBAL # define LT_DLGLOBAL RTLD_GLOBAL #else # ifdef DL_GLOBAL # define LT_DLGLOBAL DL_GLOBAL # else # define LT_DLGLOBAL 0 # endif #endif /* We may have to define LT_DLLAZY_OR_NOW in the command line if we find out it does not work in some platform. */ #ifndef LT_DLLAZY_OR_NOW # ifdef RTLD_LAZY # define LT_DLLAZY_OR_NOW RTLD_LAZY # else # ifdef DL_LAZY # define LT_DLLAZY_OR_NOW DL_LAZY # else # ifdef RTLD_NOW # define LT_DLLAZY_OR_NOW RTLD_NOW # else # ifdef DL_NOW # define LT_DLLAZY_OR_NOW DL_NOW # else # define LT_DLLAZY_OR_NOW 0 # endif # endif # endif # endif #endif /* When -fvisibility=hidden is used, assume the code has been annotated correspondingly for the symbols needed. */ #if defined __GNUC__ && (((__GNUC__ == 3) && (__GNUC_MINOR__ >= 3)) || (__GNUC__ > 3)) int fnord () __attribute__((visibility("default"))); #endif int fnord () { return 42; } int main () { void *self = dlopen (0, LT_DLGLOBAL|LT_DLLAZY_OR_NOW); int status = $lt_dlunknown; if (self) { if (dlsym (self,"fnord")) status = $lt_dlno_uscore; else { if (dlsym( self,"_fnord")) status = $lt_dlneed_uscore; else puts (dlerror ()); } /* dlclose (self); */ } else puts (dlerror ()); return status; } _LT_EOF if { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$ac_link\""; } >&5 (eval $ac_link) 2>&5 ac_status=$? $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; } && test -s "conftest$ac_exeext" 2>/dev/null; then (./conftest; exit; ) >&5 2>/dev/null lt_status=$? case x$lt_status in x$lt_dlno_uscore) lt_cv_dlopen_self=yes ;; x$lt_dlneed_uscore) lt_cv_dlopen_self=yes ;; x$lt_dlunknown|x*) lt_cv_dlopen_self=no ;; esac else : # compilation failed lt_cv_dlopen_self=no fi fi rm -fr conftest* fi { $as_echo "$as_me:${as_lineno-$LINENO}: result: $lt_cv_dlopen_self" >&5 $as_echo "$lt_cv_dlopen_self" >&6; } if test yes = "$lt_cv_dlopen_self"; then wl=$lt_prog_compiler_wl eval LDFLAGS=\"\$LDFLAGS $lt_prog_compiler_static\" { $as_echo "$as_me:${as_lineno-$LINENO}: checking whether a statically linked program can dlopen itself" >&5 $as_echo_n "checking whether a statically linked program can dlopen itself... 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Tool Information (edit):


EOF { $as_echo "$as_me:${as_lineno-$LINENO}: checking xslt compliance of $xslt_prog" >&5 $as_echo_n "checking xslt compliance of $xslt_prog... " >&6; } to_run=$xslt_prog to_run=${to_run/\%1/configtest.xml} to_run=${to_run/\%2/configtest.xsl} to_run=${to_run/\%3/configtest.out} if { ac_try='$to_run' { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$ac_try\""; } >&5 (eval $ac_try) 2>&5 ac_status=$? $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; }; };then { $as_echo "$as_me:${as_lineno-$LINENO}: result: yes" >&5 $as_echo "yes" >&6; }; xsltengine=$xslt_prog else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; }; xslt_prog="notfound" fi fi xslt_prog="notfound" if test "$check_xslt_xsltprocfound" != notfound -a "$xslt_prog" = notfound; then xslt_prog="$check_xslt_xsltprocfound -o %3 %2 %1" cat << \EOF > configtest.xml HAMMER HG2606 32456240 .00 EOF cat << \EOF > configtest.xsl

Tool Information (edit):


EOF { $as_echo "$as_me:${as_lineno-$LINENO}: checking xslt compliance of $xslt_prog" >&5 $as_echo_n "checking xslt compliance of $xslt_prog... " >&6; } to_run=$xslt_prog to_run=${to_run/\%1/configtest.xml} to_run=${to_run/\%2/configtest.xsl} to_run=${to_run/\%3/configtest.out} if { ac_try='$to_run' { { eval echo "\"\$as_me\":${as_lineno-$LINENO}: \"$ac_try\""; } >&5 (eval $ac_try) 2>&5 ac_status=$? $as_echo "$as_me:${as_lineno-$LINENO}: \$? = $ac_status" >&5 test $ac_status = 0; }; };then { $as_echo "$as_me:${as_lineno-$LINENO}: result: yes" >&5 $as_echo "yes" >&6; }; xsltengine=$xslt_prog else { $as_echo "$as_me:${as_lineno-$LINENO}: result: no" >&5 $as_echo "no" >&6; }; xslt_prog="notfound" fi fi if test "$check_xslt_sablotronfound" != notfound -a "$xslt_prog" = notfound; then xslt_prog="$check_xslt_sablotronfound %2 %1 %3" cat << \EOF > configtest.xml HAMMER HG2606 32456240 .00 EOF cat << \EOF > configtest.xsl

Tool Information (edit):


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Since its initial release, Crossfire has grown to encompass over 150 monsters, 3000 areas to explore, an elaborate magic system, 13 races, 15 character classes, and many powerful artifacts scattered far and wide. Set in a fantastical medieval world, it blends the style of Gauntlet, NetHack, Moria, and Angband. .. note:: You do not need the server to play Crossfire. Crossfire Server is only for those who wish to run their own server. Installation ------------ Dependencies ~~~~~~~~~~~~ Crossfire should run on any machine with an C compiler supporting the C99 language standard installed. It should compile on most POSIX compliant systems. To date, it has been known to work on Linux, BSD, Windows, Solaris, and Mac. In addition, there are a number of optional dependencies that make the game even more fun. These include: * Support for dynamically loaded libraries. Most modern operating systems should have it. This is needed for server plugins. * Python 2.6 or later - this is needed for the Crossfire Python plugin (CFPython) and is *highly* recommended. Most maps, quests, and NPCs will not work without it. * SQLite3 - for cflogger and cfnewspaper. These plugins are still under development and aren't very useful at the moment. * Check - for unit tests. This is required for plugin developers, but mostly useless to normal users. Support Files ~~~~~~~~~~~~~ In order to build the server, a copy of the game archetypes must be unpacked or linked in the "lib/arch" directory. This can be deleted once the build is finished, but keeping a copy around won't hurt. Perl is required to generate the final archetype files, but is not needed after the build is complete. In order to run the server, a copy of the game maps is also required. Compiling ~~~~~~~~~ Crossfire Server uses autoconf/automake. Briefly:: $ ./configure $ make $ make install Generic instructions for using autoconf/automake are in `INSTALL `_. An older, step-by-step guide is available on the wiki: http://wiki.metalforge.net/doku.php/server:server_compiling Final Steps ~~~~~~~~~~~ - Configure your server (see *$PREFIX/etc/crossfire/*) - Make maps available in *$PREFIX/share/crossfire/maps/* Usage ----- You should now be able to run the server:: $ crossfire-server Getting Help ------------ Website ~~~~~~~ Official Website: http://crossfire.real-time.com/ Crossfire Wiki: http://wiki.metalforge.net/doku.php SourceForge Downloads Page: http://sourceforge.net/projects/crossfire/files/ IRC ~~~ It's possible to link up with a small community of Crossfire players and developers on irc.freenode.net in the #crossfire channel. Though activity waxes and wanes, it's often possible to get live help there. Mailing Lists ~~~~~~~~~~~~~ For the latest subscription for crossfire mailing lists, go to: http://crossfire.real-time.com/mailinglists/index.html There you can subscribe/unsubscribe any of the mailing lists. Links to archives of the mailing lists can be found there, as well as at: http://gmane.org/find.php?list=crossfire Contributing ------------ Reporting Bugs ~~~~~~~~~~~~~~ Bugs should be filed in the Crossfire bug tracker on SourceForge: http://sourceforge.net/p/crossfire/bugs/ When reporting bugs, make sure you include the following: * If you have a sourceforge login, make sure you are logged in. This way, if there are questions about the bug, you will be notified about the request for more information. * What version of crossfire did you use? * What type of computer did you use (CPU type) * What is the version of the OS? * What compiler (and its version) did you use (ie, gcc, icc, etc)? * Which flags did you give it? * If the bug happens when compiling crossfire, send an EXACT copy of the compiler line, as well as the errors it puts out. Sending bugs of the sort 'it failed with a line like ...' doesn't help at all. * If you are using any of the plugins, what version(s) of Python and SQLite do you have installed? * If the bug happened while running crossfire: - Include any output before to the bug. - Give a description of what you did before the bug occurred. The better detailed the description, the better chance we have of figuring out where the bug happened, or how we can recreate the bug. - If possible, a stack trace from gdb (or other debugger) is very helpful. The more information provided, the better chance of the bug being fixed in a timely fashion. Further debugging information can be found at http://crossfire.real-time.com/debugging_tips.html Submitting Patches ~~~~~~~~~~~~~~~~~~ See the ``_ file. Patches should be sent to the Crossfire patch tracker on SourceForge: http://sourceforge.net/p/crossfire/patches/ Copyright --------- :: Copyright (c) 2000, 2006 Mark Wedel 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 author can be reached via e-mail to crossfire-devel@real-time.com See ``_ for more details. crossfire-1.75.0/Makefile.am000644 001751 001751 00000001006 13775114567 016534 0ustar00kevinzkevinz000000 000000 XSLTENGINE= @XSLTENGINE@ if HAVE_CHECK UNIT_TEST = test endif SUBDIRS = include common random_maps socket types server lib utils doc plugins $(UNIT_TEST) EXTRA_DIST = AUTHORS COPYING ChangeLog INSTALL README.rst autogen.sh DISTCHECK_CONFIGURE_FLAGS = --localstatedir=$$dc_install_base/var --mandir=$$dc_install_base/man ACLOCAL_AMFLAGS = -I macros --install archives: dist (cd doc; make archive) (cd lib; make archive) dox: @ doxygen 2>doxygen.err CLEANFILES= configtest.out configtest.xml configtest.xsl crossfire-1.75.0/common/000755 001751 001751 00000000000 13777710120 015760 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/macros/000755 001751 001751 00000000000 13777710120 015754 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/ChangeLog000644 001751 001751 00003475336 13777704220 016273 0ustar00kevinzkevinz000000 000000 2020-01-11 Nicolas weeger * utils/cre/CREMainWindow.{h,cpp}: Add export of alchemy relationship to .dot file. 2020-01-08 Nicolas Weeger * server/quest.c: Use media tags for quest information. 2021-01-07 Daniel Hawkins * types/spell_effect/spell_effect.c: Drop unpaid items when word of recall triggers. This prevents abuse of balms of return home in shops. 2021-01-06 Daniel Hawkins * server/skill_util.c: Disallow use of unapid skill tools in use_skill() 2021-01-02 Nicolas Weeger * plugins/cfcitybell/cfcitybell.c: Add the bell of Valkyrie's temple. * server/player.c: Change message type for keys from 'attack' to 'item'. 2020-12-29 Nicolas Weeger * socket/item.c: Don't send item's animation if FLAG_ANIMATE isn't set. * server/quest.c: Add a client specific command to display quest information. 2020-12-21 Nicolas Weeger * common/readable.c, server/knowledge.c: Fix monster knowledge not correctly saved. 2020-12-15 Nicolas Weeger * server/monster.c: Fix invalid call to fix_object. * server/player.c: Fix reset of pickup mode at player death. 2020-12-14 Nicolas Weeger * common/map.c, common/path.c, server/c_misc.c, server/server.c: Use tilde (~) for player-unique map paths. Patch https://sourceforge.net/p/crossfire/patches/384/ by Kevin Zheng. 2020-12-13 Nicolas Weeger * server/monster.c, test/bugs/bugtrack/Makefile.am, test/bugs/bugtrack/check_883.c: Fix bug https://sourceforge.net/p/crossfire/bugs/883/ "Monsters will not apply weapons in their inventory", add relevant unit test. 2020-12-12 Nicolas Weeger * common/artifact.c: Copy key-values from artifact to object. * server/alchemy.c: Apply patch https://sourceforge.net/p/crossfire/patches/349/ by Daniel Ziem. * plugins/cfpython/cfpython_object.c, plugins/common/include/plugin_common.h, plugins/common/plugin_common.c: Mark 'CastAbility' as obsolete. 2020-12-10 Nicolas Weeger * socket/request.c: add speech bubble to NPCs. Patch by Kevin Zheng, slightly adjusted. 2020-12-08 Nicolas Weeger * common/arch.c, common/loader.l, common/object.c, include/object.h server/attack.c: remove 'discrete_damage', unused. * common/loader.l: use a larger buffer when loading artifacts to not wrap long messages. 2020-12-02 Nicolas Weeger * random_maps/treasure.c: remove unused code. * random_maps/treasure.c, * include/random_maps/random_map.h, * random_maps/random_map.c, * random_maps/reader.l: allow style maps for chests found in random maps. 2020-12-01 Nicolas Weeger * types/spellbook/spellbook.c: Fix invalid array indice leading to crash. 2020-11-28 Daniel Hawkins * types/spellbook/spellbook.c: Make sure an unidentified spellbook at least tells you what you can already see in the viewport, rather than "That is: " without a name. * server/c_object.c: Prevent the flavor text for magic to appear when the item is not yet identified. 2020-11-27 Daniel Hawkins * server/skills.c: Make trapped doors detonate traps when lockpicked on the first attempt. 2020-11-23 Nicolas Weeger * common/anim.c: change function prototype. * server/attack.c: use a default "attack" anim_suffix for attacks. Apply anim_suffix to monsters too. 2020-11-11 Daniel Hawkins and Kevin Zheng * socket/request.c, server/player.c: Make the handling to prevent createplayer command abuse more robust. Also address some socket state issues while here. And fix a segfault from incorrectly removing pl->ob->contr in create_player_cmd. 2020-11-08 Daniel Hawkins * server/rune.c: Fix segfault when showing an unanimated trap. 2020-11-02 Daniel Hawkins * plugins/citylife/citylife.c: Fix an off-by-one in the number of NPCs to spawn on map load, and fix the location and inclusion of spawn points in northern Scorn. Fixed NPCs loaded on map load from having their inventory drop when killed. 2020-10-23 Daniel Hawkins * server/spell_util.c: Make no-magic tiles block magic before spells can be bungled. 2020-10-22 Daniel Hawkins * server/player.c: Refactor code to remove confusion, poison, and disease on death into its own function. 2020-10-21 Daniel Hawkins * socket/request.c: Make sure to remove player's object if they send createplayer for a character with a different name than the current one. * server/c_object.c: Fix a nullpointer dereference when a skill tool lacks a skill message. 2020-10-20 Rebecca Kelly * types/spellbook/spellbook.c, server/c_object.c: display the description of a spell or skill when examining an object that contains it such as a wand, spellbook, or skillscroll. These descriptions are sent with the SPELL_INFO message type so that clients can differentiate them from their surroundings when colourizing. 2020-10-20 Rebecca Kelly * types/spellbook/spellbook.c: spellbooks will now list their spell level, casting skill, and paths in the detailed object name, e.g. "grimoire of poison cloud (a fourth level sorcery) (paths: Missiles)", in much the same way equipment will list its stats. Since this information is now available in the object name, the message telling you what spell a spellbook contains when you successfully read it will appear only if you identified the book in the process of reading. 2020-10-18 Daniel Hawkins * server/server.c: Add a message stating when initialization finishes. 2020-10-14 Daniel Hawkins * server/shop.c: Add an event hook for when an item is bought. * include/plugin.h: Add an event descriptor for the new buying event. 2020-10-10 Daniel Hawkins * common/readable.c: Fix generation of book names for recipes whose product lack a title. While here, add some more book name combinations. 2020-10-10 Daniel Hawkins * server/spell_attack.c: Adjust handling of aggravation to prevent shenanigans and prepare it for use as a legitimate spell. 2020-10-03 Daniel Hawkins * server/c_wiz.c: Don't interpret blank lines in dm_file as malformed entries. Prevent buffer overrun in `plugin command. * server/c_misc.c: Use StringBuffer to fix buffer overflow from malicious/malformed bowmode command. 2020-10-02 Daniel Hawkins * plugins/cfpython/cfpython.c: Set context->event to NULL when running python-based commands. It was possible to segfault from it not being a valid address if malloc used recycled memory. 2020-09-30 Daniel Hawkins * server/player.c: Prevent check_pick() from processing on a non-player. * server/skills.c: Prevent stop_jump() from calling check_pick() for non-players. 2020-09-19 Preston Crow * server/commands.c,server/player.c: Add 'face' command to have the player face a given direction without taking any action. 2020-09-17 Daniel Hawkins * server/build_map.c: Disallow use of unpaid building materials. Mentioned by Titus on the Discord/IRC a few weeks back. 2020-09-17 Preston Crow * server/apply.c: Apply command: Pass through and honor '-a' and '-u' flags for containers and add a new flag '-o' to fully open a container in your inventory. 2020-09-17 Preston Crow * include/global.h,lib/config/settings,server/init.c,socket/request.c: Add a config option MIN_NAME to restrict very short account and character names. It defaults to 1, and doesn't impact existing accounts or characters, so it can be changed on existing servers with no negative impacts. 2020-09-13 Rebecca Kelly * types/spellbook/spellbook.c: change the order of the messages when you successfully read a spellbook to make them read a bit better. 2020-09-10 Rebecca Kelly * server/player.c: use object_can_merge() to deduplicate starting inventory. This fixes an issue where all spellbooks of a given school were considered equivalent by the deduplicator, resulting in most caster characters only getting one spellbook when they should have gotten 2-3. Note that players may still get fewer spellbooks if multiple books were generated holding the same spell. 2020-09-08 Daniel Hawkins * server/apply.c: Refactor class face apply to allow for custom class faces on races that lack noclassfacechange. 2020-09-07 Daniel Hawkins * server/monster.c: Don't allow monsters to pick up items that are on their spaces while being thrown. This fixes an occasional "Thrown object had no map" error that resulted from monsters picking thrown items mid-flight and the item not being transitioned back to it's non-thrown form. 2020-09-06 Daniel Hawkins * common/button.c: Add check for an unpaid flag that matches the check_inv trigger's unpaid flag. This allows for us to optionally look exclusively for unapid items, but by default exclude unpaid items from the search. 2020-09-06 Daniel Hawkins * server/plugins.c: Fix invalid pointer dereference when calculating perm_exp. Turns out the other end of the plugin was expecting this, but I didn't do it right here. 2020-09-05 Daniel Hawkins * server/skill_util.c: Add check for not unpaid when searching an inventory for a skill tool. This makes it behave like it would it it were manually applied: it does not apply. 2020-09-05 Daniel Hawkins * server/player.c, include/libproto.h, common/object.c: Add a function to retrieve an item from inventory that is not unpaid. Used it to prevent unpaid keys from being used as if they weren't. 2020-09-01 Daniel Hawkins * server/plugins.c, plugins/common/plugin_common.c, plugins/common/include/plugin_common.h, plugins/cfpython/cfpython_object.c, include/plugin.h: Move a reference to settings struct instance into plugins.c, since it could not be seen on the plugin-side (at least when using GCC 9) 2020-08-30 Preston Crow * server/skill_util.c: 'skills' command output is fixed-width format with a '-l' option for long display with full perm exp information. 2020-08-30 Preston Crow * types/teleporter/teleporter.c: Use subtype or other_arch to restrict teleporters to specific object types. 2020-08-30 Preston Crow * common/living.c, common/loader.l, common/object.c, include/global.h, include/object.h, server/plugins.c, server/skill_util.c: Change from tracking perm_exp to total_exp, so any rounding is done when it is used, not as it is accumulated. 2020-08-15 Daniel Hawkins * socket/sounds.c: Adjust sound volume based on proximity to player. This makes things like the bullet squares in random maps more bearable. 2020-08-14 Daniel Hawkins * server/server.c: Partially revert fix, since assumption that all speeds would be positive did not hold for custom creatures on random maps. 2020-08-11 Daniel Hawkins * common/living.c, server/server.c, common/loader.l: Load speed as positive number, and then set a minimum speed for monsters. Fixes bug #854. 2020-08-06 Daniel Hawkins * plugins/cfpython/cfpython_object.c: Expose item_power to the python API as a R/W value. * common/living.c: Add code to handle giving experience to weapons, so that we can handle weapons that get stronger over time. 2020-01-16 Daniel Hawkins * socket/loop.c: Replace assertion of nonnull cmd in handle_cmd with a check that rejects the null command but keeps the server running. 2019-12-29 Daniel Hawkins * common/artifact.c: Reduce severity of artifacts with no chance to debug. There are use cases where no artifact chance makes sense. They can be obsoleted, craftable, quest items, or anything else that shouldn't appear in random loot. 2019-12-05 Daniel Hawkins * server/monster.c: Reduce calls to monster_compute_path. 2019-12-04 Daniel Hawkins * socket/request.c: Reduce dereferences in draw_client_map2. 2019-12-03 Daniel Hawkins * common/los.c: Reduce recursion overhead in set_wall() by checking to see if the tile has already been set. * include/sockproto.h: Remove draw_client_map2. It was only used in request.c * socket/request.c: Make draw_client_map2 a static function. 2019-12-01 Daniel Hawkins * common/los.c, server/player.c, server/c_wiz.c, include/libproto.h: Adjust some trivial cases of los calculations to use player structure directly. * socket/loop.c: Add detail to message indicating a tick took too long. 2019-11-30 Daniel Hawkins * lib/artifacts: Add an artifact for new kite shield arch. Requires r21039. 2019-11-29 Daniel Hawkins * lib/artifacts: Remove horn of sirens for artifact list, since it is a god-given item. Fixes Bug #861. 2019-08-11 Daniel Hawkins * lib/artifacts: Add artifacts for white/black leather cloaks. * lib/formulae: Add formulae to craft white/black leather cloaks and leather armour. * common/recipe.c: Add check handling for when one recipe is done with a cauldron and another using a tool and both use the same ingredients. 2019-04-22 Rick Tanner * server/spell_util.c: Patch #357 Balancing changes to the summoning branch Failed summons via Summoning skill no longer cost spell points. 2019-03-15 Daniel Hawkins * common/arch.c: Dynamically generate is_type_valid(). * common/is_valid_types_gen.pl: Dynamically generate is_type_valid(). * common/Makefile.am: Add build rules to dynamically generate is_type_valid(). (Patched with a non-defective version on 2019-03-20) 2019-01-03 Daniel Hawkins * server/skills.c: Fix encumbered throw logic to penalize high encumbrance instead of reward it. 2018-12-31 Daniel Hawkins * utils/crossloop.web.in: Make SRCDIR be determined on the fly. This reduces the number of variables that need to be changed before use. * common/readable.c: Add more book titles. 2018-12-30 Daniel Hawkins * server/player.c: Simplify melee weapon pickup logic, since tables and chairs haven't been weapons since 2011. 2018-12-24 Daniel Hawkins * server/c_object.c: Fix "gods...retrieves" to agree in plurality. * plugins/cfcitybell/*: Refactor city temple bell event to be its own non-Python unit. * plugins/Makefile.am: Add the new independent citybell plugin to the build tree. * configure.ac: Add config rules to allow for the city bells to be disabled. 2018-12-23 Daniel Hawkins * common/links.c: Better utilize the calloc function to set the dynamic allocated lists to 0 as it is allocated. * socket/request.c: Rewrite spell_client_use to use a switch statement instead of ifs. 2018-12-22 Daniel Hawkins * server/hiscore.c: Adjust i+1 followed by i++ to be ++i; (Reverted due to out-of-bounds error w/ optimization by ryo_saeba on 26 Dec) 2018-10-28 Daniel Hawkins * common/living.c, common/artifact.c: Make items that have the confused flag set confuse the wielder. * lib/artifacts: Add a helmet of Confusion to utilize the new item-sourced confusion. 2018-10-24 Daniel Hawkins * common/readable.c: Make text from the messages file not get split at buffer boundaries. * server/player.c, common/living.c: Make dragon ability gain levels specified in magic field in treasurelist. 2018-10-23 Daniel Hawkins * common/readable.c: Add "illuminated text" as a religion book name. * server/c_object.c: Refactor a loop through the player's inventory to better use the op->contr->mark pointer. 2018-10-22 Daniel Hawkins * random_maps/style.c: Remove superfluous use of buffer and snprintf. * include/global.h, common/loader.l, common/init.c, common/arch.c: Remove ::warn_archetypes and make loader use try_find_archetype. * common/recipe.c: Refactor recipe creation to use calloc instead of malloc. 2018-09-24 Daniel Hawkins * types/Makefile.am: Add new mimic type file to build. * server/ob_types.c: Initialize the apply hook for mimics. * include/typesproto.h: Function prototype for apply hook initialization. * include/object.h: Add MIMIC type and update max type number. * types/mimic/mimic.c: Add code for MIMIC type. * common/item.c: Add new type to the table defined here. Make it like container. * random_maps/treasure.c: Make a very slim chance of a mimic replacing a chest when diffiuclty > 5. 2018-06-02 Daniel Hawkins * server/time.c: Simplify the code for determining the placement of a new object in change_object(). 2018-05-31 Daniel Hawkins * server/attack.c: Fix double application of resistance for life stealing attacktype. Also, add more complex algorithm for slowness to reduce >1 speed sometimes. 2018-05-28 Daniel Hawkins * common/living.c: Simplification of bracer/force/armor AC/WC code in fix_object: if we don't replace the best value, don't waste time subtracting and adding the same value to the object. Also, fix bug #823 by directly applying bracer ac and wc for serpentmen players. * server/monster.c: Skip performance shortcuts in monster_compute_path for multitile monsters. 2018-05-23 Daniel Hawkins * server/attack.c: Make death attacks do no damage when the monster cannot be affected by that death attack. Also make the order of the strstr check work for multiple races defined on the creature, and only one on the weapon. Make the strstr reorder on triple-damage calc, too. * server/init.c: Change race loading logic so that a race defined in lib/races is added to an arch's race field, rather than replace it. This allows for "slay vampire" and other slaying fields that aren't a normal race to actually function while still preserving summon lists for summon cult monster. 2018-05-21 Daniel Hawkins * server/attack.c: Make death attacks relevant. 2018-05-19 Daniel Hawkins * server/player.c: Load background music when moving through tiled maps. 2018-02-12 Daniel Hawkins * server/monster.c: Refactor to reduce calls to ob_blocked by remembering prior blocked tiles from the same run. This causes a small but noticable (~5%) reduction in overall pathing cost. Do a quick check in monster_compute_path to ensure there are multiple ways the monster can move around before attempting to go through the whole pathing algorithm. This yields significant performance improvements. 2018-02-11 Daniel Hawkins * common/map.c: Refactor get_map_from_coord() to be iterative instead of recursive. 2018-02-03 Daniel Hawkins * server/time.c: Improve change_object to handle multi-tile monster changes. * test/unit/server/check_monster_change.c: Add unit test for changing monsters. * test/unit/server/Makefile.am: Add new unit test to the build instructions. 2018-01-24 Daniel Hawkins * server/login.c: Prevent memory leak of party_name on attempted login of a player with negative hp. 2018-01-23 Daniel Hawkins * common/anim.c: Reduce calls to realloc on animation load. Handle failed realloc gracefully. 2018-01-22 Daniel Hawkins * server/plugins.c: Fix redundant call to va_end in cfapi_object_move. 2018-01-21 Daniel Hawkins * common/init.c: Use strspn for finding the first non-whitespace character in attackmess, and allow for tabs to be used as whitespace. * socket/request.c: Reorder conditions to prevent segfault if pl is null in esrv_remove_spell. 2018-01-18 Daniel Hawkins * lib/artifacts: Fix boots/gauntlets that should posess a damage value that don't. Fixes bug #832. 2018-01-14 Daniel Hawkins * server/skills.c: Fix segfault from check for transport when monster uses jumping skill. 2018-01-13 Daniel Hawkins * lib/artifacts: Make goblin leaders generate facing forward and animate the artifact monsters so the versions that have animations use the animation frames. 2018-01-08 Daniel Hawkins * common/artifact.c: Expand identified face use of pre-identified items, even if the type otherwise need identifying. This makes gems appear with the correct face. 2018-01-07 Daniel Hawkins * common/artifact.c: Make artifacts of items that do not need identifying appear using their identified face and animation. In particular, this makes the randomly-generated tougher monsters (e.g. goblin leaders) differentiable from the normal monsters in the room. 2018-01-02 Daniel Hawkins * server/shop.c: Make shop pricing treat unidentified items as if they were the normal version of the item. Fixes Bug #812. 2017-09-02 Daniel Hawkins * random_maps/main.c: Expand test generator options to allow layout choice. 2017-08-26 Daniel Hawkins * types/spellbook/spellbook.c: Identify spellbooks of spells you already know when applying them. Also make the message name the spell. 2017-08-23 Daniel Hawkins * server/attack.c: Add message and set a new flag for indicating a player is paralyzed. * server/player.c: Add message for end of paralysis and disallow blindly eating while paralyzed. * server/monster.c: Make sure monsters unset paralyze flag when they can move again. * include/define.h: Creation of FLAG_PARALYZED flag. * common/loader.l: Allow for the paralyzed flag to exist in objects saved to file. 2017-08-15 Daniel Hawkins * server/skills.c: Disallow jumping while in a transport. 2017-08-13 Daniel Hawkins * server/c_wiz.c: Update error message for set_god. 2017-08-09 Daniel Hawkins * common/living.c: Fix incomplete totaling of equipped item power in fix_object(). Should fix bug #648. 2017-08-05 Daniel Hawkins * server/time.c: Make firewalls choose their direction to cast based on direction, not sp. Fixes bug #834. * common/button.c: Fix rotation of firewalls to also use direction. Fix the animation problem that caused a segfault, too. Solves bug #835. 2017-07-29 Rick Tanner * lib/help/statistics.en: Update statistics help file with information on damage per second, and time played. 2017-07-27 Daniel Hawkins * server/c_misc.c: Add damage per second calculation to "statistics" command. 2017-07-24 Kevin Zheng * server/attack.c: Play attack sounds on the map * server/commands.c: Allow players to forget spells 2017-06-17 Daniel Hawkins * server/attack.c: Update display for pk to only show when player kills a player other than self. 2017-05-31 Rick Tanner * lib/help/nextkey.en: New help file for nextkey command * lib/help/prevkey.en: New help file for prevkey command 2017-05-20 Kevin Zheng * socket/sounds.c: Play region music if a map doesn't have music 2017-02-18 Daniel Hawkins * server/monster.c: Prevent monster_compute_path from being called for confused monsters. 2016-06-03 Daniel Hawkins * common/map.c: Only check for null tile map if we tried to load; if we didn't try to load, tile map was already non-null. 2016-05-23 Daniel Hawkins * common/map.c: Prevent a potential segfault in get_map_from_coord() and out_of_map() if load_and_link_tiled_map() returns a null map. It was used before it was verified in previous behavior. Updated the documentation for each function to state the initial map passed to it must not be NULL. 2016-05-22 Daniel Hawkins * server/server.c: Move the static string reference into the condition branch, since we only use it on that branch. 2016-05-21 Daniel Hawkins * common/los.c: Refactored set_wall() to recycle a couple variables to reduce recursion overhead. * plugins/cfanim/cfanim.c: Refactored get_boolean() to not use strncmp(), since it was only checking the first character anyway. * common/player.c: Changed a malloc() with a memset() to 0 into a calloc(). * lib/attackmess: Change 'acrobaticly' to 'acrobatically'. 2016-05-18 Daniel Hawkins * common/map.c: Add new maps to the front of the mapstruct linked list since there does not appear to be any order preference in the rest of the codebase. Remove a redundant memset to 0 after a calloc(). Also check for null to prevent potential segfaults. Optimize out newx and newy in get_map_flags(). x and y are already copies. Optimize out check_dir in compute_monster_path(). Optimize the initialization of distance to use memset() instead of a loop. 2016-05-17 Daniel Hawkins * common/living.c: Change the depletion message for Con loss to differentiate it from the permanent stat loss message. * server/monster.c: Additional optimizations in monster_compute_path(). 2016-05-16 Daniel Hawkins * server/knowledge.c: Use malloc instead of calloc where all struct values are subsequently set. 2016-05-15 Daniel Hawkins * server/monster.c: Remove redundant hp value check in monster_do_living(). Adjusted the run_away health check to use integers instead of floats. This causes a 1-higher threshold for some maxhp values if run_away is 13, 21, 26, 39, 42, 52, 53, 59, 65, 71, 78, or 84. * server/attack.c: Made same adjustment to run_away calc as in monster.c. In this manner, the rounding change occurs on both set and unset of FLAG_RUN_AWAY. * server/arch.c: Refactor some comparisons in is_type_valid() to use a switch statement. 2016-05-14 Daniel Hawkins * server/monster.c: Optimizations in monster_compute_path(). * common/object.c: Reimplement the absdir() function to avoid loops. 2016-05-07 Daniel Hawkins * configure.ac: Change some of the "#" Comments to "dnl" comments. They didn't need to go into the generated config file, so they won't be. 2016-05-02 Daniel Hawkins * doc/spell-docs/tome-of-magic.txt: Made some manual edits to effects of spells. Still far from complete. * doc/spell-docs/Makefile.am: Tweaked the cleanfiles so that 'make clean' cleans up all the generated PostScript files. 2016-01-11 Daniel Hawkins * doc/scripts/bonus_extract.pl: Refactor shop bonus to match actual implementation. 2015-12-25 Daniel Hawkins * configure.ac: Add check for librt and link it in if found. 2015-12-18 Daniel Hawkins * doc/spell-docs/spell-summary.ps: Removed. Replaced by a text file for easier maintenance in the future. * doc/spell-docs/spell-summary.txt: New text file with the information formerly stored in spell-summary.ps. * doc/spell-docs/create_ps.sh: Add a new command to generate spell-summary.ps. * configure.ac: Removed check for memcmp(), srand(), and size_t. These should all be definied correctly in a C99 compiler, which we require. * include/win32.h: Removed reference to HAVE_SRAND macro from autoconfig.h. * include/define.h: Cleaned up RANDOM and SRANDOM macro definitions. Since we require C99, there should not be a situation where not even srand is found. 2015-12-15 Daniel Hawkins * doc/spell-docs/create_ps.sh: Abstracted the PostScript generation out of the perl script. Also add spell-info.ps to the generated documents. * doc/spell-docs/Makefile.am: Adjusted make definitions to accomodate for new script. * doc/spell-docs/spell-info.ps: Removed. Generated from spell-info.txt. * doc/spell-docs/spell-lists.pl: Removed PostScript output. * doc/spell-docs/tome-of-magic.ps: Removed. Generated from tome-of-magic.txt. 2015-12-13 Daniel Hawkins * server/skill_util.c: Fix phantom miss messages that should occur only with [Fire]+attack. 2015-12-12 Daniel Hawkins * doc/Makefile.am: Add build target for making documentation archive with new dynamically generated spell lists. * doc/spell-docs/Makefile.am: Add build target for dynamic generation of spell lists. Also, clean up the EXTRA_DIST declaration. * doc/spell-docs/spell-lists.pl: Added a perl script to dynamically generate spell lists. * doc/spell-docs/README: Updated to mention effort to upgrade docs. * doc/spell-docs/prayer-list.ps: Removed. Now dynamically generated from spell-lists.pl. * doc/spell-docs/prayer-list.txt: Removed. Now dynamically generated from spell-lists.pl. * doc/spell-docs/spell-list.ps: Removed. Now dynamically generated from spell-lists.pl. 2015-12-11 Daniel Hawkins * doc/scripts/bonus-extract.pl: Refactor old bonus-extract, replacing it with a perl script that gets the bonuses from stat_bonus. * doc/playbook-html/Makefile.am: Change the bonus.html build target to run the new script. * doc/playbook-html/bonus-extract: Removed. * doc/playbook/Makefile.am: Change the bonus.tex build target to run the new script. * doc/playbook/bonus-extract: Removed. 2015-12-10 Daniel Hawkins * server/account.c: Add [ to the blocked characters. It causes improper message printing on the client side. This does not effect existing characters, only new ones. 2015-12-09 Kevin Zheng * socket/info.c: Log messages that are broadcast to all players 2015-12-07 Daniel Hawkins * doc/scripts/gods-extract.pl: Refactor old gods-extract AWK scripts into a perl script. While we're here, also reimplement protections, immunities, and vulnerabilities. * doc/playbook-html/Makefile.am: Point to the new gods-extract script. * doc/playbook-html/gods-extract: Removed. * doc/playbook/Makefile.am: Point to the new gods-extract script. * doc/playbook/gods-extract: Removed. 2015-12-06 Nicolas Weeger * server/c_object.c: Display whether pickup is enabled or inhibited. 2015-12-06 Nicolas Weeger Display animations when a spell is blocked, bungled, or town portal failed. * include/object.h * server/spell_util.c 2015-11-25 Kevin Zheng * server/daemon.c: Remove server '-detach' flag 2015-11-21 Andreas Kirschbaum * common/artifact.c: Do not truncate face names. 2015-11-10 Daniel Hawkins * doc/scripts/levels-extract.pl: Created a new level extraction tool for the documentation that works with modern server code and is utilized for both html and latex outputs. * doc/playbook/Makefile.am: Point to the new perl script for level extraction. * doc/playbook/levels-extract: Removed. It was designed to find a hardcoded exp table in living.c. * doc/playbook-html/Makefile.am: Point to the new perl script for level extraction. * doc/playbook-html/levels-extract: Removed. It was designed to find a hardcoded exp table in living.c. 2015-05-31 Daniel Hawkins * common/living.c: Fixed a bug introduced in r19972 that made skill experience based off total level instead of skill level. 2015-05-28 Daniel Hawkins * server/player.c: Tweak the starvation calculation to not use a loop. Tweak the similar_direction calculation to use modulus instead of a switch statement. 2015-05-25 Daniel Hawkins * configure.ac: Made the configure script exit if lex and flex are not found. * utils/cfarches.xsl: Refactored can_use_xxx to be displayed in a single cell. Also completed the set of can_use_xxx options. Added XSL Transformation output for body slots. 2015-05-24 Daniel Hawkins * common/living.c: Fixed a bug in which the player's experience would endlessly loop in the level below maxlevel. 2015-05-22 Daniel Hawkins * utils/cfarches.xsl: Refactored resistances to be displayed in a single cell for each arch. Also added the rest of the resistances to the XSL transformation. Added attacktype to the generated HTML table. Added plural names to the name display. 2015-05-21 Daniel Hawkins * utils/arch2xml.py: Tweaked whitespace of tag output. Then added HTML/XML escapes for &, <, and > inside comments and messages. Fixed the arch tag writing mechanism to give each object its own arch instead of each file getting its own arch tag. Made empty comment lines be ignored instead of printed as [#]. * utils/cfarches.xsl: Adjusted headings to be actual HTML table headings. 2015-05-20 Daniel Hawkins * lib/artifacts: Adjusted several item messages for clarity and grammar. * server/c_object.c: Don't show item story (msg) unless it has been identified. 2015-05-19 Daniel Hawkins (SilverNexus) * test/toolkit/toolkit_crossedit.c: Retired old crossedit test toolkit. It was never implemented, and crossedit has been gone for years. 2015-05-16 Daniel Hawkins (SilverNexus) * utils/scores.pl.in: Made experience table be dynamically read in from the server's installed exp_table file. 2015-05-15 Daniel Hawkins (SilverNexus) * random_maps/special.c: Fix fountain material to prevent fountains that are actually potions from being destroyed. 2015-03-24 Rick Tanner * lib/config/metaserver2: Add entries for additional metaservers, one in the US and the other in EU. 2015-03-18 Kevin Zheng * server/shop.c: Adjust item enchantment price bonus 2015-02-18 Kevin Zheng * server/shop.c: Prevent shops from claiming 'worthless' sold items * configure.ac: Ask for a C99 compiler 2015-02-17 Kevin Zheng * plugins/: Remove old shop functions from plugin interface 2014-12-21 Kevin Zheng * server/shop.c: Overhaul shop prices * server/shop.c: Skip shop price adjustment when approximating 2014-12-09 Kevin Zheng * server/shop.c: Change the value of unidentified items * common/object.c: Fix object_set_msg() to append missing newlines 2014-08-26 SilverNexus * lib/formulae: Added formulae incorporating leather from r19607. 2014-06-21 Kevin Zheng * utils/crossloop.in: This script now reads its configuration from a file. Changes should be made in the new file, not in the script itself. 2014-06-11 SilverNexus * lib/checkarch.pl: Rename old checkarch script, since it isn't part of the build process and isn't dynamically generated, either. * lib/Makefile.am: Remove checkarch script from makefile, since no references are made to it. 2014-05-27 SilverNexus * lib/formulae: Added smithery formulas to smelt ores into bars. 2014-05-27 SilverNexus * common/object.c: Fix inventory weight calculation bug from merging objects. 2014-05-20 SilverNexus * debian/cross-edit.files, * debian/control, * debian/rules: Retire crossedit construction from debian files. 2014-05-19 SilverNexus * utils/add_throw: Retire add_throw script, skills have been with the newer system for a while now. I think it may have been in excess of fifteen years. 2014-05-19 SilverNexus * socket/loop.c, * socket/request.c, * include/sockproto.h: Retire support for mapredraw command. It hasn't been used since 1.10.0 client in 2007. On the server side, its been an empty function since 2005. 2014-05-17 Andreas Kirschbaum * For all files being written: add error checks and retain the previous file contents if a write error occurs. 2014-05-15 SilverNexus * server/c_misc.c: Don't allow account-bound characters to change character password. It did not affect the account password, anyway. 2014-05-13 SilverNexus * server/c_misc.c: Fix in-game version command. Previous behavior displayed "Crossfire FULL_VERSION". 2014-05-10 Kevin Zheng * socket/loop.c: Implement 'heartbeat' to check client connection. 2014-04-19 Kevin Zheng * server/server.c: Improve server shutdown command. 2014-04-18 Kevin Zheng * utils/crossloop.in: Add crash notification to crossloop. 2014-04-17 Kevin Zheng * server/init.c: Remove outdated "-o" flag. 2014-04-12 Kevin Zheng * utils/cfmeta-rrd: Retire since it no longer works with new metaserver. * utils/checkInternalPrototype.sh: Retire in favor of compiler flags. * utils/crossfire-loop.c: Retire in favor of shell script. * utils/get_release.in: Retire since CVS is gone. * utils/update_rp: Retire since CVS is gone. 2014-04-07 Kevin Zheng * utils/crossloop.in: Remove flags related to non-default plugins. 2014-04-06 Kevin Zheng * server/init.c: Clean up and sort command-line arguments. * server/move.c: Clean up "start to attack" message. * server/server.c: Retire des_crypt(3) in favor of crypt(3). ============================================================================== Changes for 1.71.0 ============================================================================== 2014-03-29 Kevin Zheng * server/server.c: Fix emergency map. 2014-03-17 Kevin Zheng * devel/crossfire-config.c: Retire build parameter dumper. 2014-03-04 Kevin Zheng * configure.ac: Disable newspaper and logger plugin by default. * server/: Reduce unnecessary startup verbosity. * server/misc.c: Shorten log level messages. 2014-01-01 Nicolas Weeger * common/map.c: Ensure objects are on a valid map position. 2013-11-29 SilverNexus * server/attack.c: Added damage for when a player burns an equipped item (e.g. with flint and steel). Should help balance the utility of the flint and steel. 2013-11-10 SilverNexus Fix for bug #762: Permadeath segfault on dead character load. * socket/request.c: do not send dead characters' information to the client * include/account_char.h: add a flag for dead characters * server/player.c: add account name to dead player's slaying field * server/account_char.c: add handling for new flag for dead characters * server/resurrection.c: make resurrection reset the dead character flag on a successful resurrection 2013-09-07 Andreas Kirschbaum Properly track cast spells. Fixes infrequent server crashes due to 100% CPU load. 2013-07-18 Nicolas Weeger Fix for bug #755: Player 'freezes' after boarded wagon is destroyed server/attack.c: reset player's contr->transport to NULL. 2013-01-11 Karla Stenger * server/apply.c: Fixed wrong check for applied flag when closing container to open another one. 2012-11-27 Karla Stenger * common/item.c: Add "(glowing)" to rings and amulets' description. 2012-07-01 Nicolas Weeger Fix for bug #3536508: Broken firewall with missile swarm. 2012-06-26 MSW Modify handle_client() to process more than one socket command per tick. This chops about half a second off time spent in negotiate_connection() on local client/server - probably bigger difference for remote servers. Also, as code was, if using image caching, no further processing would happen after first askface, so this should improve performance notably in those cases. 2012-06-10 Nicolas Weeger Apply patch #3532595: Restrict account creation, by Eddward DeVilla. ============================================================================== Changes for 1.70.0 ============================================================================== Hack to make the server work on FreeBSD 9. Nicolas Weeger 2012-02-07 Make artifacts hide their properties when not identified. Nicolas Weeger 2012-01-28 Do not fail build when not building in a working copy. Andreas Kirschbaum 2012-01-19 Implement feature request #1676810: Throw specific items. Throwing will now use marked item, or items in a 'quiver of throwing items'. Nicolas Weeger 2011-12-30 Improve 'probe' spell. Over level 15, a status bar is displayed over the target. Duration and precision are based on the level. Requires arch revision 16342 or higher. Nicolas Weeger 2011-12-28 Fix bug #3440456: Animated bolts. Adjust animate_object() to correctly handle FLAG_IS_TURNABLE, and make object_update_turn_face() a mere wrapper to that function. Nicolas Weeger 2011-12-18 Add logic to do svn version check between plugin and server - this prevents incompatible plugins from being used. MSW 2011-11-26 New server argument: -disable-plugin. Disables a plugin from its name, 'All' to disable all. Nicolas Weeger 2011-11-20 New server setting: "special_break_map". Controls whether submaps in random maps can break the walls to be placed. On (can break) by default for historical reasons. Nicolas Weeger 2011-11-20 Rewrite the i18n system. This makes it easier to use strings in the code, instead of arbitrary identifiers. Nicolas Weeger 2011-11-12 Improve artifact support. Add an 'artifact' field to 'object', that is saved and loaded, to keep trace of what (optional) artifact an item was created with. This enables artifact modifications on existing items. Nicolas Weeger 2011-11-01 Apply patch #3428070: Autoreconf Warnings, by Steven Johnson. It is for 'client', but fixes the same bug on server. Nicolas Weeger 2011-10-27 Fix bug #2005689: 2.0 Creator creates items with duplicate names. Have creator objects clear the title instead of setting both it and the name. Nicolas Weeger 2011-10-22 Fix invalid expression. Nicolas Weeger 2011-10-21 Add sys/socket.h to includes, since newserver.h needs it on some systems, and every file includes that. Remove it from files which previously included it, since includes.h takes care of that now. MSW 2011-10-08 Fix face issue with artifacts, eg gems. Nicolas Weeger 2011-09-24 Fix account-related potential crashes. Nicolas Weeger 2011-09-12 Remove curl/types.h include, which is obsolete. Nicolas Weeger 2011-09-10 Enable server to listen to IPV6 ports, as well as IPV4. Maurice Massar 2011-09-10 Relax check for valid listening ports to allow 1..65535. Andreas Kirschbaum 2011-09-08 Fix experience for cure disease going to invalid skill (lockpicking for instance). Nicolas Weeger 2011-08-14 Fix crash when a spellbook a player is reading gets identified, merges and thus changes. Nicolas Weeger 2011-08-13 Enable altars to have a special animation when there is a god intervention. Nicolas Weeger 2011-08-11 Inform player of changes in wc, ac and speed. Nicolas Weeger 2011-08-07 Update character speed and other attributes when consuming items from inventory. Andreas Kirschbaum 2011-08-05 Correctly display changes due to 'bless' spell. Add spell expiry. Nicolas Weeger 2011-08-04 Implement "blessed 1" for TREASURE items: such items never create bad or cursed items (GT_ONLY_GOOD). Andreas Kirschbaum 2011-08-04 Add potion of 'testing monsters', casting probe. Add recipe for it. Both patches courtesy Khaleh. Nicolas Weeger 2011-07-30 Give the alchemy level to generated potions. Fix documentation. Nicolas Weeger 2011-07-30 Remove socket_info.nconn which gets invalid in some cases. Nicolas Weeger 2011-07-24 Add protocol to send quest updates to client. Add optional face to quests. Nicolas Weeger 2011-07-23 Make container's contents browsable like the ground view. Nicolas Weeger 2011-07-10 Randomize chests in random maps. Nicolas Weeger 2011-07-08 Make immunity reduce symptoms when not totally immune. This enables partial disease resistances. Nicolas Weeger 2011-07-08 Display recipes a player knows that can use an item when examining it. Nicolas Weeger 2011-07-08 Tentative fix for bug #3349111: invidious server crash. Don't decrease socket_info.nconns if the socket is not available. In some cases nconns gets decreased too much, which leads to issues. The real fix would be to figure why there is a double decrease... Nicolas Weeger 2011-07-05 Forbid un-locking items not in direct player's inventory. Nicolas Weeger 2011-07-05 Tentative fix for bug #3349111: invidious server crash. Do not destroy init_socket[0], instead try to reopen the listening socket. Do not try to check its status if not valid. Nicolas Weeger 2011-07-02 Correctly link all regions to their parent. Warn if not found. Nicolas Weeger 2011-07-02 Remove NEW_MATERIAL_CODE support. Nicolas Weeger 2011-06-29 Fix crash with detect monster on custom monsters. Reference count wasn't uptodate, thus archetype would be freed. Nicolas Weeger 2011-06-28 Rewrite picture loading logic to not be dependant on picture number in the various bmaps and crossfire.x files. Remove picture number in crossfire.x files. Nicolas Weeger 2011-06-26 Remove stray spaces from outputs of applymode, bowmode, petmode, usekeys. Andreas Kirschbaum 2011-06-25 Remove obsolete type 44 EXPERIENCE. Nicolas Weeger 2011-06-25 Allow non weapon attacks to have animation suffixes. Nicolas Weeger 2011-06-25 Redirect Python's stderr and stdout to the Crossfire log. Uses technique and code from http://stackoverflow.com/questions/4307187/how-to-catch-python-stdout-in-c-code Nicolas Weeger 2011-06-23 Don't open Python script file if cached. Nicolas Weeger 2011-06-23 Do not crash due to corrupted name/password protocol packets. Andreas Kirschbaum 2011-06-19 Send golem's hp and maxhp as part of statistics, so client can display that. Nicolas Weeger 2011-06-12 Give access to jail's information for a region to the plugins. Nicolas Weeger 2011-06-09 Use a specific field (wc_increase_rate, like skills) for summoning creature's wc improvement by level. Nicolas Weeger 2011-06-05 Fix for bug #3309792: Invidious server crash. Don't try to send animation 0, instead clear FLAG_ANIMATE. Set a bug face for animation 0, just in case. Nicolas Weeger 2011-06-01 Correctly update improved weapon's weight in inventory. Nicolas Weeger 2011-05-29 Ensure account information is stored at creation and character linking. Nicolas Weeger 2011-05-29 Implement account password change. Nicolas Weeger 2011-05-23 Tentative fix for bug #3127973: 'detect monster' effect badly positioned. Nicolas Weeger 2011-05-22 Fix crash with character creation using jxclient. Nicolas Weeger 2011-05-22 Prevent converters from creating unpaid coins. Andreas Kirschbaum 2011-05-21 Fix Lythander's pipe not having spell it should. Nicolas Weeger 2011-05-21 Fix god's knowledge handling always considering the god information as new. Nicolas Weeger 2011-05-07 Allow messages from lib/messages to be stored through knowledge system. Nicolas Weeger 2011-05-07 Improve messages (lib/messages): add relative chance, so messages can be more frequent than others. Nicolas Weeger 2011-05-07 Remove hard coded stat values - the stat bonuses (as well as max stat) can be set in a file that is read at load time. The default lib/stat_bonus file has bonuses exactly the same as the old hard coded values (or in case of Charisma, as close as could be done with the change). Note: you must do a 'make install' in the lib directory after this update, otherwise, your server will be missing the stat bonuses and fail to run. Automake/autoconf should automatically be run to know about the stat_bonus file. MSW 2011-05-01 Fix type conversion error and logic mistake resulting in really high prices when selling items in some situations. See the end of query_cost() in server/shop.c for more details. This may fix bug #3163782: Inscription glitch brings 'unimaginable amount of platinum'. Nicolas Weeger 2011-03-22 ============================================================================== Changes for 1.60.0 ============================================================================== lib/collect.pl.in: Remove default line which just generates an error when server starts up and doesn't do anything. server/init.c: Update copyright date & owners that is displayed when program starts up. MSW 2011-01-26 Add another flag to add_player() to have it supress harmless, but perhaps confusing message, about swapping stats - on new clients, all stats are set up in the client - message will still be printed for older clients. MSW 2011-01-22 Remove metaserver1 support from server. lib/settings: Remove settings for metaserver1, add not to update metaserver2 server/init.c, socket/metaserver.c: Remove code MSW 2011-01-22 Don't put artifacts on active list. This fixes boots of mobility and also avoids an [Error] in the log. Nicolas Weeger 2011-01-08 Fix memory leak in formula code. Nicolas Weeger 2011-01-08 Don't make 2 fountains in random maps, one is enough. Nicolas Weeger 2011-01-08 Fix broken fountains in random maps. Nicolas Weeger 2011-01-08 test/unit/common/check_living.c: Modify some hard coded array sizes to use the defined values. Remove randomly generated input values and put those into arrays - the test only works with specific input values, and randomly generating them only works if one is using the same random number generator. test/unit/common/check_item.c: Disable this test if not using glibc - its checking requires specific random number sequence - however, since many of the RANDOM() calls are from within libcommon, not easy to hard code the values. INSTALL: Update notes on make check - only works with default values. MSW 2010-12-26 Change the Animations structure to use New_Face* instead of indexes. Nicolas Weeger 2010-12-05 Accept skill names with spaces (sense curse/sense magic) in addexp command. Andreas Kirschbaum 2010-12-04 Fix some compilers errors in CRE - 0b is non standard constant declaration, some compilers do not like a semicolon after Q_PROPERTY declarations, and it seemed some include files were missing. MSW 2010-11-26 Added function to python plugin for getting the material name and materil number of objects. Returns python dict. (Affects cfpython_object.c and cfpython_object_private.h) Alestan 2010-11-25 Takes in account the magic of a cauldron when the chance of successfully making a recipe is calculated (adds (cauldron->magic+1)/2 to the skill_level in the calculation). Khaleh 2010-11-24 Allow cost_string_from_value() callers to specify maximum coin to use. This enables the guild script to display the account balance with amberium instead of platinum, while leaving shops in platinum. Nicolas Weeger 2010-11-22 Few shop fixes: 1) limit total paid for unpaid items to be per item, not per group - otherwise, player just has to sell items in smaller bunches which doesn't make much sense. 2) Change the minor randomization of shop values to be based on map reset time - in this way, values will change slightly, bug if you are splitting a larger group, you will get consistent values (and if you logout and log back in, as long as the map hasn't reset, will also get same value) 3) Reset value strings for sold items to cap at platinum - fixes problem when selling valuable items that message said you got paid in jade coins, when in fact you did not. MSW 2010-11-21 Enable traps to have unlimited uses, with the 'lifesave' flag. Nicolas Weeger 2010-11-20 Automatically attempt to lockpick doors when not running. This apparently doesn't alter readied spell or such, so should be ok. Nicolas Weeger 2010-11-20 Fix bug 3028405 - Too high bargaining experience when selling containers - due to variations in shop pricing (probably another bug), it can sometimes be the case that bargaining skill results in a higher price (by 1 sp) - I think this might just be a rounding error - however, since the value being used was unsigned, this overflowed into high value, meaning high exp. Change that to unsigned, and now no overflow and not lots of exp. MSW 2010-11-19 Add code to have identified objects merge together with like objects. identify() modified to return object, which may be merged object. examine() modified to stop processing once it does a skill ident on an item, since the pointer is has may now be invalid. MSW 2010-11-18 Add ability for server to provide choice of starting items for new - characters - add support for sending that data and receiving and validating the responses. Add DRAGON_FOCUS type which changes the dragon focus. ---- common/arch.c: Update type checking. Remove check for < 0 - since unsigned value is passed in, that will never happen. doc/Developers/protocol: Add information about choice handling. include/define.h: Add dragon_focus type. server/ob_types.c: Add call to init_type_dragon_focus() socket/requestinfo.c: Include choice options in race/class information we send to client. socket/request.c: Add handling of item choices during character creation. types/Makefile.am, types/dragon_focus/dragon_focus.c: Add code to handle applying dragon focus object. MSW 2010-11-14 Tentative fix fox unability to create characters with some clients. Nicolas Weeger 2010-11-14 Correctly copy initial map information when using advanced character creation. This ensures that if a player dies she'll come back to the initial spot instead of the hall of selection. Fix for bug #3108219: Wrong map upon player death. Nicolas Weeger 2010-11-14 Make skill tools be picked up by the 'magical device' category. This implements part of feature request #3094026: auto-pickup option for lockpick/flint&steel/torch archetypes Nicolas Weeger 2010-11-14 Adjust alchemy success chance to not depend on the ingredients, but only the recipe difficulty as defined in lib/formulae and the skill. Nicolas Weeger 2010-11-07 Adjust alchemy danger computation: remove name length, but take into account weight and cursed or damned item status. Nicolas Weeger 2010-11-07 Have singing honor the 'no_mood_change' flag. Nicolas Weeger 2010-11-06 Partial fix for #3093752: Too hard to get experience in oratory (part 3). Allow orating to monsters with a message (why not?). This also enables to orate to monsters on signs. While we're at it, honor the 'no_mood_change' flag for oratory. Nicolas Weeger 2010-11-06 Partial fix for #3093752: Too hard to get experience in oratory (part 2). Set monster's skill to oratory (in this case) so experience for killing something goes there. Nicolas Weeger 2010-11-06 Partial fix for #3093752: Too hard to get experience in oratory (part 1). Compute skill exp before setting monster's exp to 0. Nicolas Weeger 2010-11-06 Fix broken magic map spell for "small" maps. Nicolas Weeger 2010-11-06 Integrate some lore from the wiki to the messages file. Nicolas Weeger 2010-11-06 Fix possibility of arithmetic overflow in the function buf_overflow(). Arvid Norlander 2010-10-25 Enable Python 2.7 to be used. Prefer 3.1 over 3.0. Arvid Norlander 2010-10-24 Remove 'Fontindex' type and use 'uint16', for coherence. Nicolas Weeger 2010-10-24 server/player.c: Bug fix for new character creation - give racial items before applying class so special racial faces stick. MSW 2010-10-23 Update for advanced (in game) character creation: common/init.c: Add check for new subtype for finding first map. doc/Developers/protocol: Fix formatting, add starting map information. include/shared/newclient.h: Add types for map requestinfo data. include/map.h: Add new map subtypes. include/player.h: Add new ADD_PLAYER_... values for add_player() include/sockproto.h: updated include/sproto.h: updated server/player.c: Change add_player() to have second parameter be a bitmask value and not true/false. Add apply_race_and_class(). server/apply.c: Reformat apply_changes_to_player() and have it take new parameter which determines if class stat bonus can exceed racial maximum. socket/loop.c: Handle startingmap requestinfo requrest. socket/lowlevel.c: Add SockList_AddLen16Data() for cases were we want to send a length prefixed block of data that is >255 bytes long. socket/request.c: Update for loginmethod 2. Update decode_name_password() to support passing length of data back to server via parameter. Handle new character creation data from client. socket/requestinfo.c: Add command to send choice of starting maps to the client. types/player_changer/player_changer.c: Add new parameter to call of apply_changes_to_player() MSW 2010-10-20 Prevent duplicate freeing of socket_struct entries. Andreas Kirschbaum 2010-10-18 Correctly enable plugins to handle THROW and STOP events for projectiles. Nicolas Weeger 2010-10-10 Change from using memory.h to using string.h, include memory.h as well but make use of the check for it we already have in configure... That header shouldn't be needed, but who knows... Also Update the output of the -o flag to be more relevant... Arvid Norlander 2010-10-10 Fix incorrect check in test/bugs/bugtrack/check_2879249.c. Arvid Norlander 2010-10-10 Fix bug that caused server to sometimes crash on account login. Arvid Norlander 2010-10-10 Give access to 'cost_string_from_value' to the Python plugin. Nicolas Weeger 2010-10-10 Use all coin types when displaying prices. Nicolas Weeger 2010-10-10 Do not make symbols globally visible by default on *nix (when supported), on Windows this is always the case. To prevent hidden errors (since most developers seem to test on *nix), use -fvisibility=hidden when GCC is used and make the MODULEAPI and CF_PLUGIN macros use __attribute__ to mark those as visible. This will not break on any compiler not supporting this, but will prevent future hidden errors of this type. A further advantage with this is that it reduces risk of symbol name collision between various dynamic objects. Arvid Norlander 2010-10-09 Add missing CF_PLUGIN in cflogger. This would only fail on Windows since by default on *nix, all symbols are exported. Thus this error went unnoticed until I tried with -fvisibility=hidden and setting the MODULEAPI and CF_PLUGIN macros use __attribute__((visibility("default"))... Arvid Norlander 2010-10-09 Fix some serious compiler warnings (missing declaration of function, fixed by adding an #include; wrong type for argument to snprintf, fixed by changing to use the proper variable) in the test suites. Arvid Norlander 2010-10-08 Fix case where a size_t* and an int* were confused. On my system that resulted in rare data corruption sometimes when the function in question was called. Arvid Norlander 2010-10-08 Fix format string used to include pid in temporary filenames. It was %hx (short) but in reality pids are these days 32-bit. Change to %x and cast the parameter to unsignd int. Arvid Norlander 2010-10-08 Add missing -I in utils/Makefile.am, otherwise mapper.c doesn't find global.h. Arvid Norlander 2010-10-06 Don't crash when there is a mood floor with speed in a container. Fix for bug #3079991: server crash from bad map object. Nicolas Weeger 2010-10-03 Discard items of type PLAYER during map loading. Fix for bug #3079997: server crash from misc type object in a petshop. Nicolas Weeger 2010-10-03 New pickup type, 'container'. Partial fix for bug #3075860: Auto-pickup fails to pickup certain items. Nicolas Weeger 2010-10-02 Use 'magic devices' for weapon and armour improvers during pickup. Partial fix for bug #3075860: Auto-pickup fails to pickup certain items. Nicolas Weeger 2010-10-02 Extend 'reset' to enable to reset unique player maps and unique squares in maps. Nicolas Weeger 2010-09-29 Fix bug #1811411: Ground view is not correctly updated. Correctly send face and name information when there is a player on an item that is being identified. Nicolas Weeger 2010-09-26 Simplify door-opening with keys for player, bypassing hit_player(). This should partly fix bug #1811331: discrete damage bug. Nicolas Weeger 2010-09-26 Fix bug #2072850: Inconsistent limits for damage stat. Nicolas Weeger 2010-09-26 Tentative fix for bug #2020224: buggy(?) crafting yields. Don't call again attempt_recipe(), as that would give again artifact properties to the item. Instead, use the item in the cauldron. Nicolas Weeger 2010-09-26 Partial fix for bug #3075860: Auto-pickup fails to pickup certain items. Correctly pick weapons. Nicolas Weeger 2010-09-26 Fix bug #2938887: problem with casting unknown spell. Change the display logic, don't show all spells when no matching spell. Nicolas Weeger 2010-09-26 Directors should not move doors. This fixes bug #3059451: force (smover) throws doors off hinges. Nicolas Weeger 2010-09-21 Ignore 'FLAG_OBJ_ORIGINAL' for merging purposes. This fixes a merging bug with unique maps. Nicolas Weeger 2010-09-12 Fix broken DM 'follow' command. Nicolas Weeger 2010-09-12 Add unit test exposing a weight reduction issue with containers. Fix said weight reduction bug. Nicolas Weeger 2010-09-11 Fix fishing rod not being correctly applied with ready_skill. This fixes the second part of bug #3060474. Nicolas Weeger 2010-09-08 Fix do_harvest() not checking if player can actually carry what is harvested. This fixes bug #3060474: fishing puts more fishes into inventory than you can carry. Nicolas Weeger 2010-09-08 Fix examine_monster() to handle critically hit cases. Nicolas Weeger 2010-09-08 Unit tests: correctly initialise the config dir (for experience and such). Nicolas Weeger 2010-09-06 CRE: fix item's chance in treasure display. Show % and chance out of total. Nicolas Weeger 2010-09-04 CRE: extract various things to 'ResourcesManager'. This gets back archetypes and treasure sorting, without messing the treasure list's ordering. Nicolas Weeger 2010-09-04 Add key_value 'no_mood_change' that when set to 1 on a monster prevents spells like charm or pacify to have any effect. Nicolas Weeger 2010-09-04 Don't join party again at startup if formed automatically. This leads to party removal, and memory corruption. Nicolas Weeger 2010-09-02 Fix bug #3055569: godenchanting is still buggy. The enchanting code was bypassing attacktypes if weapon was already enchanted. Also fix wrong name check. Nicolas Weeger 2010-09-02 Fix Python Object.Say to automatically use the dialog system if in a dialog context. This makes the object talk after the player, like expected, without needing to change all scripts. Also, 'Say' is almost always used in reply to something said, so it makes sense. Nicolas Weeger 2010-09-02 Fix broken Python Object.Take (inverted parameters). Nicolas Weeger 2010-09-02 server/player.c: Move clearing of monitor_spells to initial socket allocation. Fixes bug where spell updates would cease if player used a savebed and then played again on same server. MSW 2010-08-30 Tentative fix for bug #3054686: unarmed combat xp goes to sorcery by default. When checking for chosen_skill, talismans were taking into account, which is a mistake. Nicolas Weeger 2010-08-29 Fix broken special foods. Duration wasn't updated as needed, making the force expire immediately. Nicolas Weeger 2010-08-28 Fix jumping skill: now jumping into a monster or player attacks it. Andreas Kirschbaum 2010-08-26 Check head parts of multi-part objects when using the skills jumping, singing, or oratory. Andreas Kirschbaum 2010-08-26 Fix possible crash using the singing skill. neodeno 2010-08-26 Remove new lines in town portal messages. Nicolas Weeger 2010-08-16 Fix container-related crash, when a plugin removes the container or equivalent. Nicolas Weeger 2010-08-16 server/c_range.c: Fix missing assignment of spell in player object - only results in crashes if casting time is used. MSW 2010-08-14 Fix wrong attack roll adjust for player in the dark with xray. Nicolas Weeger 2010-08-14 Wrap player state change to a function. Nicolas Weeger 2010-08-14 Correctly inform player of lost overall level at death. Nicolas Weeger 2010-08-14 Make Python's Object.Anim a String in both read and write. Raise an error if invalid animation is set. Nicolas Weeger 2010-08-14 Make Python's Object.Face a String in both read and write. Raise an error if invalid face is set. Nicolas Weeger 2010-08-14 Fix accidentally broke 'tell' command. Nicolas Weeger 2010-08-10 Fix broken 'curse' spell. Nicolas Weeger 2010-08-08 Merge split lines in artifacts messages. Nicolas Weeger 2010-08-08 Don't change decor's move_block in random maps, this messes item merging. Nicolas Weeger 2010-08-07 Fix mover-related crash if in an inventory. Nicolas Weeger 2010-08-07 Change plugin hooks prototype, don't return anything. Make functions static. Nicolas Weeger 2010-08-07 Change event listener prototype for plugins to return int instead of void*. Nicolas Weeger 2010-08-07 Remove unused 'command_' return values. Change function prototype to make 'params' const. Fix some const discarding. Nicolas Weeger 2010-08-05 Make some DM functions static. Move 'command_dumpbelow' to c_wiz.c. Nicolas Weeger 2010-08-05 Remove old 'ring_desc' function. Nicolas Weeger 2010-08-05 Don't send the view when dropping items, that makes appear an opened container was closed. Nicolas Weeger 2010-08-04 Don't switch to golem mode if summon failed. Nicolas Weeger 2010-08-04 CRE: tool to create base for smoothed face from a face. Nicolas Weeger 2010-08-02 Fix bug #2546538: odd rune spell behavior. Don't check grace cost against player's grace if no grace cost. Nicolas Weeger 2010-08-01 Don't display attenuation or repell if denied. Fixes part of #2941923: 11 bugs, alchemy, spell attunement, npc shops, client (WIN). Nicolas Weeger 2010-08-01 Fix bug #3018536: duplication of items in containers. Correctly free the removed item's inventory. Also fix invalid carrying field. Nicolas Weeger 2010-08-01 Remove deprecated function. Nicolas Weeger 2010-08-01 Fix knowledge for recipes not displaying the required cauldron. Nicolas Weeger 2010-08-01 CRE: correctly display artifacts that can be made via alchemy. Nicolas Weeger 2010-08-01 Fix lighter message containing 'NULL'. Nicolas Weeger 2010-08-01 Fix a unit test. Nicolas Weeger 2010-08-01 CRE: add a 'spell table' report. Nicolas Weeger 2010-07-29 Replace some calls to describe_item() with the StringBuffer version. Nicolas Weeger 2010-07-29 Rewrite 'describe_item' to use StringBuffer. Nicolas Weeger 2010-07-29 Rewrite 'describe_resistance' to use StringBuffer. Nicolas Weeger 2010-07-29 Changes related to new character creation code - add new settings value which determine stat ranges, split out the requestinfo replies to its own file (request.c was getting a bit large), add handling for 'newcharinfo' requestinfo, document this in the protocol file. NOTE: you will need to re-run automake & configure to pick up the new source file. --- common/init.c: Initialize new fields in setting structure to default values. doc/Developers/protocol: Add documentation on newcharinfo include/global.h: Add new fields in settings structure for starting stat info. lib/settings: Add new starting stat values to file. server/init.c: Add logic to load new settings value from file. server/player.c: Remove hard coded value, change to use settings value. socket/Makefile.am: Add requestinfo.c file socket/loop.c: Add callback for newcharinfo requestinfo. socket/request.c, requestinfo.c: Move requestinfo handling to its own file, and new function for newcharinfo handling. --- MSW 2010-07-28 Rewrite 'describe_monster' to use StringBuffer. Nicolas Weeger 2010-07-28 Rewrite 'ring_desc' to use StringBuffer. Nicolas Weeger 2010-07-28 Remove unused variable. Document. Nicolas Weeger 2010-07-28 Remove static variable. Nicolas Weeger 2010-07-28 Remove commented out code. Nicolas Weeger 2010-07-28 Remove global variables. Nicolas Weeger 2010-07-28 Fix documentation. Nicolas Weeger 2010-07-28 Explicit why the 'accounts' file can't be opened, to help debug. Nicolas Weeger 2010-07-28 Abort at startup if a creature one can summon has no move_type defined. Add a redundant check for move_type 0 when summoning, set it to walk in this case. This is a fix enforcer for bug #2791003. Nicolas Weeger 2010-07-26 For the throwing skill, prefer items with 'is_thrown'. This makes the player throw eg throwing daggers before other items. Nicolas Weeger 2010-07-23 CRE: alchemy recipes report. Nicolas Weeger 2010-07-21 CRE: display if artifacts can be generated through alchemy. Nicolas Weeger 2010-07-21 Correctly generate readable of specified type if set. This fixes a bug in Scorn (and elsewhere) library where you could have alchemy recipes in the god section. Nicolas Weeger 2010-07-19 CRE: bullet-like spells damage and cost report, praying only. Nicolas Weeger 2010-07-18 CRE: add 'damage' to object wrapper. Nicolas Weeger 2010-07-18 CRE: disable tree sorting for resource window, as that prevents reading the treasure lists correctly. Nicolas Weeger 2010-07-18 Add 'knowledge search ' to filter knowledge. Nicolas Weeger 2010-07-14 Remove unused parameters. Nicolas Weeger 2010-07-14 Don't display in summary functions, but in higher level. Nicolas Weeger 2010-07-14 Don't display in detail functions, but in higher level. Nicolas Weeger 2010-07-14 Enable knowledge filter, with additional parameter to 'knowledge list'. Nicolas Weeger 2010-07-14 CRE: fix displayed alchemy formulae count. Nicolas Weeger 2010-07-10 CRE: parse race-specific maps if they exist. Nicolas Weeger 2010-07-05 Abort() on empty archetype name. Nicolas Weeger 2010-07-05 Extract some code from enter_exit(). server/server.c Nicolas Weeger 2010-06-26 Add item type validity check when loading something. Nicolas Weeger 2010-06-26 CRE: take 'npctoken' and 'setnpctoken' into account for message display. Nicolas Weeger 2010-06-23 CRE: display actual item values for artifacts, as suggested by Leaf. Nicolas Weeger 2010-06-20 CRE: add 'exit' command, add status bar tips to menu commands. Nicolas Weeger 2010-06-20 CRE: read comments from quest pre/post scripts, to display in the dropdown list. Nicolas Weeger 2010-06-19 Add 'purge_quests' DM command to unload quest definition. Useful when modifying quest files, to avoid restarting server. Nicolas Weeger 2010-06-19 Remove unused variables. Nicolas Weeger 2010-06-19 CRE: message rule duplication. Nicolas Weeger 2010-06-19 Correctly mark quests as completed during state loading. Nicolas Weeger 2010-06-19 Remove cf_darcap plugin, as everything is now done through Python scripts and the quest system. Nicolas Weeger 2010-06-19 CRE: enable step reordering. Nicolas Weeger 2010-06-19 Fix suspicious (and duplicate) artifact change. Update documentation. common/artifact.h lib/artifacts Nicolas Weeger 2010-06-13 CRE: display artifact values, as a dump for now. Nicolas Weeger 2010-06-13 CRE: word wrap for messages. Nicolas Weeger 2010-06-13 CRE: quest step description is multiline too, for edition. Nicolas Weeger 2010-06-13 CRE: redesign the quest steps panel, to have inplace edition. This gives a better overview of the steps. Nicolas Weeger 2010-06-13 Make the plugin calls to player titles respect the custom titles the player has set. server/plugins.c, plugins/common, plugins/cfpython Brendan Lally 2010-06-08 Expose one knowledge function to plugin. Nicolas Weeger 2010-06-06 CRE: display alchemy's index. Nicolas Weeger 2010-06-06 Use 'const' for parameters. Nicolas Weeger 2010-06-06 CRE: "setwhen" basic edition support. Nicolas Weeger 2010-06-03 CRE: read and write 'setwhen' quest support, no modification for now. Nicolas Weeger 2010-06-03 server/quest.c, quest step conditions, used to advance quests when another quest(s) are at the 'right' step(s) Brendan Lally 2010-05-30 server/quest.c, #define the state numbers in the quest parsing code Brendan Lally 2010-05-30 Use a specific message to query animation state, fix isn't enough. Nicolas Weeger 2010-05-30 Fix crash in cfanim. Nicolas Weeger 2010-05-30 Change log level to error for various things in cf_anim. Nicolas Weeger 2010-05-30 New variable to cf_anim. Enable object state querying (using 'fix') to know if an object is animated. Nicolas Weeger 2010-05-30 CRE: don't hardcode pre and post conditions files. Nicolas Weeger 2010-05-30 CRE: add 'npctoken' and 'setnpctoken' pre and post conditions. Nicolas Weeger 2010-05-30 Add DM 'purge_quest_state' command to make it easy to fix quest state through manual file editing without restarting server. Nicolas Weeger 2010-05-30 CRE: enable message rule reordering. Nicolas Weeger 2010-05-30 CRE: expand resource tree if only one item. Nicolas Weeger 2010-05-29 CRE: enable new message file creation. Nicolas Weeger 2010-05-29 CRE: enable message rule addition or removal. Nicolas Weeger 2010-05-29 Fix CRE crash when not enough reply data. Nicolas Weeger 2010-05-29 Disable cf_darcap's plugin handleDeath function, replaced by a Python script. Nicolas Weeger 2010-05-29 Expose 'Map.InsertAround' to Python. Nicolas Weeger 2010-05-29 Remove unused "oldmessage" parameter from draw_ext_info, draw_ext_info_format, ext_info_map, ext_info_map_except, and ext_info_map_except2 functions and calls. Kevin Bulgrien 2010-05-28 Fix socket/info.c::draw_ext_message() comments to be more informative and to update them to more completely describe current behavior. Remove the socket/info.c::draw_ext_message() socket/info.c::print_message() call to fix bug 2984255 and to remove inappropriate log file clutter. Remove socket/info.c::print_message() as LOG() is the proper method of logging messages. It is obvious that the function has been modified from its original implementation as it expects a player pointer but does not use it. The only function that called it was draw_ext_info(), and it only did so when the player pointer was NULL or when a player's contr pointer was NULL. It appears that print_message() used to be a mechanism by which an old client could get simple messages without any formatting (based on out-dated comments in draw_ext_info()'s header), but that functionality is long gone. Note: draw_ext_info()'s oldmessage parameter is completely useless, unused, and should be set to NULL. Really it should be removed and all calls to draw_ext_info() cleaned up likewise. Kevin Bulgrien 2010-05-27 Quest parent edition in CRE. Nicolas Weeger 2010-05-26 Permit Quests to define parents, display only parent quests in the quest lists and fold child quests into the parent's description. The same behaviour is used for the quest summary with the -mq flag server/quest.c Brendan Lally 2010-05-25 Display warning if an animation only has one face. Nicolas Weeger 2010-05-24 Support for building utils/mapper.c as crossfire-mapper. The utility is not built by default as it requires libgd (not normally required by the server). crossfire-mapper is not needed to run a server, but it is useful for making crossfire world maps for publishing via web server. To build this utility, specify --enable-mapper when running ./configure. Kevin Bulgrien 2010-05-24 Add missing function prototypes. Use 'const' where possible. Nicolas Weeger 2010-05-23 Speed up compilation with precompiled headers. Nicolas Weeger 2010-05-22 Reply edition panel. Nicolas Weeger 2010-05-22 Fix various crashes. Nicolas Weeger 2010-05-22 'pre' and 'post' conditions edition. Nicolas Weeger 2010-05-22 Extract widget, enable 'message' edition. Nicolas Weeger 2010-05-22 Preliminary rule edition ("match" only for now). Rule file saving support. Nicolas Weeger 2010-05-22 Downcast type, remove const, which apparently cause issues. Nicolas Weeger 2010-05-21 Update help text for filters. Nicolas Weeger 2010-05-21 Don't display an empty menu on right click. Nicolas Weeger 2010-05-19 Add Race to the set of things that can be filtered on in CRE Brendan Lally 2010-05-19 Implement requestinfo for race_info and class_info. Note there is a bug with the archetypes in that many archetypes have type==37 (CLASS) which are not actually class descriptors. socket/request.c: New functions to send class/race information. doc/Developers/protocol: Update document for format of race/class_info requestinfo. MSW 2010-05-18 Improve quest edition, now can add or remove steps. Can add new quests. Nicolas Weeger 2010-05-16 Indicate quest end steps. Enable edition of the 'can restart?' flag. Nicolas Weeger 2010-05-16 Remove unused class. Nicolas Weeger 2010-05-16 Fix crash if wanting to start an unknown quest. Nicolas Weeger 2010-05-16 Highlight rules when the same token. Nicolas Weeger 2010-05-15 Preliminary message file (.msg) support. No edition yet. Nicolas Weeger 2010-05-15 Update the tree if the quest code changes. Enables quest step edition. Nicolas Weeger 2010-05-15 Quest edition, not complete but some fields already. Nicolas Weeger 2010-05-15 Show existing quests, and their various steps. Nicolas Weeger 2010-05-15 Fix typedef definition issue when building CRE. Nicolas Weeger 2010-05-15 Make various pointers const. Nicolas Weeger 2010-05-15 Correctly initialize variable. Make pointers const. Nicolas Weeger 2010-05-15 Clean code. Nicolas Weeger 2010-05-13 Correctly initialize variables. Nicolas Weeger 2010-05-13 Make buffer bigger to avoid truncation, warn if still truncation. Nicolas Weeger 2010-05-13 Remove unused code. Nicolas Weeger 2010-05-09 Make variables 'const'. Nicolas Weeger 2010-05-09 Expose rt_xxx to Python scripts through 'Crossfire.ReplyType'. Nicolas Weeger 2010-05-08 Add 'rt_say', give explicit values. Extract texts to function. Nicolas Weeger 2010-05-08 Add Crossfire.AddReply, Crossfire.SetPlayerMessage and Crossfire.NPCSay wrappers to the Python plugin. Nicolas Weeger 2010-05-08 Transmit talk information to plugins. Make a specific "say" plugin command. Nicolas Weeger 2010-05-08 Keep NPC messages only, in case NPCs are removed during the dialog. Nicolas Weeger 2010-05-08 Extract talk_info to dialog.h. Use sstring for various messages. Nicolas Weeger 2010-05-08 Update Man Page Brendan Lally 2010-05-07 Add -mq as a command line option to dump a list of the quests that the server recognises. Brendan Lally 2010-05-07 Improve dialog system. Use "You" for the player saying something. Don't send multiple texts when @reply is used in dialogs. Nicolas Weeger 2010-05-06 Include -mexp as one of the command line options listed in the help text. Brendan Lally 2010-05-06 Doxygen fixes. Nicolas Weeger 2010-05-06 Make parameters and return values const when applicable. Nicolas Weeger 2010-05-06 Extract artifact functions to their own file. Nicolas Weeger 2010-05-06 Don't send warnings on the server log from the DM's 'create' command. Nicolas Weeger 2010-05-06 Make proto. Nicolas Weeger 2010-05-06 ANSI C89 fix. server/quest.c Nicolas Weeger 2010-05-04 server/player.c: don't switch to account mode if no account name (else segfault). This could happen if the client sends the setup command but starts playing without actually logging in. Nicolas Weeger 2010-05-01 Enforce 2 characters minimum for account passwords, else accounts with 1 character can't create new characters. Some code cleaning. socket/request.c Nicolas Weeger 2010-05-01 server/account_char.c: Modify to use the map name, not path for character listing if that data is available - gives nicer output. socket/request.c: Add numeric face number for character information, add standard handling to send face number to client before use. test/unit/common/check_living.c: Minor change to make it C89 compliant. MSW 2010-04-26 server/quest.c: Allow quest definition files to 'include' other quest definition files. Make the error messages from the quest file parsing code more explicit to make tracking down errors easier. Add quest_get_by_code() which quest_get() now acts as a wrapper to, so that error messages can be given if a quest is defined multiple times. Change the default quest file to world.quests so that old servers will still work properly (but without the new syntax) Brendan Lally 2010-04-26 Clear hp fixing code. Nicolas Weeger 2010-04-26 Clean player grace fixing code. Nicolas Weeger 2010-04-26 Clean player sp fixing code. Nicolas Weeger 2010-04-26 Extract part of fix_object() to fix_player(), to make the function more manageable. Nicolas Weeger 2010-04-26 Rename POTION_EFFECT to POTION_RESIST_EFFECT to better describe what it is. Nicolas Weeger 2010-04-26 Warn players of the end of resistance effects. Nicolas Weeger 2010-04-26 Some unit tests for fix_object(). Nicolas Weeger 2010-04-26 server/skills.c, server/c_object.c, include/sproto.h: Make the 'examine' command id of objects. * Move the detect curse and detect magic logic out into separate functions * Make the id skills use the item types array to figure out which objects they should identify * For any object which is examined, use the player's skills to attempt to detect magic, sense curse and then perform a skill-based id of objects. Brendan Lally 2010-04-26 ============================================================================== Changes for 1.50.0 ============================================================================== server/attack.c: Don't make doors (or other objects) harder to hit because they lack a move type. Remove unused variable. MSW 2010-04-25 Fix a missing whitespace issue that makes books read like "which gives the recipientImmunity to magic". Kevin Bulgrien 2010-04-25 Add ability to send face number (instead of name) - add new definition to newclient.h, update protocol doc. First commit is so shared newclient.h file can get used. Files affected: include/shared/newclient.h doc/Developers/protocol MSW 2010-04-24 Replace [NULL] from response to command-line `crossfire-server -v` with the same text that is sent back to a client when it requests server version. Make `crossfire-server -help` information for -v more accurate to current function. Kevin Bulgrien 2010-04-24 CRE: expose 'item' as an Object instead of an Archetype to scripting engine. Makes things much easier. Nicolas Weeger 2010-04-22 CRE: ac and wc as properties for objects. Nicolas Weeger 2010-04-22 random_maps/treasure.c - Make sure random map dungeon level numbers on signs and keys match up and make sense. This is an off-by-one issue. include/map.h - Change mapstruct members enter_x and enter_y to sint16 since it appears that most other server code uses sint16 types for map coordinates, and the change results in dropping some -Wconversion warnings. Use of -1,-1 in an exit is now the way to mark it the defaults set in the map are used without having to set them in the exit. It may be odd to have -1,-1 in a map (mapstruct), but it still seems better to have type consistency. Also fix up the broken doxygen comment on these items, and add some content detail. Kevin Bulgrien 2010-04-21 Simplify code. Nicolas Weeger 2010-04-21 CRE: export attack types values to scripting. Nicolas Weeger 2010-04-18 CRE: export object's attacktype to scripting. Nicolas Weeger 2010-04-18 CRE: display items count, and if filtered total count. Nicolas Weeger 2010-04-18 Fix unit test for accounts when tmp files are still around. Nicolas Weeger 2010-04-18 Fix invalid attack roll handling in easy cases. Nicolas Weeger 2010-04-18 CRE: export some properties for formulae. Nicolas Weeger 2010-04-18 CRE: set a better progress caption. Nicolas Weeger 2010-04-17 CRE: show report generation progress, enable cancelling. Nicolas Weeger 2010-04-17 CRE: button to copy report contents to clipboard. Nicolas Weeger 2010-04-17 CRE: expose maps to report interfaces. Nicolas Weeger 2010-04-17 CRE: keep map level while we're at it. Nicolas Weeger 2010-04-17 CRE: expand maps node if only maps, resize columns to meaningful size. Nicolas Weeger 2010-04-17 CRE: display an empty panel by default, to force a decent size. Nicolas Weeger 2010-04-17 CRE: display item property in treasure panel. Nicolas Weeger 2010-04-16 CRE: report definition is now managed like filters. Add quick item filter. Nicolas Weeger 2010-04-16 CRE: wrap object name and experience. Nicolas Weeger 2010-04-16 CRE: change disposition for resource window. Nicolas Weeger 2010-04-15 CRE: display region information when one is selected. Nicolas Weeger 2010-04-15 CRE: experience display. Nicolas Weeger 2010-04-15 CRE: load data in the thread, no need to freeze everything. Nicolas Weeger 2010-04-14 CRE: display map name, and exits to and from. Nicolas Weeger 2010-04-14 CRE improvements. Keep region information for maps. Display map list by region, with map experience. Nicolas Weeger 2010-04-14 Fix for bug 2985631 - can not create a new character if you have a long account password. Simple solution is to just truncat password. MSW 2010-04-11 Add some minimal new character support. Work in progress, but added code that at least hands off the username/password to server. --- doc/Developers/protocol: Add some docs on createplayer protocol command. include/sockproto.h, include/sproto.h: Update with new functions. server/login.c: Add code to update account for new characters. server/player.c: Make set_first_map() non static. Change add_player() to take second argument and return the newly created player object. Fix roll_again() output to use <> instead of [], since later are markup commands. socket/loop.c: Add callback for createplayer protocol command. socket/request.c: Add create_player_cmd(). Update add_player to take second argument. types/savebed/savebed.c: Add warning message and prevent player from saving if they have 0 exp and the character won't be saved. Otherwise, it seems to work but does nothing. --- MSW 2010-04-07 Keep rough monster experience for maps. Dump region experience after parsing. utils/cre/CREMapInformation.{h,cpp} CREMapInformationManager.{cpp,h} Nicolas Weeger 2010-04-07 Don't send pickup information if not explicitely asked for. server/c_object.c Nicolas Weeger 2010-04-07 Fix potential crash when changing class. plugins/cflogger/cflogger.c Nicolas Weeger 2010-04-07 Fix crash if 'add_me' was sent multiple times. socket/request.c Nicolas Weeger 2010-04-07 Commit account management code. Seems mature enough for general use - probably a few bugs. What this adds is an account that characters use to log in, at which point they then choose what character they want to play. --- doc/Developers/protocol: Fix some formatting, clarify some points, make some revisions to account protocol commands. include/account_char.h: Move MAX_CHARACTERS_PER_ACCOUNT to this file so other files to access it. include/newserver.h: Add login_method to socket structure. include/sockproto.h: Update for new functions. include/sproto.h: Update for new functions. lib/Makefile.am: Have it make account directory if it does not exist. server/account.c: Fix bug related to loading when only 1 character is associated with account. Change account_exists() to return proper name of account. Clean up some function declarations and bugs. Add some new functions to get character/account data. server/account_char.c: Fix typo and minor errors in error message. server/c_misc.c: Update check_login() for 2 params server/init.c: Add call to load account information. server/login.c: Save account information. Modify check_login() for account logins which bypass password checking. server/player.c: Make get_player() non static. Add enhancements for new login code in play again. socket/init.c: initialize login_method to 0. socket/loop.c: Add new protocol commands with callbacks. socket/request.c: Add loginmethod setup command. Add several new functions to handle account management functionality. test/unit/server/check_account.c: Update for new return semantics for account_exists() --- MSW 2010-04-06 Add more extended statistics information: applied stats. These allow clients to distinguish between depleted stats and stat changes due to gear or skills. Andreas Kirschbaum 2010-04-03 socket/request.c - Fix segfault when client requests spellmon 2. Kevin Bulgrien 2010-04-02 socket/init.c - Remove duplicate initializer. Kevin Bulgrien 2010-04-01 Fix invalid function call. Add function prototypes. plugins/cfpython/cfpython_object.c plugins/common/include/plugin_common.h Nicolas Weeger 2010-04-01 include/shared/newclient.h - Rename the confusing MSG_TYPE_DIALOG_MAGIC_MOUTH to MSG_TYPE_DIALOG_MAGIC_EAR since only magic ears are MSG_TYPE_DIALOG. - Add a new MSG_TYPE_SIGN subtype of MSG_TYPE_SIGN_MAGIC_MOUTH since magic mouths are distinctly different from all other signs, and this might mean a client might want to handle their messages uniquely. server/monster.c - Rename MSG_TYPE_DIALOG_MAGIC_MOUTH to MSG_TYPE_DIALOG_MAGIC_EAR to match up with newclient.h changes. common/readable.c - Add a new MSG_TYPE_SIGN subtype MSG_TYPE_SIGN_MAGIC_MOUTH in conjunction with changes made to newclient.h. Kevin Bulgrien 2010-03-30 - Commit some edits made in conjunction with wiki edits a while back: - Sort the normal commands alphabetically. - Move gsay to the communications command list. - Move printlos out of the communications command list to the normal list. - Move cointoss and orcknuckle out from among the emote commands and put them next to the non-emotion commands in the communications commands group. They still do not seem to be communication commands, but that's where they were already and I don't feel like debating it at the moment. Kevin Bulgrien 2010-03-29 - Add extra detail to the apply command help (lib/help/apply.en) Kevin Bulgrien 2010-03-29 Add a patch written by Funnyman3595 to add Object.Split and Object.Clone to the methods which can be used by python scripts through the plugin. plugins/cfpython/include/cfpython_object_private.h server/plugins.c plugins/cfpython/cfpython_object.c plugins/common/plugin_common.c Brendan Lally 2010-03-30 Changes to the way the server handles quests: Rather than a separate end_quest() function, quest steps may contain the line 'finishes_quest' advancing to any step that contains that line finishes the quest. All references to end_quest are removed. The stage number for completed, unrestartable quests is preserved, and the step description (called 'outcome') is shown for completed quests also. The quest list command output is reworked, it defaults to showing the number of completed quests, and listing the active ones, but 'quest list all' can be used to show all of the quests whether completed or not. plugins/cf_darcap/cf_darcap.c plugins/common/include/plugin_common.h plugins/common/plugin_common.c plugins/cfpython/cfpython_object.c plugins/cfpython/include/cfpython_object_private.h include/plugin.h server/quest.c server/plugins.c Brendan Lally 2010-03-29 Replace the numbers in the map2 command handling with some #define's include/shared/newclient.h socket/request.c Brendan Lally 2010-03-28 Don't drop the inventory of items marked as 'no drop' common/object.c Brendan Lally 2010-03-28 Massive CRE improvements. Filters are now defined globally. Report window, to display things (will be improved soon). Nicolas Weeger 2010-03-27 Don't list invisible items as part of the contents of chests when applied. types/treasure/treasure.c Brendan Lally 2010-03-26 Town portal now has an animation instead of being immediate. server/spell_effect.c Nicolas Weeger 2010-03-25 Have disappearing FLAG_IS_USED_UP items put their inventory on the ground, not on pile top. server/time.c Nicolas Weeger 2010-03-25 Add new flag to object_free() to force inventory contents on the ground instead on pile top. common/object.c include/object.h Nicolas Weeger 2010-03-25 Add '!' to pickup to toggle the mode. lib/help/pickup.en server/c_object.c Nicolas Weeger 2010-03-25 Basic help text for filtering. Nicolas Weeger 2010-03-25 Basic filtering on artifacts and formulaes. Nicolas Weeger 2010-03-24 Enable filtering on archetypes (name and clone's type). Nicolas Weeger 2010-03-24 Add requestinfo/replyinfo mechanisms to get the news/rules/motd file. In this way, client does not need to parse drawinfo commands, and this functionality is needed in account based logins since the login code path is different. Add setup command for loginmethod - work in progress but needed for testing. --- socket/request.c: Add setup loginmethod, add send_file() to send files socket/loop.c: Update requestinfo handling to deal with motd/news/rules doc/Developers/protocol: Clarify some areas of protocol. Add information about requestinfo/replyinfo for news/rules/motd MSW 2010-03-23 As per discussion on IRC, some changes to hopefully improve balance - will await feedback: common/living.c: Don't have the magic of an item affect wc. Only if wc is explicitly set does it improve the character. server/skills.c: Tweak lockpicking - give the skill level more relevence. Have difficulty increase exp gained. MSW 2010-03-23 Fix EVENT_SAY for items in a container. server/monster.c Nicolas Weeger 2010-03-22 Reformat and spellcheck all help texts and default rules/motd/news files. Andreas Kirschbaum 2010-03-21 Add help for 'title' command. Andreas Kirschbaum 2010-03-21 Send updated ground view when num_look_objects is received. socket/request.c Nicolas Weeger 2010-03-20 Extract function to find player from socket. include/sproto.h server/player.c socket/request.c Nicolas Weeger 2010-03-20 Don't send empty "stats " commands. socket/request.c Nicolas Weeger 2010-03-20 Add extended statistics information: race stats, natural stats. This enables clients to display depletion and such. doc/Developers/protocol include/newserver.h player.h include/shared/newclient.h README socket/init.c request.c Nicolas Weeger 2010-03-20 Fix crash with "cast" command having no arguments. Andreas Kirschbaum 2010-03-19 Cache map information. utils/cre/ CREArchetypePanel.cpp CREArchetypePanel.h CREMainWindow.cpp CREMainWindow.h CREMapInformationManager.h CREMapInformationManager.cpp CREMapInformation.cpp CREMapInformation.h CREResourcesWindow.cpp CREResourcesWindow.h cre.pro Nicolas Weeger 2010-03-17 Basic settings for map cache directory, and associated dialog. utils/cre/cre.{cpp,pro} CRESettings.{cpp,h} CRESettingsDialog.{cpp,h} Nicolas Weeger 2010-03-14 Add relevant debug flags to compilation. utils/cre/.qmake.cache Nicolas Weeger 2010-03-14 Use archetype name instead of archetype itself. Show map name in list too. utils/cre/CREArchetypePanel.cpp CREMapInformation.{cpp,h} CREMapInformationManager.{cpp,h} CREMainWindow.cpp CREUtils.{cpp,h} Nicolas Weeger 2010-03-14 Remove obsolete map fields in header. common/map.c Nicolas Weeger 2010-03-14 Basic map browsing. Report archetype use in maps. Modified files: utils/cre/cre.pro CREArchetypePanel.cpp CREMainWindow.{cpp,h} New files: utils/cre/CREMapInformationManager.{cpp,h} CREMapInformation.{cpp,h} Nicolas Weeger 2010-03-14 Sort alphabetically by default. utils/cre/CREAnimationPanel.cpp CREArchetypePanel.cpp CREResourcesWindow.cpp Nicolas Weeger 2010-03-14 Display archetype use in other_arch and treasure lists. utils/cre/CREArchetypePanel.{cpp,h} Nicolas Weeger 2010-03-14 Rename field 'class' to 'character_class' because that's a reserved C++ keyword and thus conflicts for CRE building. Nicolas Weeger 2010-03-14 Update account handling - add character specific handling for the accounts, add test case, and add some missing svn keywords. Still some more work to be done here --- doc/Developers/protocol: Clean up formatting some. include/Makefile.am: Add new file include/account_char.h: New file for account information include/global.h: Include account_char.h include/newserver.h: Add references to account information to socket include/sproto.h: Add function prototypes socket/init.c: And initialization & cleanup for account info in socket server/Makefile.am: Add new file server/account.c: Add creation time to account record server/account_char.c: New file - character management server/login.c: Add code to update character info in socket. server/server.c: Add periodic saving of account information. test/unit/server/Makefile.am: Update for new file test/unit/server/check_account_char.c: New file - test for character management MSW 2010-03-14 Enable sacrificed items on altars and such to be alive, if asked for. server/common/button.c Nicolas Weeger 2010-03-13 Fix some object_free_drop_inventory() to object_free2(). server/apply.c c_wiz.c login.c plugins.c server.c skills.c spell_effect.c Nicolas Weeger 2010-03-13 Do not send negative area for empty magicmap responses. Andreas Kirschbaum 2010-03-12 Do not run EVENT_DESTROY plugin events for merged objects. Andreas Kirschbaum 2010-03-08 Properly free inventory of merged objects. Andreas Kirschbaum 2010-03-08 Rename object_free() to object_free_drop_inventory() to hint about possible side-effects. Andreas Kirschbaum 2010-03-08 Properly distinguish between text and binary files. Andreas Kirschbaum 2010-03-07 Correctly reset los when mapsize changes. socket/request.c Nicolas Weeger 2010-03-07 Load regions before trying to load the initial map. common/init.c Nicolas Weeger 2010-03-07 Fix crash when plugin removed dropped item. server/c_object.c Nicolas Weeger 2010-03-07 Misc Win32 fixes. Nicolas Weeger 2010-03-06 Fix possible segmentation fault when shutting down the server. Andreas Kirschbaum 2010-03-04 Don't call server functions directly from plugins. Nicolas Weeger 2010-02-28 Make object_dump() and get_ob_diff() use const object*. Nicolas Weeger 2010-02-28 CRE: display archetype information. Nicolas Weeger 2010-02-28 CRE: try the object name if archetype isn't found for artifact display. Nicolas Weeger 2010-02-28 CRE: display 'yes' and 'no' sub lists. Nicolas Weeger 2010-02-28 Only consider items of the right knowledge type, to avoid dumb crashes. Nicolas Weeger 2010-02-28 Correctly handle NONE subtreasure list in treasure list. Nicolas Weeger 2010-02-28 Simplify code. Nicolas Weeger 2010-02-28 Extract 'remove_depletion' function from potion. Give access to plugins to it, add to Python wrappers. Nicolas Weeger 2010-02-28 Use ARCH_DEPLETION instead of hardcoding the value. Nicolas Weeger 2010-02-28 Rewrite spellpath_msg() to use stringbuffer. Nicolas Weeger 2010-02-13 Fix memory leak. Nicolas Weeger 2010-02-13 Rewrite artifact_msg() to use stringbuffer, not complete. Nicolas Weeger 2010-02-13 Fix stupid infinite loop. Nicolas Weeger 2010-02-13 Track god-information knowledge. Nicolas Weeger 2010-02-07 Extract describe_god() from god_info_msg(), use StringBuffer. Nicolas Weeger 2010-02-07 Make artifact description more random (for items it can apply to), correctly handle forbidden items. Nicolas Weeger 2010-02-07 Fix artifact description to use item's name, not archetype name. Nicolas Weeger 2010-02-07 Keep track of monster knowledge. Nicolas Weeger 2010-02-07 Tweak knowledge functions, preparing for additional items. Nicolas Weeger 2010-02-07 Remove support for lib/treasures file from lib/collect.pl. Andreas Kirschbaum 2010-02-01 Remind player of spell consumption when casting. Nicolas Weeger 2010-01-31 Extend alchemy to describe item combinations/transformations. Nicolas Weeger 2010-01-31 Ensure formulae with 0 chance are never listed. Nicolas Weeger 2010-01-31 Tighten up string checking for accounts, since they will get used for filenames. Add new checks for these new allowed characters. Files: server/account.c test/unit/server/check_account.c MSW 2010-01-21 Add 'spellmon 2' setup option, to send more spell information. This includes if the spell needs arguments (another spell, ...) and if the spell requires items to be cast. Nicolas Weeger 2010-01-24 Enable spells to consume items to be cast. Nicolas Weeger 2010-01-24 When talked to, NPCs now stay still a few ticks before moving - only if random movement. Nicolas Weeger 2010-01-24 Give access to quest-related functions to the Python plugin. Nicolas Weeger 2010-01-24 Tweak Spike's quest (Darcap) so it can be done again and again. Nicolas Weeger 2010-01-24 Plugin access to 'quest_was_completed' function. Nicolas Weeger 2010-01-24 Track quests already completed once, so we can avoid giving a super reward all the time. Nicolas Weeger 2010-01-24 Revamp quests, use a definition file to factorize things. Nicolas Weeger 2010-01-24 General cleanup related to protocol and documentation. Make many setup options that have been around for a while standard. MSW 2010-01-19 -- doc/Developers/protocol: Clean this up - remove obsolete commands, document protocol commands consistently, stating what type of data the different commands expect. Update for new account based protocol commands (not yet implemented) include/shared/newclient.h: Formatting fixes, add MSG_TYPE_ADMIN_ERROR include/newserver.h: Remove fields from socket structure which are now considered standard. include/sockproto.h: Add print_ext_msg() socket/image.c: Remove code that handles setfacemode socket/info.c: Always use drawextinfo socket/init.c: remove initializations for what are now standard options. socket/loop.c: Remove setfacemode, setsound, toggleextendedinfos, toggleextendedtext protocol commands. socket/request.c: Remove obsolete setup options. Put options that should be removed (but clients are using them as version tests) to end of routine. Remove toggle_extended_infos_cmd() - now default. Remove toggle_extended_text_cmd() - server now uses drawextinfo exclusively. Remove set_sound_cmd(). Update map_newmap_cmd() to assume client supports newmap command. -- Fix various missing return values and warnings in functions. Nicolas Weeger 2010-01-18 Player knowledge management. See server/knowledge.c for more technical information, and doc/knowledge for playing information. Nicolas Weeger 2010-01-18 Fix a crash when using shutdown. Nicolas Weeger 2010-01-17 Implement a quest in Darcap, just to test stuff - no combat, just get items :) Nicolas Weeger 2010-01-17 Low-level quest status handling. Nicolas Weeger 2010-01-17 New property for plugins to get the raw name without any modification. Nicolas Weeger 2010-01-17 Invalidate parsed dialog when setting the message through a plugin. Nicolas Weeger 2010-01-17 Add 'min_level' for alchemy formulae. Nicolas Weeger 2010-01-16 Failing at mushroom of Gourmet only yields ashes instead of some random nasty effect. Nicolas Weeger 2010-01-16 Remind player when doing alchemy in wizard mode. Nicolas Weeger 2010-01-16 Add 'failure_arch' and 'failure_message' to formulas, to have specific archetypes be generated in case of failure instead of a random effect. Nicolas Weeger 2010-01-16 Punishment for players selling holy relics from the St Andreas church. Nicolas Weeger 2010-01-09 New object event for plugins: selling (object is being sold by activator). Nicolas Weeger 2010-01-09 Plugin utility function cf_map_insert_object_around(). Nicolas Weeger 2010-01-09 The Darcap church is now a sacred place, don't kill ghosts there! Nicolas Weeger 2010-01-09 Give the price in coins instead of platinum only. Nicolas Weeger 2010-01-09 Export query_cost_string and cost_string_from_value to plugins. Nicolas Weeger 2010-01-09 Add account handling code. This is work in progress - the checked in piece is the backend piece. Protocol updates and client interface are next steps to do. As part of this, split_string() was modified to take as an argument the seperator - this is useful because the account code stores the player names in a semicolon separated list. MSW 2010-01-07 --- common/image.c: Update call to split_string() common/utils.c: Modify split_string() to take as an argument the seperator - this makes it more useful/general purpose. include/libproto.h: Update split_string() prototype include/sproto.h: Add prototypes for account.c server/Makefile.am: Add account.c server/hiscore.c: Update call to split_string() server/swap.c: Update call to split_string() test/unit/server/Makefile.am: Add check_account test. test/unit/server/check_account.c: functional tests for account code. test/unit/common/check_utils.c: Update split_string() call First version of a Darcap handling plugin. For now handles the barman in the tavern. Nicolas Weeger 2009-12-28 Correctly make monster face its direction when using move_to. Nicolas Weeger 2009-12-12 Fix monster_compute_path. Nicolas Weeger 2009-12-12 Pass an empty string rather than NULL to command_function if no parameters are given. Andreas Kirschbaum 2009-12-20 server/c_misc.c: Fix overflow in showing how much time character has been played - use 64 bit interim values. MSW 2009-12-12 Prevent DMs from using 'quit', else they aren't actually deleted. Nicolas Weeger 2009-12-12 Try to fix disappearing dragon abilities when converting to a god. Nicolas Weeger 2009-12-12 Track how many ticks the character has been played. Piece of information tracking easy to add in. Output is shown in the statistics command. MSW 2009-12-07 Send 'pickup' update to clients requesting it when the player uses the 'pickup' command directly. Nicolas Weeger 2009-12-06 Honore the 'NO_PICK' flag for generated BOOKS even if empty. Nicolas Weeger 2009-12-05 test/unit/common/check_time.c: Remove apparent debugging output which doesn't really belong. MSW 2009-12-01 Fix some crashes on malformed input in alchemy loading code. Arvid Norlander 2009-11-29 Fix potential NULL dereference in poisoning code in server/attack.c. Arvid Norlander 2009-11-28 Implement proper error handling on malformed regions file. Also added a new fatal() message to refer to the last error (used in region parsing, will be used elsewhere soon too). Arvid Norlander 2009-11-28 Fix a potential NULL dereference due to passing a potential NULL pointer to qsort(). Arvid Norlander 2009-11-28 Fix uninitialised value on a empty attackmess file. The issue should never happen in practice however. Arvid Norlander 2009-11-28 Fix some dead initialisations (value assigned never used). Arvid Norlander 2009-11-28 We already used the generic autoconf INSTALL. Update it to a newer version (autoreconf automatically updated it). Arvid Norlander 2009-11-28 Add missing prototype to include/sproto.h Arvid Norlander 2009-11-28 Add correct text to highscore table for players disconnecting from the game. Andreas Kirschbaum 2009-11-22 Make utils/cre actually build and link. Nicolas Weeger 2009-11-16 Not finding an archetype in second_arch_pass indicates a mistake in archetypes file, so it's better to just exit so it gets fixed instead of leading to issues later on. Nicolas Weeger 2009-11-16 Rewrite hiscore.c module. Now the highscore file is read once when the server is started and written whenever it changes. Adding new entries and generating output for the 'hiscore command do not anymore read the highscore file from disk. Andreas Kirschbaum 2009-11-15 Remove support for undefined translations 'nl', 'de', and 'it'. Removes some error messages at startup. Andreas Kirschbaum 2009-11-14 Remove 'explore' mode. Andreas Kirschbaum 2009-11-14 Fix formatting of 'hiscore' command output. Andreas Kirschbaum 2009-11-13 Omit objects below the floor from the ground view. Andreas Kirschbaum 2009-10-29 Fix exit location for the goto command in server/c_wiz.c (was broken when exit coordinates recently changed so that (-1,-1) meant default coordinates). Arvid Norlander 2009-10-29 Disable [Debug] messages by default. Use the -d command-line option to enable debug messages. Andreas Kirschbaum 2009-10-25 Fix incorrect error message for throwing skill when no throwable object was found. Andreas Kirschbaum 2009-10-25 Fix checks for incorrect/missing parameters of 'abil' command. Andreas Kirschbaum 2009-10-25 Adapt regression test to changed spell parameters (r12127). Andreas Kirschbaum 2009-10-24 Fix #2879249 (SIGSEGV on transport moving across some edges of tiled maps). Andreas Kirschbaum 2009-10-23 Change exits pointing to new map's default coordinates from (0,0) to (-1,-1). This allows exits to point to (0,0). Andreas Kirschbaum 2009-10-23 The hiscore command requests 50 high scores, but for some reason the command that outputs the scores arbitrarily returns only 49. Removed a needless decrement of the max parameter. Now the command returns 50. Kevin Bulgrien 2009-08-31 Remove i18n strings and help files that used to support the output-sync and output-count functionality. Kevin Bulgrien 2009-08-31 Remove output-count and output-sync from the server. Remove the output buffer defines and declarations, along with the outputs_sync and outputs_count items. Remove now unused flush_output_element(), check_output_buffers(), various comments, calls to removed functions, output-sync and output-count command support, player struct outputs_sync and outputs_count members. This mod does attempt to preserve player file compatibility with older server versions by always saving legacy defaults to the player file outputs_sync and count parameters. Re-ran make cproto to add missing items fix brokenness in the proto files. NOTE: References to I18N_MSG_CMISC_099, 100, 101, 102, 103, and 104 were removed, but the messages themselves were not removed and no attempt was made to see if other references still exist. Kevin Bulgrien 2009-08-13 Fix bug 2835449 pickup is broken by changing server/login.c check_login() to read the pickup value saved in the player file as an unsigned value instead of as a signed value. Unfortunately corrupted player files still have the debug bit set, and this fix does not address that issue. To fix the player file, zero out the pickup value, or adjust the value to turn off the debug bit. Kevin Bulgrien 2009-08-11 Fix regression introduced at revision 12136 by commenting an uncommented line in experience table D (Table C is supposed to be used). Reported by MarkM / knotwork. Causes server start failure [Error] Experience for level 116 is lower than previous level (0 <= 67200000000). Kevin Bulgrien 2009-08-10 Set perm XP to 50 and select experience table C to match the metalforge server configuration. Meflin 2009-08-08 Fix for tracker #2825935 `cast consecrate` regression introduced at revision 11827, Sat Jun 13 2009 in server/spell_effect.c that resulted in "You are not standing over an altar!" even when standing on an altar. The regression caused the altar check to iterate over character inventory instead of objects below the character. Various spelling issues also corrected. Kevin Bulgrien 2009-08-03 Fix whitespace issue with an attack message "viciously strikes". Kevin Bulgrien 2009-08-01 Disembark transport when using dimension door from inside. Andreas Kirschbaum 2009-07-14 Fix some grammar in server/login.c. Kevin Bulgrien 2009-07-11 Fix some crashes observed on invidious due to access to uninitialized variables. Andreas Kirschbaum 2009-07-11 Fix player save file parser. Now usekeys and applymode settings are retained between logins. Fixes #2819301 (usekeys setting no longer persists across logout.) Andreas Kirschbaum 2009-07-10 Fix some memory leaks when updating object->msg. Andreas Kirschbaum 2009-07-09 Fix for bug 2.0 wraith feed auto-ready bug? - ID: 1989153 - unarmed skill selection is hardcoded. Add a command - 'unarmed_skill' in which player can specify what unarmed skill to use by default instead of the server using its built in defaults. --- common/player.c: clear unarmed_skill field in clear_player() include/sproto.h: Add definition for command_unarmed_skill() include/player.h: add unarmed_skill field to player structure. lib/Makefile.am,lib/help/unarmed_skill.en : Add help file for unarmed_skill server/c_misc.c: Add command_unarmed_skill() to set/get preferred unarmed skill. server/commands.c: Add unarmed_skill to command listing. server/login.c: Add code to load/save unarmed_skill value. Since there are several saved/loaded string values, pull processing of that out and make the string value available to all values. Updated some of the other users in the login function. server/player.c: Set unarmed_skill to NULL for new players. server/skill_util.c: Modify find_best_player_hth_skill() to look at unarmed_skill if set. MSW 2009-07-02 Fix bolt spells: do not hit caster. Do not allow casting into walls. Andreas Kirschbaum 2009-06-29 Fix trajectory of thrown objects. Formerly some objects did speed up again after they should have fallen to the ground. Andreas Kirschbaum 2009-06-24 Fix incorrect player counts in /maps command output for logged out players. Andreas Kirschbaum 2009-06-24 Fix alchemy failure effect: now the cauldron actually explodes. Andreas Kirschbaum 2009-06-24 Add help file for "chat" command. Andreas Kirschbaum 2009-06-24 Fix monster movement code. Now multi-tiled monsters are much smarter attacking the player. Andreas Kirschbaum 2009-06-24 Fix monster movement code. Now monsters opening door and/or destroying earthwalls works. Makes multi-tiled monsters more agile. Andreas Kirschbaum 2009-06-24 Make monsters hit doors with attack damage rather than fixed 1000 damage. Andreas Kirschbaum 2009-06-24 Make bullet swarm spells fire three tiles wide. Andreas Kirschbaum 2009-06-23 Change movement of ball spells. Andreas Kirschbaum 2009-06-22 Make missile and ball spells hit targets adjacent to the caster. Formerly the spell did start one tile away. Andreas Kirschbaum 2009-06-22 Limit missile spells to turn at most one direction per turn. Andreas Kirschbaum 2009-06-22 Make missile and ball spells target a random part for multi-tiled objects. Andreas Kirschbaum 2009-06-22 Fix array out-of-bounds accesses for monsters having stats > 30. Makes trolls pick up boulders. Andreas Kirschbaum 2009-06-22 Do not teleport character to savebed when re-logging in in a random map. Andreas Kirschbaum 2009-06-21 Make monsters take the shortest route to the player. Andreas Kirschbaum 2009-06-20 Suppress error messages about non-existing items for "apply -a" on already applied items or "apply -u" un unapplied items. Andreas Kirschbaum 2009-06-20 Make singing and oratory skills work against multi-tiled monsters. Andreas Kirschbaum 2009-06-20 Retain unaggressive flag for splitting monsters. Andreas Kirschbaum 2009-06-19 Prevent black puddings from jumping over walls. Andreas Kirschbaum 2009-06-19 Insert dropped objects below the player. Andreas Kirschbaum 2009-06-18 Allow monsters to pick up "throwable" items as weapons. Andreas Kirschbaum 2009-06-18 Change weight check for monsters in object_get_pick(): replace "item_weight <= picker_weight/3" with "total_picker_weight does not exceed get_weight_limit(picker)". This allows hill giants to pick up boulders and prevents vampires from carrying unlimited weight. Andreas Kirschbaum 2009-06-17 Allow monsters to apply items even if they do not know the needed skill. Requiring the appropriate can_xxx flag is good enough. Andreas Kirschbaum 2009-06-17 Add shopitems type 'none' matching items with 'type 0'. Prevents some error messages in the server log. Andreas Kirschbaum 2009-06-17 Fix monsters applying items generated from treasure lists: do not apply items before all treasures have been created. Without this fix applying of weapons did sometimes fail because the needed skill was generated after the weapon. Andreas Kirschbaum 2009-06-17 Include "hostile" attribute in (pk) messages. Andreas Kirschbaum 2009-06-16 Fix owner check ("The weapon does not recognize you as its owner.") for bows and character names which are a prefix of the owner's name. Andreas Kirschbaum 2009-06-16 Fix incorrect experience calculation when disarming traps/runes as reported by Alex Tokar. Andreas Kirschbaum 2009-06-14 Move party related code into party.c module. Fix PARTY_KILL_LOG compile-time option. Reliably print party join/leave messages. Properly leave the party when the client connection breaks or when the character logs out. Properly clean up empty parties. Andreas Kirschbaum 2009-06-14 Add command parameter validation as reported by Alex Tokar. Andreas Kirschbaum 2009-06-14 Extract code accessing or manipulating the player's title into player.c module. Fixes #2017797 (Multiple 'the' displayed in hiscore output). Needs update to existing 'settings' files: remove all occurrences of "%T" from who_format and who_wiz_format. Andreas Kirschbaum 2009-06-14 Do not switch a monster's enemy at each attack. This allows pets to concentrate on one enemy when being attacked by multiple enemies. Do not change monster's enemy from pet to player whenever the player's pet attacks the monster. Make pets using ranged weapons work correctly on tiled maps. Make pets using skills work correctly on tiled maps. Make pet movement work correctly on tiled maps. Andreas Kirschbaum 2009-06-14 Rewrite loops iterating over inv/env/below/above object lists with macros that are not affected by objects being modified/removed/freed within the loop. Andreas Kirschbaum 2009-06-13 Apply patch by Dany Talbot fixing #1990214 (2.0 godenchant bug?). Andreas Kirschbaum 2009-06-10 Fix #1961814 (scripting failing to drop items). Also fixes "drop 1 cauldron" command. Andreas Kirschbaum 2009-06-10 Fix rod generation: make sure it can hold enough spell points. Now all light rods get spell points for 3 changes, heavy rods for 6 charges. Andreas Kirschbaum 2009-06-10 Merge HORNs (type 35) into RODs (type 3). Andreas Kirschbaum 2009-06-10 Fix monsters not using wands/staffs/rods. Andreas Kirschbaum 2009-06-09 Remove support for obsolete attributes can_use_rod, can_use_wand, and can_use_horn. These attributes have been read/written from/to map files but not used for anything. Andreas Kirschbaum 2009-06-09 include/shared: Add as a non-external directory. include/shared/newclient.h: Added client/trunk/common/shared/newclient.h revision 11674 to transfer control of newclient.h from client area to server area. include/shared/README: Add a file with a brief note stating that the client references the files in this directory using an SVN external property. Kevin Bulgrien 2009-05-09 include: After advice of Ragnor against svn:externals without -r, deleted the svn:externals pointing to client/trunk/common/shared, after also coming to the conclusion that this needs to be controlled in server vs. client so that any client software base that wants to use this file can specify the version of the file they want instead of the server having to pick one from somewhere else. Kevin Bulgrien 2009-05-09 include: Added svn:externals pointing to client/trunk/common/shared include/includes.h include/Makefile.am include/newclient.h: Removed. Duplicate file. socket/item.c socket/image.c socket/request.c socket/lowlevel.c server/c_range.c server/shop.c server/player.c: changed references of newclient.h to shared/newclient.h. Kevin Bulgrien 2009-05-09 server/c_object.c: Fix crash when picking up some flying objects. Andreas Kirschbaum 2009-04-20 Fix for bug 2281692 - CFDialog conversation NPC answer precedes PC speech. server/monster.c: ext_info_map() wasn't called until after the event logic. Instead, for players, we can draw it immediately - we only need to perhaps do something special for monsters. In this way, conversation is in the correct order. MSW 2009-04-14 Apply #2753395 (help file for the wimpy command). Andreas Kirschbaum 2009-04-11 Fix for bug 2602566 - Players can nest containers. pick_up() has largely same functionality, but lots of changes to remove the series of gotos and generally just clean it up. server/c_object.c: Clean up function pick_up(). Modify put_object_in_sack() to not allow containers to be put in containers. MSW 2009-04-07 Fix for bug include/autoconf.h.in - customize stack of weapons bug. This commit also fixes some other things, like update name not getting sent to the client when doing the prepare. types/weapon_improver/weapon_improver.c: All changes in prepare_weapon(): Split stack of weapons so other items don't disappear. Move the draw_info() call after updating the weapon name, so it uses new weapon name. Add call to esrv_update_item() to update the name of the weapon. MSW 2009-04-05 common/friend.c, common/exp.c, common/button.c, common/object.c, common/utils.c: Fix some bad format strings for LOG(). Arvid Norlander 2009-03-04 common/map.c: Based on profiling of charm monster on a large map with Chinese dragons, optimise get_map_flags() a bit by avoiding a call to out_of_map(), get_map_from_coord() performs the needed checks and we need to call it anyway. Also fix typos in the documentation for get_map_from_coord(). Arvid Norlander 2009-03-03 server/attack.c: Fix crash bug introduced in r11584 (Fix for bug 1922771: xp non zero in meditation). Bug triggered by charming chinese dragons. Arvid Norlander 2009-03-03 Work in progress skill rebalance code. This should not affect play in any way - while it introduces some new skills, those skills are not available right now (players need to choose class that doesn't exist). --- doc/Developers/spells: Fix some typos, add info on elemental shield. include/skills.h: Add new magic skills. Update defines related to that. Change terminator of unarmed_skills[] to 0, so type is defined as unsigned so -1 doesn't work. include/spells.h: Add new spell type - elemental shield. server/player.c: Don't remove spell objects from new characters - this makes it possible to give starting characters set of spells. This shouldn't make any difference - if characters have spells they shouldn't, this suggests an issue with treasurelists. server/skill_util.c: Modify find_skill_by_name() to take comma separated list of skill names. This is used for common spells to all spell casting skills (something like detect magic) - don't want 4 versions of it, and don't want to require character to know a particular skill for something basic. Also add handling for new skills. server/skills.c: Add note about problems of raising monsters Wis on failed steal attempt. No actual code change. server/spell_effect.c: Update for auras that provide resistances. server/spell_util.c: Add handling for elemental shield spell. -- MSW 2009-03-02 Fix for bug 1830750: Buffer overflow with stat depletion via rabies (note it wasn't an actual buffer overflow by integer overflow). Fix was to modify check_stat_bounds() to take parameters for valid range, and add check for it for the disease a well as temporary calculations in fix_object. --- common/living.c: Modify check_stat_bounds() as described above. Update existing calls and add new call in fix_object() include/libproto.h: Update with no prototype. server/disease.c: Update disease function to use get_attr_value/ set_attr_value. Add call to check_stat_bounds to make sure disease stats are within range. server/player.c: Update calls to check_stat_bounds() MSW 2009-03-02 test/toolkit/toolkit_common.c, test/include/toolkit_common.h: Fix a lot of compiler warnings in the unit tests by adding a missing prototype to a header and correcting another prototype. server/c_misc.c: Fix trivially player triggered uninitialised read in the language command. common/object.c: Use "%s" to LOG() when dumping objects instead of passing the dump as format string. Fix some compile warnings about variable shadowing. Arvid Norlander 2009-03-02 common/anim.c: Use "%s" to LOG() when dumping objects instead of passing the dump as format string. common/image.c: Fix LOG() with too formatstring/parameter mismatch. common/init.c: Fix a compiler warning when using MEMORY_DEBUG, fix an uninitialised read if tod data file exists but is invalid (default to sane value instead, as is done if the file doesn't exist at all). common/map.c: Fix a potential uninitialised read. Arvid Norlander 2009-03-02 macros/cf_python.m4: Support Python 3 but prefer Python 2 when possible. This is because Python 3 is still rather experimental. To force building against a specific Python version use --with-python=path where path is replaced with the install prefix for Python. Arvid Norlander 2009-02-27 plugins/cfpython/cjson.c: Add support for Python 3. For Python 3 we always encode to Bytes but can decode both Bytes and Unicode. For decoded strings the default is to use Unicode under Python 3 (and under 2.x we still default to String). plugins/cfpython/cfpython: Support for Python 3. This involves some changes for Python 2.x too in order to make it possible to maintain the code. Some of the Python 3.x specific code for caching bytecode is rather messy and could be probably be improved. The way the constant modules are created has been changed to support both Python 2.x and 3.x (now using PyModule_New()). Arvid Norlander 2009-02-27 server/attack.c: Fix for bug 1922771: xp non zero in meditation. In poison_living(), do some more work to find proper skill to set to credit the exp gain - for players, op->skill doesn't look like it is set, but op->chosen_skill is. MSW 2009-02-26 autogen.sh: Error out if the various programs called aren't successful. This means we can hopefully get the first error in bug reports instead of errors caused by the first error later. Arvid Norlander 2009-02-26 server/attack.c: Fix for bug 2019648: Too high experience gain with draining monsters. Don't add more exp to monsters than the player lost by draining. Record original exp of player before draining and use that as a check in MIN() statement - because from old code, divisor is twice as much as we remove, very likely the old method will be less than actual lost exp. MSW 2009-02-25 server/attack.c: Fix for bug 2021012: Do insane damage in arena - if characters are on battleground, do not reduce damage for them being friendly. MSW 2009-02-24 Fix for bug 1988417 - rebalanced WC bug. common/living.c: Remove unneeded if op->type==PLAYER right after closing brace for same if clause. Move character_load to top of that code block. Fix wc calculation so now if skill_level>=1 and not >1. Fix fallback method to divide characters overall level in calculating wc to give more sane results. Add key/value wc_increase_rate so skills can be better tuned instead of having it hardcoded (it is still hardcoded as a fallback if that isn't set) doc/Developers/skills: Update some notes on values in combat skills, especially the wc_increase_rate. MSW 2009-02-22 plugins/cfpython/cfpython_archetype.c, plugins/cfpython/cfpython_object.c, plugins/cfpython/cfpython_party.c, plugins/cfpython/cfpython_region.c, plugins/cfpython/cfpython_map.c, plugins/cfpython/include/cfpython_object_private.h, plugins/cfpython/include/cfpython_map_private.h, plugins/cfpython/include/cfpython_party_private.h, plugins/cfpython/include/cfpython_region_private.h, plugins/cfpython/include/cfpython_archetype_private.h: Implement the function tp_richcompare, since Python 3.x no longer uses tp_compare. tp_richcompare can also be used on Python 2.x. Also fix broken compare for players since tp_richcompare and tp_compare are not inherited if tp_hash is non-NULL. Also fix type definition head initialisation for Python 3.x. plugins/cfpython/include/cfpython_region_private.h: Fix a typo that resulted in Python showing region type name as Crossfire.Party. plugins/cfpython/cfpython_map.c: Fix several crash bugs related to swapped out maps. Arvid Norlander 2009-02-19 server/c_range.c, server/init.c, server/shop.c, server/login.c, server/c_wiz.c: Fix some format string bugs (found using the GCC format __attribute__ for some crossfire functions). server/c_wiz.c: Add some missing [fixed] to style_info output. Arvid Norlander 2009-02-17 socket/item.c, socket/loop.c, socket/lowlevel.c, socket/metaserver.c: Fix some format string bugs (found using the GCC format __attribute__ for some crossfire functions). Arvid Norlander 2009-02-17 common/map.c: Make a function static. common/loader.l, common/object.c, common/readable.c: Fix some format string bugs (found using the GCC format __attribute__ for some crossfire functions). Arvid Norlander 2009-02-17 common/map.c: Properly fill in op->more for multipart objects in containers. Multipart objects in containers can happen for customised monsters in generator inventories. This happened on /darcap/raffle/raffle1_u3. Arvid Norlander 2009-02-17 README: Update the README file somewhat. It mentioned CVS and various other outdated things. Arvid Norlander 2009-02-16 This is another step towards Python 3.x support, however in this commit there are mostly fixes for various bugs in the existing found when working on the porting. Also this commit drops support for Python 2.3 and older. This support was already broken (some code already used modern features). --- plugins/cfpython/include/cfpython.h: We need more python-version dependant defines so rewrite the checks to be cleaner as well. plugins/cfpython/include/cfpython_object.h: Add a variant of the EXISTCHECK() macro that also verifies that the type matches (to fix some crashes). plugins/cfpython/include/cfpython_party_private.h, plugins/cfpython/include/cfpython_region_private.h, plugins/cfpython/include/cfpython_archetype_private.h: Fix the method calling conventions to match was actually being done in the code. plugins/cfpython/include/cfpython_object_private.h, plugins/cfpython/include/cfpython_map_private.h, plugins/cfpython/cfpython_object.c, plugins/cfpython/cfpython_map.c: Fix out of date PyNumberMethods structs. Handle the int/long unification in Python 3 as well. Change to calling convention METH_NOARGS when no arguments were passed to the methods. Change to METH_O when a single object argument was passed. Add checks for correct type of objects where that was missing (could result in crashes before, if there were bugs in the python scripts, now such bugs will just throw a python exception). plugins/cfpython/cfpython.c: Change to calling convention METH_NOARGS when no arguments were passed to the methods. macros/cf_python.m4: Remove checks for Python 2.3 and older. Arvid Norlander 2009-02-14 plugins/cfpython/cfpython.c, plugins/cfpython/cfpython_map.c, plugins/cfpython/include/cfpython_archetype_private.h, plugins/cfpython/include/cfpython_region_private.h, plugins/cfpython/include/cfpython_party_private.h, plugins/cfpython/include/cfpython_map_private.h, plugins/cfpython/include/cfpython_object_private.h, plugins/cfpython/include/cfpython.h, plugins/cfpython/cfpython_object.c: Some of the changes needed to support Python 3: Adding some compatibility defines to support some stuff on both Python 2 and Python 3. This also means we now support unicode strings in a few places we didn't before. Also properly handle "hash not supported" under Python 2.6 or later. Arvid Norlander 2009-02-13 server/apply.c, server/skills.c, server/player.c, server/spell_attack.c: Add a comment marking some variables set but then never used (found with compiler warnings). Unsure about what the correct way to solve them are (that is: should the variable assignment be removed, or should the variable be used somewhere). server/c_misc.c, common/map.c, common/object.c: Fix some format strings using %d when %u should have been used. Arvid Norlander 2009-02-13 plugins/cfpython/include/cfpython_proto.h, plugins/cfpython/cfpython.c: Fix broken give command. Was broken due to MSW removing -Bsymbolic when building plugins about half a year ago. Also change some other symbols to static in the plugins to avoid more issues like this. plugins/cflogger/include/cflogger_proto.h, plugins/cflogger/cflogger.c, plugins/citylife/include/citylife_proto.h, plugins/citylife/citylife.c, plugins/cfrhg/include/cfrhg_proto.h, plugins/cfrhg/cfrhg.c, plugins/cfanim/include/cfanim.h, plugins/cfanim/include/cfanim_proto.h, plugins/cfanim/cfanim.c, plugins/cfnewspaper/include/cfnewspaper_proto.h, plugins/cfnewspaper/cfnewspaper.c: More changes in the same style as the above python changes to reduce possible symbol lookup conflicts. Also make some functions static. plugins/cfrhg/include/cfrhg_proto.h, plugins/cfrhg/cfrhg.c: Fix a typo in cfrhg (was "cfrgh" in one place). Arvid Norlander 2009-02-12 common/treasure.c: Restore item_power if GT_MINIMAL is passed into fix_generated_item(). Fixes bug 2590465: Anvils making items without item power MSW 2009-02-11 lib/Makefile.am: replace make with $(MAKE) - needed if using non default make, or otherwise have special set up. MSW 2009-02-11 lib/attackmess: Fix for bug# [ 2565212 ] Output quirk with wraith feed ability (You You). Removed 'You' text from the attack messages file. Rick Tanner 2009-02-11 lib/.collect-stamp, lib/smooth: Both of these are generated by make collect, remove them from SVN. The latter file also showed up a lot in svn diff because the locally generated copy no longer matched the svn version and no one committed the change. lib/: Add those two removed files to svn:ignore. lib/Makefile.am: Update to match change, also add some other auto generated files to MAINTAINERCLEANFILES. Arvid Norlander 2009-02-10 include/living.h, include/player.h: Rearrange member order in some structs to reduce wasted space due to alignment. Arvid Norlander 2009-02-10 plugins/cfnewspaper/cfnewspaper.c: Remove unused function. Arvid Norlander 2009-02-10 types/README: Fix indentation. Arvid Norlander 2009-02-10 test/templates/logresult.xsl: Fix case of tag, must be lower case since it generates XHTML, not HTML. check-fragment.am: Make report generation work for out of tree builds. We now copy the xsl files to test/logs/ before everything else, instead of after. We also use the copy now, instead of using the file in test/templates/. Arvid Norlander 2009-02-10 test/templates/crossfire-logo-unit-failed.png, test/templates/crossfire-logo-unit-success.png, test/templates/txtlog.png, test/templates/failure.png, test/templates/success.png, test/templates/error.png, test/templates/crossfire-logo-unit.png: Recompress png images for smaller file size. Arvid Norlander 2009-02-10 check-fragment.am: Add a define -DBUILD_ROOT to support out of tree builds properly. test/unit/common/check_object.c, test/unit/common/check_loader.c, test/unit/common/check_arch.c, test/unit/common/check_item.c: make check should now works for out of tree builds. Not well tested yet. Not functional changes for in-tree builds. Arvid Norlander 2009-02-10 include/Makefile.am: Make svnversion.h work properly when the build tree is not the source tree. Arvid Norlander 2009-02-10 include/object.h: Small spelling correction in comment. utils/mapper.c: Fix a crash when generating tiled (non-world) maps (such as for greenway) and the user used -limit. Arvid Norlander 2009-02-10 plugins/cfpython/cfpython_object.c, plugins/cfpython/include/cfpython_object_private.h: Add Object_GetAnimated() to be able to read this property (it used to be write only from python). Arvid Norlander 2009-02-10 plugins/cfpython/cfpython_object.c, plugins/cfpython/include/cfpython_object_private.h: Make it possible to set Object.Identified as well as get it. This was used by some python scripts (though it didn't actually work). Arvid Norlander 2009-02-09 utils/mapper.c: Fix a segfault when generating world map and not all input maps was found (could happen using -limit). Arvid Norlander 2009-02-08 utils/mapper.c: Change // style comment to /**/ style. Add missing include. Make some variables and functions static (fixing GCC warnings about missing prototypes). Change some 0 to NULL for pointers to make code clearer. Arvid Norlander 2009-02-08 utils/mapper.c: Change all sprintf() to snprintf(). Also fix a crash due to division by zero when using -limit and we didn't get as far as processing any maps with non-zero elevation. Arvid Norlander 2009-02-08 utils/mapper.c: Remove some unused variables. Get rid of zero length snprintf() (caused GCC warning). Arvid Norlander 2009-02-08 include/libproto.h, common/dialog.c, common/init.c, common/object.c, common/button.c, common/region.c, common/living.c, common/time.c, common/recipe.c, common/map.c, common/arch.c, common/treasure.c: Make a lot of functions that aren't used outside one file in common/ static. Arvid Norlander 2009-02-07 common/readable.c, common/object.c, common/map.c, include/libproto.h: Use size_t instead of int for buffer sizes. common/readable.c, include/libproto.h: Make some functions not used elsewhere static. common/readable.c: Get rid of sprintf(). Arvid Norlander 2009-02-07 common/porting.c: Fix format string. Arvid Norlander 2009-02-07 common/player.c: Remove unused variables. Arvid Norlander 2009-02-07 types/mood_floor/mood_floor.c: Use NULL instead of 0 for pointers. types/player_mover/player_mover.c: Assigning a floating point constant to an integer variable makes no sense. Arvid Norlander 2009-02-07 include/libproto.h, include/ob_methods.h, include/typesproto.h, common/ob_methods.c, types/common/describe.c, types/legacy/legacy_describe.c: Use size_t when working with buffer sizes. include/sproto.h, server/attack.c, server/spell_util.c: Attack type should be uint32 and not int. Arvid Norlander 2009-02-07 types/shop_inventory/shop_inventory.c: Use size_t not int when working with list sizes. The variable i is used for several things, but using size_t should be safe for all uses of it. Arvid Norlander 2009-02-07 types/deep_swamp/deep_swamp.c: Replace sprintf() with snprintf(). Arvid Norlander 2009-02-07 common/readable.c: Fix a snprintf() with non-constant format string and no parameters passed. Arvid Norlander 2009-02-07 types/detector/detector.c: Fix GCC warning caused by a declaration of an unimplemented, unused static function. Arvid Norlander 2009-02-07 plugins/cfpython/include/cfpython_object_private.h, plugins/cfpython/include/cfpython_map_private.h, plugins/cfpython/include/cfpython_party_private.h, plugins/cfpython/include/cfpython_region_private.h, plugins/cfpython/include/cfpython_archetype_private.h, plugins/cfpython/cfpython.c: Fix some minor issues (variables that should have been static, using 0 instead of NULL [leading to more confusing code]). Arvid Norlander 2009-02-07 plugins/cfanim/cfanim.c, plugins/cflogger/cflogger.c: Fix some minor issues (variables that should have been static, using 0 instead of NULL, leading to more confusing code) found using the static analysis tool "sparse". Arvid Norlander 2009-02-07 server/init.c: Avoid some warnings by casting function to one with the right type before calling. Also convert some char* to const char* and make the variable options static. Arvid Norlander 2009-02-06 server/pets.c, server/player.c, server/plugins.c: Fix some minor issues (such as using 0 instead of NULL [leading to more confusing code], using snprintf with no format arguments [use strncpy instead], using int instead of tag_t [which is typedefed to unsigned int]). Arvid Norlander 2009-02-06 socket/info.c, server/alchemy.c, server/gods.c: Fix some minor issues (using 0 instead of NULL [leading to confusing code], casting const char* to char*). Arvid Norlander 2009-02-06 include/global.h: Get rid of some warnings by making some "char*" "const char*" in the Settings struct. Arvid Norlander 2009-02-06 server/player.c: Make sure unpaid items are removed at death even on non-shop floors. Arvid Norlander 2009-02-06 server/spell_effect.c: Fix part of bug #2457751 "Unpaid items work for some things...". Staff to snake and animate weapon no longer works on unpaid items. Arvid Norlander 2009-02-06 common/readable.c: Passing the same buffer as both the output buffer as a parameter in the format to s(n)printf invokes undefined behaviour. Avoid doing that. Tests showed that glibc treated the buffer as empty, resulting in ignoring whatever was in the buffer before. Arvid Norlander 2009-02-06 common/item.c: Make item_types_size static, it isn't used elsewhere. Arvid Norlander 2009-02-06 server/attack.c: Fix rare abort() with spells like dragonfire on multi-tile objects. Required some single tile object to be on top of the multi-tile object. Arvid Norlander 2009-02-04 server/spell_attack.c: Fix bug #2353025 "2.0, holy wrath and ret. strike freeze server". This happened because explosion spells use stats.maxhp as a unique ID to avoid running out of control. This one was properly set by bullet spells, but not by smite spells. Fix this. Arvid Norlander 2009-02-04 server/spell_util.c: Put cap on level used for cast_magic_storm() in prayer_failure() - otherwise, spell can hang the server as it gets cast at super high level. MSW 2009-02-04 common/button.c: Fix bug #2457751 "Unpaid items work for some things...". Now dropping unpaid items on altars no longer works. Arvid Norlander 2009-02-03 Fix out-of-bounds accessess to xxx_bonus[] (and similar) arrays. Andreas Kirschbaum common/living.c: random_maps/wall.c, random_maps/style.c, random_maps/door.c, random_maps/exit.c, random_maps/random_map.c, random_maps/rogue_layout.c, random_maps/test.c, random_maps/special.c, random_maps/floor.c, random_maps/monster.c, random_maps/standalone.c, random_maps/treasure.c: Fix some minor issues (variables that should have been static, using 0 instead of NULL [leading to more confusing code], mismatching prototype and so on) found using the static analysis tool "sparse" (made for Linux kernel originally). Arvid Norlander 2009-02-03 random_maps/reader.l, common/loader.l, include/libproto.h: The shared yyerror() in loader.l didn't work properly in reader.l (which was the intention). Instead it caused memory errors (and potentially segfaults) when called. This was due to yyerror() accessing the static variable yytext, which is unique to each file. Since yytext in loader.l was often freed already when yyerror() in reader.l was called this would cause memory errors. If it wasn't yet freed it would instead report irrelevant data in the error message. Thus duplicate the routine to both of the files, and make them both static. Arvid Norlander 2009-02-03 Encapsulate access to xxx_bonus[] (and similar) arrays with accessor functions get_xxx_bonus(). --- common/living.c: Make arrays static. Add accessor functions. common/living.h: Remove arrays. Add accessor function prototypes. *.c: Replace xxx_bonus[stat] with get_xxx_bonus(stat). Andreas Kirschbaum 2009-02-03 common/object.c, common/exp.c, common/time.c, common/recipe.c, common/arch.c, common/map.c, common/los.c: Fix some minor issues (variables that should have been static, using 0 instead of NULL, leading to more confusing code) found using the static analysis tool "sparse" (made for Linux kernel originally). Arvid Norlander 2009-02-03 plugins/cfpython/include/cfpython.h, plugins/cfpython/cfpython.c: To make porting to Python 3 in the future easier, enable the forward compatibility warning flag if crossfire is compiled against Python 2.6, this will result in warnings to stderr about "DeprecationWarning" if incompatible code is found. Several issues has already been fixed recently (thanks to having this enabled locally). Compiling Crossfire against Python 2.5 or older still works (of course). Also add a missing include causing warnings under Python 2.6. Arvid Norlander 2009-02-03 common/shstr.c: Use the correct return type from hashstr() current code assumed sizeof(int) == sizeof(long) == sizeof(void*) which is incorrect for many systems (such as x86_64). There was another potential (as in: would not happen with current hash table size) issue in the same code with mixing signed and unsigned. Also fixed. Arvid Norlander 2009-02-03 server/plugins.c: Fix possible buffer overflow when initializing plugins. Andreas Kirschbaum 2009-02-03 doc/Developers/smooth.pdf, doc/Developers/img/sgrass.base.111.eps, doc/Developers/img/smoothlevel.eps, doc/Developers/img/canvas_smooth.eps, doc/Developers/smooth.tex: smooth.pdf was broken (due to someone using svn:eol-style on it [as far as I can tell], pdf are binary files and shouldn't be mangled like that!). Also the pdf couldn't be re-generated from smooth.tex since some of the image files were missing. (They were erroneously removed in revision 3560). Add the three *.eps needed back. Then regenerate the pdf. Also some cosmetic changes to the file. Arvid Norlander 2009-02-03 doc/Developers/sound, doc/Developers/*.dox, doc/Developers/types/*.dox, doc/Developers/fields/*.dox: Set svn:eol-style to native. Correct a few files that were stored with CRLF. Arvid Norlander 2009-02-03 include/define.h, include/libproto.h, common/item.c, common/readable.c, common/loader.l: Make safe_strcat() (defined in include/define.h for some odd reason) use size_t instead of int for buffer size, since this includes changing a pointer to int into a pointer to size_t update all calls to safe_strcat() to use size_t for that. Arvid Norlander 2009-02-02 common/object.c, include/config.h: Document the different levels of MEMORY_DEBUG and add a third level that calls free() instead of adding back to free list in order to more properly detect use after free. Arvid Norlander 2009-02-01 common/object.c, include/config.h: Workaround to make MEMORY_DEBUG usable, currently we can't realloc on allocation to ensure the backtrace is correct (as the comment in the code described) since a lot of stuff access objects after freeing and fixing these are non-trivial. So disable realloc() for now unless MEMORY_DEBUG is defined to a value greater than 1. Also fix one of the accesses after free_object() (was in clean_friendly_list()). Arvid Norlander 2009-02-01 common/re-cmp.c: Correct some #ifdef to use the correct variable name (SAFE_CHECKS not SAFE_CHECK). Arvid Norlander 2009-02-01 include/define.h: Update comment about INORGANIC (type 73) including dragon scales. Making them type flesh had negative consequences such as making them edible and causing them to weigh 50000Kg instead of 25Kg each. Rick Tanner 2009-01-31 common/player.c, include/libproto.h, server/player.c: Fix a few memory leaks if player selects "play again" after logging out. Arvid Norlander 2009-01-29 plugins/cfpython/cfpython.c: Remove some Py_DECREF() calls in the python module. This fixes bug #2459929 (DECREF error, bombs server if python is strict). However, I'm not sure this is the correct way to fix that bug. Arvid Norlander 2009-01-29 macros/cf_python.m4: Add python 2.6 to the python path search lists as well. Arvid Norlander 2009-01-28 include/newserver.h, socket/init.c, socket/request.c: Remove MapMode type/mapmode field since only one mode is supported. Andreas Kirschbaum 2009-01-28 common/shstr.c, common/arch.c, common/path.c: Fix some int that should have been size_t, found using splint. common/arch.c: Also fix an "int" that should have been "unsigned long". include/libproto.h, include/path.h: Update prototypes where needed for these int to size_t changes. Arvid Norlander 2009-01-28 macros/libtool.m4: Removed this file as it depends on which libtool version is installed on the system running autogen.sh. configure will fail with an error if version doesn't match between this file and the generated (non-versioned) file utils/ltmain.sh. autogen.sh will install the correct version of macros/libtool.m4 as long as a newer version doesn't exist. Thus removing this file from SVN is the correct way to solve the issue. This file _should_ however be included in release tarballs since utils/ltmain.sh will also be included there. macros/: Added svn:ignore for libtool.m4 Arvid Norlander 2009-01-27 server/plugins.c: Set plugins_list to NULL when unloading plugins at exit to prevent some possible issues if someone tries to mess with plugins afterwards. Arvid Norlander 2009-01-26 include/libproto.h, common/arch.c: Make hasharch() in arch.c static since it wasn't (and shouldn't be) used anywhere else. Arvid Norlander 2009-01-26 test/unit/common/check_shstr.c: Fix small memory leak in the shstr unit test. common/arch.c: Make free_all_archs() also clear the hash table for archetypes, this fixes an invalid read in test/unit/common/check_arch.c. Arvid Norlander 2009-01-26 Use a subdirectory for aclocal macros instead of the old-style acinclude.m4. This will make it simpler to maintain and update to current upstream copies of the various autoconf macros. This commit does not update to current upstream copies, but extracts the version crossfire used from the old acinclude.m4. --- autogen.sh: Updated commands to match for this change. include/autoconf.h.in: Auto-regenerated by autotools, no functionality changes. macros/: Added macros/libtool.m4: Auto imported by aclocal, previously aclocal copied this directly into the (non-versioned) file aclocal.m4. macros/cf_xslt.m4, macros/cf_python.m4, macros/libcurl.m4, macros/check.m4: Extracted from acinclude.m4. acinclude.m4: Removed. Makefile.am: Added matching ACLOCAL_AMFLAGS line. --- Arvid Norlander 2009-01-26 lib/Makefile.am, lib/adm/collect_images.pl: Make out of tree builds work. Note that the arch symlink in lib should be placed in the build tree. Further: the Perl script change might be suboptimal, I'm not a Perl expert. Arvid Norlander 2009-01-25 types/transport/transport.c: Add missing braces to if clause in transport_type_process(). MSW 2009-01-24 Server part of client window resizing. When server gets a mapsize request, it now clears its map data so it does a complete refresh of the map to the client. This fixes drawing issues. --- include/sockproto.h: Change map_newmap_cmd() definition server/move.c, server/plugins.c, server/server.c, server/spell_effect.c: Change call to map_newmap_cmd() socket/request.c: Add call to map_new_cmd() in setup area. Change map_newmap_cmd() to take a socket structure instead of player - the setup only has socket pointer and not player pointer to use. --- MSW 2009-01-24 test/unit/server/check_c_party.c: Fix failing regression test. (Access to uninitialized variable.) Andreas Kirschbaum 2009-01-24 test/unit/common/check_object.c: Make the test_count_free test work in a build with MEMORY_DEBUG turned on as well. Arvid Norlander 2009-01-24 common/image.c: Fix crash if read_bmap_names() is called more than once. Needed for debugging regression tests. test/unit/common/check_object.c: Fix failing regression test. (Access to non-existent face.) Andreas Kirschbaum 2009-01-24 common/readable.c, common/dialog.c, common/loader.l, common/treasure.c, common/image.c, socket/item.c: Add missing ending \n to LOG() calls. Arvid Norlander 2009-01-24 socket/info.c: Fix stack smashing in magic_mapping_mark() on maps wider than 50 tiles. Arvid Norlander 2009-01-24 test/unit/common/check_item.c: Fix failing regression test. Andreas Kirschbaum 2009-01-24 plugins/common/hashtable.c: Rewrite the code documentation to doxygen style. Arvid Norlander 2009-01-23 plugins/cflogger/cflogger.c: Make non-direct kills (kill by spell, kill by poison, kill by golem and so on) register properly. Arvid Norlander 2009-01-23 plugins/cflogger/cflogger.c: Slight error in last commit, turns out time table can't use real time as primary key. Change database schema to format 3. Upgrades directly from version 1 not run into the issue. Arvid Norlander 2009-01-23 plugins/cflogger/cflogger.c: Clean out some of the messy and broken SQL (didn't use indexes, was missing important constraints and so on) in cflogger. This includes introducing a new version of the SQL schema used. The database will be automatically upgraded at next run. Be aware of that older versions were missing a check for too new format, thus once you upgraded the format you should not run it with an older version of the server. Changes to the schema includes adding some indexes and similar. Arvid Norlander 2009-01-22 plugins/cflogger/cflogger.c, plugins/cfnewspaper/cfnewspaper.c: Now handles random maps the way the source code comments claims it does. plugins/cfnewspaper/cfnewspaper.c: Make info about kills from a specific region work. Arvid Norlander 2009-01-22 common/object.c: Add missing newline to log message that is shown if MEMORY_DEBUG is defined. Arvid Norlander 2009-01-21 common/arch.c: Fix memory leak in archetypes when discrete damage is used. Arvid Norlander 2009-01-21 server/plugins.c: Remove forgotten debug output. plugins/cflogger/cflogger.c, plugins/cfnewspaper/cfnewspaper.c: Add missing newline in log output. plugins/cfnewspaper/cfnewspaper.c: Close the second sqlite database as well. Arvid Norlander 2009-01-21 server/plugins.c, server/server.c: Run closePlugin() in the various plugins at server shutdown. Previously it was only run when the wiz command plugout was used. This change is needed to properly close the sqlite database handles in cflogger and cfnewspaper. include/sproto.h: Run make proto in server/ to include the newly added cleanupPlugins() in server/plugins.c. This caused some other changes, such as reordering and adding some other functions. Arvid Norlander 2009-01-21 server/plugins.c: Fix broken error checking in plugin loading code. Arvid Norlander 2009-01-21 common/readable.c: Fix a rare bug that caused the use of an uninitialised variable in god_info_msg() for gods denies summoning (such as valkyrie). Arvid Norlander 2009-01-21 doc/Developers/objects, lib/artifacts: Remove obsolete fields color_fg and color_bg. lib/adm/map_info: Remove support for color_fg/color_bg fields. Andreas Kirschbaum 2008-12-12 server/login.c: Clear shootype value when player leaves game - otherwise it will point to bad value in ranges[] array. MSW 2008-11-25 lib/collect.pl.in: Prepend an underscore to names generated for implicitly defined animations. Andreas Kirschbaum 2008-11-23 Rewrite SockList handling to not malloc/free buffers but use stack space instead. Encapsulate most accesses to SockList instances into lowlevel.c. Andreas Kirschbaum 2008-11-21 common/treasure.c: Do not call tailor_readable_ob() with invalid msgtype parameter. common/readable.c: Detect and report errors when saving bookarch file. common/readable.c: Remove trailing whitespace from generated book contents. common/readable.c: Do not call get_titlelist() for invalid indices. common/readable.c: Fix 'bookarch' parser to strip trailing spaces but not leading spaces. Fix possible memory leak when reading the 'bookarch' file. Detect and report syntax errors. Andreas Kirschbaum 2008-11-20 common/readable.c: Fix 'messages' file parser to strip trailing spaces but not leading spaces. Issue warning messages if messages are truncated. Detect and report syntax errors rather than crash. common/readable.c: Fix incorrect random expression -- condition was always false. socket/image.c: Accelerate "replyinfo image_sums" processing. doc/Developers/protocol: Fix documentation for "replyinfo image_sums" format. Andreas Kirschbaum 2008-11-19 socket/request.c, doc/Developers/protocol: Properly check "setup" settings; document allowed values. socket/request.c: Properly check input read from client socket. Andreas Kirschbaum 2008-11-18 Apply patch #2305993: Random Item generation difficutly table expansion, courtesy meflin. common/treasure.c include/treasure.h Nicolas Weeger 2008-11-17 Allow transports to not occupy the same spaces depending on the facing direction. common/map.c: tweak various move_type checks for transport doc/Developers/objects: update with special flag server/player.c: special handling for transport facings Nicolas Weeger 2008-11-16 Reduce selling cost of Gourmet Mushrooms. They were to easy to exploit and abuse for massive cash influx. Requested change by meflin. /lib/artifacts Rick Tanner 2008-11-11 Tentative fix for bug #1982043: Ruggilli immolation. server/disease.c: don't remove god-diven diseases. Nicolas Weeger 2008-11-11 Fix for bug #2259992: I dont know how to apply the ... * (unpaid). include/ob_methods.h: new return value for methods. server/apply.c: don't display anything if player already warned. Nicolas Weeger 2008-11-11 Tentative fix for bug #2094038: Monk Confusion... server/gods.c: don't try to update the 'no weapon' flag if the player is forbidden weapons, that messes with things. Nicolas Weeger 2008-11-10 Remove obsolete 'color_fg' handling. common/image.c Nicolas Weeger 2008-11-10 Merge smoothing information in New_Face, to simplify some. common/image.c include/face.h Nicolas Weeger 2008-11-09 Apply patch #2040854: Patch to compile on OSX PPC, and to comply with ANSI C, by elliotbay. Basically put an array definition in the .c instead of the .h. plugins/cfpython/include/cfpython.h plugins/cfpython/cfpython.c Nicolas Weeger 2008-11-09 Fix for bug #2249875: 2.0 random say crashes. Remove 'duplicate_dialog_information()', and merely clear FLAG_DIALOG_PARSED in object copy so dialog is correctly parsed again when needed. common/dialog.c object.c include/libproto.h Nicolas Weeger 2008-11-09 Initial import of Crossfire Resource Editor, tool to manage various resources like artifacts, archetypes, faces, animations, treasures. For now it only lets the user view, but edition is planned. This is a C++/Qt program, not part of the regular build system. utils/cre/*cpp *h: CRE files. Nicolas Weeger 2008-11-08 Rename map's 'template' field which conflicts with C++ compilers. Also change 'region' and 'shopitems' in some structures to the underlying structure instead of the typedef, for the same confusion reason. common/anim.c map.c include/map.h random_maps/random_map.h server/server.c swap.c Nicolas Weeger 2008-11-08 Tentative fix for bug #2018391: Zero-cap or capless containers, also stacking containers. Split containers when reading/applying them (coherent with eg rings when applied). Also ensure that a sack is split when putting things into it anyway. include/sproto.h: function now visible to others. server/apply.c c_object.c: split containers socket/item.c: don't crash if object isn't a player. test/unit/server/check_c_object.c: write some tests for put_object_in_sack(). Nicolas Weeger 2008-10-31 Fix for bug #2081472: short int encoding for food value in payment altars. include/living.h object.h: make food and last_eat sint32 so no overflow. Nicolas Weeger 2008-10-31 Fix for bug #2140899: crash server by reading scroll on ground. types/scroll/scroll.c: keep scroll's inventory name in case inventory is removed. Nicolas Weeger 2008-10-05 Add a function called tempnam_secure(), unlike the old tempnam_local() it should be secure against race conditions. Replaced one of the two uses of tempnam_local with tempnam_secure, the other one is a bit tricker. It may or may not work on Windows, but it should be easy for someone with access to a Windows system to add an #ifdef for that. include/libproto.h common/porting.c server/login.c Arvid Norlander 2008-09-25 Fix for bug #1985944: problem with trigger_markers (object type 52). types/marker/marker.c Arvid Norlander 2008-09-25 Fix for bug #2021042: level inscription indefinately with 1 scroll. server/skills.c: don't allow to write when blind. Nicolas Weeger 2008-09-19 Tentative fix for bug #2028467: confusing changing things it should not. server/spell_util.c: correctly count items. Nicolas Weeger 2008-09-19 Fix for bug #2088893: Assertion in cfanim.c globalEventListener on client connect. Renamed all globalEventListener to put a plugin-specific prefix. plugins/cfanim/include/cfanim_proto.h plugins/cfanim/cfanim.c plugins/cflogger/include/cflogger_proto.h plugins/cflogger/cflogger.c plugins/cfnewspaper/include/cfnewspaper_proto.h plugins/cfnewspaper/cfnewspaper.c plugins/cfpython/include/cfpython_proto.h plugins/cfpython/cfpython.c plugins/cfrhg/include/cfrhg_proto.h plugins/cfrhg/cfrhg.c plugins/citylife/include/citylife_proto.h plugins/citylife/citylife.c Nicolas Weeger 2008-09-19 Add new setup option "num_look_objects": allows clients to set the size of the ground view. Clients not sending this option default to 50 which is the previously hard-coded size. Fixes some off-by-one issues; now always exactly the requested number of objects are sent. trunk/include/newserver.h trunk/socket/item.c trunk/socket/init.c trunk/socket/request.c trunk/doc/Developers/protocol Andreas Kirschbaum 2008-09-06 Automatic strip of trailing whitespaces. This stripped a trailing whitespace in ChangeLog, that is why ChangeLog is listed too. ChangeLog make_win32/plugin_python/plugin_python.rc make_win32/plugin_anim/plugin_anim.dsp make_win32/crossfire.rc make_win32/plugin_common/plugin_common.dsp make_win32/INSTALL_WIN32.txt make_win32/Release_notes.txt Arvid Norlander 2008-09-02 Small code fixes found using GCC compiler warnings (bad format strings, unreachable return, missing return, unclear {} in a #define when used in a if.) include/global.h socket/item.c socket/loop.c socket/metaserver.c server/shop.c server/swap.c server/spell_util.c server/resurrection.c server/server.c server/login.c server/c_wiz.c Arvid Norlander 2008-09-02 Added %a in the default format string for the 'who' command, because the 'afk' command is useless if nobody can see the AFK status of players who use it. lib/settings Raphaël Quinet 2008-08-27 Inform other party members when a player leaves a party by joining or creating another party, not only when the player uses "party leave". server/c_party.c Raphaël Quinet 2008-08-25 Some plugin-related fixes. server/c_object.c: EVENT_DROP should be called before the item is removed, else can't prevent dropping. server/monster.c: enable items in player/npc's inventory to react, too Nicolas Weeger 2008-08-16 Added new subtype 4 ST_MAT_WINDOW for building materials. This allows the player to build windows in existing walls (if these walls have a corresponding window archetype). Fixed an issue in apply_builder_floor() that could cause a floor to be removed twice when a wall was replaced by a floor. include/define.h server/build_map.c Raphaël Quinet 2008-08-04 Bug fix: when building a new floor on top of an old floor, the old one was never removed, resulting in a stack of floors in some buildable areas. server/build_map.c Raphaël Quinet 2008-08-03 Fix for bug #2028541: Any object using a non-default move_slow_penalty was always saved with the value 0 because the code was using FAST_SAVE_LONG instead of FAST_SAVE_DOUBLE for a floating-point value. common/loader.l Raphaël Quinet 2008-08-02 Change regions file name to 'regions.reg'. include/config.h Nicolas Weeger 2008-08-02 If an object of type CHECK_INV blocks movement (e.g. move_block all) and if it contains a message, then display that message to those who are blocked. This allows the inventory checkers to behave a bit like locked doors. common/map.c Raphaël Quinet 2008-07-31 Allow other archetypes than fingers to be given as trophies in arena battles. In order to do that, the battleground should have other_arch set to the archetype to be generated. If no other_arch is set, then fingers will be generated as before. Also, the trophies will have their value, type and material set to 0 so that they cannot be used nor destroyed. include/sproto.h server/attack.c server/disease.c server/pets.c server/player.c server/spell_util.c Raphaël Quinet 2008-07-28 lib/smooth: updated by 'make collect' after Ryo's changes to the archetypes. Raphaël Quinet 2008-07-28 plugins/*/Makefile.am: Remove -Xlinker -export-dynamic -Xlinker -Bsymbolic from extra LDFLAGS. Those are gnu specific linker options which cause the plugins to fail to compile when not using gld. I've tested the build without those options with gld on linux, and all works fine, so not sure if those are still needed - in theory, libtool should cover that. If those options are still needed, configure.ac should get updated with a a better test. MSW 2008-07-24 Automatic style fix: replace "foo* bar" by "foo *bar", remove extra spaces inside parentheses, etc. This was done after an analysis of the code revealed that less than 20% of the pointer declarations were using the other style. Same for the parentheses. Having a consistent style in all files should make it a bit easier to maintain the code. common/anim.c common/arch.c common/button.c common/dialog.c common/friend.c common/glue.c common/holy.c common/image.c common/init.c common/item.c common/languages.c common/logger.c common/los.c common/map.c common/object.c common/ob_methods.c common/ob_types.c common/path.c common/player.c common/porting.c common/readable.c common/recipe.c common/re-cmp.c common/shstr.c common/stringbuffer.c common/treasure.c common/utils.c devel/devel.c include/attack.h include/dialog.h include/global.h include/languages.h include/libproto.h include/map.h include/object.h include/ob_methods.h include/path.h include/player.h include/plugin.h include/sockproto.h include/spells.h include/sproto.h include/stringbuffer.h plugins/cfanim/cfanim.c plugins/cfanim/include/cfanim.h plugins/cflogger/cflogger.c plugins/cfnewspaper/cfnewspaper.c plugins/cfpython/cfpython_archetype.c plugins/cfpython/cfpython.c plugins/cfpython/cfpython_map.c plugins/cfpython/cfpython_object.c plugins/cfpython/cfpython_party.c plugins/cfpython/cfpython_region.c plugins/cfpython/cjson.c plugins/cfpython/include/cfpython_archetype.h plugins/cfpython/include/cfpython_archetype_private.h plugins/cfpython/include/cfpython.h plugins/cfpython/include/cfpython_map.h plugins/cfpython/include/cfpython_map_private.h plugins/cfpython/include/cfpython_object.h plugins/cfpython/include/cfpython_object_private.h plugins/cfpython/include/cfpython_party.h plugins/cfpython/include/cfpython_party_private.h plugins/cfpython/include/cfpython_region.h plugins/cfpython/include/cfpython_region_private.h plugins/cfrhg/cfrhg.c plugins/citylife/citylife.c plugins/common/hashtable.c plugins/common/include/plugin_common.h plugins/common/plugin_common.c plugins/template/include/plugin_template.h plugins/template/plugin_template.c random_maps/floor.c random_maps/maze_gen.c random_maps/rproto.h random_maps/standalone.c random_maps/treasure.c server/alchemy.c server/apply.c server/attack.c server/build_map.c server/c_chat.c server/c_misc.c server/c_object.c server/c_party.c server/c_wiz.c server/disease.c server/gods.c server/hiscore.c server/init.c server/login.c server/monster.c server/move.c server/player.c server/plugins.c server/server.c server/shop.c server/skills.c server/skill_util.c server/spell_attack.c server/spell_effect.c server/spell_util.c server/swap.c server/time.c server/timers.c server/win32.c socket/info.c socket/init.c socket/item.c socket/loop.c socket/request.c socket/sounds.c test/bugs/bugtrack/check_1727944.c test/toolkit/toolkit_common.c test/toolkit/toolkit_crossedit.c test/toolkit/toolkit_map.c test/toolkit/toolkit_random_maps.c test/toolkit/toolkit_server.c test/toolkit/toolkit_socket.c test/unit/common/check_arch.c test/unit/common/check_item.c test/unit/common/check_loader.c test/unit/common/check_object.c test/unit/common/check_shstr.c test/unit/common/stubs_common.c test/unit/random_maps/stubs_random.c test/unit/server/check_attack.c test/unit/server/check_c_object.c test/unit/server/check_c_party.c test/unit/socket/stubs_socket.c types/altar/altar.c types/armour_improver/armour_improver.c types/book/book.c types/button/button.c types/cf_handle/cf_handle.c types/check_inv/check_inv.c types/clock/clock.c types/common/common_apply.c types/common/describe.c types/common/projectile.c types/container/container.c types/converter/converter.c types/deep_swamp/deep_swamp.c types/director/director.c types/exit/exit.c types/food/food.c types/hole/hole.c types/identify_altar/identify_altar.c types/lamp/lamp.c types/legacy/legacy_describe.c types/lighter/lighter.c types/marker/marker.c types/pedestal/pedestal.c types/player_mover/player_mover.c types/poison/poison.c types/potion/potion.c types/power_crystal/power_crystal.c types/savebed/savebed.c types/scroll/scroll.c types/shop_inventory/shop_inventory.c types/shop_mat/shop_mat.c types/sign/sign.c types/skillscroll/skillscroll.c types/spellbook/spellbook.c types/spell_effect/spell_effect.c types/spinner/spinner.c types/transport/transport.c types/trap/common_trap.c types/trapdoor/trapdoor.c types/treasure/treasure.c types/trigger_altar/trigger_altar.c types/trigger_button/trigger_button.c types/trigger_pedestal/trigger_pedestal.c types/trigger/trigger.c types/weapon_improver/weapon_improver.c utils/bwp.c utils/gridarta-types-convert.c utils/mapper.c Raphaël Quinet 2008-07-20 Style fixes in files that were using foo[ bar ] instead of foo[bar], slight reformatting of Win32 code. There were only 30 occurences of foo[ bar ] among 3958 lines using array indexes or declarations, so it is clear that the common style is to avoid spaces inside the brackets. common/object.c plugins/cfnewspaper/cfnewspaper.c server/c_party.c server/win32.c server/c_misc.c server/c_object.c server/apply.c socket/info.c utils/mapper.c Raphaël Quinet 2008-07-20 Win32 compilation fixes. include/win32.h: some #define to fix things. make_win32/crossfire32.dsp: add missing files. make_win32/plugin_python/plugin_python.dsp: add missing files. socket/loop.c: function doesn't exist, so we'll suppose the socket is ok for now. Nicolas Weeger 2008-07-19 Fix for bug #2017790 "Cannot build talking books, listening books or signs". Fixed the incorrect usage of the function can_build_over(), refactored and simplified the code, made functions static, added test to prevent the same wall from being rebuilt several times, do not remove the marking rune prematurely if a listening book cannot be built. include/sproto.h server/build_map.c Raphaël Quinet 2008-07-19 Fix bug #2009686 "party password does not work if 8 characters long". 8 chars long passwords broke with party_rejoin to auto rejoin on login due to 9 char buffer and assuming the last char would always be an \n. server/login.c Arvid Norlander 2008-07-18 Fix bug #2017648 "applying devourer weap causes crash", this was a division by zero bug that affected any "personalized blessings" weapons with a willpower in the range 0-1000. Also fix some minor issues in the same code block (reordering tests and reusing a variable instead of fetching it using get_ob_key_value twice). server/apply.c Arvid Norlander 2008-07-17 In debug log message, check for null value and substitute as needed - it is not universal that printf("%s", NULL) will not crash. MSW 2008-07-07 Fix for bug #2009802 "alchemy experience not stored correctly": Remove useless and dangerous casts to uint16 because both source and destination variables are of type int, and the experience points for several recipes do not fit in 16 bits. common/recipe.c Raphaël Quinet 2008-07-03 Partially update metaserver specification. doc/metaserver Andreas Kirschbaum 2008-06-27 Don't reset image checksum. common/image.c Nicolas Weeger 2008-06-21 Fix for bug #1990016 "No message when using skills over an empty cauldron" server/alchemy.c Raphaël Quinet 2008-06-14 Add missing newlines in copyright header in some plugin source/header files. plugins/cfpython/include/cfpython.h plugins/cfpython/include/cfpython_object_private.h plugins/cfpython/include/cfpython_map.h plugins/cfpython/cfpython_map.c plugins/cfnewspaper/cfnewspaper.c Arvid Norlander 2008-06-13 Reformat all header files in include/ to fit with current coding style standard, a combination of using the astyle tool and manual review afterwards. include/define.h include/treasure.h include/commands.h include/win32.h include/shstr.h include/timers.h include/config.h include/object.h include/loader.h include/attack.h include/race.h include/logger.h include/newserver.h include/image.h include/ob_methods.h include/re-cmp.h include/living.h include/book.h include/player.h include/plugin.h include/material.h include/metaserver2.h include/spellist.h include/global.h include/skills.h include/spells.h include/includes.h include/god.h include/map.h include/tod.h include/newclient.h Arvid Norlander 2008-06-13 First step in fixing bug #1992235 (citylife/rabies potential DOS). Make citylife NPCs undead. plugins/citylife/citylife.c Arvid Norlander 2008-06-12 Reformat all files in server/ to fit with current coding style standard, a combination of using the astyle tool and manual review afterwards. server/c_range.c server/weather.c server/c_party.c server/commands.c server/win32.c server/init.c server/daemon.c server/timers.c server/spell_attack.c server/attack.c server/c_move.c server/rune.c server/shop.c server/swap.c server/pets.c server/skill_util.c server/spell_util.c server/disease.c server/c_chat.c server/alchemy.c server/resurrection.c server/c_new.c server/player.c server/gods.c server/build_map.c server/c_misc.c server/time.c server/ban.c server/skills.c server/move.c server/server.c server/c_object.c server/c_wiz.c server/plugins.c server/apply.c server/monster.c server/spell_effect.c server/hiscore.c Arvid Norlander 2008-06-12 Reformat all files in random_maps/ to fit with current coding style standard, a combination of using the astyle tool and manual review afterwards. random_maps/wall.c random_maps/style.c random_maps/snake.c random_maps/door.c random_maps/room_gen_onion.c random_maps/exit.c random_maps/square_spiral.c random_maps/random_map.c random_maps/rogue_layout.c random_maps/room_gen_spiral.c random_maps/test.c random_maps/special.c random_maps/floor.c random_maps/maze_gen.c random_maps/monster.c random_maps/standalone.c random_maps/expand2x.c random_maps/treasure.c random_maps/decor.c Arvid Norlander 2008-06-12 Reformat all files in socket/ to fit with current coding style standard, a combination of using the astyle tool and manual review afterwards. Also fix copy-and-paste typo from svn output in changelog below. socket/item.c socket/image.c socket/init.c socket/request.c socket/loop.c socket/lowlevel.c socket/info.c socket/sounds.c socket/metaserver.c Arvid Norlander 2008-06-12 Reformat common/loader.l a bit too. Update info in common/README. Clean up some trailing whitespaces in some header files. common/loader.l common/README make_win32/plugin_python/resource.h make_win32/resource.h Arvid Norlander 2008-06-12 Reformat all files in common/ to fit with current coding style standard, a combination of using the astyle tool and manual review afterwards. common/item.c common/readable.c common/dialog.c common/shstr.c common/object.c common/languages.c common/button.c common/holy.c common/logger.c common/image.c common/re-cmp.c common/ob_methods.c common/region.c common/living.c common/info.c common/player.c common/exp.c common/stringbuffer.c common/recipe.c common/friend.c common/map.c common/arch.c common/links.c common/porting.c common/ob_types.c common/anim.c common/treasure.c common/glue.c common/los.c Arvid Norlander 2008-06-12 Get rid of a GCC warning, fix a typo in a comment. include/libproto.h common/loader.l server/time.c Arvid Norlander 2008-06-12 Reformat some files to fit with current coding style standard, a combination of astyle and manual review afterwards. common/utils.c common/init.c common/time.c common/porting.c Arvid Norlander 2008-06-11 Remove some auto generated (by autoconf/automake) files from svn. Updated svn:ignore to match. Also updated svn:ignore for other places. Removed: utils/depcomp utils/config.guess utils/config.sub utils/mkinstalldirs utils/missing utils/install-sh Property change on: . utils test/bugs/bugtrack Arvid Norlander 2008-06-11 Reformat some files to fit with current coding style standard, a combination of astyle and manual review afterwards. Also fix bad date in ChangeLog I entered below (copy and paste blergh). server/init.c server/disease.c server/login.c server/main.c Arvid Norlander 2008-06-11 Reformat two files to fit with current coding style standard, a combination of astyle and manual review afterwards. server/move.c server/server.c Arvid Norlander 2008-06-11 Prevent running the crossfire server as root on *nix systems. Give an explaining error message. It will also prevent running it as suid (intentional). server/server.c Arvid Norlander 2008-06-11 Temporary work around a crash in move_disease() that is very hard to reproduce, and I haven't managed to find the cause for. server/disease.c Arvid Norlander 2008-06-11 Make more functions and variables in plugins static. Clean up some indention in plugins. plugins/cflogger/cflogger.c plugins/cfanim/include/cfanim.h plugins/cfanim/include/cfanim_proto.h plugins/cfanim/cfanim.c plugins/cfnewspaper/cfnewspaper.c Arvid Norlander 2008-06-05 Clean up in plugins, fix a lot of gcc warnings (in plugins), update prototype headers in plugins, make some functions static. Also update build system for cflogger to make it not include common plugin stuff in header. Followed example set by cfnewspaper's Makefile.am. Make the template plugin include prototype header. (It is a good idea to do so, for various reasons.) Also add some missing newlines at end of copyright header comments in some files. Also make some variables const (in python plugin) in order to fix gcc warnings and to make code cleaner (a string literal is always a const char* in C90 or later, but char* is allowed for compatibility reasons, though it will actually be a const). configure.ac plugins/cflogger/include/cflogger_proto.h plugins/cflogger/include/cflogger.h plugins/cflogger/Makefile.am plugins/cflogger/cflogger.c plugins/citylife/citylife.c plugins/cfrhg/cfrhg.c plugins/cfpython/include/cfpython_proto.h plugins/cfpython/include/cfpython_object.h plugins/cfpython/cfpython.c plugins/template/create_plugin.sh plugins/template/plugin_template.c plugins/cfnewspaper/include/cfnewspaper.h plugins/cfnewspaper/include/cfnewspaper_proto.h plugins/cfnewspaper/cfnewspaper.c Added: plugins/citylife/include/citylife_proto.h plugins/cfrhg/include/cfrhg_proto.h Removed: plugins/cflogger/include/Makefile.am Arvid Norlander 2008-06-04 Spellcheck and update documentation. Updated CVS commit guide lines to refer to SVN (and current practice). Added missing docs for "music" command to protocol docs. doc/Developers/objects doc/Developers/mapguide doc/Developers/protocol doc/Developers/key-value doc/Developers/spells doc/Developers/svn doc/Developers/README doc/Developers/map-technical doc/Developers/random-maps Moved: doc/Developers/cvs to doc/Developers/svn Arvid Norlander 2008-06-02 Add missing call to init_gods in check_item unit test that caused a crash at -O1 or higher (sometimes). That however broke other parts of the test suite that depends on a certain sequence of random numbers. (Very brittle code!) Fix so it matches the new generated random order. test/unit/common/check_item.c Arvid Norlander 2008-06-01 Add some missing "extern" keywords that caused warnings. Change some EXTERN to extern (as EXTERN is undefined in some files, but that caused issues in a few cases). Add some missing "const" keywords to devel/devel.c and fix a typo in a comment. Remove some unused variables from random_maps. include/timers.h include/global.h devel/devel.c random_maps/room_gen_onion.c random_maps/room_gen_spiral.c server/timers.c Arvid Norlander 2008-06-01 Set svn:eol-style to native on *.c and *.h files that were missing it. server/ob_methods.c server/ob_types.c test/unit/server/comet_perf.c test/bugs/bugtrack/check_1727944.c plugins/cflogger/include/cflogger_proto.h plugins/cflogger/include/cflogger.h plugins/cflogger/cflogger.c plugins/citylife/include/citylife.h plugins/citylife/citylife.c plugins/cfrhg/include/cfrhg.h plugins/cfrhg/cfrhg.c plugins/cfpython/cjson.c plugins/cfnewspaper/include/cfnewspaper.h plugins/cfnewspaper/include/cfnewspaper_proto.h plugins/cfnewspaper/cfnewspaper.c include/dialog.h include/languages.h include/image.h include/ob_methods.h include/typesproto.h include/metaserver2.h include/stringbuffer.h include/ob_types.h common/dialog.c common/languages.c common/ob_methods.c common/stringbuffer.c common/ob_types.c utils/mapper.c utils/gridarta-types-convert.c utils/bwp.c types/gate/gate.c types/marker/marker.c types/player_changer/player_changer.c types/shop_inventory/shop_inventory.c types/food/food.c types/lamp/lamp.c types/arrow/arrow.c types/book/book.c types/peacemaker/peacemaker.c types/identify_altar/identify_altar.c types/trigger_button/trigger_button.c types/pedestal/pedestal.c types/cf_handle/cf_handle.c types/poisoning/poisoning.c types/trap/common_trap.c types/trap/trap.c types/trap/rune.c types/duplicator/duplicator.c types/thrown_object/thrown_object.c types/poison/poison.c types/converter/converter.c types/detector/detector.c types/shop_mat/shop_mat.c types/director/director.c types/weapon_improver/weapon_improver.c types/spinner/spinner.c types/blindness/blindness.c types/container/container.c types/trigger_pedestal/trigger_pedestal.c types/deep_swamp/deep_swamp.c types/teleporter/teleporter.c types/trigger_altar/trigger_altar.c types/hole/hole.c types/armour_improver/armour_improver.c types/common/describe.c types/common/projectile.c types/common/common_apply.c types/check_inv/check_inv.c types/spellbook/spellbook.c types/trapdoor/trapdoor.c types/treasure/treasure.c types/clock/clock.c types/spell_effect/spell_effect.c types/transport/transport.c types/power_crystal/power_crystal.c types/skillscroll/skillscroll.c types/lighter/lighter.c types/scroll/scroll.c types/mood_floor/mood_floor.c types/creator/creator.c types/sign/sign.c types/altar/altar.c types/trigger/trigger.c types/legacy/process.c types/legacy/legacy_describe.c types/legacy/apply.c types/player_mover/player_mover.c types/potion/potion.c types/exit/exit.c types/savebed/savebed.c types/button/button.c Arvid Norlander 2008-06-01 Update 'make collect' so that it does not complain about files that are not really junk: CHANGES, TODO, *.xcf* (including *.xcf.gz or *.xcf.bz2), *.doc and *.txt. lib/collect.pl.in Raphaël Quinet 2008-06-01 Scripted removal of trailing whitespaces, also removing excessive newlines at end of files (one final newline should be all). plugins/cfpython/cjson.c socket/metaserver.c common/languages.c common/button.c common/time.c random_maps/treasure.c server/spell_attack.c server/resurrection.c server/player.c server/skills.c server/move.c server/c_object.c server/hiscore.c INSTALL Arvid Norlander 2008-06-01 Change even more sprintf to snprintf. socket/init.c socket/loop.c socket/info.c random_maps/random_map.c server/c_party.c server/init.c server/rune.c server/swap.c server/pets.c server/disease.c server/alchemy.c server/resurrection.c server/gods.c server/player.c server/c_misc.c server/ban.c server/skills.c server/login.c server/c_wiz.c server/spell_effect.c server/hiscore.c Arvid Norlander 2008-05-31 Change some more sprintf to snprintf. common/readable.c common/languages.c common/holy.c common/logger.c common/image.c common/region.c common/living.c common/exp.c common/recipe.c common/arch.c common/porting.c common/anim.c common/treasure.c socket/metaserver.c types/food/food.c types/weapon_improver/weapon_improver.c Arvid Norlander 2008-05-31 Change some sprintf to snprintf. socket/image.c socket/item.c socket/request.c Arvid Norlander 2008-05-30 Fix use of uninitialised variables in the plugin API and remove some dead code from the plugin API (as in: never called from plugin_common.c) Also cleanup indention in map.h, change order of members in some structs in face.h to pack them a bit better. include/face.h include/map.h plugins/common/plugin_common.c server/plugins.c Arvid Norlander 2008-05-29 Fix the member order in global.h to match the one in init.c. Fix some extern with wrong type (was char* instead of const char* const). Change some prototypes to use const pointers. Change to strtol if it exists, and only fall back to strtol_local if it doesn't. common/object.c common/porting.c common/treasure.c include/attack.h include/global.h include/libproto.h include/sproto.h server/login.c server/spell_util.c server/time.c Arvid Norlander 2008-05-29 Fix a case of assigning and passing a string literal (const char*) as a char*. Also pack one structure a bit better. random_maps/random_map.c random_maps/random_map.h random_maps/rproto.h random_maps/special.c Arvid Norlander 2008-05-29 Make server send size and data in one packet, this fix is suboptimal though as it uses memcpy to do so, it should use writev instead. socket/lowlevel.c Arvid Norlander 2008-05-29 Change the order of some members in some of the large and often used structs in order to pack them better. This will mainly help on x86_64, but also a bit on x86. No actual functionality change. Some structs could be packed even better but that would destroy the logical sectioning of the members in groups. include/living.h include/map.h include/newserver.h include/object.h include/player.h Arvid Norlander 2008-05-27 Fix some more snprintf using a non-constant string as format parameter, and no arguments to format string. Also change some more // comments to /**/, as crossfire is C89 not C99. Add some missing prototypes to headers. Add missing value to a return. Change from using strcasestr (GNU specific) to the already existing strcasestr_local in one place. plugins/cflogger/cflogger.c plugins/cfnewspaper/cfnewspaper.c plugins/common/include/plugin_common.h server/hiscore.c server/login.c socket/lowlevel.c server/move.c server/player.c server/plugins.c server/server.c server/shop.c server/spell_effect.c Arvid Norlander 2008-05-27 Fix some snprintf using a non-constant string as format parameter, and no arguments to format string. Also change some // comments to /**/, as crossfire is C89 not C99. common/anim.c common/init.c common/map.c common/readable.c common/shstr.c Arvid Norlander 2008-05-25 Removed unused .cvsignore files, after all we use SVN since a long time. .cvsignore */.cvsignore */*/.cvsignore */*/*/.cvsignore Arvid Norlander 2008-05-25 Add length parameter for some functions to be able to use snprintf instead of sprintf in those. Fixed a char* that should have been const char* in plugin code. Fixed some typos in protocol documentation. Also fixed indention in some code while I was working on it anyway. doc/Developers/protocol include/sockproto.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/plugins.c socket/info.c socket/request.c Arvid Norlander 2008-05-25 Cleanup the autoconf and automake stuff somewhat: * Removed tests for X libraries (as the map editor is no longer a part of the server) * Ran autoupdate to update the syntax (where it could do so). * Add some missing checks * Make check for gethostbyname try libc first, no need to get nsl version. * Use AS_HELP_STRING to format help strings. * General cleanup and reformatting to make it easier to maintain. * Update automake syntax in some files. acinclude.m4 check-fragment.am configure.ac include/autoconf.h.in test/toolkit/Makefile.am Arvid Norlander 2008-05-24 Fix for bug #1965528. Not sure if it fixes all cases of the bug. server/shop.c Arvid Norlander 2008-05-21 Change a lot of static variables to static const, as they are never modified. Also remove some non-needed nested (inside a function) extern. Also fix some compiler warning in cfanim (on x86_64 int is not same size as long int!). common/exp.c common/logger.c common/los.c common/item.c common/object.c common/readable.c common/time.c common/treasure.c plugins/cfanim/cfanim.c server/c_object.c server/c_misc.c server/monster.c server/player.c server/server.c socket/loop.c socket/request.c Arvid Norlander 2008-05-21 Fix wrong format string for 64-bit unsigned values. Fix confusing error log message in shop code (confusing due to not refering to the correct function). include/global.h server/shop.c Arvid Norlander 2008-05-21 Remove an unused static const array. Not referenced anywhere. common/item.c Arvid Norlander 2008-05-21 Add a 'message' command, that will display a message on the whole map the victim is on. plugins/cfanim/cfanim.c Nicolas Weeger 2008-05-20 Clean some log messages. Add the option to specify the animation to play through the 'message' sent as part of the event. plugins/cfanim/cfanim.c plugins/cfanim/include/cfanim_proto.h Nicolas Weeger 2008-05-20 The current configure.ac was already set to use the utils directory for auxillary files, so the config.guess and config.sub in the top source directory were not used, thus moved them to utils directory. (Before, locally created copies by autogen.sh placed in utils/ would were used. Try removing them if svn complains about already existing files). Also force update of all autoconf/automake files to last versions. Also fix a minor issue with "inline" and "void" being in wrong order in a function (gcc will handle it, but the C standard doesn't allow it). INSTALL common/map.c utils/depcomp utils/install-sh utils/missing utils/mkinstalldirs Moved: config.guess to utils/config.guess config.sub to utils/config.sub Arvid Norlander 2008-05-20 Fix some cases of using snprintf function with potentially untrusted data as format parameter. Change two sprintf into snprintf. Add return value for all code paths in a non-void returning function. common/path.c server/c_chat.c server/c_misc.c server/c_wiz.c Arvid Norlander 2008-05-20 Update svn:ignore property for various directories in the server source, in order to make it simpler to work with. (Lots of directories in the source tree, too many to list here) Arvid Norlander 2008-05-20 Apply Patch #1966455: Fix for cut off NPC dialog messages. common/dialog.c Arvid Norlander 2008-05-20 Apply Patch #1966113: Fix uninitialised range vector in monster.c. server/monster.c Arvid Norlander 2008-05-20 Increase base book max size, to try to get more various messages. include/book.h Nicolas Weeger 2008-05-19 Apply Patch #1967076: Fix crash in use command. command/c_object.c Arvid Norlander 2008-05-19 Apply patch #1965969: Unit test for common/path.c. common/path.c test/unit/common/check_path.c Makefile.am Arvid Norlander 2008-05-17 Apply patch #1964563: Fix compile error when "MEMORY_DEBUG" is defined in config.h. server/server.c Arvid Norlander 2008-05-16 Apply patch #1964058: Fix missing \0 in buffer in add_object_to_socklist. socket/item.c Arvid Norlander 2008-05-16 Apply patch #1964051: Valgrind error fix: Bad format string. lib/i18n/messages.en messages.fr Arvid Norlander 2008-05-16 Fix incorrect boundary of the object type array, courtesy of Arvid Norlander. include/define.h Yann "gros" Chachkoff 2008-05-16 Fix memory leaks, courtesy Arvid Norlander. common/dialog.c Andreas Kirschbaum 2008-05-23 Added the possibility to build the server outside of its source directory. plugins/citylife/Makefile.am plugins/cfrhg/Makefile.am plugins/template/Makefile.am plugins/cfnewspaper/Makefile.am Arvid Norlander 2008-05-14 Fixed bug #1962926 "Fix for crash on division by zero", courtesy of Arvid Norlander common/item.c Yann "gros" Chachkoff 2008-05-13 Removed 'context' stuff as it isn't used here. Clean event handling. plugins/cfanim/cfanim.c plugins/cfanim/include/cfanim.h cfanim_proto.h Nicolas Weeger 2008-05-12 Add 'moveto' command, and 'byname' victim type. Fix potential memory leak. Enable moves to take more than one tick. doc/Developers/plugins.doc/cfanim/animfiles.txt plugins/cfanim/cfanim.c plugins/cfanim/include/cfanim.h cfanim_proto.h Nicolas Weeger 2008-05-12 Wrapper for move_to(). Fix invalid move_to parameter order. plugins/common/include/plugin_common.h plugins/common/plugin_common.c Nicolas Weeger 2008-05-12 Give access to find_string() to plugins. Fix invalid manual_apply parameter order. include/sproto.h server/plugins.c Nicolas Weeger 2008-05-12 Detect correct prototype for strerror_r() courtesy Arvid Norlander. common/porting.c configure.ac include/autoconf.h.in include/libproto.h Andreas Kirschbaum 2008-05-12 Ansi C compatibility improvements courtesy Arvid Norlander: include/attack.h: do not redeclare variable socket/lowlevel.c: use #include (lots of files): use prototypes Andreas Kirschbaum 2008-05-12 Fix possible buffer overflows courtesy Arvid Norlander. common/init.c Andreas Kirschbaum 2008-05-12 Give access to move_to() to plugins. plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/plugins.c Nicolas Weeger 2008-05-12 Rewrite NPC communication system. See doc/objects 'J. NPC's Speak out' for more information, or check doc/Developers/dialog.dox, or the maps/test/say map. common/loader.l Makefile.am object.c doc/Developers/mainpage.dox objects include/define.h Makefile.am object.h libproto.h typesproto.h server/c_chat.c monster.c New files: common/dialog.c doc/Developers/dialog.dox include/dialog.h Nicolas Weeger 2008-05-11 Add 'move_to' function, that can be used later on for eg plugins (should replace Python's CFMove). include/sproto.h server/monster.c move.c Nicolas Weeger 2008-05-11 Merge NPC and MAGIC_EAR handling, add comments, fix prototype to use const. include/sproto.h server/monster.c Nicolas Weeger 2008-05-11 Document a few things. plugins/cfanim/cfanim.c plugins/cfanim/include/cfanim_proto.h Nicolas Weeger 2008-05-10 Fix bombs being really too powerful. server/spell_attack.c: set the maxhp (for spell merging) for bombs too. Nicolas Weeger 2008-05-10 Make the 'second' timemode work. Don't set FLAG_WIZ* on non player object. Correctly remove event if unique. plugins/cfanim/cfanim.c plugins/cfanim/include/cfanim_proto.h Nicolas Weeger 2008-05-10 Fix a few warnings. include/sproto.h: add prototype for query_cost_string(). test/toolkit/toolkit_common.c: make argument const. Nicolas Weeger 2008-05-10 Rename some functions, fix documentation. doc/Developers/login.dox include/sockproto.h server/init.c server.c socket/init.c loop.c request.c Nicolas Weeger 2008-05-10 Implement feature request #1961031: 'drop food' and 'drop flesh' buttons would be nice. lib/help/dropall.{fr,en}: update help text. server/c_object.c: extend 'dropall' to accept 'food' and 'flesh'. Nicolas Weeger 2008-05-10 Fix bug #1846018: artifact monster graphics broken. common/treasure.c: animation is part of things artifact can change. lib/artifacts: add correct animations to monsters. Nicolas Weeger 2008-05-09 Also extract NPC messages for friendly living things. utils/mapper.c Nicolas Weeger 2008-05-08 Potential fix for bug #1928570: x-ray vision now needs a push start. server/spell_effect.c: use FLAG_NO_FIX_PLAYER to not mess with our values. Nicolas Weeger 2008-05-08 Fix a potential underflow, forbid players to create too powerful missiles. server/spell_effect.c Nicolas Weeger 2008-05-08 Remove unpaid items when returning a player to his savebed for map reset or after server-specific timeout. include/sproto.h server/login.c player.c Nicolas Weeger 2008-05-08 Generate NPC information page. utils/mapper.c Nicolas Weeger 2008-05-08 Better and more logical fix for bug #1936178: Trying to remove removed object causes server crash. random_maps/treasure.c: remove doors after door replacing. Nicolas Weeger 2008-05-08 Fix artifact reading to (kind of) trim strings. Fix add missing artifacts to fix alchemy warning. common/treasure.c lib/artifacts Nicolas Weeger 2008-05-08 Tentative fix for bug #1936178: Trying to remove removed object causes server crash. random_maps/treasure.c: update doorlist to process when removing a door. Nicolas Weeger 2008-05-08 Tentative fix for bug #1956908: bolt wc can overflow. server/player.c: cap modifiers so we don't overflow wc. Nicolas Weeger 2008-05-07 Fix bug #1929084: Wrong artifact stats on forged items. Use 'legal_artifact_combination' to check that the item matches the artifact. common/recipe.c treasure.c include/libproto.h Nicolas Weeger 2008-05-07 common/loader.l: remove obsolete code. Nicolas Weeger 2008-05-07 Add min/max monster level information to maps. utils/mapper.c utils/templates/map_monster_before.template: added the fields to the default template. Nicolas Weeger 2008-05-07 Remove unused #ifdef and useless LOG. common/map.c Nicolas Weeger 2008-05-06 Provide a more explicit message when attempting to write down a spell with no marked scroll, as per bug #1910805. server/skills.c Yann Chachkoff 2008-04-20 New plugin: random house generator. Check cfrhg.c for details. Still basic, but should be a good start. configure.ac plugins/Makefile.am Added: cfrhg/include/cfrhg.h cfrhg/cfrhg.c Makefile.am Nicolas Weeger 2008-04-12 Extract duplicator handling to its own type file. common/button.c include/sproto.h typesproto.h random_maps/standalone.c server/ob_types.c time.c test/unit/common/stubs_common.c test/unit/random_maps/stubs_random.c test/unit/socket/stubs_socket.c utils/bwp.c mapper.c types/Makefile.am New file: types/duplicator/duplicator.c Nicolas Weeger 2008-04-11 Extract detector handling to its own type file. include/sproto.h typesproto.h server/ob_types.c time.c types/Makefile.am types/legacy/process.c New file: types/detector/detector.c Nicolas Weeger 2008-04-11 Extract mood floor handling to its own type file. common/button.c include/sproto.h typesproto.h server/ob_types.c types/Makefile.am types/legacy/process.c New file: types/mood_floor/mood_floor.c Nicolas Weeger 2008-04-09 Extract marker handling to its own type file. common/button.c include/sproto.h typesproto.h random_maps/standalone.c server/ob_types.c time.c test/unit/common/stubs_common.c test/unit/random_maps/stubs_random.c test/unit/socket/stubs_socket.c utils/bwp.c mapper.c types/legacy/process.c types/Makefile.am New file: types/marker/marker.c Nicolas Weeger 2008-04-09 Extract creator handling to its own type file. common/button.c include/sproto.h typesproto.h random_maps/standalone.c server/ob_types.c time.c test/unit/common/stubs_common.c test/unit/random_maps/stubs_random.c test/unit/socket/stubs_socket.c utils/bwp.c mapper.c types/legacy/process.c types/Makefile.am New file: types/creator/creator.c Nicolas Weeger 2008-04-09 Extract teleporter handling to its own type file. common/button.c include/sproto.h typesproto.h random_maps/standalone.c server/ob_types.c time.c test/unit/common/stubs_common.c test/unit/random_maps/stubs_random.c test/unit/socket/stubs_socket.c utils/bwp.c mapper.c types/legacy/process.c types/Makefile.am New file: types/teleporter/teleporter.c Nicolas Weeger 2008-04-08 include/libproto.h: missing register_trigger prototype. Nicolas Weeger 2008-04-08 New 'ob_trigger' object function. common/ob_methods.c ob_types.c include/libproto.h ob_methods.h Nicolas Weeger 2008-04-08 Move most of the object system's logic to common, to prepare for more refactoring and easier calling from the common library. common/Makefile.am include/libproto.h sproto.h random_maps/standalone.c server/ob_methods.c ob_types.c test/unit/common/stubs_common.c test/unit/random_maps/stubs_random.c test/unit/socket/stubs_socket.c utils/bwp.c mapper.c Added files: common/ob_methods.c ob_types.c: duplicated from server/ and cleaned Nicolas Weeger 2008-04-08 Make type's type coherent. common/object.c include/libproto.h Nicolas Weeger 2008-04-06 Move conversion to lower case to calling function. server/c_new.c Nicolas Weeger 2008-04-06 Link to quest's definition instead of the page itself. utils/mapper.c Nicolas Weeger 2008-04-02 Sort maps on the quest page. utils/mapper.c Nicolas Weeger 2008-04-02 Remove obsolete get_map_ob define, replaced by GET_MAP_OB. common/button.c map.c utils.c include/map.h plugins/common/plugin_common.c random_maps/decor.c exit.c special.c standalone.c style.c treasure.c wall.c server/alchemy.c apply.c attack.c c_wiz.c disease.c monster.c move.c pets.c player.c plugins.c resurrection.c rune.c shop.c skill_util.c skills.c spell_attack.c spell_effect.c spell_util.c time.c socket/item.c utils/bwp.c mapper.c types/common/projectile.c types/exit/exit.c types/peacemaker/peacemaker.c types/shop_inventory/shop_inventory.c types/spell_effect/spell_effect.c Nicolas Weeger 2008-03-30 Remove static buffer. server/player.c Nicolas Weeger 2008-03-30 common/living.c: remove unneeded test. Nicolas Weeger 2008-03-30 Move function is_legal_2ways_exit() to relevant file, remove legacy function. include/sproto.h server/apply.c types/exit/exit.c Nicolas Weeger 2008-03-30 Extract blindness to its own file. include/sproto.h typesproto.h server/ob_types.c time.c types/legacy/process.c types/Makefile.am Added file: types/blindness/blindness.c Nicolas Weeger 2008-03-30 Change test order to speed up some, fix comments. server/c_object.c Nicolas Weeger 2008-03-30 Rename a few xxx_player() functions to xxx_living() for coherence. include/sproto.h server/apply.c attack.c skills.c spell_effect.c spell_util.c Nicolas Weeger 2008-03-30 Remove global variables. Make functions static. random_maps/maze_gen.c maze_gen.h rproto.h Nicolas Weeger 2008-03-30 Remove unused parameter, rename to better name. server/attack.c Nicolas Weeger 2008-03-30 Extract player_changer to its own file. include/sproto.h typesproto.h server/ob_types.c time.c types/legacy/process.c types/Makefile.am Added file: types/player_changer/player_changer.c Nicolas Weeger 2008-03-29 Remove obsolete code, tweak comment. server/time.c Nicolas Weeger 2008-03-29 Remove autohook inserted in items, and use was_destroyed() to check item's validity. plugins/cfpython/include/cfpython_object.h: keep item's count, change check macros. plugins/cfpython/cfpython_map.c: fix wrong EXISTCHECK_INT to MAPEXISTCHECK_INT. plugins/cfpython/cfpython_object.c: remove autohook stuff, use item's count. plugins/cfpython/cfpython.c: remove autohook handling. Nicolas Weeger 2008-03-29 Tweak documentation generation. doc/playbook/Makefile.am: factorize code to make it easy to generate PDFs, fix many pic issues. doc/scripts/makeps.pl: add "pdf" output support. Nicolas Weeger 2008-03-29 Remove unused variable. Use safe string functions. server/alchemy.c Nicolas Weeger 2008-03-29 Use try_find_archetype() instead of find_archetype() and remove the nroferrors handling. random_maps/wall.c Nicolas Weeger 2008-03-29 Remove unused parameter. random_maps/random_map.c rproto.h snake.c square_spiral.c test.c Nicolas Weeger 2008-03-29 Use StringBuffer to remove static buffers. include/sproto.h server/c_object.c shop.c Nicolas Weeger 2008-03-29 Fix accidentally broken connection. socket/request.c Nicolas Weeger 2008-03-29 Remove unused parameter. include/sproto.h server/spell_effect.c spell_util.c Nicolas Weeger 2008-03-29 Use safe string functions. server/build_map.c Nicolas Weeger 2008-03-29 Use flags instead of hardcoded values for monster's will_apply. include/object.h server/monster.c move.c Nicolas Weeger 2008-03-29 Remove unused return value. include/sproto.h server/player.c socket/request.c Nicolas Weeger 2008-03-29 Remove unused return value. include/sproto.h server/player.c Nicolas Weeger 2008-03-29 Remove static buffer. server/hiscore.c Nicolas Weeger, 2008-03-29 Remove static buffer, simplify code. server/hiscore.c Nicolas Weeger, 2008-03-29 Make god-related object const to avoid modification. common/holy.c readable.c include/libproto.h sproto.h server/attack.c c_wiz.c gods.c pets.c spell_attack.c spell_effect.c Nicolas Weeger, 2008-03-29 Clean code, use player-finding function. server/c_wiz.c Nicolas Weeger, 2008-03-29 Remove global variables, make them in a structure. Make function static. random_maps/rproto.h treasure.c Nicolas Weeger, 2008-03-29 Remove global variable, remove suspect tests. random_maps/treasure.c Nicolas Weeger, 2008-03-29 Remove obsolete other_arch field which was used for spell in firewall. server/time.c Nicolas Weeger, 2008-03-29 Remove free_map()'s second parameter, unused. common/map.c include/libproto.h server/swap.c test/unit/server/comet_perf.c Nicolas Weeger, 2008-03-29 Use 'const char*' instead of 'char*'. server/c_party.c c_wiz.c Nicolas Weeger, 2008-03-29 Fix non meaningful return value of summon_hostile_monsters(). server/spell_util.c Nicolas Weeger, 2008-03-29 Use 'const char*' instead of 'char*'. include/sproto.h server/swap.c Nicolas Weeger, 2008-03-29 Write 'describe_item' unit tests. test/unit/common/check_item.c Makefile.am Nicolas Weeger, 2008-03-25 Generate global elevation map. utils/mapper.c Nicolas Weeger, 2008-03-25 Factorize code. common/friend.c Nicolas Weeger, 2008-03-24 Correctly point to tiled group instead of non existing map page. utils/mapper.c Nicolas Weeger, 2008-03-24 Use region's name instead of the filename in maps's pages. utils/mapper.c Nicolas Weeger, 2008-03-24 Remove trailing newlines in quest/map description. utils/mapper.c Nicolas Weeger, 2008-03-24 Tweak documentation so some programs in utils/ are part of Doxygen's output. Doxyfile utils/bwp.c gridarta-types-convert.c mapper.c Nicolas Weeger, 2008-03-23 Tweak documentation, remove unused parameters. plugins/citylife/citylife.c Nicolas Weeger, 2008-03-23 Fix memory leak. utils/mapper.c Nicolas Weeger, 2008-03-23 Fix documentation, no functional change. common/button.c image.c info.c init.c item.c player.c time.c treasure.c plugins/cfpython/cfpython_map.c random_maps/exit.c random_map.h treasure.c server/apply.c plugins.c rune.c spell_effect.c types/button/button.c types/exit/exit.c types/legacy/apply.c types/spell_effect/spell_effect.c types/trap/rune.c types/treasure/treasure.c Nicolas Weeger, 2008-03-23 Fix protocol issues regarding sent items: do not send invisible items. common/object.c Andreas Kirschbaum 2008-03-21 Fix protocol issues regarding face caching. socket/request.c Andreas Kirschbaum 2008-03-21 Implement strerror_local() for systems not having strerror_r(). common/porting.c Andreas Kirschbaum 2008-03-20 Fix some integer overflows in experience calculations. common/exp.c common/living.c include/libproto.h include/sproto.h server/attack.c server/skill_util.c Andreas Kirschbaum, 2008-03-08 Fix i18n bug resulting in erroneous output for 'statistics' command. include/languages.h Kevin Bulgrien, 2008-03-02 Generate a global list of monsters in maps, and list monsters on each map. utils/templates/map.template utils/mapper.c Added files: utils/templates/map_monster_after.template map_monster_before.template map_monster_between.template map_no_monster.template map_monster_one.template Nicolas Weeger, 2008-02-23 Generate a list of special equipment in maps. Not yet listed in the map page itself. utils/mapper.c Nicolas Weeger, 2008-02-22 Smarter pic generation for tiled maps. Fix crash if no map for quest. utils/mapper.c Nicolas Weeger, 2008-02-16 Remove obsolete functions (related to weather). random_maps/standalone.c utils/bwp.c mapper.c test/unit/common/stubs_common.c test/unit/random_maps/stubs_random.c test/unit/socket/stubs_socket.c Nicolas Weeger, 2008-02-17 Fix shifted pic for eg Titan. common/object.c: make get_multi_size() non static so can be used elsewhere. include/libproto.h utils/mapper.c Nicolas Weeger, 2008-02-17 Remove ltostr10 and doubletostr10. They were using static buffer, and are nicely replaced by stringbuffer_append_printf() or snprintf(). common/loader.l object.c porting.c include/libproto.h server/time.c test/unit/common/check_loader.c Nicolas Weeger, 2008-02-17 Unit test for get_ob_diff(). test/unit/common/check_loader.c test/unit/common/Makefile.am Nicolas Weeger, 2008-02-17 Tileset support, through '-tileset=' option. Default 'standard' tileset. utils/mapper.c Nicolas Weeger, 2008-02-16 Remove left-over from weather code. common/map.c utils.c include/map.h plugin.h sproto.h plugins/cfpython/include/cfpython_map_private.h plugins/cfpython/cfpython_map.c plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/c_misc.c init.c plugins.c weather.c Nicolas Weeger, 2008-02-16 Fix various warnings, remove unused variables/code. common/button.c languages.c server/attack.c c_misc.c spell_util.c socket/request.c sounds.c types/gate/gate.c Nicolas Weeger, 2008-02-14 Add 'race_restriction' key/value field, that enables to restrict an item to being appliable only for certain races. doc/Developers/objects server/apply.c Nicolas Weeger, 2008-02-14 Remove unused functions. common/porting.c include/libproto.h Nicolas Weeger, 2008-02-13 Better tiled maps handling. Now tiled maps are considered as one map, and all links will point to the group. utils/mapper.c Nicolas Weeger, 2008-02-13 Kind of update a few things. doc/handbook.ps doc/playbook/appA.tex chap3.tex Nicolas Weeger, 2008-02-09 Fix broken pics. doc/playbook/items-extract doc/playbook/Makefile.am Nicolas Weeger, 2008-02-09 socket/loop.c request.c: fix missing parameter. Nicolas Weeger, 2008-02-09 Use 'anim_suffix' in class selection to try to find a race/class animation. server/apply.c Nicolas Weeger, 2008-02-09 Some bases for sending race/class info to client. Not finished. doc/Developers/protocol: update. include/sockproto.h socket/loop.c request.c Nicolas Weeger, 2008-02-09 Helper stringbuffer function. common/stringbuffer.c include/stringbuffer.h Nicolas Weeger, 2008-02-09 Get quest information from map's lore. Generate quest index. utils/mapper.c utils/templates/map.template Added files: templates/map_no_quest.template map_one_quest.template map_with_quests.template quests.template quests_map.template quests_quest.template Nicolas Weeger, 2008-02-08 Include level of map in variables. Generate global map index by level. utils/mapper.c Added files: utils/templates/level.template level_map.template level_value.template Nicolas Weeger, 2008-02-08 Documentation, no functional change. common/anim.c: remove todo, done. doc/Developers/compound_animations.dox: added. doc/Developers/custom_attributes.dox: first version. doc/Developers/mainpage.dox: add the previous 2 pages. Nicolas Weeger, 2008-02-07 Add stringbuffer_append_printf(), stringbuffer_append_stringbuffer(), and stringbuffer_finish_shared(). common/stringbuffer.c include/stringbuffer.h Andreas Kirschbaum 2008-02-07 Change heading of high score command output to match the actual highscore data by using <> instead of [] around max grace, hp, and sp. The reason is that when [max x] gets to a client that supports mediaTags, the text is treated as a tag, and a log message is created about an unknown tag. server/hiscore.c Kevin Bulgrien, 2008-02-06 Use map's name on the slaying page. utils/mapper.c Nicolas Weeger, 2008-02-05 Add exits leading to a map. Changes tag to be coherent. utils/mapper.c utils/templates/map.template map_with_exit.template Added templates: utils/templates/map_exit_to.template map_no_exit_to.template map_with_exit_to.template Nicolas Weeger, 2008-02-05 Extract map page writing to separate function. Make names coherent. Delay map loading, reducing memory consumption. Use map name in exit list. Fix documentation. utils/mapper.c Nicolas Weeger, 2008-02-05 Always get map's name at cost of memory use. utils/mapper.c Nicolas Weeger, 2008-02-05 Parameter to toggle exit info generation. utils/mapper.c Nicolas Weeger, 2008-02-05 Simplify code. utils/mapper.c Nicolas Weeger, 2008-02-05 Fix warnings. utils/mapper.c Nicolas Weeger, 2008-02-04 Get the real map's name. utils/mapper.c Nicolas Weeger, 2008-02-04 Keep pointer to region instead of just the name. utils/mapper.c Nicolas Weeger, 2008-02-03 Major refactoring, to prepare for more fun things. utils/mapper.c Nicolas Weeger, 2008-02-03 Generate information on 'slaying' fields. Not complete yet, missing FORCE created by markers and other things. utils/mapper.c Nicolas Weeger, 2008-02-03 Add lore information to map page. utils/mapper.c Added files: utils/templates/map_lore.template map_no_lore.template Nicolas Weeger, 2008-02-03 common/object.c: fix memory leak. Nicolas Weeger, 2008-02-03 Remove weather code, unused and messy. include/global.h sproto.h tod.h common/init.c map.c lib/i18n/messages.en messages.fr settings server/c_misc.c commands.c init.c weather.c Nicolas Weeger, 2008-02-01 Fix for bug #1882265: Server failure when all exp_table entries commented out. common/exp.c: exit() in case of errors. lib/exp_table: enable a table by default. Nicolas Weeger, 2008-02-01 plugins/cfanim/cfanim.c, plugins/cfanim/include/cfanim.h, plugins/cfanim/include/cfanim_proto.h: Changed the name of variables that some C compilers considered as keywords. Yann "gros" Chachkoff 2008-02-01 socket/request.c: trash obsolete code (and version is checked for >= 1027 anyway). Nicolas Weeger, 2008-01-30 configure.in: Remove to eliminate autoconf complaints that configure.ac and configure.in exist. include/define.h: Add a comment to HOLE. include/, include/.cvsignore: svnversion.h should not be controlled in SVN so ignore it. Changed svn:ignore property accordingly. Kevin Bulgrien 2008-01-30 include/Makefile.am: Use hint at http://www.in-ulm.de/~mascheck/various/echo/ to try to remove a portability issue regarding use of echo -n. Kevin Bulgrien 2008-01-29 Fix for bug 1850524 - SDL clients crash when entering boat. Bogus scroll values were being sent on mapscroll, but only the SDL client did anything with the mapscroll variables, so only it saw problems. --- types/transport/transport.c: Store away player x and y positions so we can do proper comparisions. Move update of applier values out of if coordinates are different, since those need to get updated in all cases. MSW 2008-01-27 Changes for SVN: Fix for #1878361: "Hill Giants no longer throw boulders" Modified files: server/skills.c Yann "gros" Chachkoff, 2008-01-27 Fix for #1878323: "trunk server crashes when praying on alter" Modified files: server/gods.c Yann "gros" Chachkoff, 2008-01-27 New plugin: citylife. Adds NPCs to town, to make them more lively. See the plugin documentation for more details. Modified files: configure.ac: build new plugin. doc/Developers/mainpage.dox: link to plugin documentation. plugins/Makefile.am: build new plugin. Added files: plugins/citylife/include/citylife.h plugins/citylife/citylife.c plugins/citylife/Makefile.am Nicolas Weeger, 2008-01-27 Fix template plugin generation and compilation. plugins/template/plugin_template.c: fix compilation and parameter order for strncpy. plugins/template/create_plugin.sh: missing "exit" to quit if no name. Nicolas Weeger, 2008-01-26 utils/mapper.c: new option, "-regionslink", to generate a .dot file containing relationship between regions. New option "-noworldmap" to not generate the full world map. Use region's longname instead of the short name in regions index. Change world map size from 30xtiles to 50xtiles. Nicolas Weeger, 2008-01-26 .cvsignore files created in types subdirectories and svn:ignore set. Kevin Bulgrien Spelling mistakes corrected. README configure.ac doc/crossfire-server.man Kevin Bulgrien Solved an issue about the portability of strerror_r. common/porting.c Yann "gros" Chachkoff, 2008-01-25 Add F_BLESSED to send blessed status to client. include/newclient.h socket/item.c Nicolas Weeger, 2008-01-24 plugins/cfpython/cfpython.c: add EVENT_USER to defined constants. Nicolas Weeger, 2008-01-24 Documentation, no functional change. common/treasure.c: link functions to the relevant page. doc/Developers/collect.dox: new file. doc/Developers/mainpage.dox: link to collect process. doc/Developers/treasure_list.dox: add much content. Nicolas Weeger, 2008-01-16 Commit combat rebalancing. Combat is slower now, so less deadly. If player is idle, they get faster hp/sp regen. Allow generators to have limit on number of monsters they generate before disappearing. Starting characters all have same stat total (re-rolling may make the distribution different, but total will be the same). Add weapon_speed as an object attributed, and also add weapon_speed_left - distinct values fixes some odd speed bugs. Change encumberance for players - character can carry some portion with no slowdown. Allow more tuning for races (hp/sp/grace can be customized more) --- common/exp.c: Refine exp calculator (for dump) for monsters. This isn't used in play, but system gave too much bonus for resistances and speed, resulting in skewed exp values when using the dump values. common/living.c: Greatly reduce speed bonuses for high dex. Reduce damage and to hit bonuses from strength. Remove max_carry. Improve disease handling - player gets speed penalty from worse disease. Change speed benefits from magical devices. For players, give them extra hp/sp/grace based upon what the archetype says. Reduce rate of increase of wc and damage from melee skill. Implement new encumberance calculations. Add code to calculate weapon speed. common/loader.l: Add support for loading an saving weapon_speed and weapon_speed_left. doc/Developers/objects: Update notes for the generators to detail generator_limit doc/Developers/protocol: Add note about sc protocol 1029 (change way weapon speed is calculated) include/config.h: Add new defines related to encumberance handling. Also add new define related to characters base weapon speed include/newclient.h: Add MSG_TYPE_ATTACK_MISS include/newserver.h: Bump up SC_VERSION because of weapon_speed handling. include/object.h: Add weapon_speed, weapon_speed_left to object structure. include/player.h: remove weapon_sp from player structure. lib/exp_table: Add new experience table to slows down character advancment. (table D) server/attack.c: Display all attack messages, not just a portion of them. With slower combat, this is still reasonable, and is useful in debugging stages of combat. If not all messages are to be displayed, this should really be controlled by listen level and not random choice. server/login.c: Remove load/save support of weapon_sp in player file. Now an object attribute handled in common/loader.l server/player.c: Keep rolling stat until total is 105 (arbitrary value) - good for testing balance since all characters are closer in power. Add code to handle weapon_speed properly. server/server.c: Add weapon_speed_left handling. Give boost to players sp/hp/grace/food consumption when player is 'resting' server/skills.c: Change throw calculation based on new character encumberance server/skill_util.c: Add 'you miss foo' messages when attacking - otherwise hard to know what is going on. server/time.c: Modify generator code for max limiting of monsters. Functions that actually generate monsters were modified to return if in fact they generated a monster, so that generator_limit only happens if in fact that number of monsters were generated, not attempted to generate (otherwise generators go poof in room full of monsters because there is no space to make new monster). socket/request.c: Pull weapon_speed from object, not player structure when sending to client --- MSW 2008-01-13 Fix invalid check in test unit, resulting in failure. test/unit/common/check_object.c Nicolas Weeger 2008-01-13 Fix buffer overflows in get_ob_diff(), dump_object(), and dump_arch(). Introduce a new module stringbuffer which implements a buffer that can hold variable-sized strings. Makefile.am common/anim.c arch.c loader.l object.c include/global.h libproto.h Makefile.am server/c_misc.c c_wiz.c server.c types/gate/gate.c Added files: common/stringbuffer.c include/stringbuffer.h Andreas Kirschbaum 2008-01-12 Added more French help translations. lib/help/motd.fr lib/help/news.fr lib/help/output-count.fr lib/help/output.fr lib/help/output-sync.fr lib/help/party.fr lib/help/party_rejoin.fr lib/help/peaceful.fr lib/help/petmode.fr lib/help/pickup.fr lib/help/quit.fr lib/help/rename.fr lib/help/rules.fr lib/help/save.fr lib/help/shout.fr lib/help/showpets.fr lib/help/skills.fr lib/help/take.fr lib/help/use.fr lib/help/usekeys.fr lib/help/whereabouts.fr Yann Chachkoff (gros) 2008-01-10 Make 'player quits the game' in the same style as entered/leave messages. server/player.c Nicolas Weeger 2008-01-07 Documentation, no functional changes. doc/Developers/custom_attributes.dox: added include/define.h: document a few things. types/treasure/treasure.c: fix @file directive. Nicolas Weeger 2008-01-06 Add documentation generated by the converter program. This way, people don't have to get Gridarta to generate it. doc/Developers/fields/field_* doc/Developers/types/type_* Nicolas Weeger 2008-01-06 New small program to extract information from Gridarta's types.xml file and generate doxygen documentation. New files: doc/Developers/fields/README doc/Developers/types/README utils/gridarta-types-convert.c Modified file: doc/Developers/mainpage.dox Nicolas Weeger 2008-01-06 Fix multipart holes not animating properly. server/time.c: use convenient animate_object function. Nicolas Weeger 2008-01-05 Handle invalid file descriptors more gracefully. socket/init.c: reset a file descriptor when closing it. socket/loop.c: try to look up bad file descriptors and drop them. Nicolas Weeger 2008-01-04 Fix crash on invalid bulletwalls. server/time.c: ensure other_arch is not NULL. Nicolas Weeger 2008-01-03 Fix plugin-related potential crash. server/plugins.c: ensure msg has a newline at the end, else bad things happen. Nicolas Weeger 2008-01-03 Win32 compilation fixes. server/c_misc.c plugins.c: variable declaration/use order. Nicolas Weeger 2008-01-03 Win32 compilation fixes. plugins/cfpython/include/cfpython_proto.h: missing CF_PLUGIN. plugins/cfpython/cjson.c: variable order. Nicolas Weeger 2008-01-03 Win32 compilation fixes. include/win32.h: #define sleep. plugins/cfanim/include/cfanim_proto.h: missing CF_PLUGIN. Nicolas Weeger 2008-01-03 Fix variable being used while not initialized. server/player.c Nicolas Weeger 2007-12-28 Merge documentation change from wiki. doc/Developers/objects Kevin Bulgrien 2007-12-28 Fix variable being used while not initialized. server/player.c Nicolas Weeger 2007-12-28 No functional change, reformat object types defines for export to wiki page. include/define.h Kevin Bulgrien 2007-12-27 Fix spurious errors in log from plugins. common/arch.c: new function try_find_archetype(). include/libproto.h: new prototype. server/plugins.c: replace find_archetype() by try_find_archetype(). Nicolas Weeger 2007-12-27 plugins/cfpython/cfpython.c: fix invalid options when empty parameter. Nicolas Weeger 2007-12-26 Add support for user-defined events. Those can be called from the Python plugin. server/plugins.c plugins/common/include/plugin_common.h plugins/common/plugin_common.c plugins/cfpython/cfpython_object.c plugins/cfpython/include/cfpython_object_private.h plugins/cfpython/cfpython.c include/sproto.h include/plugin.h Yann Chachkoff (gros) 2007-12-23 Add error information to CrossfireMap.TriggerConnected, make magice_ear scriptable server/monster.c plugins/cfpython/cfpython_map.c Tchize 2007-12-22 Change skill animation to use anim_suffix instead of the name. server/skill_util.c Nicolas Weeger 2007-12-21 Fix missing animation first pic. Change animate_object to not alter the state, but merely ensure the pic is valid. Move state/face changing upstream. common/anim.c server/player.c server.c time.c Nicolas Weeger 2007-12-16 More compound animations. Make animations loop instead of resetting all the time. Fix missing first animation pic in some cases. common/anim.c server/skill_util.c Nicolas Weeger 2007-12-16 Add line/row info to cjson module upon error Tchize 2007-12-18 Added my missing entries to Changelog Tchize 2007-12-18 Add try_find_animation() for compound animations, LOG() again in find_animation(). common/anim.c include/libproto.h Nicolas Weeger 2007-12-16 Fix incorrect "setup sound FALSEFALSE" response. socket/request.c Andreas Kirschbaum 2007-12-18 Add Object.NoDamage and Object.RandomMovement to Python Crossfire Object. plugins/cfpython/cfpython_object.c plugins/cfpython/include/cfpython_object_private.h Nicolas Weeger 2007-12-16 Add 'apply' sound, sounds for spell casting. Give more sounds when emitter is in something on a map. doc/Developers/sound server/apply.c spell_util.c socket/sounds.c Nicolas Weeger 2007-12-16 New sound support. Check doc/Developers/sound. common/loader.l doc/Developers/protocol sound include/newserver.h object.h sockproto.h sounds.h server/apply.c attack.c player.c server.c spell_effect.c spell_util.c socket/request.c sounds.c types/cf_handle/cf_handle.c types/clock/clock.c types/hole/hole.c types/poison/poison.c types/spellbook/spellbook.c types/trapdoor/trapdoor.c types/trigger/trigger.c Nicolas Weeger 2007-12-16 Do not forget background music when swapping map. common/map.c Andreas Kirschbaum 2007-12-15 Do not include stray \n character in background_music field. Do not modify const strings. common/map.c common/region.c Andreas Kirschbaum 2007-12-15 Remove unused variables. common/image.c include/define.h global.h Nicolas Weeger 2007-12-15 Extract some code from massive move_monster(). server/monster.c Nicolas Weeger 2007-12-15 Remove redundant check. server/player.c: can_detect_enemy() calls on_same_map(). Nicolas Weeger 2007-12-15 Factorise wand charge draining code. include/sproto.h server/monster.c player.c spell_util.c Nicolas Weeger 2007-12-15 Real path-finding algorithm for monsters. Pretty basic, but works for now. server/monster.c Nicolas Weeger 2007-12-10 Fix trailing newline in i18n messing display. Convert \n to "real" newline. common/languages.c Nicolas Weeger 2007-12-09 Have player's language be a variable in player instead of a key/value. Makes things faster, no key lookup, and it's only useful for players anyway. common/languages.c include/player.h server/c_misc.c login.c player.c Nicolas Weeger 2007-12-09 Factorize compound animation code. common/anim.c include/libproto.h server/apply.c attack.c spell_util.c Nicolas Weeger 2007-12-09 Fix 0 destination coordinates warning for final exit of random maps. random_maps/exit.c Nicolas Weeger 2007-12-02 Enable a special exit to final map in random maps, through the 'final_exit_archetype' field. random_maps/exit.c random_map.c random_map.h reader.l Nicolas Weeger 2007-12-02 Add death animation to objects, through the key 'death_animation' (which should be an archetype). server/attack.c: check for a death animation to insert. Nicolas Weeger 2007-12-02 Fix bug #1828785: Possible false positive in the alchemy formula list. common/recipe.c: don't warn of same index id if not same cauldron. Nicolas Weeger 2007-12-01 Fix bug #1825685: "Got no region..." when creating weather. server/init.c: delay weather initialisation after other ones. Nicolas Weeger 2007-12-01 Fix some nrof issues when many items. Always return real money value. server/c_object.c: divide before multiply to avoid some overflows. server/c_wiz.c: nrof is uint32. server/shop.c: nrof is uint32. Money we know the real value. Nicolas Weeger 2007-12-01 Fix bug #1827100: Curse dection not working or problem with containers ? server/alchemy.c: ensure cursed items can be identified. server/skills.c: cauldrons are always checked for curse status, it is important to know it. Nicolas Weeger 2007-12-01 Fix bug #1841391: Item Power and pickup bug. common/object.c: check item_power for merging test. Nicolas Weeger 2007-12-01 Fix bug #1833943: Buffer overflow in item power calculation. include/define.h: MAX_WEAPON_ITEM_POWER set to 100. server/gods.c: make god refuse to enchant an already powerful item. types/weapon_improver/weapon_improver.c: change enchant logic to not enchant already powerful items. Nicolas Weeger 2007-12-01 Fix bugs #825265: Broken container images and #799392: 2.0 server mat container = chest. server/apply.c: store custom container image at container opening, and restore it later. Nicolas Weeger 2007-12-01 Adapted the compound animations code so that it properly works with multipart monsters. server/apply.c server/attack.c server/spell_util.c Yann Chachkoff (gros) 2007-11-25 ------------------------------------------------------------------------ r7575 | tchize | 2007-11-25 16:27:46 +0100 (dim, 25 nov 2007) | 2 lines Chemins modifiés : M server/attack.c Fix sigsegv when arrows are thrown by monster and hit (no wrapped object) ------------------------------------------------------------------------ r7573 | tchize | 2007-11-25 16:06:45 +0100 (dim, 25 nov 2007) | 4 lines Chemins modifiés : M server/attack.c probable fix for [ 1835332 ]. At least, now, the experiences for throwing object is rewarded to a skill. -- Refactor poisoning code. server/time.c server/ob_types.c include/sproto.h include/typesproto.h types/poisoning/poisoning.c types/legacy/process.c types/Makefile.am Alex Schultz 2007-11-28 Added support for compound item apply animations server/apply.c Yann Chachkoff (gros) 2007-11-25 Refactor peacemaker code. server/ob_types.c server/spell_effect.c include/sproto.h include/typesproto.h types/peacemaker/peacemaker.c types/legacy/process.c types/Makefile.am Alex Schultz 2007-11-25 Refactor gate code. server/time.c server/ob_types.c include/sproto.h include/typesproto.h types/gate/gate.c types/legacy/process.c types/Makefile.am Alex Schultz 2007-11-23 Refactor savebed, poison, cf_handle, treasure, and weapon_improver code. Generalize 'killer' message for poison objects. server/ob_types.c server/apply.c server/attack.d include/sproto.h include/typesproto.h types/legacy/apply.c types/Makefile.am types/savebed/savebed.c types/poison/poison.c types/cf_handle/cf_handle.c types/treasure/treasure.c types/weapon_improver/weapon_improver.c Alex Schultz 2007-11-21 ------------------------------------------------------------------------ r7550 | tchize | 2007-11-20 20:35:08 +0100 (mar, 20 nov 2007) | 3 lines Chemins modifiés : M common/map.c Fix for [ 1825248 ] Logging missing apartment map for player as error The "can not load original map" message are now debug level for player appartments, but stay error level for normal maps ------------------------------------------------------------------------ r7549 | tchize | 2007-11-20 20:25:26 +0100 (mar, 20 nov 2007) | 2 lines Chemins modifiés : M common/map.c Fix for [ 1823026 ] Server accepts map files missing size attributes ------------------------------------------------------------------------ r7547 | tchize | 2007-11-20 19:03:14 +0100 (mar, 20 nov 2007) | 2 lines Chemins modifiés : M server/c_object.c Fix #1825589 Cheat bug with containers (access to locked container without key) ------------------------------------------------------------------------ r7545 | tchize | 2007-11-20 00:18:12 +0100 (mar, 20 nov 2007) | 5 lines Chemins modifiés : M plugins/cfpython/Makefile.am M plugins/cfpython/cfpython.c A plugins/cfpython/cjson.c JSON notation support for parameters This notation will make it easier to customize script from editor interface. For performances reasons, the JSON parser is C implemented. It's LGPL but was converted to GPL for crossfire ------------------------------------------------------------------------ r7531 | tchize | 2007-11-18 19:03:18 +0100 (dim, 18 nov 2007) | 2 lines Chemins modifiés : M server/time.c Fixed a sigsegv when maker is outside of map -------------- Added support for compound spellcasting animations server/spell_util.c common/object.c Yann Chachkoff (gros) 2007-11-18 Added support for compound attack animations (displaying a custom animation sequence when attacking with a weapon) server/attack.c server/time.c server/server.c include/object.h include/global.h common/loader.l common/anim.c Yann Chachkoff (gros) 2007-11-18 Added support for changing the FLAG_ANIMATED from cfpython. plugins/cfpython/cfpython_object.c plugins/cfpython/include/cfpython_object_private.h Yann Chachkoff (gros) 2007-11-18 Misc fixes, no functional change. common/languages.c: convert to UTF-8, fix comment, add missing new line at end. doc/Developers/object.dox: fix references. include/spellist.h: fix comment. lib/i18n/messages.fr: convert to UTF-8. server/c_misc.c hiscore.c: fix comments. Nicolas Weeger 2007-11-17 ------------------------------------------------------------------------ r7518 | tchize | 2007-11-17 18:31:20 +0100 (sam, 17 nov 2007) | 6 lines Chemins modifiés : M plugins/cfpython/cfpython_object.c Added a "removed" check in CrossfireObject.InsertInto This check is needed because backend proprety of cfapi issue error messages when it's not the case and the python CrossfireObject.RemoveObject issue a free that make object unusable. ------------------- Adds basical i18n support for help and "static" server strings. Modified files: common/init.c Makefile.am include/includes.h libproto.h sproto.h lib/Makefile.am server/c_misc.c commands.c Added files: server/trunk/common/languages.c include/languages.h lib/help/*.en lib/i18n/messages.fr messages.en Removed files: lib/help/* (old help files) Yann Chachkoff (gros) 2007-11-17 ------------------------------------------------------------------------ r7508 | tchize | 2007-11-16 14:24:51 +0100 (ven, 16 nov 2007) | 10 lines Chemins modifiés : M common/button.c M common/time.c M include/autoconf.h.in M include/libproto.h M include/sproto.h M include/tod.h M plugins/cfanim/include/cfanim_proto.h M plugins/cfpython/cfpython.c M plugins/cfpython/cfpython_map.c M plugins/cfpython/cfpython_object.c M plugins/cfpython/include/cfpython_map_private.h M plugins/cfpython/include/cfpython_object_private.h M plugins/cfpython/include/cfpython_proto.h M plugins/common/include/plugin_common.h M plugins/common/plugin_common.c M server/plugins.c M test/unit/common/Makefile.am M test/unit/common/check_time.c Plugins Added Trigger, updated TimeOfDay and glowRadius Add support to trigger a specific "connected" from plugins Add support to get timeofday names (seasons, months, weeks, day, period of day) Add in timeofday the notion of period of the day (Night, Morning, Noon, etc) Fixed glowRadius setter priperty in plugin interface so changes are reflected to user's UI Add EVENT_TRIGGER call to all objects triggered in a connected chain autogen.sh invoked Note: those changes were necessary to build some basic tod based scripts ------------------------------------------------------------------------ r7502 | tchize | 2007-11-09 18:58:49 +0100 (ven, 09 nov 2007) | 2 lines Chemins modifiés : M include/version.h removed FIXME comment, kbulgrien fixed it. ----------------------- Adding svnversion.h to SVN was not a good idea. It will get re-committed over and over even though that was not the intent. Removed. Move include prior to all other directories to be sure svnversion.h is built prior to inclusion in any other source file. Makefile.am include/svnversion.h include/version.h Kevin Bulgrien 2007-11-09 Add Log() support to python scripts David Delbecq (tchize) 2007-11-09 Add SVN version to the server version (as -rnnnn suffix) reported at server startup, by the player "version" command, and by the metaservers. The method to for adding the SVN version information was copied from the client. The expanded version information should not be generated if the sources are built outside of an SVN checkout. configure.ac server/init.c server/server.c include/version.h include/svnversion.h include/Makefile.am socket/metaserver.c Kevin Bulgrien 2007-11-08 Remove support for spellcasting objects using sp/dam fields. common/loader.l Andreas Kirschbaum 2007-11-04 Fix collect script to not insert editor_folder lines into nested inventory objects. lib/collect.pl.in Andreas Kirschbaum 2007-11-03 Adapt alchemy formulas to changed archetypes. lib/formulae: rename "shoes" to "pair of shoes". Andreas Kirschbaum 2007-11-03 Remove useless 'start_holding' field. include/object.h server/server.c Nicolas Weeger 2007-10-28 Remove unused 'tooltype' field. common/loader.l include/object.h Nicolas Weeger 2007-10-28 Fix for bug #1693250: loader.c isn't correctly generated. configure.ac: remove AM_MAINTAINER_MODE macro, no one remembers why it was set. Nicolas Weeger 2007-10-27 server/login.c: Fix file handle leaks in save_player() and check_login(). Andreas Kirschbaum 2007-10-25 Don't remove inventory if player save fails. Warn online DMs. server/login.c Nicolas Weeger 2007-10-24 Fix for bug #1815251: Multiple 'the' displayed in party who. Moved player listing code to own function, call it from command_who and party who. Move 'who' format checking to load_settings(). include/sproto.h server/c_misc.c c_party.c init.c Nicolas Weeger 2007-10-20 common/map.c: Add misisng call to unlink() empty unique maps. Fixes bug 1799361 - Permadeath corpse reproduction. Bug is more general - any unique object could be duplicated, so long as it was the only unique object on the map. MSW 2007-10-03 server/pets.c: Add missing call to get_map_from_coord() - summoned big creatures on tiled maps end up having incorrect map/coordinate data set, resulting in crash. Fixes bug 1800719 MSW 2007-10-02 server/c_object.c: Add call to fix_object() in pick_up_ob() - this causes player weight & speed to be recalculated - fixes bug 1799411 where this wasn't happening. MSW 2007-10-01 server/c_range.c: Bug fix for [ 1804610 ] cast : info.c:message_callback: unidentified messages. Text output to the gtk2 client may not contain text enclosed in square brackets... which is probably a bug in and of itself. socket/info.c: doxygenated parameters for draw_ext_info() and draw_ext_info_format(). Kevin Bulgrien 2007-09-30 server/plugins.c: fix wrong #define leading to crashes. Nicolas Weeger 2007-09-28 common/map.c: Move update_buttons() from ready_map_name() to load_original_map() - in this way, button state is not reset when swapping a map back into memory, but button state is still verified at first load. Fixes bug 1706075. MSW 2007-09-27 server/gods.c: modify god_enchants_weapon() to increase item_power of weapon by 1 each time god improves it. This make sense, but also fixes bug 1696807 - if the weapon has item_power 0, when player logs on, game will calculate new item power, which may be quite surprising to character. If item_power is set, new item_power won't be calculated. Note: For trunk, item_power was not recalculated, but I think the changing of item_power is just good for some balance. MSW 2007-09-27 Fix some hiscore changes - some functions were not passing in quiet flag when they should have been, etc. -- server/apply.c: Remove some code that sees if player can save - update_score() does this, so no reason to have it in both places. server/hiscore.c: Add check not to save 0 scores. server/login.c: Be quiet for backup saves. server/server.c: Be quiet for backup saves. --- MSW 2007-09-27 Face/animation related plugin functions. --- Enable a plugin to find a face, and change face or animation. Make property name coherent with others. include/plugin.h sproto.h plugins/cfanim/cfanim.c server/plugins.c --- Add wrapper for find_face(). plugins/common/include/plugin_common.h plugins/common/plugin_common.c --- Add Object.AnimSpeed and Object.Anim, fix face handling. plugins/cfpython/cfpython_object.c plugins/cfpython/include/cfpython_object_private.h --- Add Crossfire.FindFace() and Crossfire.FindAnimation() plugins/cfpython/cfpython.c --- doc/Developers/python.ps: updated Nicolas Weeger 2007-09-27 Couple bug fixes related to 1713188 - dropall performance issues. --- include/config.h: Increase SOCKETBUFSIZE - should help reduce premature dropped connections. server/c_object.c: Improve dropall logic - instead of calling fix_object() for each object dropped, call it just once for the entire stack - should improve performance considerably. This also fixes sending updated weight information to the client for each object dropped (player weight 1000, player weight 995, player weight 992, etc), so may help on dropped connections. MSW 2007-09-26 common/object.c: Modify can_pick() so you are not allowed to pick up multipart objects. insert_ob_in_ob() doesn't let it happen, but this way, at least the player gets a message. Also cleaned up function so it is easier to read. MSW 2007-09-26 Adding the minor, medium and major Potions of Life to the treasure list so they can be found in shops, dungeons, et al. -- server/branches/1.x/lib/treasures -- RJT 2007-09-26 Renamed "potion of invulnerability" to "potion of shielding." Hopefully this will remove player confusion as to why one takes damage from all attack types (except physical) when drinking this potion. -- arch/trunk/potion/potioninv.arc maps/trunk/pup_land/begin/adv server/trunk/lib/treasures --- RJT 2007-09-26 Add support for periodic updating of hiscore information for players - fixes bug 1735262. Main change was to modify check_score() to take a flag that determines if messages related to high score placement should be displayed or not. -- include/sproto.h: Rebuilt because of change to check_score() server/apply.c: Change calls to check_score() to take quiet flag. server/c_wiz.c: Change calls to check_score() to take quiet flag. server/hiscore.c: Modify check_score to take quiet flag, update function not to print messages if it is set. server/login.c: Change calls to check_score() to take quiet flag. server/player.c: Change calls to check_score() to take quiet flag. server/server.c: Add calls to check_score() when doing autosaves as well as when player connection is unexpected terminated. -- MSW 2007-09-25 Always destroy projectiles having no_drop when they stop being a projectile. This prevents arrows and weapons fired from summoned monsters to stick to the ground/into the victim's inventory. -- common/objects.c: Remove static modifier from free_object2(). server/attack.c: In hit_with_arrow() destroy no_drop arrows. server/time.c: In stop_item() and fix_stopped_arrow() destroy no_drop projectiles. Add new function free_no_drop() to check for and destroy objects having no_drop. Andreas Kirschbaum 2007-09-20 Fix bug 1763098 - wrong key placement in random maps. The key placement breaks if there is a normal door next to the locked door, so modify code to remove normal doors next to locked doors. On broken test map, this change results in key being placed in right area. -- random_maps/treasure.c: Update some comments on keyplace(), since the comments did not go into limitations on what keyplace does. Add remove_adjacent_doors() to remove the doors, and call to function from lock_and_hide_doors() MSW 2007-09-18 Fix bug 1790456 - dropall with count drops more than 'count' of each object. server/c_object.c: in command_dropall(), after each call to drop(), set op->contr->count back to original value - drop() sets it to 0. MSW 2007-09-17 Add ability to specify port that crossfire listens to in settings file. Handy when you want to run 2 servers on same host and don't want to mess with command line options. -- lib/settings: Add port variable and comment on its usage. server/init.c: Add code to handle port value in settings file. MSW 2007-09-17 Fix chaos attacktypes when used from a weapon - Fixes bug 1795875. Problem was target of attack was getting attacktype changed, and attacker was never getting chaos attacktypes. -- include/attack.h: move ATTACKS array and Chaos_Attacks structure here. server/attack.c now needs that data, so having it only in server/spell_util.c no longer works. server/attack.c: Remove call to shuffle_attack(), instead just update the local type (attack type) variable. server/spell_util.c: Remove ATTACKS array - moved to include/attack.h. MSW 2007-09-16 Fix problems with player updating client with spell handling - should all work now. -- server/login.c: Move esvr_add_spells() and fix_object() to after esvr_new_player() - when client gets new player protocol from server, it purges all info it has, including spell data. server/player.c: Remove the line that clears the monitor_spells in the socket structure. With the clear there, if you play a new character on the same server (savebed, a to play again), this second character doesn't get any spells. socket/request.c: Check to see if pl->spell_state is non null in esrv_update_spells() - in this way, server doesn't try to update spells on client before the first add_player_spells() is called. -- MSW 2007-09-16 server/pets.c: Always mark inventory objects as FLAG_NO_DROP, not only objects created from randomitems attribute and having nrof=0. Always expand randomitems; do not omit it for player summoned monsters or golems. Andreas Kirschbaum 2007-09-16 Add a message when explore mode is disabled. Add help file for this command. lib/Makefile.am server/c_misc.c Added file: lib/help/explore Nicolas Weeger 2007-09-16 Fix many objects getting applied with 'a' key. server/apply.c: use METHOD_OK for success, not 1. Nicolas Weeger 2007-09-15 Fix player teleported on wrong HallOfSelection for race if dying before class selection. server/player.c Nicolas Weeger 2007-09-15 Add an 'empty' command, that puts all contents of a (or all) container either on ground or in player's opened container. include/sproto.h lib/Makefile.am server/c_object.c commands.c Added file: lib/help/empty Nicolas Weeger 2007-09-09 lib/metaserver2: Update with official metaserver2 location. MSW 2007-08-31 Remove support for obsolete 'fly_on/fly_off/walk_on/walk_off' attributes. -- doc/Developers/objects: Update documentation about no_pass attribute. doc/{checkarch,collect}.pl.in: Check for move_on/off instead. common/loader.l: Remove support for fly_on/fly_off/walk_on/walk_off attributes. Andreas Kirschbaum 2007-08-25 Fix incorrect lookup_spell_by_name() that prevented eg marking runes to work. server/spell_util.c Nicolas Weeger 2007-08-23 Fix mistake in check logic, preventing from building connected items. server/build_map.c Nicolas Weeger 2007-08-23 Fix bug #1779574: can destroy outer walls in lone town apartment, level 2. server/build_map.c: fix can_build_over(), add missing check. Nicolas Weeger 2007-08-23 lib/help/{fire,fire_stop}: Add help for "fire" and "fire_stop" commands. Andreas Kirschbaum 2007-08-22 Don't display an evil error message when trying to reset a map with a player on. server/c_wiz.c Nicolas Weeger 2007-08-20 Write when an item is glowing. common/item.c: add "glowing" to glowing items. types/legacy/legacy_describe.c: LAMP have some description, too. Nicolas Weeger 2007-08-20 Fix item update on ground. Factorize code. Add increase_ob_nr() function. include/libproto.h common/object.c Nicolas Weeger 2007-08-18 Various small fixes. common/exp.c: fix comment. include/plugin.h: make fname const char*. server/c_party.c: say something if no parameter to gsay. server/c_wiz.c: remove some useless tests. server/init.c: make get_racelink() abort() if memory failure. server/monster.c: fix comment. Nicolas Weeger 2007-08-16 Fix spurious function replace_insert_ob_in_map(), document it. Implement unit test for that. common/object.c test/unit/common/check_object.c Nicolas Weeger 2007-08-16 Partial fix for #1772759: Too much alchemy causes client crash. common/object.c: correctly send/remove object when in container the player is looking into. Nicolas Weeger 2007-08-12 Fix plugin documentation, add some .ps version made from the wiki. This fixes bug #1537236: cfpython 2.0 - documentation missing. doc/plugins doc/Developers/Makefile.am plugins python README Added files: doc/Developers/plugins.ps python.ps Nicolas Weeger 2007-08-12 Save maps into a .savefile first, then rename if success. Flush files. This should fix bug #1542893: Full disk destroys player's apartment. common/map.c include/map.h server/c_wiz.c swap.c Nicolas Weeger 2007-08-12 Don't delete (partial) map from memory in case of save error, warn DMs. include/libproto.h map.h sproto.h common/loader.l map.c server/c_wiz.c login.c swap.c Nicolas Weeger 2007-08-11 Add new NDI_ALL_DMS to send a message to all connected DMs. Used in case of errors. include/newclient.h socket/info.c Nicolas Weeger 2007-08-11 server/player.c: fix find_better_arrow() comment, allow parameter to be NULL. Nicolas Weeger 2007-08-11 doc/Developers/map.dox: add some real content. Nicolas Weeger 2007-08-09 doc/playbook-html/Makefile.am,doc/spoiler-html/Makefile.am: Update the clean directive to remove the png files, since that is what is now used, and not gif files. MSW 2007-08-08 Server support for Metaserver2: acinclude.m4: Add LIBCURL_CHECK_CONFIG macro, used by configure. configure.ac: Add check for pthread, LIBCURL. Extra logic to display if we will build with metaserver2 support lib/Makefile.am: add metaserver2 to list of files to install. lib/metaserver2: Settings file for metaserver2 support. server/init.c: Add call to metaserver2_init() during startup. include/metaserver2.h: Header file include metaserver2 related data. include/autoconf.h.in: Rebuilt include/sockproto.h: Rebuilt with new metaserver2 functions. socket/metaserver.c: metaserver2 update logic added. MSW 2007-08-08 Remove useless parameter. include/sproto.h server/pets.c server.c swap.c Nicolas Weeger 2007-08-06 Rename remove_door2() to remove_locked_door(). include/sproto.h server/player.c time.c types/legacy/process.c Nicolas Weeger 2007-08-06 Documentation, no functional change. doc/Developers/login.dox: new file. doc/Developers/mainpage.dox include/define.h player.h socket/init.c Nicolas Weeger 2007-08-06 Various fixes. server/c_misc.c: display information for weather even if turned off. server/commands.c: make 'archs' a wizard command. Nicolas Weeger 2007-08-05 Use safe string functions. Removed unused parameters. Rename init_spells() to check_spells(). common/recipe.c include/sproto.h server/init.c spell_effect.c spell_util.c Nicolas Weeger 2007-08-05 Use safe string functions. Removed unused parameters. include/sproto.h server/skill_util.c skills.c Nicolas Weeger 2007-08-05 Use safe string functions. common/living.c include/sproto.h server/c_misc.c skill_util.c Nicolas Weeger 2007-08-05 Remove unused defines, functions and parameters. common/living.c include/commands.h map.h sproto.h server/c_misc.c c_party.c login.c player.c resurrection.c win32.c socket/request.c Nicolas Weeger 2007-08-05 Remove unused parameter. include/sproto.h server/server.c test/unit/server/comet_perf.c Nicolas Weeger 2007-08-05 Remove unused command_generate(). include/sproto.h server/c_wiz.c Nicolas Weeger 2007-08-05 include/config.h: fix default emergency path/coordinates. Nicolas Weeger 2007-08-05 Merge NewServerCommands to ServerCommands, remove unused SocketCommands declaration. include/commands.h server/c_new.c commands.c Nicolas Weeger 2007-08-05 Remove unused parameter from fire_bow(). include/sproto.h server/monster.c player.c Nicolas Weeger 2007-08-05 Remove unused parameter from fatal_signal(), make signal handlers static. include/sproto.h server/init.c Nicolas Weeger 2007-08-05 Remove unused loading field. include/player.h server/c_wiz.c server.c Nicolas Weeger 2007-08-05 include/newserver.h: fix documentation. Nicolas Weeger 2007-08-05 Documentation, no functional change. Doxyfile common/living.c map.c object.c doc/Developers/mainpage.dox include/artifact.h attack.h commands.h config.h define.h face.h global.h god.h image.h includes.h living.h loader.h logger.h map.h material.h newclient.h object.h skills.h spells.h random_maps/random_map.h room_gen_onion.c room_gen_spiral.c special.c treasure.c test/unit/server/check_c_object.c server/apply.c attack.c c_chat.c c_object.c shop.c Nicolas Weeger 2007-08-05 Documentation, no functional change. include/newclient.h newserver.h ob_methods.h ob_types.h object.h path.h player.h plugin.h re-cmp.h recipe.h shstr.h skills.h sounds.h spellist.h spells.h tod.h treasure.h win32.h server/skill_util.c spell_util.c time.c weather.c win32.c Nicolas Weeger 2007-08-04 Documentation, no functional change. common/shstr.c include/race.h server/commands.c daemon.c hiscore.c init.c login.c main.c server.c Nicolas Weeger 2007-08-03 Fix compilation, document compile command line. utils/mapper.c Nicolas Weeger 2007-07-31 Move read_client_images() from socket/ to common/. common/image.c include/image.h libproto.h sockproto.h socket/image.c Nicolas Weeger 2007-07-31 Documentation, no functional change. server/apply.c c_chat.c c_object.c c_party.c c_range.c ob_methods.c ob_types.c player.c resurrection.c Nicolas Weeger 2007-07-29 Documentation, no functional change. server/c_move.c c_new.c move.c Nicolas Weeger 2007-07-29 Documentation, no functional change. server/c_wiz.c Nicolas Weeger 2007-07-27 Documentation, no functional change. Doxyfile: enable svn:keywords property. Various tweaks. New files: doc/Developers/archetype.dox artifact.dox client.dox connected.dox general.dox mainpage.dox map.dox misc.dox object.dox player.dox region.dox treasure_list.dox Nicolas Weeger 2007-07-27 Documentation, no functional change. plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/spell_attack.c spell_effect.c Nicolas Weeger 2007-07-26 Documentation, no functional change. include/sproto.h: fix paramss to params for coherence. server/c_misc.c Nicolas Weeger 2007-07-25 server/plugins.c: sanity checks on parameters for usual crashing culprit. Nicolas Weeger 2007-07-25 Documentation, no functional change. server/pets.c swap.c Nicolas Weeger 2007-07-23 Remove unused return values. Fix wrong return for cure_disease. Remove hardcoded value. include/sproto.h server/disease.c Nicolas Weeger 2007-07-17 Change function return type for coherence with experience. common/exp.c info.c include/libproto.h Nicolas Weeger 2007-07-17 Remove obsolete color_bg handling. common/image.c lib/collect.pl.in Nicolas Weeger 2007-07-17 No functional changes - various cleanups to reduce number of compiler warnings when compiled with -Wall - makes it easier to catch real errors. Most things changed/fixed are missing returns in non void functions, missing includes, declared but unused variables, not escaping #include sproto in CEXTRACT checks. MSW 2007-07-16 -- Changed files: common/object.c common/button.c common/logger.c common/loader.l common/living.c common/map.c common/treasure.c common/glue.c include/libproto.h include/define.h include/sproto.h plugins/cfpython/cfpython.c plugins/cfanim/cfanim.c random_maps/standalone.c server/apply.c server/attack.c server/c_chat.c server/c_object.c server/c_wiz.c server/ob_methods.c server/ob_types.c server/shop.c server/skill_util.c server/skills.c server/time.c socket/item.c socket/lowlevel.c socket/info.c test/toolkit/toolkit_common.c test/unit/random_maps/stubs_random.c test/unit/server/check_attack.c test/unit/server/check_c_party.c test/unit/server/check_c_object.c test/unit/server/comet_perf.c test/unit/common/check_object.c test/unit/common/stubs_common.c test/unit/socket/stubs_socket.c types/shop_inventory/shop_inventory.c types/common/common_apply.c types/spellbook/spellbook.c types/skillscroll/skillscroll.c server/Makefile.am: Don't include main.c when building sproto.h MSW 2007-07-16 test/unit/server/Makefile.am, test/bugs/bugtrack/Makefile.am: Remove duplicate build directions for libtypes.a MSW 2007-07-16 common/shstr.c, include/shstr.h, server/c_misc.c: Move SS_STATISTICS from shstr.h to shstr.c - c_misc.c also includes the file, and got warnings about unused static variables. - MSW 2007-07-16 Add support for using png files for html handbook and spoiler - png support is common enough in browsers now days that don't need to convert to gif. Reduces tool requirements to build documents (as it is a simple copy for the png, vs actual conversion), and speeds up building the files dramatically. -- doc/scripts/makeps.pl: Add png output handling. What this amounts to is doing a hard link to the original png file. doc/playbook-html/Makefile.am, doc/spoiler-html/Makefile.am: Use png output for images now, not gif. MSW 2007-07-16 plugins/cfpython/cfpython_object.c: don't try to insert a NULL object. Nicolas Weeger 2007-07-16 Remove "random_move" field, "random_movement" exists. common/loader.l utils/bwp.c Nicolas Weeger 2007-07-16 Remove obsolete/unused things. common/glue.c item.c map.c utils.c include/define.h plugins/cfpython/cfpython.c socket/request.c Nicolas Weeger 2007-07-15 Remove unused field. include/newserver.h socket/init.c request.c Nicolas Weeger 2007-07-15 Fix spoilers generation. giftrans is now disabled. doc/playbook/Makefile.am doc/playbook-html/Makefile.am doc/scripts/Makefile.in makeps.pl doc/spoiler/Makefile.am doc/spoiler-html/Makefile.am doc/spoiler-html/spoiler.html: removed as it's generated by make archive Nicolas Weeger 2007-07-15 server/skills.c: Fix crash - using incorrect map pointer in call to get_map_ob MSW 2007-07-11 Tentative fix for bug #1746208: Critical crash with 'printlos'. common/los.c: use safe string functions. Use 0/100 for view instead of 0-100. Nicolas Weeger 2007-07-11 socket/request.c: In map sending routine, use object anim_speed if so for animation speed instead of object speed. Allows for zero speed objects to be animated, also matches behavior for inventory items. MSW 2007-07-09 Documentation, no functional change. common/object.c server/rune.c Nicolas Weeger 2007-07-09 Remove superfluous calls to esrv_del_item (since remove_ob calls it if needed). Remove now unused send_removed_object function. Change esrv_send_item to esrv_update_item. common/item.c server/c_object.c c_wiz.c gods.c player.c plugins.c shop.c skills.c spell_effect.c time.c types/spell_effect/spell_effect.c Nicolas Weeger 2007-07-09 Update face information below player if it changes. Add P_PLAYER mapflag field, as well as pointer to player on space making it easy to find players on a space. Fix for bug 1735459 --- common/map.c: Modify update_position() to look for player and update MapSpace accordingly. common/object.c: update_object(): If player is object, update map attributes immediately. Add handling for face or object changes. include/map.h: Add SET/GET_MAP_PLAYER, player * to MapSpace, P_PLAYER flag --- MSW 2007-07-08 Documentation, no functional change. Change some #define to enum for grouping purposes. include/map.h Nicolas Weeger 2007-07-08 Try to factor esrv_del_item and esrv_send_item into remove_ob() and insert_ob_in_ob(). Fix calls to esrv_send_item that are really esrv_update_item(). common/object.c treasure.c include/newclient.h random_maps/standalone.c server/apply.c attack.c c_object.c c_wiz.c gods.c player.c plugins.c skills.c shop.c spell_effect.c time.c socket/item.c test/unit/common/stubs_common.c types/armour_improver/armour_improver.c types/lamp/lamp.c types/lighter/lighter.c Nicolas Weeger 2007-07-05 Remove crossedit-related documentation, replace with Gridarta. Removed: doc/Crossedit.doc crossedit.man Modified: doc/Makefile.am doc/Developers/objects mapguide random-maps testplans Nicolas Weeger 2007-07-05 server/c_range.c: don't lose golem if only consulting the spell list. Nicolas Weeger 2007-07-05 Hopefully fix invalid player count on map. Now handled by remove_ob() and insert_ob_in_map() directly. Also handled by leave() as the player leaves badly the game in this case. Remove now unused leave_map() function. common/object.c include/map.h sproto.h server/apply.c login.c player.c server.c Nicolas Weeger 2007-07-04 Fix bug #1735283: shining amulet of repulsion behaves strangely. common/object.c: remove stacking logic for blockview items, obsolete with map_layer. Nicolas Weeger 2007-07-02 lib/help/skills, lib/Makefile.am: Add help for skills command. Andreas Kirschbaum 2007-07-02 Documentation, no functional changes. include/timers.h server/timers.c Nicolas Weeger 2007-07-01 Change behavior of shop mats: do not fail if the destination shop mat is blocked. This prevents players from being trapped inside shops if the outside shop mat has been blocked with earthwalls. --- server/move.c: In teleport() place player on destination shop mat even if it is blocked. Andreas Kirschbaum 2007-06-27 server/attack.c: don't say '(pk)' if duel, makes it easier to check for real pk. Nicolas Weeger 2007-06-22 Party unit tests (partial). test/unit/server/check_c_party.c Makefile.am Nicolas Weeger 2007-06-22 server/c_party.c: fix mistake in party removal. Nicolas Weeger 2007-06-22 common/shstr.c: Remove C++ style comment. include/map.h, include/player.h: Fix 'comma at end of enumerator list' warnings. types/food/food.c: Fix missing math.h include. (Harmless but caused a warning) Alex Schultz 2007-06-21 server/time.c: make detectors able to find players (slaying set to 'player'). Nicolas Weeger 2007-06-20 server/plugins.c: add PLUGIN_DEBUG to log plugin activity, off by default (log gets filled with debug info which is not usually relevant). Nicolas Weeger 2007-06-18 server/skills.c: correctly copy spell's path_repelled field when inscribing a scroll, so casting from said scroll works with MOVING_BALL. Nicolas Weeger 2007-06-18 server/login.c: Fix crash at login if player is set to rejoin party, and that party does not exist - shouldn't try to use partyname from null structure. MSW 2007-06-17 Documentation, no functional change. server/skill_util.c skills.c Fix variable name confusion Doxygen. random_maps/standalone.c test/unit/random_maps/stubs_random.c test/unit/common/stubs_common.c test/unit/socket/stubs_socket.c utils/bwp.c mapper.c Nicolas Weeger 2007-06-17 Documentation, no functional change. server/disease.c gods.c spell_effect.c Nicolas Weeger 2007-06-17 Fix bug #1735464: Reset command does not accept relative names. server/c_wiz.c Nicolas Weeger 2007-06-16 Remove Crossedit, replaced by Gridarta. See http://sourceforge.net/projects/gridarta for more information. Removed paths: crossedit test/unit/crossedit Modified paths: acinclude.m4 configure.ac Makefile.am include/autoconf.h.in define.h global.h object.h common/button.c init.c loader.l map.c object.c server/init.c login.c test/bugs/bugtrack/check_1727944.c test/unit/Makefile.am Nicolas Weeger 2007-06-13 Add some unit tests. test/unit/server/check_c_object.c Makefile.am test/unit/common/check_object.c Nicolas Weeger 2007-06-13 Tentative optimizations, shouldn't cause issues but need testing. common/object.c: fix_object() doesn't need to be called all the time. server/c_object.c: why is player/monster removed then inserted? if special case, please document why Nicolas Weeger 2007-06-10 Partial fix for #1735275: Server sends incorrect spell info data. server/login.c: send spell before calling fix_object() which updates spells. Nicolas Weeger 2007-06-10 Tentative fix for #1735272: Server sends invalid item tags server/plugins.c: don't send invisible objects, they're never sent to the client. Nicolas Weeger 2007-06-10 test/bugs/bugtrack/check_1727944.c: fix ininitialized variable, reduce # of tests as the test isn't that meaningful. Nicolas Weeger 2007-06-10 Disable unimplemented tests, remove quests tests. test/unit/common/Makefile.am test/unit/common/check_quest.c: removed test/unit/random_maps/Makefile.am test/unit/server/Makefile.am test/unit/socket/Makefile.am Nicolas Weeger 2007-06-10 Fix accidentally broken unit test. test/unit/common/check_arch.c: use correct type/subtype. Nicolas Weeger 2007-06-10 Fix Win32 compilation. common/loader.l logger.c re-cmp.c make_win32/crossfire32.dsp installwin32.bat plugins/cfanim/include/cfanim_proto.h plugins/cfpython/cfpython_object.c random_maps/floor.c treasure.c Nicolas Weeger 2007-06-10 utils/mapper.c: fix compilation. Fix exit without path not displayed. Nicolas Weeger 2007-06-10 Remove obsolete player_cmd(). doc/Developers/protocol include/sockproto.h socket/loop.c request.c Nicolas Weeger 2007-06-10 lib/artifacts: update header. Nicolas Weeger 2007-06-09 Fix bug #1729829: Server using access to check for file existance. Also remove obsolete old player directory mode support. server/login.c Nicolas Weeger 2007-06-09 Fix bug #1730874: +dam on bracers not working. common/living.c: bracers can give damage too. Nicolas Weeger 2007-06-09 common/loader.l: remove obsolete checks and conversions. Nicolas Weeger 2007-06-09 Remove obsolete 'map1' and 'map1a' modes. doc/Developers/protocol include/newserver.h socket/init.c request.c Nicolas Weeger 2007-06-09 Remove obsolete 'item' command, always assume 'item2'. doc/Developers/protocol include/newserver.h socket/init.c item.c request.c Nicolas Weeger 2007-06-09 Assume clients always use 64b experience mode (commit for that support: MSW 2003-05-17). include/newserver.h socket/init.c request.c Nicolas Weeger 2007-06-09 Remove obsolete old_mode support. Remove unused log_kill stuff. include/newserver.h sockproto.h sproto.h socket/init.c info.c server/attack.c c_misc.c commands.c Nicolas Weeger 2007-06-09 Remove obsolete image/face/face1 support. Increment protocol version to 1028. doc/Developers/protocol include/newserver.h socket/image.c init.c request.c Nicolas Weeger 2007-06-09 server/{ob_types.c, apply.c}, include/{sproto.h, typesproto.h}, types/{food/food.c, legacy/apply.c, Makefile.am}: Refactor food applying. include/libproto.h: Update prototypes. Alex Schultz 2007-06-09 Remove badly implemented quest support. Removed files: common/quest.c doc/Developers/quests include/quest.h lib/help/quests Modified files: common/Makefile.am include/define.h libproto.h Makefile.am sproto.h lib/Makefile.am plugins/cfpython/cfpython.c server/c_misc.c commands.c monster.c time.c Nicolas Weeger 2007-06-09 doc/Developers/testplans: update. Nicolas Weeger 2007-06-09 Remove party spell support. Not really tested, badly implemented. include/spells.h server/spell_util.c Nicolas Weeger 2007-06-09 server/{attack.c, ob_types.c, apply.c, monster.c}, include/{sproto.h, typesproto.h}, types/{scroll/scroll.c, legacy/apply.c, potion/potion.c, Makefile.am: Refactor SCROLL and POTION applying. server/ob_methods.c, include/sproto.h: Make METHOD_UNHANDLED cause fallback to other callbacks. types/skillscroll/skillscroll.c, types/spellbook/spellbook.c: Use METHOD_OK instead of METHOD_ERROR when the applier is not a player. Alex Schultz 2007-06-08 server/ob_types.c, server/apply.c, types/spellbook/spellbook.c, types/skillscroll/skillscroll.c. types/legacy/apply.c, types/Makefile.am, include/typesproto.h, include/sproto.h: Refactor apply for skillscrolls and spellbooks. server/daemon.c: Remove extraenous parameter for become_daemon. include/sproto.h: Update sproto.h Alex Schultz 2007-06-07 Documentation, no functional change. server/shop.c types/trap/rune.c Nicolas Weeger 2007-06-07 server/rune.c, include/typesproto.h, types/trap/{trap.c, rune.c, common_trap.c}, types/rune/rune.c, types/legacy/process.c, types/Makefile.am: Refactor some rune and trap code. Alex Schultz 2007-06-06 common/button.c: document, no functional change. Nicolas Weeger 2007-06-06 Create the 'bugs/bugtrack' directories for the unit test framework. Add test for a bug. configure.ac: add new directories doc/Developers/testplans: update test/Makefile.am: add directory New files: test/bugs/bugtrack/check_1727944.c Makefile.am test/bugs/Makefile.am Nicolas Weeger 2007-06-04 common/utils.c: don't try to decay a non head object, this leads to abort() from remove_ob(). Nicolas Weeger 2007-06-04 Add Crossfire.Object.Skill property. plugins/cfpython/include/cfpython_object_private.h plugins/cfpython/cfpython_object.c plugins/common/plugin_common.c: fix a crash when a NULL value. Nicolas Weeger 2007-06-04 common/living.c: don't ignore exp gained in a skill you don't know yet. Nicolas Weeger 2007-06-04 Fix wrong return values. types/book/book.c types/clock/clock.c types/power_crystal/power_crystal.c types/sign/sign.c Nicolas Weeger 2007-06-03 types/shop_inventory/shop_inventory.c: fix documentation. Nicolas Weeger 2007-06-03 Fix multipart altars not working correctly. types/altar/altar.c types/trigger_altar/trigger_altar.c types/trigger_pedestal/trigger_pedestal.c Nicolas Weeger 2007-06-03 Apply patch #1638868: Ident skills cover larger area with exp courtesy Aaron Baugher. server/skills.c Nicolas Weeger 2007-06-03 server/apply.c: wrong return value when handled by a plugin. Nicolas Weeger 2007-06-03 Fix lamp-related issues. common/map.c: don't clear FLAG_APPLY for lamps, as it indicates on/off. server/apply.c: lamps don't change apply status when being 'unapplied'. types/lamp/lamp.c: lamps can only be (un)applied when in inventory. Nicolas Weeger 2007-06-02 common/object.c: simplify insert_ob_in_ob when merging. Correctly update the light. Nicolas Weeger 2007-06-02 Move ob_apply logic for LAMP objects to the ob_method system. include/typesproto.h server/apply.c ob_types.c types/lamp/lamp.c types/legacy/apply.c types/ChangeLog Makefile.am Nicolas Weeger 2007-06-02 Move ob_apply logic for ARMOUR_IMPROVER objects to the ob_method system. include/sproto.h typesproto.h server/apply.c ob_types.c types/armour_improver types/armour_improver/armour_improver.c types/legacy/apply.c types/Changelog Makefile.am Nicolas Weeger 2007-06-02 Rename MENU to SHOP_INVENTORY, better match. Move ob_apply logic for SHOP_INVENTORY objects to the ob_method system. common/item.c include/define.h typesproto.h plugins/cfpython/cfpython.c server/shop.c ob_types.c types/legacy/apply.c types/shop_inventory/shop_inventory.c types/ChangeLog types/Makefile.am Nicolas Weeger 2007-06-02 Fix wrong check for object applying. Move ob_apply logic for LIGHTER objects to the ob_method system. include/sproto.h typesproto.h server/ob_types.c server/apply.c: use METHOD_xxx for test values. types/ChangeLog types/legacy/apply.c types/lighter/lighter.c: added. Nicolas Weeger 2007-06-02 Remove obsolete oldsocket stuff. include/newserver.h sockproto.h sproto.h server/commands.c socket/info.c loop.c lowlevel.c Nicolas Weeger 2007-06-02 Fix uninitialized memory / invalid memory access. common/arch.c treasure.c Nicolas Weeger 2007-06-01 Fix bug #1729192: Writing any spellscroll requires positive grace. server/skills.c Nicolas Weeger 2007-06-01 Implement feature request #1724356: logging improvements. Apply modified patch from Wart. New settings log_timestamp and log_timestamp_format to control behaviour. Log player creation. common/init.c logger.c include/global.h lib/settings server/c_misc.c init.c Nicolas Weeger 2007-05-30 Fix bug #1726632: After useing a # of times on the forge.. server/alchemy.c: item may change, so its weight too. This leads to invalid carrying. Nicolas Weeger 2007-05-30 Documentation, fix indentation. No functional change. server/ban.c build_map.c Nicolas Weeger 2007-05-29 lib/formulae: fix bug #1726561: formulae for potion_heal needs supreme potion of life. Nicolas Weeger 2007-05-28 utils/mapper.c: add a world map of used and unused exits / blocking zones / roads. Nicolas Weeger 2007-05-28 common/button.c: calming mood floors should calm attacking monsters. Nicolas Weeger 2007-05-27 server/c_move.c: remove extra space. Nicolas Weeger 2007-05-27 server/attack.c: document code, no functional change. Nicolas Weeger 2007-05-26 server/apply.c: food/drink can't be eaten if no_pick is set. Nicolas Weeger 2007-05-26 server/c_misc.c: use region's longname for 'mapinfo', neater than name. Nicolas Weeger 2007-05-26 lib/messages: some more stories. Nicolas Weeger 2007-05-26 Document code, no functional change. common/arch.c include/define.h server/apply.c Nicolas Weeger 2007-05-25 Implement feature request #1653768: Pants/legs common/item.c include/object.h Nicolas Weeger 2007-05-24 server/time.c: allow plugins to override the usual move process. Nicolas Weeger 2007-05-24 Add party rejoin at login. New command 'party_rejoin' to control the behaviour. include/player.h sproto.h server/c_party.c commands.c login.c player.c lib/help/party_rejoin lib/Makefile.am Nicolas Weeger 2007-05-21 Misc memory fixes. Remove obsolete "inventory" line. common/image.c links.c loader.l player.c re-cmp.c shstr.c treasure.c Nicolas Weeger 2007-05-20 Document save_object(s) and save_map() options, add enum for doc linking. common/loader.l map.c crossedit/Edit.c include/map.h random_maps/standalone.c server/c_wiz.c server.c swap.c weather.c Nicolas Weeger 2007-05-20 Fix bug #1713140: sustenance overflow. include/player.h: change digestion from sint8 to sint16. Change other fields the same to avoid potential overflows. Nicolas Weeger 2007-05-20 server/disease.c: Add check to make sure symptom was not destroyed when victim dies - otherwise we get double remove/free. MSW 2007-05-19 Static buffer removal, remove unused parameters, use safe string functions. random_maps/decor.c door.c exit.c expand2x.c floor.c monster.c random_map.c rproto.h style.c treasure.c wall.c server/server.c Nicolas Weeger 2007-05-18 server/weather.c: remove static buffer. Nicolas Weeger 2007-05-17 server/server.c: player count tracking will get false if moving from a map to the same. Nicolas Weeger 2007-05-17 Remove obsolete funcpoint.h file. include/funcpoint.h: removed include/global.h Makefile.am crossedit/xutil.c common/arch.c button.c item.c living.c logger.c los.c map.c object.c player.c time.c treasure.c utils.c Nicolas Weeger 2007-05-17 Don't pass variables that aren't needed, remove prototype confusion. Document. server/weather.c Nicolas Weeger 2007-05-17 Change weather_effect() to use mapstruct* instead of filename. common/map.c crossedit/stubs.c include/funcpoint.h sproto.h random_maps/standalone.c server/weather.c test/unit/common/stubs_common.c test/unit/crossedit/stubs_crossedit.c test/unit/random_maps/stubs_random.c test/unit/socket/stubs_socket.c utils/bwp.c mapper.c Nicolas Weeger 2007-05-17 server/weather.c: fix mountain cave being covered and rendered invisible. Nicolas Weeger 2007-05-17 test/unit/server/check_attack.c: some tests for hit_player. Nicolas Weeger 2007-05-17 server/ob_types.c, types/Makefile.am, types/item_transformer/item_transformer.c: Remove code for the obsolete item_transformer type. Alex Schultz 2007-05-16 Add spell merging code - this makes the server run much faster when many spell objects are in use. For more details, see doc/Developers/spells --- common/init.c: And declaration/initialization of statistics values. common/object.c: Add handling of spell_tags in object structure (free, copy. Add merge_spell() function. Add call to function from insert_ob_in_map(). Remove was_destroyed() function - now macro. doc/Developers/spells: Add notes on performance numbers and how spell merging works. include/global.h: Add statistics structure used to hold various statistic related variables - added since I added a few points to collect data for my testing. include/libproto.h: remove was_destroyed() declaration. include/object.h: Make was_destroyed() a macro, moving it here. Also add information related to spell tags in object structure. server/server.c: change process_events() to be a non static function, so that test programs can call it/use it. server/spell_util.c: Change ok_to_put_more() to look at the spell_tags in the object for match spell instances. test/unit/server/Makefile.am: Remove double dependency of libraries - not needed. Add dependency for libtypes.a. Add comet_perf test case. test/unit/server/comet_perf.c: New file/test, used to test both performance improvments as well as consistency of results. types/spell_effect/spell_effect.c: Modify explosion() to set op->range=0 after spell has propogated to neighboring spaces. Call merge_spell() after setting range to zero. MSW 2007-05-14 Remove now obsolete 'item_transformer' type, replaced by 'use' command. common/item.c include/define.h plugins/cfpython/cfpython.c server/apply.c types/item_transformer/item_transformer.c Nicolas Weeger 2007-05-13 Remove (legacy_)apply_container that wasn't used - called only for non players, but starts by returning if applier is not a player. Rename (legacy_)esrv_apply_container to (legacy_)apply_container. include/sproto.h server/apply.c player.c types/container/container.c types/legacy/apply.c Nicolas Weeger 2007-05-13 Fix unit test pics (those are dummy ones, to be replaced someday). Add more tests to objects. test/templates/checkTextResult.xsl: put dummy stuff so it works (copied from logresult.xsl) test/templates/crossfire-logo-unit.png test/templates/crossfire-logo-unit-failed.png test/templates/crossfire-logo-unit-success.png test/templates/error.png test/templates/failure.png test/templates/success.png test/templates/txtlog.png test/toolkit/toolkit_common.c: use multipart-aware function test/unit/common/check_object.c: implement more tests test/unit/common/check_shstr.c: don't try to add_string(NULL) if MANY_CORES is set, abort(). test/unit/server/Makefile.am: add libtypes.a to server. Nicolas Weeger 2007-05-13 Remove obsolete fields. common/loader.l include/attack.h Nicolas Weeger 2007-05-13 server/skill_util.c: fix wrong 'skills' display when no god is whoreshipped. Nicolas Weeger 2007-05-10 server/disease.c: fix bug #1713112: rabies infects audience of the arena. Nicolas Weeger 2007-05-09 server/c_wiz.c: fix multipart object creation. Nicolas Weeger 2007-05-09 server/plugins.c: fix wrong parameter order. Nicolas Weeger 2007-05-08 Add 'Crossfire.Object.Race' attribute. plugins/cfpython/cfpython_object.c plugins/cfpython/include/cfpython_object_private.h Nicolas Weeger 2007-05-08 New command: 'use with ', which enables complex item transformation. doc/Developers/item_transformation include/sproto.h lib/help/use server/c_object.c commands.c Nicolas Weeger 2007-05-08 Remove obsolete object types. common/item.c include/define.h plugins/python/cfpython.c Nicolas Weeger 2007-05-08 server/alchemy.c: Doxygen documentation, no functional change. Nicolas Weeger 2007-05-08 utils/mapper.c: new parameter, -listunusedmaps, that'll generate a maps.unused file. Nicolas Weeger 2007-05-07 server/plugins.c: fix plugin unloading which didn't call the closePlugin function. server/c_wiz.c: document. Nicolas Weeger 2007-05-07 Apply patch #1713563: Reopen log file on SIGHUP, courtesy Kari Pahula. common/logger.c include/global.h server/init.c Nicolas Weeger 2007-05-05 Apply patch #1713564, Open log file only once with -detach, courtesy Kari Pahula. include/sproto.h server/daemon.c init.c Nicolas Weeger 2007-05-05 Implement feature request #1657735: Server setting for handling 'incorrect' converters. New server setting, 'allow_broken_converters', that controls what to do. common/init.c include/global.h lib/settings server/init.c types/converter/converter.c Nicolas Weeger 2007-05-05 types/legacy/apply.c: fix broken LIGHTER. Nicolas Weeger 2007-05-05 Fix some type issues in plugin. Wrap change_abil(). Add set_resist(). Add duration property. include/plugin.h sproto.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c plugins/cfpython/include/cfpython_object_private.h plugins/cfpython/cfpython_object.c server/plugins.c Nicolas Weeger 2007-05-05 random_maps/random_map.c: initialize random map's reset time, so town portal works correctly there too. Nicolas Weeger 2007-05-04 Fix misc compilation warnings. Remove duplicate function. include/sproto.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c plugins/cfpython/cfpython.c cfpython_object.c server/plugins.c Nicolas Weeger 2007-04-30 server/c_misc.c: ensure you can't harvest items already harvested, or skills and such. Nicolas Weeger 2007-04-30 server/monster.c: fix bug #1709618: Text message is too long/truncated. Nicolas Weeger 2007-04-30 Partially implement feature request #1668158: Better nethack implementation. Random maps now have a new 'multiple_floors' parameter that, if set, will make the different rooms of the map have different floors. All floors are still taken from the same floor style, for coherence. doc/Developers/random-maps random_maps/floor.c reader.l random_map.c random_map.h Nicolas Weeger 2007-04-29 random_maps/wall.c: walls should always block, even if they sometimes allow some movement. Nicolas Weeger 2007-04-29 server/rune.c: trap's message can be NULL (random maps for instance). Nicolas Weeger 2007-04-29 Return result of cf_object_move(). plugins/common/include/plugin_common.h plugins/common/plugin_common.c Add 'Crossfire.Object.Move' method. plugins/cfpython/cfpython_object.c plugins/cfpython/include/cfpython_object_private.h Nicolas Weeger 2007-04-29 Give read-only access to map->unique to plugins. Add Crossfire.Map.Unique property. include/plugin.h plugins/cfpython/include/cfpython_map_private.h plugins/cfpython/cfpython_map.c server/plugins.c Nicolas Weeger 2007-04-29 plugins/common/plugin_common.c: wrong param type. Nicolas Weeger 2007-04-29 plugins/cfanim/cfanim.c: fixed a crash occuring when ghosting a DM. Made the Animator work by making it listening to the time event. Fixed the bug that left the player invisible after having been ghosted. Made the paralyze option of animation files to work. Fixed crashes when more than an animator was running simultaneously. Yann Chachkoff 2007-04-29 server/plugins.c, plugins/cfpython/cfpython_object.c: Fix type mismatch in varargs function parameters. Andreas Kirschbaum 2007-04-28 server/disease.c: fix bug #1706986: Rabies can infect a DM. DMs are now immune and non contagious. Nicolas Weeger 2007-04-28 Change the version string from 1.9.1 to 2.0-dev for trunk. Alex Schultz 2007-04-28 socket/loop.c: fix unitialized variable. Nicolas Weeger 2007-04-28 plugins/cfpython/cfpython_object.c: fix wrong property set (value is int). Nicolas Weeger 2007-04-28 server/player.c: No need to copy faces_sent - just use the data already there, and set ns->faces_sent to NULL so we know there is no data there. socket/init.c: Allocate ns->faces_sent if not there. MSW 2007-04-25 socket/init.c: Change free calls with FREE_AND_CLEAR - were getting double frees - since pointer wasn't reset, was no way for program to know not to have the data cleared again. MSW 2007-04-24 server/disease.c: In move symptom() stop processing if victim dies. This prevents access to freed objects. server/gods.c: In tailor_god_spell() do not pass NULL value to add_string(). server/spell_effect.c, server/alchemy.c: Fix format arguments of calls to draw_ext_info_format(). server/disease.c: In move_symptom() fix possible buffer overflow when creating symptom names. Andreas Kirschbaum 2007-04-25 server/spell_effect.c: In polymorph_item() fix possible access to freed object. common/los.c: In update_los() fix array out-of-bounds access for clients using 25x25 map size. Andreas Kirschbaum 2007-04-24 Clean old code related to single player directory. include/sproto.h server/login.c player.c Nicolas Weeger 2007-04-23 Implement feature request #1560389: improve inscription logic. New server command, "inscribe", that makes it easy to send spell and scroll information. 'setup inscribe 1' will return 'inscribe 1', so client know they can use this command. doc/Developers/protocol include/sockproto.h socket/item.c loop.c request.c Nicolas Weeger 2007-04-23 Add background music support to maps, change 'socket.sound' field signification. Add SockList_AddString helper function. common/map.c include/map.h newserver.h sockproto.h sounds.h server/c_misc.c server.c socket/lowlevel.c sounds.c Nicolas Weeger 2007-04-22 server/apply.c: remove legacy spellbook handling. Nicolas Weeger 2007-04-22 Second and last part of feature request #1543553: Inventories in artifacts/archetypes. It's now possible to put "arch" in archetypes, they'll be correctly handled. Like any other object, you can customize it. common/arch.c loader.l Nicolas Weeger 2007-04-22 server/server.c: Add some debug to see if objects are on swapped out maps in process_objects() socket/loop.c: Hopeful fix for old bug - can be rare cases where next player gets freed, so code tries to process garbage player and crashes. MSW 2007-04-21 lib/artifacts: fix bug #1673804: Items "of Occidental Mages" use obsolete event_xxx fields. Nicolas Weeger 2007-04-21 Partially implement feature request #1543553: Inventories in artifacts/archetypes. It's now possible to have items in artifacts, they'll be inserted in object. Doesn't yet work with archetypes, since you could possibly reference an archetype defined *after* the current archetype. common/arch.c: do a deep object copy instead of a partial one common/loader.l: handle inventories during artifact load common/object.c: put copy_object_with_inv common/treasure.c: add inventory from artifact include/libproto.h: updated prototypes random_maps/random_map.c rproto.h: moved copy_object_with_inv to common lib Nicolas Weeger 2007-04-21 Implement EVENT_TELL. plugins/cfpython/cfpython.c plugins/template/plugin_template.c server/c_chat.c plugins.c Nicolas Weeger 2007-04-21 Add discrete damage type for weapons, and probably also spells and such. common/loader.l object.c include/object.h server/attack.c Nicolas Weeger 2007-04-21 server/spell_attack.c: wrong argument to ob_process, leading to infinite recursion. Nicolas Weeger 2007-04-21 server/apply.c: potions of life now won't affect player if their level is too low. Nicolas Weeger 2007-04-20 server/attack.c: enable plugins to prevent attacks. Nicolas Weeger 2007-04-18 server/plugins.c: fix wrong return type. Nicolas Weeger 2007-04-18 plugins/cfpython/cfpython_object.c: don't insert hooks in 'more' parts of items. plugins/cfpython/cfpython.c: player list (GetPlayers()), activate 'clock' event. --- Give access to player list to plugins. Fix mishandling of multipart objects. include/plugin.h server/plugins.c Nicolas Weeger 2007-04-17 common/region.c: don't crash if no regions file found. Nicolas Weeger 2007-04-15 Wrap change_exp() function. Make 'exp' property the same as others. Also fix a crash: don't insert destroy hooks in archetype clones. include/sproto.h plugins/cfpython/cfpython_object.c plugins/cfpython/include/Makefile.in plugins/cfpython/include/cfpython_object_private.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c Nicolas Weeger 2007-04-15 server/plugins.c: wrong case - FLAG_FRIENDLY is not the same as friendlylist :) plugins/cfpython/cfpython_object.c: add 'IsPet' and 'AttackMovement' plugins/cfpython/include/cfpython_object_private.h Nicolas Weeger 2007-04-15 server/skills.c: EVENT_TRIGGER for magical scroll writing. Nicolas Weeger 2007-04-15 server/cfpython.c: add AttackType, AttackTypeNumber, EventType constants. Nicolas Weeger 2007-04-15 common/living.c: fix comments. common/object.c: dump owner too. server/plugins.c: check values for cfapi_map_get_object_at(). Handle FLAG_FRIENDLY and friendlist. Nicolas Weeger 2007-04-15 Enable plugins to change the 'path' property of a map. plugins/cfpython/cfpython_map.c plugins/cfpython/include/cfpython_map_private.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c Nicolas Weeger 2007-04-15 Add plugin wrapper for cf_get_empty_map(). Add 'Object.GodGiven' and 'Crossfire.CreateMap'. plugins/cfpython/cfpython.c plugins/cfpython/cfpython_object.c plugins/cfpython/include/cfpython_object_private.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c Nicolas Weeger 2007-04-14 Remove obsolete command_build function. include/sproto.h server/c_object.c commands.c Nicolas Weeger 2007-04-14 Correctly clear god information. common/holy.c Nicolas Weeger 2007-04-14 Remove unused godlink::pantheon field. common/holy.c include/god.h Nicolas Weeger 2007-04-14 Remove unused (and obsolete) current_weapon_script field. Remove now unused find_best_weapon_used_match(). common/loader.l object.c crossedit/Attr.c include/libproto.h object.h server/apply.c skill_util.c test/unit/common/check_arch.c check_object.c Nicolas Weeger 2007-04-14 Replace plugin light change with call to map_change_light() for coherence checking. Remove obsolete properties. include/sproto.h plugins/cfpython/cfpython_map.c plugins/cfpython/include/cfpython_map_private.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/plugins.c Nicolas Weeger 2007-04-14 server/monster.c: make monsters use the same 'say' format than players. Nicolas Weeger 2007-04-12 Remove '_speak' hook and related functions. '_say' exists, and is the same. plugins/cfanim/cfanim.c plugins/cfpython/cfpython_object.c plugins/cfpython/include/cfpython_object_private.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/plugins.c Nicolas Weeger 2007-04-12 Plugin API changes. More void* conversion removing. plugins/cfanim/cfanim.c plugins/cflogger/cflogger.c plugins/cfnewspaper/cfnewspaper.c plugins/cfpython/cfpython.c plugins/common/include/plugin_common.h plugins/common/plugin_common.c plugins/template/plugin_template.c server/plugins.c Nicolas Weeger 2007-04-12 server/init.c: add -conf documentation to help. Nicolas Weeger 2007-04-12 server/skill_util.c: In init_skill() do not crash for SKILL objects having incorrect subtype. Andreas Kirschbaum 2007-04-11 Fix bug #1696810: skill items autoapply. Now skilltool will be used even if skill can be used without, to benefit from its bonuses. server/skill_util.c Nicolas Weeger 2007-04-10 Fix parameter for Doxygen, no functional change. plugins/common/plugin_common.c plugins/common/include/plugin_common.h Nicolas Weeger 2007-04-09 More API changes. server/plugins.c plugins/cfpython/cfpython_object.c plugins/common/include/plugin_common.h plugins/common/plugin_common.c Nicolas Weeger 2007-04-09 More API changes. server/plugins.c plugins/cfanim/cfanim.c plugins/cfpython/cfpython_object.c plugins/common/include/plugin_common.h plugins/common/plugin_common.c Nicolas Weeger 2007-04-09 More API changes. server/plugins.c plugins/cflogger/include/cflogger_proto.h: remove plugin_common functions. plugins/cfpython/cfpython_object.c plugins/common/include/plugin_common.h plugins/common/plugin_common.c Nicolas Weeger 2007-04-08 Have create_pathname() return buf to simplify code. common/map.c include/libproto.h Nicolas Weeger 2007-04-08 Remove unused function. include/sproto.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c plugins/cfpython/cfpython_object.c server/plugins.c Nicolas Weeger 2007-04-08 Map-property type checking. Remove some unused void* return values. plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/plugins.c Nicolas Weeger 2007-04-08 Change map plugin API to not use static vars. Remove old hooks (replaced by other means). include/plugin.h sproto.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c plugins/cfpython/cfpython_map.c plugins/cfpython/cfpython.c plugins/cfnewspaper/cfnewspaper.c server/plugins.c Nicolas Weeger 2007-04-08 common/init.c: abort() if first map doesn't exist. Better than crashing later on. Nicolas Weeger 2007-04-08 Fix bug #1695764: Charm monsters - shared experience broken. Add new share_exp() function, working like change_exp() but party-aware. common/living.c include/libproto.h server/attack.c server/spell_attack.c Nicolas Weeger 2007-04-07 Fix Doxygen stuff, no functional changes. types/clock/clock.c types/spell_effect/spell_effect.c types/exit/exit.c Nicolas Weeger 2007-04-07 Enable polymorph spell. Will need tweaking, quite certainly. include/sproto.h server/spell_util.c server/spell_effect.c Nicolas Weeger 2007-04-07 Add 'Crossfire.WhatIsEvent()' to get event object. plugins/cfpython/cfpython_object.c: don't put a destroy hook in a destroy hook :) plugins/cfpython/cfpython.c: WhatIsEvent() Nicolas Weeger 2007-04-07 Change plugin object event interface to send the event object itself, instead of its slaying/name values. plugins/cfanim/include/cfanim.h plugins/cfanim/cfanim.c plugins/cfnewspaper/cfnewspaper.c plugins/cfpython/include/cfpython.h plugins/cfpython/cfpython.c plugins/template/include/plugin_template.h plugins/template/plugin_template.c server/plugins.c Nicolas Weeger 2007-04-07 server/swap.c: fix crash with map reset (parameter is map, not path). Nicolas Weeger 2007-04-06 Add 'Object.Count' property (read-only). plugins/cfpython/cfpython_object.c plugins/cfpython/include/cfpython_object_private.h Nicolas Weeger 2007-04-06 Fix wrong set/get key checks. plugins/common/plugin_common.c server/plugins.c Nicolas Weeger 2007-04-06 Add 'Object.Enemy' property. plugins/cfpython/cfpython_object.c plugins/cfpython/include/cfpython_object_private.h Nicolas Weeger 2007-04-06 types/legacy/apply.c: fix scrolls not taking direction into account. Nicolas Weeger 2007-04-06 Remove support for obsolete 'no_pass' attribute. -- doc/Developers/{objects,spells,map-technical}: Update documentation about no_pass attribute. lib/adm/getfaces.pl: Scan for move_blocked instead of no_pass. common/loader.l: Remove support for no_pass attribute. crossedit/Attr.c: Remove no_pass from the list of valid attribute names. Andreas Kirschbaum 2007-04-05 types/exit/exit.c: Fix bad definition of exit_type_apply. -- types/{legacy/apply.c, clock/clock.c}, server/ob_types.c: Move apply logic for clocks out of legacy area in the ob_method system. -- types/{legacy/apply.c, exit/exit.c}: Move apply logic for exits out of legacy area in the ob_method system. Alex Schultz 2007-04-05 Tweak harvesting skill per Lalo's suggestions. If a living object is harvested, goes to map instead of in the inventory. Also make the key/value checks more meaningful. server/c_misc.c Nicolas Weeger 2007-04-04 server/{spell_attack.c, spell_util.c, spell_effect.c}, include/{libproto.h, sproto.h}, types/{spell_effect/spell_effect.c, legacy/process.c}: Move ob_process logic for SPELL_EFFECT objects to the ob_method system. -- plugins/cfpython/cfpython.c: Remove LIGHTNING from cfpython type constants. -- types/legacy/process.c, common/item.c, include/define.h, server/spell_util.c: Remove old LIGHTNING(12) type. Alex Schultz 2007-04-03 Remove obsolete Flying/CanPassThru properties. plugins/cfpython/include/cfpython_object_private.h plugins/cfpython/cfpython_object.c Nicolas Weeger 2007-04-03 Clean some old stuff, unused functions, ... common/arch.c common/holy.c common/image.c common/item.c common/loader.l: remove "empty" fields. Those are legacy, and should be removed in maps/archs. common/los.c common/porting.c common/quest.c common/treasure.c include/define.h include/map.h include/spelllist.h server/apply.c server/attack.c server/c_object.c server/disease.c server/gods.c: remove unused follower_remove_similar_item() and misc functions. server/login.c: remove "old player file removing" code, shouldn't be needed anymore. server/monster.c server/player.c server/resurrection.c server/server.c server/skills.c server/spell_attack.c server/spell_effect.c server/spell_util.c server/weather.c socket/loop.c socket/lowlevel.c socket/request.c Nicolas Weeger 2007-04-03 New skill: "harvesting", get something from some place - example: fishing. include/skills.h sproto.h server/c_misc.c skill_util.c Nicolas Weeger 2007-04-03 types/{example.c, README}: Merge example.c into README. Alex Schultz 2007-04-03 Remove obsolete "Directionxxx" and "CostFlagxxx", replaced by constants. plugins/cfpython/cfpython.c Nicolas Weeger 2007-04-02 Add 'MessageFlag' constant, holding the NDI_xxx values, to Python. plugins/cfpython/cfpython.c Nicolas Weeger 2007-04-02 configure.ac: Add AM_PROG_CC_C_O macro so it properly handles the types directory. MSW 2007-04-01 Document random map files (except test.c and some .h). plugins/common/include/plugin_common.h: fix parameter name. plugins/common/plugin_common.c: fix parameter name. random_maps/*.c random_maps/random_maps.h: replace #define by enum to be linkable for Doxygen. Nicolas Weeger 2007-04-01 Fix bug #1672117: elves etc don't fire over move_allow flying tiles. Logic for monster_use_bow() was changed to make monsters fire only horizontally/vertically/in diagonals, and also fire over terrain they can't cross but which lets an arrow go over. server/monster.c server/player.c: note about move_type Nicolas Weeger 2007-03-31 Fix wrong type/missing value. Fix some comments. plugins/common/plugin_common.c server/plugins.c Nicolas Weeger 2007-03-31 Change partially map plugin API. Add cf_map_has_been_loaded() to plugins. plugins/cfanim/cfanim.c plugins/cfpython/cfpython.c plugins/cfpython/cfpython_map.c plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/plugins.c Nicolas Weeger 2007-03-31 crossedit/Attr.c: Remove obsolete 'flying' attribute. Andreas Kirschbaum 2007-03-26 Implement feature request #1560387: DM follow command. include/player.h sproto.h server/c_wiz.c commands.c server/server.c: also fix wrong player count with hidden DMs. Nicolas Weeger 2007-03-25 Fix broken banish command: loop logic was weird (skipping one file?). server/ban.c Nicolas Weeger 2007-03-25 New plugin: cfnewspaper. As its name implies, it will (in the future) generate an ingame newspaper. Currently, it will only list player and monster deaths for last ingame day. It's still very basic, and hopefully will be improved :) Note that it requires the database generated by cflogger. configure configure.ac plugins/Makefile.[am|in] plugins/cfnewspaper/include/cfnewspaper.h cfnewspaper_proto.h plugins/cfnewspaper/cfnewspaper.c Makefile.[am|in] Nicolas Weeger 2007-03-25 Fix cflogger. plugins/cflogger/cflogger.c --- Add missing directories for cflogger plugin. plugins/Makefile.[am|in] --- Change misc functions plugin API. server/plugins.c plugins/common/include/plugin_common.h plugins/common/plugin_common.c plugins/cfanim/cfanim.c plugins/cfpython/cfpython.c plugins/cfpython/cfpython_object.c plugins/template/plugin_template.c --- server/apply.c: doc update. include/global.h: doc update. --- Remove common plugin functions from proto. plugins/cfanim/Makefile.[am|in] plugins/cfanim/include/cfanim_proto.h --- common/object.c: add 'inv' field for object dump. Nicolas Weeger 2007-03-25 doc/Developers/objects: Mark 'flying' attribute as obsolete. common/loader.l: In check_loaded_object() remove code to support legacy attribute 'flying'. Andreas Kirschbaum 2007-03-25 common/loader.l: In check_loaded_object() remove code to update legacy playermover objects after map loading. Andreas Kirschbaum 2007-03-25 common/loader.l: In check_loaded_object() remove code to update legacy monster objects after map loading. Andreas Kirschbaum 2007-03-24 server/c_wiz.c: fix missing treasure generation for create command in some cases. Nicolas Weeger 2007-03-24 plugins/cfpython/cfpython_object.c, plugins/cfpython/include/cfpython_object_private.h, include/define.h, common/exp.c, common/loader.l: Remove FLAG_PICK_UP since it was not actually used, and since it was saved under "pick_up" which clashes with another attribute. Andreas Kirschbaum 2007-03-23 common/shstr.c, include/libproto.h: Use the new sstring typedef in shstr.c Alex Schultz 2007-03-22 Change party, region, friendlylist plugin API. include/sproto.h plugins/cfanim/include/cfanim_proto.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/plugins.c Nicolas Weeger 2007-03-22 Change archetype plugin API. plugins/cfanim/include/cfanim_proto.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/plugins.c Nicolas Weeger 2007-03-21 server/egoitem.c: Removed blank file. Alex Schultz 2007-03-21 Changes to plugin API: start to use a (type)* parameter instead of returning a value cast to void*. This removes static variables. Also add Object.PermExp and Object.ExpMul to Python. include/plugin.h: add CFAPI_MOVETYPE type. plugins/common/include/plugin_common.h: add many wrappers. plugins/common/plugin_common.c: wrappers, new calling syntax. plugins/cfpython/cfpython_object.c: clean calls to common plugin. plugins/cfpython/include/cfpython_object_private.h: some more properties. server/plugins.c: change cfapi_object_get_property. --- include/global.h: new type, 'sstring', to be used for shared strings. --- common/loader.l: fix crash when object is missing archetype. Nicolas Weeger 2007-03-21 server/monster.c: documentation and indent, no functional change. Nicolas Weeger 2007-03-18 Fix 'make distclean': acinclude.m4: Use -I./${srcdir} for crossedit check - otherwise, when building in alternate directory, doesn't fine files correctly. configure.*: Add new makefiles. check-fragment.am, test/unit/crossedit/Makefile.am, test/unit/common/Makefile.am,test/toolkit/Makefile.am: Add support for building in alternate directory, which make distclean does - using relative directories to find files does not work. Some files should also be in the buildir, not srcdir. Have Makefiels remove .autrun.xml with distclean Makefile.am: Remove to config files on make distclean test/include/Makefile.*, test/templates/Makefile.*: Add missing Makefiles test/unit/random_maps/Makefile.am,test/unit/socket/Makefile.am, test/unit/Makefile.am: remove .autorun.xml file as part of distclean test/unit/server/Makefile.am: Remove LDFLAGS from Makefile.am - automake says don't mess with those - use AM_LDFLAGS instead. Remove .autrun.xml file with distclean test/Makefile.am: Add include, templates to subdir list. Have make clean remove log files, .autorun.xml file. crossedit/Makefile.am: Fix indentation of stubs.c (use tab, not spaces) other files: Rebuilt as part of running autogen.sh MSW 2007-03-25 Implement feature request #1528522: Initial items should be applied/worn. server/player.c --- server/apply.c skill_util.c: keep the AP_NOPRINT flag for subcalls. --- server/c_wiz.c: update DM's view when using nodm. --- server/apply.c: update player's view when turning on/off a lamp. --- server/spell_util.c: ignore sp/gr/time cost for DM casting spells. --- common/object.c: when inserting an object, need to fix 'map' too, if not set later, will crash. --- Implement feature request #1680229: dmhide - glowing things. common/map.c: totally ignore hidden DMs for map update. --- Implement feature request #1669464: Need new command - dmtell. include/sproto.h server/c_chat.c commands.c --- server/c_wiz.c: enable 'teleport' to use a partial name. server/c_misc: 'listen' should be positive. --- Fix bug #1668283: Crossfire.CreateObjectByName is faulty, by applying patch (feature request) #1682802: CreateObjectByName fix/change. Code by Yann Chackhoff. Also fix a crash when teleporting a newly created object. server/plugins.c --- Fix bug #1671102: Generic destroy can remove permanent buttons. The code was doing a wrong check related to marked item/destroyer. Fix bug #1657675: multi-tile buildable object bug (note: one .x11 image though). code now uses multi-tile aware function to generate object, and correctly checks all relevant spots for building. server/build_map.c --- plugins/template/create_plugin.sh: plugin generation script. plugins/template/include/plugin_template.h: remove unused file, fix comment. --- Random map functions for plugins. plugins/common/include/plugin_common.h plugins/common/plugin_common.c --- Give access to random map generation to plugins. include/sproto.h server/plugins.c --- Allow one to give a prebuilt layout (.#<> and such) for random map generation. random_maps/random_map.c rproto.h standalone.c server/server.c --- plugins/template/plugin_template.c: use cf_log instead of printf, fix missing CF_PLUGIN (Win32 specific). --- server/c_object.c: missing ;, missing buffer reinitialisation. server/login.c: wrong function call. --- lib/races: remove obsolete player races. lib/treasures: remove lists put into individual .trs files. Nicolas Weeger 2007-03-17 types/Makefile.am: Build object files in their own directories instead of in types/ --- server/login.c: Make error messages for invalid usernames more useful. --- server/c_object.c: Change examine to use "Those are" instead of "That is" for more than one object. Alex Schultz 2007-03-16 Apply patch #1660388: Code-cleanup: () -> (void) courtesy Stefan Huehner. server/timers.c weather.c ob_methods.c test/unit/common/stubs_common.c test/unit/crossedit/stubs_crossedit.c test/unit/random_maps/stubs_random.c test/unit/socket/stubs_socket.c test/toolkit/toolkit_common.c common/init.c treasure.c crossedit/stubs.c types/altar/altar.c types/arrow/arrow.c types/book/book.c types/button/button.c types/check_inv/check_inv.c types/container/container.c types/converter/converter.c types/deep_swamp/deep_swamp.c types/director/director.c types/exit/exit.c types/hole/hole.c types/identify_altar/identify_altar.c types/item_transformer/item_transformer.c types/pedestal/pedestal.c types/player_mover/player_mover.c types/power_crystal/power_crystal.c types/rune/rune.c types/shop_mat/shop_mat.c types/sign/sign.c types/spell_effect/spell_effect.c types/spinner/spinner.c types/thrown_object/thrown_object.c types/transport/transport.c types/trap/trap.c types/trapdoor/trapdoor.c types/trigger/trigger.c types/trigger_altar/trigger_altar.c types/trigger_button/trigger_button.c types/trigger_pedestal/trigger_pedestal.c Ryo 2007-03-13 Win32 compilation fixes. common/shstr.c: missing Windows include. plugins/cfanim/include/cfanim_proto.h: missing CF_PLUGIN export. plugins/cfpython/include/cfpython_proto.h plugins/cfpython/include/cfpython.h: DEBUG fix (Python doesn't provide the good debug library). plugins/common/hashtable.c: missing Windows include. --- utils/mapper.c: new "warnnnopath" option to display exits without slaying field. Ryo 2007-03-08 Fix bug #1673713: event_attack in (sword etc) weapon doesn't work. server/attack.c: fix EVENT_ATTACK weirdness. --- Fix compilation warnings, mostly missing #include. common/exp.c holy.c item.c living.c map.c porting.c readable.c recipe.c shstr.c treasure.c utils.c: missing #includes. common/object.c: don't declare variables in the middle of code. Missing #include. include/libproto.h: missing find_multi_free_spot_within_radius. include/sockproto.h: missing send_exp_table. lib/races: fix dwarf player archetype (was using old one). plugins/cfpython/cfpython.c: unused variable. random_maps/maze_gen.c random_map.c room_gen_onion.c square_spiral.c: missing #include. server/plugins.c: unused variable. server/ob_methods.c: missing include. server/ob_types.c: missing include. server/time.c: unused variable. socket/image.c: use right type for faceset. types/*.c: add missing #include . types/legacy/legacy_describe.c: unused variable. --- Implement feature request #1560416: give warning when spell is about to expire. Player will be warned when left duration is one fifth, then one twenty-fifth. Two new functions are introduced, check_spell_expiry() and store_spell_expiry(). include/sproto.h server/spell_effect.c spell_util.c time.c --- Implement feature request #1675158: dmhide - "detect monster" will reveal DM. spell_effect.c: detection doesn't concern DMs. Ryo 2007-03-06 Some documentation, no functional change. include/define.h face.h gods.h living.h Ryo 2007-03-05 Implement feature request #1560396: flag to set fixed buying/selling prices. Three keys are used, "price_adjustment", "price_adjustment_sell" and "price_adjustment_buy". price_adjustment overrides the 2 other keys. Value should be numeric/decimal, anything that atof() will recognize as a float. server/shop.c Ryo 2007-03-05 Add Object.Owner (read/write) and Crossfire.GetFriendlyList. plugins/cfpython/include/cfpython_object_private.h plugins/cfpython/cfpython.c plugins/cfpython/cfpython_object.c --- Add cf_friendlylist_get_first / cf_friendlylist_get_next to browser friendlylist. Add cf_object_set_object_property. plugins/common/include/plugin_common.h plugins/common/plugin_common.c --- Give access to friendlylist to plugins, through cfapi_friendlylist_get_next(). include/sproto.h server/plugins.c --- common/object.c: let set_owner accept owner NULL (-> clear_owner()). --- Implement feature request #1669443: dmhide - players can still send 'tell. server/c_chat.c: DM are now shown as not logger with regard to tell/reply. --- server/c_object.c: call EVENT_PICKUP which was forgotten somewhere along the way. server/plugins.c: don't remove/free removed/freed objects, log mistake. This closes bug #1670465: server doesn't have check to see if it is removing removed Ryo 2007-03-04 Fix some potential / real crashes under Windows. common/readable.c: wrong field cleared. Set to NULL after clear. Wrong buffer size. --- socket/info.c: old_format is sometimes NULL, use new_format. --- Fix a potential crash related to map swapping: swap_map can delete map. include/sproto.h server/c_wiz.c swap.c Ryo 2007-03-03 utils/mapper.c: display map name before loading it, makes it easier to debug maps :) Ryo 2007-03-02 Add cf_object_set_float_property. plugins/common/include/plugin_common.h plugins/common/plugin_common.c --- Add SpeedLeft to Python plugin. Fix wrong type for speed. plugins/cfpython/include/cfpython_object_private.h plugins/cfpython/cfpython_object.c --- Fix wrong type for speed. server/plugins.c Ryo 2007-02-28 include/typesproto.h, types/*/*.c: Make functions static where possible and reasonable. Alex Schultz 2007-02-24 server/player.c: wrong call order. plugins/cfpython/cfpython.c: fix crash when Python and server are compiled with different versions of MS's DLLs. Ryo 2007-02-24 Fix some comments from // to /* */ common/map.c include/ob_types.h server/c_wiz.c gods.c pets.c server.c ---- Some Win32 compilation fixes. server/apply.c player.c plugins.c Ryo 2007-02-23 Rebuild prototypes. include/{sproto.h, typesproto.h} --- Move arrow and thrown object code into types/ server/time.c, types/{arrow/arrow.c, thrown_object/thrown_object.c, common/projectiles.c, legacy/process.c} --- Change move_arrow calls to ob_process. server/{player.c, skills.c} Alex Schultz 2007-02-19 Fix uninitialized variables. server/weather.c: wrong temperature initialisation. socket/init.c: init newsocket->want_pickup Ryo 2007-02-18 Replace "type_to_archetype" by "get_archetype_by_type_subtype". common/arch.c map.c include/libproto.h test/unit/common/check_arch.c Ryo 2007-02-18 Whitespace formatting (indents and tab removal) and long-line cleanup server/c_new.c socket/request.c Aaron Baugher 2007-02-18 Implement feature request 1025952: GTK Client - Save Pickup options. New setup command, 'want_pickup', which makes server send 'pickup xxx' when player joins. Modified files; doc/Developers/protocol include/newserver.h sockproto.h server/login.c socket/request.c Ryo 2007-02-18 Make containers with an other_arch face display it when opened. server/apply.c Aaron Baugher 2007-02-15 New server settings: allow_denied_spells_writing, for inscription. common/init.c include/global.h server/init.c skills.c Ryo 2007-02-15 Whitespace and long-line cleanup socket/item.c socket/image.c Aaron Baugher 2007-02-15 server/shop.c: handle "no money" case when player tries to exit shop. --- Fix a crash with object handling by plugins. cfpython/cfpython_map.c: don't assume op exists after inserting in map. Ryo 2007-02-15 Remove static buffers from path_combine and path_combine_and_normalize. common/path.c map.c include/libproto.h path.h server/server.c utils/mapper.c --- common/map.c: add buffer's size to prevent overflows. Ryo 2007-02-14 Invalidate player's view if teleporting. Call update_ob_speed when changing speed. server/plugins.c Ryo 2007-02-12 Remove unused field object::refcount from unit testing test/unit/check_object.c gros 2007-02-12 lib/smooth updated in conjunction with arch update (revision 5421). Kevin Bulgrien 2007-02-11 Remove unused field object::refcount. common/object.c include/object.c plugins.h server/plugins.c Fix speed logic, implementing feature request #1624544: Armour speed limit common/living.c Fix missing call, resulting in corrupted output. server/c_object.c Fix mishandling of weapon/shield/armour restriction. Fix crash with NULL value. server/gods.c Ryo 2007-02-11 Formatting clean-up: server/apply.c: fixed indentation, untabified, broke long lines Aaron Baugher 2007-02-11 Make armour handling coherent between gods, monsters and such. Cloaks and bracers are not armour. common/item.c utils.c: fix tests with macros. include/define.h: update macro, new IS_SHIELD. server/apply.c monster.c player.c: use macros. Ryo 2007-02-11 Remove last static buffers, use safe string functions. common/readable.c include/libproto.h --- Remove obsolete long_desc(), replaced by ob_describe(), get rid of static buffer. include/sproto.h server/c_object.c ob_methods.c skills.c spell_effect.c types/book/book.c types/identify_altar/identify_altar.c --- Fix compilation warnings. include/global.h: remove duplicate DELETE_STRING (FREE_AND_CLEAR_STR), cast to void*. plugins/cfpython/include/cfpython.h: Python defines HAVE_GETTIMEOFDAY, but we do too. plugins/cfpython/cfpython.c: explicit cast to wanted type. plugins/common/hashtable.c: add missing include for malloc(). --- Remove static buffer for strerror_local(). common/anim.c image.c map.c porting.c include/libproto.h server/c_misc.c deamon.c hiscore.c init.c login.c resurrection.c socket/init.c loop.c lowlevel.c --- Remove some static variables. Return values from server. plugins/cfpython/cfpython_object.c plugins/cfanim/include/cfanim_proto.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/plugins.c --- Update cf_object_[gs]et key to use parameter instead of void* return. include/plugin.h plugins/cfpython/cfpython_object.c plugins/cfanim/include/cfanim_proto.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/plugins.c --- Remove static variables from plugin API, use parameters instead. plugins/common/plugin_common.c server/plugins.c Ryo 2007-10-11 Remove "sstable" command for players, which is called "ssdumptable" for DMs. include/sproto.h server/commands.c c_mist.c --- Remove static buffer fur ss_dump_table. Use SS_ flags. Use LOG instead of direct fprintf. common/shstr.c include/libproto.h server/c_misc.c --- include/global.h: errmsg isn't used anymore. --- Remove errmsg use for ss_dump_statistics. common/shstr.c include/libproto.h server/c_misc.c --- Fix get_split_ob not returning failure message (was through errmsg). common/object.c include/libproto.h server/apply.c c_object.c player.c plugins.c skills.c spell_effect.c Ryo 2007-02-11 Remove errmsg use for dump_object and dump_arch. Merge dump_object and dump_object2. common/anim.c arch.c object.c crossedit/Attr.c include/libproto.h server/c_misc.c c_wiz.c server.c time.c test/unit/common/check_object.c Ryo 2007-02-11 server/weather.c: Fix possible buffer overflows. server/gods.c: Use correct format specifier in sprintf(). server/spell_util.c: Fix return statements with no value in non-void function. server/time.c, include/libproto.h: Make log_time() static. server/apply.c: Fix return statements with no value in non-void function. common/living.c: Fix incorrect "extern" definition for "levels". server/c_range.c: Fix possible buffer overflows. server/server.c: Fix possible buffer overflows. common/map.c: Fix possible buffer overflows; Reduce memory used by load_map_header(). common/readable: Improve performance by minimizing string copies. server/c_object.c: Fix possible buffer overflows. common/item.c: Fix possible buffer overflows; improve performance by minimizing string copies; fix bugs because of missing braces; make sure all strings are \0-terminated. Andreas Kirschbaum 2007-02-10 Misc LOG fixes (mostly add missing newline), no functional change. common/anim.c arch.c holy.c image.c init.c [also fix missing init value] porting.c readable.c recipe.c region.c treasure.c server/init.c weather.c Ryo 2007-02-10 Implement feature request #1653770: Sockpuppeting fix (no exp when perm exp is hit). Implement feature request #1560385: Players killing other players should get no exp. Two new settings are added, pk_max_experience and pk_max_experience_percent. Check settings file to see how they work. Also, experience gained for killing a player never exceed experience that player can lose considering permanent experience. Modified files: common/init.c include/global.h lib/settings server/attack.c init.c --- common/porting.c: add missing variable type. Ryo 2007-02-10 Use const char* instead of char*, use thread-safe strerror_r, fix potential memory leak. common/porting.c include/libproto.h --- Remove static buffer from get_string_move_type(). common/loader.l --- common/object.c: don't use global errmsg variable for errors, just LOG() them. --- Remove static buffer from create_template_pathname(). common/map.c include/libproto.h server/server.c --- Remove static buffer from create_pathname(). common/map.c include/libproto.h server/plugins.c server.c utils/mapper.c --- Remove static buffer from create_overlay_pathname(). common/map.c include/libproto.h server/c_wiz.c plugins.c --- Remove static buffer from create_items_path(), and play it safe with length. common/map.c --- Remove static buffer for query_base_name(). common/button.c item.c object.c include/libproto.h server/alchemy.c apply.c c_objects.c c_range.c player.c plugins.c shop.c socket/info.c item.c types/item_transformer/item_transformer.c --- Remove static buffer for get_ob_diff(). common/object.c loader.l include/libproto.h server/c_wiz.c Ryo 2007-02-10 No functional changes, just compilation warnings / Doxygen stuff. --- Add missing includes. types/book/book.c types/identify_altar/identify_altar.c (also fix missing argument) types/item_transformer/item_transformer.c types/transport/transport.c --- Add newline at end. types/common/common_apply.c types/trigger/trigger.c --- Add Doxygen path info to distinguish files. common/button.c random_maps/exit.c server/alchemy.c apply.c rune.c spell_effect.c types/button/button.c types/exit/exit.c types/rune/rune.c types/spell_effect/spell_effect.c utils/bwp.c Ryo 2007-02-09 Remove static buffer from ob_describe(). Make op some parameter const. include/ob_methods.h sproto.h typesproto.h server/c_object.c ob_methods.c types/common/describe.c types/legacy/megacy_describe.c Ryo 2007-02-09 Doxyfile: Adjust Doxyfile options to create more information in the documentation. Alex Schultz 2007-02-09 Remove static buffer from query_short_name(). common/item.c object.c include/libproto.h server/gods.c player.c plugins.c skills.c spell_effect.c Ryo 2007-02-09 common/item.c: fix documentation. -- Remove some more static buffers. common/item.c info.c readable.c include/libproto.h server/plugins.c spell_effect.c types/common/describe.c Ryo 2007-02-09 Fix a few compiler warnings. Most were just unused variables, but some in server/c_object.c had returns without values. Files: server/c_object.c server/monster.c server/player.c server/weather.c MSW 2007-02-08 Remove static buffer for query_name(). common/item.c include/libproto.h server/apply.c attack.c build_map.c c_object.c c_range.c c_wiz.c gods.c monster.c move.c player.c plugins.c server.c shop.c skill_util.c spell_attack.c spell_util.c common/living.c object.c readable.c socket/item.c types/common/describe.c types/converter/converter.c types/example.c types/item_transformer/item_transformer.c types/legacy/apply.c legacy_describe.c types/transport/transport.c Ryo 2007-02-08 More generator enhancements: Added a generator_max field to generators. If this field is set, the generator will only create this many objects on the map at one time. It sets a generator_code key/value in itself and any objects it creates, so it can identify them when counting. This code is taken from the new generator_name field if it exists, or the "name" field otherwise. server/time.c: added the scan for child objects to generate_monster, and setting the code to child objects in the generate_monster_* routines. Aaron Baugher 2007-02-08 common/button.c: fix memory leak if map is NULL. --- Some static buffer removal, replaced by buffer + size parameters. common/item.c: use const char* for constants. Remove some static buffers. Remove unused function. common/holy.c readable.c: adjust to functions. include/libproto.h: new function prototypes. server/apply.c c_object.c: changes to function calls. Ryo 2007-02-08 Enhancing generator ability: Add a "generator_radius" field to generators; objects are created randomly within this radius of the generator. server/time.c: changed calls to find free spot common/object.c: added function find_multi_free_spot_within_radius, which is called from server/time.c Aaron Baugher 2007-02-08 Makefile.am, Makefile.in (and Makefiles in subdirs): Put types in list of SUBDIRS before server so that compilation happens in correct order - server area requires types to be up to date. MSW 2007-02-07 Make players change place with pets from party members instead of pushing them away. --- server/player.c: In move_player_attack() check for pets from party members in addition to own pets. server/move.c: In push_ob() check for pets from party members in addition to own pets. Andreas Kirschbaum 2007-02-07 Implement feature request #1652066: Python: get user's savebed location and x,y coords. --- New properties for player: server/plugins.c include/plugin.h --- Python properties: plugins/cfpython/include/cfpython_object_private.h plugins/cfpython/cfpython_object.c Ryo 2007-02-06 utils/mapper.c: new command-line option "-addmap=", to add a map to process. Now also take into account player_changer a an exit. Flag "rowmaps" to generate maps with random tiles instead of items. Ryo 2007-02-04 plugins/cfpython/cfpython_object.c: Fix missing braces. Alex Schultz 2007-02-03 plugins/cflogger/cflogger.c: Add missing return value in store_time(). plugins/cflogger/cflogger.c: Add missing call to va_end(). Andreas Kirschbaum 2007-01-29 utils/bwp.c: fix sort (sort by object's name). Fix memory leaks. Ryo 2007-01-28 Implement feature request #822087: Apply below. 'apply' now has a new flag, '-b', that specified an item on the ground. lib/help/apply: updated. server/c_object.c: look for item on ground/in container. Ryo 2007-01-21 Refactoring of move_apply -> move_on for several object classes. Removed obsolete server/swamp.c file. See types/ChangeLog for details. server/apply.c server/swamp.c server/time.c Yann Chachkoff 2007-01-21 Some changes to the mapper. utils/mapper.c: some code cleaning. New tags. utils/templates/map.template map_with_exit.template: use new tags, legend. Ryo 2007-01-21 server/spell_util.c: Consider all stats when swapping random stats due to a failed spell. Andreas Kirschbaum 2007-01-21 Implement feature request #656195: More effects of confusion. Three effects can happen: * one item is transformed temporarily to flowers * 2 random statistics are temporarily swapped * a random spell is cast. A new force type is introduced, FORCE_TRANSFORMED_ITEM, which does some magic when it expires. Modified files: include/spells.h server/spell_util.c time.c Ryo 2007-01-20 Partially revert patch from 2006-31-12: girdles are not armours for wearing restrictions. server/apply.c player.c Ryo 2007-01-20 configure.ac: add --disable-logger flag to not build cflogger plugin, courtesy gros. ---- Implement partially feature request #656194: It should be possible to curse and bless. Added 2 new spells, 'curse item' and 'bless item', that work on marked item. Also changed the spell name matching logic, to always return if a perfect match is found. include/spells.h sproto.h server/spell_effect.c spell_util.c Ryo 2007-01-15 types/{dummy.c, Makefile.in, Makefile.am}, include/typesproto.h: Remove dummy file now that it's no longer necessary Alex Schultz 2007-01-14 Implement feature request #817585: altars don't take group of same logical item. Checking logic is now modified to take into account other items apart last dropped item. This is mainly done by changing check_altar_sacrifice(). common/button.c: improve check_altar_sacrifice(). include/libproto.h: update prototype for check_altar_sacrifice(). server/apply.c: don't remove items, we don't care what we should remove. ---- Implement feature request #778211: allow avatars and holy servants to be random. Changed determine_holy_arch to return one random item instead of first matching one. server/gods.c ---- Rename 'new_save_map' to 'save_map'. common/map.c crossedit/Edit.c include/libproto.h random_maps/standalone.c server/c_wiz.c server.c swap.c weather.c ---- common/map.c: fix memory leak. server/skill_util.c: give a dummy name if skill doesn't have it. Avoids crashing later on :) Ryo 2007-01-14 Apply long standing patch #1382884: change to player wraith race courtesy Anton Oussik. lib/attackmess: new attack messages for feeding. lib/treasures: give feeding skill to wraith. server/attack.c: feeding skill, life stealing. server/skill_util.c: new skill. server/player.c: wraiths don't regenerate hp. server/apply.c: wraiths don't get anything by eating food. include/libproto.h: new functions. include/attack.h: new attack message type. include/skills.h: new skill. common/player.c: wraith-related functions. Ryo 2007-01-14 Apply patch #1631685: Monster flag set on all monster parts courtesy Aaron Baugher. common/arch.c Ryo 2007-01-14 Object types refactoring: TRIGGER. See types ChangeLog for details. ---- Object types refactoring: TRANSPORT, BOOK, POWER_CRYSTAL, BOOK. See types ChangeLog for details. Modified files: include/ob_methods.h include/ob_types.h server/ob_methods.c server/ob_types.c server/apply.c server/c_object.c server/time.c Added files: types/transport/transport.c types/power_crystal/power_crystal.c types/book/book.c types/item_transformer/item_transformer.c types/legacy/apply.c types/legacy/legacy_describe.c types/legacy/process.c types/common/describe.c Removed files: server/egoitem.c Yann Chachkoff 2007-01-14 New util: mapper.c, which generates HTML pages to browse maps. See the file itself for information and such. ---- Moved structures outside a .c so other programs can access it. include/image.h: new file, client-side image structures. socket/image.c: moved data to include. ---- utils/mapper.c: new program, map browser generator. utils/templates/*.template: template files for mapper. Ryo 2007-01-13 Some Win32 fixes: binmode for Perl, binary mode for opened files. common/porting.c lib/adm/collect_images.pl lib/collect.pl.in socket/item.c: variables should be declared at function start. Ryo 2007-01-13 server/gods.c: Clean up follower_remove_given_items() Alex Schultz 2007-01-10 Win32 compilation fixes: variables should be declared at function start. socket/item.c server/gods.c resurrection.c Ryo 2007-01-09 New plugin: 'cflogger', which logs things to a sqlite3 database. Warning: the database size may grow a lot, you'll have to check manually. Logged events: * players join/leave/creation/quit * map load/unload/reset/enter/leave * kills, whenever a player is concerned * ingame/real time links Note that the plugin is not yet part of the autobuild process. Added files: cflogger/include/cflogger.h cflogger_proto.h Makefile.[am|in] cflogger/cflogger.c Makefile.[am|in] Ryo 2007-01-07 common/loader.l: Remove call to yylex_destroy() - at least on my linux box, I get an unresolved symbol during link time (maybe different versions of flex?) MSW 2007-01-04 Make some commands DM only, and not visible to players. server/commands.c Ryo 2007-01-04 server/gods.c: Apply patch #1627442 by Aaron Baugher, to fix bug #1551735. Works by using a key_value of "divine_giver_name" to objects that are given by a god. Alex Schultz 2007-01-04 Fix a logic mistake: code should be called unless cursed and good only, not if good only set (since t->item is never NULL). This would make empty spellbooks and crash. common/treasure.c Ryo 2007-01-03 include/book.h: Doxygenify header file and add licence. No functional changes. Alex Schultz 2007-01-03 Check len of client-sent commands. socket/item.c: a few checks. Ryo 2007-01-02 Implement feature request #1443844: Lock in 1.9.0 is ethernal. Added new 'lock' command, locking/unlocking specified item. include/sproto.h server/c_object.c commands.c Ryo 2007-01-02 Massive doxygenation of code. Reformat indentation. No functional change. include/artifact.h Ryo 2007-01-02 Implement feature request #1555532: Disallow enchanting armour/weapons while wearing/wielding it. Weapon/armour will be unequipped (unless cursed) if that would mean the player can't wear it anymore. server/apply.c Ryo 2007-01-02 Fixed some mistakes in the alchemical formulae lib/formulae Yann Chachkoff 2007-01-02 Removed unused defines, documentation fixes, no functional change. common/treasure.c: add some links for GT_xxx. include/treasure.h: add anchor 'GT_xxx'. Ryo 2007-01-01 server/player.c: fix wrong message displayed. Make sp test coherent with draining for rod/horn. Ryo 2007-01-01 Implement feature request #656191: Add blessings and curses to scrolls. ---- New flags: 'blessed', 'known_blessed'. common/item.c common/loader.l: new flag, and fix mistake on array size. include/define.h ---- Randomly set blessed/cursed on scrolls and spellbooks. common/treasure.c ---- Blessed/cursed/damned effect for scrolls and books. server/apply.c: effects, and also there should be a failure even if settings is no. ---- server/spell_effect.c: add a check to be done. Ryo 2007-01-01 Implement feature request #1536177: "Orc Knuckle" requires no dice. If there is an "dice" archetype in server arches, this command will require the player to have at least 4 dice to play. There is a 5% chance to lose one dice at each play. Dice can be made through alchemy (finding the recipe is left as an exercise to the player). Note that the check is on the name 'dice', so you can have multiple archetypes for that name, they'll be all taken into account. server/c_chat.c: change command. lib/formulae: add recipe. ---- ChangeLog: fix date info (it's not american, but ISO) Ryo 2007-01-01 Corrected garbage being displayed when examining an object, caused by an uninitialized buffer. server/c_object.c Yann Chachkoff 2007-01-01 server/{player.c, gods.c, apply.c, monster.c}: Fix bug #1543130 and make handling of can_use_armour and can_use_shield consistant. Alex Schultz 2006-12-31 Some memory fixes. common/arch.c: split code to make free_arch(). common/exp.c: free levels memory. common/init.c: add free_globals(). common/loader.l: add free_loader() to clean allocated memory. common/object.c: call free_arch() instead of free() to free temporary archetype. common/treasure.c: clear correctly the artifacts. include/libproto.h: new functions. include/sproto.h: new functions. server/init.c: call cleanup() instead of exit() when doing dumps. Free some memory. server/server.c: call some free_xxx() stuff. server/weather.c: add free_weather(). ---- Use const char* instead of char* common/apply.c gods.c Ryo 2006-12-31 Implemented proposal #1497089: fix for some random items. lib/artifacts, lib/formulae Changed the title of several treasures from Gaea to Vitality, and from Ruggilli to Blazing Fires, to match better the personality of those gods. Yann Chachkoff 2006-12-30 Some memory fixes. common/arch.c: arch should free after object, since free_object2() checks the archetype. common/loader.l: when doing line mode (from artifact loading), we should clear the buffer, else it is lost, resulting in 16kb memory leak (not nice!). common/object.c: warning about archetype needed for free_object2(). Ryo 2006-12-30 Fix for bug #1539120: talisman of Evocation grants wrong skill. Changed the name of the "Talisman of Evocation" artifact to "Talisman of Creation", so there is no confusion with the skill name. Last part of the fix for bug #1612838 common/treasure.c: Changed the formula used to compute the item_power of a generated artifact treasure. Yann Chachkoff 2006-12-30 Partial fix for bug #1612838: Problem with item_power code server/apply.c Now armours get +3*magic increase to their item_power field. Corrected stupid mistakes made when fixing bug #1528525 Yann Chachkoff 2006-12-30 Another Win32 compilation fix. common/player.c: variable definition is a function start. Ryo 2006-12-30 Fix for bug #1573294: Flesh displays speed +x and gives lot identification exp. common/item.c Patch initially submitted by Aaron Baugher Yann Chachkoff 2006-12-30 Fix for bug #1528525: Sometimes "bad" initial items are created. common/treasure.c Changed the behavior of create_one_treasure, that will now not generate a treasure whose base object is cursed or damned when the GT_ONLY_GOOD flag is set. Yann Chachkoff 2006-12-30 Fix for Win32 compilation. plugins/common/hashtable.c: missing #include for Windows. Ryo 2009-12-29 common/c_misc.c lib/settings Fix for bug #1622609: Specific flags no longer displayed with 'who command Replaced [] by <> in the who output command, as [] are reserved for the various formatting tags. Yann Chachkoff 2006-12-29 Massive doxygenation of code. Reformat indentation. No functional change. common/object.c path.c player.c porting.c quest.c readable.c recipe.c re-cmp.c region.c shstr.c time.c treasure.c utils.c doc/Developers/programming_guide: add rule for function comments. Ryo 2006-12-29 Fix previous broken commit. common/arch.c Massive doxygenation of code. Reformat indentation. No functional change. common/friend.c glue.c holy.c image.c info.c init.c item.c links.c living.c loader.l logger.c los.c map.c Ryo 2006-12-28 Massive doxygenation of code. Reformat indentation. No functional change. Doxyfile: extract also static and private stuff. common/anim.c arch.c button.c exp.c Ryo 2006-12-27 Fix for bug #1622575: Range attack switches to punching on contact, applied patch courtesy Aaron Baugher server/skill_util.c: use good flag to not switch. Ryo 2006-12-27 Fix some crashes observed on metalforge: common/treasure.c: When generating flesh items from custom monsters, update other_arch of the flesh item to point back to the original base archetype, not the custom archetype. random_maps/treasure.c: Create the key object before we reference it in find_first_free_spot() MSW 2006-12-26 Make method/property coherent for Python objects. plugins/cfpython/cfpython_archetype.c cfpython_party.c cfpython_region.c plugins/cfpython/include/cfpython_archetype_private.h cfpython_party_private.h cfpython_region_private.h Ryo 2006-12-26 Implemented FR #1539153: Blessed weapons should have an owner. Added option personalized_blessings to activate that feature. server/apply.c server/gods.c server/init.c include/global.h Yann Chachkoff 2006-12-26 Fix for bug #1527978: summon fog spell is somewhat broken. Summon now occurs either randomly around (when casting on oneself), or around, either clockwise or anticlockwise. server/pets.c Ryo 2006-12-26 Implement feature request #1617446 :add "glow radius" to perceive self server/spell_effect.c Ryo 2006-12-26 Add "Crossfire.Object.LastEat. More return fixes. plugins/cfpython/include/cfpython_object_private.h: add "Subtype". plugins/cfpython/cfpython_object.c: add "Subtype". server/plugins.c: fix wrong return values. Ryo 2006-12-26 Fix wrong return values for plugin calls. Add "Crossfire.Object.Subtype" property. plugins/cfpython/include/cfpython_object_private.h: add "Subtype". plugins/cfpython/cfpython_object.c: add "Subtype". server/plugins.c: fix wrong return values. Ryo 2006-12-26 types/example.c: Add quick example file. Alex Schultz 2006-12-26 server/player.c: Added a supplementary check on attacked objects, so that an alive object that has its FLAG_MONSTER set is always a preferred target over an alive object without that flag. Fix for the bug mentioned in #1551404 server/skill_util.c: Corrected the flags passed to change_exp when failing to properly write a spell scroll, which resulted in loss of experience in the wrong skill. Fix for the bug mentioned in #1530000 Yann Chachkoff 2006-12-26 lib/{Makefile.in,adm/map_info,collect.pl.in,Makefile.am}: ignore .svn rather than CVS. Andreas Kirschbaum 2006-12-24 server/c_chat.c: In command_tell() do not crash when extendedTextInfos are enabled. Andreas Kirschbaum 2006-12-22 common/loader.l: Fix some problems related to curse spell monster handling. Specifically, coordinates of custom monsters was not being saved (always set to 0,0), which caused crashes for multipart monsters upon load. Also, speed was being set to 0, resulting in customized monsters not having any speed. MSW 2006-12-21 server/shop.c: Remove unused switch statement. Alex Schultz 2006-12-17 No change, just remove unused code in #if 0 server/commands.c server/shop.c Ryo 2006-12-17 Fix a crash due to non-checking of parameters. socket/item.c Ryo 2006-12-13 Tentative fix for bug #1551398: Curse spell breaks customized monsters. The server will now create a "temporary" archetype when loading a customized monster. This archetype will have the same name, but not be part of regular archetype list. It'll be removed when last object using it is removed. A new field "reference_count" is added to archetype structure, to store how many objects reference that temporary archetype (think of item duplication with customized archetype). This fix has been roughly tested, but could certainly use more tests. Modified files: common/loader.l: handle customized monsters common/object.c: increment reference_count if copying a temporary archetype. Decrement it when freeing an object, and free archetype if needed common/treasure.c: add "artifact_init" to signal start/end of artifact loading, required for temporary archetypes handling. include/object.h: new "reference_count" field Ryo 2006-12-09 Tentative fix for bugs #1605033: Random map gets blocked #1522796: Random map, locked door(s) and no key Random map generator will try harder to put keys, and not lock if no spot found (can happen if chest is surrounded by locked doors blocking the corridor). Modified files: random_maps/rproto.h random_maps/treasures.c Ryo 2006-12-03 Cosmetic fixes only, before bugfix. random_maps/treasures.c: fix indentation. Ryo 2006-12-03 Fix for bug #1556723: Broken Show invisible - scrolls, wands, staves and rods server/spell_effect.c: use the item's level, and not computed level, to see if should be shown. Ryo 2006-12-03 Fix for bug #1569017: Healing gives grace cost to target. Information sent to client is now stored in a special structure, to not conflict with spell fields. Note that this doesn't fix player files. common/player.c: free spell information, new function for spell state. include/libproto.h: new function. include/player.h: new structure, new field in player structure. socket/request.c: use spell information instead of spell fields. Ryo 2006-12-02 Merge patch #1558073: newpickup flesh courtesy bencha include/define.h server/c_object.c player.c Ryo 2006-11-29 Implement feature request #1555887: Thief player - should have bargaining as default skill lib/treasures: add skill to class items. Ryo 2006-11-26 Fix bug #1539207: "Max speed" attribute does not work common/living.c: armor's max_speed should always be taken into account. Ryo 2006-11-26 Fix indentation and comments, cosmetic changes only. common/living.c server/pets.c: Ryo 2006-11-26 Fix bug #1599307: server/shop.c: In pay_from_container() handle non-standard MONEY objects when buying items. Andreas Kirschbaum 2006-11-19 socket/info.c: In draw_ext_info() do not crash for out of memory. Andreas Kirschbaum 2006-11-19 server/rune.c: If skill is NULL in dispel_rune(), just return as server will otherwise crash in trap_disarm() server/spell_util.c: Fix bug in that runes that hold other spells (glyphs, firetraps, magic runes, etc) do not find a skill object, and thus player doesn't get exp. Instead, for runes, try to find owner, and then the relevant skill object. MSW 2006-11-18 Documentation tweaks. include/object.h: doxygen-like comments. Doxyfile: created with some defaults. Ryo 2006-11-18 Rename fix_player to fix_object, since it works for other items. common/item.c living.c object.c include/define.h libproto.h skills.h server/apply.c attack.c c_misc.c c_object.c c_wiz.c disease.c gods.c login.c player.c plugins.c shop.c skills.c skill_util.c spell_attack.c spell_effect.c time.c Ryo 2006-11-18 Fix bug #598649: Building apartments use multiple materials per tile server/build_map.c: don't redo same floor. ---- socket/info.c: fix spurious logic, fix indent. Ryo 2006-11-18 Tentative fix for bug #1519089: item cannot afford in container can be taken from store. server/shop.c: do a real recursion in can_pay. Ryo 2006-11-16 include\{treasure.h path.h face.h commands.h win32.h shstr.h timers.h config.h funcpoint.h object.h loader.h attack.h race.h newserver.h re-cmp.h living.h book.h plugproto.h player.h artifact.h material.h plugin.h spellist.h skills.h spells.h recipe.h god.h sounds.h map.h tod.h newclient.h}: Clean up anti-double-include mechanisms. ---- include/arch.h: Removing unused file. include/Makefile.am: Remove reference to arch.h common/arch.c: Remove reference to arch.h Alex Schultz 2006-11-14 Fix bug #1573296: arena : spells with "target" doesn't works server/spell_util.c: spell_find_dir should consider players when on battleground. ---- Fix bug #1594696: Altar created with creator - consecration server/time.c: copy creator's level, as per behaviour before function rewrite. Ryo 2006-11-13 doc/Developers/protocol: Add documentation about exp_table requestinfo addition socket/loop.c: Add call to send_exp_table() in request_info_cmd() socket/request.c: Add send_exp_table() to use a replyinfo exp_table to send data to client. MSW 2006-11-03 socket/loop.c: Fix replyinfo, in that it was using incorrect length parameter when replying to unsupported requests. MSW 2006-11-02 Fix for bug #1547517: DM issue with containers server/apply.c: move_apply shouldn't exit if opened container. Ryo 2006-10-29 Update code so everything uses draw_ext_info(), and remove new_draw_info(). For the most part, everything is just a simple update of function name/ parameters. In some places, there was some other cleanup, like inconsistent whitespace being made consistent. A few places were changed to use the varargs version, so no longer needed a local snprintf. Many places where used to remove the hard formatting (combine several calls into one so that the client can do the word wrap/formatting, since assuming the width of the client never was really accurate) Dead code was removed, rather than being updated. For old clients, it will continue to use the old protocol commands, so this doesn't break client compatibility in any way. -- Files affected: common/arch.c, common/button.c, common/living.c, common/los.c. common/map.c, common/quest.cm common/time.c, common/treasure.c crossedit/stubs.c random_maps/standalone.c include/funcpoint.h, include/newclient.h, include/sockproto.h server/alchemy.c, server/apply.c, server/attack.c, server/build_map.c, server/c_chat.c, server/c_wiz.c, server/c_new.c, server/c_object.c, server/c_range.c, server/c_party.c, server/commands.c, server/disease.c, server/gods.c, server/hiscore.c, server/login.c, server/monster.c, server/move.c, server/pets.c, server/player.c, server/plugins.c server/resurrection.c, server/rune.c, server/server.c, server/skill_util.c, server/skills.c, server/spell_attack.c, server/spell_effect.c, server/spell_util.c, server/swamp.c, server/time.c socket/info.c, socket/item.c, socket/request.c test/unit/common/stubs_common.c test/unit/crossedit/stubs_crossedit.c, test/unit/random_maps/stubs_random.c -- MSW 2006-10-28 Implement feature request #1551406: Add player's name to disease symptoms server/disease.c: add player's name. Ryo 2006-10-28 /plugins/cfpython/{cfpython.c, cfpython_map.c, cfpython_object.c}: Remove redundent checks in values passed to Crossfire_Foobar_wrap() functions. Alex Schultz 2006-10-27 Fix for bug #1573381 (death attacks does works on skull) server/attack.c: check for undead when no slaying set for hitter in deathstrike_player. Ryo 2006-10-22 Fix for bug #1553636 (Crashbug: reset/swaped map after use of "overlay_save"). Make command coherent with ingame command (command_overlay_save since overlay_save). Add 'overlay_reset' command to reset a saved overlay. common/map.c: if flag is 2, map is still valid (non destructive save). include/sproto.h: rename function, new function. server/c_wiz.c: no need to save and reload the map for overlay. Rename function. New function. server/commands.c: rename function, new function. Ryo 2006-10-22 common/loader.l: Make it so that long msg/endmsg won't overflow temp buffer by using safe_strcat. Will result in long messages being truncated, but better than crashes. server/pets.c: Check for existance of object existance after call to follow_owner() in remove_all_pets(). Can be cases where put is killed when moving to new map. MSW 2006-10-18 server/apply.c: If the captain of a transport exits the transport, make the next player on the transport the captain. server/server.c: Like change to apply.c to make player another player captain if one leaves the game. But in addition, in all cases, we need to clean up the transport->contr pointer, which will otherwise cause crashes. MSW 2006-10-12 common/readable.c: Rewrite god_info_msg() - a buffer overflow crash was seen on metalforge, and the old code had lots of dangerous string operations (non safe strcats, sprintf with overlapping buffers). No code is functionally equivalant, just uses safe string funtions. MSW 2006-10-12 doc/Developers/objects updated to better describe @match use in objects. Many objects contain useless case handling keys like @match Hello|hello because mapmakers do not know how @match works. Also add mention of the limited regular expression support that applies to match keys. Kevin R. Bulgrien 2006-10-08 Make converters inside shops work again. --- server/c_object.c: Sell item after dropping because converters do not accept unpaid items. Andreas Kirschbaum 2006-10-08 Fix bug where in players could unequip cursed weapons by switching to a hand to hand skill (punching, karate, etc). -- include/define.h: Add AP_NOPRINT flag. server/apply.c: Modify the apply_special() code to take AP_NOPRINT option, which as implies, causes messages not to be printed. Used in change to skill_util.c, since the code thre prints better message about uequipping of weapon. server/skill_util.c: Do some cleanup of unused vars in do_skill(). Modify attack_hth() to call apply_special() to unequip weapon (that takes care of checking cursed status, etc). -- MSW 2006-10-05 server/rune.c: Fix mistake in revision 4979, causing get_rangevector to be called with an uninitialized env. Alex Schultz 2006-10-04 server/c_misc.c: Fix incorrect use of FMT64 in commant_statistics(). Alex Schultz 2006-10-02 server/monster.c: Revert message formatting of NPC responses back to the two-line format. Fix a possible buffer overflow when players talk to certain NPCs. Andreas Kirschbaum 2006-10-02 server/rune.c: Cleanup spring_trap() and clean some questionable logic. server/attack.c: Cause spell traps to be triggered when containers with traps are destroyed by a spell effect. Alex Schultz 2006-09-25 doc/Makefile.am, server/Makefile.am, utils/crossloop.in, utils/crossloop.pl.in, utils/crossloop.tmpl.in, utils/crossloop.web.in, utils/crossloop.pl.tmpl.in, doc/crossfire-server.man: Rename crossfire binary to crossfire-server. Make changes to account for that in crossloop and the man page. Alex Schultz 2006-09-20 server/plugins.c: Change cfapi_object_say() to use either command_say() or npc_say() depending on if the object is a player. Fixes bug #1534889. server/monster.c, include/sproto: Move code for NPCs to talk from the code that handles NPC replies into npc_say(). server/spell_effect.c: Implement proposed alchemy changes from the mailing list. Make value of nuggets given range from 5% to 40%. Depends on archetype changes to the alchemy spell and nuggets. (Without archetype changes will give obscenely low value.) server/spell_util.c, include/sproto.h: Make min_casting_level() non-static. Alex Schultz 2006-09-16 server/alchemy.c: Make shadow alchemy and random alchemy failures ignore the 'cauldron' type being used. Fixes bug #1551385. Alex Schultz 2006-09-15 lib/README: Large update to the ancient readme file describing the files in lib. Alex Schultz 2006-09-12 common/treasure.c, include/treasure.h: Add MAX_SPELLITEM_LEVEL set to 110. include/living.h: Set MAXLEVEL to 115. doc/settings: Document create_home_portals outside of comments in lib/settings. server/player.c: Comment cleanup. No code changes. server/apply.c: Add check to auto-dropping of applied transports to not drop in shops. common/treasure.c: Make fix_flesh_item only run when the donor is a monster. Fixes bug #1555569. Alex Schultz 2006-09-10 server/apply.c, server/c_object.c, server/player.c: Use is_in_shop() to check if it's in a a shop. server/shop.c, include/sproto.h: Add is_in_shop() and coords_in_shop() based on addition of is_in_shop() in cf+ by elmex. server/apply.c: When applying a transport which is in an inventory, drop the transport. server/c_object.c, include/sproto.h: Make drop_object return a pointer to the dropped object, NULL otherwise. Alex Schultz 2006-09-09 common/treasure.c: add exp and other_arch to flesh; more info about the original monster, to be used in spells or scripts. Lalo Martins 2006-09-10 doc/Developers/protocol: Fix off by one on how many layers are currently defined. server/swap.c: When loading up temp maps, make sure timeout is set to 0 - fixes bug 1539203. MSW 2006-09-06 lib/collect.pl.in: Explicitly ignore backup files (*~), just because they really annoy me. Lalo Martins 2006-09-06 server/gods.c: Make get_god_for_race() safe for gods of no race. Alex Schultz 2006-09-06 server/shop.c: Make (real) sure shops won't give amber/jade Lalo Martins 2006-09-06 Apply patch #551467 (type mismatch in surround_flag3() can cause SIGSEGV) courtesy Mark Kidder. random_maps/rproto.h wall.c Ryo 2006-09-04 Bulk of this change is updating some files to use draw_ext_info() - all future code should use this, since there is no real reason not to and it provides additional features. One notable change - reversed the order of the new and old formats in draw_ext_info_format() - the order was different than that of draw_ext_info(), which leads to confusion. draw_ext_info_format() wasn't used in many places, so easier to change that than all the draw_ext_info() calls. Only another 1200 new_draw_info calls left in the server. -- doc/mediaTags: Fix some typos, clarify some behaviour (the way it works now so that there will not be confusion in the future). include/define.h: Remove MSG_ tags - moved to newclient.h include/newclient.h: Synchronize with client version. Add MSG_ defines include/newserver.h: Move some defines from here to newclient.h server/apply.c: Reverse format parameters to draw_ext_info_format() calls. server/c_misc.c: Rewrite to use draw_ext_info{_format} - this allows nice formatting of tables, etc. Also general style cleanups, clarify some messages. in help_topics(), don't do linewrap - let the client handle it. remove bug_report() function - no longer used. Remove explore_mode() - wasn't used. Move command_style_map_info() to c_wiz.c since it is a wiz only command. server/c_wiz.c: As per above, move command_style_map_info() to this file since it is a wiz command. server/player.c: Reverse format parameters to draw_ext_info_format() calls. server/shop.c: Update to use draw_ext_info{_format} instead of new_draw_info() socket/info.c: Reverse format parameters in draw_ext_info_format(). Update va_start() to use new last parameter. Remove call to strip_media() if the client supports the tag - that should only be used if the client does not support the tag. socket/request.c: remove commented out MSG_TYPE values. MSW 2006-09-03 plugins/common/hashtable.c: make Win32 define of uintptr_t more correct. Alex Schultz 2006-09-03 plugins/common/hashtable.c: fix Win32 compilation. server/spell_effect.c: missing return value. ---- Potential fix for bug #1551307 (crash in python plugin). If event_destroy is not found, set del_event to NULL. And don't dare you call remove_ob on it! :) plugins/cfpython/cfpython_object.c ---- Fix for bug #1551371 (No-magic prevents monsters from casting spells) server/skill_util.c: ignore no_spell/no_magic for monsters. ---- Fix for bug #1551386 (Alchemy with unpaid items). include/sproto.h: new function declaration. server/alchemy.c: check for unpaid items/cauldrons in new function. server/skill_util.c: move alchemy code to other function. Ryo 2006-09-03 server/attack.c: Store away victim_map in hit_with_arrow() - what could otherwise happen is that victim is a player, and killed and ends up on new map, so that victim->map points at the wrong map. MSW 2006-09-02 server/swamp.c: swamp will now kill players with woodsman, but slower than players without that skill. Feature request #1539125 by Andreas Kirschbaum. socket/lowlevel.c: apply patch #1550716 (Frequent crashes after client disconnects) courtesy Mark Kidder Ryo 2006-09-02 server/attack.c: Move kill_player() after we set up the pl->killer string. Needed just so right message is on grave stone - also prevents crashes, as if the hitter is poison or disease, kill_player() will remove those. MSW 2006-08-30 lib/attackmess: Fix missing space in a 'type 17' attack message. Alex Schultz 2006-08-30 server/player.c: Fix logic error in fire_bow and avoid unnecessary messages. Fixes bug #1547699. Alex Schultz 2006-08-28 Add plugin access to move fields. Add sint64 type to plugin. 'AddExp' wrapper. include/plugin.h plugins/common/plugin_common.c plugins/common/include/plugin_common.h server/plugins.c ----- Add 'object->env' and move_xxx wrappers to Object. plugins/cfpython/cfpython_object.c plugins/cfpython/include/cfpython_object_private.h ----- Add constants for many things. Note that they aren't real constants and can be changed from a Python script. But it's the case for everything, so... plugins/cfpython/cfpython.c Ryo 2006-08-27 Removed obsolete 'event' field from object struct, and associated functions. common/living.c common/loader.[cl] common/object.c common/treasure.c include/libproto.h include/object.h server/apply.c test/unit/common/check_arch.c Ryo 2006-08-26 server/weather.c: change spurious logic in weather_avoid function. Ryo 2006-08-26 Hopefully fix weather-related bug. common/object.c: tentatively fix insert_ob_in_map weird behaviour when both INS_MAP_LOAD and INS_ABOVE_FLOOR_ONLY are set. Ryo 2006-08-26 common/object.c, server/time.c: Make generators work properly with multi-tile objects. Fixes bugs #1543220 and #1546835 and also allows generators themself to be multi-tile. Alex Schultz 2006-08-25 check-fragment.am: Add some quotes to avoid problems with spaces appearing in macro expansions. Raphaël Quinet 2006-08-25 configure, aclocal.m4, utils/config.guess, utils/config.sub, utils/ltmain.sh, include/autoconf.h.in, */Makefile.in: regenerated using slightly newer versions of libtoolize, aclocal, automake and autoconf. Raphaël Quinet 2006-08-25 configure.ac: add option to disable unit tests, fix incorrect usage of AC_ARG_ENABLE for dmalloc, fix some typos. Raphaël Quinet 2006-08-25 common/map.c: static buffers are evil. This resulted in name weirdness, and strange results with overlays. Ryo 2006-08-25 server/server.c: fix a weird name change. Basically, function path_combine_and_normalize was called twice while first result was still in use, resulting in weird names. Ryo 2006-08-23 Fix for bug #1528636 (Invisible player disappears from map view). socket/request.c: special case for view's center. Ryo 2006-08-22 Fix/improve login procedure such that if a player is trying to log in with the name & correct password of character already on server, terminate old connection and let them log in. --- server/login.c: Remove name check for players on server in check_name(). Make wrong_password() to handle error message handling for wrong password In check_login(), iterate over players on system to see if there is a match - if mismatched password, print error. If correct password, terminate old connection. Move wrong password logic from check_login() to wrong_password(). MSW 2006-08-21 server/attack.c: Call kill_player() from the kill_object() code. Fixes bug #1539192. Alex Schultz 2006-08-21 server/spell_effect.c: Make counterspell not effect permenant spell effects. Fixes bug #1539220. lib/adm/getfaces.pl, lib/adm/README: Add 'getfaces' script that I had on the tracker and forgot about. Alex Schultz 2006-08-20 Fix timers not working properly and potentially crashing. include/timers.h: use tag instead of pointer to avoid crashes. server/init.c: init timers. server/timers.c: wrong check for EVENT_TIMER. ----- Add timers to functions a plugin can call. include/sproto.h: new functions. server/plugins.c: callbacks to timers. ----- Add Python wrappers to timer, Object.CreateTimer(delay,mode) and Crossfire.DestroyTimer(id) plugins/cfpython/cfpython.c plugins/cfpython/cfpython_object.c plugins/cfpython/include/cfpython_object_private.h plugins/common/plugin_common.c plugins/common/include/plugin_common.h Ryo 2006-08-20 common/object.c: Scatter objects dropped from a multi-tile object being freed. Fixes bug #1542884 server/c_wiz.c: Make DM 'free' command safe on multi-tile objects. Alex Schultz 2006-08-19 Fix for bug #1540158 (Broken spells - Face of Death) server/attack.c: death attack always kills, no escape from it. ----- Fix for bug #1460251 (Big monsters generated by generators broken). The generators didn't correctly create the other monster parts. common/map.c: move stuff out of link_multipart_objects to object.c common/object.c: add fix_multipart_object function, taken from link_multipart_objects include/libproto.h: new function. server/time.c: call new function when adding big monster. ----- Fix for bug #1523571 (Diseases work only on "head" part). server/spell_attack.c: the "more" part doesn't always have all the right flags, so get head before testing. ----- common/object.c: add "more", "head" and "env" values when dumping an object. server/spell_util.c: DMs can cast denied spells. Ryo 2006-08-19 Recollected archetypes in order to integrate fix for bug #1530006: lib/smooth, lib/faces, lib/bmaps.paths, lib/bmaps, lib/archetypes, lib/animations, lib/crossfire.1, lib/crossfire.0, lib/treasures.bld Raphaël Quinet 2006-08-18 Added a plugin function to get time. Add Python wrapper. include/plugin.h sproto.h plugins/cfpython/cfpython.c plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/plugins.c Ryo 2006-08-15 common/map.c, include/plugin.h, plugins/cfpython/{cfpython.c, include/cfpython_map.h, include/cfpython_map_private.h}, server/plugins.c, server/server.c, server/swap.c: Add EVENT_MAPLOAD and EVENT_MAPUNLOAD, add support to cfpython. Modify EVENT_MAP* to send the map object (in place of the path for MAPRESET). Impliment wrapper invalidation for cfpython map wrapper objects. crossedit/stubs.c, include/funcpoint.h, random_maps/standalone.c, test/unit/common/stubs_common.c: Allow execute_global_event() to be called from common. Alex Schultz 2006-08-12 lib/artifacts: Add artifact descriptions, courtesy of Raphaël Quinet. Applies patch from tracker item #1538983 Alex Schultz 2006-08-12 server/c_object.c: Corrected a mistake in examine that would display the content of a message prefixed by @match to the player. Fix for the bug mentioned in #1539227 server/spell_effect.c, common/map.c, common/map.h: Added a field in the map structure to store the timestamp of the last original map loading, and modified the Town Portal spell so that it now cannot lead to a map that was marked before a reset, after a reset. Fix for bug #1539155 server/apply.c: changed the comparaison code between the weapon's name and the player's, so that a weapon created by "gro" cannot be used by "gros. Fix for bug #1539150 server/c_object.c: modifier command_take so it is less noisy about no_pick items when doing a "get all" request. Fix for bug #1539122 server/c_object.c: modified command_drop so it is less noisy about locked items when doing a "drop all" request. Fix for bug #1539121 server/pets.c: added filling of inventory for monsters magically created that didn't come from a player caster, and aren't golems. Fix for bug #1529980 server/spell_effect.c: fixed incorrect behavior of the create missile spell, that couldn't find a proper archetype when a bow or a crossbow was wielded. Fix for bug #1532403 Yann Chachkoff 2006-08-12 server/apply.c: keep converters from accepting unpaid items Lalo 2006-08-12 lib/addexp: update help text. server/c_wiz.c: update addexp's help text. Ryo 2006-08-11 server/c_wiz.c: fix create command with some artifact fun. Update player inventory if removing an item. Ryo 2006-08-10 server/apply.c: Tell the client the map has scrolled when applying transports. Fixes bug #1528565. Alex Schultz 2006-08-10 lib/regions, common/region.c: Move regions file to map files. server/player.c: Set default listen level to 10. Alex Schultz 2006-08-09 common/loader.l, include/object.h, include/plugin.h, server/plugins.c: Add no_save attribute. Prevents object from being saved to disk. Add plugin support for the attribute. plugins/cfpython/{cfpython.c, cfpython_object.c include/cfpython_object.h, include/cfpython_object_private.h}: Add cfpython support for no_save, and have cfpython "invalidate" object wrappers when the object is destroyed. Add "Exists" property to python object wrappers. Alex Schultz 2006-08-08 Feature request #1465397 (improved feedback in character creation for existing names). Made message more explicit. server/login.c Ryo 2006-08-08 Implement feature request #821645 (change password command). This introduces 3 new player states, "entering current password", "new password", "confirm new password". include/define.h: new states. include/player.h: add new_password field. include/sproto.h: new command prototype. server/c_misc.c: new command. server/commands.c: bind command. socket/request.c: handle new states. Ryo 2006-08-08 Implement feature request #1528641 (consecrate should change face of altar). This simply removes the altar, and add the god's altar. Note that the name of the altar should be altar_, which seems to be the case everywhere. server/spell_effect.c Ryo 2006-08-07 Tell player whether she's the transport's captain or not. server/apply.c Ryo 2006-08-07 Commit patch #1389033 (Large-value coins) courtesy Lalo Martins server/shop.c: accept jade & amber coins, never give'em back. Ryo 2006-08-07 Fix bug #1534727 (create_home_portals TRUE doesn't work) server/init.c: wrong variable changed. Ryo 2006-08-05 Committed patch #1389432 (Per-race HallOfSelection) courtesy Lalo Martins. Modified files: include/global.h common/init.c server/server.c player.c Rebuilt archetypes and treasures. Ryo 2006-08-05 plugins/cfpython/cfpython.c, plugins/cfpython/cfpython_object.c, plugins/cfpython/include/cfpython_object_private.h: Modify Crossfire_Object_wrap() to use the hash tables provided by hashtable.c to avoid creating more python wrapper objects than is needed. Alex Schultz 2006-07-29 common/object.c: fix bug #1526364 (stacking Royal Guards). Use find_free_spot to place dropped items if living. Also fix indent of function free_object2. server/c_object.c: fix bug #1529969 (shop floor not working in random maps). Ryo 2006-07-29 server/c_wiz.c: fix addexp not working on skills. server/time.c: don't crash if duplicator doesn't have other_arch set. Ryo 2006-07-28 plugins/common/hashtable.c, plugins/common/include/hashtable.h, plugins/common/Makefile.am, plugins/common/include/Makefile.am, plugins/cfpython/Makefile.am: Add hashtable.c, to add ptr-to-ptr hash tables for plugins to use. (Useful to use a cf object as a key for the table) plugins/cfpython/include/cfpython.h: Include compile.h which Python.h doesn't include on it's own in versions of python older than 2.4. include/plugin.h, common/object.c: Add EVENT_DESTROY, a local event triggered when an object is freed. include/funcpoint.h, crossedit/stubs.c, random_maps/standalone.c, test/unit/common/stubs_common.c: Allow execute_event to be called from common and add appropriate stubs. Alex Schultz 2006-07-28 common/item.c: In describe_item() correct capacity description of large (>1000 maxsp) Glowing Crystals. Andreas Kirschbaum 2006-07-28 plugins/cfpython/cfpython.c: Added compilePython() function to split the compiling of python bytecode from the execution of it. Add support for caching the bytecode for a fixed number of scripts (default of 16) to increase speed. Alex Schultz 2006-07-27 server/c_wiz.c: prevent a DM to reset a random map if (s)he is on that map. Workaround for bug #1528173. Yann Chachkoff 2006-07-26 server/c_wiz.c: call update_ob_speed if removed object is animated. server/spell_attack.c: stop generating swarm/bullet if player moved. This fixes bug #1528194. server/spell_util.c: don't report blocking if caster is not player. It then is a swarm spell or equivalent, so position is random, no need to warn. Ryo 2006-07-25 server/server.c: Select op->facing instead of op->direction in process_events for players and monsters as the direction reference for the face to display. Fix for bug #1528182. (*few* ! that's a lot of bugs ! :)) server/spell_util.c: Make the search for a friendly target for some spells also browse transports located in the square from which the spell was cast. This is a fix for bug #1528018 server/c_wiz.c: Prevents the use of reset on self-map while in a transport. Work-around for bug #1528172. server/skill_util.c: Make dragons prefer clawing over anything else as unarmed combat technique. Fix for bug #1528197 Yann Chachkoff 2006-07-25 common/treasure.c: Added explicit item_power calculation for generated items that got an item_power of 0 - should solve bug #1460354. Yann Chachkoff 2006-07-21 scommon/map.c: Add check to block_linked() to make sure things never block themself. server/spell_attack.c: Target the head of monsters diseases are cast at. Alex Schultz 2006-07-18 Fix player count reporting to the metaserver. It now excludes connections with not-yet-logged-in players and AFK/WIZ/BOT players. --- socket/metaserver.c: In metaserver_update() use the same conditions as for the who command. Andreas Kirschbaum 2006-07-16 server/spell_effect.c, include/global.h, common/init.c, server/init.c: Add setting "create_home_portals" which allows server admins to allow town portals to be created in apartments. Based on a patch by pippijn in the cf-ext project. lib/settings: Set default create_home_portals to FALSE Alex Schultz 2006-07-12 lib/regions: Fix typo in region "portjoseph". Bug #1518392 (Port Joseph region spelling inconsistent with map directory) by Kevin R. Bulgrien. Andreas Kirschbaum 2006-07-07 acinclude.m4, configure: Fix last fix which discarded any passed in CFLAGS or if that is set in the environment. MSW 2006-07-05 common/button.c: Fix for sourceforge bug common/button.c - harpsicord crashes client. The problem is that the trigger code presumed that the object would be animated, and blindly set teh face to the second animation frame. harpsicords are not animated, so this could amount to garbage. So add check for trigger objects to see if they are in fact animated before blindly setting the face. MSW 2006-07-05 server/daemon.c: Patch by wart, tracker 1489902 - open a file like /dev/null to then dup - this fixes -detach crash problem. Might be better to use some other file, but in theory, shouldn't be much going here, and I don't think we can safely use a file that is already opened by the server. MSW 2006-07-05 common/region.c: wrong order for memset call. Ryo 2006-07-04 common/object.c: revert my previous fix, it's actually a feature :) Ryo 2006-06-27 ------------------------------------------------------------------------------ Changes for 1.9.1: acinclude.m4, aclocal.m4, configure, configure.ac: Fix crossedit header detection - even when passed --with-x to configure and having all the files, it wouldn't find the headers because it didn't pass in the correct -I options for where they sit. Also, update for 1.9.1 release. MSW 2006-06-29 server/rune.c: Undo last patch - breaks summoning runes. server/skills.c: Change disarm logic - after first failure, don't continue to disarm traps (makes sense anyways - can really only disarm one thing at a time) - this fixes the problem that last change to rune.c tried to fix. MSW 2006-06-27 server/rune.c: Patch from schmorp - when dealing with traps, don't put them underneath the player when a disarm failure happens, instead, update the direction to hit the player - prevents a recursion problems causing hundreds of objects. MSW 2006-06-25 common/object.c: don't consider FLAG_INV_LOCKED for can_merge. Ryo 2006-06-24 common/object.c: in insert_ob_in_map() don't stop processing flying objects if the object also has floor set. This fixes crashes when an object is both flying and has floor set. MSW 2006-06-06 Add commands rules and news to display the rules/news files. --- include/sproto.h: Add prototypes for new commands. lib/help/{motd,news,rules}: Add help files. lib/Makefile.am: Add new help files. lib/Makefile.in: Rebuilt. server/c_misc: Add functions to implement the commands. server/commands: Add new commands to commands list. Andreas Kirschbaum 2006-06-06 Fix problem with create food when used on transports. Rather than put a specific check in the create food code, modify insert_ob_in_map to check to see of the passed in originator is on a transport, and if so, find out the right info - this probably fixes the same type of bug that happens from other areas of the code. common/object.c: Above change, as well as #if 0 out some unused functions. MSW 2006-06-04 Clean up some compiler warnings. Most of the changes are related to replaced %lld with FMT64 defines so that the format will be correct, no matter if the 64 bit type is a long, long long, or if this is windows. #if 0 out a bunch of code that isn't used. -- common/exp.c: Replaced lld with FMT64 common/holy.c: #if 0 out baptize_altar(). Add banner copyright at top of file. common/info.c, common/item.c, common/loader.l, common/loader.c, common/map.c: common/porting.c Replaced lld with FMT64 common/time.c: Replace a bunch of variables declared as longs to be uint32. Update various sprintf appropriately. include/global.h: Add FMT64 and FMT64U as appropriate for different systems. Change max_time to be a uint32 include/sockproto.h, include/sproto.h: rebuilt server/apply.c: #if 0 out monster_apply_special server/c_range.c: Add != 0 in assignment if statement - same meaning, clearer on intention and avoids compiler warning. server/c_wiz.c: Update command_kick() to take const char. Update command_speed() to operate properly based on max_time being a uint32. Update various lld to FMT64. Clarify ambiguous if/if/else statement in command_insert_into() server/commands.c: Add cast to command_kick for new function prototype. #if 0 out find_command(), parse_string(), parse_command() server/disease.c: #if 0 out find_disease(), reduce_symptoms() server/egoitem.c: #if 0 out create_artifact(). Add copyright at top of file. server/gods.c: #if 0 out get_god() server/hiscore.c: Replace lld with FMT64 server/login.c: #if 0 out create_savedir_if_needed() server/resurrection.c: Replace lld with FMT64. #if 0 out dead_character() and dead_player_exists() server/server.c: Remove info_keys() - hasn't been used in a long time. #if 0 out process_active_maps() server/skill_util.c: Replace lld with FMT64 server/spell_util.c: #if 0 out check_spell_effect() server/weather.c: #if 0 out feather_map(). Fix what I suspect is an error in worldmap_to_weathermap() to skip over starting slashes. socket/image.c: Add a fair number of char * casts to suppress warnings. socket/init.c: Change buflen in init_connection() to socklen_t to match function prototype. Add some char * casts. socket/loop.c: Add some char * casts. -- MSW 2006-06-04 Add a name 'dungeon_name' for random maps, and put it in the random key's name. This implements feature request #815622 (keys in random maps should note map they are from) https://sourceforge.net/tracker/index.php?func=detail&aid=815622&group_id=13833&atid=363833 random_maps/random_map.c: fix a memory leak. Add random name. random_maps/reader.[cl]: read 'dungeon_name'. Use strncpy instead of strcpy. random_maps/random_map.h: add new field, use a #define instead of hardcoded constant. Do not merge renamed items with differing custom names. --- common/object.c: In can_merge() check for differing custom_name field. server/c_object.c: In command_rename_item() try to merge the affected item. Andreas Kirschbaum 2006-06-02 Do not merge locked and unlocked items. --- common/object.c: In can_merge() do not ignore FLAG_INV_LOCKED anymore. socket/item.c: In lock_item_cmd() try to merge the affected item. Andreas Kirschbaum 2006-06-01 lib/artifacts: Fix typo to not anymore generate "boots of of steel". lib/artifacts: Fix typo to make bows of Sorig work. lib/archetypes, lib/treasures.bld: Rebuilt. Andreas Kirschbaum 2006-06-01 Various bug fixes, related to the new map display code. common/loader.c, common/loader.l: Add map_layer attribute so object can override what layer it should go on (fix for levitation boots). common/map.c: Add support for map_layer to override layering. Fix bug where if there were more objects than would fit on a layer, not all would be drawn (same object was duplicated onto multiple layers). common/object.c: Add check for ob->map_layer in can_merge() include/map.h: Add extern declaration for map_layer_name[] include/object.h: Add map_layer to object. socket/request.c: In map1 compatibility mode, make sure we always send the player. MSW 2006-05-29 server/monster.c: Only call animate_object() if object is animated - otherwise, animate_object() spews bunch of error about being called with non animated object. MSW 2006-05-29 Monsters now cannot anymore see through earthwalls/monsters. This restores the behavior to what it was before the new movement code. For players this basically means that monsters will not anymore cast spells though earthwalls or other monsters. --- server/player.c: In path_to_player() consider tiles with P_IS_ALIVE set as blocking. Andreas Kirschbaum 2006-05-27 Make attacking with melee in 'fire command work again. Now attacking with + works again. --- server/skill_util.c: In skill_attack() also attack if the destination tile has P_IS_ALIVE set. Andreas Kirschbaum 2006-05-27 Make swarm spells work again. These spells did not work anymore on tiles which had a move_block type set (for example cobblestones). --- server/spell_attack.c: In move_swarm_spell() remove check for blocked movement. This check was incorrect since it did check the SPELL object instead of the SPELL_EFFECT object. Also, this check is not necessary since it is also present in the called functions fire_xxx(). Andreas Kirschbaum 2006-05-25 Fix monster not changing direction when attacking adjacent object. server/monster.c: update facing/direction according to enemy. Ryo 2006-05-25 common/item.c: Skip some processing if NEW_MATERIAL_CODE is undefined. common/holy.c, include/libproto.h: Declare some functions as "static". Andreas Kirschbaum 2006-05-21 Make socket handling more robust. --- include/newclient.h: Split MAXSOCKBUF into MAXSOCKRECVBUF and MAXSOCKSENDBUF. Increase the receive buffer size to be able to handle all valid packets; decrease send buffer size to 10239 to not overflow the receive buffer of old clients. socket/{image.c,info.c,init.c,item.c,loop.c,lowlevel.c,request.c,sounds.c}: Use renamed constants. socket/image.c: In send_image_sums() prevent buffer overflows. Reject the command instead. socket/request.c: In send_skill_info() and send_spell_paths() prevent buffer overflows. Instead send only as much information as fits into the buffer. socket/loop.c: In handle_client() prevent possible array out-of-bounds access. Andreas Kirschbaum 2006-05-21 Added a 'cf_log' function for plugins. Replace printf in plugins with correct call. --- include/plugin.h: include required header for log level definitions. include/sproto.h: new function. plugins/cfanim/cfanim.c: replace printf with calls to cf_log. plugins/cfpython/cfpython.c: replace printf with calls to cf_log. plugins/cfpython/cfpython_map.c: replace printf with calls to cf_log. plugins/common/plugin_common.c: new cf_log function. plugins/common/include/plugin_common.h: new cf_log function. server/plugins.c: new hook. Ryo 2006-05-20 This adds a "bot" flag for players. Such players won't be counted when sending information to metaserver. To enable it, just send "bot 1" through the "setup" command. --- include/newserver.h: add new is_bot flag. lib/settings: add %b to default formats. server/c_misc.c: add %b to who options, for [BOT] flag. socket/init.c: init is_bot. socket/metaserver.c: don't count bots. socket/request.c: new "bot" setup command. Ryo 2006-05-20 This commit adds support for the map2 protocol command (10 layer map). This changes how the data is stored and sent to the client. This also implements the idea of client handling map animations, so adds some object flags so that the server knows if it should let the client handle animations or not. Support for the original map protocol command is removed. --- aclocal.m4: rebuilt configure.ac: Add checks for zlib.h, libz - not used right now, but will probably be used in the future, so no reason to remove it. common/loader.l: Add client_anim_sync, client_anim_random FLAGS. common/map.c: Add add_face_layer() to set face for a layer. Redo/simplify update_position to store faces away based on layering criteria. common/time.c: Replace long pticks with a uint32, since size of a long will vary, and we now send pticks to the client as a 32 bit value. crossedit/CrEdit.c: Update the draw logic based on the fact there are more layers now. crossedit/Edit.c: Comment out some code that probably should be fixed. Replace calls of SET_MAP_FACE with SET_MAP_FACE_OBJ doc/Developers/protocol: Updated with map2, tick protocol additions. Reorganize the parameters in the setup protocol command so they are now listed in alphabetical order. include/autoconf.h.in: Add HAVE_ZLIB_H define. include/define.h: Update for the FLAG_CLIENT_ANIM values. include/face.h: Remove MapLook structure - no longer used. include/global.h: change extern type for pticks from long to uint32 include/map.h: Change MAP_LAYERS to 10. Add definitions for what each map layer is. Remove GET/SET_MAP_FACE macro - no longer used, GET/SET_MAP_FACE_OBJ replaces it. Add GET_MAP_FACE_OBJS which returns pointer to all the object info for the space. Remove faces from MapSpace structure. include/newclient.h: Update with new defines used for map2 protocol command. include/newserver.h: Change type of faces in map_cell_struct to be uint16 to be consistent. Change 'count' to 'darkness' to more accurately describe what it represents. Add MAP2_COORD_OFFSET define. Add Map2Cmd to MapMode enum. Add map_scroll_x/y to socket structure so we send those as part of map2 command. Add tick field to socket structure to know if we should send tick data to the client. server/login.c: Remove extern long pticks declaration - declared in global.h - don't need to declare it again locally. socket/info.c: Rewrite magic map code to use GET_MAP_FACE_OBJ instead of GET_MAP_FACE macros. socket/init.c: Initialize new fields in socket structure to 0. socket/loop.c: If client wants tick data sent, send one each tick. socket/request.c: Add setup responses for tick, map2 requests. Remove some extra code in Map1a setup. Send error message to client if not using at least Map1 protocol level. Modify map_newmap_cmd() to clear scroll information when using Map2. Remove original (map0) protocol logic. Update map_clearcell() to clear all 10 layers. Replace MAX_LAYERS with MAP_LAYERS. Add add_head() to remove some of the complication from update_space(). Add code in draw_client_map1() to find which 3 layers to send to the client from the 10 we now have. Add map2_add_ob(), map2_delete_layer(), check_space_for_heads(), draw_client_map2() to handle map2 protocol. Add send_tick() - sends tick to client, but also forces flush of data to reduce lag. utils/config.guess.utils/config.sub,utils/ltmain.sh: rebuilt MSW 2006-05-15 Fix server crash when sending addspell command(s). --- socket/lowlevel.c: Do not abort if output buffer is completely filled. (Was off-by-one, so if addspell did fill the complete buffer, the server did detect an buffer-overflow error.) socket/request.c: Update comments. Andreas Kirschbaum 2006-05-13 server/spell_effect.c: Disallow town portal while in transports (caused map corruption, crashes and other nasty things) Alex Schultz 2006-05-12 Fix for bug #1473941 (damnation bug) server/apply.c: wrong parenthesis for cursed/damned logic Ryo 2006-05-05 Applied patch #1453869 (code-cleanup) courtesy Stefan Huehner (shuehner). Modified files for first patch: include/funcpoint.h sproto.h server/alchemy.c apply.c attack.c commands.c disease.c egoitem.c gods.c init.c login.c main.c monster.c move.c pets.c player.c resurrection.c rune.c skill_util.c skills.c spell_attack.c spell_effect.c spell_util.c swap.c time.c timers.c Modified files for second patch: crossedit/stubs.c include/sockproto.h random_maps/standalone.c socket/info.c item.c request.c sounds.c test/unit/common/stubs_common.c test/unit/random_maps/stubs_random.c Modified files for third and last patch: common/item.c include/libproto.h sproto.h server/c_chat.c c_object.c c_wiz.c daemon.c hiscore.c main.c shop.c Ryo 2006-05-05 Commit patch #1456016 courtesy schmorp.de development team. server/pets.c Add Map.Insert(object,x,y) and Player.CanPay( ) to Python plugin. include/sproto.h plugins/cfpython/include/cfpython_object_private.h plugins/cfpython/include/cfpython_map_private.h plugins/cfpython/cfpython_object.c plugins/cfpython/cfpython_map.c plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/plugins.c Ryo 2006-05-05 include/config.h: Increase Archtable to 8192, the new hashing algorithm works better with a table size that is a power of 2, and the current value is very close to being exceeded anyway. Suggested by Crossfire+ Development Team http://cf.schmorp.de Brendan Lally 2006-04-06 server/swamp.c: Use the object name for swamp messages. Allows custom swamp names to work better Alex Schultz 2006-04-04 Fix exploit with alchemy spell. This effectively removes the improvement implemented at 2006-03-07. --- server/spell_effect.c: Use query_cost() to determine value of nuggets. Andreas Kirschbaum 2006-03-22 Apply patch by Stefan Huehner: add const where appropriate. --- Affected files: include/sockproto.h, socket/{loop.c,lowlevel.c} Andreas Kirschbaum 2006-03-19 Use const when possible. Patch courtesy Stefan Huehner. common/item.c map.c porting.c readable.c shstr.c utils.c crossedit/Attr.c CrEdit.c include/global.h libproto.h random_maps/rproto.h treasure.c server/c_new.c commands.c Ryo 2006-03-18 Removed unused header file version.h. include/version.h: removed. include/win32.h: don't include that file. Ryo 2006-03-18 Add 'add_key' parameter to object.set_key for plugins. plugins/common/include/plugin_common.h plugins/common/plugin_common.c plugins/cfpython/cfpython_object.c server/plugins.c Ryo 2006-03-18 Massive code cleanup. Changed FunctionsInCamelCase to conform to conventions. Changed comments to doxygen syntax. Made function/variable/structure names more coherent. There shouldn't be any functional change. Modified files: common/anim.c image.c loader.[cl] object.c crossedit/xutil.c include/commands.h global.h libproto.h newserver.h object.h player.h sockproto.h /sproto.h plugins/cfpython/cfpython.c server/apply.c attack.c c_misc.c commands.c init.c main.c move.c player.c plugins.c spell_effect.c time.c socket/image.c info.c init.c item.c loop.c request.c Ryo 2006-03-18 Apply patch #1450408 (Improved hash table) by cf.schmorp.de development team. The new hash function seems to produce fewer collisions than the previous function. This especially holds for strings that share a common prefix: the old function did use only a small fraction of the available slots; the new function uses all slots with a fairly equal distribution. --- common/arch.c: Replace algorithmn implemented in hasharch(). Andreas Kirschbaum 2006-03-16 Apply patch #1439143 (code-cleanup: crossedit) by Stefan Huehner: Remove unused code, add static/const where appropriate. --- Affected files: crossedit/{App.c,App.h,Attr.c,CrEdit.c,CrFace.c,CrList.c,CrUtil.c,Defines.h}, crossedit/{Edit.c,Str.h,crossedit.c,png.c,proto.h,xutil.c,Cnv/Cnv.h}, crossedit/include/{Makefile.am,Makefile.in,util.h} Andreas Kirschbaum 2006-03-16 common/utils.c: apply patch #1445892 (transmute_materialname crash) courtesy the cf.schmorp.de development team. include/spellist.h: disable big unused arrays, legacy of spell code. server/c_object.c: merge find_best_apply_object_match and find_best_object_match which are really the same. server/init.c: fix memory leak. server/monster.c: fix a monster/scroll related crash, based on patch #1447242 by the cf.schmorp.de development team. server/player.c: fix monitor_spells not initalized (before InitConnection()). server/skills.c: fix merging bug with inscription. socket/init.c: fix monitor_spells not being initialized. Ryo 2006-03-14 Fix bug/exploit in setup command. We were strcat'ing back data provided by the client. --- socket/request.c: Modify SetUp() to use safe_strcat() - eliminates buffer overflow issues. Add some char* casts to spell/skill requestinfo to eliminate compiler warnings. Add IP address to log for incoming connections. MSW 2006-03-13 Fix possible exploit with shadow alchemy. Also improve the alchemy spell to yield more nuggets. --- server/shop.c: In query_cost() apply the hack (to multiply non-GEM/non-MONEY values by four) also if no player object is present. Andreas Kirschbaum 2006-03-07 Add settings permanent_experience_percentage, death_penalty_percentage and death_penalty_levels to the settings file. --- common/living.c: don't hardcode exp calculations common/init.c, include/config.h, lib/settings: set defaults for new values doc/settings: document new values include/global.h: change settings struct to hold the new values server/init.c: parse new values in the settings file. server/skill_util.c: reference new value Brendan Lally 2006-03-07 Apply modified parts of patch #1439490 (Fix in random map generation) by CF Development Team Schmorp.de . --- random_maps/exit.c: In place_exits() check for a valid exit path before dereferencing it. random_maps/treasure.c: In find_closest_monster() include monsters at map border. In find_enclosed_spot() prevent access to out of map tiles. Andreas Kirschbaum 2006-03-04 Apply patch #1436833 (Patch for forked lightning crash at map borders) by CF Development Team Schmorp.de . --- server/spell_attack.c: In forklightning() prevent access to out of map tiles. Andreas Kirschbaum 2006-03-04 common/loader.l: Prevent excess whitespace while saving objects. common/loader.c: Rebuilt. Andreas Kirschbaum 2006-02-27 Apply patch by Marc Alexander Lehmann to improve server performance. --- include/map.h: Move path field to end of struct. Since this field was huge it pushed all other fields to large offsets in the struct. Moving it to the end of the struct mapdef should not break anything but will improve performance and reduce the server code by >3500 bytes. Andreas Kirschbaum 2006-02-27 ------------------------------------------------------------------------------ Changes for 1.9.0: lib/collect.pl.in: Again fix generation of 'editor_folder' field to make sub-folder selection work again. lib/archetypes: Rebuilt. Andreas Kirschbaum 2006-02-26 */Makefile{in.am}: Fix plugin makefiles so that 'make distcheck' works. Using relative path names for files to include in distribution does not work - need to have a makefile in each directory. configure{.ac}: Updated as result of new Makefiles. MSW 2006-02-24 Apply patch #1428057 courtesy Pippijn van Steenhoven: fix to a crashing bug in plugins (incoherent order of parameters). Also use plugin_common.h in CFAnim instead of having separate definitions. Modified files: plugins/cfanim/cfanim.c plugins/cfanim/include/cfanim.h plugins/cfanim/include/cfanim_proto.h plugins/common/plugin_common.c plugins/common/include/plugin_common.h Ryo 2006-02-23 Remove object type CONFUSION since it was not used anymore. --- common/item.c: Remove CONFUSION entry from item_types[] array. include/define.h: Uncomment #define CONFUSION. Andreas Kirschbaum 2006-02-22 lib/collect.pl.in: Fix generation of 'editor_folder' field. It did not work too well for .arc files in deep subdirs. lib/{archetypes,bmaps.paths,crossfire.0}: Rebuilt. Andreas Kirschbaum 2006-02-21 random_maps/random_map.c: Cause the random map generator to skip certain elements if the style is set to "none". doc/Developers/random-maps: Document above change Alex Schultz 2006-02-20 socket/request.c: Don't crash on trying to send a spell which doesn't have an associated skill Brendan Lally 2006-02-20 Do not allow to dimension door into monsters or earthwalls. --- server/spell_effect.c: In dimension_door() do not allow destinations that are P_IS_ALIVE. Andreas Kirschbaum 2006-02-19 random_maps/style.c: In find_style() fix access to uninitialized variable. Andreas Kirschbaum 2006-02-19 Prevent crossedit from stripping out 'maplore' map header field. --- common/map.c: Add code to load/save/dump maplore information. include/map.h: Add new maplore field to map struct. Andreas Kirschbaum 2006-02-19 Apply patch #1433271 (code-cleanup) by Stefan Huehner: Add const and static. --- Affected files: common/{loader.l,los.c,map.c}, include/{libproto.h,sproto.h}, plugins/cfanim/{cfanim.c,include/cfanim.h}, server/{apply.c,skill_util.c} common/loader.c: Rebuilt. Andreas Kirschbaum 2006-02-17 common/map.c: Modify ob_blocked() to properly handly objects with a 0 ob->move_type. Fixes infinite loop from random map code when trying to place exits. MSW 2006-02-16 Commit forgotten file for yesterday, which have the CFAPI_INT16 define... include/plugin.h server/plugins.c Ryo 2006-02-15 Minor bugfixes: server/apply.c: Fix apply_transport ->contr checks to actually check against correct values. server/plugins.c: Replace CFAPI_INT16 with CFAPI_INT - there is no declaration anyplace for CFAPI_INT16 so compiles fails. server/swamp.c: Fix swamp code so that only objects that can be picked up disappear - this way, transports don't disappear into oblivion. MSW 2006-02-15 Swamps don't affect DMs anymore. Also, swamps don't remove items with FLAG_IS_FLOOR or FLAG_IS_OVERLAY_FLOOR. server/swamp.c ---- Fixes to plugin system. Added "SINT16" as return type. server/plugins.c: resistances are sint16, not int. plugins/cfanim/include/cfanim_proto.h: fix cf_object_get_resistance declaration. plugins/cfpython/cfpython_archetype.c: fix comparison function, which should return 0 or +-1. plugins/cfpython/cfpython_map.c: fix comparison function. plugins/cfpython/cfpython_object.c: fix broken GetResist, fix comparison function. plugins/cfpython/cfpython_party.c: fix comparison function. plugins/cfpython/cfpython_region.c: fix comparison function. plugins/common/plugin_common.c: object resistances are sint16. plugins/common/include/plugin_common.h: object resistances are sint16. Ryo 2006-02-14 Apply modified patch #1428048 (make the log line buffered) by Marc Lehmann. --- common/init.c: In init_globals() switch the log file to line buffer mode. Andreas Kirschbaum 2006-02-11 server/apply.c: In apply_scroll() do not identify the scroll if the player lacks the literacy skill. Andreas Kirschbaum 2006-02-10 Apply slightly modified patch #1428309 (code-cleanup: const, static) by Stefan Huehner: add const/static to functions/variables. Remove some type casts. --- Affected files: common/{arch.c,glue.c,image.c,init.c,readable.c,time.c}, crossedit/stubs.c include/{attack.h,libproto.h,object.h,sockproto.h,spells.h,sproto.h}, random_maps/{door.c,rproto.h,standalone.c,style.c}, server/{alchemy.c,apply.c,c_chat.c,c_misc.c,init.c,player.c,shop.c,spell_effect.c}, socket/{info.c,loop.c,request.c} Andreas Kirschbaum 2006-02-10 server/c_wiz.c: make dm stats command print Int and damage. Rearrange output to match the stat ordering. lib/wizhelp/stats: document the stats command lib/Makefile.am lib/Makefile.in: install the new help file Brendan Lally 2006-02-10 Apply modified patch by Marc Alexander Lehmann to fix get_rangevector functions on tiled maps. --- server/map.c: Add helper function adjacent_map() to check if two maps are adjacent. Modify get_rangevector(), get_rangevector_from_mapcoord(), and on_same_map() to use this function. Andreas Kirschbaum 2006-02-09 server/player.c: make a player's starting items be locked, so that they can't accidentally drop and lose them without unlocking them first. Brendan Lally 2006-02-09 Apply patch #1427979 (code-cleanup: add const, fix warnings) by Stefan Huehner. --- common/{anim.c,button.c,exp.c,friend.c,image.c,item.c,living.c,los.c,map.c, object.c,player.c,quest.c,readable.c,recipe.c,region.c,treasure.c,utils.c}, include/libproto.h: Add "const" to pointer function parameters. Andreas Kirschbaum 2006-02-09 Make create food spell work for all FOOD/DRINK objects. It used to fail for objects where another object with the same name but type POISON does exist. --- common/arch.c: Add new function find_archetype_by_object_type_name() to find an archetype by item type and item name. include/libproto.h: Add new prototype. server/spell_effect.c: In cast_create_food() only search for objects of type FOOD or DRINK. Andreas Kirschbaum 2006-02-09 Added a "insert_into" command for DMs, to easily put items in other items. Modified filse: include/sproto.h server/c_wiz.c server/commands.c Ryo 2006-02-08 server/main.c: Modify enter_exit() to see if player is in a transport, and if so, remove him. Can happen if player uses word of recall while in a transport. MSW 2006-02-07 Regional jails. --- common/region.c, include/libproto.h, map.h: parse jail entries, new function get_jail_exit to return the exit to the local jail. doc/Developers/regions: update server/c_wiz.c, commands.c, include/sproto.h: add dm command, command_arrest to jail players in the correct location. lib/regions: add scorn and navar jails. Brendan Lally 2006/02/08 Code that adds transports. Transports are described more in detail in docs/Developers/objects. --- loader.l: Add new move type ('boat'). Update move_name field to be aware of this type. common/object.c: Unrelated to transport, but more apparant with transports - fix bug with insert_ob_in_map() and multipart objects - we now only try to fix up map and coordinates if the provided coordinates are out of the map. Before, function would always use the passed map for multipart objects, which is incorrect if we have already set valid coordinates. doc/Developers/objects: Update notes for TRANSPORTS. Update move information to include MOVE_BOAT. include/define.h: Add type TRANSPORT. Add MOVE_BOAT. include/player.h: Add transport field to player structure. include/sproto.h: rebuilt. server/apply.c: Add code to handle applying of transports. Update apply_below to apply transport if player is on one. server/attack.c: Update hit_map() to look for transports, and hit any players with the damage. server/c_object.c: Update put_object_in_sack() to also handle TRANSPORTS so that code can be re-used. server/move.c: Fix handling of multipart objects in move_object() - old code didn't work right with multipart objects moving along seams of tiled maps. Add code to move_ob() to update player map position for all players in a moving transport. server/player.c: Update move_player_attack() too check of player is in tranport, and use that for map and location information. Update move_player() to handle speed related issues with transports. server/time.c: Add code to credit time back to TRANSPORT objects since we remove time in move_player() for TRANSPORTS. socket/item.c: Add add_object_to_socklist() so that same code isn't reproduced in 3 different places in the file. Update draw_look() to handle transports - send transport object itself, then objects in transport. Update esrv_send_inventory() and esrv_send_item() to use add_object_to_socklist(). Update esrv_get_ob_from_count() to look for objects in transport if player is in transport. socket/loop.c: Remove checking of pl->map status, since draw_client_map() does that, and we need to handle if the player is in a transport. socket/request.c: Handle map drawing if player is in a transport. MSW 2006-02-06 movement type changes. Add move_allow field to explicitly allow certain movement types on spaces. Add suppport for using string names instead of numeric values to specify the MOVE_ values. Add code so when saving data out, use string names instead of numeric value. --- common/loader.l: Remove save_double(), as it isn't used by any code. Add set_move() to set movement types from strings. Add get_string_move_type, which takes integer movement type and returns a string. Update load and save code to use these functions respectively. common/map.c: Change blocked_link() so that we only examine all the objects on a space if there is something alive on the space or space is otherwise blocked. There is no reason to examine all the objects on the space if the object in question can move onto it. Modify update_position() to use the move_allow field to clear bits in the move_block field. common/object.c: Add check in CAN_MERGE for move_allow. Add check for move_allow in update_object to see if we should update the space or not. doc/Developers/objects: Update Movement code section to note use of using strings to set movement types. Add note about move_allow. Section about Transports added, but code isn't there yet. include/object.h: Add move_allow to object structure. MSW 2006-02-04 Fix attack messages containing random characters. -- server/attack.c: In attack_message() always initialize variables. Andreas Kirschbaum 2006-02-03 server/c_misc.c: fix bug 1413239 Server crash with "who" command output using null map names Brendan Lally 2006-02-03 include/newserver.h, server/login.c, socket/init.c, socket/loop.c: drop any connection that fails to login successfully after MAX_PASSWORD_FAILURES attempts (defaults to 5) doc/Developers/protocol: document properly the byte counts of item flags, and include documentation of the itemcmd setup option. Brendan Lally 2006-01-30 Custom commands-related fixes. plugins/cfpython/cfpython.c: fix custom command handling. server/plugins.c: try all plugins for custom commands. ----- Moved the global event 'LOGOUT' from when player actually disconnects to when player logs out and is asked whether to play again or not. Modified files: server/apply.c main.c Ryo 2006-01-15 socket/request.c: In ReplyCmd() make sure the reply does not cause a buffer overflow. Andreas Kirschbaum 2006-01-13 socket/request.c: add some better checks in addspell packet formation, fix a crash bug. Brendan Lally 2006-01-13 server/c_object.c: stop rename crashing if there is no name to rename to when object is passed by number -- server/c_object.c: allow the rename command to take tag of the item to be renamed, so that clients can form rename commands properly. Brendan Lally 2006-01-11 server/c_range.c: allow spells cast by number to also have options passed to them Changelog: Commit the changelog entry for the last commit. Brendan Lally 2006-01-10 Spell listing support: allow 'spell_paths' to be sent to requestinfo, reply with number:path change return type of SP_level_spellpoint_cost to sint16 add spellmon as a setup value, if it is set; send path attunement/repulsion/denial in stats send data about spells in addspell packets send updates to that data Affected files: common/living.c crossedit/stubs.c doc/Developers/protocol include/funcpoint.h, newclient.h, newserver.h, player.h, sockproto.h, sproto.h random_maps/standalone.c server/apply.c, login.c, spell_util.c, init.c, loop.c, request.c -- server/c_range.c: allow cast/invoke and prepare commands to take item tags as well as spell names Brendan Lally 2006-01-09 Apply modified patch #1396303 (add setting to disable stealing from players) by Terry Brown. It adds a new option "no_player_stealing" to the settings file. If set, it prevents players from stealing from other players. It defaults to ON. -- doc/settings: Add documentation for new setting. include/global.h: Add new field to settings structure. lib/settings: Add new option no_player_stealing. server/init.c: In load_settings() recognizes the new option. server/skills.c: In attempt_steal() prevent stealing from PLAYER if option is set. Andreas Kirschbaum 2006-01-08 include/newserver.h, socket/{init.c,request.c}: Remove unused fields ext2 and ext_title_flag from NewSocket structure. server/skills.c: Fix/improve feedback messages for stealing skill. plugins/cfpython/cfpython.c, server/plugins.c: Just whitespace changes to make it conform to programming_guide. plugins/cfpython/cfpython.c: Make sure context->options always is initialized. server/main.c: Make code more readable; use snprintf where appropriate. crossedit/Cnv/CnvPrompt.c: Make file compilable with Ansi C89 compiler. Andreas Kirschbaum 2006-01-08 Global event Python scripts now are in subdirectories. This makes it easier to distribute "Python packages". Modified file: plugins/cfpython/cfpython.c Ryo 2006-01-07 common/{item.c,treasure.c}, server/{apply.c,gods.c,spell_effect.c}: Use named constants instead of numbers. server/monster.c: Use correct field name in move_monster(). Andreas Kirschbaum 2006-01-07 Summon pets less often to the owner on tiled maps. -- server/pets.c: In remove_all_pets() and pet_move() use on_same_map() to check whether the pet is too far away. Andreas Kirschbaum 2006-01-07 Change meaning of "items are on same map": for tiled maps now two objects are also considered to be on the same map if they are on diagonally adjacent maps. This solves the issue that a pet can be only one tile away from the owner but still considered not to be on the same map. -- common/map.c: In on_same_map() also consider diagonally adjacent maps. Andreas Kirschbaum 2006-01-07 Added regions support for plugins. Affected files: include/plugin.h sproto.h server/plugins.c -- Added regions to Python plugin. Affected files: cfpython/include/cfpython.h cfpython_map_private.h cfpython/cfpython.c cfpython_map.c cfpython_region.c Makefile.am Makefile.in New files: cfpython/include/cfpython_region.h cfpython_region_private.h cfpython/cfpython_region.c -- In Python's Object, Archetype is now a property and not a method. Affected files: cfpython/include/cfpython_object_private.h cfpython/cfpython_object.c -- Cleaned obsolete include/plugproto.h. Ryo 2006-01-07 Make teleporters hidden below the floor work again. -- server/time.c: In move_teleporter() use object above floor instead above teleporter to operate one. Andreas Kirschbaum 2006-01-07 Fix issues with map tiling. -- server/move.c: In move_ob() make sure inserting multi-part objects into tiled maps work. server/spell_attack.c: In cast_cone() insert spell effect at correct position for tiled maps. Andreas Kirschbaum 2006-01-07 common/map.c: Allow map tiling paths to be reletive. server/main.c: Template maps: Impliment using fixed maps as templates, and improve reletive path support for them. Alex Schultz 2006-01-06 Make SIGNs (including Magic Mouths) trigger for DMs again. Does not reduce the counter if in 'wizpass mode. -- server/apply.c: In apply_sign() ignore DMs. Andreas Kirschbaum 2006-01-04 server/spell_effect.c: Apply patch 1394861 - fixes magic walls. In conjuction with archetype changes, look at the spell object (and not created wall) to see if it blocks. server/c_chat.c: Apply patch 1389113 - orcknuckle messages appear in same window. MSW 2006-01-01 Prefer marked item when throwing objects. -- server/skills.c: In find_throw_ob() prefer marked item. Andreas Kirschbaum 2006-01-01 Make EXITs affect DM players again. -- common/object.c: In check_move_on() ignore only slow movement penalties for DMs. server/apply.c: In move_apply() ignore anything but EXITs for DM players. Andreas Kirschbaum 2006-01-01 Make forked lightning correctly traverse tiled maps. -- server/spell_attack.c: In forklightning() insert forked part into correct map. Andreas Kirschbaum 2006-01-01 Properly unready forgotten spells. Prevents crashing the server if casting a forgotten spell. -- include/sproto.h: Add new prototype. server/{apply.c,gods.c}: Call player_remove_range_ob() when forgetting a spell. server/player.c: Add player_remove_range_ob() to unready a given object. Andreas Kirschbaum 2006-01-01 Improve the commands learn_spell and forget_spell: now these commands accept partial spell names and print sensible error messages if they fail. -- include/sproto.h: Remove prototype for now static function. lib/wizhelp/{forget_spell,learn_special_prayer,learn_spell}: Update help files. server/c_wiz.c: Add parameter op to get_spell_by_name() for printing error messages to op. Allow partial matches for spell name. In command_learn_spell_or_prayer() and command_forget_spell() report an error to the player instead of an error message to the server log file. Andreas Kirschbaum 2006-01-01 Fix reference-related crashes. plugins/cfpython/cfpython.c Ryo 2006-01-01 Apply modified patch #1391648 (FIX: new movement code and generators) by Lalo Martins. This fixes bugs #1383398, #1383392, #1375643, #1372035, #1370409; all bugs are related to objects stacking which should not stack. -- common/map.c: In ob_blocked() consider tiles with living objects as blocked. Andreas Kirschbaum 2005-12-31 Don't print "file not found" for global events. plugins/cfpython/cfpython.c Ryo 2005-12-31 Changed the way Python scripts are called. Now script don't share variables anymore. Fix a memory leak. plugins/cfpython/cfpython.c Ryo 2005-12-28 Applied patch #1383359 (Fix death message) courtesy Anton Oussik ( https://sourceforge.net/tracker/index.php?func=detail&aid=1383359&group_id=13833&atid=313833 ) server/attack.c Ryo 2005-12-27 server/skills.c: In steal() do not give exp for stealing from pets since this can be exploited to gain exp over and over. Andreas Kirschbaum 2005-12-23 server/c_party.c: fix crash with party obsolescence (->next on freed item). Added get_firstparty() to get firstparty private var needed for plugin. ------- Added party information to plugin functions. Plugins can change player's party or marked item. New files: plugins/cfpython/include/cfpython_party.h cfpython_party_private.h plugins/cfpython/cfpython_party.c Modified files: include/sproto.h: add new functions prototypes. include/plugin.h: party-related defines plugins/common/include/plugin_common.h: new party functions. plugins/common/plugin_common.c: new party functions. plugins/cfpython/include/cfpython.h: add new include. plugins/cfpython/include/cfpython_object_private.h: marked item/party getter/setter. plugins/cfpython/cfpython.c: add GetParties to Crossfire module. plugins/cfpython/cfpython_object.c: MarkedItem setter, Party getter/setter. server/plugins.c: new callbacks for party, marked item setter. Ryo 2005-12-17 server/attack.c: Make spells destroy objects again. Andreas Kirschbaum 2005-12-15 Moved natural dragon skin resistances from "statistics" to "resistances". server/c_misc.c Ryo 2005-12-13 Fix Windows compilation after Andreas's changes. include/win32.h: define WIFEXITED and WEXITSTATUS. Ryo 2005-12-11 Fix buffer overflows which can be triggered remotely. -- common/porting.c: Re-implement open_and_uncompress(). The new implementation should not contain any buffer overflows anymore. It also fixes possible exploits due to funny characters in file names. plugins/cfpython/cfpython.c: Use snprintf() to truncate long strings. server/login.c: Reject invalid user names. socket/loop.c: Make overflow detection work while reading from socket. Properly re-allocate memory for listen command. Fix buffer overflow for too long command names. Andreas Kirschbaum 2005-12-11 lib/collect.pl.in: General cleanup - just whitespace changes. Andreas Kirschbaum 2005-12-11 Prevent the map loader from crashing when loading maps with incorrect headers. Changes are based on patch #1275563 by Kevin Rudat. -- common/map.c: Do not dereference NULL value for map headers without parameter. Andreas Kirschbaum 2005-12-11 Apply modified second part of patch #1275563 (Crossedit: fix map attributes window) by Kevin Rudat: let crossedit save/load tiling paths as the mapmaker entered them, rather than saving the normalized version. -- common/map.c: Delay path normalization from map loading time (load_map_header()) to access time (load_and_link_tiled_map()) if running as editor. Andreas Kirschbaum 2005-12-11 server/move.c: In move_ob() print error message instead of crashing: check passed arguments before accessing them. common/object.c, server/{pets.c,player.c,spell_attack.c,time.c}, socket/request.c: Properly check for P_OUT_OF_MAP after calling get_map_flags(). Andreas Kirschbaum 2005-12-10 common/path.c: add missing global.h include. make_win32/crossfire32.dsp: add path.c and some headers. Ryo 2005-12-09 Apply slightly modified first part of patch #1275563 (Crossedit: fix map attributes window) by Kevin Rudat: make the map attributes dialogs work again. -- crossedit/Attr.c: Remove code to handle map attributes dialogs. crossedit/Crossedit.ad, crossedit/Crossedit.ad.h: Update X11 resources. crossedit/Defines.h: Add typedef for MapAttr. crossedit/{Edit.c,Edit.h}: Remove/update code to handle map attributes dialogs. crossedit/Makefile.am: Add new files MapAttr.c and MapAttr.h. crossedit/Makefile.in: Rebuilt. crossedit/{MapAttr.c,MapAttr.h}: New functions containing code to handle the main map attributes dialog. crossedit/Cnv/CnvPrompt.c: Convert CnvPromptStr into char array. Andreas Kirschbaum 2005-12-09 Remove a strange feature of normalize_path(): it did convert the path "//" into "/". Also add a stand-alone application for regression testing this function, and fix a few issues with ".." in path name. -- common/path.c: New file containing the modified implementation and the stand-alone application. include/path.h: Prototypes for path.c. server/main.c: Remove implementation; call renamed function. common/Makefile.am, include/Makefile.am: Add new files. common/Makefile.in, include/Makefile.in: Rebuilt. Andreas Kirschbaum 2005-12-08 server/ban.c: General cleanup - whitespace changes, rename variable names. Should not affect function. server/apply.c: In player_apply() do not consider DM PLAYERs to be DM-created items. This prevents the server from destroying the player object (and crashing shortly afterwards). Andreas Kirschbaum 2005-12-07 Apply slightly modified patch #1293744 (Inversed ban entries) by Thomas Equeter. -- server/ban.c: In checkbanned() recognize '~' prefix to allow entries. Also fix possible buffer overflow. Andreas Kirschbaum 2005-12-07 Apply modified patch #1293774 (Kick banned hosts at once) by Thomas Equeter: disconnect new connection for banned host right after connecting. Also add support for user name in ban files. -- lib/ban_file: Update comments and examples to new syntax. server/ban.c: Allow a NULL user name to check for host name only. server/c_misc.c: In receive_player_password() check for banned user name. server/player.c: In add_player() remove check for banned host - this was already done if we reach this state. socket/init.c, include/sockproto.h: Pass ip address as a string. socket/loop.c: In doeric_server() check for banned host after a new connection was accepted. Andreas Kirschbaum 2005-12-07 Apply patch #1371956 (code cleanup patch) by Stefan Huehner: fix old-style function declarations and prototypes to proper Ansi C syntax. This patch allows the compiler to check function arguments and also removes some warnings when compiling with -Wstrict-prototypes. -- All affected files: Convert "void foo()" into "void foo(void)". Andreas Kirschbaum 2005-12-06 Fix bug #1173563 (Creator created Bombs malfunction): Creators and Converters now copy items from inventory. Fallback (for empty inventory) is the old behavior to create the new item from other_arch. If the inventory contains more than one item, a random one is picked. -- common/loader.l: Mark inventory of CREATOR and CONVERTER as FLAG_CONTENT_ON_GEN. common/loader.c: Rebuilt. common/object.c: Update x/y/map for non-head parts to make inserting multipart objects via insert_ob_in_ob_at() work. server/apply.c: In convert_item() consider inventory for item to create. server/time.c: In move_creator() consider inventory for item to create. In process_object() ignore item flagged as FLAG_IS_A_TEMPLATE. (Otherwise bombs in inventories would explode prematurely.) Andreas Kirschbaum 2005-12-05 New plugin property for player: marked item, added Python wrapper. Modified files: include/plugin.h plugins/cfpython/cfpython_object.c plugins/cfpython/include/cfpython_object_private.h plugins/common/include/plugin_common.h plugins/common/plugin_common.c server/plugins.c plugins/cfpython/cfpython.c: fix invalid reference management. Don't return NULL but Py_None. Ryo 2005-12-04 Fix bug #1372194 (stairways now block movement). -- random_maps/exit.c: In unblock_exits() check correct field move_block to find blocking exits. Andreas Kirschbaum 2005-12-03 server/apply.c: In move_apply() properly decrement recursion counter. Andreas Kirschbaum 2005-12-02 server/spell_attack.c: Add some missing P_IS_ALIVE checks - these weren't needed in the past because living objects would block movement - with new movement code, isn't always the case. server/time.c: Fix player movers so that if the victim doesn't have any movement type, we move it. MSW 2005-11-30 common/time.c: In move_teleporter() and move_player_mover() do not affect DMs if FLAG_WIZPASS is set. common/object.c: In check_move_on() do not affect DMs if FLAG_WIZPASS is set. This prevents DMs from triggering traps when walking over them. Andreas Kirschbaum 2005-11-30 common/map.c: Replace code with OB_TYPE_MOVE_BLOCK - effectively same as what it was. include/define.h: Update OB_TYPE_MOVE_BLOCK so that spaces that don't block any type of movement doesn't block objects that also don't have movement. This fixes cases of gates not pushing objects off them. server/c_party.c: Remove double use of ->next pointer/loop in confirm_party_password() - fixes crash and likely makes setting party password work more reliably. MSW 2005-11-29 common/object.c: Fix wrong comparision operator in free_object2() to make monsters drop loot again. Andreas Kirschbaum 2005-11-28 Basically added a parameter to 'skills' command to filter skills. And one char/const char* fix. common/anim.c: use const char* for find_animation. include/libproto.h: find_animation uses a const char*. include/sproto.h: fix prototype. server/c_wiz.c: send parameter to show_skills. server/skill_util.c: add search parameter to show_skills command. Ryo 2005-11-27 plugins/cfpython/cfpython_map.c: use wrappers instead of direct property access. plugins/common/include/plugin_common.h: new wrappers for maps. plugins/common/plugin_common.c: new wrappers for maps. Ryo 2005-11-26 plugins/cfpython/Makefile.in: rebuilt. Andreas Kirschbaum 2005-11-23 Plugins can now get archetypes. Added a check in cfapi_object_set_property to prevent changing archtypes. Fixed some Python bugs related to map properties. Added Crossfire.GetArchetypes and Crossfire.GetMaps to get all archetypes/maps. Modified files: include/plugin.h sproto.h plugins/cfpython/include: cfpython.h cfpython_map_private.h cfpython_object_private.h plugins/cfpython/cfpython.c cfpython_map.c cfpython_object.c server/plugins.c New files: plugins/cfpython/include/cfpython_archetype.h cfpython_archetype_private.h plugins/cfpython/cfpython_archetype.c Ryo 2005-11-20 server/shop.c: adjust minimum value that shop_specialisation_ratio can return to 0.1. This should stop some prices being exceptionally high. Brendan Lally 2005-11-19 Commit for new blocking code. Not going to dictate all the changes - but will outline the broad points. Note also that the doc/Developers/objects is updated and goes into more details also. - check for P_WALL no longer used - instead, need to use GET_MAP_MOVE_BLCOK and check against movement type of objects. - arch_blocked() changed to ob_blocked(), now takes object. Needed because just looking at archetype move_ values is no longer sufficient. - find_first_free_spot() changed to take object, since it just calls arch_blocked() - FLAG_FLYING removed, now in move type. - walk_on/walk_off/fly_on/fly_off removed - now based on move_on and move_off fields. - Map space structure extended to hold the move_on/move_off, etc values so that we can shortcut some processing by not having to check every object on the space when something enters it if move_on isn't set. - archetypes recollected - boulders needed move_walk to properly trigger buttons. - Note that the new plugin code has to be fixed up for the new movement code. Look for FIXME in plugins/cfpython/cfpython_object.c MSW 2005-11-15 Apply patch 1352485 newpickup rings/amulets courtesy anonymous user. include/define.h: add PU_JEWELS server/c_object.c: handle new type. server/player.c: handle new type. Ryo 2005-11-12 server/plugins.c: Properly update client view after removing objects. Andreas Kirschbaum 2005-11-10 server/plugins.c: Properly update client view after changing object names. server/plugins.c: Return an empty string if an object has no message. This makes Object.Message() always return a string object, which removes the need for special case code to handle empty messages. include/sproto.h, server/monster.c: Declare parameter of communicate() as "const". Andreas Kirschbaum 2005-11-09 Implement new functions for the Python plugin: Object.WeightLimit, Object.InsertInto(Object), Object.NamePl. Change Object.Name to set both name and name_pl. This should prevents scripts from failing to set name_pl. -- plugins/cfanim/include/cfanim_proto.h, plugins/common/include/plugin_common.h: Add prototypes. plugins/cfpython/cfpython_object.c: Add callback functions for new Python functions. plugins/cfpython/include/cfpython_object_private.h: Add prototypes for callback functions. Add callback functions to Python object descriptors. plugins/common/plugin_common.c: Add missing helper functions. Andreas Kirschbaum 2005-11-09 server/shop.c: When we are counting unpaid items and their values, to check if a player may leave a shop, make certain that we count all of them, and don't stop when we have dropped into a container (such as a spellbook) Brendan Lally 2005-11-09 plugins/cfpython/cfpython.c: Add missing 'PyType_Ready' calls for map and player, failure to do so crashes with Python objects destructors set to 0. Ryo 2005-11-07 server/spell_effect.c: fix WoR not executing on cursed ground with WIZCAST set. Ryo 2005-11-06 server/skills.c: In do_throw() abort processing if the thrown object was destroyed before it gets its first move. Andreas Kirschbaum 2005-11-06 server/build_map.c: test FLAG_IS_FLOOR too, type == FLOOR is not always enough. Ryo 2005-11-05 server/shop.c: In value_limit() return the unmodified item price if not in a shop or not for a player. Andreas Kirschbaum 2005-11-05 plugins/cfpython/cfpython.c: added GetPrivateDictionary and GetSharedDictionary methods to keep data between runs and share data between scripts. Ryo 2005-11-05 plugins/Makefile,plugins/cfanim/Makefile: Remove files to be generated by configure. server/main.c: Fix possible out-of-bounds array access. Andreas Kirschbaum 2005-11-05 Fix case for [sg]etReturnValue. Add compare operator for object and map (of course only == is relevant). Modified files: plugins/cfpython/include/cfpython_map_private.h plugins/cfpython/include/cfpython_object_private.h plugins/cfpython/cfpython.c plugins/cfpython/cfpython_map.c plugins/cfpython/cfpython_object.c Ryo 2005-11-05 aclocal.m4, configure, utils/config.guess, utils/config.sub, utils/ltmain.sh, *Makefile.in, plugins/cfanim/Makefile, plugins/Makefile: Rebuilt. lib/Makefile.am: Add template-maps to list of directories to create while install. Andreas Kirschbaum 2005-11-05 lib/wizhelp/reset: document use of '.' as an argument Brendan Lally 2005-11-05 random_maps/treasure.c: Fix out-of-bounds array access if place_chest() cannot find a free spot to place a new chest. Andreas Kirschbaum 2005-11-01 Fix bug #1082534 (monks with weapons): Now monks properly are denied from using weapons. Only newly created monks are affected since it now relies on a force named "no weapon force" in the player's inventory. The problem was that become_follower() assumed it was the only means do allow/disallow weapon use. -- server/gods.c: Do not let the god allow using weapons if a "no weapon force" object is present in the player's inventory. lib/treasures: add force to monk's treasure list. Andreas Kirschbaum 2005-11-01 Fix bug #815620 (CFPython.SetQuantity() doesn't update client): now notifies the client after changing nrof and/or weight. -- server/plugins.c: Re-calculate player's weight and send item change notifications in cfapi_object_set_property(). Andreas Kirschbaum 2005-11-01 Improve newpickup command: add new flag PU_NOT_CURSED to ignore cursed items. -- include/define.h: Add flag #define. server/c_object.c: Add "notcursed" option to pickup command. server/player.c: Respect new flag in check_pickup(). Andreas Kirschbaum 2005-11-01 plugins/cfanim/cfanim.c: remove printf for properties. Export functions for DLL for Win32. plugins/cfanim/cfanim.h: remove obsolete definitions (see plugin_common.h). plugins/cfanim/cfanim_proto.h: fix definition for exported functions. plugins/common/plugin_common.c: add gettimeofday for Win32. plugins/common/include/plugin_common.h: add gettimeofday for Win32. Ryo 2005-11-01 server/plugins.c: Print error message for event_xxx objects with missing or invalid parameters. Also remove the affected object to prevent multiple error messages. Andreas Kirschbaum 2005-11-01 Add new function object_get_env_recursive() to find the outermost environment object for a given object. -- common/object.c, include/libproto.h: Add function. server/{rune.c,spell_attack.c}: Use function where appropriate. Andreas Kirschbaum 2005-11-01 General cleanup of weather code. -- server/weather: Declare many functions and variables as "static", add prototypes for affected functions. Declare some variables as "const". include/sproto.h: Remove prototypes for now static functions. include/tod.h: Add "const" to strings. Andreas Kirschbaum 2005-11-01 Fix bug #1102975 (Bronze items not keeping their + in alchemy): the problem was that a formula for full_helmet did exist but not for b_full_helmet. Since both helmet's names are "full helmet", the recipe was selected even if using the ingredient b_full_helmet. This fix adds new formulae for alternative archetypes with the same name as the base object, and makes the server code select the matching formula from multiple arch names in the "arch" field. -- common/readable.c: Use new fields to build messages. common/recipe.c: Make alchemy work for recipes with multiple base archetypes. include/{libproto.h,sproto.h}: Update prototype. include/recipe.h: Split string field arch_name into string list fields arch_name and arch_names. lib/formulae: Add archetype names to formulae for all items with same name as the base object. Also fix a few name mismatches that prevent any object from matching, and change transmution formulae to normal formulae where base name does not match archetype name. server/alchemy.c: Disable debugging code. Make alchemy work for recipes with multiple base archetypes. Andreas Kirschbaum 2005-10-31 server/c_wiz.c: Don't crash on "create" a living thing that has some part out of the map. Forbid removing a 'PLAYER' object. Ryo 2005-10-31 random_maps/style.c: Pass correct sorting function to qsort(): the sorted array contains pointers to strings, not strings. Andreas Kirschbaum 2005-10-29 Fix bug #1236244 (Exp from scrolls): reading a scroll of charm monsters or meteor swarm now gives exp for use magic item, not summoning or pyromancy. -- server/spell_attack.c: In mood_change() use skill from scroll, not from spell. In move_swarm_spell() use the spell "owner" as the object casting the spell. Andreas Kirschbaum 2005-10-29 include/config.h: DEBUG just been defined, no need to define it again. include/win32.h: typedef for socklen_t. random_maps/random_map.c: generate_random_map can use a const char*. random_maps/rproto.h: fix generate_random_map definition. server/plugins.c: EVENT_CRASH doesn't really need a parameter, especially if not initialized :) Ryo 2005-10-29 Prevent problems (crashes) for large item piles. Now limit nrof to less than 2^31. -- common/object.c: In CAN_MERGE() pretend that the objects are not mergeable if the nrof sum would overflow. common/porting.c: Fix buffer overflow for large numbers in ltostr10(). Also make n=1L<<31 work correctly. plugins/cfpython/cfpython_object.c: In Object_SetQuantity() raise an exception for negative nrof values. plugins/common/plugin_common.c: Reject negative nrof values in cf_object_set_nrof(). plugins/cfanim/include/cfanim_proto.h, plugins/common/include/plugin_common.h: Update prototype. server/plugins.c: Treat negative nrof as nrof=0 when setting CFAPI_OBJECT_PROP_NROF property. server/time.c: In move_duplicator() limit nrof of created items. Andreas Kirschbaum 2005-10-29 Fix compiler warnings. Most changes do not change the program (remove unused variables, convert "if(x = y)" into "x = y; if(x)"); a few actually fix (possible) problems (fix uninitialized variables, fix printf format specifiers, fix mismatches between signed and unsigned variables, add missing return and default statements). -- Affected files: common/{arch.c,init.c,item.c,map.c,object.c,re-cmp.c,readable.c,region.c, shstr.c}, crossedit/{Attr.c,Edit.c,Cnv/CnvPath.c}, include/sproto.h, plugins/cfanim/cfanim.c, plugins/cfpython/{cfpython.c,cfpython_object.c}, plugins/cfpython/include/{cfpython_map_private.h,cfpython_object_private.h}, random_maps/{rogue_layout.c,special.c,square_spiral.c}, server/{apply.c,attack.c,build_map.c,c_misc.c,c_object.c,c_party.c,init.c, main.c,monster.c,pets.c,player.c,plugins.c,shop.c,skill_util.c,spell_util.c, weather.c}, socket/{loop.c,request.c} Andreas Kirschbaum 2005-10-28 Fixes my previous commit. Should now properly allocate/deallocate the faces_sent array. -- common/player.c: Free faces_sent in free_player(). include/newserver.h: Add field faces_sent_len to NewSocket struct. server/player.c: Allocate and copy faces_sent in add_player(). socket/init.c: Use faces_sent_len in InitConnection(). socket/loop.c: Initialize faces_sent_len in doeric_server(). Andreas Kirschbaum 2005-10-28 The archetypes now contain more than MAXFACENUM (5000) faces. The following changes remove the fixed limit of the number of faces. The server now allocates enough memory to handle all defined faces. include/newserver.h: Remove MAXFACENUM since it is not used anymore. Change NewSocket.faces_sent from array into pointer. socket/{init.c, loop.c}: Allocate/initialize NewSocket.faces_sent. socket/request.c: Remove safeguard/error message since it depends on MAXFACENUM. Andreas Kirschbaum 2005-10-24 Code improvements: common/image.c: Declare some variables and functions as static or const; add safeguards while loading config files; remove support for numeric face names (no active archetype or map does use it); in free_all_images() deallocate memory allocated for smoothing. crossedit/xutil.c: Remove assignment to nrofpixmaps since ReadBmapNames() already sets this variable. include/{global.h, libproto.h, loader.h}: Remove now static variables and functions. Andreas Kirschbaum 2005-10-24 common/readable.c: Fix out of bounds access to max_titles[] in init_book_archive(). common/image.c, include/define.h, include/global.h: Remove unused variables potion_face and POTION_FACE_NAME. common/image.c, include/global.h: Remove unused variable blank_look. Andreas Kirschbaum 2005-10-24 Make shout command work in old socket emulation mode. common/commands.c: Sort all command arrays in init_commands(). Andreas Kirschbaum 2005-10-23 common/item.c - fix spelling mistake common/utils.c include/libproto.h - new function make_list_like that takes a string of comma deliminated words, and puts an and in the right place. include/sproto.h server/apply.c server/shop.c -new function can_pay - checks that a player can pay for every unpaid item that they are holding before starting to purchase them. Brendan Lally 2005-10-21 plugins/cfpython/{Makefile.in, Makefile.am}, plugins/cfpython/include/cfpython.h: Corrected improper regeneration of the function prototypes using "make proto" for the cfpython plugin. Gros 2005-10-20 plugins/cfpython/{cfpython.c, cfpython_object.c, cfpython_map.c}, plugins/cfanim/cfanim.c, plugins/common/plugin_common.c, server/plugins.c: Added support for execution of python_init.py upon initialization of cfpython. Reduced the console spam produced by various leftover debugging messages. Gros 2005-10-19 plugins/common/include/plugin_common.h: add CF_PLUGIN macro. plugins/cfpython/cfpython.c: add CF_PLUGIN to exported functions. plugins/cfpython/include/cfpython_proto.h: fix prototypes. Ryo 2005-10-19 plugin/*, plugin_logger/*, plugin_anim/*, plugins/*, server/{apply.c, attack.c, c_chat.c, c_object.c, c_wiz.c, gods.c, main.c, monster.c, player.c, skills.c, swap.c, time.c, timers.c}, include/{plugin.h, sproto.h}: Replaced the old plugin interface by the 2.0 one. Upgraded the Python and Animator ones to the new interface. Removed obsolete Logger plugin. Gros 2005-10-19 server/main.c: Template Maps: Allow %x, %y, and %n in the path to respectively be replaced with, the x coord, the y coord, and the parent map name. Alex Schultz 2005-10-18 server/{main.c, swap.c}, common/map.c, include/{libproto.h, map.h}: Add support for random template maps (still need to document, and still need to add support for template maps created from non-random templates) Alex Schultz 2005-10-16 common/info.c: fix -m1 crashing (34 chars, not 32!), and -m2 crashing under Win32. include/sproto.h: fix cast_change_ability definition. server/gods.c: fix cast_change_ability to hide the 'can't recast' message. server/spell_effect.c: don't stack word of recall forces. Add a 'silent' parameter to cast_change_ability to not display 'can't recast xx while xx is in effect' server/spell_util.c: fix cast_change_ability call. Ryo 2005-10-16 include/{global.h, sproto.h, config.h}, server/init.c, common/init.c, lib/Makefile.in: Add directory in preparation for template (where the template can optionally be from the random map generator) maps. Alex Schultz 2005-10-15 server/c_wiz.c: make reset command show the names of other players on the map when it fails. Brendan Lally 2005-10-14 server/c_party.c: fix another obscure party crash bug Brendan Lally 2005-10-12 server/c_party.c: fix a couple of loops that could crash under certain circumstances Brendan Lally 2005-10-11 common/object.c: use canonical_key instead of key, else == always fails. server/apply.c: drop "on_use_yield" item if required when applying potion, food or poison. This lets players get empty bottles/vials/... when using potions. Ryo 2005-10-09 Added GetMarkedItem to Python, cleaned compilation warnings. plugin/plugin_python.c plugin/include/plugin_python.h Moved gps code to Python script, thus cleaning relevant code from server core. common/item.c: remove item description. include/define.h: remove gps define. server/apply.c: remove gps function. Ryo 2005-10-08 Prevent objects from losing inventory when thrown. include/libproto.h, common/object.c: Add new parameter "free_inventory" to free_object(). Is set, free inventory as well instead of dropping it on the ground. common/object.c: In get_split_ob() prevent inventory of splitted object to be dropped. Andreas Kirschbaum 2005-10-07 common/object.c: Use object_create_clone in get_split_ob; Fixes things inside of objects disappearing when throwing. Alex Schultz 2005-10-7 Make damage done by area spells not depend on monster size. include/sproto.h, server/attack.c: Add additional parameter "full_hit" to hit_map() and hit_player(). If set, do full damage, if unset scale down by monster size. server/{apply.c, attack.c, disease.c, monster.c, player.c, rune.c, spell_attack.c, spell_effect.c, spell_util.c, time.c}: Change callers to set "full_hit" parameter according to the attack used. Andreas Kirschbaum 2005-10-07 common/{arch.c, object.c}, crossedit/{Attr.c, Defines.h, Edit.c}, include/libproto.h, server/{plugins.c, time.c}: Rename functions with mixed-case names to lower case only. crossedit/Defines.h: Remove prototypes for nonexisting functions. Andreas Kirschbaum 2005-10-07 server/apply.c: In prepare_weapon() do not lose a reference to the item name. Andreas Kirschbaum 2005-10-06 include/sproto.h, server/shop.c - make value_limit static, change its arguments to add some checking for NULL pointers Brendan Lally 2005-10-06 server/monster.c: In move_monster() prevent hp/sp overflows for monsters with very high maxhp/maxsp and very high regeneration rates. Andreas Kirschbaum 2005-10-05 common/treasure.c - prevent crashes with some broken treasure lists. Brendan Lally 2005-10-05 server/shop.c: convert val to sint64 - compilation issues with Win32. Checked with patch author that it's fine. Ryo 2005-10-04 common/map.c - fix output names in new_save_map -- server/shop.c - don't assume that shop_specialisation_ratio only gets passed items with valid types. -- common/map.c - /actually/ fix pointer issue -- common/map.c - fix potential issue with NULL pointer Brendan Lally 2005-10-04 common/map.c - fix an inequality in for loop - not sure if this actually fixes anything of note, but the previous form was definatly wrong. common/item.c - big item type table, function to deal therewith common/loader.l - add player_sold flag common/map.c - shop related header parsing include/define.h - define typedata, player_sold flag and some new shop flags include/libproto.h - define typedata related functions include/map.h - define new shop headers include/sproto.h - define new functions in shop.c server/apply.c - Change shop mat usage message server/c_object.c - Change display of price estimates server/shop.c - new functions describe_shop, value_limit, shopkeeper_approval, shop_greed, shop_specialisation_ratio, substantially alter query_cost_string and query_cost to make use of these server/skill_util.c - make bargaining a directly usable skill doc/Developers/shops - document the above doc/Developers/maps-technical - add shopheader names, and reference to shops doc Brendan Lally 2005-10-03 server/disease.c: check for value <= 0 as some diseases get dumped on a map with value == 0 (negative values will eventually underflox, but it'll take time). Apply patches courtesy quisar. #1307880 Allow to add a param to the cast command #1306987 Allow to summon lower level pet monsters Modified files: include/player.h sproto.h server/c_range.c login.c pets.c player.c spell_util.c Ryo 2005-10-01 common/button.c: explicit cast of stats.food to uint32 when used as sacrifice count. common/image.c: strlen returns size_t. Remove unused FindFaceName. common/object.c: obj::count is tag_t. Can't decrease item's nrof by a negative value. include/libproto.h: fix prototypes. include/player.h: weight and weight_limit are sint32, so last_ should be the same. include/sproto.h: nrof is uint32, not int. server/apply.c: nrof is uint32, can't eat a negative number of items. obj::count is tag_t. server/c_misc.c: remove unused variable. server/c_object.c: use uint32 instead of int to specify number of items to drop/put. server/plugins.c: strlen returns size_t. server/spell_effect.c: distances are uint32 and not int. socket/loop.c: remove now obsolete cast of -1 to uint32 for last_weight. socket/request.c: explicit cast of weight_limit to sint32 when comparing to last_weight. Ryo 2005-10-01 plugin/plugin_python.c: added CF[SG]etWeightLimit. plugin/include/plugin_python.h: function prototypes. server/plugins.c: update player inventory if item teleporter from that. Ryo 2005-09-30 lib/collect.pl.in: can now use lines like "attacktype fire electricity poison" instead of hard to remember numbers. Numbers are still supported, you can even mix both. Ryo 2005-09-28 server/spell_effect.c: In recharge() verify that the object to charge is in fact a wand or staff. Andreas Kirschbaum 2005-09-27 Changed quest behaviour, now uses its own archetypes. Can change npc/magic ear text based on quest status. Warning: not totally tested. Quest start/end works, rest needs some tweaks & fixes. common/quest.c: new functions, some cleaning. doc/Developers/quest: update (partially). include/define.h: new item types. include/libproto.h: new definitions. server/c_misc.c: update. server/monster.c: take into account quest overrides. server/time.c: markers now start/end tasks if needed. Ryo 2009-09-25 server/c_party.c - fix another party list corruption bug, and a couple of possible infinite loops Brendan Lally 2005-09-25 Clean some compilation warnings. common/map.c: remove unused variable. common/readable.c: strlen returns size_t. include/object.h: objectlink id should be tag_t since it's the item's "count" field. server/c_misc.c: strlen returns size_t. server/c_object.c: strlen returns size_t. server/c_party.c: remove_party returns void, value not used anyway. Fordward declaration. server/c_wiz.c: settings.worldmaptiles[x|y] is uint32. server/gods.c: strlen returns size_t. server/hiscore.c: maxchar is const. server/skill_util.c: strlen_returns size_t. Ryo 2005-09-25 include/player.h sproto.h server/attack.c c_party.c player.c Fix several bugs in patch #1194964, including one that caused segfaults one that corrupted the party list, and one that broke party password recognition remove partyid from the party struct - use party pointers instead remove functions find_party() and find_party_struct() - no longer needed or used. make form_party a local function - it is only used by the party form command, and can't easy be used safely elsewhere. Brendan Lally 2005-09-25 server/build_map.c: remove unused variable. -- Commit patch #1194964 (party obsoletion) by cavesomething. Affected files: include/player.h sproto.h server/apply.c attack.c c_party.c login.c main.c pets.c player.c skill_util.c skills.c spell_util.c -- include/win32.h: turn off harmless warning. Ryo 2005-09-24 Fix bug #744327 ('immortal' monsters): Prevent monsters from loosing hp or sp if they have negative Con/Pow. For hp, this made some monsters unkillable because they eventually had negative hp. -- server/monster.c: In move_monster() do gain hp/sp only if Con/Pow is positive. Andreas Kirschbaum 2005-09-24 Update client inventory view for players dieing in a shop with unpaid items in inventory. -- server/player.c: Send removed item to client in remove_unpaid_objects(). Do not call remove_unpaid_objects() multiple times in kill_player(). Andreas Kirschbaum 2005-09-17 Allow directors/movers to specify a specific arch/name/race. include/sproto.h: Add should_director_abort to here. server/{apply.c, time.c}: Add should_director_abort for the logic code for this change, and add checks for it in director/mover code. doc/Developers/objects: Add documentation for directors including this change, and update mover documentation. Alex Schultz 2005-09-15 Make untriggered TIMED_GATEs work again. server/apply.c: Clear object speed only for connected objects. Andreas Kirschbaum 2005-09-13 This change is mostly cosmetic and a preparation for the new movement type code. Basically, it just changes the old object movement_type field to attack_movement. This makes sense because that is what that field is called in saved and loaded objects/archetypes, and thus frees up that name for the new movement code. -- common/button.c: field name change common/loader.{cl}: field name change doc/Developers/objects: Add section on new movement types, update old documentation to note it is attack_movement and not movement_type field that is important. include/object.h: field name change. server/attack.c: field name change. server/monster.c: field name change server/pets.c: field name change server/skills.c: field name change. server/spell_attack.c: field name change server/spell_effect.c: field name change MSW 2005-09-12 Allow a DM to cast spells and prayers in no-magic/no-prayer areas. Add new command "wizcast" to toggle this setting. common/loader.l: Set/reset FLAG_WIZCAST for flag "wiz". common/loader.c: Rebuilt include/define.h: Add new flag FLAG_WIZCAST; remove unused flag FLAG_NO_PRETEXT. lib/Makefile.am: Add new help file for wizcast. lib/Makefile.in: Rebuilt. plugin_animator/plugin_animator.c: Set/reset FLAG_WIZCAST in animate_one(). server/apply.c: Always allow FLAG_WIZCAST to enchant weapons and armour. server/c_misc.c: Add new function command_wizcast(). server/c_wiz.c: Set/reset FLAG_WIZCAST when entering/leaving DM mode. server/commands.c: Add "wizcast" command. server/spell_effect.c: Always allow FLAG_WIZCAST to use the spell probe. server/spell_util.c: Always allow FLAG_WIZCAST to cast spells and prayers. Andreas Kirschbaum 2005-09-09 server/monster.c: Set FLAG_READY_SKILL in monster_check_apply() for monsters with skills. This fixes hill giants and trolls not throwing boulders anymore. server/monster.c: Add missing "break" statement in monster_can_pick(). It did prevent some monsters from picking up scrolls. Andreas Kirschbaum 2005-09-08 common/{anim.c, image.c, los.c, map.c, porting.c, treasure.c}, include/define.h, random_maps/treasure.c, server/{apply.c, c_misc.c, c_object.c, c_wiz.c, commands.c, daemon.c, hiscore.c, init.c, login.c, player.c, plugins.c, resurrection.c, weather.c}, socket/{init.c, item.c, loop.c, lowlevel.c}: Use LOG() for error messages and debug output instead of stdout/stderr. Include filename in error messages. server/resurrection.c: Fix error message in read_player(). Andreas Kirschbaum 2005-09-04 socket/item.c: Make selecting objects from ground view work again. common/object.c: Fix update of player's ground view in insert_ob_in_map(). Previously the ground view was not updated after applying exits or after being hit by a spell. Andreas Kirschbaum 2005-09-03 Fix bug #1102991 (Duplicate grapical display of the same monster): doc/Developers/protocol: Change semantics of map_scroll command to what the server actually does: big faces outside the viewable area are cleared. Add newmap command. include/newserver.h: Increase MAX_HEAD_OFFSET to 8 (the size of a Greater Demon). socket/request.c: MapRedrawCmd(): Disable mapredraw command; it is now just ignored. MapNewmapCmd(): Clear map state before sending newmap command. check_head(): Remove redundant code. update_space(): Move invariant condition out of loop to speed it up. Fix uninitialized variable. Remove redundant condition. Fix off-by-one array access. update_smooth(): Remove unused code. Properly send cleared big faces. draw_client_map(): Remove duplicate check. Properly clear newly visible area when scrolling the map. Andreas Kirschbaum 2005-08-31 common/{loader.l, map.c, object.c}, include/{define.h, map.h, object.h}: Accelerate map loading (a lot) and map saving (a bit) codes to improve map transition experience. common/loader.c: Rebuilt. Add (slightly reformatted) patch #1276121 (Crossedit: handle big faces) by Kevin Rudat: crossedit/CrEdit.c: UpdatePosition(): Use new drawing subroutines. crossedit/CrFace.c: DrawObject(): Use new drawing subroutine. crossedit/CrList.c: Redisplay(): Use new drawing subroutine. crossedit/CrUtil.c, crossedit/CrUtil.h: Remove FaceDraw(), add DrawFacePart() and DrawPartObject(). crossedit/png.c: Upload the whole image, not just the top-left corner. Andreas Kirschbaum 2005-08-30 Fix bug #1256173 (Magic drain not exploding head): server/spell_effect.c: Prevent mana transfer to/from caster himself; also create fireball for overcharges resulting from sucking mana. Andreas Kirschbaum 2005-08-30 Fix bug #1059537 (Chainmail mutations): common/loader.l: Remove code that "fixes" broken item names by removing a leading material name. This effectively renames "mithril chainmails" into "chainmails". common/loader.c: Rebuilt. Andreas Kirschbaum 2005-08-29 Fix player weapon speed/speed. There are a few bugs this fixes: 1) when player hit something, a has_hit field was set to true, to denote they hit something and to use weapon speed. However, this was only cleared when player issued a command. Thus, if you are running and hit something, you'd continue at weapon_speed pace until you needed to change direction. 2) Because has_hit was used, this basically put in a 1 tick lag - you'd hit something, but not until objects were processed and speed given would you get your extra speed. Likewise, after you killed something, you'd get your burst of speed for the next tick also. -- server/main.c: Clear has_hit, change function to only do bounds checking, not actually do weapon_speed adjustments. server/player.c: Give player speed boost when they hit something. MSW 2005-08-28 Add patch #1274385 by Kevin Rudat to make crossedit draw floors on tiles with items. crossedit/CrEdit.c: Add call to update_position() in UpdatePosition(). Andreas Kirschbaum 2005-08-28 Add patch #1271417 by Kevin Rudat to stop crossedit losing regions. Patch is slightly modified to properly handle all map fields. crossedit/Edit.c: Copy all map fields in MapMoveScrollResize(). Do not add a msg header to already existing maps. crossedit/crossedit.c: Call init_regions() at program initialization. Andreas Kirschbaum 2005-08-28 socket/init.c: Make setsockopt(REUSEADDR) work if using gcc in Ansi C mode on Linux. Andreas Kirschbaum 2005-08-28 common/map.c: Change default values for reset_timeout, enter_x, and enter_y map headers to zero. In set_map_reset_time() use MAP_DEFAULTRESET if reset_timeout is zero. This change prevents crossedit from adding these headers by just loading and saving a map. include/config.h: Add MAP_DEFAULTRESET. Andreas Kirschbaum 2005-08-27 server/rune.c: Fix crash if casting disarm out of map bounds. server/spell_effect.c: Fix crash if casting polymorph out of map bounds. Andreas Kirschbaum 2005-08-25 Apply patch 1200555 - addition of key/value lists which allows arbitrary storing of data in objects - see doc/Developers/key-value for more information --- loader.l, loader.c: Add add_key_value() function which parses the unknown line in the object/archetype. Update get_ob_diff() to make differences for the key/value lists. common/object.c: Add functions for properly comparing the key/value lists, setting and getting the vaues, clearing values upon freeing of object, etc. doc/Developers/Makefile.am: Add key-value file. doc/Developers/key-value: Documentation of this feature. include/libproto.h: Rebuilt include/object.h: Addition of key_value struct, addition of key_values field to object. MSW 2005-08-22 socket/request.c: Fix range checking of toggleextendedtext parameters. Andreas Kirschbaum 2005-08-17 The following fix code that basically does "for(x = pos-5; x < pos+5; x++)". This is not correct because it includes "pos-5" but not "pos+5". common/los.c: Make lighted distance equal in all directions. server/disease.c: Make infection distance equal in all directions. server/monster.c: Make lighted distance equal in all directions. Andreas Kirschbaum 2005-08-17 Add patch by Kevin Rudat for applyable but non pickable objects to have item items. doc/Dvelopers/objects: Update item types. socket/item.c: Use the head of any objects we send. Should generally only be an issue for objects on the ground, as currently there is no large objects players can pick up. Also fix up some of the formatting/ indenting in this file. MSW 2005-08-16 server/attack.c, include/define.h, common/loader.l doc/Developers/objects: Add a flag FLAG_IS_LIGHTABLE, to make lightable objects such as lanterns able to work again lib/archetypes: recollect archs Brendan Lally 2005-08-16 server/build_map.c: Add support for buildable signs, and magic mouths/ears. Alex Schultz 2005-08-15 lib/Makefile.am, lib/Makefile.in: Actually install help file for showpets. common/living.c, include/living.h: Make global arrays really const. Andreas Kirschbaum 2005-08-15 server/gods.c: Fix crash for monsters without appropriate god. server/gods.c: Add missing braces around body of if statement. Andreas Kirschbaum 2005-08-14 NPCs instead of being given a random god are for preference given the god that likes their race. If one can't be found, then we fall back to a random god. Affected files: server/gods.c include/sproto.h Brendan Lally 2005-08-12 String fields in structures using add_string are now const char*. Functions in shstr (add_refcount, add_string, free_string, ...) now take/return const char*. More argument replacing from char* to const char*. Fixed a potential string corruption in recipe.c (when dumping) and readable.c (was using strtok on a add_string-ed string, when strtok changes argument). Fixed a few type mismatch on qsort calls. Global char arrays (messages and such) are const char* too. Removed unused typedefs / structures. Affected files: common/anim.c image.c info.c item.c living.c object.c quest.c readable.c recipe.c shstr.c treasure.c include/arch.h commands.h define.h face.h funcpoint.h global.h god.h libproto.h living.h map.h material.h object.h player.h race.h recipe.h skills.h sproto.h treasure.h random_maps/random_map.h reader.[cl] style.c server/apply.c attack.c c_object.c c_range.c c_wiz.c gods.c main.c monster.c pets.c player.c plugins.c resurrection.c shop.c skill_util.c skills.c spell_attack.c spell_effect.c time.c timers.c socket/item.c Ryo 2005-08-12 Arguments are now const char* instead of char* when available. This ensures the variable is not changed in random places. Affected files: common/porting.c quest.c readable.c recipe.c re-cmp.c shstr.c treasure.c include/libproto.h sproto.h win32.h server/c_misc.c c_object.c c_party.c c_wiz.c egoitem.c gods.c hiscore.c init.c login.c main.c monster.c player.c resurrection.c rune.c shop.c skill_util.c skills.c spell_effect.c spell_util.c win32.c Ryo 2005-08-12 Add help for showpets, and update help for killpets lib/help/{showpets, killpets} Add a new command 'showpets' to give a numbered list of the pets that a player controls. These numbers can be passed to showpets to give more detail about one pet, or they can be passed to killpets to control which pets are killed. Also allow killpets to take a name as an argument. Affected files: include/sproto.h server/{c_misc.c, commands.c} Make random maps take the region of the map creates them. Affected files: random_maps/{random_maps.h, random_maps.c} server/main.c Brendan Lally 2005-08-11 ------------------------------------------------------------------------------ Changes for 1.8.0: Update for release 1.8.0. include/Makefile.am: missing quest.h file Rest automatic rebuild MSW 2005-08-10 Replaced "depletion" by ARCH_DEPLETION (defined in object.h). Affected files: common/living.c include/object.h server/apply.c gods.c spell_effect.c Ryo 2005-08-10 server/player.c: Set map for arrow as returned by get_map_flags - otherwise when firing at edge of tiled maps, arrows could end up in wrong place. MSW 2005-08-09 include/config.h: Make DEBUG default - appears last commit changed this as unrelated to actual changes in place. include/sproto.h: Rebuild server/player.c: fire_bow() - add checks for wall/out of map. fire_bow() wasn't using right coordinates on check, which caused problems in threewide mode at edge of maps. MSW 2005-08-07 plugin_logger/plugin_logger.c: make it compile under Win32. Ryo 2005-07-30 server/player.c: fix crash when news or rules > HUGE_BUF. Ryo 2005-07-29 server/{monster.c, pets.c}: Fix bugs in arena petmode and clean up most of it's logic into it's own function. lib/help/petmode: Document the arena petmode in the "help petmode" output. Alex Schultz 2005-07-28 server/skills.c: use correct sp/grace for inscription. Ryo 2005-07-27 The following changes prevent spells in player's inventories from being damaged by casting spells, using skills, or praying. server/attack.c: Limit cancellation and acid attacks to visible objects only. server/gods.c: Limit god granted remove curse/damnation to visible objects only. server/skills.c: Limit the skills sense curse and sense magic to visible objects only. server/spell_effect.c: Limit the spells detect curse and detect magic to visible objects only. Andreas Kirschbaum 2005-07-26 server/skill_util.c: don't try to send a message if monster killed/removed. Ryo 2005-07-23 socket/init.c: settings values to 0 before using'em works better, usually ^_- Ryo 2005-07-22 random_maps/random_map.h: Add prototype for set_random_map_variable(). server/main.c: Remove prototype for set_random_map_variable(). lib/Makefile.am, lib/Makefile.in, lib/help/whereabouts: Add help for whereabouts command. server/apply.c: Properly terminate destination string with '\0' in apply_item_transformer(). Avoid clearing the string buffer multiple times. Andreas Kirschbaum 2005-07-20 doc/Developers/item_transformation: fixed documentation. server/apply.c: remove incorrect comment. Item transformer uses food for max use. Replaced some hardcoded values with define. Modified files: common/arch.c include/object.h plugin/plugin_python.c server/apply.c attack.c build_map.c spell_attack.c spell_effect.c time.c Ryo 2005-07-19 include/win32.h: add PLUGIN_SUFFIX definition. Ryo 2005-07-18 server/plugins.c: Merge mostly identical code from #ifdef WIN32 and #else blocks. Use opendir/readdir/closedir instead scandir for Unix because WIN32 probably does not have these functions. Prevent loading one plugin multiple times. include/sproto.h: Update prototypes for plugin functions. server/c_wiz.c: Add success/failure messages to plugin and plugout commands. Do not crash due to missing parameter. Andreas Kirschbaum 2005-07-18 server/pets: Fix off-by-one error in follow_owner(). server/c_wiz: Allow the summon and teleport commands to place the summoned player/DM north-west of DM/player. Andreas Kirschbaum 2005-07-17 Use const char* instead of char* when possible. Remove unused variables in weather code. Affected files: common/map.c region.c utils.c crossedit/stubs.c include/funcpoint.h libproto.h sproto.h random_maps/standalone.c server/weather.c Ryo 2005-07-17 server/apply.c: Make converters that increase value non-functional. Andreas Kirschbaum 2005-07-17 server/{monster.c, pets.c}: Fixed bug in previous commit of arena petmode that cause pets that should be friendly to eachother to fight. Alex Schultz 2005-07-16 common/{map.c, readable.c, treasure.c}, crossedit/{Attr.c, png.c, Cnv/{CnvFiles.c, CnvPath.c}}, plugin_animator/plugin_animator.c, plugin_logger/maps.c, server/{alchemy.c, c_misc.c, c_wiz.c, init.c, main.c, monster.c, pets.c, player.c, resurrection.c, rune.c, skills.c, spell_effect.c, time.c, weather.c}: Fix spelling errors in string constants. server/c_misc.c: Remove superfluous trailing '\0' from strings. Andreas Kirschbaum 2005-07-15 server/{c_misc.c, monster.c, pets.c}, include/player.h: Add new "arena" petmode which allows pets to attack players and other pets while in the arena. Alex Schultz 2005-07-16 *Makefile.in, aclocal.m4, configure: Rebuilt generated files. lib/Makefile.am: Update list of help files to install. server/skills.c: Do not reveal a hidden DM in attempt_jump(). server/skills.c: Do not reveal a hidden DM in steal(). server/player.c: Ignore hidden DM in stand_near_hostile(). Formerly it always returned false if a hidden DM was present. Andreas Kirschbaum 2005-07-15 server/c_object.c: Improved pickup. You can now do pickup +bow, or pickup -shield. Much simpler then fiddling with sums of 2^x values. Ryo 2005-07-15 server/c_party.c: Make party passwords with a length of 8 characters work again. lib/artifacts: Fix type of lockpicks of quality/high quality. Andreas Kirschbaum 2005-07-15 Those commits remove the dependency on the plugin towards the library. All functions used from the plugin are hooked, instead of being called directly. This fixes bugs under Windows, and simplifies compilation. Also, many new callbacks were defined. Affected files: include/plugin.h plugproto.h sproto.h plugin/plugin_python.c server/plugins.c Note that at some point some functions could be moved out of plugin_python and put in plugin_general to be shared between different plugins. Ryo 2005-07-15 Those commits remove the whole "glue/callback" logic. Instead functions are just defined as external, and should be implemented (even as dummy) by all programs. Affected files: common/arch.c button.c glue.c init.c item.c living.c logger.c los.c map.c object.c time.c treasure.c crossedit/stubs.c: new file with dummy functions. crossedit/Makefile.[in|am]: add this new file. include/funcpoint.h libproto.h sproto.h random_maps/standalone.c: add dummy functions for those externals. server/init.c: remove obsolete setup_library() Added a wrapper function for check_trigger from plugins. include/plugin.h: new function server/plugins.c: wrapper for check_trigger. Ryo 2005-07-15 plugin/plugin_python.c: (add|free)_string should *not* be called directly under Win32. Therefore let's use the hooks. Also, when removing an object, better check it's not the current object (CFPython.RemoveObject(CFPython.WhoAmI()) anyone?). Ryo 2005-07-15 server/spell_util.c: use on_same_map instead of checking directly map pointers. Ryo 2005-07-15 Those changes implement a quest tracking system. Check the doc/quests document for more info. common/quest.c: new file with a few quests-related functions. doc/Developers/mapguide: point to quests file for instructions on quests. doc/Developers/quests: new file with instructions on how to use quests, and implementation details. doc/Developers/README: added quests file. include/libproto.h: new functions in quest.c. include/quest.h: new file with a few defines for quests. include/sproto.h: new function command_quest, update talk_to_wall definition. lib/help/quests: new help file for quests command. server/c_misc: new command_quests function. server/commands.c: link command_quests to "quests". server/monster.c: update talk_to_wall and talk_to_npc to check for quests. server/time.c: modify marker behaviour to handle quests. Ryo 2005-07-14 common/{button.c, treasure.c, utils.c}, server/{c_wiz.c, login.c, shop.c, skill_util.c, spell_effect.c}, socket/{image.c, item.c}: Fix printf like format specifiers. At least one of them fixes a means to crash the server. Andreas Kirschbaum 2005-07-14 Those changes introduce party spells. Casted spell should be defined through 'other_arch' field. Note that this needs through testing to make sure it works as intended. include/spells.h: new spell type, 'party spell'. server/spell_util.c: new spell type, party spell. Ryo 2005-07-10 server/{login.c, player.c}: Fix buffer overflow with pl->title. Based on patch by Scott Kullberg. crossedit/{Edit.c, Cnv/CnvPrompt.c}, server/{ban.c, hiscore.c, login.c, player.c, shop.c, win32.c}: Properly terminate destination string of strncpy with '\0'. server/init.c: Fix error message. Andreas Kirschbaum 2005-07-10 configure.ac, configure, aclocal.m4, Makefile.in: Add AM_MAINTAINER_MODE macro to configure.ac - this should hopefully supress auto regeneration of makefiles.in MSW 2005-07-08 Add a --with-python option to configure. Also, update the python detection script to check for 2.5 (not out yet, but might as well be prepared.) Will try to commit files in proper order so that dependency checking is correct and it won't try to rebuild makefiles or other files. -- acinclude: Updated checks for --with-python aclocal.m4: updated configure.ac,configure: Updated checks for --with-python config.sub, config.guess - update to latest versions INSTALL: Updated build directions MSW 2005-07-08 lib/Makefile.am, lib/Makefile.in: Remove map_check from normal distribution due to different license on file. random_maps/monster.c: Reduce monster density on random maps - take into account size of monsters when calculating density. utils/metaserver.pl.in: At a timeout value that limits how often clients can ask for metaserver info. MSW 2005-07-08 lib/settings: Turn of fastclock as default option. socket/loop.c: Change behaviour of metaserver/flushmaps/watchdog calls if fastclock is set - don't do those any faster than normal. MSW 2005-06-22 Server can now be used as a Windows server, with command-line options -regsrv (register server and exit), -unregsrv (unregister server and exit) and -srv (should not be used directly, for the service control manager call). server/init.c: add command-line options. server/main.c: loop is no more infinite under Windows. Save and clean after it, too. server/win32.c: add service routines. Ryo 2005-06-22 common/living.c: Print correct message when (un-)wearing items with negative luck. Andreas Kirschbaum 2005-06-14 include/living.h: Patch from Kari Pahula to remove obsolete variable declarations. Andreas Kirschbaum 2005-06-01 server/skill_util.c: Print correct permanent experience ratio for experience values >2 billion. Andreas Kirschbaum 2005-05-22 server/apply.c: Do not unlock LAMP items when turning them on or off. server/apply.c: Fix CONVERTER items with slaying "money" to trigger for MONEY items only. server/player.c: Generate proper plural name for player's gravestones. Andreas Kirschbaum 2005-05-21 Ensure that object->msg always has a trailing \n character. This is necessary to prevent corrupted map files. plugin/plugin_python.c: Add trailing \n to message set by CFPython.SetMessage() if not already present. server/plugins.c: Add trailing \n to message set by HOOK_TELEPORTOBJECT if not already present. server/rune.c: Add trailing \n to rune messages. Andreas Kirschbaum 2005-05-21 Apply qal21's patch [ #1205421 ]: Implement new Python functions: GetArchType, GetFacing, GetLevel. plugin/plugin_python.c, plugin/include/plugin_python.h: Add new functions. doc/Developers/python: Describe new functions. Andreas Kirschbaum 2005-05-20 server/monster.c: Fix monsters to cast spells from spellbooks. Andreas Kirschbaum 2005-05-15 Fixed compilation issue. server/apply.c: can't declare a variable after some function call. socket/info.c: removed unused variable. Ryo 2005/05/07 Corrected code to compile under -ansi gcc flag: * correction of some non posix compatible calls around scandir * changing configure to detect the absence of 'alphasort' prototype * converted some '//' comment to /**/ one * reran automake1.8/autoconf2.50/autheader2.50 Note even it it compiles with -ansi -pedantic, it still need cleanup to get 64 bits experience code working! Tchize 2005/05/07 Applied Casper1's patch [ #1193516 ] for Hurd support. * socket/lowlevel.c: #ifdef some code part that won't work. Change some char* to const char*, when values shouldn't be changed. Changed files: * include/libproto.h * common/arch.c * common/living.c Ryo 2005-05-03 Change some char* to const char*, when values shouldn't be changed. Changed files: * include/sproto.h * socket/info.c * socket/item.c Ryo 2005-04-30 Change some char* to const char*, when values shouldn't be changed. Changed files: * include/sproto.h * server/apply.c * server/ban.c * server/spell_util.c Ryo 2005-04-27 server/skills.c: Change it so that jeweler skill is used to identify amulets, not alchemy skill. MSW 2005-04-27 Apply patch 1190107 so server compiles on HURD. common/porting.c: Add define for MAXPATHLEN socket/init.c: Add check for __GNU__ for setsockopt() MSW 2005-04-27 Change to have objects generated by creator properly fixed up (material, for potions, spell object, etc). --- common/treasure.c: add GT_MINIMAL flag to change_treasure() to do minimal processing for objects created. include/treasure.h: Add GT_MINIMAL define. server/apply.c: Add call to fix_generated_item() in convert_item() MSW 2005-04-27 Various minor bugfixes. common/los.c: Patch to fix negative lighting. Use isqrt instead of sqrt, so we only want integer values anyways. include/libproto.h, include/sproto.h: Rebuilt as there were some improperly matching prototypes. random_maps/rogue_layout.c: Replace sqrt with isqrt calls. server/c_misc.c: Make name_cmp() a static declaration so it won't be put in the sproto.h file. server/init.c: Remove /* within comment string. server/monster.c: Change sqrt to isqrt MSW 2005-04-16 Those changes are just changing char* to const char* in some function prototypes. Affected files: common/recipe.c common/region.c common/treasure.c common/utils.c include/libproto.h: match headers. server/main.c Ryo 2005-04-16 Those changes add the ability to transform items through 'item_transformer' (163)-type items See doc/Developers/item_transformation for more info. common/item.c: don't display 'slaying' field for food. include/define.h: add new 'ITEM_TRANSFORMER' type. include/sproto.h: add new function 'apply_item_transformer'. server/apply.c: new 'apply_item_transformer' function to handle that item type. Ryo 2005-04-15 common/map.c: map pathnames are now const char*, no reason for something else. common/region.c: remove unused variable. include/libproto.h: update functions definitions. include/sproto.h: weathermap_to_worldmap_corner now returns a const char*. include/win32.h: define missing NAME_MAX as MAX_BUF. server/c_misc.c: remove unused variable. Use const char* when possible. server/weather.c: weathermap_to_worldmap_corner now uses const char* as return type. Ryo 2005-04-14 Random map code improvements - add support for subdirectories in the style maps for random maps. Add difficulty_increase parameter for random maps to control how fast they get harder. doc/Developers/random-maps: Add notes about difficulty_increase parameter. random_maps/Makefile.am: Update proto directive to use cproto, not cextract. random_maps/random_map.c: Update to use difficulty_increase when figuring difficulty of maps. Add code to save it in list of parameters. random_maps/random_map.h: Add difficulty_increase field to structure. random_maps/reader.l, reader.c: Add code to find difficulty_increase parameter. random_maps/rproto.h: rebuilt. random_maps/special.c: Pass in difficulty increase to write_parameters_to_string() random_maps/style.c: Remove old scandir - replaced by our own load_dir() - necessary because we need to check type of files, which scandir doesn't easily let us do. Since it is now our own routine, just return array of file names instead of dirent structures. MSW 2005-04-13 utils/Makefile.am: Add cfmeta-rrd to list of files to add to distributions utils/cfmeta-rrd: Example of sample script that takes data and stores it into rrd file and draws graphs (new file). utils/metaserver.pl.in: Add recording of useful stats to external file so they can be processed by other external scripts. MSW 2005-04-13 server/shop.c: Pass in player object to pay_from_container() - code was trying to deref pouch->contr which was null. Only occurs when player has 2 different money objects of the same type, but 2 crashes observed on metalforge. MSW 2005-04-13 socket/image.c: Change esrv_send_face to check for <=0 instead of <0 on face number. socket/request.c: Change if statement that acted improperly to determine when to send faces. MSW 2005-03-27 include/sproto.h: get_who_escape_code_value is void, not void*. server/c_misc.c: move local function outside the function. server/c_wiz.c: remove sleep( 1 ) that would cause whole server to sleep one sec. Ryo 2005-03-23 common/living.c: Allow luck to drop back to zero. Limit bad luck object to +/-100 to prevent overflows. Andreas Kirschbaum 2005-03-22 common/living.c: When randomly adjusting luck, change both op->stats.luck and the applied bad_luck object. server/attack.c: Do not decrease luck if a player kills himself with a spell or pet. Andreas Kirschbaum 2005-03-20 server/c_wiz.c: change command_free() and command_remove() to always process the head of the object - doing this operations on the non head will typically always cause problems. MSW 2005-03-19 This change makes it so that the smoothing information is pushed to the client (if the client is using smoothing) instead of a process were we tell the client the smoothlevel and the client then has to request the face info for smoothing. If we know the client wants the info, much easier to push it to the client. This simplifies the client code (doesn't have to keep track of what is requests). It also fixes the 'problem' that when you join the game, you get a few frames with no smoothing and then the smoothing shows up, which seems a bit odd. My testing shows that old clients that want smoothing use this new logic withouth any problems. -- common/image.c: add smooth_face default so that we don't have to look it up everytime. include/define.h: Add SMOOTH_FACE_NAME used by image.c include/global.h: Add smooth_face extern declaration. include/newserver.h: Update comment on what faces_sent is used for, add NS_FACESENT_* values which determines what info for the face was sent. socket/image.c, socket/init.c, socket/item.c: Update faces_sent checks/set to check against NS_FACESENT bitmask. socket/request.c: Update faces_sent as mentioned above. And SendSmooth(), rewrite AskSmooth() to use SendSmooth(). Modify update_smooth() to send smoothing information to the client. MSW 2005-03-19 common/map.c: Clean up if statement ins blocked_link() which caused warning messages - broke it apart to make it a little clear. Add check for premature end of map header - make code more resilent in case of truncated saved maps. Fix saving of region name in new_save_map() - saving the pointer to the region isn't what the loader is expecting, and is highly non portable even if it was. MSW 2005-03-18 Applied patch: * #1145089 (cavesomething): Region support. common/Makefile.am: add new 'region.c' file. common/init.c: add 'REGIONS' setting. common/map.c: add 'region' map key. include/config.h: add regions file default name. include/global.h: add 'first_region' global variable and settings. include/libproto.h: add region.c functions prototypes. include/map.h: add region structure. include/sproto.h: add new region-related command. lib/Makefile.am: add 'regions' file. lib/regions (new): regions definition file. server/c_misc.c: add region information to current_map_info. Add new 'whereami' command. server/commands.c: add 'whereami' command. server/init.c: add regions settings, and load data. Ryo 2005-03-15 Applied patches: * #1119366 (salathar): wiz food, DMs don't use food anymore. * #1161816 (cowboyatheart) : Add wands/staves/rods/horns to new pickup. * #1119762 (salathar): afk command. common/loader.[lc]: add 'FLAG_AFK'. include/define.h: add 'PU_MAGIC_DEVICE. Add 'FLAG_AFK'. include/sproto.h: add 'command_afk'. server/c_misc.c: add 'AFK' to who display, add command_afk. server/c_object.c: add new flag to dump. server/commands.c: add command_afk. server/player.c: wiz don't use food. Check for rod/wand/horn for new pickup flag. Ryo 2005-03-13 *Makefile.in, aclocal.m4, configure, utils/config.guess, utils/config.sub, utils/ltmain.sh: Rebuild generated files. acinclude.m4: Check whether Python supports the "L" format specifier. Do not build python plugin if not. Andreas Kirschbaum 2005-03-09 common/{map.c, readable.c, treasure.c}, crossedit/Attr.c, server/{apply.c, attack.c, c_wiz.c, init.c, monster.c, pets.c, shop.c, skill_util.c, skills.c, spell_attack.c, spell_effect.c, time.c}, socket/{info.c, request.c}: Add missing newline character to LOG() messages. common/living.c, include/living.h: Change type of weight_limit to uint32. socket/request.c: Remove non-portable assignment to rvalue. doc/{README_PLUGINS.doc, README_PYTHON.txt, plugins}, doc/Developers/{README, plugins, python}: Update plugin documentation. plugin/plugin_python.c, plugin/include/plugin_python.h: Whitespace changes, remove obsolete comments. plugin/plugin_python.c: Only set WhoAmI when running the command registered by CFPython.RegisterCommand. Set default result value to "success". plugin/plugin_python.c: Fix memory leaks by freeing old strings before assigning a new value. plugin/plugin_python.c: Use correct format specifiers for item values and experience values. plugin/plugin_python.c: Make CFPython.IsCanBePicked return whether the object can be picked up. (Did return whether the object cannot be picked up.) plugin/plugin_python.c: Do not return a pointer to a variable on the stack. server/plugins.c: Fix pointer type mismatch while processing CFPython.RegisterCommand. plugin/plugin_python.c: Change second parameter of CFPython.CheckMap to use a map object instead of a map name. Now it works for tiles maps. acinclude.m4: Add check for python 2.4 to match this file with aclocal.m4. Andreas Kirschbaum 2005-03-06 plugin/plugin_python.c: Increase limits of values the Python script may set to the ranges given by objects in the archetypes file. Andreas Kirschbaum 2005-02-28 common/object.c, include/libproto.h: change nrof parameter of get_split_ob to uint32 type. server/c_object.c, include/sproto.h: change nrof parameter of drop_object to uint32 type. plugin/{plugin_python.c, include/plugin_python.h}, plugin_animator/{plugin_animator.c, include/plugin_animator.h}, server/{apply.c, attack.c, gods.c, monster.c, player.c, skills.c, time.c, timers.c}: Change type of CFParm.Value[5] and StackParm1[] to uint32 to be able to pass an "nrof" value. plugin/plugin_python.c, plugin/include/plugin_python.h: Remove spell wrapper functions. plugin/plugin_python.c, plugin/include/plugin_python.h: Replace skill-IDs by skill names. Remove skill-ID wrapper functions. Andreas Kirschbaum 2005-02-20 ------------------------------------------------------------------------------ Changes for 1.7.0: configure, configure.ac, include/autoconf.h.in: Update for version 1.7.0. Add check for libz - needed by libpng (at least on my system), which is needed for the editor. MSW 2005-01-23 common/object.c: Change CAN_MERGE() from an inline function, since it calls itself and inline functions are not supposed to do that. Update type check in insert_ob_in_map() to check against defined type (EXIT) instead of hardcoded integer value (66). crossedit/xutil.c: Update to just include Defines.h, which then includes all the other necessary files, including global.h. include/global.h: Add #ifdef checks for the UINT*_MAX types, as some systems already define these values, which results in a redefinition error. Also fix up // style comment. include/shstr.h: Include proper cast in TOPBIT definition. server/main.c: Don't display 'xyz left the game' messages if the player is only at the get name or get password prompt. Prevents possible spoofing of that message. server/player.c: Clean up formatting of check_pick() function. If player is using newpickup to pick up booze, also pick up poison unless they know it is cursed. socket/request.c: AskSmooth() - change buffer type to uint8 so that it matches what the SockList structure wants. utils/scores.pl.in: Use skill_praying to find players god, and not the deprecated experience_wis object. MSW 2005-01-23 aclocal.m4, configure: Add check for python 2.4. common/re-cmp.c: Fix improper comparison *(str+1) instead of str+1 server/login.c: don't allow null names. server/main.c: Disable logging of removed objects - filling up log files on archmage of all the errors. server/player.c: Fix improper initialization of attacktype in for loop. Give players max grace, sp when they die - also, if they are near starvation, give them a bunch of food. server/spell_effect.c: Put cap on duration of godly retribution - it can otherwise last so long that if a player is killed by it at their savebed location, spell could still go on after players temporary immunity ends. Retribution as increases in damage, so no need to really increase damage and duration to really high amounts. server/spell_util.c: In fire_arch_from_position(), and check that player isn't casting spell on top of wall - fixes for many spells, including ball lightning. server/time.c: Change comparsion on return of get_map_flags() from == P_OUT_OF_MAP to & P_OUT_OF_MAP - keeps syntax consistent. MSW 2005-01-11 plugin/plugin_python.c, plugin_animator/plugin_animator.c, plugin_animator/plugin_animator.c: Use script return value set by CFPython.SetReturnValue(): access to stack was off by one. Do not return a pointer to a local variable on the stack. plugin/plugin_python.c, plugin_animator/plugin_animator.c: Handle all defined events. Andreas Kirschbaum 2005-01-10 server/spell_attack.c: apply patch #1096921 courtesy Salathar. Charmed monsters now lose the 'generator' flag, to prevent things like mice outbreak in bigworld maps. Ryo 2005-01-07 plugin/plugin_pyhton.c, plugin/include/plugin_python.h: Remove obsolete functions: SetGender, SetRank, SetAlignment, SetGuildForce, GetGuildForce, CreatePlayerForce, CreatePlayerInfo, GetPlayerInfo, GetNextPlayerInfo, SetPreviousObject, SetNextObject. plugin/plugin_python.c, plugin/include/plugin_python.h: Add missing attack type wrapper functions, function CFPython.SetDamned(), wrapper functions for missing cost flags, and wrapper functions for event types. plugin/plugin_python.c: Add an optional parameter to CFPython.SetName() to specify name_pl as well. Always set name_pl. plugin/plugin_python.c: Fix a buffer overflow in CFPython.RegisterCommand(): allocated memory was not sufficient to hold the trailing '\0'. plugin/plugin_python.c: Use #define constants. plugin/include/plugin_python.h, plugin/plugin_python.c, plugin_animator/plugin_animator.c, server/plugins.c: General cleanup - merge duplicate code, remove debugging code, rename variables, rename C function names to match the Python function name, use hook functions where appropriate. include/sproto.h, plugin/plugin_python.c, server/plugins.c, server/shop.c: Use uint64 type for variables holding money. Use Python long integers to pass these variables to/from the Python plugin. Andreas Kirschbaum 2005-01-07 plugin/plugin_python.c: Check values passed in from the Python code; generate proper Python exceptions for invalid values. plugin/plugin_python.c, plugin_animator/plugin_animator.c: Make sure all fields on the stack are initialized. Prevent stack overflow: check was one off, causing a buffer overflow. Decrement stack pointer in error case. Andreas Kirschbaum 2005-01-06. common/regexp.c: Fixed couple flaws in regexp handling. First, there was an off by one error in the handling of matches (if the match was for example eureca, player could just say eurec, and it would treat that as a valid match). Second case was that the regular expression logic would not try comparing the rest of the passed in string after a partial match - In the eureca case above, if the passed in string was 'where is eureca', after matching the first e (in where), it then fails to match the next letter and would give up. It now tries comparing the rest of the passed in string with the regex (so after that failure, it will try to match 're is eureca'. server/apply.c: Add missing 'return 0' to shop_mat code that is needed to prevent unpaid objects from teleporting out of the shop. Also extend code so that non living objects can't use shop mats. server/player.c: Insert force into the player when they die making them immune to any spells on the space they reappear on - this prevents multiple deaths if there is large spell effect going on in the savebed location. Duration of force should be long enough for most spells to run their course, but no so long that the player can use it for much of an advantage (plus, killing yourself to get such an advantage seems odd, and the force only makes the player immune to the attacktypes currently on the space) server/spell_effect.c: Fix spell casting walls (lighting wall, firewall, etc) in that the spell object they cast was not being inserted, resulting in the walls not doing anything. MSW 2004-12-28 Applied patch (bug misc/zoo2) by Lalo server/time.c: creators can now create multi part objects. Applied patch 1086102 by Salathar: server/attack.c: If player kills another player, add (pk) to the death message. Applied patch 1086103 by Salathar: server/move.c: If player pushes another player, send message to both players that pushed happened. Previously, when pushing another player, the pusher wouldn't get any notice. MSW 2004-12-28 Applied patch 1001079 - make alchemy books say what skill & equipment is needed - by Kevin Rudat. common/readable.c: Update code that generates book title, contents to denote what skill and equipment is needed. random_maps/{random_map.c, reader.l, reader.c}, server/main.c: Remove generate_treasure_now as an option for random maps - none are using delayed treasure, and IMO, if someone did, it would horribly break things, so it should never be used - given that, no reason to leave the code there. server/main.c: Add additional debugging for process events on removed objects - trying to track down occasional disease crash. server/time.c: Fix crash in move_player_mover() - it was never map tile aware, but even more so, appears to have always been broken if the player move tried to push the player off the edge of a map. Check for out of map condition, as well as make it map tile aware. MSW 2004-12-28 Applied patches #1086095 and 1088385 courtesy Salathar: common/map.c: hidden DM is non blocking server/c_chat: can't do emotions towards hidden DMs. Player's emotions always displayed in split window. server/c_wiz.c: add an extra player leave message when DM hides server/main.c: don't display leave messages for hidden DM when connection timeout server/c_party.c: party password max length is 7, due to buffer size. (i think it was a patch from Casper?) Ryo 2004-12-25 server/c_wiz.c: Remove item when 'free' by DM if not removed, avoiding crash. Ryo 2004-12-22 server/c_party.c: Make party passwords of 8 characters work, disallow longer passwords. Based on patch #1080096 from Casper. Correct help message for party commands. Andreas Kirschbaum 2004-12-10 plugin/plugin_python.c: change 'long long' so 'sint64' (typedef). Ryo Saeba 2004-11-29 common/object.c: apply patch #1066665 courtesy Salathar for exits with blockview 1. lib/formulae: apply patch #1064643 courtesy Salathar to fix broken formulae. lib/wizhelp/speed: remove file, command changed name. lib/wizhelp/server_speed: updated 'speed' command help. server/c_wiz.c: apply patch #1063051 courtesy Salathar to update muzzle message. server/commands.c: apply patch #1052224 courtesy Casper to change 'speed' to 'server_speed' as name is ambiguous. Ryo Saeba 2004-11-25 common/loader.l: Fix passed size in FAST_SAVE_LONG() - was one too long, causing truncated diffs after "dam_modifier" entry. Andreas Kirschbaum 2004-11-15 This commit adds the functionality of patch 991916, although the patch as submitted was used as a baseline to start from. include/sproto.h: rebuilt server/c_chat.c: Rename command_chat() to command_tell_all() which takes a few more optional parameters. Add command_shout() and command_chat() that invoke command_tell_all() with the appropriate changes. server/commands.c: Add chat to list of command table. MSW 2004-11-08 plugin/plugin_python.c: Run the script python_init.py right after initializing the interpreter. Andreas Kirschbaum 2004-10-21 server/c_party.c: actually warn party members of password change. Notify when someone joins party. Ryo 2004-10-21 plugin/plugin_python.c, plugin/include/plugin_python.h, server/plugins.c: Fix comments, change whitespace. Andreas Kirschbaum 2004-10-19 Fix some bugs I introduced in my last commit. common/map.c: Add back in call to sum_weight that got removed when removing the object checking code. common/treasure.c: Have fix_generated_item() blank out the randomitems field after it has created treasure. server/apply.c: Only clear randomitems after create_treasure() - don't presume it should get blanked out for other reasons - with change to treasure.c above, this should be more reliable and fix starting skill issue, as randomitems was getting blanked out for CLASS object. server/main.c: Change processing of players a little - found crash where autosave was called for a removed player (map had got swapped out) - don't do autosave logic if player is removed. Move the autosave code to after the players action, so that can just have a single check of removed status. MSW 2004-10-17 include/sproto.h, server/egoitem.c: Change create_artifact() to return whether the artifact was created. server/plugins.c: Change CFWCreateArtifact()/HOOK_CREATEARTIFACT to return whether the artifact was created. plugin/plugin_python.c: Define new function create_object() to create objects. Use this function to fix CFPython.CreateObjectInside() and CFPython.CreateObject(): creation of artifacts does work now. plugin/plugin_python.c: Fix CFPython.GetNextPlayerInfo() to work with long force names. Remove duplicate variable initialization. server/plugins.c: Remove the use of malloc() in initOnePlugin(). Andreas Kirschbaum 2004-10-18 plugin/plugin_python.c, plugin_animator/animator_box.c, plugin_animator/plugin_animator.c, plugin_logger/arena.c, plugin_logger/plugin_logger.c: Use HOOK_FREEMEMORY to free memory allocated by HOOK-functions. Fix memory leaks. plugin/plugin_python.c, server/plugin.c, plugin_animator/animator_box.c: Fix some more mismatches between plugin interface and implementation. CFPython.Get/SetSkillExperience() use 64-bit exp values now. CFPython.CastAbility() works again. Andreas Kirschbaum 2004-10-16 plugin/plugin_python.c, server/plugin.c: Fix type mismatches between plugin interface and implementation. plugin/plugin_python.c, server/plugin.c: Add/remove "static" to/from some variables. Fixes a memory leak in CFPython.SaveObject(). plugin/plugin_python.c: Fix reference counting for Python objects. Andreas Kirschbaum 2004-10-15 common/living.c: Fix exp functions to use the player objects expmul value when determining level gains, and not the skills. Also, fix bug where players last hp/sp/grace gain I think was being re-rolled when player gained level in skill. common/loader.l, loader.c: Add better recording of non existant objects (no archetype for them) in maps. Also, handle such objects in players inventories properly (which is to just discard them) common/map.c: Add better logging about discarded archetypes. Since the loader now deals with objects without archs in inventories, that code doesn't need to be in the server. common/object.c: copy_object() was not properly nulling out the next field in the event object, pointer to event list was also incorrect, causing events to not be copied properly. doc/spoiler-html/spoiler.html: Rebuilt. server/apply.c: Apply patch by MT that fixes problem of entire inventory not being copied properly. Fix problem that objects in creatures were not having any sub treasure created (eg, put a pyro_book in a monster on the map, and the pyro_book wouldn't have a spell in it) - now we make sure we process inventory objects as well as map objects, creating treasure as needed. server/monster.c: Reverse order of cast_spell() and drain_rod() in monster_use_range() - drain_rod() should go first, because case_spell() can in rare cases destroy the rod. MSW 2004-10-14 server/c_misc.c: Add natural skin resistances to 'statistics' output for dragon players. Ryo 2004-10-10 common/readable.c: Apply patch by Kevin Rudat to add some alchemy book names. common/readable.c: Apply patch by Kevin Rudat to fix buffer overrun while generating book titles. Andreas Kirschbaum 2004-10-09 include/sproto.h: Add function prototype. server/c_wiz.c: Add 'command_stack_clear' to clear DM item stack. server/commands.c: Link function to function array. Ryo 2004-09-26 server/player.c: Allow to 'reply' to players that logged out but did not yet drop the connection. Now reply works like other communication commands. common/utils.c: Fix random_roll() and die_roll() to not return out of range values. include/define.h: Add parentheses around arguments of FABS macro. Andreas Kirschbaum 2004-09-19 server/rune.c: Prevent creation of level 0 runes. Re-enable runes to cast multiple spells. Andreas Kirschbaum 2004-09-14 include/config.h: fix Win32 log path so there actually is a log. plugin/plugin_python.c: uint doesn't exist under Win32, use uint32 instead. Patches from tracker, courtesy Kurtat: patch 1022942: Random documentation updates doc/SurvivalGuide doc/Developers/programming_guide doc/Developers/protocol lib/settings lib/help/cast patch 1022973: Words for numbers in spellbook description server/c_object Ryo 2004-09-12 server/attack.c: Pass in skill (string) to change_exp instead of skop->skill - skop can be null, resulting in a crash here. In addition, other calls to change_exp in this function use the skill string, so it is good to be consistent. MSW 2004-09-09 server/c_wiz.c: Don't forget to skip blanks after reading item number or stack position. Works better for commands like patch :) Ryo 2004-09-06 common/object.c: Fix insert_ob_in_map so right coordinates and map value are used on GET_MAP_OB call - was using values before changes for tiling were applied. MSW 2004-09-02 server/player.c: allow to 'talk' to players with ambiguous names: use a perfect match even if other partial matches exist. Andreas Kirschbaum 2004-08-30 include/define.h server/shop.c add new flags F_IDENTIFIED and F_NOT_CURSED to query_cost() to pretend the item to be identified/not cursed or damned. server/alchemy.c fix possible abuse of shadow alchemy: do not allow the generated items to be more valuable than the ingredients when using alternate recipes. Andreas Kirschbaum 2004-08-24 common/map.c: Add extra check to make sure variable is set before calling strcmp - this can happen if the map file that is being loaded is 0 bytes - without this, the server would crash. MSW 2004-08-23 server/disease.c: fix crash when casting diseases on tiled maps. server/move.c: fix problem with multi-tile monsters and pass thru walls. server/spell_effect.c: fix magic walls sometimes appearing in wrong place. Andreas Kirschbaum 2004-08-20 common/loader.l, loader.c: in check_loaded_object() - don't give spell objects inventory if we are in the arch_init phase. When loading objects in common loader routine, if object doesn't have arch, set the object name to the arch name so that it is more meaningful than 'singularity'. common/map.c: If object has inventory, check to make sure the inventory objects have an archetype set - if not, remove and free the object - objects without archetypes causes crashes. MSW 2004-08-17 server/apply.c: fix_auto_apply() - add some debugging statements, as I've seen crashes caused by monsters with scrolls with no spells - need to figure out how those are showing up. server/c_wiz.c: command_kick() - fix occasional crashes when player isn't on any map when kicked. command_create() largely rewritten so it doesn't crash the server on any malformed values passed in, add some more features so it should be easier to create objects. MSW 2004-08-16 server/apply.c: better to not create a treasure for spellbooks that already have something in inventory. Else you get 2 spells in the book, which then mutates when loading (first spell is the book's spell, and order changes every load/save...) Ryo 2004-08-16 Those changes mostly add an item stack for DMs. It makes it easier to dump & patch & manipulate items without having to copy numbers all the time. Basically, you can use '$x', meaning item at position x on stack. Or even omit argument, defaulting to stack top. When using an object number, it gets stacked automatically (up to 50 items). Also add a 'diff' command, letting the DM see the result of 'get_ob_diff' on items, to spot differences easily. common/player.c: free item stack when freeing player structure. include/player.h: add item stack to player structure. include/sproto.h: new functions for stack. include/win32.h: missed commit for 1.6.1 version. server/c_misc.c: push item dumped with 'deumpbelow' on dm stack. server/c_wiz.c: add stack functions. Use'em on patch, create, remove, free, and such. Add 'diff' command. server/commands.c: add new stack & diff commands. Ryo 2004-08-15 server/spell_attack.c: fix mood_change when spell has no attacktype. In this case, do a specific saving throw, to ensure a level 1 player can't charm a level 125 monster. Ryo 2004-08-14 random_maps/exit.c random_maps/random_map.c random_maps/random_map.h random_maps/reader.l random_maps/rproto.h random_maps/special.c random_maps/wall.c added fix for random maps with single arch walls, added level indicator on random map signs added new parameter 'exit_on_final_map'- see documentation TM 2004-08-07 include/plugin.h plugin/plugin_python.c server/c_wiz.c server/plugins.c add event hooks for Kick and Muzzle(toggle_shout) commands. fix CFSetQuantity by changing the int to uint and remove 100000 item limit. pythonplug now looks for event scripts in maps/python/events. TM 2004-08-02 server/skills.c: xp for writing is now multiplied by skill level, to make it possible to level. Ryo 2004-07-17 common/loader.c: add #ifndef for non-existant Win32 header include/win32.h: #define vsnprintf _vsnprintf to fix linking issue Ryo 2004-07-03 server/skill_util.c: Fix skills command so that it properly displays percentage of permanent exp. server/time.c: Modify move_arrow() so that it removes thrown objects with no inventory. MSW 2004-06-22 socket/info.c: Replace sprintf() calls with snprintf() - got metalforge crash with apparent buffer overun - going to snprintf should prevent the problem in the future. MSW 2004-06-21 server/c_wiz.c: for command_create() - check to see if 'of' parameter is a spell archetype name, and do the right thing if it is. This allows things like 'create rod_heavy of spell_large_lightning'. Note that the command_create is still a seriously broken function in many regards. server/rune.c: Fix write_rune() when trying to find the spell in encase in the rune - assignment was incorrect, so it always took the last matching spell in the players inventory, not the best matching spell. server/spell_util.c: Change the call to prayer_failure() so that its potency is based on how badly short the player is short of grace. Eg, if only 1 point short, potency of 1. This changes from before where the potency was always the difference in mana. MSW 2004-06-17 server/attack.c: Fix hit_with_arrow() so that it uses the proper map when inserting the arrow. server/c_wiz.c: Add note about brokeness of command_create() server/spell_effect.c: execute_word_of_recall() - don't attempt recall if player isn't on any map. MSW 2004-06-15 common/object.c include/define.h include/player.h include/sproto.h server/attack.c server/c_object.c server/player.c server/shop.c socket/item.c socket/loop.c socket/request.c: Remove explicit calls to esrv_update_item(UPD_WEIGHT, pl, pl) for player objects. Instead send the new weight whenever it changes. Andreas Kirschbaum 2004-06-13 server/spell_attack.c: cast_destruction() - have it change the skill for the caster so that exp is properly awarded. common/object.c: insert_map_in_ob() - remove CAN_MERGE checks after the map translation - otherwise, we can have bogus coordinates that are used for GET_MAP_OB. random_maps/style.c: pick_random_object() - have it return null object (and probably crash) instead of getting into an infinite loop. server/c_wiz.c: command_kick() - check FLAG_FREED of player. Remove all the broken skill/exp object granting code in command_possess() - this is probably still a broken function. common/item.c: describe_monster() - if the creature/player is stealthy, mention it when the object is described. common/loader.l, loader.c: Fix passed in size to get_ob_diff() - was one to long, causing string corruption. server/spell_attack.c: mood_change() - fix get_map_ob call - wasn't using correct coordinate variables, resulting in crash. MSW 2004-06-10 server/c_party.c: gsay improvements, courtesy Katia. Ryo 2004-06-09 server/commands.c: Disable 'possess', that crashes server. server/monster.c: Make monsters use wands/horns/... again. Also make'em ignore DMs all the time (even when not invisible). server/skill_util.c: Fix the change_skill when called for monsters. Ryo 2004-06-06 server/c_misc.c: Add sum_weight() call to fix_me command so that players weight is properly recalculated. server/skills.c: Fix up attempt_steal() so that it doesn't improperly remove object from target when person doing the stealing can't pick it up. server/spell_attack.c: Set maxhp properly, so multipled fireballs, etc can be going off at the same time. server/spell_effect.c: Fix up cast_create_missile() so more esoteric missiles can be created. MSW 2004-05-31 include/sproto.h: new 'dmhide' command. server/commands.c: new 'dmhide' command. server/c_wiz.c: added 'dmhide' command. Player becomes DM, and 'hide's immediately. Others only see him/her leave the game, they don't know s/he's DM. Ryo 2004-05-24 include/book.h: Increase the size of BOOK_BUF, so inscribed books can hold more informatin. lib/Makefile.am, lib/Makefile.in: Add the 'rename' to the list of help files. lib/archetypes: update the glyph/rune spells to have proper face. lib/bmaps, lib/crossfire.* - add glyph.111 image. server/gods.c: Modify tailor_god_spell() to look harder to find a god - necessary for glyph spells. server/spell_attack.c: Give players 50% of exp for monsters they charm. MSW 2004-05-19 common/object.c: Correct get_search_arr() to return a proper permutation. Andreas Kirschbaum 2004-05-18 server/main.c: Have process_events display information from dumped object. also, more refinement on checking of object status. MSW 2004-05-16 server/build_map.c: change 'player' variable to 'pl', since a player structure already exists. Also fix disappearing pedestals on non-unique maps (put'em over floor, they are visible but hey, can't have everything :p) server/c_wiz.c: fix learn_spell. Ryo 2004-05-16 server/main.c: freeing removed objects appeared to have more of a consequence than expected - only remove the object if it was on a map (op->map). It turns out that the artifact code uses objects that are removed to store what the new object is. server/spell_effect.c: Fix cast_create_food() to call find_archetype_by_object_name() instead of find_archetype(). In this way, players can use invoke without having to know the archetype name. server/c_wiz.c: Modify command_banish() to record dm name, player name, and date of command. server/acinclude.m4: Patch by acinclude.m4 to add python 2.3 support. Rebuilt files (Makefile.in, aclocal.m4, configure, configure.in). add config.guess, config.sub since automake now includes them in the Makefile.in file. MSW 2004-05-15 Added a new item type: ground positioning system (GPS). This lets a player know his/her location in the world. Only works in 'world_xxx_xxx' maps. include/define.h: add new item type, 'GPS' (162). include/sproto.h: add new function, 'apply_positioning_system'. server/apply.c: handle new item type. Ryo 2004-05-15 server/spell_util.c: SP_level_spellpoint_cost() - never have a spell cost 0 spellpoints due to attunement or other bonuses - spell always cost at least 1 sp/grace. server/main.c: Fix process_events() so it doesn't purge removed players from the list - players get in the removed state at play again prompt. server/apply.c: Fix fix_auto_apply() so we don't generate additional spells for spellcasting objects that already have them (regression from fix from 5/11 below) MSW 2004-05-13 server/pets.c: Fix summon golem, summon pet monsters so that the summoned monsters are not worth any exp. Fixes bugs were players could summon monsters and then kill them. server/skills.c: Fix do_skill_detect_curse() and do_skill_detect_magic() so that they don't process objects the player is incapable of picking up (eg, floors). Fixes experience exploit. server/apply.c: modify fix_auto_apply() so that it properly generates items for creatures that start with objects in their inventory. MSW 2004-05-11 server/spell_util.c: Fix cast_spell() so that failed spells (due to encumberance or other penalties) still cost some random number of grace/ mana points. MSW 2004-05-10 common/treasure.c: Change the loading of the artifacts file to actually calloc() the object - reset_object() doesn't clear all the values, like active_next, active_prev, so better to just do it there. server/main.c: Add code in process_events() that checks for removed objects - have seen occasional crashes caused by them. MSW 2004-05-08 Armor enchantment now uses setting values. common/init.c: new values to init in settings. include/global.h: new setting values. include/config.h: new default values for settings. lib/settings: explanation for those new values. server/apply.c: change armor improvement code to use setting values. server/init.c: read new settings. Ryo 2004-05-08 common/init.c: there's a #define LOGFILE, use it instead of hardcoded value. include/config.h: change default logfile path to previous value in init.c. server/c_wiz.c: Fix 'nodm' displaying incorrect messages, and forgetting to update player count on map. Ryo 2004-05-08 server/apply.c: Fix apply_special() to properly deal with LAMP objects - it wasn't dealing properly with the split off lamp compared to the one it was supposed to deal with - was crashing server. MSW 2004-05-04 common/item.c: describe_monster() - print luck when describing players (fixex perceive self not showing luck) server/attack.c: kill_object() - don't give player exp if he kills himself - compare owner against what was killed, not the hitter. server/pets.c: summon_object() - move breaking out for last treasurelist after we set the last valid treasurelist - otherwise, the list entry for the treasurelist was never used. Change summoned creatures so that the items they have are god given, and thus disappear when they are killed - prevents players from summoning and then looting their pets. server/spell_attack.c: explode_bullet() - Get owner of the spell so that we can properly tailor the explosion portion of the spell for the god of the worshipper. MSW 2004-05-03 server/shop.c: patch from Andreas Kirschbaum for Windows compilation. server/spell_effect.c: patch from Andreas Kirschbaum for Windows compilation. Ryo 2004-05-03 common/porting: changed open_and_uncompress to use const char* instead of char*, since value shouldn't be changed (and isn't). include/libproto.h: changed prototype for open_and_uncompress Ryo 2004-04-28 ------------------------------------------------------------------------------ Changes for 1.6.0: configure, Makefiles: Rebuilt for 1.6.0 release doc/*/Makefile.am: Modified to use one makeps.pl utility in scripts directory. doc/scripts/makeps.pl: Make this the definitive copy - fix problem with it trying to combine big images when it doesn't need to. Remove other copies. doc/playbook/chap1.tex, doc/playbook/chap5.tex: Fix some obvious errors, but overall, the playbook is still quite out of date. doc/playbook/treas2-extract: Have it not include abilities in given items, have it properly deal with multiple underscores in arch names. doc/spoiler-html/spoiler.html, doc/spoiler.ps: Rebuilt MSW 2004-04-26 server/apply.c: apply_savebed() - make call to terminate_all pets before call to remove_ob() so that pets are properly removed. common/item.c, server/c_object.c: Fix code so that skill tools (talismans, holy symbols, etc) are properly describe. Clean up formatting of long_desc() MSW 2004-04-25 Change most shop buy/sell functions to use 64 bit values. Problem arises where player would sell valuable item, and if they wanted to buy them back, it would overflow a 32 bit value, so they could buy them back for free. Note quite as odd when you consider the buy/sell price for really valuable items to be very different. include/global.h: Add UINT32_MAX and other max type defines for our typedef values so that we have standard setting of what the cap is. server/apply.c: Change get_payment call to take second argument. server/plugins.c: Add note about bug in handling of query_cost in this function. server/shop.c: query_cost() now returns 64 bit. Many other functions updated to also take/return 64 bit cost values. Have cost_string nicely deal with values that are beyond affordability. Rename get_payment2() to get_payment(), and remove the later, which was just a simple wrapper function that called get_payment2. server/spell_effect.c: Update alchemy code. Remove some suspect use of static values. MSW 2004-04-24 server/apply.c: fix check_weapon_power() so it operates on overall character level and not skill level - this matches up what the out of skills displays. MSW 2004-04-20 common/button.c: Patch by Bernd Edler to have proper speed set for items activated by buttons. server/apply.c: Apply the 'special prayer' marker stuff, since it wasn't used anymore. server/gods.c: Check for FLAG_EQUIP on spells and not for a special prayer marker to guess if a spell is a god given spell or not. server/spell_util.c: Patch by Bernd Edler so that firewalls are immune to casting time. MSW 2004-04-17 server/shop.c: Decrease adjustment limit for expensive items to 10000 to get a continuous adjustment function. That is you will get much less when selling items with a value between 800pp and 2000pp. Andreas Kirschbaum 2004-04-16 common/map.c: Change blocked_link() to take a map parameter. Also, change code in blocked_link() to assume that the caller has set up appropriate map and coordinates related to tiling (in all functions that currently call blocked_link, this is the case) include/libproto.h: Rebuilt. server/move.c, server/player.c: update call to blocked_link to include the map. MSW 2004-04-15 common/object.c: Change CAN_MERGE() so that it compares the stats structure of the objects being merged. Fixes problems of rings improperly merging with other rings that have different stat values. server/monster.c: Modify check_earthwalls() and check_doors() to take a map structure as an option parameter, and use that structure when calling get_map_ob. Fixes a crash in cases where earthwalls/doors were at the edge of a tiled map, and creature was on other map moving into it. server/move.c: Change move_ob() to adjust coordinates for tiling, and pass in these adjusted coordinages (and map) to the check_() functions in monster.c random_maps/treasure.c: Apply patch by Andreas Kirschbaum so that it does more work in trying to place keys on maps. MSW 2004-04-13 common/living.c: Patch by Bernd Edler to remove cap on exp for players. MSW 2004-04-09 common/item.c: If potion wasn't given a random spell, use the archetype name when it is identified. common/treasure.c: Fix potion codes so that healing and magic power potions get the proper spell inserted into them. Also fix line termination issue. server/skill_util.c: Add check in skill_attack() to make sure current_weapon is not null - there has been some crashes here, but I can't figure out how it gets to this state, so better to at least handle it. MSW 2004-04-07 server/player.c: In flee_player(), make sure the enemy to the player is on an actual map - fixes crashes. MSW 2004-04-06 common/potion.c: Fix up change_abil() to more properly deal with potions - characters could get 0 stat values. Also, messages were not being properly displayed. Patch is slightly modified from one sent in by Bernd Edler. MSW 2004-04-05 server/main.c: Add extra checking for valid map coordinates after we grab them from the destination map itself - if a map is broken and has default enter_ coordinates outside the maps range, this previously resulted in a crash. server/pets.c: Pass the correct map object into insert_ob_in_map(). MSW 2004-04-03 server/monster.c: fixed wiz's hidden mode not working on monsters. Ryo 2004-03-28 common/porting.c include/libproto.h include/win32.h: added 'const' specifier to str-related functions. Ryo 2004-03-26 common/exp.c common/living.c common/loader.[cl] common/porting.c server/c_misc.c server/c_wiz.c server/hiscore.c server/resurrection.c: fixed %lld to %I64d for Windows. Ryo 2004-03-26 server/attack.c: Add scare_creature() function, which sets FLAG_SCARED and also sets up appropriate enemy. Clean up some formatting in other functions, and fix friendly fire - move it out of the loop for all attacktypes (can be after we have figured out max damage). Also, has a bug where if an attach wasn't doing any damage, friendly fire could actually make it do damage (eg, fear spell). server/player.c: Fix up flee_player() to be map tile aware. Also, add call to flee_player() in handle_newcs_player() so player will run away. MSW 2004-03-24 server/attack.c: Add missing skill=NULL in kill_object() - can be rare cases where the proper skill can't be found. server/move.c: Fix push_object() so that it also updates the pushers/ pushees map - should only happen in tiled map cases. server/pets.c: Fix summon_object() so that if a summon cult monsters was cast, we try to find the god from the owner. If still can't find the god, just return instead of crashing. server/rune.c: Change trap_disarm() to call destroy_object() on the trap object, so that all the trapss inventory is also destroyed and not dumped on the ground. server/skills.c: Only players without arms to steal. server/spell_util.c: Change cast_spell to set up the skill pointer for the caster even if the caster is the wizard. MSW 2004-03-22 server/treasure.c: patch from Bernd Edler to enable multiple 'allowed' lines in artifacts. Ryo 2004-03-12 Those fixes make DMs more 'stealthy' (when hiding/unhiding). Also use yet unused colors for player join/leave, and DM join/leave. This way those messages appear in a different window in split window mode, to make the messages easier to spot. server/apply.c: change color for player leave message. server/c_misc.c: let DMs see hidden DMs. server/c_wiz.c: make DMs more stealthy. server/login.c: change color for player joining message. server/main.c: change color for player joining/exiting message. Ryo 2004-03-12 common/item.c: Fixed calc_item_power() to return valid item power for items with high enchantments. Andreas Kirschbaum 2004-03-07 server/spell_effect.c: small patch by Karla Stenger to put player's name in the 'race' field of marking runes. This way, a DM can know who wrote a rune, in case it has some bad vocabulary :) Ryo 2004-03-06 server/spell_attack.c: change check_cone_push function to use arch weights. move function up for resuability and change to check_spell_knockback include/sproto.h: change function name TM 2004-02-28 common/image.c: removed unused variables. common/item.c: conditionally remove unused variables. common/map.c: conditionally define variables, unused under Windows. include/global.h: turned off a conversion warning under Windows. Ryo 2004-02-28 common/living.c: changed 'signed char' to 'sint8' for set|get|change_attr_value. common/map.c: map size is sint16, for arch_blocked. include/libproto.h: update prototypes for set|get|change_attr_value and arch_blocked. random_maps/rproto.h: changed prototype for surround_flag3. random_maps/wall.c: changed surround_flag3 to use sint16 instead of int for map coordinates. server/apply.c: attribute values are sint8 in eat_special_food and apply_changes_to_player. Some explicit casts. server/player.c: map coordinates are sint16, in hideability. server/spell_attack.c: map coordinates are sint16, not int. server/spell_effect.c: stats are sint8 in cast_change_ability. Map coordinates are sint16 in move_aura. server/time.c: generate_monster doesn't return a value. Ryo 2004-02-27 common/living.c: Have give_skill_by_name() update the skill pointers in the player object. server/spell_attack.c: Properly set maxhp in the cone spell - this is used in ok_to_put_more() to make sure one spell doesn't hit a single space too many times. MSW 2004-02-23 common/object.c: Change CAN_MERGE() so that we never merge applied objects - whether or not they are rings. lib/*: different spell for dragons vs players for firebreath - update treasures so monsters use ability version. server/gods.c: Add missing call to link_player_skills(), resulting in players having multiple praying skills. server/skill_util.c: Change learn_skill() so we don't create a skill pointer for the player if they didn't learn the skill (even if they can't use such a created skill, it is still a bit confusing). Fix finding of hand to hand skills to make sure the player can in fact use the skill in question. server/spell_attack.c: Fix cast_cone() so that it properly hits all directions. MSW 2004-02-22 include/define.h,server/shop.c: Apply patch by Bernd Edler that gives bargaining experience based on the amount of money a character saves. Higher the bargaining skill, the more money they can save. MSW 2004-02-16 doc/Developers/spells: Update type on casting_time - include suggested value for times so that results are hopefully more coherent. lib/archetypes, treasures.bld: rebuilt. lib/treasures: Change some of the 'spelldirect' types to just the actual spells, so that two seperate archs don't have to be maintained. server/c_wiz.c: Add some basic sanity checking to command_remove() so that we don't unnecessarily crash. server/skills.c: write_scroll() - have it reset value of the scroll so that the scrolls so inscribed by players have better chance of merging. server/spell_attack.c: cast_cone() - if the caster is a trap, have it hit the center space, so that characters who detonate cone traps will get hit by the effects. Also, reduce range of cone spells if they are going in all directions, compared to being targetted in a speciifc direction. server/spell_util.c: cast_spell() - put lower limit on player speed_left value when casting spells - since higher up the calling stack, the player speed is also reduced, we need to set the lower limit here so that the player isn't out of action longer than they should be. MSW 2004-02-16 include/map.h: removed unused fields from wmapdef.. include/object.h: removed unused field from object.h. Changed glow_radius to sint8 to be coherent with struct MapSpace. include/player.h: removed unused fields from player structure. server/apply.c: removed unused known_spell field. Ryo 2004-02-16 common/object.c: change get_owner() so that it also returns no valid owner if the owner is removed. This fixes a crash if a player quits but is still sitting at the play again prompt when something he owns kills something. server/skill_util.c: Fix show_skills() so that if the character has too many skills for whatever reason, we don't crash, and instead print an error to the player. server/spell_attack.c: Fix typo - not sure actual effect, but probably nothing good. '+ +' should just have been '+' MSW 2004-02-12 common/Makefile.am: Clean up proto - lex seems to toss some new symbols in now days. common/map.c, common/object.c, server/player.c, socket/item.c, socket/request.c: change parameters of get_map_from_coord from int to sint16, so the op->x,op->y can get passed directly in. Update callers of this function. lib/archetypes: Add damned 1 to the shop floors. server/pets.c: Fix problem with big (multisquare) pets following the owner across tiled map boundaries. socket/item.c: Fix problem of players being able to see everything within containers by just looking at them. MSW 2004-02-10 common/treasure.c: add_abilities(): For potions and horns (spell casting objects) convert the other_arch into a spell and put into the object - otherwise, the spell casting object casts the wrong spell. common/object.c: Clean up formatting of copy_object. Only real code change is to fix events - copied event data wasn't getting malloc'd, and thus when another object of that event was freed, it freed the event data for all objects derived from it. common/treasure.c: Fix fix_generated_item() so that books generated by monsters with no_pick set don't inherit that for the book itself. Still do it for other objects of the creator type. MSW 2004-02-08 server/c_object.c: fixed sack_can_hold for the 'won't fit' cast, missing 'return 0' server/gods.c: applied Karla Stenger's patch, making sure 'praying' is applied when becoming fellower of a god Ryo 2004-02-08 Changed map-building to work on non-unique maps too. server/build_map.c: removed check for unique map. Ryo 2004-01-19 Added map-building code. This lets players change unique maps, adding & removing walls, doors, stuff like that. New item types BUILDER & MATERIAL. New item flag FLAG_IS_BUILDABLE. New range attack (builder). ---- Changelog: change prescribed date format to be coherent with usage :) common/loader.l: added 'is_buildable' flag. include/define.h: added defines for item types & subtypes, and item flag. include/player.h: new range type 'builder'. include/spropo.h: new function apply_map_builder. server/apply.c: handle new range type. server/build_map.c: new file, handles all build-related code. server/c_object.c: added 'buildable item' to examine function. server/Makefile.am: added build_map.c to compilation. server/player.c: handle new range type. socket/info.c: handle new range type. Ryo 2004-01-18 Fix a crash related to plugin hooks common/object.c: clear_object(): object's event's hook/plugin/options are initialized with FREE_AND_COPY, so they are shared strings. Better to release'em with FREE_AND_CLEAR_STR instead of FREE_AND_CLEAR, else nice crashes... Ryo 2004-01-16 Fix writing not inserting correctly item in inventory, and Windows- specific stuff too server/skills.c: write_scroll(): Better to insert spell in scroll, and not the other way around server/skill_util.c: fix Windows-specific int64 stuff. Changelog: fix Mark's 2003 to 2004 :) Ryo 2004-01-16 Fix a bunch of crashes observed on metalforge: server/player.c: do_hidden_move(): Move call to find skill so that it is always called. server/skills.c: write_scroll(): Fix freeing of spell object in scroll - newscroll->inv isn't valid after calling remove_ob, so need to copy object to temporary pointer first. server/spell_effect.c: cast_detection(): Pass in skill to use. If no skill in use, use the caster object - fixes pointer derefence as op->chosen_skill wasn't always set. server/spell_util.c: modify caster_level() to always return at least 1. Fixes pointer potential divide by zero problems - also guarantees that players will be able to cast first level spells even if repelled to that spellpath. ok_to_put_more() - Fix to use correct map pointer variable. find_target_for_friendly_spell() - make it so it handles tiled maps OK. MSW 2004-01-15 common/object.c: fix the monsters on tiled maps bug that I may have mentioned a while ago. Seems that the server assumed that all parts of a multi part monster are on the same map as the head while moving. DVS 2004-01-12 common/living.c: fix fix_player() so that character gets benefits/penalties for sp/hp/grace/etc regen bonuses as related to the god they worship. server/player.c: dragon_ability_gain(): Modify so that character now gets attacktype of new ability that they gain. Also, add code so that the characters face/animation can change (getting set to values the bonus ability). MSW 2003-12-27 common/object.c: Set op->events=NULL in reset_object(), and move the clearing of the op->events structure to be before the memset in clear_object() - this was otherwise resulting in a memory leak, as memset would clear the pointer without actually freeing the data. server/attack.c: Fix indentation of hit_map(), modify it so that attacks won't destroy items with no_pass set. server/login.c: set op->speed=0, call update_ob_speed() before calling reset_object() - fixes problem with players not moving with recent changes to initting the active lists to NULL. msw 2003-12-20 server/skills.c: changed NDI_UNIQUE to NDI_BLACK for the meditation message (so that messages can correctly be grouped, also makes it coherent with praying). Ryo 2003-12-20 Those fixes deal with gcc3.3 infinite loop. Fixes (except sizeof/memset) courtesy Bernd Edler. --- common/item.c: use right buffer size for safe_strcat. common/object.c: clear active_next and active_prev when cleaning an object. include/define.h: fixed *curlen=maxlen-1; instead of *curlen=maxlen=1; socket/init.c: initialize whole ns->inbuf.buf, instead of setting first element only to 0. Also allocated with a sizeof( unsigned char ) * size, in case size changes one day. And initialize some more fields. Ryo 2003-12-18 Those changes deal only with warning cleaning under Windows. Mostly, using the right type at the right place, or doing explicit casts. --- common/object.c: changed free_arr_[xy] to short[] instead of int[]. include/global.h: changed free_arr_[xy] to short[] instead of int[]. Changed Windows-specific comments to C-style comments, not C++-style. include/sockproto.h: play_sound_player_only takes sint8, not int, for coordinates. play_sound_map takes a short for the sound number. socket/image.c: some type fixing, explicit casts. socket/init.c: Windows-specific type fixing. socket/lowlevel.c: explicit casts to char for SockList_AddInt64 socket/request.c: fixed types to match function parameters, or added explicit casts when needed. socket/sound.c: play_sound_player_only takes sint8, not int, for coordinates. play_sound_map takes a short for the sound number. Ryo 2003-12-14 server/rune.c: Fix it so that players won't be hit by traps if they are not next to them when set off (firing arrows at a door for example). server/spell_util.c: Fix spell_failure() to properly damage player if they fumble. Fix cast_spell() to not complain about not having enough grace if the spell doesn't take grace. Add same check for mana, but that is much less likely, as harder to get negative mana. socket/request.c: Fix problem where map sending code was not properly avoiding duplicating the head of a big image on multiple layers. This bug most often manifested itself of player standing on lower right corner of large building, and something else standing on other portion of building - player would seem to disappear. MSW 2003-11-30 lib/adm/collect_images.pl: forced binary mode for written files. This lets the script work correctly under Windows. Ryo 2003-11-29 server/apply.c: correctly display learned skill's name, and not the scroll's. server/skills.c: make 'sense curse' and 'sense magic' check items on the ground too. Ryo 2003-11-25 common/loader.l, loader.c: Fix firewalls so that their spell is properly initialized - uses 'dam' and not sp for those objects server/apply.c: Fix check_weapon_power so that it finds proper wc object. Fix unapply_for_ob so that it won't unequip cursed/damned weapons if player switches objects. MSW 2003-11-11 bulk of this is to fix exp loss when changing gods if you have more than 2 billion exp, removal of spells when you switch levels, and not giving you all new spells when you switch religions. -- common/living.c: Update exp functions to be fully 64 bit aware. Don't take away from player total exp if SK_SUBTRACT_SKILL_EXP is passed in. common/utils.c: Add 64 bit version of random_roll(), called random_roll64() lib/treasures: Make indentation consistent for some treasures. server/apply.c: Use the FLAG_STARTEQUIP to denote god given spells, instead of using special prayer markers. This simplifies the spell learning and removal code. server/gods.c: Make exp loss for changing religions 64 bit compliant. Fix become_follower() so that it doesn't give all the new gods special spells if you switch religions. Fix code so that it properly removes all special prayers from previous god, and also print out message on what spells you lost. Don't set the prayer skill as applied in various areas - this results in two skills being applied, which isn't proper. MSW 2003-11-09 common/living.c: Win32 compilation fix (levels is sint64, not uint64) include/plugin.h: new hooks for free & fix_player. Required for Win32. include/plugproto.h: new prototypes for CFWFreeMemory and CFWFixPlayer, wrappers for free( ) and fix_player( ). Required for Win32. include/sproto.h: added prototypes for new plugin hooks and improved tell command helper. plugin/plugin_python.c: wrap calls to fix_player, free and free_object with plugin ones when memory allocated by CF's main exe. Required for Win32 to work correctly. server/c_chat.c: improved 'tell' command to accept first letters of player name only, case-insensitive. If 2+ players match, returns with a failure message. server/player.c: new function find_player_partial_name. Returns player whose beginning of name matches specified string, NULL if more than one matches. Fix move_player to check specified direction's validity. server/plugins.c: added wrappers for free( ) and fix_player( ). Required for Win32 compatibility. Ryo 2003-11-07 common/treasure.c, doc/Developers/spells: Fix generation of rods so they have enough charges to cast the spells. Update documentation on what maxhp for the archetype of rods means. MSW 2003-11-01 server/player.c: Fix crash in stand_near_hostile when it is called on tiled maps with player near edge. MSW 2003-11-01 Various bug fixes: common/arch.c: Fix item_matched_string() so that it only passes in the length of the pssed in name in the strncasecmp(), and not the shorter of the passed in string or item name. Otherwise, if player does a 'drop wand of', unidentified wands (name just wand) would match. Similarly, if a player did 'drop ringmail', unidentified rings would match, etc. common/living.c: Fix fix_player() to always process the praying skill with respect to resistances and whatnot. This is necessary because the god give abilities are put in this skill, and those shouldn't go away depending on if the skill is in use or not. Also fix bug in add_exp routines which wasn't multiplying permanent exp by PERM_EXP_GAIN_RATIO common/object.c: Fix find_obj_by_type_subtype() - had extraneous semicolon after the for loop, so the if code that was supposed to be for each object was never called and instead would crash as it would get called with tmp was null. server/attack.c: Fix problem with kill_object() not finding proper skill - it would use the skill object instead of the skill. Fix problem of poisoning not setting up proper skill name in poisoning object. server/c_range.c: If player is invoking a spell, don't update their range_magic value. server/skill_util.c: Fix divide by zero problem if improperly passed skill object. MSW 2003-10-26 TRIGGER_MARKER: common/glue.c, common/button.c, include/define.h, funcpoint.h, libproto.h server/init.c: Add trigger_marker (type #52) which is a Marker that can be triggered. Useful for placing forces in player when connected trigger is tripped. TM 2003-10-26 common/glue.c, common/object.c, common/player.c, include/funcpoint.h, server/init.c, server/monster.c, server/shop.c, server/skill_util.c: add find_skill_by_number() function - this replaces find_skill. Locate new function in skill_util.c, which is more a proper place than common/player.c - this change necessitated adding glue function pointers so the other common files can call it. server/spell_effect.c: Fix cast_heal() so if the spell is not one that heals hit points, don't process the code that checks for that and sets a false success value. socket/metaserver.c: Clean up formatting - no code changes. MSW 2003-10-25 server/apply.c: small fix to apply_spellbook in the rare case when the spellbook contains no spell (happens when DM issues a bad 'create' command for instance :). Ryo 2003-10-04 server/c_new.c: fix command_run and command_fire so they check the given direction is [0..8]. This enabled weird things like hitting non-adjacent monsters. Patch by Karla Stenger on cf-devel, slightly modified by me. Ryo 2003-10-21 common/arch.c: fix item_matched_string() so that matching makes sense - the ordering was wrong, so that we would match something with a low priority, and skip over looking to see if that same object would get a better match. Order the function so that we look for the best matches first. MSW 2003-10-08 socket/request.c: Clean up some compile warnings. Improve big face handling - there were cases where data wasn't being sent when it should have, and vice versa. Basically, do better checking to see if we should send a big face for a particular layer, and also better checking to make sure we don't send the same face more than once for the same layer. Also, change esrv_map_scroll() to clear out spaces that appear into view - adds a little extra bandwdith, but necessary because otherwise the fact there is a big face on the edge doesn't always get sent. MSW 2003-10-07 TODO: various updates. common/button: Old patch by David Seikel: change inventory checkers so that the monster/player is also checked against. And do more proper for checkers that check against slaying or race - if the trigger doesn't have those set, we don't want to compare a null against another null and get success). server/apply.c: Change apply_shop_mat() so that it removes unpaid objects from monsters (or thrown containers for that matter). Old patch by Bernd Edler to improve messages dragons get for eating various food types. server/player.c: Add another missing call to fix_player(). Modify move_player_attack() so that the target player doesn't hit back if they are the WIZ or on a battleground MSW 2003-10-06 utils/player_dl.html utils/player_dl.pl.in: New files - scripts for allowing character directories to be downloaded over the web. configure.ac: Add check for 'tar', so that we can put it in the script above. Makefile.in (All of them): Changed because TAR variable propogated to them. MSW 2003-09-30 server/time.c: Real change is to add a missing call to fix_player - without this new players would be getting messed up maxsp/maxgrace values. Cleaned up formatting in move_player_changer() while doing the other change. MSW 2003-09-28 common/living.c, include/libproto.h: Update some functions to take 64 bit int values for exp usage. random_maps/random_map.c: Don't ever make rogue maps symmetric - creates unconnected maps. Clean up layoutgen() to not have a bunch of duplicated code. MSW 2003-09-25 server/skill_util.c: Call esrv_send_inventory on the cauldron if we performed alchemy. Needed for cauldron's contents to get updated. MSW 2003-09-23 Modified files: TODO common/anim.c common/arch.c common/button.c common/exp.c common/init.c common/item.c common/living.c common/loader.c common/loader.l common/logger.c common/object.c common/re-cmp.c common/readable.c common/recipe.c common/treasure.c doc/Developers/objects doc/Developers/protocol doc/Developers/python doc/Developers/skills doc/Developers/spells include/Makefile.am include/Makefile.in include/attack.h include/config.h include/define.h include/global.h include/includes.h include/libproto.h include/living.h include/map.h include/newclient.h include/newserver.h include/object.h include/player.h include/plugin.h include/skills.h include/sockproto.h include/spells.h include/sproto.h include/timers.h lib/Makefile.am lib/Makefile.in lib/animations lib/archetypes lib/artifacts lib/bmaps lib/bmaps.paths lib/collect.pl.in lib/crossfire.0 lib/crossfire.1 lib/faces lib/formulae lib/settings lib/treasures lib/treasures.bld lib/adm/collect_images.pl plugin/plugin_python.c plugin/include/plugin_python.h server/Makefile.am server/Makefile.in server/alchemy.c server/apply.c server/attack.c server/c_misc.c server/c_move.c server/c_object.c server/c_party.c server/c_range.c server/c_wiz.c server/commands.c server/disease.c server/gods.c server/init.c server/login.c server/main.c server/monster.c server/pets.c server/player.c server/plugins.c server/resurrection.c server/rune.c server/shop.c server/skill_util.c server/skills.c server/spell_effect.c server/spell_util.c server/swamp.c server/time.c server/weather.c socket/info.c socket/init.c socket/item.c socket/loop.c socket/lowlevel.c socket/metaserver.c socket/request.c socket/sounds.c Added Files: server/spell_attack.c Removed Files: include/skillist.h lib/skill_params lib/spell_params Updated code for skill + spell code. skills and spells are now objects. tuning these now means changing the archetypes. New spells can now be added just by making a new archetype. Lots of code cleanup also done. MSW 2003-09-12 TRAPS: include/define.h common/object.c, treasure.c server/attack.c, skill_util.c, skills.c, rune.c, time.c, player.c, apply.c Established new type traps distinguished from runes. Traps are more mechanical in nature, not impacted by detect magic or counterspell (maybe in future once skills are settled out more fine tuning changes in detecting and disarming these too...). Traps also can now trigger connected objects if they are detonated. Migrated traps to new type and made new generic trap archetype for more complex trapping (ye olde red shaded tile...) TM -2003-09-04 friendly_fire: Added friendly_fire to attack.c, called from hit_player. Will put a cap on maxdam that is a percentage (1-100%) of damage (min 1) based on SET_FRIENDLY_FIRE value when players attack in peaceful mode. Changed who, statistics to show this setting better and added help file for peaceful. It would be nice to have a indicator in the client for this as well. TM - 2003-08-25 protocol/doc/code: Changed the way smoothing is done. Switched the smooth command to binary mode, rebuild archetype files, added doc on smoothing, updated protocol file. Changed a the "togglemapextended smoothing" to "togglemapextended smooth" to prevent problem of compatibilities with previous cvs smoothing releases. Tchize 2003-07-08 protocol: Added new command to send extended map information to the client. Mainly used for now to send smoothing information. Also commented the modifications in the protocol file ind doc/ lib/Makefiles: Changed to install the smooth file too. Needed by smooth code common/loader.l and loader.c completly reworked get_ob_diff to improve speed at mapsave time. For now function is interlaced with commented old code. Will clean up when code will be proved working. (hope middle of july) Tchize 2003-07-03 server/apply.c: Fix auto_apply - missing else, causing extra treausres to be generated inside of shop tiles. server/monster.c: Fix npc_call_help to be map tile aware. MSW 2003-06-18 lib/collect.pl.in: Modify it so that it will collect .trs (treasure) files and build a treasures.bld from that as well as the existing treasures file. In this way, treasure information for objects can be put in the arch directory. lib/Makefile.am, Makefile.in: Modified so that it copies over the treasures.bld to treasures in the destination directory. Have the collect directive also build the images, so that a double make isn't necessary. lib/treasures.bld: Added file - like the archetypes, this is the pre- build treasure file. Until .trs files are added, this will just match the treasures file with some additional comments. MSW 2003-05-26 common/map.c: Fix bug causing unnecessary crashes - ok for the map to match if the object has been removed. socket/loop.c: Only make call to draw_client_map() if we have a valid map to draw. MSW 2003-05-26 common/anim.c: Patch by AV to make sure multipart monsters animations stay in sync. MSW 2003-05-25 server/apply.c: Fix bug in that we weren't calling esrv_map_scroll() when player used a shop map but lacked sufficient funds to pay for his items. MSW 2002-05-23 common/item.c, common/utils.c, include/config.h: Add #define NEW_MATERIAL_CODE and checks in the other files for this - if this is commented out (default), then the new material naming code is disabled - material names won't be put in the items names as shown in the inventory (can still see material by examining an object), and objects that are created will be created with the default material (eg, iron for most armor/weapons, eg, brass, bronze, copper items won't show up anymore). lib/settings: Add comments from the old config.h file that describes what the options already does. Having no comments in this file or in config.h anymore is very unfriendly. MSW 2003-05-20 server/player.c: Have players start at max hp/grace/sp. MSW 2003-04-14 server/c_range.c: Add check to make sure we are actually removing a golem and that the object hasn't been freed/recycled and the player not updated. Fixes crashes. MSW 2003-04-13 acinclude.m4: Update path to find python includes, since aclocal.m4 gets derived from this file. configure.ac, configure: Add utils/scores.pl to list of files to substitute on. common/loader.l, loader.c: Add subtype for objects - will be used in future work. common/object.c: Add subtype diff check in CAN_MERGE() common/porting.c: Have it use SAVE_DIR_MODE when doing the mkdir, and not have hardcoded 777 permissions. doc/Makefile.in, doc/Makefile.am, doc/Developers/Makefile.am, doc/Developers/Makefile.in: Move some of the spell docs around and merge them together doc/Developers/objects: Add notes about subtype. doc/Developers/spells: New file, contains preliminary work on spell objects. include/config.h: Remove command about DM_MAIL and LIBDIR from file, as they are options no longer present. Update comment about SAVE_MODE, and add SAVE_DIR_MODE include/object.h: Add subtype field to object. server/login.c: Have it use SAVE_DIR_MODE when doing the mkdir, and not have hardcoded 6700 permissions. utils/Makefile.in: Updated to know about scores.pl utils/scores.pl.in: New file - reads player file to generate HTML score file. MSW 2003-04-04 TODO: Various update aclocal.m4,configure: Update path to find python (fix again) common/image.c: Minor update to a ocmment in the code. common/los.c: Add missing P_OUT_OF_MAP checks that resulted in some incorrect LOS calcuations. include/funcpoint.h: Remove draw_func function pointer. lib/Makefile.am, in: Remove bmaps.paths to from being installed or being part of distribution - bmaps.paths is only needed when collecting the image lib/*: Rebuilt server/c_object.c: Patch by Bernd Edler to have the apply functions take into acount if the item is equipped or not when looking for good matched items. server/commands.c: Move printlos to normal commands. I don't think it reveals any information that is in any way harmful. And since it dumps the output to the players screen, no concern of it filling up log files. Also, when doing LOS debugging, it is pointless to have it as a DM command because LOS is ignored for DM's. server/disease.c: Modify remove_symptoms to remove all symptoms the player may have a disease. Modify infect_object() to not allow a creature to have more than one instance of the same disease. socket/info.c: remove draw() - instead, draw_client_map() can be used, as that is most the only thing draw() did anyways. socket/loop.c: Update draw() calls to draw_client_map() socket/request.c: Remove special handling for darkness==4 cases (first space that is in full darkness) - this is extra complications and causes display problems. Update draw_client_map() to include the little bit of logic that draw() had that this function did not have. MSW 2003-04-01 common/glue.c, include/funcpoint.h: remove draw_func() pointer - no longer needed, so code that sets up pointer removed. lib/*: rebuilt - facings added to old player animation information. ruined_temple archetype added. server/init.c: remove set_draw() function server/player.c: remove call to draw() - socket code takes care of this. MSW 2003-03-24 server/spell_effect.c: Some code cleanuip to cast_change_attr - mostly to combine the processing of the stat improving spells together. The actual change to playability is that bless and holy possession don't stack if cast multiple times. server/spell_util.c: Modify create_aura so that player can't have more than one aura (of the same type) active at a time. MSW 2003-03-20 server/apply.c: Change weapon improving code to only use up the number of potions that it needs, and not all on the ground. Required adding another arg to eat_item() which is the number of items to consume. include/sproto.h: Rebuilt for new eat_item() (actually, a static, so no longer shows up in this file) server/attack.c: Change did_make_save to strip out magic attacktype when making saves for objects - otherwise, things like poison cloud destroy objects. server/time.c: deal with player animations special in process_object - need to pass in the facing value, and not direction, since direction gets reset. MSW 2003-03-19 common/anim.c: Pass direction to animate_object() - needed for player animations as player's facing may not match direction. crossedit/Attr.c, server/main.c, server/time.c: Update calls to animate_object() include/libproto.h: rebuilt include/newserver.h, plugin_animator/animator_box.c, socket/init.c, socket/request.c: Remove newanim field from socket structure - not needed - how to animate is determined by object, not by socket. server/move.c: Add check to P_OUT_OF_MAP in teleport function. server/player.c: change move_player to call animate_object, so it gets full power of functionality it supports instead of 4 way hardcode animation information. server/spell_effect.c: When altars are consecrated, don't look to arch name for first portion of name - always call them Altar of %s - fixes problem where altar is special god altar that has god's name in archetype, resulting in altar of .. of ... MSW 2003-03-18 Patch for 64 bit experience total, as well as flexible number of levels. Basically, max level is now dynamic, set in exp_table file. Experience is now a 64 bit value, so much higher totals now allowed. To allow for flexible levels, add new function - did_make_save() which is used for players/monsters to see if they make their saving throw - this is necessary because the savethrow[] array may not be as large as max level - did_make_save takes this into account. NOTE: If your updating a server, you will need to copy over/set up a new exp_table file that has max_levels defined and at least one of the tables uncommented. There are no longer any compiled in defaults -- configure, configure.ac: Add AC_CHECK_SIZEOF calls for long and long long so we can know which one to use for 64 bit support (other checks may need to be added) common/exp.c: Remove levels table, replace it with a 64 bit pointer. Change init_experience to allocate appropriately sized table, have it read max_level value from exp_table file. Replace atoi calls with atoll to get 64 bit value. Update dump_experience to properly print 64 bit values. common/info.c: Update dump routines that dump exp to properly print 64 bit values. common/init.c: Add initializing for settings.max_level value. common/item.c: Update sprintf's to handle 64 bit output of exp (speed) value in objects. common/living.c: change MAX_EXP define, update MAX_EXP_IN_OBJ define, add MAX_SAVE_LEVEL which corresponds to how large the savethrow table is. Change MAXLEVEL to settings.max_level. Change level_exp() to return 64 bit value, other updates in functions to use 64 bit values. Add did_make_save() function. common/loader.l, common/loader.c: Update load/save routins of exp to deal with 64 bit values. common/map.c: Update calculate_difficulty to use 64 bit values when storing exp - unlikely to make a difference, since unlikely any map will get to a point where it has that much exp on it. common/porting.c: Remove dead code from save_long(), add save_long_long() to save 64 bit values. include/autoconf.h.in: SIZEOF_LONG and SIZEOF_LONG_LONG values added. include/global.h: Add code to typedef sint64/uint64 types based on what type gives us those values. Add max_level to settings array. include/libproto.h: rebuilt. include/living.h: Replace exp field with 64 bit value. include/player.h: Update party kill log exp tracking to have 64 bit values. lib/exp_table: Udpate comments about max_level, uncomment what was the default table so new installs have working table. Add 5 levels to all the tables. random_maps/monster.c: Update place_monsters to use 64 bit when storing exp total for map/per square. server/apply.c: Replace MAXLEVEL with settings.max_level, add did_make_save calls where appropriate server/c_misc.c: have statistics command properly print 64 bit exp value. server/c_wiz.c: Have stats command properly display 64 bit value. server/hiscore.c: Replace exp values with 64 bit values, update to properly load/display them. server/player.c: replace savethrow[] reference with did_make_save() server/skill_util.c: Update skills command to properly show 64 bit exp values. server/spell_effect.c: replace savethrow[] reference with did_make_save(), allow players to cast directors right beneath themselves, but other walls must be on empty space. MSW 2003-03-07 Various bug fixes. crossedit/Attr.c: Minor cleanup to eliminate some compile time warnings. plugin/plugin_python.c: Remove some unused variables, thus fixing up some compiler warnings. random_maps/random_map.c, random_maps/random_map.h, random_maps/special.c: Add MIN_RANDOM_MAP_SIZE values instead of hardcode constants. server/monster.c: Fix communicate - odd bug can be map gets swapped out just after player is transferred to another map, causing crashes as map that was originally spoken on is no longer in memory. server/rune.c: add missing free_object call when erasing runes. server/skills.c: Change write_on_item to determine type of writing based on content of mesage, or lack thereof, and not the marked object. Fix problem of buf not being initalized. MSW 2003-03-06 Various bug fixes. Makefile.am, Makefile.in: Put crossedit as the last directory, so any build errors for crossedit doesn't effect anything else. README: Update ftp site listing. TODO: More things aded. aclocal.m4, configure: Add missing / when checking in /usr/local for python headers. common/map.c: Add some debugging in free_all_objects that checks to make sure there are not objects remaining that belong to the map just freed - only active if MANY_CORES is set. random_maps/random_map.c: Increase minimum random map size to 10x10 - this is need for square spirals to work properly I think. server/spell_effect.c: Have perceive self tell dragon players what they are currently focused on. Fix town portal to remove force objects from players if destination is no longer available. server/swap.c: Reset maps reset_time when loading them in in read_map_log() - this is only used if recycle temp maps is on. Also, do sanity checking on reset_time value - bogus values were observed on metalforge. socket/request.c: Update map timeout in draw_client_map() - in this way, we don't swap out a map within a players view only to swap it back in. MSW 2003-03-01 ------------------------------------------------------------------------------ Changes for 1.5.0: */Makefile.in, related files: Updated for 1.5.0 server/attack.c: Don't change weak wall image if no damage was actually done. server/c_object.c: Include math.h - needed for pow() server/spell_effect.c: fix infinite loop in town_portal MSW 2003-02-24 common/anim.c: Fix for 8 way facing animations. lib/treasures: Add sheep treasures lib/* (rest) - rebuilt server/spell_effect.c: Fix up counterspell - mainly fix a bug in that if counterspell hit a multipart magic that used magic as an attacktype, it would also crash. However, code also woudln't work properly on tiled maps, and I'm dubious if it would work properly if there was more than one effect on a space. MSW 2003-02-23 server/skills.c: Fix jump so that it updates the clients map properly. server/spell_effect.c: insert town portals below the player so it works better with apply. MSW 2003-02-20 server/move.c: Fix transfer_ob so that it sends newmap command to client if we're moving a playing - otherwise fog of war displays bad information on the client. MSW 2003-02-19 More bugfixes: server/c_wiz.c: Fix reset command - while it deleted the maps, it made things so that it never got removed from the map listing - instead, just let flush_old_maps do most of the work. server/main.c: If player tries to enter a random map that has been reset and that we have no informatino about (eg, going up in a dungeon), just say the exit is closed instead of making a completely random map that usually isn't in keeping with the dungeon (and still won't lead outdoors) server/move.c: In move_teleporter(), change it so that if a player uses a shop map yet there is no place to put the player, just drop him on top of a monster - this fixes problem of players getting trapped inside of shops in random dungeons. MSW 2003-02-16 random_map/random_map.c: Include parameters used to make map in msg of map - this can hopefully be used to debug what is really happening when bad maps are made. server/rune.c: Modify dispel_rune function (called from disarm spell) to erase marking runes. While at it, fix it so that it does the right thing with respect to tiled maps. MSW 2003-02-15 include/sproto.h, server/move.c: Modify try_fit() to take mapstruct parameter for which map we are trying to fit this on - fixes problems with rolling boulders accross map (only function that currently uses this). MSW 2003-02-14 common/item.c: make item_power stop showing up in ring short descriptions. fix some of the items that were double-displaying materialnames, like mithril mithril chainmail. common/loader.l: add tooltype common/utils.c: Unless the object is armour or weapons, pick the first materialname we find. Now, newly generated diamonds will stack. Fix name_to_material to return NULL if it finds nothing, fixes navar_city/museum crash. Change set_materialname to take a materialtype_t argument, allowing functions to manually set the materialname, rather than let the randomizer pick for them. include/define.h: Add TOOL and BUILDFAC for item building. include/object.h: add tooltype for item building. include/materials.h: add M_SPECIAL. Set this in an object, to prevent things like mithril mithril chainmail. This is primarily only needed in artifacts, because they change the base material of the arch. Also useful in things like the demonspawn shield, and on maps. lib/artifacts: sprinkle M_SPECIAL around. server/player.c: remove auto_heal. This never should have been committed, and was never referenced by any code. server/c_object.c: add item building, but add it disabled. Too many bugfixes were tied in with this code to cleanly add them. When enabled, this code will add player item building, similar to create to take place. Requires a host of graphics and arches to be useable. garbled 2003-02-13 random_maps/special.c: Fix possible bug with placement of special maps. Add lore/endlore to object structure to hold general information about objects: common/loader.c, common/loader.l: Add loading and saving of lore field. common/object.c: handle lore field for copy/free/other object operations. Also, update CAN_MERGE to look at materialname also. doc/Developers/objects: Add notes about lore. include/object.h: add lore field to object. server/apply.c: Fix bug in that cursed weapons were not equipped/ unequipped. MSW 2003-02-11 doc/Developers/objects: Add nodes about shared strings in objects. server/c_misc.c: Remove check for name length - check_name takes care of that for us. server/monster.c: store return value from get_map_flags - seen some crashes traced back to this area, want to see what it returned. Allow objects with no msg to still use scripts that listen. server/player.c: Fix potentional issue of freeing/adding players name when they enter play again - seen some crashes attributed to odd names. MSW 2003-02-08 More bugfixes: server/player.c: Fix permadeath without resurrection - wasn't deleting player save files as it was supposed to. If permadeath + resurrection was in use, I believe it all worked as expected. include/shop.h: remove _SHOP_H after endif, causing compiler warnings. include/skills.h: Add check to USING_SKILL to make sure chosen_skill is not null. server/c_chat.c: Add some missing return values, resulting in compiler warnings. server/skill_util.c: Remove unused variable. compiler warnings again. server/spell_effect.c: Change dimension door so that you can't go through spaces that block passsage and also block view (eg walls). This goes back to the more traditional behaviour. Remove some unused variables. server/spell_util.c: Add missing P_OUT_OF_MAP to move_missile, resulting in crashes. server/time.c: if generator is not on a map, don't have it generates. Fixes crashes. MSW 2003-02-02 New materialtype system for crossfire. Based in concept on my original design, but rewritten from scratch to make it easily extensible. In a nutshell: Each of the old materialtypes (metal, glass, stone, wood) are now a class of materials. When an item in the game is created, if it does not have a specific materialname of it's own, a materialname is generated randomly from the matching entries in the "lib/materials" file. This file contains all of the saving throws, and other material specific modifications for each of the expanded materials. Materials can be manually specified in the arch with the "materialname" directive. Such as the gold coins, which are specified to be made of, you guessed it, gold. Saving throws have been slightly rewritten to use the new materialtypes, and a few other minor details associated with materialtypes have been patched up. Adding a new type of stone or wood, is as simple as adding a new entry in the lib/materials file. The game will automatically start distributing them around randomly. garbled 2003-01-29 Various bug fixes: common/item.c: If nrof of an item is 0, have it print singular name and not plural name. server/c_object.c: Fix typo when printing value of optoins - had an extra 'the' in place. Also, don't print value of objects with no pick flag set. server/login.c: Enforce maximum name length for new characters. server/monster.c: Change parsing code for messages/@match code - new code is simpler, and should also be simpler and less bug ridden, but otherwise functionally equivalant. Also fix up communicate to work properly on tiled maps. server/spell_effect.c: fix up move_aura to not crash hopefully. MSW 2003-01-26 More bug fixes: common/item.c: Add missing braces - was resulting in some items getting display like 'gauntlets of strength (Str+1)(Str+1). include/map.h: Add MAGIC_MAP definitions to the file. server/shop.c: Put back in code that uses magic_mapping_mark to determine what items to display in inventory. Update for new one magic mapping code stores information away. server/spell_util.c: Add missing P_OUT_OF_FLAG check, which resulted in crashes. socket/info.c: Move MAGIC_MAP definations to map.h. Add check for P_OUT_OF_MAP. Remove code that stops on P_NO_MAGIC - with that it wouldn't search the shops. MSW 2003-01-16 server/move.c: fix try_to_fit and roll_ob to work properly on tiled maps. Also some performance improvements to those functions. MSW 2003-01-12 Bulk of this commit is to improve code for tiled maps - replace wall/blocks_magic/blocks_cleric, etc with get_map_flags which also does map tiling translation as needed. This should fix a lot of the bugs related to map tiling (there are sure to be more out there - all the get_map_ob still need to be checked). Other changes - many spells stopped progressing on spaces that blocked view - that is now removed - didn't make a lot of sense. Other fixes - some cleric spells (eg, word of recall) checked to see if magic was prohibited, didn't check to see if cleric was prohibited. Clean up some bugs in the lighting code that would cause erroneous results. Also, allow players to see immediately around them on outdoor maps no matter how dark the map really is - behaviour on indoor maps is the same. Lots of code reformatted, and lots of obsoleted/dead code removed. Add max range to dimension door. Fix magic map - got broken when the layer stuff was redone - was not showing proper colors. IT also works sensibly on tiled maps now - rather than display based on the map, it gives the player a 50x50 area centered on where the player is. Change fire_bow - move special player fire modes into own function - makes code much cleaner. Hopefully this fixes more bugs than it introduces. common/los.c, common/map.c, common/object.c, crossedit/Edit.c, include/libproto.h, include/sockproto.h, include/map.h, include/spellist.h, include/sproto.h, random_maps/treasure.c, random_maps/wall.c, server/attack.c, server/c_misc.c, server/c_wiz.c, server/disease.c, server/main.c, server/monster.c, server/pets.c, server/player.c, server/rune.c, server/shop.c, server/skill_util.c, server/skills.c, server/spell_effect.c, server/spell_util.c, server/time.c, socket/info.c: See note above server/apply.c: Limit number of times weapon can be enchanted so that it won't overflow item_power. Modify enchant armor to enchant as normal armor is enchanted, also only allows one item to be enchanted. MSW 2002-01-07 common/item.c: Add 'unidentified' to display of examined items if the item has not been identified. Only display spell regen penalty for armour if there is in fact a penalty. lib/archetypes: rebuilt for updated demon speed, pick up other new archs. lib/animations, lib/bmaps lib/bmaps.paths lib/crossfire.0 lib/crossfire.1 lib/faces: rebuilt server/main.c: Name random maps based on final map component (if available) or map they are spawned from - this gives so clue in 'who' command where the players really are. server/monster.c: Fix code that would cause monsters to ignore golems/ avatars. server/pets.c: Clean up a few warnings, fix bug in pet_move that caused crashes - owner of a pet isn't always a player. server/player.c: Remove on_same_map check - can_detect_monster also performed check, so no need to have extra call. server/spell_effect.c: modify alchemy to properly deal with tiled maps, change behavior for spells that block view - they no longer block alchemy, but spaces that block magic will. MSW 2002-01-05 TODO - add notes about item damage - clear it out of my mailbox. common/loader.l, loader.c: Add check at load time to see if monsters hp is higher than its maxhp and print a debug message if so. devel/Makefile: Remove - makefiles shouldn't be in CVS, only .in versions. server/attack.c: Fix calculation of max_damage in kill_object - this was being done incorrectly, resulting in fired spell objects causing incorrect amounts of damage, resulint in some monsters ending up with a lot of hp. Fix call to kill_object to pass in correct damage value. server/monster.c: Put in check so that monster won't regen to more hp than they should have. server/spell_util.c: Removed unused variable from move_missile. server/weather.c: fix bug that causes crash if empty space is encountered on map. MSW 2003-01-03 socket/request.c: Fix buffer (malloc) overrun in esrv_send_stats - more stuff has gotten to be added, without ever increasing the size of the buffer to hold it. MSW 2003-01-01 server/time.c: Fix bad code in stop_arrow that caused crashes/improper freeing of data. MSW 2002-12-30 common/treasure.c: Fix initialization of treasure structs to use calloc. server/player.c: Fix infinite loop. socket/loop.c: Make sure we put in null terminator for socket data. MSW 2002-12-26 New Arrow and Pet Code: Add bowmode and petmode commands. Allowing the player to change the firing style for bows to one of either threewide, or spreadshot. Allow players to change the operating modes of his pet with petmode. Can be either seek and destroy, defend, or normal historical behavior. Change bows to impart speed to arrows based on damage and other magical plusses. Damage decays over distance, to stop arrows from flying forever. Very fast moving arrows will pierce multiple targets. An arrow moving at a speed greater than 10.0 will go straight through a target, losing 1.0 of speed in the process. Change magic missile to use spell_find_dir instead of find_dir to stop it from flying in a circle and hitting the caster, and to make it stop flying into walls to hit creatures behind the walls. Various bug fixes: common/living.c: Reset glow_radius for players, so they stop glowing after they snuff out their torch or whatever. server/apply.c: Fix message about improving armour so that it is now accurate. server/monster.c: Add some debug lines that may show cause of excess monster hp. server/spell_effect.c: fix compile warning in summon_pet(). Clean up indentation of alchemy functions, but functional changes is to insert gold nuggets below player (so more of the actions work), as well as to reset the view position, so that it won't have the 'previous 50' object selection. Add suggested parens in cast_detection. server/weather.c: Fix crash in weather code if snow was only object on space. MSW 2002-12-20 +++ server/weather.c: More weather routines: Now the game will attempt to completely reformat the world, and modify it with the weather and elevation. When dynamiclevel is set to 5 or above, the game looks at each tile, and the weather conditions present in that tile. It then consults a table of different terrain types, and what conditions they prefer to grow under. If the conditions match the spot, and there is nothing special about the spot (like a house, or a road), then we drop the new tile type on the overlay map on that location. Tuning of this can be done at the top of weather.c, by changing the weather_tile array. Also.. add a feather_map() routine which tries to break up the blockiness of some of the weather effects by spreading the tiles around. This code works.. but needs tuning, and probably a little more testing. Some of the conditions for the various tiles really need to be looked at, and fiddled with. garbled 2002-12-08 +++ common/exp.c: Fix bug were drain attacks added exp. MSW 2002-12-05 server/player.c: Change move_player_attack() so that we look for monsters to attack even after finding a rollable object - there can be non blocking rollable objects with monsters on top - we want to attack the monster, not roll the object. MSW 2002-12-03 TODO: Move more items from my mailbox to the TODO list. common/living.c: Init item_power in player to zero in fix_player() - bogus results were getting generated as it just kept getting incremented. common/porting.c: fix remove_directory so it works properly - checking for . and .. entries too late, calling unlink instead of rmdir. include/sproto.h: rebuilt lib/animations, lib/archetypes, lib/bmaps, lib/bmaps.paths, lib/crossfire.0, lib/crossfire.1, lib/faces: Rebuilt - new archs added, catch is_thrown addition to thrown rock/boulder archs. server/c_move.c, server/c_range.c: Add another parameter to do_skill() - part, which is closest part of creature to target object - current only used for the throw code. Update calls to this function to add additional parameter. server/c_object.c: Remove the NDI_UNIQUE from the 'item is too heavy to pick up' so that it won't flood the client with them if players goes onto space with lots of objects. server/main.c: Minor cleanup to fix compiler warning about ambigous if/else. server/monster.c: Pass closest part of monster when having it use a skill so that it doesn't throw rocks into itself. Update calls to do_skill as described above. server/player.c: Cal delete_player() when player quits - this properly cleans up any per player unique maps they have. Also, check for any such maps currently in memory, and delete those so that unique maps don't get 'gifted' to the next character of the same name. Update calls to do_skill as described above. server/shop.c: Combine items of the same name together in the output of the shop listings. Include the number of items, remove special casing of some objects so that query_base_name is used for all item types. server/skill_util.c: Modify do_skill() to take additional param as described above. Also, have do_skill return 1 on success, 0 on failur to use skill, and not return exp - otherwise, monster code has no idea if skill was successfully used, as throw doesn't grant exp, and this caused monsters to move into the object they just threw. Update calls to do_skill as described above. server/skills.c: Clean up skill_throw function to return meaningfull value. Also, pass along extra part of closest monster part to target. Modify do_throw to return value, use closest part of body as origin point for thwon object. server/spell_effect.c: Use isqrt function instead of definining ISQRT that used float version. Cleans up compile warning - most likely not seen before as spell was #ifdef SPELL_ENCUMBERANCE out. server/time.c: Put sanity checking for players speed_left in move_player_mover() - got some reports of infinite negative speed on metalforge, and this is the only place in the code where I could see that happening given the description of the events. utils/arch2xml.py, utils/cfarches.xsl: New script (and template) by Todd Mitchell. Script can convert archs to xml, and the template is usuable with mozilla to look at the output. MSW 2002-12-02 common/object.c, include/object.h: Add INS_BELOW_ORIGINATOR flag to insert_ob_in_map - this is used for treasure chests so the treasure is put below the player. Also fix insertiong of items on spaces that block view - put them in proper order, and not just directly above the floor server/apply.c: Tell player what level they need to be if they are not of sufficient level to improve armor. Modify apply_treasure to use INS_BELOW_ORIGINATOR flag, clean up some of the other logic in apply_treasure. server/c_object.c: Modify command_take to use the container inventory when doing a pickup, and not the container itself. MSW 2002-11-30 TODO: Updated with dm 'follow' command. common/loader.l: Rebuilt. common/map.c: Fix up some formatting - no code change. include/player.h, server/apply.c, server/player.c, socket/info.c: Remove chosen_item_spell field - isn't needed anymore as that information is determined each time player fires wand/rod/horn. This fixes those items firing magic bullets if they were equipped when player saved and rejoined. Some additional cleanup done in rangetostring() - mostly formatting changes, but minor code changes. MSW 2002-11-29 include/shstr.h: Update REFCOUNT_TYPE to be an int - seems to at least fix the bug of server crashing when running around the bigworld - given the size of the maps, quite possible that enough objects of the same name would be in memory to overflow the size size of a short. MSW 2002-11-19 Changed a ton of #ifdefs into settings: convert #ifdef NOT_PERMADETH into settings.not_permadeth. SET_TITLE and RESURRECTION are now settings. #ifdef SEARCH_ITEMS -> settings.search_items #ifdef SPELL_ENCUMBRANCE -> settings.spell_encumbrance #ifdef SPELL_FAILURE_EFFECTS -> settings.spell_failure_effects #ifdef CASTING_TIME -> settings.casting_time #ifdef REAL_WIZ -> settings.real_wiz #ifdef RECYCLE_TMP_MAPS -> settings.recycle_tmp_maps #ifdef SPELLPOINT_LEVEL_DEPEND -> settings.spellpoint_level_depend #ifdef EXPLORE_MODE -> settings.explore_mode make explore mode actually *work*. #define MOTD -> settings.motd #define DM_MAIL -> settings.dm_mail garbled 2002-11-12 New alchemy code, as discussed on the developer list. Now recipies include two new tags: skill and cauldron. With skill, you can set which skill activates this recipie, and the cauldron, corresponds to the arch name of the facility you will use when creating the item. In this way, item creation is now more generalized than just alchemy, and specific formulae can be written to utilize different skills, or perhaps special formulae would require a hard-to-find cauldron. Functionally, the alchemy, or alchemy-like-skills are now activated by the use_skill command. The secondary use of the alchemy spell has been withdrawn, so now it functions in the way it was originally intended again. garbled 2002-11-11 socket/loop.c: add a setting fastclock. This makes the server's clock run *really* fast. For now, it's good for debugging purposes, but in the future it will allow a dm to ravage a world with weather quickly. include/define.h: add FLAG_IS_WATER include/global.h: add fastclock to settings include/map.h: add water to weathermap structure include/sproto.h: add tons of new functions in weather.c common/init.c: update for FLAG_IS_WATER common/loader.l: update for FLAG_IS_WATER server/init.c: add code to read fastclock setting server/weather.c: Complete update, largely rewritten. Now the world is cut into a 100x100 matrix of weathermaps. Each one of these maps is computed at initial boot, and written to disk, following which, they are simply read from disk at boot. For each of the main weather types (pressure, humitidy, base temperature, wind direction, wind speed) the game recomputes the entire weathermap, applying smoothing algorithims, or derriving each map from it's predecessor. Weathermaps are only used if you have set your dynamiclevel to 1 or greater, and, are using the bigmap set. At this time, there is still no functional change to the game, bigmap, or not. utils/maps.c: This program will generate ppm files from each of the weathermaps. Mostly for debugging, but curious DM's might find it useful to see the weather. garbled 2002-10-27 server/c_chat.c: Fix some buffer overflow issues - use snprintf or use new_draw_info_format instead. lib/artifacts: Update some cloaks not to require a minimum magic level, since that will never be met. MSW 2002-10-16 Minor bugfixes: common/living.c: Fix it so that if you die, you won't _gain_ exp in any skills - could happen if new table is harder - 3 level loss could still mean having higher exp total. common/map.c: Fix on_same_map so check to see if either object has null map value - prevents crashes. MSW 2002-10-13 Experience cleanup - the main functional change is that no upper limit of exp in an individual skill, save for the limit that there is an upper limit of total exp a player can have. Thus, if a player concentrates complete in one skill, he could get to level 110 in it. A lot of code cleanup was done - so much had gotten added to the exp code that it was a real mess. common/living.c: re-arrange some of the code, so all the exp related functions are together. remove adjust_exp(), change check_dm_add_exp_to_obj() to check_exp_adjust. Add new functions add_player_exp(), check_exp_loss(), check_exp_add(), subtract_player_exp(). include/libproto.h: rebuilt. server/c_wiz.c: Update command_addexp() to use new exp functions. server/gods.c: Update lose_priest_exp() to use new exp functions. MSW 2002-10-11 configure, configure.ac: Remove --enable-old-layout option - that is more than 3+ years old now. Add --enable-dmalloc option so code can be compiled with dmalloc debugging without needing to change/rebuild the configure files. common/porting.c: Add stdarg.h to list of included files. include/autoconf.h.in: rebuilt, HAVE_LIBDMALLOC undef added. random_maps/square_spiral.c: fix bound checking value. MSW 2002-10-07 common/item.c: Fix bug with identified potions not getting set to proper name. MSW 2002-10-03 Bugfixes: Add golem_count element to player structure so we can properly detect when golem is destroyed. This fixes a crash in some places as the code tried to remove this already removed golem. Fix crash when null player maps. include/player.h: Add golem_count element to player structure. server/player.c: Add code in handle_newscs_player() that checks status of golem, clears op->contr->golem is value is bogus server/spell_effect.c, server/spell_util.c: Initialize golem_count value when golem is created. socket/request.c: Check for null map value. MSW 2002-10-02 Mostly bugfixes, but the addition of a wiz 'hide' command which makes the wiz out of sight so to speak. -- common/loader.l, common/loader.c: Fix bug where flag values were being saved with actual value of the flag (eg, 32768, 16, etc) instead of 1/0 value - Code effectively worked the same, just was a bit odd looking at save files. include/player.h: Add hidden element to player structure. include/sproto.h: Add command_hide(), update proto for players_on_map() lib/Makefile.am, lib/Makefile.in: add wizhelp/hide file. server/apply.c: Add error checking to converts so it doesn't crash if the converter doesn't have a proper other_arch. Modify shopmats so that they don't transport spell effects, like fireballs an burning hands. server/attack.c: Modify code so players can drain other players exp. server/c_misc.c: Modify various functions to not show info on hidden DM. server/c_wiz.c: Add command_hide(), clean up command_invisible() a bit. server/commands.c: Add hide command to dispatch table. server/main.c: Add code to not update players on map for hidden dm. server/player.c: Give hidden dm perpetual invisiblity. server/skills.c: Only get exp if you actually stole an item - fixes abuse whereby players who couldn't carry item could continually 'steal' it from monster and just gain exp. server/swap.c: modify players_on_map() to take addition arg to determine if real players on map should be shown, or if we shouldn't count hidden dms. socket/info.c: Modify code so that oldsockets don't get reports on high verbose messages. socket/metaserver.c: Modify metaserver update to not include hidden dms. utils/Makefile.in: update datestmp. MSW 2002-09-27 server/pet.c: Add check to pet_move() to make sure the space we are checking is within the map, and handle map tiling. MSW 2002-09-23 Various updates: NOTE - You need to install the updated archetypes (included below) if you run this code without the updated archs, you will likely find many things do not work. acinclude.m4 aclocal.m4 configure: more refinements for libpython detection. common/button.c: Two push_button() changes - have it check for ACTIVATE_ON_ PUSH/RELEASE to determine if the object should get activated. Also, change behaviour of TIMED_GATE so that multipart timed gates work. common/loader.l, loader.c: Update with acttivate_on_push/release doc/Developers/objects: Add notes about how to add flags to objects. include/define.h: add new FLAG_ values include/win32.h: update by pstolarc so it compiles on Win32. lib/archetypes: rebuilt MSW 2002-09-17 common/map.c: Fix problem with ordering in check_linked() - checking for NO_PASS was before checks for inventory checkers, resulting in inventory checkers that require the player to have an item not working. MSW 2002-09-15 ------------------------------------------------------------------------------ Changes for 1.4.0: server/disease.c: Change move_disease() somehwat - before, if you were not susceptible to a disease, it would never run its course. Yet you would still get stuck with the symptoms. there was a case on metalforge where a character had a symptom with no disease, and had immunity, yet was still getting stuck with the symptoms. Not sure if this change will help prevent that in the future or not. include/player.h: Change item_power in player structure to be 16 bits - 8 bit values were getting overflowed. MSW 2002-09-14 INSTALL: Update directions with new automake method. common/Makefile.am, common/Makefile.in: Fix code for building the libproto.h file - it was including loader.l and not loader.c common/exp.c: Add init_experience() and dump_experience() functions - init_experience() loads the experience table from a file. Add default experience table into this file common/init.c: Add call to init_experience() common/living.c: Remove experience tables - players can select the one they want by changing the exp_table file. Remove reference to new_levels[] - only levels[] is used now for the formentioned reason. include/config.h: Update notes about SIMPLE_EXP system. include/libproto.h: rebuilt. lib/Makefile.am, lib/Makefile.in: Add exp_table to list of files. lib/exp_table: New file that contains experience information. server/c_object.c: Modify command_take() to look for objects above the player to pick up, then objects below. This fixes the bug with not being able to use the take command on items from a chest the player opens without moving off the space. server/init.c: Add -mexp dump switch to dump the experience table. Allow the simple experience system to be set in the settings file. server/skill_util.c: Fix oddness in calc_skill_exp() which could result in add amounts of exp given. MSW 2002-09-10 include/sproto.h: rebuilt lib/help/killpets: New file lib/Makefile.in: Add help/killpets file. server/c_misc.c: Add command_kill_pets(). server/commands.c: add killpets command which kills your pets. server/monster.c: Add some code in check_enemy so that the enemy has to be a monster/generator/player to be considered valid - I was seeing things like arrows ending up as target enemies. MSW 2002-09-07 More bugfixes: common/loader.l, loader.c: Fix up the handling with speed with respect to style maps - the objects were still getting put on the active list. common/map.c: Fix up blocked_link() to behave more like the blocked_two() function - inventory checkers and door handling. Comment out blocked_two since it isn't used anymore. Modify load_objects to remove objects on style maps from the active list. Remove some of the debug messages about map loading. common/object.c: Add remove_from_active_list() function for use in map.c to remove objects from active list. common/porting.c: Comment out debug message if open_and_uncompress() can open a file - caller of the function should print out messages, and it really isn't much of an error in any case. include/libproto.h: rebuilt. random_maps/special.c: Modify place_special_exit() - this should fix bug of very large treasure maps - problem was if the generated map size was too small, when generate_random_map was called, it would generate a newly sized map that was much larger. Code was also re-arranged some to make it a little more readable. server/attack.c: Fix crash when creature may not have an owner and it kills something else. server/move.c: comment added - no code change. socket/request.c: Fix off by one error in esrv_send_animation() - rare condition as it only showed up when trying to send the last animation (zombie) - only an issue if the player is put on top of a zombie for some reason (no other space for them) - observed when leaving the random dungeon in the undead church in scorn without clearing out all the zombies first. MSW 2002-09-06 CHANGES: Update build instructions for the plugin. random_maps/square_spiral.c: Fix bug that could cause the search function to go off the edge of the map looking for a clear space. Doesn't happen often, but one crash did happen here. server/monster.c: Fix some bugs with monsters and wakeup - remove check for friendly that could never be true, and also fix logic so that monsters will now find the players. MSW 2002-09-05 common/button.c: Fix do_mood_floor() to look at all objects on space for something to effect, not just things above the moodfloor. server/attack.c: Add missing check to make sure the plugin exists before we try to access the plugin function. common/readlable.c: Fix crash caused by passing null value to mon_desc - check for non null was at end of { } do loop - check should be at the start. server/monster.c: Make it so that monsters with see invisible are not immune to blind - monster can be given appropriate resistance to make it so it is not effected by blind. MSW 2002-09-04 server/main.c: Move #endif in crypt_string to more proper place. server/monster.c: Fix bad if statement that may have been waking up monsters when they shouldn't have been. MSW 2002-09-03 This change mostly deals with improving behaviour of pet monstes. Most of the code is from K. Reinert - however, I did some code cleanup/ fixes related to pet monsters, so it is difficult to note where each piece of code came from. One thing this does fix is handling of multipart pets - these now work properly. common/map.c: Update comment for get_rangevector() - no code change. common/object.c: Add get_search_arr() which is used in pet monster code. This returns a semi random scrambling of the freearr array. doc/Developers/protocol: Update documentation about map1a protocol command. include/libproto.h, include/sproto.h: rebuilt. server/attack.c: Have drain attacks return 1 damage so that it is clear that you are actually hitting your opponent. Otherwise, you would get messages that 'you missed xyz', even though you are draining it. This extra point of damage shouldn't change balance in any significant way. server/monster.c: Update hnadling of enemies for pet monsters. It should more intelligently choose the monsters and not switch/clear the enemy field for no reason anymore. Change find_nearest_living_creature to use the get_search_arr() to more randomly choose direction of target - before, there was a proclivity to always look in the north direction. Modify can_hit() to look for closes part of enemy - otherwise, monsters may not attack opponents even if they were right next to them because they couldn't get to the enemies head. Remove move_object from this function - merged with move_ob in move.c server/move.c: Fix move_ob to use 'cleaner' code of move_object, but also have specific features that move_ob had (player handling). Before move_ob didn't handle multipart objects correctly, and the two functions were largely the same. Now move_object() just calls move_ob - the only difference in the functions is that move_ob() takes 3 parameters instead of 2 of move_object() (added parameter is originator). I think this should now mean multipart player objects may now work. server/pets.c: get_pet_enemy enhanced to be much smarter about selecting/finding things for the pet to attack. server/player.c: Remove commented out line of init_beforeplay MSW 2002-08-31 server/attack.c: Modify drain attack code so that if some agent of the player is doing the drain (eg, avatar, summoned monster, or even spell), player gets exp added to his total. Otherwise, the agent could suck all the exp out of the monster, resulting in no gain for the player. Also, fix bug in drain code where uninitialized value was being used if enemy had 0 protection to drain. MSW 2002-08-30 Various bugfixes: common/map.c: Change so that same logic is used to determine pclose/fclose that is used to determine popen/fopen - otherwise, compressed map files probably don't work properly. common/treasure.c: Do a memset to make sure entire treasureslist is set to sane values. lib/archetypes: Fix 'slaying' field (which determines spell name) in god_spelldirect_face_of_death and god_spelldirect_finger_of_death server/apply.c: Fix infinite loop if the player had cursed items that needed to be unapplied to apply an item - setting up next item iteration was inside if check when it shouldn't be. Also, print message to player if this is the case. server/monster.c: Better format some of the code for improved readability. Fix indentation of can_see_enemy. Clean up invisiblity check - may have fixed a bug - old code should have worked, but wasn't very readable. server/move.c: Fix some bad code from last checkin - didn't fix the crash on no floor for door type, and instead removed check type from next line by accident. server/player.c: Remove call for init_beforeplay - this is already properly called, and re-calling it resulted in some things being redone when they shouldn't be. server/skills.c: Add message if there is nothing to steal form the monster. server/spell_effect.c: Improve message when invisiblity duration is maximized. socket/init.c: change O_NDELAY to O_NONBLOCK of fcntl. MSW 2002-08-25 doc/Developers/objects: Update with new (better) information from Todd Mitchell. Doc is more complete, and now has an index which should make it easier to find things. server/move.c: Fix dereferencing NULL problem - was looking at op->above, but op could be NULL if the map had no objects on a space (typically not the case, but...) No reason I can see that we care about the object above - just process in normal order. MSW 2002-08-21 server/time.c: Possible fix for bug seen on metalforge - in move_player_mover, make sure we are working with the head of the monster. MSW 2002-08-13 More spoiler-html fixes - was not including attacktype information, but also fixed some formatting issues. common/item.c: Include attacktypes in describe_monster. doc/scripts/Makefile.in: Add monsters-extract.pl file. doc/spoiler-html/Makefile.in: Update to use ../scripts/monster-extract.pl file, remove monster-extract file. doc/spoiler-html/spoiler.html: rebuilt. MSW 2002-08-11 Fix spoiler-html generation to show resistances. Need to do normal spoiler next. Add a new docs/scripts directory to hold the common scripts, instead of spoiler, spoiler-html, playbook, and playbook-html each having their own copies. configure, configure.in: Add doc/scripts directory. doc/spoiler-html/Makefile.in: Update build directions to use ../scripts/items-extract.pl doc/spoiler-html/spoiler.html: Rebuilt with updated information. doc/scripts/Makefile.in: Makefile for directory. doc/scripts/items-extract.pl: perl version of the items-extract file. doc/spoiler-html/items-extract: awk version - no longer used. MSW 2002-08-02 common/item.c: Have describe monster show resistances of monsters - useful for spoiler output, as well probe spell. server/disease.c: Fix typo. MSW 2002-08-02 include/global.h: add FREE_AND_CLEAR_STR macro, relocate DELETE_STRING by the other macros. server/c_misc.c: Fix string printout in applymode function. server/disease.c: Update name_pl in diseases. server/player.c: replace FREE_AND_CLEAR with FREE_AND_CLEAR_STR - was freeing data that shouldn't be freed. MSW 2002-08-01 Various fixes: INSTALL: Update with note about --with-includes configure option. common/loader.c, common/loader.l: Add comment about flag_invis_undead include/define.h: Add FLAG_INVIS_UNDEAD lib/adm/map_info: Modify to not follow symbolic links. server/monster.c: Modify can_detect_enemy to be a bit more straightforward in its logic. Also, modify detection of invisible creatures - don't reduce duration, just return that the monster can detect the player. There were also spurious messages about the player being seen. Modify can_see_enemy to check FLAG_INVIS_UNDEAD, also fix broken comparison server/player.c: Clear FLAG_INVIS_UNDEAD when invisibility ends. Fix action_makes_visible() - had reverse logic on FLAG_MAKE_INVIS check, and a typo in the printed message. server/spell_effect.c: cast_invisible() to use FLAG_INVIS_UNDEAD - also check for maximum duration, and only search active objects when clearing enemy. server/weather.c: Fix off by one on comparision when intializing maps darkness when loading map from disk. In dawn_to_dusk, don't do further processing if the light hasn't changed. MSW 2002-07-29 Various bug fixes, add glyph spell: TODO: Updated common/map.c: Fix change_map_light() - if darkness was reduced to zero, it wouldn't properly notify the players or update the maps they are on. Also, make it more robust to handle changes by more than one. include/define.h: Increase NROFREALSPELLS include/spellist.h: Add glyph spell. include/spells.h: Add SP_GLYPH entry. server/attack.c: Fix up kill_object() - it has had some many various additions that it was difficult to follow the logic. It should also now do better check on skill objects when awarding experience. server/player.c: Add some checks/addition to properly deal with freeing the name_pl in the player object. Fix it so that if you are braced, you still won't attack friendly creatures. server/rune.c: Add cast_generic_rune() to handle the glyph and rune spell. server/spell_effect.c: Fix up some pointers in cast_cause_disease() - needed so that it works properly when embedded in a glyph. Have it return 1 even if no one caught anything - you still cast the spell, so you should lose the grace for it. server/spell_util.c: Fix some formatting. Break out the code dealing with rune into cast_generic_rune() socket/loop.c: Add flag to player command mapping, and update structure - if flag is set, command can only be issued when player is in play, and not when waiting at the quit or login prompt - fixes crashes where players could wait for the map to get swapped out (after quitting), and then looking at a space. socket/request.c: Fix map2cmd so that invisible players are drawn. MSW 2002-07-24 Add dm command 'freeze' which freezes a player from doing anything for some amount of time. include/sproto.h: rebuilt. lib/Makefile.in: Add freeze to wizhelp files. lib/wizhelp/freeze: New file. server/c_wiz.c: Add command_freeze(). Also, break out get_other_player_from_name() - several functions need the same logic of getting a player named X that is not us - making it a function reduces the duplicate code. Fix some formatting for some functions. server/commands.c: Add command_freeze to the dispatch table. MSW 2002-07-17 lib/Makefile.in: add a 'archonly' directive that only collects archetypes and doesn't collect images. lib/archetypes: rebuilt for fixes made to arches. lib/collect.pl.in: modified to take second parameter -ARCHONLY, that causes it not to save out animation, bmaps and faces file. server/apply.c: Change order of print when applying/unapplying - print out the 'you apply/unapply' before we print out the changes that applying the item does. It seems odd for it to be 'you feel stronger. you apply xyz'. Fix can_apply_object() so that if a player needs to unapply several items, the right return code is returned and we don't say the player has a choice. server/player.c: Fix missing clearing of player->next. MSW 2002-07-15 -- Start body commit notes -- Major commit. This adds body locations which is used for equipping items. Equipment has information which body part it gets equipped to, and monsters have information on how which body locations they can have. As part of this work, I also did a lot of code cleanup. To use this, you must use up to date archetypes - the ones included in this commit are fine - just make sure you install them. If you don't, players will not be able to equip items. common/arch.c: Initialize body_used to be same as body_info for archetypes - this way when monsters are created, they can start equipping items right away. common/exp.c: update new_exp() - some flags it checked for before no longer exist or have new names. common/info.c: describe_item() now takes second parameter - update dump_abilities to use new calling convention. common/item.c: Add table that describes the body_info locations and their names. Add functions that calculate item power for objects that don't have it set. Update display functions to show item_power in items. Update describe_monster() - use_horn/wand/rod merged into just use_range. Modify describe_item() to take second paramater - who the item is being described for. Show item_power in describe_item. common/living.c: Pull out MAXLEVEL from being defined in this file - define in in define.h, since other files use it. Add NUM_STATS define - replace hard coded values of having just 7 stats with it. Update change_abil to not display that the player has a new attacktype when equipping a bow that has it - fix_player() ignores the attacktype of the bow, so it was incorrect information. fix_player(): Initialize player ranges structure to null - will get filled in by code in function, updated to deal with updating the body_used data from body_info in the objects. Replace instances of last_heal with gen_sp_armour. Rearrange some code to make function more readable. common/loader.c, common/loader.l: Remove the variable_const information - no longer needed and confusing for new people when adding in new object elements. Add set_body_info() - parses the string from the load file and sets the appropriate array element. Add check_loaded_object() - does sanity checking for an object after finished loading - replaces need for long processing directive in the actual rules by having seperate function. Remove unused flags from load directives (apply_once, no_pretext, can_apply), add some new ones (item_power, gen_sp_armour), update others to can_use_range. Replace flag_links with simple array that contains the name for each corresponding flag. Update get_ob_diff to not use the V_ values and just include the actual string name - all recent changes have done this, just updated for old stuff. Update get_ob_diff to save new values that have been added. common/object.c: clear_object: Modify to use memset to clear the structure to zero - this is less error prone than listing all the specific values, and probably faster. Also, makes it easier to add new elements - no need to update object.c in most cases. common/player.c: Remove get_player_ob routine - this is now merged in with get_player_ob in server/player.c. Remove generate_ext_title - not used. common/readable.c: Update to pass second argument to describe_item. common/treasure.c: Update to calculate item_power of generated items. Clean up a lot of code formatting. Update add_abilities to use gen_sp_armour values, not last heal (note, it appears the last_heal values weren't being used before). Update calls to describe item to take second parameter. doc/Developers/objects: Update will_apply notes, add note about item_power, body location. include/define.h: Comment out unused flags (flag_apply_once, flag_paralyzed, flag_no_pretext, flag_ready_rod, flag_read_horn). Add flag_use_shield. rename flag_use_wand to flag_use_range. rename flag_ready_wand to flag_ready_range. Add flag_ready_scroll. Update ARMOUR_SPELLS access macro. Add AP_PRINT flag to apply flags. Add CAN_APPLY_.. return types for can_apply_object function. include/includes.h: add strftime, mktime checks to this file. include/libproto.h: rebuilt. include/living.h: Add NUM_STATS define, update extern declarations to use it for sizing. include/loader.h: remove the V_.. info and xbm_.. externs that were not used. include/newserver.h: Remove ext_tile information. include/object.h: Add Body_Locations structure, NUM_BODY_LOCATIONS define. Add definitions for WILL_APPLY values. Clean up object structure - formatting is now consistent, ordering of values groups values together more logically. Update all types to use the int8/int16/int32 types. Several unused fields removed. include/player.h: Update rangetype enum. Add unapplymode enum. Clean up player structure - type updates, unused fields removed, formatting fixed up. include/spells.h: remove range_name extern. Update SpellTypeFrom field to combine wand/rod/horn into spellMisc - none of the spell casting code was differentiating these. include/sproto.h: rebuilt. lib/Makefile.in: Add new help files (applymode, bind, brace) lib/archetypes: rebuilt for body_info, gen_sp_armour, item_power, can_use_shield information. lib/artifacts: updated for item_poer and gen_sp_armour changes. lib/treasures: remove unused _force for player treasure. plugin/plugin_python.c: Change FLAG_USE_WAND to FLAG_USE_RANGE. server/apply.c: Move stftime, mktime to include/includes.h. Remove draw_find() - one line function can just as easly be in the code itself. Update calls to long_desc to pass second parameter. move gravestone_text() to player.c file. Add direction parameter to apply_scroll() - in this way monsters can use it properly. Remove dead code. Update apply_special function. Add unapply_special(), get_item_from_body_location(), unapply_for_ob(), and can_apply_object() functions. server/attack.c: Remove SET_FLAG(op, FLAG_PARALYZED) line - no code was ever checking status of FLAG_PARALYZED. server/c_misc.c: add command_body() which dumps body information for player. Update who as idle element in player structure removed - was not being used by anything. Add command_applymode() to set players prefered unapply method. Remove calls to unlock_player() in various functions - unlock_player() has not done anything meaningful for a while. server/c_object.c: Modify long_desc to take a second parameter which is who is examing the object. this is needed so that we can pass it down to some of the lower level functions. Update calls to describe_item to pass this second parameter. remove FLAG_NO_PRETEXT code - no archetyps were using it. When examining objects, also tell player where to put them on. server/c_range.c: Update legal_range() - we now store the object that is responsible for a range in the player object, so code is much simpler. Update change_spell() to not destroy golem just by readying another spell - we now let players regain control of golems after switching to another range. Update change_spell to use item name of object for range description. server/c_wiz.c: remove reference to count_left from player object - field removed from structure. server/commands.c: add new commands (applymode, body) to command dispatch table. server/login.c: Remove unlock_player() and lock_player() and calls to it - current checking of names at login should be sufficient to prevent duplicates. Remove dead code from check_name. Update load/save code for unapply mode value. Add set_flag(op, FLAG_USE_SHIELD) if player is allowed to use armor - needed since flag_use_shield is really a class feature and so is not automatically updated for old player files. server/main.c: Remove references to count_left. memset marker object to NULL - seems to increase stability on metalforge server. server/monster.c: Many updates related to the body info - monsters follow some rules as players. Add monster_should_cast_spell function - monsters will use this for all spellcasting related actions (abilities, scrolls, wands, etc). Update for merged rod/horn/wand ranges. Update bow use by monsters - they don't actually need to equip it to fire - this way we don't need to constantly swap the monsters weapons between the bow and melee item. Use fire_bow from player.c for most of the work. Modify scroll usage - monster will use it when player is near, not when it first picks it up. Add FLAG_READY_SCROLL to denote the monster has a scroll to use. Also, monster now casts it in appropriate direciton. Merge the monster_use_wand/rod/horn into monster_use_range. Modify check_good_weapon and check_good_armour to just look at the stats of the two items without needing the monster to apply it first. server/player.c: Print motd in green so it is more noticable. Update get_player function to do work it did before as well as that of get_player_ob. Have get_player take a parameter which is the object of the player if he has one. Modify to use memset to clear the player structure - more sure fire than explicitly listing values to initialize. Remove calls to unlock_player. Modify fire_bow so that monsters can also use the function. Add fire_misc_object() to fire_wand/rod/horn - removes code from fire(). Add gravesetone_text() to this file. server/shop.c: Update to pass second parameter to describe_item(). server/skill_util.c: Update check_skill_to_fire since there are fewer rangetypes now. change range_scroll name to range_golem, as that is a bit more accurate for what it actually does. Modify show_skills() to show player his item power and total of items he has equipped. server/skills.c: Add second paramater to long_desc, remove references to count_left. server/spell_effect.c: Add second paramater to long_desc, remove references to count_left. Update range_scroll to range_golem server/spell_util.c: remove references to count_left. Update messages if player trying to cast where he can't with new range names. socket/info.c: Update range information and how we display what it is - we will use the object name of the range if available. Remove reference last_known_spell, last_shoot, last_spell, last_value player structure fields. socket/init.c: Remove ext_title information. socket/request.c: Add element for life_stealing in the resistance array. Remove references to idle, count_left in player structure. remove ext2 title information. MSW 2002-07-14 -- End body commit notes -- common/anim.c, common/button.c, common/friend.c, common/glue.c, common/init.c,common/logger.c, common/los.c, common/porting.c, common/time.c, common/utils.c, crossedit/png.c, crossedit/xutil.c, include/attack.h, include/config.h, include/map.h, include/material.h, include/newclient.h, include/skills.h, include/treasure.h, random_maps/decor.c, random_maps/door.c, random_maps/floor.c, random_maps/monster.c, random_maps/special.c, random_maps/standalone.c, random_maps/style.c, random_maps/wall.c, server/alchemy.c, server/c_chat.c, server/c_party.c, server/gods.c, server/hiscore.c, server/init.c, server/pets.c, server/resurrection.c, server/rune.c, server/time.c, socket/metaserver.c: Update banner copyright with proper contact information. MSW 2002-07-14 server/disease.c: Fix propogation of diseases with negative damage (these do a percent of the creatures damage). The new disease was getting a damage rating of 1 in all cases because we were passing a negative value to random_roll for the top end of the range. MSW 2002-07-08 common/arch.c: Add 'unlocked' match for item_matched_string. lib/help/drop, lib/help/dropall: Help files for these commands. lib/Makefile.in: Update to include help commands above. server/spell_effect.c: Fix formatting of summon_pet() function. Modified so that it no longers sucks player spellpoints when casting it via scroll - scrolls should not cast the player spellpoints. No idea why that code was there - in fact, casting off a scroll used more sp than casting from memory. Modify cast_cause_disease() function so that if the passed direction is 0, we refer to the facing and cast in that direction - this means spells of cause disease now work. Also perform some minor formatting changes in the function. TODO: Add not about inscription. MSW 2002-07-05 common/arch.c: Fix bug in item_matched_string which was matching all values (inverse in fact) when passed with count > 1 in matching string - missing ! operator. README: Update - remove note about windows client, since it is currently unsupported and could stop working in some future release. MSW 2002-07-05 ------------------------------------------------------------------------------ Changes for 1.3.0: socket/request.c: If players were using the original map command with an even map size, server would try to send too much data to client - checking in server would result in an abort. Modify code to now properly send right number of spaces. lib/Makefile.in: remove extraneous / in front of motd entry in file list. include/version.h: Update for version 1.3.0 Makefile.in: Update for version 1.3.0 lib/archetypes: rebuilt. MSW 2002-07-01 doc updates: Rebuild the doc files, but most of this is fixing some of the doc build stuff to correctly working with the new image set naming scheme and fixing some bugs. Some doc is certainly out of date - the playbook doesn't mention the classes for example. doc/handbook.ps, doc/spoiler.ps: rebuilt Note: all the doc/playbook changes also apply to the same files in doc/playbook-html. doc/playbook/Makefile.in, doc/playbook/makeps, doc/playbook/makeps.pl: replace the awk makeps script with the perl one. doc/playbook/items-extract: Don't show invisible items. doc/playbook/levels-extract: Update so that it properly finds the declaration of the levels in living.c doc/playbook/treas1-extract: Clear type when we get a new Object header. was resulting in duplicate entries for the characters. doc/playbook/treas2-extract: Don't include forces of the no_class_face_change as part of characters treasures doc/playbook-html/chap1.html: Update ftp site information. doc/spoiler/Makefile.in, doc/spoiler/makeps.pl, doc/spoiler/makeps: replace the awk makeps script with the perl one. doc/spoiler/items-extract: Add a space after the name match so that it won't match on the name_pl field. doc/spoiler-html/items-extract: Add a space after the name match so that it won't match on the name_pl field. doc/spoiler-html/makeps.pl: Update to handle new naming scheme for images. doc/spoiler-html/spoiler.html: rebuilt. lib/Makefile.in: Fix error in variable not being surrounded by parens. MSW 2002-06-30 server/rune.c: Fix bug that allowed players to use marking runes to create arbitrary objects by embedding a endmsg in the string. MSW 2002-06-26 lib/ban_file: Update comments to describe how it actually works. server/commands.c: Add some time cost to shout, say, and tell commands. This prevents abusive players from issuing huge number of these commands. MSW 2002-06-20 doc/playbook-html/Makefile.in: Remove some superfluous blank lines in the file. configure, configure.in, plugin/Makefile.in: Modify configure script to subtitute PLUGIN_TARGET, have plugin/Makefile not build/install plugin if necessary support libraries are not in place. common/item.c, include/material.h: Move the declaration/initialization of materialtype from material.h to item.c server/main.c: Modify crypt_string so that on Freebsd systems, it will use des_crypt if available, if not, won't encrypt. MSW 2002-06-18 TODO: Additional updates. Add support for loading the EMERGENCY_.. locations from a .emergency file in the map directory. This makes it easy to switch map distributions without the need to recompile. The emergency information is now stored in the settings structure. common/init.c: add EMERGENCY_ defines to default values in setting. Add init_emergency_mappath which loads the information. include/config.h: Remove NEW_WORLD_MAP definition, as it is no longer needed. Update some of the EMERGENCY_.. information as we don't need to include the information for the new world map. include/global.h: Add emergency_.. fields to settings structure. server/login.c, server/main.c, server/player.c: Update references from the EMERGENCY.. values to settings.emergency values. MSW 2002-06-15 lib/Makefile.in: modified so that it doesn't overwrite commonly customized files (eg, motd, dm_file, ban_file). These files will get installed on new installations. MSW 2002-06-14 common/item.c: break out monster description into describe_monster function from describe_item - the later was a really long function. Reveal weapon speed for identified weapons, spell point regen penalty and max speed for identified armor - this was discussed about 6 weeks ago. Clean up the code to reduce the number of redundant if statements and otherwise confusing code in describe_item. MSW 2002-06-14 configure.in, configure, plugin/Makefile, plugin/Makefile.in, plugin/Makefile.old: Modify the plugin module to gets its needed information from configure. configure.in modified to look for Python.h and to find the python library. plugin/Makefile.in is a new file. plugin/Makefile.old is the old plugin/Makefile (removed) - may be useful for sites where configure does not work for some reason. The use of --with-includes=-I/usr/include/python2.2 (or the like) will likely be needed for configure to find the Python.h file. Note - if you are doing a CVS update, you will need to re-run configure with the appropriate options for this change to take effect. MSW 2002-06-13 server/main.c: If on freebsd system, don't crypt the password. Crypt on freebsd behaves diferently, and since there is little reason to encrypt passwords, easier to just leave them decrypted. Fix for sourceforge bug 469017 MSW 2002-06-13 More minor changes, including a fix for the disappearing object bug - this was caused by the flag_links not getting updated the last time new flags were added. Problem probably only showed up now because loader.c wasn't rebuilt until recent changes. -- common/loader.c, common/loader.l: add extern to arch_init, when loading and get an object from a file, complain and ignore it if arch_init is not set (only time we should get object (vs arch) for names is when we load the archetypes file). Add missing entries to flag_links array. common/treasure.c: Fix code so that proper plural names are generated for custom items (potions, flesh items, etc). include/define.h: Add note about updating flag_links when NUM_FLAGS is increased. server/skills.c: don't let players steal from players with FLAG_WIZ set. MSW 2002-06-09 Mostly bugfixes. I'm not sure if this will fix the disappearing arch problem- none of the changes made in the original multiple name would seem to cause it, so hard to say if any of these changes may fix it. -- common/arch.c: Change get_archetype_by_name to be more efficient and not leak memory. Modify code that frees all archetype data to free the name_pl information. Make sure the clone.name_pl is set to NULL. When singularites are created, set the name_pl for them. common/loader.l, common/loader.c: Modify code that fixes up name_pl to be more correct when it fixes up name_pl for old objects. common/map.c: Modify load_map_header so that tile_paths will be normalized - need for editor to be able to load maps that have a multipart object that spans the maps. crossedit/Edit.c: Modify some calls of out_of_map to OUT_OF_REAL_MAP, since tiling code really isn't fully in place for the editor. Modify EditPerformFill so that it actually works and doesn't crash the editor. include/global.h: Move FREE_AND_COPY macro from loader.l to here so that all source code files can use it. lib/adm/map_info: Modify to actually be able to examine just a sub portion of the map directories, and not all of them. Don't always show the unused objects - information isn't very interesting if only a portion is being examined. Modify the exit examining code to properly deal with random maps (if there is a finalmap component, make sure that does exist.) Loade the bmaps file and not the faces file to find valid faces. plugin/plugin_python.c: Add missing %s that described what script was actually loaded. random_maps/special.c, server/alchemy.c, server/c_misc.c, server/gods.c, server/login.c, server/player.c, server/spell_effect.c: Set up proper name_pl value for code that changes the name of objects. server/apply.c: Use FREE_AND_COPY to set up names. Set up proper name_pl values for cases that change name. In apply_lighter, call fix_player if player is lighting an object in his inventory - necessary for the players glow_radius to get updated so the change actually takes effect. socket/request.c: Modify esrv_map_scroll so that it properly clears cells that are moving out of view - failure to do this was resulting in the map1a updating these spaces with empty faces. This was causing fog of war wackiness with the client. MSW 2002-06-06 common/button.c: Fix mood floor code - before, it was changing the moods of all sorts of objects (luggage, itself, etc). Now, it only changes objects above the floor, and only monsters. MSW 2002-05-31 Main change is the addition of name_pl and client_type to object structure. The name_pl contains the proper plural name instance - fixes problem of '2 tooths'. client_type is sent to the client so that client doesn't need to figure out sorting on its own. Client_type is an object attribute, so can be modified in maps to hide the real type. -- common/arch.c: item_matched_string() modified to use the name_pl field when trying to match names, and not to try to make the name plural itself. common/item.c: query_short_name(),query_base_name() modified to use name_pl instead of trying to make the name plural. common/loader.c, common/loader.l: Add code to load and save the name_pl value and client_type. Add logic when object is finished loading to set name_pl value to same as name or arch name if no name_pl is specified - this supports old maps/characters in which the objects dont have a name_pl field yet. Disable logic for need_an and need_ie flags since they are no longer needed. Fix bug that caused elevation not to get saved. common/object.c: Add client_type check for CAN_MERGE function. Add appropriate logice in functions to handle setting, clearing, and copying of name_pl values. Remove unused anim_... fields initialization. doc/Developers/objects: Add information about the name_pl field and client_type. doc/Developers/protocol: Remove item protocol command info - it has been obsoleted. Add information about item2 protocol command. include/define.h: Remote ST1_* values - they were not being used. comment out FLAG_AN and FLAG_NEED_IE values. include/newserver.h: Add itemcmd to socket structure - this is the version of the item protocol command that will be sent to the client. include/object.h: Add name_pl and client_type field to object structure. Remove unused anim_* values. lib/archetypes: rebuilt with new archetypes that contain client_type and name_pl information. lib/bmaps, lib/bmaps.paths, lib/crossfire.1, lib/crossfire.0, lib/faces: rebuilt. server/monster.c: Remove anim_ references that were not being used. socket/init.c: Initialize itemcmd version in the socket to 1. socket/item.c: Remove special handling for clients of old versions - all clients now have to be at least sc_version 1024 (which has been around for a long time). This simplifies a lot of the object code that deals with sending or not sending plural names to the client - now always send them. Change code that sends item to client to use the item revision (currently 1 or 2) that the client wants. If version 2, send along client_type information. socket/request.c: Handle 'itemcmd' parameter in setup command. Make sure it is in proper range. If client is very old (sc_version < 1024) tell them so. MSW 2002-05-30 crossedit/png.c, crossedit/xutil.c: Increase size of temporary buffers that are used when loading images - necessary to allow the editor to run without crashing. include/newserver.h: Remove quick_pos from the MapCell structure. server/main.c: Add code to set the coordinates to the EMERGENCY_X/Y values if using the EMERGENCY_MAP. socket/request.c: Fix code that was causing darkness to get repeatedly sent for some spaces. MSW 2002-05-19 The bulk of this commit is to modify the server to only send the lower rightmost part of multipart archetypes that use the same head. This allows support of big images in the client. common/arch.c: Modify first_arch_pass to figure out the tail_x/y values for multipart archs. Rename the prev variable to head, as that it really what it is. Remove quick_pos info. common/object.c: remove quick_pos info from object. doc/Developers/images: Add notes about using merged images. doc/Developers/protocol: Add information about the map1a command, which is used to for big image support. Remove map2 documentation. include/map.h: Add MAP_LAYERS define instead of using hardcoded value of 3. include/newserver.h: Change the MapCell to use MAP_LAYERS - saves considerable memory. Add defines for MAX_CLIENT_ map sizes. Remove map1cmd, map2cmd elements from socket structure - instead use enumeration of mapmode - only one map type will be used at any time by the client, so no reason to have individual elements - it also makes it easier to add new mapmode commands. include/object.h: remove quick_pos, update_tag from object structure. Add tail_x, tail_y values to archetype structure. include/player.h: Remove some now unused values from the player structure (drawn, floor, floor2, darkmask). These have been superseded by the map cells in the socket structure for quite a while. include/sockproto.h: rebuilt server/player.c: Remove code that initialized the drawn values in the player structure since they no longer exist. socket/init.c: Replace map1cmd, map2cmd elements in socket structure with mapmode element. Modify init_ericserver so that it properly passes an int when setting the SO_REUSERADDR field. socket/request.c: Modify code in SetUp function to use the new mapmode enumeration in the socket structure. Add support for map1acmd setup option. Throughout map code, replace MAXMAPCELLFACES with MAP_LAYERS. modify map_clearcell to take options for values to clear the cell to. Add have_head, check_head, and update_space commands - used with the map1 command to store and find head information. draw_client_map1 modified to support map1a extensions, as well as added logic for checking for heads in blocked and out of viewable map spaces. Some of the code is simplified by using the update_space function, since the logic for processing each layer was otherwise the same. remove draw_client_map2 function. esrv_map_scroll has same logic - some variables and code formatting changes. MSW 2002-05-18 server/login.c, server/c_misc.c: Don't save characters with 0 experience. This apparantly fixes some abuses. MSW 2002-05-18 server/attack.c: Don't generate PLAYER_KILL_PLAYER messages if kill happened on battleground. Also, datestamp the messages. MSW 2002-05-13 server/attack.c: Generate log message when a player kills another player - include the ip address of the killer to make it easier to add them to ban files. MSW 2002-05-06 ------------------------------------------------------------------------------ Changes for 1.2.0: Makefile.in, include/version.h: Update for 1.2.0 release lib/Makefile.in: have it make an archive for the archetypes. MSW 2002-04-28 doc/Developers/protocol: Add documentation about the map2 protocol command. socket/request.c: Fix bad indentation for the map2 function. No actual functional code changes, but some comments updated. Running diff with the -w option will make the changes, or lack thereof, more viewable. MSW 2002-04-28 crossedit/xutil.c: Update to use name of png file. lib/archetypes: collected - pl_dragon arch changed a while back, with no new collect. lib/collect.pl.in: Add some notes about usage if no option is given or if --help is given. server/gods.c: Fix that resulted in weapon/armor restrictions not working. MSW 2002-04-23 Various minor bugfixes. Note the changes may appear larger than they really are due to formatting/indentation changes. Run diff -w to supress those: make_win32/installwin32.bat: Update for new image files. server/c_object.c: Fix SAVE_INTERVAL #ifdef block. It failed to compile as it was written. Simplify code, but it should have the same effect. server/move.c: Modify push_object so that if a player swaps position with his pet, we send a esrv_map_scroll. This should save bandwidth, and also prevents display corruption when fog of war on the client is in use. Add some new comments, adjust some formatting. server/player.c: Fix minor typo in comment. server/skills.c: Modify new_draw_info that is responsible for the "You pray" messages to not have the NDI_UNIQUE flag so that they can get batched up, depending on users value of output-count server/swap.c: Remove swapped out per player unique maps from the list of maps. Reduces cpu and memory consumption by a minor amount, and results in a cleaner 'maps command output. server/weather.c: Add standard crossfire banner to top of file. Modify long long declartion to just be a long. MSW 2002-04-20 socket/item.c: Add checks to esrv_move_object - before it just trusted the client that the destination target to move items into was a container. Now do valid checking that the object can be picked up, that the container can hold it, etc. MSW 2002-04-18 Add utils/crossloop.web.in script. This script is used on metalforge - it generates the backtrace file, compresses the core, and sends out mail. configure.in, configure: Rebuilt to make the crossloop.web script. utils/Makefile.in: Install the crossloop.web script. Include the crossloop.web.in script when making the archive. utils/crossloop.web.in: New file. MSW 2002-04-14 Update to improve image caching and faceset support in the client. The main change is adding the 'requestinfo image_info' and 'requestinfo image_sums' commands. common/image.c: Checksum the bmaps file when we load it - we send this as part of the image_info data. doc/Developers/protocol: Document the requestinfo data. include/global.h: Add extern for bmaps_checksum, and the define for ROTATE_RIGHT which is used for checksumming. include/newserver.h: Update SC version to 1027 so that clients can know if they can issue requestinfo commands. include/sockproto.h: rebuilt lib/adm/collect_images.pl: Add support for it to make a crossfire-images distribution that the client can use to bootstrap its image set. socket/image.c: Change SendFaceCmd to take a NewSocket parameter instead of a player parameter - in this way, it can be used before the AddMe command - this allows the client to download images before issuing that command. Add send_image_info and send_image_sums function which send the requestinfo data to the client. socket/loop.c: Move the askface command from the player commands to the newsocket commands. Add RequestInfo functino that determines the type of request and calls the specific function to deal with it. MSW 2002-03-25 ------------------------------------------------------------------------------ Changes for 1.1.0: Updates for 1.1.0 release - pretty much all minor bug fixes, like compiler warning messages, invalid ANSI C constructs, missing files to include in the distribution. Makefile.in, include/version.h: update version. include/Makefile.in: Add some missing files include/libproto.h, sproto.h: rebuilt to prevent compiler warnings lib/Makefile.in: Include the wizhelp files in the archive. server/apply.c, server/skill_util.c: fix invalid code (function parameter names can't match structs/typedefs), add a missing return value. server/c_move.c, server/c_new.c, server/c_object.c, server/commands.c, server/daemon.c: Don't include the sproto.h if CEXTRACT is defined. server/plugins.c: fix printf command that was printing wrong value type. doc/spoiler-html/Makefile.in: Remove extraneous newline server/player.c: modify play_again to remove the player object if not done so already. This fixes a crash observed on metalforge when a player quit at the roll/swap stats prompt (undocumented that you can use 'q' then to do so). It looks like this should also fix crashes that may be associated with the kick and shutdown wiz commands. MSW 2002-03-12 Added new dragon race to crossfire. Players of this dragon race can gain resistances by eating the flesh of their defeated foes. They can also specify in a certain resistance-type and gain various abilities when increasing levels. This "focus" can be switched by eating very special As announced on cf-devel, this is the patch which adds a new dragon-race to Crossfire. Players of this dragon race can gain resistances by eating the flesh of their defeated foes. They can also specify in a certain resistance-type and gain various abilities when increasing levels. This "focus" can be switched by eating very special flesh, which will be available for sale. Dragon players gain special titles which cannot be overwritten by manually set titles. AndreasV 2002-03-01 lib/collect.pl.in: Modified so that it uses the image.base.xyz.png to make sure each listed face in objects has an image, and not the old xbm images for that task. Also, ignore all files that end in .png, .xpm, or the face extension - consider them legitimate files for the arch directory. MSW 2002-02-25 socket/image.c: Change type of image data to be uint8 from char. Checksums were being incorrectly calculated when using the char type. MSW 2002-02-25 server/main.c: If exit is damned, update players death & WoR home-position and delete town portal. server/apply.c: Fix bug in move_apply. return was used instead of goto leave, so recursion_depth wasn't decremented. mids 02/13/2002 server/spell_effect.c: Fix bug in summon_cult_monster that would result in crash if monster was killed when inserted. MSW 2002-02-10 common/map.c: load_map_header: If the map message is empty, don't copy uninitialized data as the message. This fixes various crashes. lib/Makefile.in: Remove the adm/*xpm* utilities, as they are no longer needed or distributed. server/apply.c: set the player speed to zero after they use a savebed. Fixes crashes with players that have constant image animation (fireborns) when they apply the savebed and the map then gets swapped out. server/plugins.c: Fix some serious memory leaks. Some still remain, with my comments included. server/skills.c: Removed unused variable. MSW 2002-02-05 include/player.h include/sproto.h server/c_chat.c server/player.c: New player command 'reply', replies to the last person who told you something. server/c_wiz.c: New DM command 'teleport', lets a DM teleport next to target player, it is an inverse summon. server/commands.c: Add hooks for 'reply' and 'teleport'. mids 2002-01-16 TODO: updated with bugs, remove things that have been done and are no longer TODO's. configure.in, configure: Remove lib/xpmtopix.pl file form those to be built, as that file has been removed. common/object.c: Fix bug in check_walk_on which would result in spell objects not being properly processed - the intention is not to process spell objects - we should stop going up (in previous loop) when we get such an object, not on the way down. This fixes directors not working really well. MSW 2001-01-13 Add the concept of overlay maps to the code. An overlay map is a map which is loaded on top of another map, replacing values in the header, and placing objects on top of other objects. This is the fundamental part of the new weather code, but also can be used to allow dynamic editing of the worldmaps by DM's eventually. garbled 2002-01-01 server/spell_effect.c: fix animate_bomb so that if the bomb is in a container, it does not crash the server - the problem was that it was calling drop, which would then drop it right back into the container. also, the x and y coordinates were not being properly set. MSW 2001-12-31 This change lets the server have multiple image sets. The client can then request which image set to use, and the server will use that image set, falling back to other sets as necessary. I have tested this with CVS client, and works fine at least in terms of old functionality. = doc/Makefile.in: Add images file which describes image guideline. doc/Protocol: Various updates - some things missing, added other notes about facesets. doc/images: New file, describes guidelines for image sets, as well as some of the internals include/newserver.h: Update for multiple image set - redid most of the image definitions as they were out of date with only png being supported. include/sockproto.h: rebuilt lib/Makefile.in: remove crossfire.png, add crossfire.0, crossfire.0. Update build directions to use crossfire.0 instead of crossfire.png lib/adm/collect_images.pl: Modified to collect all the image sets, remove support for collect xpm and xbm images. lib/crossfire.0: new file, base images lib/crossfire.1: new file, alternate images lib/image_info: New file, describes image sets. lib/crossfire.png, lib/xpmtopix.pl.in: Removed - no longer needed. socket/Makefile.in: add image.c file. socket/image.c: Moved all image related data in this file - this includes loading the image files, as well as the protocol commands. socket/init.c: move read_client_images to image.c file. set ns->faceset and ns->facecache to 0. Move freeing of image data to image.c socket/request.c: fixed some indentation inconsistencies.add setup commands for faceset as facecache. Move SetFaceMode,SendFaceCmd,esrv_send_face to image.c file. MSW 2001-12-31 common/loader.l, common/loader.c, common/object.c, include/object.h, socket/item.c: Remove sub_type and sub_type2 information - these were poorly named fields and not properly implemented. common/treasure.c: Add missing return type to change_treasure function. crossedit/Edit.c: Add SET_MAP_FLAGS macro to set P_NEED_UPDATE flag before calling update_position. include/config.h: Add NEW_WORLD_MAP selection which results in proper emergency save paths if you are using the maps-bigworld distribution. server/c_wiz.c: Fix the formatting (indentation) of the command_create function. No actual changes in how it runs, but the old formatting was really terrible and inconsistent. server/main.c: remove call to send_mapstats_cmd server/monster.c: Update the comment style to be proper, as well as the comments themselves. socket/request.c: Fix up improper indentation in esrv_update_stats. remove send_mapstats_cmd function. MSW 2001-12-23 Lots of changes here. Basically implement a night and day system, as well as tracking of game time. A clockdata file is now created and updated by the server to increment time. Time increases by 1 hour, approximately every 2 minutes of real time. Right now this code has virtually no effect, but as maps are updated with outdoor settings, nightfall will occur automatically. The time command has been modified to show the current game time, and the clock objects have been changed to show the game time as well. garbled 2001-12-18 common/map.c: Fix some bugs relating to map tiling. MSW 2001-12-16 common/object.c random_maps/Makefile.in server/c_wiz.c server/player.c server/plugins.c server/timers.c socket/request.c: Most of the changes are to just fix compiling warnings or errors so that it compiles on sparc solaris with the workshop compiler (things like }; should just be }). Declaration for alphasort was missing in plugins.c. random_maps/Makefile.in had the wrong order in linking - the system library needs to be linked in after the crossfire libraries. crossedit/App.c: Fix for running on 8 bit color - colormap was not being initialized to usuable default value. crossedit/xutil.c: Broken code when duplicating faces for undefined images. That code should never really be used, as pixmaps currently are always contiguous. MSW 2001-12-15 Include mapstats cmd for extended clients (sdl iso). Cmd is needed for automaps ambient media infos, map name and map parameter infos. Paramter infos are used for "fire & forget" animation tags inside the map2 cmd (next patch). server/main.c: include a automatic mapstats cmd every time the player enters a new map. Its the "default" mapenter cmd. The script event should used for special cases. include/sockproto.h and socket/request.c: include the mapstats cmd function. MT 2001-12-03 This checkin for the most part removes support for xpm and xbm graphics - now the only image supported is the png. common/arch.c: comment out printing on warning of object having no type - getting 300 meaningless messages at startup is annoying. common/image.c: Remove X11 color information from colorname array. Remove processing of color_fg and color_bg information from face file - only use color_fg if no magicmap information is available - foreground and background infoformation was only needed for bitmap graphics. common/loader.c, loader.l: Add elevation element, comment out some logging messages that are excessive and only really relevant for people who want to fix them (really should be in the collect script anyways). Remove some unused code. common/map.c: add outdoor field to map structure - add support for loading and saving it. crossedit/App.c,crossedit/CrUtil.c, crossedit/Defines.h, crossedit/crossedit.c crossedit/xutil.c: Remove support for non png graphics. crossedit/Attr.c: Add support for elevation variable, remove code for non png graphics. doc/map-technical: Add note about outdoor field. include/face.h: remove fg, bg fields from face struecture. include/global.h: Update colorname array definition. include/loader.h: Add V_ELEVATION field. include/map.h: Add outdoor field to map structure. include/newserver.h: Update types so it only loads/knows about png information. include/object.h: Add elevation field to object structure. lib/Makefile.in: Remove support for building crossfire.xpm and crossfire.xbm files. lib/animations, lib/archetypes, lib/bmaps, lib/bmaps.paths, lib/crossfire.png, lib/faces: Rebuilt. Main difference is a few sea types, and the fact that it hadn't been collected for a while. server/spell_effect.c: Modify dimension door so that it calls MapNewmapCmd so that fog of war does not get confused. Also, removes call to draw as functions further up will do that. server/spell_util.c: Remove color information from attack information that shuffle_attack uses. socket/init.c, socket/request.c: Remove support for non png images. MSW 2001-12-02 Various minor bugfixes - common/loader.c: rebuilt include/map.h: Change width,height,enter_x,enter_y to be 16 bit instead of 8 bits. lib/treasures: change skull treasure to tooth instead of skull_tooth since the later is not currently in the distributed archetypes file server/monster.c: Optimize some code, remove some other that is not used. server/plugins.c: Fix un initialized value in initPlugins that would cause crash at startup if plugin directory does not exist. MSW 2001-11-13 common/object.c: Modify copy_owner so that if a player is passed in as the object to copy, we properly set that player as the owner of the object instead of returning. This fixes the lack of exp when poison inflicted from a weapon kills something. MSW 2001-11-05 common/map.c: Fix bug in get_rangevector which was causing reverse of documented procedure. This also resulted in monsters not attacking adjacent creatures with physical attacks. MSW 2001-11-03 Add weapontypes to the game. These are currently used for nothing other than messages, which are not fully written yet. Players should not see them appear yet. Fix the bug where you opened a door with a key and saw "You ." Fix a bug in the PLUGIN code where current_weapon wasn't set when the player loaded from savefile. Take the setting of current_weapon out of #ifdef PLUGIN garbled 2001-10-31 server/spell_util.c: Add out_of_map check to can_see_monsterP. Fixes crash when casting ball lightning/divine shock (and likely other events) on maps not surrounded by walls. MSW 2001-10-07 New attacktype messages for damage. Now it gives you the message for the damage type you actually did. So if you are attacking with stormbringer, you get electrical or drain-based messages. Also added special messages for the attack-based skills like punching, karate, etc. garbled 2001-10-06 common/map.c: Add INS_ON_TOP flag to insert_ob_in_map calls to preserve stacking order. Modify update_position to generate map spaces with more proper order. common/object.c: Modify insert_ob_in_map so that it preserves stacking if INS_ON_TOP is set. crossedit/CrEdit.c: Add missing code that would draw third face on a space. include/object.h: Add INS_ON_TOP flag/define. random_maps/exit.c: Modify code so that if the random maps leading to a special map are reset, they will properly link in with an already loaded final map (and update exit from final map back up) as needed. Also fix bug in that if the final map has been reset, a new one will now be properly loaded. random_maps/random_map.c:Update minimum size to be 7 (up from 6) - fixes bug which caused crashes when square_spiral maps of 6x6 would fail to generate. random_maps/random_map.h,random_maps/room_gen_onion.c: move OPT_values from room_gen_onion to random_map.h since the square_spiral code uses them. random_maps/square_spiral.c: Update call to map_gen_onion to use OPT_.. values instead of constant integer. random_maps/treasure.c: Add some casts to sprintf statements to eliminate some compiler warnings. server/main.c: Modify enter_exit code such that a random map has reset, we generate a new random map. This can happen when the random_map resets before the map that leads to them resets. MSW 2001-10-06 Add a new command category called communications commands. Place tell, shout and say in here. Also create emotion functions. These functions have no real effect on the game, but make communications between players more colorful and fun. They are mostly fluff. Included with this patch are two new convenience functions, new_info_map_except, and new_info_map_except2, which allow the programmer to write to an entire map, except for certain individuals. garbled 2001-09-27 Add complete processing code for luck. This new code removes all previous instances of luck, and adds a few new convenience utilities. Now, every die roll in the game is affected by luck in some small way. This causes luck to be an intangible benefit to the player, without totally unbalancing the game. The new functions are random_roll, die_roll, and rndm, which should be used in place of RANDOM() whenever possible. garbled 2001-09-26 This checkin mainly fixes multipart teleporters - they should now work properly. Also a minor fix to make the new pickup code work. server/apply.c: apply_shop_mat rewritten to be more 'presentable'. Minor changes were needed in any case to pass the player/creature a a second object to teleport. server/c_object.c: change the sscanf to be unsigned when getting value for new pickup mode. At least on my system, if the value in the string was larger than the max signed value, sscanf set it to the max value. server/move.c: teleport function largely re-written. Instead of the third arg being the 'originator', it is now the object to teleport. This allows the head of the teleporter to get passed to this function even if the object to teleport is not on the head. server/time.c: move_teleporter modified to also check for objects on the other parts of multipart teleporters. Also, pass the head object to the teleport function so that proper destination is used. MSW 2001-09-02 Add Nils Lohner patch that new selections to the pickup mode. include/define.h: Pickup type defines added. include/player.h: Change mode (pickup mode) to 32 bits. server/c_object.c: command_pickup function modified to support all the new pickup options. server/player.c: Fix for path_to_player to prevent crashes. Add check in move_player_attack just in case. check_pick function modified to support new pickup options. do_some_living modified to eat flesh items if player is starving and they don't have any food. server/spell_effect.c: cast_detection modified so that detect magic/curse will not show objects beneath the floor. Change so that detect_monster and detect_evil spells copy the face of what they detected - gives better appearance on client. socket/item.c: fix bug LookAt that ws checking blocked_los on wrong offset. MSW 2001-08-28 Enhancements to make monsters 'do the right thing' with relation to tiled maps (ie, will detect players and attack them if on an adjoining tiled maps). This involved a rewrite of path_to_player - I've tested this out, and if anything, it seems that monsters may be more aggressive on spellcasting. ++ common/map.c: blocked modify to make sure it is checking valid coordinate value. blocked_link,blocked_two modified to translate for tiled maps. Add load_and_link_tiled_map which loads a tiled map and links in all pointers relative to adjoining maps. out_of_map modified to use this function instead of doing the work itself. Add get_rangevector function that returns offset, direction, and distance between two objects, taking into account tiled maps. get_rangevector_from_mapcoord added which is similar to get_rangevector, but takes a map and coordinates instead of a second object. on_same_map function added which returns true if the two objects are on the same logical (ie tiled) maps. doc/crossfire.doc: Add note about what Int does for monsters. include/map.h: Add some comments, and add structure for rangevector function return values. server/attack.c: add calls to on_same_map instead of doing op->map comparisons. server/monster.c: Many functions modified to properly handle tiled maps properly. server/pets.c: get_pet_enemy modified to know about tiled maps. server/player.c: get_nearest_player modified to know about tiled maps. path_to_player rewritten to know about tiled maps - I think some other bugs were also fixed in return values. Split player_attack_door from move_player attack to keep functions a more reasonable size. move_player_attack, player_can_view modified to know about tiled maps. server/skills.c: can detect_enemy modified to take another parameter - call in steal updated to pass this parameter. server/spell_util.c: ok_to_put_more, can_see_monsterP modified to handle tiled maps properly. socket/item.c: look_at modified to return proper results when player looks at something on an adjoining tiled map. ++ End of checkin common/object.c:decrease_ob_nr modified to correctly update client when player uses item from container that is on the ground (bookshelf for example) server/time.c: move_teleporter modified to skip over wall/floors and teleport whatever is above them. MSW 2001-08-05 common/map.c: modify link_multipart_objects to preserve name and title of head when making the more parts. modify update_position so that it should never show an invisible face to the player. common/object.c: fix check_walk_on so that spells will now properly get affected by spinners and directories. include/sockproto.h: Rebuilt to include MapNewmapCmd server/hiscore.c: Fix crash if player savebeds map on map which does not have a name. Use the path instead. server/move.c: modify teleporter function to send MapNewmapCmd to client if player got teleported. Needed for fog of war code. server/time.c: modify move_teleporter so that it will not teleport walls. socket/Makefile.in: Modified to use cproto to generate proto files. MSW 2001-08-04 common/Makefile.in crossedit/Makefile.in doc/Makefile.in doc/playbook-html/Makefile.in doc/spoiler/Makefile.in doc/spoiler-html/Makefile.in lib/Makefile.in lib/crossfire.png random_maps/Makefile.in socket/Makefile.in utils/Makefile.in: Fix up so that distclean now clears out all appropriate files - MSW 2001-08-01 common/map.c free_map Set in_memory status to MAP_SWAPPED - fixed bugs of maps not getting reset properly common/object.c: insert_ob_in_map - was passing wrong value to check_walk_on, resulting in some things not working as expected. doc/Protocol: Clarify how the sending of the version command works. server/move.c: move_ob redone. It should hopefully be more efficient (only' remove objects after verifying they can in fact move). IMO, code is also simpler, and hopefully has fewer bugs. socket/init.c: InitConnection - modified to set faces_sent[0] to one so that we will never send any information about face 0 to the client. facecode 0 is sent in the map1 command to clear spaces/layers. MSW 2001-07-30 Added support for the newmap cmd needed for the fog_of_war code in the gtk client. include/newserver.h: added newmapcmd:1 to NewSocket struct server/main.c: added call to MapNewmapCmd in enter_map() socket/init.c: init code for new newmapcmd value in NewSocket socket/request.c: deal with "newmapcmd" value in client setup string Added MapNewmapCmd( player* pl) function. SMACFIGGEN 2001-07-21 common/object.c: remove_ob - set P_NEED_UPDATE before calling update_position to prevent warnings from update_position being called with P_NEED_UPDATE being set. MSW 2001-07-19 socket/request.c: Fix bug in map1 command which resulted in it sending too much data with even maps. For example, if the client requested a 16x16 map, the server would effectively send a 17x17 map to the client. MSW 2001-07-19 +++ Major redo of map code: 1) Remove encounter map support (with the much better random map code, I don't see much reason for it) 2) Remove map_ob from map structure, and instead store relevant information in map structure itself. Remove strange meanings (stand_still meaning fixed reset time for example) 3) Redo internal structure of map and how information on each space was stored - this should make future extensions much easier, as well as making debugging easier. 4) Make USE_LIGHTING standard part of game. 5) Redo how lighting objects are handled - instead of making a linked list of the light giving objects, at field to mapspace that contains lightsource for the space. 6) Rewrite insert_ob_in_map to take optional parameter that determines other behaviour. This replaces insert_ob_in_map_simple. Function now does sorting of some objects, so performance for lots of spell objects on one space should be much better. 7) Change how multipart objects are saved. Now only save the head, and link in the rest of the parts when map is loaded. Additional parts linked in are put just above floor level when linked in, so things like shops won't hide items that someone drops on them. For monsters, this linking shouldn't be a problem - once they start moving, they will get relinked as normal (on top). 8) Modify update_object to only call update_position when necessary (ie, space attributes change). Otherwise, let the map transmission code call update_position when necessary (ie, in players view) - this saves cpu time as time will not be spent updating spaces that no one will see (before, how the space looks was updated whenever a space had an object added or removed). TODO: remove some things that have now been done. common/Makefile.in: Remove ltostr.c and sqrt.c from list of files common/ltostr.c, common/sqrt.c: Moved into porting.c common/anim.c, common/button.c, common/item.c: Update calls to update_object common/living.c: have fix_player calculate light value for player/monster. common/logger.c: Remove code that has server exit if too many LOG messages happen too quickly. This was not a reliable mechanism, and it should really be up to the functions doing the logging to know if they can continue or not. common/los.c: Changes on how it deals with lighting on maps - get light value from map space array instead of using the linked list. Functions that managed the light list have been removed. Change logic of line of sight function to be more efficient (before, we may examine the same space multiple times). rename update_all_los to update_all_map_los, and change update_all_los to take coordinates so that we only have clients within view of the change recalculate los. Also, have update_all_los check for tiled maps that may have clients that need to get updated. common/map.c: remove refresh_map - this used to be used to try to recover from map errors if many_cores was not set - IMO better to core and just restart and really fix the error than try to deal with possible corruption that may otherwise result. Move open_and_uncompress and close_and_delete functions to porting.c - they are 'common' functions that are not related to the map code. Remove some lighting related code, as that is no longer done with a list. Many modifications because of new map structure. And logic to load and save the new map structure format. Modify many of the functions to take map tiling into account. Change way multipart objects are saved, and add logic to relink objects when maps are loaded up. Remove some functions that are only used by the editor into the editor. Move update_position from object.c to map.c as it is better placed in map.c. Modify function to figure out light for a space. Make out_of_map a function that knows about map tiling. New function - get_map_from_coord which knows about map tiling and does coordinate and map translation. common/object.c: Have update_object take another parameter which tells update object what has changed about the object. This lets the function know if it should call update_position right away or if it can just mark the space as needing an update at a later time. move update_position to map.c. insert_ob_in_map: now takes another parameter that describes actions not to do. modified to know about map tiling and do appropriate translation. Does some object sorting so it should handle spell objects more efficiently. insert_ob_in_map_simple is now replaced by using appropriate flag to this changed version of insert_ob_in_map. Clean up remove_ob - seemed to have done things in a more complicated fashion that is no longer necessary. Modify check_walk_on to look at all objects on space, not those below the object - with changes to insert_ob_in_map, new object won't always be on top. common/porting.c: functions from ltostr.c, sqrt.c, as open_and_uncompress close_and_delete, make_path_to_file from map.c common/treasure.c: Modified to use updated insert_ob_in_map crossedit/Attr.c: Rename Layout to AppLayout so other files can use it. crossedit/CrEdit.c: Modified to use new map header. Modified drawing routines, as face values could be null crossedit/Edit.c: Move many functions from common/map.c that are only used here and thus don't need to be in common/map.c. Modify to use new map structure. crossedit/Makefile.in: Change to use cproto to make proto.h file. crossedit/png.c: change user_read_data to be static so proto doesn't pick it up. doc/Makefile.in: add map-technical to list of files. doc/crossfire.doc: remove map information that was in this file. doc/map-technical: new file. Describes inner workings of how the maps work. include/config.h: remove RANDOM_ENCOUNTERS (no longer available) and USE_LIGHTING (now standard part and always on). include/define.h: move P_... values to map.h include/global.h: add definition for compression externals, as they are used in a few files. remove map macro functions - moved to map.h as appropriate. Add FREE_AND_CLEAR macro that frees data and then sets the pointer to NULL. include/map.h: Largely redone - many new macros, new map structure. include/object.h: remove lights object link pointer from objects. At some #defines that are the flags for update_object and insert_ob_in_map include/player.h: Add a few comments. random_maps/decor.c,random_maps/door.c, random_maps/exit.c, random_maps/floor.c,random_maps/monster.c,random_maps/special.c, random_maps/standalone.c, random_maps/style.c,random_maps/treasure.c, random_maps/wall.c: modified to use modified insert_ob_in_map function, use new macros to access map structure related data server/Makefile.in: Remove encounter.c file. Use cproto instead of cextract to create proto file. server/alchemy.c,server/attack.c,server/c_object.c,server/c_wiz.c, server/disease.c, server/login.c, server/main.c, server/monster.c, server/move.c, server/pets.c, server/player.c, server/resurrection.c, server/rune.c, server/shop.c,server/skill_util.c, server/skills.c, server/spell_effect.c, server/spell_util.c, server/swap.c, server/time.c modified to use modified insert_ob_in_map function, use new macros to access map structure related data. change calls to update_all_los, remove lighting related code. server/apply.c: modified to use new insert_ob_in_map function. Update calls to update_object. remove RANDOM_ENCOUNTER code. for exits, modified to use the head for valid coordinates since the other parts may not have valid values since they are not saved out to disk anymore. server/c_misc.c,server/hiscore.c: modified to use new map structure/information. server/commands.c: remove dumplights command. server/encounter.c: removed - code no longer used server/init.c: remove RANDOM_ENCOUNTERS code. server/script.c: change Script_getMapObject to return NULL since there is no longer a map object. Modify to use new insert_ob_in_map and update_object functions. socket/info.c: Modified to use new map structure/macros socket/request.c: Modify draw_map_routines to use get_map_from_coord so that it properly deals with tiled maps. Modified to deal with potentially NULL face values. Modified update routine to call update_position for spaces within player view which need an update MSW 2001-07-13 +++ common/object.c, common/player.c, include/object.h, server/skill_util.c: Remove the unused LINKED_SKILL code. common/Makefile.in: Use cproto to make prototypes - cextract fails for some reason and now seems unsupported. Cproto generates a bunch of warnings, but does do the job. common/arch.c,server/apply.c, server/main.c, server/monster.c: cleanup some compile warnings (unusued variables, returns without value doc/playbook/Makefile.in: Create proper dependencies for files. doc/playbook/treas2-extract: Add player_force to value to ignore. doc/spoiler-html/spoiler.html: rebuilt server/skill_util.c: Remove the unused LINKED_SKILL code. Prevent characters that have meditation skill from learning melee weapon skill. MSW 2001-06-28 doc/Protocol: Add 'darkness' setup option documentation. include/newserver.h: add darkness element to socket structure. include/script.h,server/script.c: remove static declaration from script.h, move it to script.c socket/init.c: init darkness element in socket structure. socket/request.c: Add support in setup command for client to set if it wants darkness information or not. Modify map update functions such that if the client does want darkness information, server does not send it. Improve darkness handling so that if using the map1 protocol command, send darkness for first blocked space due to darkness - this makes it possible for client to interpolate results better. MSW 2001-06-16 common/item.c: Add boots and gloves to items which are not magical just because they have resist physical. This bug resulted in most all boots and gloves being shown as magical, even though they had no special properties. socket/request.c: remove some dead code. Memset entire map cell to zero when scrolling and the map is cells is one that was not in view. This fixes redraw problems when using large viewable maps. MSW 2001-06-11 doc/Protocol: update information for the mapcmd, add map1cmd to section of setup commands. include/newserver.h,socket/init.c: add map1cmd element to socket structure that determines which protocol (map,map1) will be used for sending the map. socket/request.c:add 'map1cmd' to list of setup options. when sending the map, use the map1cmd element to determine what protocol command to use to send it. MSW 2001-06-07 server/shop.c: Fix bug that resulted in items in shop being paid, as well as not generating proper listing. MSW 2001-06-06. Checkin of code that supports larger map sizes (configurable in config.h). common/los.c: update los code since it only handled 11x11 maps. Now uses formulatic approach so any map size should be supported. This does result in a few more spaces getting blocked around corners, but it doesn't seem that bad - certainly not compared to the ability to have larger viewable maps. common/map.c, crossedit/CrEdit.c, crossedit/Edit.c, include/global.h, include/map.h,random_maps/monster.c,random_maps/special.c, random_maps/standalone.c, server/apply.c,server/c_misc.c, server/spell_effect.c,socket/info.c: change mapx,mapy to what they really point to, as it prevented using those as variable/structure element names. common/object.c: update_position - if faces for different layers are duplicate, set the duplicates to be blank to increase client update efficiency. doc/Protocol: Add map1 command description, update setup command to describe setting of mapsize. include/config.h: add MAP_CLIENT_X/Y to set maximum map size we can send to the client. include/newserver.h: add mapx, mapy values to socket structure include/player.h: Use MAP_CLIENT_X/Y for sizing arrays that hold map related information in player structure. server/player.c: As per player.h above, use appropriate sizing when initializing player stucture. server/shop.c: Update mapx,mapy like above, but re-do shop listings code as it was doing a lot more work than necessarily (I think some changes got put in for sorting, and the old object manipulation was never removed when that got done) socket/init.c: set default client map size to 11x11 in the socket. socket/item.c: LookAt - change checks for position checking (such that you can only look at things in bounds) use max viewable map size. socket/request.c: Make setup commands a little more forgiving if there are extra spaces. Add 'mapsize' command to setup command. Update old map sending code to use socket map sizes (to support even smaller than normal maps, or 13x13 or 15x15 maps). add draw_client_map1 command which implements the map1 protocol command. MSW 2001-06-03 random_maps/treasure.c, wall.c: fix a problem where hidden doors surrounding a treasure could destroy exits. --PeterM 5/31/2001 Make ALLOW_SKILLS standard part of game (remove #ifdef's for it) Files affected: common/living.c common/object.c common/treasure.c include/config.h include/player.h server/apply.c server/attack.c server/c_move.c server/c_range.c server/c_wiz.c server/commands.c server/init.c server/login.c server/monster.c server/player.c server/rune.c server/skill_util.c server/spell_util.c Make MULTIPLE_GODS standards part of game (remove #ifdefs for it) Files affected: common/readable.c include/spellist.h include/config.h server/attack.c server/gods.c server/skills.c server/spell_effect.c server/spell_util.c doc/Makefile.in, doc/Protocol: Add protocol description file here instead of in the client distribution. include/global.h: Move declaration of MAX_EXP_CAT near top of file so it is set before player.h is included. include/newclient.h: Add CS_STAT_SKILL* values for sending skill experience information to client. include/newserver.h: Add skillexp value to socket struct which determines if client wants skill experience informatiion. include/player.h: Add skill information tracking to player structure so we can easily know when to send updates to client. random_maps/expand2x.c: remove unused variable to prevent compiler warnings. random_maps/square_spiral.c: Include prototype information on all systems, not just win32 to prevent compiler warnings. server/skill_util.c: Initialize skill pointers to make it easier to find skill information when we want to update client. socket/init.c: Init socket->skillexp to 0. socket/loop.c: Fix indentation of table - whitespace change only socket/metaserver.c: Minor fix to prevent compile warnings (on the sprintf that composes the data to send to the metaserver) socket/request.c: Redo SetUp function to be more compact and IMO simpler as wll as easier to read (functionality remains the same). VersionCmd modified to warn users of on dxclients (code on MT) StatsCmd added to send skill information if client wants it. The sending of skill experience is by MT, rest of the changes by me. MSW 2001-05-28 common/readable.c: When making recipe books, give the recipe that they are for in the title. Makes it more worthwhile to buy them. lib/treasures.c: Increase the chance of readables in chests some (in fact, add a chance.) MSW 2001-05-25 lib/artifacts: Reduce potency of Poison artifact foods. server/apply.c: When eating poison artifact foods, hit player with poison attacktype instead of just subtracting hp. This way people with poison resistance get proper benefit. MSW 2001-05-24 doc/metaserver, doc/Makefile.in: Add metaserver file which describes working of metaserver and format of data fields. socket/metaserver.c: Add reporting of inbytes, output bytes, and uptime in seconds to notification of metaserver MSW 2001-05-24 server/player.c common/living.c include/libproto.h: New experience loss on death policy implemented. (As per consensus.) 3 levels or 20%, whichever is less. --PeterM 5/24/2001 server/spell_util.c: Fix typo in polymorph code (when enabled in config.h) MSW 2001-05-24 server/disease.c: replace disease->owner check with get_owner. MSW 2001-05-24 server/pets.c: pet_move - fix formatting to be 4 space indentation. if we remove the monster, free it here instead of having move_monster do it. Add check for was_destroyed after first call to move_ob - crashes have been observed in that function, and I believe that is the cause. server/monster.c: move_monster: let pet_move free the pet if necessary. server/spell_effect.c: Clear sleeping flag of monsters when casting summon pet monster (or other creatures). Some archs have this value on by default, so the monsters don't follow the player until an enemy is found. MSW 2001-05-22 socket/item.c: Don't raise player to top of stack when they look at something. I think this may be causing server crashes in some circumstances - plus its not really needed anyways. socket/loop.c: block_until_new_connections: Add call to flush_old_maps so maps are reset while waiting for a new player. MSW 2001-05-22 configure.in, configure: Fix png and Xpm library detection. Suggested patch by Yann Chackhoff, applied by MSW 2001-05-20 ------------------------------------------------------------------------------ Changes for 1.0.0: common/living.c: Fix AC wrapping problem - now limit ac to +/- 120. MSW 2001-05-12 include/config.h: Add NO_POLYMORPH feature selection include/spellist.h: If NO_POLYMORPH is set, make it so that polymorph will not show up in wands/rods server/spell_util.c: Handling for NO_POLYMORPH selection MSW 2001-05-11 server/rune.c: Make sure rune message is newline terminated. Fix map corruption problem. MSW 2001-05-10 Various improvements to make finding memory leaks easier. common/anim.c: Add free_all_anim function common/arch.c: Modify free_all_arch to free more data common/init.c: If running under MEMORY_DEBUG, don't pre-allocate objects. common/map.c: Add free_all_maps functiion. common/object.c: Modify object allocations if using MEMORY_DEBUG to only malloc one object at a time, and not pre-allocate objects. common/readable.c: Fix memory leak. common/shstr.c: Include autoconf.h so it can pull in dmalloc.h file. include/config.h: Remove notes of what was removed a long time ago. Add MEMORY_DEBUG option. include/libproto.h, include/sockproto.h, include/sproto.h: automatic rebuild server/c_misc.c: Fix 'malloc info command so it reports right memory total for maps. Add command_style_map_info which sums up memory used by style maps. server/commands.c: Add style_info wiz command which dumps memory usage for style maps. server/init.c: Have sighup handler call cleanup function. server/main.c: Fix clean_tmp_files which could result in crash if one of the maps in memory has 0 reset time. Modify cleanup function to free more data. server/player.c: op_on_battleground: Fix compile warning about unuused variable. socket/init.c: Change name of free_all_ericserver to free_all_newserver, have it free all face data. MSW 2001-05-08 socket/item.c: Modify look_at to not stop when it finds the first invisible object. server/monster.c: Modify monster_check_pickup to check to see if the next object got destroyed. I'm not sure the exact way this happens, but I've seen one crash where this did happen - I'm guess some function further down in the monster_check_apply look may call this or destroy the item. MSW 2001-05-01 common/object.c: Add clear_owner function. include/libproto.h: rebuild. server/player.c: Modify op_on_battleground to look for battleground anyplace on space. Temp for for wall of thorns on space - as long as maps don't try to abuse the use of battlegrounds, should be OK. server/time.c: Add clear_owner call to stop_arrow. Fixes problem of thrown objects not getting saved. MSW 2001-04-28 common/object.c: Have update_object map the look window for redraw if the object is not something the client normally animates (like a lever). MSW 2001-04-27 server/apply.c: Modify apply_id_altar check for player - had a && instead of a ||. socket/item.c: Modify ApplyCmd so a removed player can not apply objects. Fix crashes caused by players applying savebeds after they have used the bed. MSW 2001-04-26 server/spell_util.c: have put_a_monster generate random monster abilities. TODO, doc/mapguide: Various minor updates. MSW 2001-04-25 server/c_object.c: Pass right object to query_cost_string so that if you pick up an unpaid object into a container, it generates the correct price. MSW 2001-04-22 server/c_wiz.c: fix shutdown and reset_map wizard commands/function so they no longer crash the server. MSW 2001-04-22 server/monster.c: add check to was_destroyed when monster fires an arrow. Call was certainly missing, and appears to be responsible for crash. MSW 2001-04-20 server/player.c: Clear op->chosen_skill when we get to the play_again prompt. Otherwise, the server may try to use this later on, and it no longer points to a valid object, so it results in a crash. MSW 2001-04-19 server/skill_util.c: Add missing call to out_of_map in skill_attack which could result in crashes if player is at edge of maps and decides to attack in direction off map. MSW 2001-04-18 server/attack.c: Remove error message about golem without owners, also add better checking before clering the op->contr->golem field. common/map.c: set status flag on maps to MAP_SAVING so remove_ob does not do extra work when we are deleting a map (ie, immediate reset) from emory. server/skills.c: If someone is stolen from a player, send an esrv_delete_item to the client so the clients inventory remains correct. MSW 2001-04-16 common/re-cmp.c: Modify re_cmp functiion so that it properly matches strings not at the start 'ie, dude chain will now match against the chain value'. server/monster.c: Properly alter direction monster moves if they are feared or confused. It was properly altering direction when monsters were using range attacks, but not if they were just wanting to move. MSW 2001-04-12 common/living.c: Don't use the last_heal object in experience objects as sp regen penalty. This should fix the problem of inconsistent sp regen rates - last_heal is used in experience objects if the permanent experience option is turned on. MSW 2001-04-11 PeterM: server/spell_util.c: fix peace so it gives experience common/button.c: change the "error" to a "debug" message to reduce server crashing. ------------------------------------------------------------------------------ Changes for 0.98.0: server/skills.c: Modify inscription so that when inscribing cleric spells, it reduces grace. Before, reduced mana no matter the type of spell. server/c_object.c: Fix bug in pick_up where it was not using the right count for picking up objects if the player did not specify one. This allowed players to put objects into containers that should not really fit. server/player.c: Don't let players shoot arrows at themself. Also, minor changes to use new_draw_info_format. server/swap.c: If recycle temp maps, don't save out random maps to get recycled. MSW 2001/04/07 PeterM 2001/04/06: include/libproto.h common/object.c server/apply.c server/spell_util.c Added a new function: instead of stacking many burnout or firetrail objects, only 1 per square is added. Real reduction in server overhead. No reduction in cosmetic effect. common/porting.c: Fix compile warnings/bugs introduced by Win32 changes. server/time.c: Modify move_player_mover so that it determines direction of the mover and then process accordingly, as well as formatting changes. server/c_object.c: modify examine so that it properly shows info about magic bullet spell books. MSW 2001-04-05 common/item.c: Modify identify function to clear the NO_SKILL_IDENT flag so objects will now merge. Also, once the object has been identified, the no_skill_ident doesn't have meaning anymore. MSW 2001-04-03 server/c_object: Modify examine command to only be able to examine valid objects, and not whatever is on top of the space, which may be insivisible. MSW 2001-04-01 include/sproto.h, server/c_wiz.c server/main.c server/player.c socket/loop.c: Modify leave function to take a second parameter that determines if it should print a message about the player leaving the game or not. Proper use of this prevents duplicate XXX left the game messages. MSW 2001-03-29 common/image.c, include/define.h, include/global.h: Add empty_face structure and appropriate code to initialize it. This is used for the server side look selection. include/newserver.h: Add NUM_LOOK_OBJECTS to control number of look objects to send at any one time. add look_position field to the newsocket structure. server/move.c: clear look position as player moves. server/player.c: initalize look_position element in structure. socket/item.c: modify esrv_draw_look to sne NUM_LOOK_OBJECTS at any one time, and to also send pseudo objects that lets the player scroll up and down. modify ApplyCmd so that if it detects the application of one pseudo objects to adjust the look_position. MSW 2001-03-29 common/readable.c: Name spellbooks based on level of spell, and not just randomly. Patch by Preston Crow, applied by Mark Wedel 2001-03-29 configure, configure.in, include/autoconf.h, includes.h: add check for time.h and include it if we find it. socket/item.c: esrv_move_object - have it check to see if the object is already on the ground before we try to re-drop it. Likewise, check to see if it is already in players inventory before we try to pick it up. common/object.c: Don't send face updates to the client or make the space as needing to be redrawn. Client now deals with animation of the look window on its own. utils/(metaserver.pl crossloop add_throw.perl crossloop.pl) lib/(Makefie.in, checkarch.pl collect.pl xpmtopix.pl) - - deleted from CVS - '.in' versions of these files now exist and the real versions are created as part of the configure process. Update Makefile.in to reflect this change. MSW 2001/03/28 common/object.c: have update_position just update the flag that the server needs to send the look window to the client and don't send the item at this point, as sending the look will do that. server/main.c: process_players1: Remove call to draw (which updates the client map) - the handle newclient in socket/loop.c already does this and there is no reason to send multiple instances of the same map. MSW 2001/03/23 server/c_object.c: drop_object function: send delete item to client as item is dropped. This fixes a problem of phantom objects in the inventory. Unrelated change to not call esrv_send_item for objects that are dropped - esrv_draw_look will get called later on and will update this at that time. MSW 2001/03/23 server/c_object.c: Update the return value for some matches - they function was returning immediately when it got a match, but did not give them a high match value, so searching for 'key ring' used to return a match value of 6 or so on the key ring, but a 14 on a key. common/object.c: Modify find_free_spot to call arch_out_of_map so that it properly deals with multipart objects. server/main.c: Fix enter_map so that we first use the golem (and not player) when calling find_free_spot. Also, modify code so that it properly updates coordinates of the multipart golem. MSW 2001/03/20 server/skills.c: Fix orate so that we check for a positive chance (and just not nonzero chance) for successful oration. Due to adjustments, at low levels, the oratory chance can be negative. MSW 2001/03/20 server/spell_effect.c: Change cast_change_attr to find an enemy (and not friend) when casting the curse spell. MSW 2001/03/20 server/apply.c: Increase size of buf to be a HUGE_BUF to very long item names don't cause a stack overflow. MSW 2001/03/20 common/object.c: Modify update_position so that we don't show invisible players to other players. MSW 2001/03/20 ------------------------------------------------------------------------------ Changes for 0.97.0: MSW 2001/03/18: common/init.c: add RESET_LOCATION_TIME initializer to settings structure. include/config.h: Add RESET_LOCATION_TIME value. If nonzero and the save was longer than the specified time in seconds, player will be returned home upon login from save. include/global.h: Add reset_loc_time field to settings structure. server/login.c: Remove some unused variables, add support to return player home as described above. server/spell_effect.c: Fix for crashes when casting control undead and your god does not have an enemy. Now properly check to make sure we are not dereferencing null pointers. MSW 2001/03/16: Change code so that if player dies and loading the players savebed map does not work, return player to EMERGENCY_MAPPATH instead. New function added to server/main.c called enter_player_savebed which does the work, Files changed: include/sproto.h server/main.c server/player.c server/spell_effect.c (comment added) Unrelated change: Remove messages about multiple resist types set. Files changed: common/loader.l common/loader.c MSW 2001/03/15: server/spell_effect.c: Add physical attacktype when casting holy possession. Otherwise, characters who use karate end up not being able to damaage anything. MSW 2001/03/09: crossedit/App.c: Move the loading of images to later in the editor startup state. In this way, the client can allocate the colors it needs for its windows before the the png images use up all the colors. crossedit/png.c: New png loader implementation. New version is much faster (50 times faster). As part of this, only 8 bit displays, a private colormap will be allocated, and after that gets filled up, a color mapping routine will be used - this makes the png images loadable on an 8 bit system in addition to the speedup. crossedit/xutil.c: Adding timing information for loading of images. call init_pngx_loader before starting to load png images. Pass colormap to png_to_xpixmap by pointer and not value so that the loader can change the colormap. AV 2001/03/09: common/button.c: Added new attribute to altar triggers: "last_sp 1". If set, the altar trigger will push the connected value only by dropping the sacrifice, NOT by altar reset. If unset ("last_sp 0") it will work like it used to (push by sacrifice and by reset). MSW 2001/03/06: server/spell_effect.c: Fix message when consecration fails - use the ob->name field and not the ob->title field. Also fix broken logic that checked for the floor. server/init.c: Related to 3-4 change which changed the default name of the logfile to "" so we know to use stderr. This doesn't work for daemon mode, so if the name is "", we use the default logfile instead. MSW 2001/03/04: TODO: add re-connecting player to new client if client logs in with right name/password. common/init.c: Open up the logfile with the provide filename when given the -log option. server/init.c: Make set_logfile a first pass option so the init_library has the right logfile name to work with. server/main.c: Fix crash if map has an exit path yet that file does not exist. Give proper error message. MSW 2001/03/01: server/main.c: Modified random_map code so the server will not crash if the exit object has no message (and thus variables to set for the random map). Modified so that golems move away from player when player changes map. Values were reversed before, causing the golem to move towards the player. MSW 2001/02/25: General player login cleanup. This should fix the crash when players re-roll stats too often. So far, it also seems to have the additional effect that calculated players on map now appears to be correct. common/player.c: No longer allocate the player object structure in get_player_ob (function is really misnamed). Callers to this function were not using the allocated function. server/login.c: Add leave_map call when player is loaded. server/main.c: Add leave_map function. server/player.c: Move get_player function to start of file - can declare it static that way. Move some initialize from add_player to get_player. Add set_first_map function. Add appropriate calls to leave_map and set_first_map when players join and leaves the game. MSW 2001/02/22: TODO: Add some items, remove some others, remove outline of future versions, since it was out of date. common/loader.l,loader.c: Declare msgbuf a static outside the lex_load function. lex_load was otherwise clearing it each time it was called, which resulted in empty messages for the random artifacts (since the call lex_load one line at a time). Instead, we just zero this at start of load_object. Original reason of this change was due to purify errors - as I look at the code, it appears even before these changes that it was clearing the buffer properly. common/map.c: removing pending field from map objects. common/re-cmp.c: Comment out some code which was resulting in too many false compares. include/config.h: increase default for MAX_OBJECTS. 6000 is a bit small on current systems. include/map.h: Remove pending field from map structure. random_maps/treasure.c: Increase size of doorlist. Fixes crash, in that if a random map could place 8 doors around the treasure, the list was not terminated, so the problem would eventually try to read/dereference random memory after the array. server/c_misc.c: Remove pending field from maps, so remove functions and other places that referred to it (like the maps command) server/c_wiz.c: fix up wiz map reset command. Not really tested, but old code had some definate problems just from visual inspection. server/main.c: Further fix for unique exits - relative paths to unique maps from non unique maps should now work. server/monster.c: Various fixes - one is that should get more reliable distance values for multipart monsters. Second, modify dist_att to calculate from closest part of monster, and not the head of the monster. server/pets.c: Remove code dealing with pending objects. server/player.c: Don't remove invisible objects in players inventory when playing with permadeath mode. server/spell_util.c: If you try to cast denied spell, it no longer costs any spellpoints. socket/item.c: Fix bug where it was using 'item' protocol command instead of 'item1' End of MSW 2001/02/22 checkin. ------------------------------------------------------------------------------ Changes for 0.96.0: MSW 2001/01/11: include/rproto.h: Rebuilt for new random map code. server/player.c: remove player insert in key_roll_stat - player is already inserted. server/swap.c: When swapping out map, see if it has already reached reset time, and if so, just delete it and not save it. In flush_old_maps, now have it check for maps that have no timeout set - this sometimes happens when players save/die on maps. MSW 2001/01/11: Other than various general cleanups, the main change this code does is that style maps (for random maps) get loaded special now - they objects they contain are not put on the active list, and they use a private map list so they do not appear in the output of the 'maps command. common/arch.c, common/treasure.c,server/login.c: Update calls to load_object common/loaderl.l,loader.c: Update lex_load to take an optional flags option. This is currently only used so that the loader can decide if it should call update_ob_speedto put objects on the active list or not. Calls to lex_load updated. load_object modified to take another option common.map.c: remove PROCESS_WHILE_LOADING and CHECK_ACTIVE_MAPS ifdefs. update calls to load_object. Remove some dead code. include/config.h: Remove CHECK_ACTIVE_MAPS and PROCESS_WHILE_LOADING flags. Those options did not work, and in all likelihood, this would be done via threading now days and not what code was there. include/libproto.h, sproto.h: updated or various function changes. include/map.h: Add MAP_STYLE flag. random_maps/exit.c: Call set_map_timeout after we load the final map so it will get swapped out. random_maps/standalone.c: Add dummy set_map_timeout function so it compiles. random_maps/style.c: Add load_style_map function which does the job of actually checking to see if a style map is in memory, and if not, loads it up. Updates the pointers so it appears on a map style map list and not the general map list. server/main.c: create set_map_timeout function that deals with setting the map timeouts. Fix bug so server doesn't crash if two players kill each other on hall of selection. server/monster.c remove dead code. socket/loop.c: If realloc fails, catch it and exit with meaningful error message. End of MSW 2001/02/11 checkin. MSW 2001/02/08: server/login.c:Fix that would prevent maps from getting swapped out properly - we would try to swap out a map the player is in the process of leaving - move swap out code until after we have moved the player to the new map. MSW 2001-02-08 MSW 2001/02/06: common/porting.c: relocate clean_path from this file to server/main.c server/main.c: relocate clean_path from porting.c. Add unclean_path. Modify enter_unique_exit so it supports relative maps on unique maps. Modify enter_exit so word of recall (or other forcelike fields), work when the return point is a swapped out unique map. MSW 2001/02/05: server/attack.c: Fix blind and paralyze - logic for reducing duration was broken, resulting in zero duration for most characters. It should now work properly, reducing according to the amount of protection. MSW 2001/02/02: common/item.c: Don't have armour item types get returned as magical if they have an armour value - that is to be expected. This eliminates the false positives that you otherwise get on armor when you cast detect magic. include/newserver/h: and checksum field to FaceInfo struct. Update version_sc to 1026. socket/init.c: calculate image checksums as we load the images. socket/request.c: If client is at least version_Sc 1026, use face1 protocol command that includes the checksum. MSW 2001/01/31: common/object.c: Fix that that spells cast on spaces with no floors get set properly after the spell expires. common/player.c: Use skill tools first (lockpicks, talismans, etc) before using native skills. In this way, an object with bonus automatically gets used. common/living.c: Fix so that negative con bonuses work properly - fixes bug where a higher con could result in lower total hp due to improper calculation. MSW 2001/01/30: Complete rewrite of the exit handling code. Hopefully as an effect, this will fix the player appearing in the middle of the oceans. I think the code should also work better in many other areas. Main enhancements is a 3x3 area for pets to follow player to new map, as well as golems now following players to the new maps. include/sproto.h, random_maps/rproto.h - rebuilt. random_maps/random_map.c: Change generate_random_map to take a structure with the random map paremeters. random_maps/reader.l, reader.c: Add set_random_map_variable function that reads the map parameters from a char buffer. Also, remove some leftover comments that were from the common/loader.l file. random_maps/rogue_layout.c: Change some functions to be static so make proto doesn't collect them. random_maps/standalone.c: Add opening of parms file into main function since it ws removed from the random_map.c file. server/apply.c: Don't display the message of random maps to the players as they enter them, as this message is random map parameters, and not a real message. server/login.c: #if 0 out using of the player loading element in the structure. this isn't used right now. server/main.c: Bulk of the changes. main changes are to break apart the old enter_exit function into smaller functions that more logically do the needed function (random maps, unique maps, and transferring the player to the new map). random map code now passes the parameters via structure instead of file in /tmp. Code is much more understandable now and hopefully bugfree. server/pets.c: minor changes/bugfixes. Search full SIZEOFFREE array, use real owner variable when print out messages. server/player.c: Remove usage of the loading variable in the player structure. End of MSW 2001/01/30 checking. MSW 2001/01/23: Various cleanups/fixes as detected by purify: common/anim.c: animation[0] was given a null pointer as the name, but bsearch/or comparison function will try to de-reference it. Give it a unique name. common/loader.l: msgbuf was being used initialized in the main loading function. loader.c also regenerated. common/object.c: find_free functions were not checking to see if the spaces they were examining were out of the map. Added checks to do so. server/apply.c: buf was being used uninitialized in the function. socket/init.c: input buffer needs to be initialized as we do a strncasecmp against the buffer which may not have any data in it. MSW 2001/01/18: server/skill_util.c: add change_skill_to_skill function to be used when we already know the skill object we want to use. This is more efficient than change_skill which takes a skill number and then searches the inventory for the object. remove extra esrv_send_item from do_skill_attack - don't need to send skills to player. do_skill_attack: remove call to hth_damage - that function does not take into account objects in the player inventory that increase damage, and since that is called each attack, it is not feasible to have it search the players inventory. Instead, we just rely on damage generated by fix_player - only think hth_damage did was adjust damage based on level difference. PeterM 2001/01/16 Added randomly-generated nethack-style maps to crossfire's random map generator. MSW 2001/01/15: Change blindness and paralyze so that duration is reduced based on protection the player has. file server/attack.c MSW 2001/01/15: Various fixes for friendly object code: common/button.c: Add missing call to remove_friendly_object common/friend.c: Pretty much completely re-written. add_friendly_object now checks to make sure the object being added isn't already on the list, remove_friendly_object will remove objects whose tags don't match, and added clean_friendly_list. common/object.c: No reason to use the function pointer to remove_friendly_object since that function is in the lib. common/time.c: Make DEBUG_TIME always on (no longer compile time option). other areas use the global var pticks, so if it was turned off, compile would break anyways. common/treasuer.c: No longer print debug messages on artifacts created. Cluttered log file making it hard to see more important errors. include/config.h: Remove DEBUG_TIME define. include/libproto.h: Rebuilt for clean_friendly_list function. server/main.c: rewrote do_specials to do things based on pticks variable. This allows various specials to be spread out across multiple ticks easier. Also, added clean_friendly_function to part of what this does. server/skills.c: add missing call to remove_friendly_object. Also, removed from #if 0 .. #else .. #endif code. End of MSW 2000/01/15 checkin. PeterM 2001/01/08: Wrathful Eye spell implemented. MSW 2000/12/26: Checkin of Jan's new god intervention code. I haven't played around with it much, but I haven't seen any really obvious problems. common/living.c: remove learn_prayer_chance common/treasure.c: Various changes to treasure generation - mostly to deal with starting equipment and putting it in the inventory. doc/crossfire.doc: Update docs on god intervention. include/define.h: GT_... flags removed. include/treasure.h: GT_... flags added. Addition flags added from what was in define.h before. lib/archetypes, lib/crossfire.png, lib/treasures: Updated with new archetypes and treasures. random_maps/standalone.c,server/rune.c,server/time.c: Calls to create_treasure updated server/apply.c: New functions for god intervention added, update calls to create_treasure, other god related changes. server/c_wiz.c: Calls to create_treasure updated, various functions to allow DM's to learn/unlearn spells added. server/commands.c: Various commands added to the wiz set of commands. See commen for c_wiz.c server/disease.c: Changes to reduce_symptoms server/gods.c: Numerous updates for god intervention code. server/player.c: Modifications for starting player equipment. server/skill_util.c: Display the god the character worships when they issue the skills command. server/skills.c: Minor cosmetic change made to message when praying on altar. server/spell_effect.c: Changes related to gods, cure spells, and generation of treasures & items. End of MSW 2000/12/26 checkin. MSW 2000/12/23: include/define.h: Add SIZEOFFREE1 and SIZEOFFREE2 values to use instead of arbitrary constants in the code. server/monster.c: change communicate function to use above values. Before it was stopping one short of the full 2 space array, so one particular space (-1, -2 relative to player) would not hear players speech. server/attack.c: Don't exit hit_player function if damage is reduced to 0 in magical attacks. This was preventing face of death and probably a lot of effect only spells from working. server/spell_util.c: modify check_cone_push to use move_object to blow the objects. Before, multisquare monsters were getting sliced into their individual components - move_object deals with multisquare objects properly. PeterM 2000/12/18: Re-add the conflict spell (various files) attack.c: fix a bug which could easily have led to seg fault, and did when I was testing under efence. MSW 2000/12/17: Various changes. Note that the scope of files in this checkin make it appear that a lot was changed, but in fact it was mostly just re-orginization - very little code has actually changed. include/autoconf.h.in: Add HAVE_LIBDES to file. include/config.h: Remove comments after defines for MAP_MIN/MAX timeouts. This just removes some warnings during compile. comments are now on lines by themselves. include/player.h: remove shootstrength for player structure. It was unused. server/Makefile.in: remove input.c file, add c_range.c file. server/c_chat.c: remove command_last, add command_shout and command_tell from input.c to this file. Also fix bug in command tell which would let players crash server at will. server/c_misc.c,server/c_object.c: Relocate many functions from input.c into these files. server/c_move.c, server/c_new.c: Add standard crossfire banner comment. server/c_range.c: New file - contains range related commands, including spell casting (relocated from input.c) server/c_wiz.c: move command_invisible from input.c into this file. server/commands.c: Remove unused commands (bell, last, strength) server/input.c: removed file. server/main.c: Change HAVE_DES_H to HAVE_LIBDES server/player.c: When choosing a race, draw it facing south for best presentation of image. server/spell_util.c: Remove dead code (#if 0 shootstrength related code) socket/loop.c: remove unused variables. NOTE: Due to the addition/removal of files, you will need to do 'config.status; make depend; make' from the top level directory for everything to be compiled properly. End of MSW 2000/12/17 checkin. PeterM: 2000/12/17: Various problems fixed in random_maps/*.c: endless loop removed, exit leading to blocked area of spiral fixed. PeterM: 2000/12/17: Stat max bug fixed. server/apply.c MSW 2000/12/16: server/player.c: If the player race archetype has a message, print that out. This allows a descriptive message about what the different races will get. The message is removed from the player once they decide on the race. common/living.c: Add some parens around some PR resistant checks - eliminates warnings from gcc. server/disease.c: have cure_disease remove all diseases a player is infected with. The code suggested it was attempting to do so, and the messages it printed out certainly suggested that the character was disease free. PeterM: 2000/12/14: Added spiral map layout PeterM: 2000/12/14: Restructuring of the random map code. Functionally, it should be identical. All global variables moved into the functions. MSW 2000/12/10: utils/metaserver.pl: Various improvements. Main one is that tcp connections to port 13326 of the metaserver will dump the information in a easily parsable format for the client or other applications. include/config.h: Set ARCHTABLE size to correct value. server/player.c: Have server send update item to client for players face while select class. Added esrv_new_player in Roll_Again, because without it, the client had yet to receive information on what tag the player was so could not make sense of the updated face. server/spell_effect.c: Balance issues for polymorph. Reduce maximum value for high valued objects, remove ability to polymorph generators, put maximum level on polymorphed monsters and give them saving throws against the effects. MSW 2000/12/5: server/player.c: Move location of where it sets the player has_hit variable until after we have confirmed that the player has actually attacked a monster and not that the space is blocked. Fixes various problems and make behaviour more predictable. common/button.c: Do not set path_attuned when loading connected objects from within the editor. This is normally done for random map code/glue logic. common/player.c: When trying to find a skill to use, use a native skill first before going off and returning a skill object like a talisman. MSW 2000/12/4: common/treasure.c: Make it so resistances from artifact files are absolute adjustments. Makefile.in configure configure.in: Fix check for libdes to see if des_crypt exists in libdes before setting HAVE_LIBDES crossedit/Makefile.in: Add Cnv/libCnv.a before LIBS - should fix linking error on irix systems. utils/metaserver.pl: modified so it ignores entries from hosts that report their name as put.your.hostname.here MSW 2000/12/3: crossedit/Attr.c: Add the new resist names to set of variables one can set. MSW 2000/12/3: Misc changes. Main one is adding PNG support to the editor. TODO: Remove outdated things to do (like partial resistance code) configure, configure.in, include/autoconf.h.in: Add check for libpng. include/global.h: Remove displaymodes - moved to crossedit/Defines.h crossedit/App.c, crossedit/App.h crossedit/CrEdit.c crossedit/CrFace.c crossedit/CrList.c crossedit/CrUtil.c crossedit/Edit.c crossedit/crossedit.c crossedit/xutil.c, crossedit/png.c (new file): Add support for png display in crossedit. crossedit/Makefile.in: Add png.c file. server/c_misc.c: Change who command to only display real players, and not players in process of connecting/unconnecting. Also, remove code to display old sockets, since those are not supported anymore. MSW 2000/12/3: Checking for partial resistance code. Various minor errors also fixed (compiler warnings, unused variables, Makefile.in changes, etc). PR code also includes support to send protections to the client. Files changed: common/Makefile.in common/button.c common/exp.c common/friend.c common/holy.c common/info.c common/init.c common/item.c common/living.c common/loader.c common/loader.l common/object.c common/player.c common/re-cmp.c common/readable.c common/treasure.c crossedit/App.c crossedit/crossedit.c crossedit/proto.h doc/crossfire.doc include/define.h include/global.h include/libproto.h include/newclient.h include/newserver.h include/object.h include/player.h include/sproto.h lib/Makefile.in lib/archetypes lib/artifacts lib/crossfire.png lib/crossfire.xbm lib/crossfire.xpm random_maps/rproto.h random_maps/special.c random_maps/style.c server/Makefile.in server/apply.c server/attack.c server/c_misc.c server/c_object.c server/commands.c server/disease.c server/gods.c server/input.c server/monster.c server/player.c server/resurrection.c server/rune.c server/spell_effect.c server/spell_util.c server/swap.c socket/metaserver.c socket/request.c Added Files: include/attack.h ------------------------------------------------------------------------------ Changes for 0.95.8: MSW 2000/11/26: utils/metaserver.pl (added), utils/Makefile.in: Add metaserver.pl script. MSW 2000/11/25: include/patchlevel.h (removed), doc/spell-docs/Makefile (removed), include/Makefile.in, include/version.h, server/init.c, server/main.c, socket/metaserver.c: remove patchlevel.h - include the patchlevel in the version.h file, update other files to use version as a single string. MSW 2000/11/25: socket/metaserver.c: If on FreeBSD systems, do not attempt to connect to the metaserve. FreeBSD seems to have a problem using sendto on a connected soccket. MSW 2000/11/25: configure.in, configure, include/autoconf.h.in, server/main.c: Update to check for libdes.a and des.h and use those for password decryption - fixes a problem on freebsd if it is using md5 crypt. Hopefully it doesn't break anything. main.c was also checking for HAVE_CRYPT_H too early. include/sproto.h: Needed updating. Unrelated to above changes. MSW 2000/11/22 server/main.c: Modify enter_exit so that it properly uses per player unique maps that are only in memory and not on disk. Remove unused variable from process events (unrelated change). PeterM 2000/11/18: New spells added: 1) Sanctuary (aura of counterwall) 2) Peace (make monsters unable to fight) 3) Spiderweb (create spider webs) 4) rage (heroism, armour, haste, regenration combined) 5) forked lightning (lightning which forks and strikes ) 6) flaming aura (aura of fire) 7) vitriol combined ball/cone/pool acid attack spell 8) vitriol splash (spell for internal use only) 9) ironwood skin (clerical version of armour spell) Not implemented: 10) poison fog MSW 2000/11/17: socket/metaserver.c: More changes - use fcntl to set O_NONBLOCK. Don't close socket if connect fails, since with sendto it is not required that the connect works. PeterM: 2000/11/17 define.h spells.h spellist.h spell_util.c spell_effect.c: windstorm spell implemented. attack.c: saving throw behavior modified. Items take a bit of DAM to destroy now instead of being destroyed with 1hp attacks. MSW: 2000/11/16: socket/metaserver.c: Add #ifdef MSG_DONTWAIT into metaserver.c for systems that lack that definition. random_maps/style.c: alphasort was not properly de-referencing pointers when doing name comparisons, and thus returned garbage results, resulting in a crash when entering random maps. This only happens for systems which lack scandir in normal libraries (like Solaris). BSDs and linux have scandir built in, and did not have a problem. server/disease.c: fix infect_object - server would crash if player did not have praying skill and was infecting someone else. end of changes, MSW 2000/11/16 PeterM : 2000/11/14 PeterM: Made some changes so that non-disease effects may be done without being labelled as a disease. Also, fixed a bug in which we'd kill something and then try to insert something in the killed thing's map. metaserver update: common/init.c: Add meta_ fields to settings structure initialization. include/global.h: Add meta_ fields to settings structure. include/sockproto.h: Updated for new meta_ functions. lib/Makefile.in: Have it install settings file. lib/settings: Default settings file with some metaserver default value.s server/init.c: Add load_settings file. Add call to metaserver_init. server/main.c: Add call to metaserver_update in do_specials. socket/Makefile.in: Add metaserver.c to list of files. socket/metaserver.c: File that deals with metaserver related data. socket/item.c: Remove some unused variables. Unrelated to metaserver changes. socket/loop.c: Add calls to metaserver_update in block_until_new)connection. Change function so that if there are no active players, it still timeouts and does metaserver update. Basically changed to do it the way the WATCHDOG code did it. End of metaserver update. MSW 2000-11-13 server/player.c: removed unused tmp2 variable from move_player_attack. modify depletion in kill_player so the maximum depletion for a stat is -50. This should preven stat wrapping from -126 to 127. MSW 2000-11-08 ============================================================================== MSW 2000-11-07 common/item.c: query_base_name was not return plural version of items with 'of' in name. Also, much of the function was not using safe_strcat, which could result in buffer overlow problems. common/object.c: Change update_position so that we always generate 3 images per space. This fixes players standing on top of dragon transports, but generally works for things like monsters standing on objects. insert_ob_in_map: change 'return' statement to 'return NULL'. Also remove unused map pointer. decrease_ob_nr: Fix bug for client updates when player drops item that is then consume. It was using op->above after object was removed to find the player. Store above pointer before we remove the object. socket/item.c: Don't terminate pointer as returned by query_base_name - instead, terminator buffer after we copy it. For simple object, query_base_name may directly return a pointer to the objects name which is only long enough to hold the name itself. socket/lowlevel.c: Abort if we are trying to send the client a packet longer than supported by the protocol. Since that buffer is static, overflowing it will just create memory corruption - easier to stop then than try and debug it later. End of MSW checkin 2000-11-7 ============================================================================== PeterM: 2000-11-06 server/spell_util.c crash bug removed from move ball lightning: ball lightning mover improved in general. --PeterM -------------------------------------------- --- BEGIN stop_item() / attack fix patch --- Jan Echternach 2000-11-06 -------------------------------------------- Summary of this patch: Provide new stop_item() function for properly handling "moving" items on a map (flying arrows, thrown objects, active cones); obsoletes the workarounds. Fix some attack bugs (with possible server crashes) - many attackers attacked while being removed, even though much code could only handle the attacker being on the same map as the victim (not even the attacker being in the victim's inventory, e.g. poison). common/object.c: insert_ob_in_map(): Call check_walk_on() after update_object() because the latter needs to update some very important flags used by a lot of code before this code is called by check_walk_on(). common/object.c: get_split_ob(): Completed support for splitting removed objects. common/object.c: decrease_ob_nr(): Rewrote this function: Added support for removed objects. Removing an object completely didn't always update the environment's weight properly. Removing an amount of 0 from an object with nrof == 0 destroyed the object. Improved performance a bit (don't need to update the player's weight if an object below the player is modified). server/apply.c: move_apply(): Added recursion limit. server/apply.c: move_apply(): THROWN_OBJ and ARROW: Use new hit_with_arrow() function. server/apply.c: move_apply(): FBULLET and BULLET: Call check_fired_arch() only when the victim blocks the square (FLAG_NO_PASS or FLAG_ALIVE). server/attack.c: save_throw_object(): Use new stop_item() function before trying to modify an object. Added originator to all insert_ob_in_map() calls. server/attack.c: hit_map(): Added log message if the hitter is not on a map. Added was_destroyed() check after calling save_throw_object(). server/attack.c: get_attack_mode() and abort_attack(): New functions to determine the type of attack (simple or full attack). server/attack.c: attack_ob(): Now only attack_ob_simple() with default damage and weapon class values. server/attack.c: attack_ob_simple(): Contains most of old attack_ob(), but takes damage and weapon class as parameters, needed for hit_with_arrow(). Uses get_attack_mode() and abort_attack() to support new "simple" attack mode. server/attack.c: stick_arrow() and hit_with_arrow(): Moved those parts of old stop_arrow() and move_arrow() that dealt with attacking a victim over here. server/attack.c: hit_player(): Uses get_attack_mode() and abort_attack() to support new "simple" attack mode. server/attack.c: paralyze_player(): Use insert_ob_in_map_simple() instead of insert_ob_in_map() because the callers are not prepared for this function triggering any complex machinery, and insert_ob_in_map_simple() should be enough for plain visual effects. server/attack.c: thrown_item_effect(): Don't need to deal with thrown objects, hit_with_arrow() already does everything necessary. server/attack.c: adj_attackroll(): Added log message if hitter and victim are not on the same map. server/c_object.c: Fixed two typos in "can't pick up xxx" messages. server/c_object.c: pick_up_object(): Removed can_pick() check because pick_up() already checks this. Added support for picking up removed objects because the stop_item() in pick_up() can now call us with removed objects. Moved FLAG_STARTEQUIP check to pick_up(). Fixed weight limit lookup for monsters that have strength > MAX_STAT. server/c_object.c: pick_up(): Use new stop_item() function. server/player.c: fire_bow() and server/skills.c: do_throw(): Removed FLAG_NO_PICK workaround for flying objects. stop_item() now handles this correctly. server/rune.c: spring_trap(): Fix unlimited trap recursion. Since traps are triggered by move_apply(), the result of triggering a trap may trigger the trap again before it is deactivated. server/rune.c: spring_trap(): Runes that don't cast spells can only be triggered by living objects. server/spell_effect.c: move_cancellation(): Don't call hit_map() with a removed attacker. server/spell_util.c: cast_cone(): Only print warning message about cones that don't have FLAG_FLY/WALK_ON if the cone does any damage. server/spell_util.c: move_cone(): Removed workaround for cones in ice cubes. stop_item() now handles this correctly. server/spell_util.c: explode_object(): Rewrote this function: New interface - exploding object must not be removed when the function is called, it must have an other_arch (i.e. it must be able to explode), and it will be gone for sure when the function terminates. Removed some code with no effect. Don't call any attack functions with removed attackers. server/spell_util.c: check_fired_arch(): Rewrote this function. server/spell_util.c: move_fired_arch(): Rewrote most of this function: Don't attack with removed attackers. Call check_fired_arch() instead of duplicating its code. server/spell_util.c: move_ball_lightning(): Don't attack with removed attackers. Rewrote the movement algorithm to simplify this task. server/time.c: stop_item() and fix_stopped_item: New functions. server/time.c: fix_stopped_arrow(): Contains most of the old stop_arrow() function. Unlike stop_arrow(), it takes an arrow that is not removed. Removed FLACK_NO_PICK workaround. server/time.c: stop_arrow(): Stops arrows and thrown objects and puts them on the map. Sticking objects into targets is no longer handled by stop_arrow(), but by hit_with_arrow(). server/time.c: move_arrow(): Don't attack with removed attackers. socket/item.c: esrv_move_object(): Removed misleading comment. ------------------------------------------ --- END stop_item() / attack fix patch --- Jan Echternach 2000-11-06 ------------------------------------------ server/time.c: Add call to esrv_update_item to update the face for the client after the player chooses a class. MSW 11/3/2000 server/c_object.c, socket/item.c: Fixed for long item support. pick_up_object in c_object was overwriting a fixed length string, causing server crashes. item.c was not properly terminating plural version of object name, resulting in corrupt packets being sent to the client. MSW 11/2/2000 PeterM: ball lightning made stronger, strikes larger area, never hits player. divine shock spell added. include/sproto.h: Removed prototype of obsolete make_gravestone() function. server/apply.c: Put back gravestone_text() function that was removed accidently a while ago, needed by NOT_PERMADEATH. server/player.c: Don't use the dead player as the originator of object movements. Fixed string handling for NOT_PERMADEATH. - Jan Echternach 10/30/2000 Major race/class change by PeterM: BEGIN: ***************** apply.c: new function, apply changes to player. If the change is a CLASS, player receives certain attributes from the class. login.c: make sure people using the old race/class archetypes in their player files can still use them. player.c: 1) give_initial_items modified for greater flexibility: you can pass in a treasurelist. 2) Also, initial forces are applied to the player. 3) Comment added on the stat roll function. 4) Word of recall into the new class-choice map (unfortunately hard-wired.) for newly-rolled players. 5) gen_sp and gen_hp and gen_grace now allowed to go negative to slow down player regen. skill_util.c 1) Don't give out basic skills anymore. This interferes with the class code. spell_util.c 1) Praying failures moderated in frequency. 2) Summoned creatures enhanced in wc, speed, depending on casting level. 3) Word of recall allowed to work in no-magic areas if a flag is set. time.c 1) Move player changer function added. 2) Marker object expiration added. living.c: cleric fail chance array modified. map.c: bugfix for random map/recycle tmp map problem. define.h: defines added for playerchangers and class types base 10 numbers added for the spell paths. spellist.h: fixed up summoning spells a little sproto.h: new prototypes config.h: hate RECYCLE_TMP_MAPS, turned it off maps/HallOfSelection: new map for class choice. lib/treasures: classs/race stuff heavily modified lib/archetypes, animation, bmaps, bmaps.paths, crossfire.png faces crossfire.xbm New faces, etc. END race/class stuff 10/16/2000 apply.c: bugfix for random map/recycle tmp maps interaction. --PeterM 10/16/200 include/skill* server/skill_util.c: levitation skill added. 9/26/2000. --PeterM common/map.c server/apply.c: Fix an interaction between RECYCLE_TMP_MAPS and random maps which would cause crashing. peterm: 10/12/2000 disease.c spell_effect.c: peterm: 10/5/2000 1) Diseases moderated in power by ~1/2 and randomized. Now monsters can have a mild/moderate/serious/fatal case of a particular disease. 2) cause disease spells modified to NOT go through objects spells ordinarily couldn't go through. ------------------------------------------------------------------------------ Changes for 0.95.7: README: Add crossfire.csua.berkeley.edu server. TODO: Remove entry about setable behaviour for keyrings, since that has now been done. include/patchlevel.h, Makefile.in: Update for 0.95.7 MSW 9/20/2000 lib/maps: got rid of the stuff that was there. Useless stuff. the maps dist. is the thing to use. --PeterM common/living.c, server/skill_util.c: Patches by Garth Denley: Fixes divide by zero crash, sets up perm exp when a new player is loaded, seperates permanent exp code/calculations into another function. checked in by MSW, 8/24/2000 lib/crossfire.png: ground/sea*png - remove transperancies from png images since they should not be transparent. MSW 8/23/2000 doc/spoiler.html/(Makefile.in,empty.pbm, makeps.pl, spoiler.html): Modify to make gif images from png source instead of xpm images. A valid question to ask is why convert to gif at all and not just keep in PNG format. The answer right now is that png support in netscape at least still is not very good, and it displays gifs better. MSW 8/8/2000 Add/Remove some LOG calls: common/living.c: Remove log messages about gen_sp values on armor server/login.c, server/main.c: Add messages about player logins/logouts with IP address. Useful for tracking potentially troublesome players and where they are player from. MSW 8/7/2000 The following change basically does the following: When the server sends an item name to the client, this item name is now two pieces - the first piece of the name is its singular form, the second piece is the plural name. This now makes items in the inventory appear more proper in terms of pluralization and just normal English. I did notice that the server does not know how to properly make 'torch' plural - it turns it into torchs. A matching check in for the client has also been done. include/newserver.h: Update VERSION_SC to 1024 common/item.c: Change query_base_name to take a second option on whether we should generate a plural version of the name or not. socket/item.c: Modify functions to use second argument on the query_base_name function. Update item commands to send two part names (singular & plural). Modify esrv_send_look to use item1 protocol command instead of item command. server/c_object.c: Update item_matched_string to use second option to query_base_name. Modify function to check against both singular and plural versions of name. server/shop.c: Modify shop_listing command usage in query_basename to use second option. It will also generate the singular name, but that is only used on sorting, so I don't think it will generally cause any problems. include/libproto.h: rebuilt because query_base_name has an addition opt. Mark Wedel 8/6/2000 include/config.h, include/global.h, common/init.c, common/living.c, server/init.c, server/player.c, server/skill_util.c: Add permanent experience and balanced stat loss features (code by Garth Denley). Permanent experience make some experience in the skills permanent. Balance stat loss makes stat loss less likely/costly at low level and more costly at higher levels. These features are by default off, but can be turned on either in the config.h file or via command line options. Code checked in by MSW 8/1/2000 server/time.c: Update the change_object function such that if the object is in a players inventory, send a delete & send_item for the object that has changed (the delete + send_item is necessary due to the ways objects change, so we just can't sent a update_item). This fixes the 'torches go dim & then out but client inventory not updated' bug, and likely fixes some other problems - I am not sure how many other objects out there change. MSW 7/28/2000 random_maps/treasure.c: potential crash bug fixed. Only applied when a bad archetype was given as a wallstyle. I will also put in a redundant archetypes fix. --PeterM 7/26/00 lib/adm/map_info, lib/adm/map_check: Update to use new layout of installed files (share/crossfire), know about random exits (it doesn't do any checking to make sure the values are sane, which it probably should, but at least it won't complain about them), update to use /usr/bin/perl. MSW 7/25/2000 server/resurrection.c include/spellist.h: PeterM: fixed a few unintended things about resurrection: experience removal was wrong, spellpoints/levels changed. --PetrM lib/archetypes: Update to keep in sync with arch tree. Changes to about a dozen arch's to remove the 'a' in their name. MSW 6/27/2000 server/c_object.c: Fix command_drop which was doing incorrect check for invisible object - it was supposed to skip over them and only do visible objects, instead it was doing the reverse. Fixes the 'drop command. MSW 6/27/2000 server/input.c: Make the inventory command more robust for very long object names - specify a maximum number of characters we will take from the name. Without this, you could get buffer overruns that cause crashes. No normally generated items would ever likely have names long enough to exploit this bug however. MSW 6/27/2000 INSTALL, README: Update mailing address to real-time address. MSW 6/27/2000 server/login.c: Load and save usekeys value in player save file. MSW 6/27/2000 Patch by Jeffry Hantin which fixes glow objects in map. insert_ob_in_map_simple now will call the appropriate light updating code. Applied by MSW 6/26/2000 server/player.c: check_pick(): Rewrite of this function to consistently skip items that can't be picked up, and to only use a single loop over all items on the map square. - Jan Echternach 6/23/2000 ------------------------------------------------------------------------------ Changes for 0.95.6: server/monster.c: Patch by Neil Muller so that corrupt/bad @match entries will not cause the server to crash. Applied by MSW 6/21/2000 lib/archetypes: rebuilt for 0.95.6 lib/collect.pl: Modify to search the archetypes directories in alphabetical order - before I believe they were collected in basically inode order. This should make it easier to multiple people to run the collect script not have basically an entirely new archetyeps file. MSW 6/21/2000 server/commands.c; server/c_object.c: dump_object_from_tag(): Removed broken command. Fixes server crashes very easily triggered by players. - Jan Echternach 6/21/2000 server/attack.c: deathstrike_player(): Check for def_lev == 0 very early (and print error message if we find such an invalid level). Should fix server crash in case archetypes or maps get broken again in that an alive object has level < 1. - Jan Echternach 6/21/2000 Makefile.in: Update version to 0.95.6 include/patchlevel.h: Update to .6 for 0.95.6 release common/porting.c, include/config.h, include/loader.h, include/skills.h, include/spells.h, include/treasure.h, include/version.h, random_maps/style.c: Update my mail address and copyright date. Mostly committed to sync up my data with the CVS repository - MSW 6/20/2000 random_maps/treasure.c server/apply.c: made containers able to have more than one treasure in them, made a fix to treasure.c, which would change the options given to it in an unintended way. --PeterM 6/20/2000 common/living.c: fix_player(): Bugfix: Don't reset FLAG_FLYING, FLAG_REFL_SPELL, FLAG_REFL_MISSILE and FLAG_SEE_IN_DARK if the archetype has these flags. - Jan Echternach 6/19/2000 random_maps/* Numerous changes improving random maps, including two crash-fixes, a new type of 'special', ability to copy inventory of monsters when putting them into maps... --PeterM 6/19/2000 New naming scheme for random maps: they won't grow in size indefinitely anymore. --PeterM 6/17/2000 server/input.c: command_cast_spell(): Bugfix: Call check_skill_to_fire() even for wizards because this function has the important side effect of setting the current skill and experience objects. - Jan Echternach 6/19/2000 server/apply.c: apply_treasure(): Bugfix: We need to trigger runes as they are found in the treasure chest, because move_rune() will no longer trigger them for us. - Jan Echternach 6/18/2000 Updated the INSTALL directions. MSW 6/16/2000 Modified the editor to make certain objects (teleporters, creators, markers) more easily editable. --PeterM 6/16/2000 Modifed how firewalls worked. They can now be triggered by handles as well as turned. Ones which are turned by handles cannot be triggered by handles. PeterM 6/15/2000 fixes to random_maps: exit.c: won't crash if named final_map doesn't exist room_gen_onion.c: reordered the options more sanely special.c: fixed a crash-bug: nuke_map would nuke parts of monsters, but not the whole monster. --PeterM server/skill_util.c: Fix type in change_skill - was doing an == operation when it should just have been an =. MSW 6/13/2000 common/anim.c: animation_object() - return if object does not have a valid animation after logging error. Before, we logged the error and would promptly crash. MSW 6/13/2000 server/apply.c: apply_treasure(): Bugfix: Set FLAG_NO_APPLY before moving object to the top. - Jan Echternach 6/13/2000 server/time.c: move_marker(): Bugfix: Call update_ob_speed() after changing force->speed. - Jan Echternach 6/13/2000 server/spell_util.c: move_swarm_spell(): Improved distribution of fired objects. Fixed starting position of fired objects to be able to hit targets immediately in front the caster. - Patch by Jeffrey Hantin, applied by Jan Echternach 6/13/2000 server/disease.c, sproto.h, rune.c Fixes from jhantin@derringer.net for diseases: Reversed strstr calls, force argument added to infect_object, diseases in immune carrier last forever, needles use infect object, cast_cause_disease won't fail. --PeterM 6/9/2000 common/loader.l: Fix handling of objects with no animation. Fixes server crash if object's archetype has an animation, but object doesn't. - Jan Echternach 6/9/2000 common/loader.l: get_ob_diff(): Bugfix: Issue a "is_animated 0" line if the object has an animation, but doesn't have FLAG_ANIMATE. - Jan Echternach 6/9/2000 server/apply.c: manual_apply() and monster_apply_special(): Don't check for FLAG_UNPAID if object is applied. This should make the code more robust if an unpaid item get's applied accidently. - Jan Echternach 6/9/2000 server/apply.c: apply_special(): New optional flags AP_NO_MERGE and AP_IGNORE_CURSE. - Jan Echternach 6/9/2000 server/monster.c: find_mon_throw_ob(); server/skills.c: find_throw_ob(): Bugfix: Use AP_NO_MERGE flag to prevent unapplied object be merged with other objects. - Jan Echternach 6/9/2000 server/spell_effect.c: animate_weapon: Bugfixes: Correctly unapply weapon. Don't set FLAG_APPLIED directly on weapon in golem, but use apply_special(). Don't call esrv_send_item() when caster is not a player (fixes server crash if monster casts this spell). - Jan Echternach 6/9/2000 random_map/ Fixes in the map code for various things, including: 1) crash bug on multi-square monsters. 2) no treasures in final_map, 3) new feature of doing walls only, .... --PeterM 6/9/2000: common/button.c: do_mood_floor(): Bugfixes: Only players can have pets. Call add_friendly_object() for friendly monsters. - Jan Echternach 6/8/2000 server/spell_effect.c and server/spell_util.c: Several functions: Only add a pet if there really is a pet's owner, and it's a player. - Jan Echternach 6/8/2000 server/spell_effect.c: cast_charm() and cast_charm_undead(): Bugfixes: Only players can cast these spells. This fixes server crash if a monster casted a charm spell, and the charmed pet was killed. Call add_friendly_object for friendly monsters. - Jan Echternach 6/8/2000 common/friend.c: remove_friendly_object(): Use llevError for error messages. - Jan Echternach 6/8/2000 common/living.c: fix_player(); server/gods.c: tailor_god_spell(); server/spell_effect.c: summon_avatar() and animate_weapon(): Bugfix: Set a string to NULL after calling free_string(). This fixes a nasty bug that caused the string's reference count drop below 0, which resulted in corruption of malloc()'s internal data structures (and possibly server crashes). - Jan Echternach 6/8/2000 server/time.c: move_creator(): Bugfix: Call free_string() to free old values of op->name and op->title before overwriting them with new values. - Jan Echternach 6/8/2000 common/object.c: insert_ob_in_map_simple() and insert_ob_in_map(): Check that we don't insert freed objects. - Jan Echternach 6/8/2000 server/attack.c: hit_player_attacktype() and hit_player(): Bugfix: Check that find_god() really found a god, and that 'god->slaying' is not NULL. Fixes crash if a monster casted turn undead and actually hit something. - Jan Echternach 6/8/2000 server/attack.c: hit_player(): Check that a pet's owner is a player. Prevents server crashes if a monster has a pet monster due to a bug somewhere. Use llevError for error message. - Jan Echternach 6/8/2000 server/time.c: move_arrow(): Use llevDebug level for "Arrow had no map" message. - Jan Echternach 6/8/2000 server/c_object.c, server/spell_effect.c, server/spell_util.c: Bugfixes: Added some missing checks for destroyed objects. Use was_destroyed() or return value of insert_ob_in_map() to check for destroyed objects, not FLAG_FREED or FLAG_REMOVED. Don't use op->count of destroyed objects. - Jan Echternach 6/8/2000 server/shop.c: get_payment2(): Type of tag is 'tag_t', not 'long'. - Jan Echternach 6/8/2000 server/spell_effect.c: animate_bomb(): Fix environment checks. - Jan Echternach 6/8/2000 server/spell_util.c: fire_bolt(): Bugfix: Set level of bolt. - Jan Echternach 6/8/2000 server/spell_util.c: explosion(): Bugfix: Set FLAG_NO_APPLY before moving the exploding object to the top. - Jan Echternach 6/8/2000 server/spell_util.c: put_a_monster(): First create the monster completely, then just insert its head. - Jan Echternach 6/8/2000 server/time.c: generate_monster(): Bugfix: Don't free generators that are used up in this function. process_object() already does this. This fixes steambolt (which is a generator but must not used up here - generate_monster() wasn't looking at FLAG_IS_USED_UP) and all generators which should really be used up (because process_object() didn't expect generate_monster() to destroy the object). - Jan Echternach 6/8/2000 server/rune.c: trap_disarm(): Bugfix: Use SK_level() to determine disarmer's level. Fixes server crash if multisquare monster casts "disarm". - Jan Echternach 6/8/2000 server/attack.c: hit_map(): Use was_destroyed() to properly check for destroyed next object. Use llevError for error messages. Skip all objects that are (no longer) at the specified map position. - Jan Echternach 6/8/2000 server/map.h server/main.c Increased buffer sizes for map paths. Needed for random map code. --PeterM 6/6/2000 6/4/2000: Fix done to disease.c which causes diseases to put experience into the appropriate category. --PeterM 6/4/2000: Added race fields to a lot of monsters. Modified disease arcs so that they'll be specific to races. Changed include/spellist.h to re-enable the disease spells. --PeterM 6/4/2000 (disease.c) Added a self-limiting parameter to diseases so that their power can be tuned to be reasonable. --PeterM lib/crossfire.png: Some floors modified to no longer have transperencies. include/newserver.h: Add Send_Face_Png made, also update versions of the protocol include/newclient.h: Add CF_FACE_PNG constant. socket/request.c: Add support for receiving PNG facemode request, ad final logic to send png images to the client. Changes by Mark Wedel, 6/2/2000 lib/checkarch.pl: Check for archetypes with type FIRECHEST but no level. - Jan Echternach 5/29/2000 server/apply.c: move_apply(): Added handling of THROWN_OBJ, CANCELLATION and BALL_LIGHTNING. server/spell_effect.c: cancellation(): Traverse inventory of objects with type THROWN_OBJ. - Jan Echternach 5/29/2000 server/player.c: fire_bow() and server_skills.c: do_throw(): Bugfix: Don't use op->count of freed objects. Use was_destroyed() to check for freed objects instead of QUERY_FLAG (FLAG_FREED). - Jan Echternach 5/29/2000 server/spell_util.c: fire_a_ball(): Bugfixes: Use op->other_arch as the archetype to fire, not FBULLET. (-> Firechests now cast fire balls again, not snowballs.) Set level of fired archetype. Check if object was destroyed after insert_ob_in_map(). - Jan Echternach 5/29/2000 server/time.c: move_firewall() and move_firechest(): Do nothing if object has no map. Fixes server crashes if a dm creates such a thing in the inventory. - Jan Echternach 5/29/2000 lib/collect.pl: Modify so that it does not complain about png files in the arch directory MSW 5/28/2000 common/item.c: Fix query_short_name - wasn't generating all item names properly because of changes made a few days ago - some areas manipulate the string being worked on and was not updating the length properly. MSW 5/26/2000 doc/mapguide: Fix some typos. MSW 5/26/2000 include/define.h: Add MIN_ACTIVE_SPEED value to determine what threshold something will be put on the active list or not instead of using varying values throughout the source code. common/item.c, common/object.c, server/monster.c, server/pets.c, server/spell_effect.c: Updated to use the MIN_ACTIVE_SPEED instead of hardcoded values. MSW 5/26/2000 include/define.h,include/global.h, common/image.c: Remove following old face information: INV_*_FACES, BLOCKED_FACE, STIPPLE[12]_FACE. This is just a general cleanup - the server has not used these since the X11 code was pulled from the server. MSW 5/26/2000 common/living.c: Add entries for the attack type AT_INTERNAL in description. include/material.h: Update to include saves against INTERNAL attacktype. include/living.h: Remove defunct objects_saves external referance. The additions of internal to the tables should not really be needed, as internal attacktypes should not be used publically, but these also act as placeholders for future attacktypes. MSW 5/26/2000 * server/attack.c: hit_map(), hit_player(); server/spell_effect.c: move_cone(); server/rune.c: spring_trap(); server/spell_util.c: move_missile(): Bugfix: Added missing was_destroyed() calls. * server/rune.c: spring_trap(): Bugfix: Call trap_show() before the rune has a chance to be destroyed. * server/attack.c: hit_map(), hit_player(): Check for freed objects right at the beginning of the function. Removed check that hitter has a name from hit_player(). * server/spell_util.c: move_cone(): Bugfix: Remove cone objects in inventories from active list, this fixes the cone without map problem when a flower was hit with ice and put into an icecube. * server/spell_util.c: move_missile(): Bugfix: Don't call hit_map() while missile is removed from the map. * server/apply.c: manual_apply(): Handle MMISSILE. - Jan Echternach 5/26/2000 * server/spell_effect.c: animate_weapon() and server/spell_util.c: summon_monster(): Bugfix: Set FLAG_FRIENDLY for friendly objects. - Jan Echternach 5/26/2000 * server/attack.c: hit_player(): Bugfix: remove_friendly_object() was called always after an object with type GOLEM had been killed, but friendly objects are objects with FLAG_FRIENDLY, not objects with type GOLEM. This fixes some "Remove_friendly_object(): Can't find object" errors. - Jan Echternach 5/26/2000 ----------------------------------- --- BEGIN apply() cleanup patch --- Jan Echternach 26/5/2000 ----------------------------------- * player specific code moved from apply() to player_apply() and player_apply_below(). * apply(): null pointer check removed * (bugfix?) print message if scroll is unusable because of invalid spell number * bugfix: if the altar casted a spell, the message was sent to the (destroyed!) sacrifice, not the player * split apply() -> move_apply() / manual_apply() * move_apply(), check_walk_on(), insert_ob_in_map() and other functions: New parameter 'originator' that is the object that caused another object to be inserted into the map. This removes the need to look through all map objects above an altar to find the player who dropped the sacrifice. * always check FLAG_UNPAID in manual_apply() * don't check FLAG_UNPAID in apply_special(), new function monster_apply_special() which checks FLAG_UNPAID and calls apply_special() * many new functions like apply_altar() and apply_spellbook() to make the switch statements in move_apply() and manual_apply() shorter * changes to actual apply() code: ALTAR: spell casting altars should work now if not operated by a player common/button.c, operate_altar(): altar's message is sent to altar's map, not player's map bugfix: if sacrifice was accepted, apply() didn't tell the caller that it has been destroyed ARROW, CONE, FBULLET, BULLET: now returns 'victim destroyed' if victim was killed by the attack TRAPDOOR: play sound only if something fell through the trapdoor print trapdoor message _before_ falling into trapdoor TRIGGER_ALTAR (in check_trigger()): don't check for sacrifices if called from animate_trigger() don't call check_trigger() from fix_auto_apply() anymore (this change breaks maps with altars that have their sacrifice already stored on them) DEEP_SWAMP: deep_swamp() -> walk_on_deep_swamp() / move_deep_swamp() when deep_swamp() (now move_deep_swamp()) is called from process_object(), assume that state (swamp->stats.food) is already 1 EXIT: removed support for multisquare players don't print 'is closed' message when moving on an exit, only print this message if exit is applied manually SIGN: only increment last_eat if it hadn't reached the limit yet SPELLBOOK: removed partial support for applying by monsters BOW, WAND, ROD, HORN: moved code to apply_special() CLOCK: bugfix: Monsters must not apply a clock, they would crash the server. POWER_CRYSTAL: Bugfix? Don't call esrv_update_item() if not applied by a player. LIGHTER: Bugfix? Just return 0 if not applied by a player. * changes to apply_special(): BOW: remove double check_skill_to_apply() ROD, HORN: change message from "you apply ..." to "you ready ..." BOW: FLAG_READY_BOW is now set by apply_special(), but that seems redundant because monster_check_apply() also sets this flag. Remove setting of this flag from apply_special() because it could have a more complex meaning in monster.c or remove setting of this flag from monster_check_apply() because such stuff should be handled in apply.c? FLAG_READY_BOW is also unset in apply_special() if a bow is unapplied. CONE: don't multiply damage by 20 SIGN: you can hear magic mouths even if you are blind however, now you can also read signs with FLAG_WALK_ON/FLAG_FLY_ON if you are blind (different object types or a new flag would be required) RUNE: detonation moved from move_rune() to move_apply() -> runes will now always detonate if somebody steps on them allow runes with FLAG_FLY_ON completely removed GRAVE and MONEY_CHANGER common/object.c: was_destroyed(): new function include/object.h: new typedef tag_t move_apply() returns void, check_walk_on() uses was_destroyed() lib/checkarch.pl: check for archetypes with walk_on, walk_off, fly_on or fly_off and without a type check for archetypes with type FIREWALL (type 62) and without a level * server/apply.c: Bugfix: Don't skip calls to change_skill() if wizard - calc_skill_exp() requires change_skill() to set the current experience object. * server/monster.c: find_mon_throw_ob(): Bugfix: Unapply applied object even if heaviest object was choosen. Bugfix: Use monster_apply_special() to unapply, clearing FLAG_APPLIED isn't enough. -> Should fix the "HAS_READY_BOW without bow" errors. * server/skills.c: find_throw_ob(): Bugfix: Use player_apply(), clearing FLAG_APPLIED isn't enough. Replace redundant check for FLAG_INV_LOCKED with error message at end of function if the first check failed somehow and we have choosen an object with FLAG_INV_LOCKED. make_throw_ob(): error message if object is applied * lib/checkarch.pl: check that potions (type 5, POTION) have a level * server/apply.c: apply_special(): Handle all cases of applying and unapplying skill objects. * server/apply.c: manual_apply(SKILL): Just call apply_special(). * server/skill_util.c: change_skill(): Rewrite to simply use apply_special() for changing skills. * server/apply.c: apply_special(): Bugfix: Fixed return values. * server/skill_util.c: link_player_skills(): Bugfix: Don't set exp_obj for (visible) skill tools. * server/skill_util.c: link_player_skills(): Bugfix? Reset op->chosen_skill and FLAG_READY_SKILL because we have unapplied all skills. * server/input.c: legal_range(): Bugfix: range_skill is valid only if op->chosen_skill != NULL, not when there is some (unapplied) skill somewhere in the inventory. * server/login.c: check_login(): Bugfix: call legal_range() after init_player_skills() - we can't handle range_skill correctly if skills haven't been initialized. * server/login.c: check_login(): Bugfix: Check return value of legal_range(), and reset op->contr->shoottype to range_none if range was invalid. * server/login.c: check_login(): Bugfix: Don't call fix_weight() - fixing the weight of _all_ players isn't necessary. Just initialize op->carrying directly with sum_weight() instead. This also removes the problem of updating the weight of an object that hasn't been sent to the client yet. * server/login.c: check_login(): Bugfix: We need to call fix_player() (init_player_skills() needs this, and it also makes the code more robust). * server/apply.c: apply_altar(): Bugfix: Print altar's message before casting the spell. * server/spell_util.c: move_cone(): Use copy_owner() instead of set_owner() and manually correcting the skill and experience object pointers. * server/spell_util.c: cast_cone(): Don't set FLAG_FLYING - the archetype needs to have this anyway for move_cone() to work properly. Instead, print error messages if FLAG_FLYING, FLAG_WALK_ON or FLAG_FLY_ON are missing. * server/apply.c: move_apply(): TRAPDOOR: Bugfix: Multiply by op->nrof when calculating the weight. * randommaps/standalone.c, server/apply.c: fix_auto_apply(): Bugfix: Don't call check_trigger() for objects of type TRIGGER. For other trigger types, call check_trigger() only if there is an object above the trigger. This can be used to implement doors that are only open shortly after the map has been loaded. * common/button.c: check_trigger(): Many changes. The triggers should now behave as described in crossfire.doc. -> This breaks maps that rely on old buggy behaviour. * server/monster.c: monster_apply_below(): will_apply & 1 now also applies TRIGGER objects, not only HANDLE objects. Allows an interesting solution for /asyvan/gate9 if there is no second player who can open the middle grate. * common/button.c: check_trigger(TRIGGER_PEDESTAL) and update_button(PEDESTAL): Bugfix: Handle objects with heads correctly. * server/c_object.c: drop_object() and socket/item.c: look_at(): Bugfix: If a player is moved on top with remove_ob()/insert_ob_in_map(), FLAG_NO_APPLY must be set temporarily. * common/object.c: remove_ob(): Bugfix: Don't call move_apply_func() if FLAG_NO_APPLY is set. * server/apply.c: manual_apply(): Don't call apply_special() for objects that are not in the inventory. Return 2 in this case. * server/apply.c: player_apply_below(): Skip objects for which manual_apply() returned 2. * server/apply.c: apply_spellbook(): Bugfix: Don't give experience for items with FLAG_STARTEQUIP. --------------------------------- --- END apply() cleanup patch --- Jan Echternach 26/5/2000 --------------------------------- server/input.c: modify examine_monster to use the maxhp field instead of the arch hp field to determine healthiness of the monster. Also, give this information for all creatures, not just monsters or players. MSW 5/23/200 socket/item.c: Add MAXITEMLEN define at top of file and use that to determine at what point item commands should be broken up. Prior hard coded value was not always large enough. MSW 5/23/2000 include/define.h: add safe_strcat inline/static function. Add DESCRIBE_ABILITY_SAFE and DESCRIBE_PATH_SAFE which use the safe_strcat to prevent buffer overuns. common/item.c: Have query_name use HUGE_BUF for its buffer - query_short_name uses that buffer size, and we call the same thing. have quer_name and query_short_name use the safe_strcat function. Increase buffer size in ring_desc to be a VERY_BIG_BUF and also use safe_strcat along with the DESCRIBE_*_SAFE macros. server/input.c: Modify examine.c to not get buffer overruns for very long/ complicated items. Modify long_desc to also handle long names/descriptions without buffer overruns. socket/item.c: Modify the functions that prepend the length to the name of the object to handle very long (>255) object names properly - now we just truncate it and only send the first 255 bytes. add function add_stringlen_to_sockbuf to make this task easier. With the above changes, very long named items/items with very long descriptions works properly in both the server (no crashes) and the client (no crashes/protocol errors) MSW 5/22/2000 common/item.c: Modify query_short_name to avoid buffer overflow on long ring descriptions. Also, increased size of buffer in this function so that longer ring descriptions will not get truncated. MSW 5/22/2000 server/c_chat.c: Add standard banner to top of file. Fix say command so that it does not crash the server if something beyond 256 characters is spoken - extra data is just truncated. MSW 5/22/2000 common/object.c: Splitted set_owner() into set_owner_simple() and set_owner(). copy_owner(): New function. server/spell_util.c: explode_object(): Use copy_owner() instead of setting skill and experience objects manually. Bugfix: Don't use op->owner directly (fixed by using the caster in call to SP_level_dam_adjust(), not the owner, which was wrong anyway). server/spell_util.c: fire_arch_from_position(): Use copy_owner() instead of set_owner() if 'op' isn't the real owner but only a spell object owned by somebody else. server/spell_util.c: move_swarm_spell(): Use the swarm spell object as the owner in call to fire_arch_from_position(), which now handles this case correctly. server/spell_util.c: fire_swarm(): Call tailor_god_spell(). server/gods.c: determine_god(): op->type==SWARM_SPELL is a spell. server/gods.c: tailor_god_spell(): op->type==SWARM_SPELL is a spell. Always abort function if we couldn't find a god. Always add god's attacktype if the spellop's attacktype has AT_GODPOWER. - Jan Echternach 22/5/2000 common/init.c, common/loger.c, include/logger.h, server/init.c: New log level llevInfo which is the new default log level. Many other files: Use llevInfo instead of llevError where appropriate. Use 'settings.debug >= llevDebug' instead of 'settings.debug'. - Jan Echternach 21/5/2000 server/main.c: Use a marker object to track current position in the list of active objects. Using a pointer didn't work because all objects on that list can be removed from it by process_object(). One of the things this fixes is bogus "Free object on list" errors. - Jan Echternach 21/5/2000 crossedite/Makefile.in: Modify to use $(MAKE) instead of make when descending into subdirectories - fixes compilation on FreeBSD - MSW 5/17/2000 socket/init.c: Fix incorrect check on return value from fread when loading xpm images. MSW 5/17/2000 Fix server/spell_effect.c - was assigning altar->other_arch to an object and not archetype MSW 5/16/2000 server/spell_effect.c: magic_wall(): Duration of darkness spell now implemented with op->stats.food. This avoids problems with very low speed values that were interpreted as infinite duration. lib/spell_params: Changed duration parameters of darkness spell to give a reasonable duration with the new formula. - Jan Echternach 16/5/2000 common/living.c: drain_stat(): There are 7 stats now, not 6. - Jan Echternach 15/5/2000 server/rune.c: rune_attack(): Check that victim still exists after hit_player() was missing. This fixes server crashes if monster applied a chest, found a diseased needle and was killed by it. - Jan Echternach 15/5/2000 server/spell_effect.c: cast_charm(): out_of_map() check was missing. This fixes server crashes when a player casted this spell near the edge of a map. - Jan Echternach 15/5/2000 Make image files and code more generic. This was largely done to make adding support for png files easier, but in reality, it means adding support for any new file format is now trivially easy. Format of the image file is: IMAGE \n followed by the image data. This allows support for binary image formats (png), but also means that the server doesn't need to know anything about the image format - rather it is all just data as far as the server is concerned. I think this actuallyy loads the xpm data a little faster - it would make sense that it should, since it just reads all the data in with one fread instead of parsing it line by line waiting for the end image delimeter. Note: While png images are loaded, they are currently not supported in the client nor will the server send them - that is the next step in the work, but that will require just a few minor changes to the server - most of those change will be in the client. crossedit/xutil.c: Merge bitmap & pixmap load routine into one called ReadImages, function modified to use above format. crossedit/App.c: Call ReadImages to load images. include/newserver.h: Change FaceInfo structure to have arrays of data and datalength instead of explicity entries for pixmap vs bitmap data. lib/adm/make_xpm_file.pl, lib/crossfire.cfb, lib/xbmtobdf.c: Removed - either note needed or replaced by new naming scheme. lib/adm/collect_images.pl: Replacement/improvement of make_xpm_file.pl above - this handles all image formats (xbm, xpm, png). This is also more intelligent in that it will not try to rebuild the image files if there is not a valid arch directory. lib/crossfire.png, lib/crossfire.xbm (new files): .png file is for png images. xbm is to keep with the new standardized naming convention used and is for the bitmaps. lib/crossfire.xpm: New format used in file. lib/Makefile.in: Modified to collect via new script as well as new directives to collect (png files). socket/init.c: Modified to load with the new format and data structures. socket/request.c: Modified to send data with the new data structures provided. End of image changes, MSW 5/13/2000 configure.in, configure: Add check for perl so that we can call scripts properly - MSW 5/13/2000 common/re-cmp.c: Add some tolower calls in the comparisons so most regular expressions should not be case insenstive (makes matches & says work better). Note that I did not change the behaviour on range matches (Z-f for example), as I thought there may be side effects in that case. MSW 5/8/2000 socket/request.c: Add length checking to NewPlayerCmd so that if the client sends us a really long command, we just truncate the end of it and not overwrite our internal buffers causing crashes. MSW 5/8/2000 server/player.c: add out_of_map check to stand_near_hostile function. This fixes a server crash if the player uses a hiding skill near the edge of a map. MSW 5/8/2000 common/arch.c, common/loader.l (loader.c): Modify the load routines to strip off trailing whitespace in object names and other_arch fields - I believe this is why altars to Sorig did not generally work, and while generally that white space should not exist, doing a little extra checking for it is not a bad idea - MSW 4/26/2000 Add HOLY_ALTAR type, and use that for praying over for gods and the like. doc/crossfire.doc: Add description of HOLY_ALTAR type and meaning of fields. common/map.c: Disable consecration code for altars. include/define.h: Add type for HOLY_ALTAR include/sproto.h: Update for change of some functions below. server/c_wiz.c: Modify setgod command to call become_follower with proper second arg. server/gods.c: Change become_follower to take object pointer to god instead of name, since the holy_altar has the pointer in its other_arch. Modify pray_at_altar to use the new fields, as well as fixed what seemed to be numerous bugs in that function. sever/skills.c: Change check from ALTAR to HOLY_ALTAR, also change check to see if HOLY_ALTAR is consecrated by looking at the other_arch field. server/spell_effect.c: Update consecrate so that caster must be higher effective level than the altar, also update for differing fields. maps/thomas/sisters/shrine0, map/thomas/sisters/tower0: Remove title from altars on these maps - these were the only two maps using old style altars consecrated to a god. Since it appears the real purpose of the altars on these maps was to trigger something else, they were kept as old style altars. arch/gods/altars (relocated from arch/indoors, as I think the new location makes more logical sense): Update for new fields/format. This also affects lib/archetypes, lib/bmaps.paths, lib/crossfire.xpm, lib/crossfire.cfb lib/adm/archsearch.pl: Modified to hunt out old archetypes - some of the changes could be useful in general cases. MSW 4/26/2000 server/spell_util.c: Fix move_golem so that multi square avatars (golems) don't hit themselves. Remove will_hit_self function (only used in move_golem), since it did not work. Change structure & indenting of move_golem function so it isn't quite so nested - functionality remains the same. When we do find something to kill in move_golem, call attack_ob against it instead of hit_map - hit_map is not save for multi object hitters. MSW 4/24/2000 Key usage change: Add new command 'usekeys' that specify how keys are searched for. The three options are inventory, keyrings, and containers. These options apply to both standard keys and special keys. If the player has a key for the door but it is in a container that will not be used, print a friendly message of the key name and container name. Files affected: help/usekeys: Added describing options lib/Makefile.in: Addition of help/usekeys above. include/player.h: Add new enumeration and entry into player structure include/sproto.h: New function prototype server/apply.c: change of Find_Key to new function with slightly different options server/c_misc.c: add function to support 'usekeys command. server/commands.c: addition of usekeys command server/player.c: rewrite & rename of find_key command, as well as changes to move_player_attack Mark Wedel 4/21/2000 server/spell_effect.c: create_bomb(): New spell_type parameter, merely for consistency with itself and with other spell casting functions. - Jan Echternach 4/19/2000 server/spell_effect.c: create_bomb(): Set level of created bomb. Fixes the problem that the splints were casted without a level. - Jan Echternach 4/19/2000 lib/checkarch.pl: New perl script to check the archetypes file for obvious bugs (like object that is alive but doesn't have a level). - Jan Echternach 4/17/2000 include/spellist.h: "meteor swarm" is now a missile spell (PATH_MISSILE) just like "comet". - Jan Echternach 4/17/2000 server/spell_util.c: path_level_mod(): Rewrote to fix countless bugs. New interface with explicit base level parameter. server/spell_effect.c: finger_of_death(): Call path_level_mod() with correct base level. server/spell_util.c: casting_level(): New function that combines SK_level() with path_level_mod(). - Jan Echternach 4/17/2000 server/spell_util.c: Several cosmetic changes (spell type parameter name is spell_type, arch_to_object(get_archtetype(...)) is equivalent to get_archetype(...), use casting_level() if applicable). - Jan Echternach 4/17/2000 server/spell_util.c: fire_swarm(): New 'caster' parameter because owner and caster can be different. Level of the swarm object is casting level of the caster, not overall level of the owner. server/spell_util.c: fire_arch_from_position(): Set level of fired arch to casting level of caster. server/spell_util.c: cast_cone(), cast_smite_spell(): Set level of spell object to casting_level() and not SK_level() to honour path_attuned and path_repelled of the caster. server/spell_util.c: move_cone(): Just copy the level for new cone objects. Missing level meant AT_DEATH didn't work, missing call to path_level_mod()/casting_level() meant path_attuned/path_repelled was ignored. - Jan Echternach 4/17/2000 server/player.c: fire_bow(): Set level of fired arrow. Arrows with AT_DEATH are now working. - Jan Echternach 4/17/2000 server/player.c: fire(): Call check_skill_to_fire() even for wizards because this function has the important side effect of setting the current skill and experience objects. - Jan Echternach 4/17/2000 server/skills.c: do_throw(), server/time.c: stop_arrow(), server/player.c: fire_bow(): Flying arrows and thrown objects have FLAG_NO_PICK set because picking these objects is currently broken (and maybe it shouldn't be possible anyway - picking up a _flying_ arrow?). - Jan Echternach 4/17/2000 server/c_wiz.c: set_god(): Didn't work at all because it was trying to set the current player as his own god. - Jan Echternach 4/17/2000 server/map.c: check_path(): Return value was wrong if the name did not refer to a regular file. A symptom of this bug was that the server crashed if a wizard tried to enter a directory with the 'goto' command. - Jan Echternach 4/17/2000 server/map.c: open_and_uncompress(): Check that the file we have opened is (still) a regular file, fail if it's not. This is the right place for such checks if we want to avoid race conditions (e.g. file replaced by directory while trying to open it). - Jan Echternach 4/17/2000 c_party.c commands.c daemon.c disease.c gods.c spell_effect.c spell_util.c: Cosmetic fixes - updates to rcsid string to include right file name as well as updates to mail address and/or additions to top banner. Mark Wedel 4/13/2000 Various files: Updated my mailing address to be accurate - Mark Wedel 4/13/2000 doc/playbook/handbook.idx: Automatically generated file removed. This is not something normally included in packed up distributions, so no reason to have it in CVS - Mark Wedel 4/13/2000 doc/include_html.pl, doc/playbook/make_index.pl, doc/spoiler-html/makeps.pl, lib/adm/make_xpm_file.pl: Change to use /usr/bin/perl instead of /usr/local/bin/perl - real change is to find perl in configure.in and call the scripts with that. Mark Wedel 4/13/2000 server/input.c: Don't try to calculate spellpoint costs for denied spells, because these are undefined and are now causing lots of BUG messages. Also improved formatting: spellpoint costs can be > 99, and don't fill everything with zeros, use spaces instead. Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/12/2000 server/skill_util.c: Fixed some log messages that were lacking a newline at the end. SK_level(): Rewrite of this function to simplify its structure. Print error message if we find an invalid level. Add top copyright/contact banner (msw) Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/12/2000 server/apply.c, server/monster.c: Fix in apply.c for encounter maps so that proper message is generated, and differentiate behaviour if it is a floor vs not a floor. Also, change to both files in that apply_below stops at the floor object. Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/12/2000 server/apply.c, doc/crossfire.doc: Fix to prevent server crashes when monster applies poison object. doc file is updated to include accurate information on values in poison object. Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/11/2000 CREDITS, server/main.c: Add Peter Gardner to list of credits. Mark Wedel 4/4/2000 server/apply.c, improve_armour(): Maximum armour value reduced to 90. Items can now always be improved up to this value. For armour x you need level x, not level x + 1 as before. esrv_send_item() and fix_player() also called if only magic value was improved. Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/4/2000 server/attack.c, attack_message(): More messages. "grind to dust" is more damage than "shred to pieces". Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/4/2000 server/spell_effect.c, magic_wall(): Fix calculation of duration of darkness spell. Before, you could get huge negative speed values with high experience levels, which meant very short duration. Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/4/2000 server/spell_util.c: 1) New argument of fire_swarm() to specify whether it's a magic attack. All swarm spells except meteor swarm are now magic (just as the underlying basic spell). 2) New function fire_arch_from_position() which doesn't use the owner's position as the starting position of the fired arch. 3) move_swarm_spell(): Correctly set owner and magic in call to fire_arch_from_position(). 4) Above changes fixes "cause many wounds" spell Patch by Jan Echternach, applied & checked in by Mark Wedel, 4/4/2000 common/map.c: Change calls in file to use insert_ob_in_map simple. This fixes bugs with buttons not being applied correctly when the map is loaded - the cause is that push_button is getting called for the button before all the objects the button is linked to have been loaded. Then when the map finishes loading, the call to update_button is called and they are not in sync. This change should make loading slightly faster, mostly because it does not call check_walk_on during the loading, so that buttons don't get pushed/changed around. Mark Wedel 3/28/2000 server/player.c: If player is using pickup mode 6, only have them pick up the item if they know it is magical. Prior to change, items would be picked up if they are magical, but not if the player knew that, so the code was giving extra knowledge to players. Bug reported by Kurt Fitzner, checked in by Mark Wedel, 3/26/2000 common/map.c: Code fix by Kurt Fitzner so that unique maps will get compressed if so needed. Fixes problem of unique maps not being able to get reloaded as they are saved with the compress suffix but not in compressed form. Code checked in by Mark Wedel, 3/26/2000 server/skills.c, server/spell_effect.c: Improve behaviour when identifying items - the identify routine already updates the client if it is in the players inventory, so only send update to client if the item is on the map. Also, do full item update, as many fields may change, and that is what the identify function does. Standard top of file banner also added to skills.c file. Fixes problem of objects in inventory being displayed with two numbers in from (ie, two two bows +1). Bug and initial fix of item updates by Kurt Fitzner, implemented in a bit different way by Mark Wedel. 3/26/2000 Makefile.in, doc/Makefile.in: Modified so that making the docarchive now works. The make must be done from the top level for it to work, since some values are passed, but the doc/Makefile.in was missing some declarations and had some other fixes that needed to be done. msw 3/22/2000 ------------------------------------------------------------------------------ Changes for 0.95.5: Makefile.in: comment out the EXTRA_FLAGS (which contains the -Wall entry) - the presumption that everyone is going to use gcc to compile crossfire is a poor one, and -Wall is only supported on gcc. I would rather have it compile on the maximum number of systems without it needing changes than to require the end user to make the customizations. A better long term solution is to have configure.in check for gcc or if -Wall is supported it and have it add it in. msw 3/21/2000 server/c_object.c: Fix pick_up_object function to deal with non players picking up objects - prior to fix, program would crash when monsters pick up objects. Also, add standard banner at top of file about copyright, contact, version information. msw 3/21/2000 CREDITS, README: Updated to contain my new mailing address. In reality, almost all the files have an out of date address for me, but these are probably the ones people will look at most. README also updated with new ftp location. msw 3/20/2000 include/Makefile.in: Update files to include material.h - need when packing up new releases - msw 3/20/2000 doc/hanbook.ps, doc/spoiler.ps, doc/spoiler-html/spoiler.html: Rebuilt with latest version of crossfire - not sure if there are any content changes, as the tools to build the file have been updated on my system, causing many changes to the prologue and outputted data. - msw 3/20/2000 Change doc/spoiler-html/Makefile.in and doc/playbook-html/Makefile.in to use $(datadir) instead of $(C_LIBDIR). Other add AWK and INCDIR lines so that it properly builds with autoconf setup. msw 3/19/2000 Change spoiler.tex, handbook.tex to build properly with later versions of tetex - added language specifier when using the babel package. msw 3/19/2000 Add missing doc/playbook/fig directory to the CVS reposistory - msw 3/18/2000 Change summon_cult_monster code so that it will no longer summon big monsters on top of walls or the player. Also, if there is not space for a big monster, try to find another pet monster that will fit in the space. File affected: server/spell_effect.c - msw Change gorokh.arc to use anim devil instead of anim Lucifer - fixes crash when using avatars of gorokh - msw Split off kill_player function from do some living, and check for player death upon player login. This splits up an otherwise very large function, but more importantly, the second point allows NOT_PERMADEATH to work as expected when the player is dead when logged out. Previous, the if the player was dead when they logged out, it would just kill off the character permanently (without grave marker or anything), even in NOT_PERMADEATH mode. Also, cleaned up player load code to remove code that supported very old style save files. Files changed: server/login.c server/player.c include/sproto.h - msw Change NO_STAT define in living.h,skillist.h,skill_util.c to NO_STAT_VAL to remove conflict on AIX systems. - msw Fix error in configure.in - was referancing BZIP2, when it should have used BZIP - msw 2/7/2000 server/skill_util.c: Fixed spelling of unwield configure.in: Update -z checks to not use eval, double quote the variable. This seems to be needed on solaris and probably other systems. Both changes commited by Mark Wedel, 2/7/2000 ---SMALL BUGFIX--- John Cater 5/11/1999 server/attack.c: - changed the logic in hit_player to attack enemy races with holy word playtested ---BEGIN BATCH UPDATE--- DAMN 9/17/1999 server/alchemy.c: - minor cleanup server/apply.c: - split multiple lighters server/attack.c: - vulnerability gives -4 to saving throw against non-damage attack effects - immunity to acid reduces the probability of corrosion - immunity and protection and not vulnerability to acid prevents corrosion - magic bonus improves item's saving throw against acid - vulnerability to drain doubles rate of exp loss, protection halves rate - holy word slaying is checked in hit_player, no need to double-check in hit_player_attacktype - prot:magic and vuln:magic affect all magical damage, not just raw magic - Holy Word and Turn Undead affect undead at half strength if they're not listed as an enemy race - Holy Word and Turn Undead have no effect on undead if they're listed as a friendly race - minor bugfix/cleanup server/gods.c: - minor bugfix/cleanup - luck slightly improves chance of divine intervention server/input.c: - fixed typo server/main.c: - trivial bulletproofing, probably no effect server/player.c: - sp regen penalty from armour calculated in fix_player instead of being recalculated for each spell point gained. server/shop.c: - payment will come from open pouches if you don't have enough in your top-level inventory - money for sold items will go into open pouches until they're full, then overflow into top-level inventory server/skills.c: - minor bugfix in throwing - writing in one of a stack of books seperates one book out first server/spell_effect.c: - generalized staff_to_snake to animate_weapon server/spell_util.c: - Staff to Snake, Dancing Sword, and Animate Weapon spells now all use animate_weapon function - holy golems avoid damaging their owners - raw mana spells common/living.c: - minor bugfix - fix_player now calculates sp regen penalty from armour common/readable.c: - spelling fix: grimore -> grimoire doc/crossfire.doc: - minor edits include/defines.h: - moved object type numbers to object.h - moved flag numbers to object.h - moved NROFREALSPELLS to spells.h - moved path numbers to spells.h - moved DESCRIBE_PATH macro to spells.h - moved ARMOUR_ and WEAPON_ macros to player.h - moved player state numbers to player.h - moved monster movement numbers to living.h - moved NROFSKILLS to skills.h include/global.h: - #defines from spells.h and material.h loaded early include/object.h: - now has the #defines for object type numbers include/skills.h: - moved NROFSKILLS here include/player.h: - added gen_sp_armour variable include/spellist.h: - added mana spells, Dancing Sword, and Animate Weapon include/spells.h: - moved NROFREALSPELLS here and updated it - now has the #defines for spell path nummbers - added mana spells, Dancing Sword, and Animate Weapon include/sproto.h: - added animate_weapon and pay_from_container prototypes include/material.h: - new lib/spell_params: - added entries for mana spells along with their fire equivalents lib/formulae: - minor spelling fixes to match minor spelling fixes in artifacts lib/artifacts: Weapons - Sanwe -> Gnarg (any weapon) chance 5, value x10, magic 0, dam 120% - Lythander (any weapon) chance 5, value x20, magic 0, luck +1, weight 90% - Gwormi -> Gaea (wooden weapons only) chance 20, value x50, magic 2, regen +1, dam 110% - Slay Demon -> Valriel (any weapon) chance 15, value x30, magic 2, weapon speed 120%, slaying demon - (new) Gorokh (any weapon) chance 15, value x30, magic 2, weapon speed 120%, slaying angel - (new) the Devourers (any weapon) chance 8, value x30, magic 1, attacktype: physical, cold, depletion - (new) Mostrai (axes and hammers only) chance 10, value x12, magic 1, dam 140%, weight 115% - (new) Sorig (metal weapons only) chance 5, value x15, magic 1, weight 95%, weapon speed 125% attacktype physical, electricity - (new) Ruggilli (metal weapons only) chance 5, value 15, magic 1, weight 85%, weapon speed 110% attacktype physical, fire Helmets (moved to after weapons, with the rest of the armour) - Lordliness -> Valriel (full helm only) chance 20, value x50, magic 2, Wis +1, Cha +1 - Uriel -> Sorig chance 10, value x20, magic 1, ac +1, armour 120%, prot electricity Shields - Theodin -> Mostrai chance 8, value x24, magic 1, prot fire - Gnarg chance 8, value x12, magic 1, ac +1, armour 180%, Cha -1 Gauntlets - (new) Sorig (gauntlets only) chance 15, value x75, magic 2, armour 10, weight 125%, attack: electricity - (new) Sorig (gloves only) chance 10, value x10, magic 1, armour 5, weight 125%, prot: electricity Armour - (new) Valriel (plate and scale only) chance 6, value x20, magic 1, armour 120%, weight 110% - (new) Gorokh (plate and scale only) chance 6, value x15, magic 1, ac +2, armour 110%, weight 105% - (new) Ruggilli (plate, scale, or dragon armour) chance 10, value x55, magic 3, ac +1, armour 120%, weight 90%, prot: fire - (new) Gaea chance 10, value x25, magic 2, ac +1, armour 120% Cloaks - (lesser version of cloak of the Underworld) the Devourers chance 3, difficulty 3, value x50, magic 3, weight 50%, material 0, Cha -2, prot: acid, drain, ghosthit, depletion Bows - (new) Valriel chance 10, value x15, magic 1, weight 110%, damage 200% - (new) Gorokh chance 15, value x15, magic 2, damage 160%, attacktype: physical, acid - (new) Lythander (not crossbow) chance 10, value x22, magic 1, weight 75%, wc +1, speed 150% - (new) Ruggilli (crossbow only) chance 10, value x18, magic 2, weight 85%, wc +1, speed 110%, attacktype: fire - (new) Sorig chance 12, value x20, magic 2, weight 95%, wc +1, speed 125%, attacktype: electricity - (new) Mostrai (crossbow only) chance 5, value x50, magic 3, damage 140%, speed 75%, attacktype: weaponmagic - (new) Thunder chance 10, dificulty 5, value x10, magic 2, weight 90%, damage 150%, wc +2 attacktype: physical, slow, paralyze ...and a few minor spelling fixes ---END OF BATCH UPDATE--- DAMN 9/17/1999 Add crossfire.oc.humbug.org.au server information to README file - msw Change compress method definitions from being determined by checks on system type to having autoconf find the utilities for us. Also, add bzip2 support. Files affected: Makefile.in configure.in common/map.c server/init.c server/login.c include/config.h include/define.h include/autoconf.h.in - msw Fix in server/rune.c - if the victim of a trap/rune is not on a map and the object has a disease, it would crash the server. Temporary fix put in to make sure there is a map, and if not, use a predefined difficult of 1. I think the real issue is how can an object not on a map be setting a trap (in this particular bug, reported by Klaus Elsbernd, the victim was a thrown object) - msw Change by dragonm@absolut.tegris.org - improve crossedit so that if you try to load a map you alreay have in memory, it will raise the window - it will also give you the option to forget, save changes, or just raise the window if the in memory version of that map has been modified. Checked in by msw. (crossedit, App.c, Edit.c, Edit.h) Bugfix in server/apply.c - apply_container() When checking for keys to locked containers, only searched player's inventory, not keyrings. Changed to use FindKey function in player.c, which does search keyrings. --DAMN Bugfix in server/main.c - enter_exit() Unique maps were using their actual location as a path for moving to a new map. They need to use the location of the original map, not the character's individual copy of it. This is re-constructed from the individual map's filename, which is based on the original path. --DAMN Remove xbmtobdf man page - since it is run automatically and it is likely that people will not run it manually (and it appears to be innacruate - or at least imcomplete), may as well remove it. - msw Change install location of man pages to section 6 instead of section 1 - msw New man page submitted by Egbert Hinzen that is actually correct and accurate as the options now relate to crossfire. - msw This one is a suggested fix for the alchemy bug that grants obscene amounts of experience for certain formulas. Those formulas are the ones that create items with a high fixed level, because those items are pretty worthless otherwise. Dust of Repelling Undead, for example, is level 30. The fix I implemented here is to base the chance of success largely on the level of the product, so it's very difficult to produce something like Dust of Repelling Undead, and therefore worth the extra experience. The chance of success is now based on the following factors: 1) level of product 2) number of ingredients in formula 3) rarity of formula as listed in "formulae" data file 4) number of batches being made 5) Alchemy skill (if present) 6) enchantment of cauldron 7) luck patch from DAMN This one makes a couple things level dependent that used to be fixed: 1) time it takes Word of Recall to take effect 2) amount of energy transferred by Transferrence spell 3) percentage of energy drained by Magic Drain spell Also, the following effects have been modified: 1) Followers of a cult that considers undead enemies have a penalty to Command Undead. 2) Magic Drain gives back to the caster a small portion of the energy drained from the victim. And a bug was fixed: 1) SP_level_dam_adjust used and SP_level_strength_adjust used the player's level, where they should have used the caster's level. --Patches from DAMN, applied by PeterM Marker object added, alchemy modified so that recipes can require keycodes and MARKS to execute, detectors modified to be able to detect MARKS, and all of this documented in crossfire.doc --PeterM server/gods.c -- changing gods now costs players their special prayers. --PeterM server/alchemy.c -- levels less than ten no longer produce cursed items, but only slag or nothing. --PeterM server/shop.c -- unidentified stuff is worth at most 60gp or so. ---PeterM random_maps/style.c - fix type in the scandir function which cause compilation problems for those systems that actually need it. - msw Change command_cast_spell so that it preserves a return value from find_spell. This re-enables partial spell matching (ie, cast prot will show all spells that start with that.) - msw ------------------------------------------------------------------------------ Change for 0.95.4: Add better comment in config.h about the DM_MAIL option - msw. Fixed and doc/playbook/Makefile.in doc/spoiler/Makefile.in so it works with autoconf setup. Updated to properly generated handbook.ps when needed - msw doc/crossfire.doc: Updated with disease code notes, detector notes. crossedit: Fix in edit.c to ensure map objects (mainly is_floor objects) are actually removed visually as well as from a pure object standpoint. Change to save_throw_object: If object is in players inventory and is destroyed, send update to client. This can happen when trying to ignite something in the inventory with flint and steel - msw. In apply_lighter, do more accurate check when seeing if the attempted object was actually destroyed. Also, cache the item name so that if it is destroyed, we have a proper name to print out. - msw fireborns changed to have Pow stat bonus instead of Wis stat bonus. --PeterM Some problems in the random map code fixed: specificially, 1) fountains no longer attempted placement outside map 2) Ignore files/dirs named CVS when looking for styles. I changed a few of the maps to have exits to random maps. I made one random house in Scorn, one random exit in the Hall of Bones to an undead maze, another exit to a random map in the hole SE of Scorn, and one in the bottom of the Tower of the Stars. --PeterM Update lib/Makefile.in to create empty bookarch and temp.maps files as part of install process. - msw Change configure.in script so that by default, files will be put in installdir/var/crossfire and installdir/share/crossfire instead of just installdir/var and installdir/share. This allows crossfire to be installed more cleaning without it having its own top level directory. Old installation behaviour can be gained by using --enable-old-layout when running the configure script. - msw Patch by Carsten Pluntke that fixes a problem with unique maps not being properly reloaded after being swapped out (main.c) - msw Fix so that when picking up objects from a container, the client gets an update to remove the object display from the container (ie, if you pick up all the gold coins from a container, the total in the players inventory always got corrected, but the client still displayed some in the container even if there should not be.) The change is in c_object.c - msw Check that hitter has a valid name before it attacks - fixes some crashes (attack.c) - msw Enhance lib/collect.pl to ignore CVS directories - msw. Improve auto_apply functions so that it will create treasures (random_* items) inside other objects. There is still a limit in that it will only look for these objects inside other top level objects - a random potion inside a chest inside a monster will not be processed. But that should be a rare case, and nesting containers very deep has never been well supported in the code. The code affects is in the apply.c file. -msw Add Xaw to start of libraries when linking crossedit - fixes focus problem. File affected configure.in - msw Fixed a bug in the "depletion on death" code. The depletion never had any stat removal specified. --PeterM Remove berzerk code/variable from player structure. The code had no effect - whatever functionality it once had has been removed in the past. - msw Add flag save information for FLAG_CLIENT_SENT that was otherwise missing (loader.l). This fixes the disappearing archetype bug - msw Fixed buffering bug in lowlevel.c --David ------------------------------------------------------------------------------ Changes from Crossfire 0.95.2 to 0.95.3: Fixed missing god animations in the archetypes. SIMPLE_EXP option added. From config.h: * Define this if you want to use the new (0.95.3) experience system. * The system has the following changes: * * 1) 2000 exp need for second level. All additional levels are shifted * accordingly. * 2) Your stats in your skill categories don't affect the amount of * exp you get. * 3) Your level difference doesn't affect the exp you get for killing * monsters. * * If this commented out, you get the old system. * * This can also be set by using -simple-exp/+simple-exp as a run * time option. Change treasure lists so that stat improving potions won't show up in shop. They should still show up on the ramdom_potion spaces on the maps (may in fact be slightly more common there than before) Move socket related code out of server directory and into socket directory and re-arrange cod so that what is in what file makes more sense. Code from Peter Mardahl to have death result in stat depletion and not actual stat loss. Setable by via STAT_LOSS_ON_DEATH option in config.h or -stat_loss_on_death/+stat_loss_on_death command line options. Patch by Peter Mardahl to change immunity spells from PATH_PROT to PATH_NULL - this will stop gods from giving out these spells. Patch by Peter Mardahl so that players will never fumble the reading of scrolls. You only get half as much exp for reading the scrolls now however. Update the README file - the list of public servers was grossly out of date and mostly removed. The instructions for running/playing were out of date, containing information for servers with the old X11 code. Change CAN_MERGE so that identified items with different been_applied will merge (this is currently done by just setting the been_applied flags for the object in CAN_MERGE if they have been identified) Temporary fix for disease code - I was seeing endless loops in weight contributions because an disease object op->env points back at itself. In do_symptoms, we check to see if the victim matches the disease we are about to infect them with, and if so, don't proceed further. The cause of this pointer recursion needs to be found instead of this current fix. Change daemon.c so that hpux systems can also use ioctl (.., TIOCTTY, ..) call in addition to SYSV systems. players and logs command added. players show all current player names currently in use, logs show sockets that are currently listening for kill log information. Add limited support for some commands from the socket (hiscore, logs, maps, motd, players, version, who). After socket has been authenticated to have valid server, shout and tell also available. To switch socket into old style mode, first command entered should be 'oldsocketmode'. Server code then knows not to prepend packet length information, so most functions work on this new socket without any changes. Add verify_player function to login.c (takes name and password and verifies they are ok - used for old socket emulation). Also notify all players when a player joins the game (this must have gotten removed at some point). change prototype for cs_write_string to take a constant string. In readpacket, have it read in 100 bytes even if length information looks incorrect (allows easier initial switching to oldsocketmode). If the length of the input buffer is for some reason negative, call abort. Clean up nconns in socket.c - it was being increased 2 times when a socket was added, and decreased by 2 when a socket was removed. Add newline to initial version command so people telneting in for old socket compatibilty get something a little more presentable. command char pointer added to newsocket structure - used for player name or listener html address. Fix in memory overrun/corruption when freeing the last allocated socket - it would write data beyond the allocated data. if new_draw_info is called to notify everyone, also notify sockets running in old mode if it isn't a kill log listener. Update commands.h file so that it won't declare various values if included multiple times - only the first time it is included will it declare the values. Add extern declaration for init_sockets to global.h since other functions now need to access them. Who command extended to also show active socket connections without a player attached. Kill log (watchable from socket) added. Add support to use old socket commands on the new port. Fix by Seikoh Nishita for weapons that slay multiple creatures - before fix, they would not slay anything (args to strstr were reversed) Don't give out exp for orating to monsters owned by another player - fixes abuse since 2 players could quickly orate back and forth and gets lots of exp. The orate function was also cleaned up a bit to be more efficient (presumption is made that there is only 1 monster on any one space, so once we find one, there is no need to do further processing) If door is passable, print a message to the player if he tries to pick the lock and don't let them pick it (examples here are the doors which you can walk through) Fix by Seikoh Nishita that should prevent some crashes when exiting shops - appears that there could be circumstances when i was trying to referance a null pointer in an error message. Add popen_local for sgi systems - without this, sgi can only open one compressed map before it fails to open further compressed maps. Fix by Timo Kokkonen so that resurrection works with the new player save method. This should also fix the problem that dead players when using PERMADEATH being able to log in after dying. Allow FORCE objects to increase digestion/hp/sp/grace regeneration. Remove style.h file, since we now have an automatically generated proto file from random directory source. Also fix in makefine to use proper ar when creating the archive. Add 'race *' to maps/styles/misc/fountains - this fixes a crash when entering random maps. If use presses an incorrect key at the play again prompt, reprint the play again question. Change find_free_spot to return -1 if no spot available, update calls so check for this return value instead of 0 (value = means current spot available) Change pet movement so that pets should no longer jump walls. Update configure, makefiles, and code to use proper locations of installed files (no longer $prefix/lib, instead $prefix/share for read only, and $prefix/var for read/write. When using a special key to open the door, print a message informing the player what key was used to open the door. Minor map cleanups/changes. Some improper exits changed to point the right place, extraneous style maps removed due to new gods, other maps updated to replace now missing altars with their replacements. Change gate code logic so instead of using speed to determine if the object can move itself, we instead check the ALIVE flag (this fixes problems for animated objects, and is a more accurate method in any case.) Fix by S.Nishita so that containers on the ground get properly unapplied when player moves off them. Fix by S.Yoshioka's so that damage for cone spells is calculated properly as they propogate. Remove server side referances to INFOLINES and INFOCHARS, since that is now controlled by the client. Code cleanup to random map generator to prevent compiler warnings. Also, change comparision of val == 0x1 to val-1 = null, since the later is more portable. added some missing newlines to log messages in the newsocket.c file. fix pickup modes some - mode 4 appeared to work ok (pickup all), but mode 5 wasn't working right (pickup all and stop). I have tested the modes with the X11 client, and they all appear to work properly. House of Healing map (with link from starting city) added by Peter Mardahl. Change player move code so you will no longer swap spaces with a pet monster/other friendly object is you are braced. Fix off by one error in the buffering socket buffering code - this would cause buffer overflows if the data being added equaled exactly the buffer size+1. Similar fix when reading in packets Increase NROFATTACKS to 24 in define.h so the AT_INTERNAL attacktype work properly. Patch by S.Yoshioka so that godpower/holyword spells are not magical. Fix in attack.c by S.Yoshioka to call free_object instead of free for splitting monsters. Fix by S.Yoshioka so that magic bullet or other pure magic spells do damage to other parts of multisquare monsters. Fix by S.Yoshioka so that you can not get exp in other skills with cone spells. Fix by Seikoh Nishita so that magic walsl can not be placed on top of other walls/monsters. Fix by Seikoh Nishita so that we don't clear the NO_STEAL flag on insert_ob_in_map - this makes singing/stealting from the same monster multiple times impossible. Patch by Seikoh Nishita so that boulders will roll off gates. Have server send updated weight of container when dropping all items from a container. New random map decore styles for new religions added. Patches from James Cameron to fix compile errors/warnings. Fix missing animations for some of the gods. Remove *.orig files from maps/picks directory. Maps updated wtih dtabb 2.60, navar_city 2.40 maps from John Cater. ------------------------------------------------------------------------------ Changes from Crossfire 0.95.1 to 0.95.2: speed_left values should not be changed when loading/saving maps with the editor. Map updates from Anthony Tyson and others (990128 version) Note: I was unable to reproduce the staff to snake killing the client bug. If still in this client/server release, please let me know. Set player->count in esrv_move_item when picking up objects. This fixes a bug introduced in 0.95.1 for the improved pickup code which only allowed picking up of all the objects on the ground. lifesaving items should now disappear from client inventory after they are used. Improve decrease_ob_nr so that items dropped on the ground will get removed from the players inventory if they are used up (fixes bug where you drop the last of some item on an altar but it would not disappear from your inventory) Add check to add_exp so that we don't add experience to non living creatures. This should fix the thrown objects getting lots of speed bug. Random map code by Peter Mardahl added. Various changes made so it will compile on non gcc systems as well as non bsd systems. Another fix for pits (holes) so objects should drop through. The fix in the last release made fixed a possible infinite loop, but also made it that once an object on the pit could not drop through, no other objects on the pit would drop through. The change made will attempt to drop all objects through the pit, but also not run into a problem with infinite loops. Update pedestal and detector code to also match on the lockcode of the special keys. Change detector function to call push_button instead of update_button. The later would only change the state of buttons, which doesn't do much good when you want to open a gate. push_button will cause gates and other connected objects to open. Change move_gate so that it won't roll off things like grass or other immovable objects. Update configure script to check for scandir function (needed by disease code) - if not found, then check in -lucb. Disease code from Peter Mardahl added. add break value in while loop in generate artifact message (readable.c) so we eventually break out if no match is found. reduce minimum supported map size in crossedit to 1x1 Don't let characters be easily saved on unholy ground. Player can't issue 'save' command when on unholy ground, and we don't autosave if on unholy ground. Improve pickup code mode 6 (pickup magic item) - call is_magical to determine if an item is magical instead of relying on known_magical flag. If the player has a marked item in need of identifying, identify that specific item first when an apply altar is used. This allows a player to selective choose what to identify. Fix in apply code between server and client. Containers on the ground now work properly. Server side simplified a bit, and updated to be a bit more bandwidth efficient (use update item to open/close containers.) Client updated to handle updating its container status via the update commands. Fix in pay_for_item in that it will not mistake kobans or other coins for gold coins when making change (or converting the older coins into new coins with the same arch but with a different value) Have player swap places with pet monster even if player no longer has peacful set. At confirmation when player quits, inform them that quitting will delete the chararacter. When a weapon is improved by the god, if it had no prior attactkype set, give it physical attacktype in addition to what the god gives it. By default, make new players peaceful. Fix up the fire cancellation function - it seems some of the code wasn't quite right (inserting in map vs setting the owner.) The fix should prevent some core dumps this could have caused. Fix for main loop in socket.c that should prevent infinite loops when a socket dies in some improper way. It should now drop the connection properly and continue with processing. Autoconf fixes - check for canonical system, specail check for alpha-dec-osf to add -std1 to cflags, add check for latex, add check for BOURNE_SHELL (this is used in hte makefiles, as some os's will use the users shell, but some constructs we use require bourne type shell), add check for number of args gettimeofday uses, change order when we create the makefiles to be proper. Use autoconf check above to get correct number of args for gettimeofday. Fix from Anthony Thyssen for the editor - should hopefully fix problem with delete not deleting the correct object. Remove font displaymode from editor - since we are not distributing any fonts anymore, doesn't make a lot of sense to support it. When connection is lost from player, save off the character - prevents items being dropped on the floor or the players duplicating the items. However, some additional logic will need to be added to prevent players from saving their characters in treasure rooms. Improvements in save_player which should better prevent saves from happening at inopportune times (like after they have mostly exited). Add stat_loss_on_death option (yes/no if stat is subtracted when you die.) Default can be set in config.h, and can also be changed with run time flags. Add / behind -I@x_includes@ in crossedit/Makefile.in. This should prevent the includes from being reset if there are no x_includes. Extend draw_look to send multiple item commands - this should only happen if there are a lot of items on one square. Fix should prevent crashes/memory corruption in that case. ------------------------------------------------------------------------------ Changes from Crossfire 0.95.0 to 0.95.1: Fix server crash if player ran into friendly object. Strip extra spaces that may be between the command and option (ie, "use_skill disarm" would result in " disarm" getting passed to the appropriate command function. Some functions could deal with this, others did not, and it makes sense to strip them out. Send update to client to remove item from players inventory when it disintegrates (demon ichors for example). Change load code so that player handling on unique maps should work better (I believe there were various strange cases if the player saved on a per player unique map and that map was or was not in memory, it might not load the per player unique map) Removed player file lockin during login. Extra lock files get left laying around in aborted login attempts. And in retrospect, I don't think it is ever really needed. Some excessive/annoying debugging messages removed. Some general cleanup in some functions that were previous setting automatic variables. If the variables are none changing, we now declare them static, otherwise we don't set the value as the initialization area - this prevents warnings with some compilers. Some casts added for some functions to also prevent warning messages. Remove HAVE_SAVE_UID in config.h - no longer any code using it. In free_player, only call remove_ob on pl->ob if it is not already removed. This fixes crashes when a player kills there login session before it is completed. Instead of calling draw_look (which causes all data on that space being sent to the client) each time the space changes, instead mark that we need to send that change, and have code higher up (top processing loop) send the data each tick if it needs to be send. This should result in less data being sent, and is easier to process. Add flag_client_sent for debugging purposes - makes it much easier to trace down cases where server was sending updates without actually having sent the object yet. Most all of those cases are fixed with the new draw_look logic mentioned above. Add dump_object_from_tag to figure help figure out the objects generating messages. dumptag command is available from within the game if compiled with DEBUG to use this fucntion. Pup land maps updated to version 1.3. Fixes in configure script to autodetect X11 libraries better. Fixes also in Makefiles so all rules should work and all needed variables should now be expanded. Add checks for a few more header files. Makefile fixes also include changes so that archive is packed in proper order that it should not try to rebuild pregenerated files. Master makefile now set to make bzip2 archives in addition to gzip archives. Added watchdog code from Christian Stieber - periodically sends out UDP packets so other programs can watch for them and restart the server if it doesn't see them (hung or down server). Added ISQRT macro to spell_effect.c - seemed that the code was changed a while back but that function wasn't added. It was only needed of SPELL_FAILURE_EFFECTS is compiled in as an option. Simplify checking of MAXNAMELEN in crossedite/include/Posix.h Updated list of options you get when you do -help - removed old options that are no longer around and added new ones. Dropping an active container will now result in all the items in the container being dropped, and not the container itself. It could be argued this should be a client issue (client send a move for each item in the container). However, dropping everything in the container should be faster than individually dropping (ie, you turn the container upside down), and client dropping them one by one would result in that many commands of the player being used. Change esrv_move_object to use the pick_up function instead of pick_up_object. The difference here is that pick_up will look for matching containers, so players manually picking stuff up in the client will have items go into active containers as appropriate. However, this can also cause problems with smarter clients that really want the object to go into the players inventory and not a container (I don't think any will have that problem currently) Fix in apply for holes - return 0 if we can not move the monster through the hole - this prevents an infinite loop in move_hole in time.c Added internal buffering for sockets if the OS's buffers fills up. This greatly improves reliability in the client. Size of buffering is setable in config.h Fixed makefile dependancies - make install should now depend on the actual programs it plans to install. Fix some bugs in the animation code - most notable is animations with just 2 facings like the quetcoutal. Changes to archetypes is to change the half orc to have 4 facings the quetzalcatl to have 2 facings. Fixed animations to always use the direction value for determing object animations. Change examine code so that if the first thing in an object message field is @match, don't display the message. Fix map update code that wasn't calling update_los before sending the map to the client. Fix from Timo Kokkonen for socket code - check to see if we got an interrupted system call (EINTR) on a read/write - if so, loop until it clears or we get a real error. Apparantly greatly improved reliability of the server. ------------------------------------------------------------------------------ Changes from Crossfire 0.94.3 to 0.95.0: Added diagnostic message if you try to use a skill and it can't find a match Fix in send item command to better handle objects with a huge number of items in its inventory. Shop listing code simplified - send all data to the client at once instead of havign to store it and wait for the player to hit a keypress. Fix bug in ghosthit which would cause server to crash (patch for 0.94.3 was released for this bug) Some general code cleanup - fixing/removing unreachable statements, removing unused variable. Build/configuration now done by autoconf (run ./configure). This cleans up a lot of special checks throughout the program, and hopefully should be more portable. Cleaned up/rearranaged the include/.h files. Prior, most all structures where included in structs.h. Structures and support values now in unique header files (ie, player structure and support enums and like in player.h, object structure and support in object.h, etc.). This doesn't change the working on the code, but is just easier to maintain. global.h takes care of including these is the correct order. Many options now removed from config.h file. Options removed either relate to X11 code/old server support or machine specific details which we can now pick up via autoconf. Better speed checking in update_object_speed. When improving a weapon, client should now get updated (code was updating the incorrect object) Improve apply below to be more bug free (that is to say, we preserve the pointer to the next object - I think there were cases where the last of an object was applied, and thus removed, but the apply function did not return a code specifying something was applied, so the code would then try to apply an object with an invalid pointer) Fix for collect.pl script to fix problem traversing directories. (note for 0.95.0, there were many large scale changes, so many of the entries below are more of just an overview of what changed, and not a highly detailed account of the changes.) Fix/improvement in player movers so that players trying to run in the direction they move don't move incredibly fast. They will still seem to move faster (I am guessing roughly player speed + mover speed now). I am not sure of the original bug, but my guess is that the mover moves the player to the next mover (which has a low speed). But now the player still has his own action left, and moves to the next mover which has high speed, so wisks the player to the next mover, which has low speed, so he effectively moves 3 spaces in one tick when he should just move one. Changed save player method so that a directory is created for each player. Added per player unique maps (new apartments). Maps from Christian Stieber, however the implementation is a bit different - if an exit is marked as unique, it will lead to a unique maps. The unique maps are stored in the new player save file directories as above. Removed all X11 support from the server code. Change crossedit so that it can read in the pixmaps as they are stored in for the client/server support (so that only 1 copy needs to be kept). This method of reading them in is slower than the montage method unfortunately. Changed socket handling. Port 13326 has been removed from active service. Socket information is now part of player structure, which cleans up a lot of the old code which had to do with find the player that correlates to a socket and vice versa. Fix bug so that if invaliad variable is given to dm 'patch' command, program no longer crashes. Fix bug so that containers that have a huge number of items don't crash the server (a container needed to have more than 250 items for this to happen). The real problem is containers that allow an infinite amount of junk to be stored in them (Lepreds bag, but this item/map isn't part of the standard distribution). Even with the fix, there still becomes some point where problems will occur (around 2000 items, the amount of data that needs to be sent would exceed the size of the output buffer). In any case, with that many items in place, the player will see a noticable performance hit when such containers are opened. Fix bug that caused the program to crash when attacking ghost or other creatures with ONE_HIT flag set. Print out message to player if they have old keybindings. Some map fixes by Christian Stieber - eliminate ability to bypass quest and typo fixed in other map. Fix so that perceive spell (off of rods/staves/scrolls) properly finds the god of the player. ------------------------------------------------------------------------------ Changes from Crossfire 0.94.2 to 0.94.3: Fixes to some recipes - before some had non existant ingredients. As part of this, a treasurelist for ogres added. archsearch.pl function added to lib/adm. Useful little perl script that can do object context searches (ie, immune to X and attacktype of Y) Old loader code removed - only lex loader supported now (no bugs reported, so it seems to be OK) Debugging output improved in various areas to be easier to read/better inform what is happening. Hopeful fix in place to prevent player movers causing players to have -infinite in speed_left. Fix right now is to just limit speed_left to -50 - I believe the real problem is that some player moves have speed=0.0, and it is diving by that value. Fix so that if a player dimension doors onto a player mover, he no longer gets stuck in an endless loop - he will now move along the movers as expected. When a player dies in NOT_PERMADEATH mode, clear the braced flag. In the case of spell failure, don't cast mana storm in no magic areas (instead, just kill the player) Only write out an updated bookarchive if data has actually changed and needs to be written out. Don't print out new client server usage logging if nothing has changed. Reduced power of 'loose mana' (it appears this only happens when a spell is failed really badly). It seemed to me that the area of affect and damage could be many times deadlier than anything else out there. Hopeful bug fix for thrown objects getting very fast speed (I am unable to reliably reproduce this, so am not sure.) Basically, I believe the problem was that set_owner was only being set for the wrapper in the thrown object, but it is the actual internal object that gets used at some point in the attack sequence. As such, I believe that the knife, spear, whatever was getting the exp for the kill (exp = speed in weapons). To hopefully fix this, I have also added a set_owner call on the real object so when it goes to grant exp, it should find a valid place for it and credit the player and not the weapon. Changed spell parsing so 'of' is not needed in some complex spells (ie, create food or marking rune). From kfitzner@nexus.v-wave.com Fixed bug in which you could kill multispace monsters with paralyze or slow attacktypes. Added ncom and comc commands to client and server. These commands allow client command queing/dropping (note that server will only send a comc if it gets a ncom first, so old clients should still work just fine). The protocol numbers increased to 1021. Added more objects to the show invisible list - hopefully the pupland maps should now be fully playable. RPLAY_SOUND definitions changed to RPLAY_SND - should make for cleaner compilations for those using that. Fixed #ifdef for NetBSD in common/time.c to use proper symbol. Fix so that counterspell should no longer kill monsters with magic attacktype (ie, jessys and probably others) Added debugging in deathstrike code to hopefully be able to better track down face of death problems. My guess is that it is a problem with level comparisons. Fixed/clarified many nexted if/else statements that were ambiguous. Now braces are properly in place (From Klaus Elsbernd) Hopeful bug for disappear objects when emptying bags. I believe the problem was that invisible objects ended up showing up in the containers somehow - this by itself is not a problem. However, the empty bag function calls drop with the object to drop and keeps the next value - however, drop would forward past the invisible object so the calling functions next value is no longer accurate. Drop function now does not skip over invisible objects in containers (will skip over them in player inventory) - it instead removes the invisible object since I believe it is garbage anyways. I am not sure if this will fix the problem, but there was certainly some problem in the code here. Fixed bug with multipart monsters & pits. Before, they got split into a few parts like a magician trick. Now they stay in one piece. At current time, the logic probably isn't great, as all that is currently checked for is the head of monster being on a pit - in reality, probably all the monster parts need to be on a pit. -m9 and -mt options added (Code from Raphaël Quinet). Formulas have been fixed such that all are now creatable (none missing archetypes). However, the output still shows some formulas out of balance in terms of costs. Changed AT_GHOSTHIT meaning and added ONE_HIT flag. GHOSTHIT is now treated like any other attacktype (monster will not be removed just for having ghosthit). ONE_HIT flag now means the monster will disappear. This fixes the acid sphere deadliness (before, they did have ghosthit as an attacktype). All the objects with ghosthit have been updated. However, there are probably some other undead which could now have ghosthit added to their attacktypes since it won't cause them to disappear now. Updated the programming_guide doc. Hopefully, it is a bit easier to read and a little more accurate. Improved polymorph. Invisible objects should no longer appear. Also improved so that all objects of a type would be possible results (before, it would be the first 80 weapons would be chosen from, or the first 80 monsters, etc.) Now it is unlimited. Smarter initial selection should also result in a few less meltdowns from it now being able to find an acceptable object. Also, possible fix that could cause crashes on rare occasion (monster polymorphed into something else, and when inserted into the map, something on that space kills it) Also, we stop processing a space once we hit the floor - I don't recall floor types ever changing anyways, but there could be other problems processing subfloor items. ------------------------------------------------------------------------------ Changes from Crossfire 0.94.1 to 0.94.2: Changed calls to send_query on server side to include the string on what the query is for. This is to make clients be able to do smarter/nicer things when it receives a query. Bug fix in check_walk_on which would cause crashes when objects are put on spaces with multiple destructive forces (ie, earthwall cast on top of a double pool of chaos). Once check_walk_on finds that the item has been freed, it stops doing any further processing on it. Animation code cleaned up. Animations are now object properties, and not archetype properties (and thus can be changed in maps). Also cleaned up so that the is_turning flag is removed - more complex animations available via the num_facings. Below is the section from the TODO file. Note that there is still potential to improve animations (many 1 frame animations could take advantage of the new code to have multi frame (ie, players can now have images for all directions, and animations for each of those) New code is in common/anim.c: Clean up animation code and make it more general purpose (instead of is_animated and is_turning flags, instead add a value that states how many animations/direction there are. For example, right now the big dragon has 8 animations and 2 facings (left & right), with 4 animations/facing. Something like num_facings could be added so we know there is 2 facings. For arrows, num_facings would be 8, so we know that it shouldn't be animated (since there are only 8 images in its animation.) This would make the code a little cleaner, and allow better/ more complex animations (an object that faces 8 directions could have animations for all directions, were as right now, that is not possible.) collect.pl changed to handle generation of animation file. Wipe below added to crossedit by Steven Unruh removed non NEW_HIT_PLAYER in attack.c (ie, old attack code removed) Added hitback code (looks like it was missing from the NEW_HIT_PLAYER code) dm commands will now be accepted from the new client (provided they have dm priveledges of course) Add AT_INTERNAL attacktype used only for internal calculations (ie, does that amount of damage). Actual damage section of poison now uses this. Fix spoiler generation - don't convert monster archetype names to lowercase - images generated properly for them now. Also, fixed problem with some images (dragon) being rotated when they shouldn't. Clear INV_LOCKED flag when stealing objects. Fixed couple of bugs in throw code. First, players remaining speed calculation seemed incorrect. Second, you can now specify an object name to throw (ie, throw ring, throw chair). Third, the client now gets properly updated with the new/changed item. Make UNIQUE_ITEMS standard feature. Removed LOCK_ITEMS as a secondary feature - running multiple servers against the same set of files is no longer supported. Note for compatibility reasons of both methods, it will look for unique files starting at v00 and will write new ones with the .v00 extensions. If you have .v01 files, these will be read in the first time through (provided you also don't have a .v00), but all new files will be written with the .v00 extension. Referances to ITEMS_DIR changed to be UNIQUE_DIR - I think that is more descriptive. This includes the environmental variable. Change ok_to_put_more to do more complete checking and also not to stop spells because of a monster with certain immunities being on a space. If hit_player is called with the 'tail' of a monster, it would previously just exit if the attacktype included slow or paralyze functions (must hit the head with those.) Changed hit_player so we just remove the slow and paralyze, and still hit with any remaining attacktypes. change explode_object so it only hits the monster once with the bullet/ meteor. Previously, it called hit_map, which then hit the player, and then called hit_player again. This effectively doubled the amount of damage caused by the bullet - it now does the correct amount of damage. As best as I can tell, meteor/meteor swarm does properly damage the monster even if the tail was hit. Bug fix in singing so exp should now be granted the first time singing is used on a monster. Changed so that server can be compiled with new client/server support but without old (port 13326) support. Various sections of code updated to work/compile in such a setting. Fixed premature freeing of map->tmpanme. Now in delete_map instead. Added checking in free_object to see if we are called on a non removed object. IF many cores is defined, will dump core here. I believe there is some section of code calling free_object on a monster without calling remove_object, which is causing a lot of error/warning messages when it happens (very infrequently.) With this test in, it should become quite easy to track down when it happens. Added free bsd & net bsd to those systems whose gettimeofday takes 2 arguments (common/time.c) -lcompat added to libraries needed for FreeBsd. Include unistd.h on freebsd. Don't include malloc.h in xbmtobdf.c on freebsd. Sample ban_file added to lib. Read in of ban_file will now ignore lines that start with #. Also, animations file (used for new animation code) included. Config file rearranged to hopefully be in better sections and easier to edit. NEW_IMPROVE_WEAPON and SIMPLE_PARTY_SYSTEMS removed from options - now always selected. NO_LOG, ONE_PLAYER_PR_UID, CHRFONT removed from sections - these can never be valid. NO_ADD added to prevent players from adding others Server updated to send full lines of text with query commands to client so for clients that pop up a dialog box, they can print meaningful data on what the request is for. Bug fix so that you can no longer apply multiple objects of the same type with apply -a Give better messages when attempting to light something. New client/server statistic gathering added - will periodically dump usage stats to the log file. Server will now longer crash if client/supposed client sends bad data - will now just close the connection instead. Server will not longer crash when player runs into a door. Can now longer polymorph objects into items that are invisible. Removed client directory from main archive. Too many people thought that was the new client creating confusion, and I don't see a big need to have it around (it will go away when the X11 code is yanked from the server anyways0. If you still like it, the old version of it will work just fine (no changes have been made to it in a very long time0 Map changes: color_ removed from map files. library card cost decreased some. oldcity maps updated to take full advantage of XPM mode.. Lake_Country/DA map changed - exp reduced, sp increased. ------------------------------------------------------------------------------ Changes from Crossfire 0.94.0 to 0.94.1: in artifacts file - moved some settings of difficulty before Object line. (difficulty after the Object line have no effect) In low level socket code, retry read/write again if we get a EWOULDBLOCK in addition to EAGAIN errors. Some systems return EAGAIN, others EWOULDBLOCK Fixed possible crash in move_monsters. I believe the problem was that the monster got killed by a door, and the function was not expecting it, and would use the invalid object. Not sure if the code I put in will really fix the problem, or just migrate it to a higher level calling function (have not seen the crash myself) If on linux, include crypt.h in main.c Various minor memory leaks fixed. Better error message for non wiz people trying to use shutdown command. Shutdown command actually added to command structures and is now usuable. Internal animations changed from explicit defines to use SET_ANIMATION macro. Much easier to read, and better supports client side animations. Include sounds.h/sound calls no matter what RPLAY is set to. Only rplay special code is in sounds.h. This way, client can still get sound information without rplay being defined. removed NPC_PROG code - not used at all - only thing there was a few #ifdefs setting values. Moved typedefs for function pointer stuff from structs.h to funcpoint.h. No outside affect on code, just makes more sense internally. Disable default selection of DEBUG_DMALLOC on crosssite.def Removed old/unused charisma bonus values from common/living.c Minor fix so that a space is properly added between item number and name. Added a lex loading routine. Performance seems to be roughly the same, but ease of maintenace/readability seems better to me. Modifications to loader.c should not be done - instead, they should be done to loader.l Loader directive flags and loader return flags added to loader.l - those are now used instead of arbitrary integer values. Fix c_wix.c dm goto command to set the destination object/map name. Otherwise, if an invalid map was entered, the enter_exit would try to print a null string - some systems handle this OK, others will crash. Changed common/time.c to use GETTIMEOFDAY macro defined once at top of file instead of having #ifdefs throughout the file. Fix so that items of differing values will not be merged. Also, when merging objects, do not clear startequip flag. Fix in doc/playbook-html so all include directives are handled properly with the include_html.pl script. More details printed about improved weapons (how many improvements done, max number of improvements.) Also, skills will show how many improvements the character can handle. Bargaining skill will be auto applied when in shops. Change teleporter code so the teleporter does not have to be the first or second item on the space - teleporter can be any object on the space. -a, -u apply options added (always apply/unapply instead of toggling). Internally, apply and apply_special have been changed to take one more option which is this flag. Applied rings will not be merged - instead they will remain seperate. Fixes problems with getting full bonuses, and also makes it easier to apply/unapply one item. Increased frequency of generation for strange ring (nodrain ring). This should make it appear probably roughly as often as the ring of life, or maybe even more often. Put maximum carry limit in - beyond the limit, a character can carry no more. This limit is fairly high right now, but should improve playbalance and prevent characters from getting a negative weight or carrying so much stuff it takes forever to move (session appears hung to them) Added CS_STAT_WEIGHT_LIM to newclient.h, so client can know how much the player can handle (only used for GUI, so it can do a carry/limit type of thing) Title information now used in hiscore displays. Show invisible spell will now make handles visible. New server code won't crash if player does nothing when it prompts for the name. Also, include necessary dummy functions so server will compile of ERIC_SERVER is not set. Will now search keyrings when running into special doors for matching keys (players can protect keys by putting them in other containers.) Change jump skill so that any spaces with FLY_ON set will affect the jumping player. This prevents the character from jumping over player movers. In create_wall - if insertion if the initial wall fails (new all is destroyed), don't extend the wall. Fixes the earthwall on top of pool of chaos which creates strange map problems. Map fixes: Lake_Country/ebony/masterlev altar should now accept fragment of chaos. Put no magic areas in apartment so it should no longer be able to dimension door and get keys. /city/houses/wizz.entry should now be entered at the correct position. /city/misc/library - library cards are now identified, so it should no longer be able to buy then sell at a profit. /city/houses/wizz* maps: removed ./ from start of some map paths - causes apparant problems. Lake_Country/Butakis/blacksmith - can no longer get free dragon mails or other items - have to pay for them now. Remove pup_land/rainbow/Lv4/\nkey (\n was an embedded newline). Map doesn't look to be needed. Archetype changes: Added blocksview to gwall so you can no longer see through them. Fixed up castle animation in bitmap mode (212/312 images needed to be swapped) Increased exp for skulls from 3500 to 5000, reduced exp of deathtrees from 1400 to 1000. fixed typo in gauntlets which meant title was set right. aggressive 1 values changed to unagressive 0 values in some archetypes (no such value as agressive) ------------------------------------------------------------------------------ Changes from Crossfire 0.93.7 to 0.94.0: Added outline of future versions in the TODO file. a mana storm should now hit with godpower attacktype. The spell create_food will now create food with 0 monetary value, and be marked as starting equipment, so can not be dropped. Player titles with spaces should now load properly. Updated command times for use skill, ready skill, and stay commands so when client executes them, proper amount of time is subtracted. drop_object now preserves the freeze inv/look window, which prevents slowdowns when picking up a lot of objects/dropped. Added yield to water of diamond, fixed typo for dust of frost recipe. If a recipe doesn't have a yield, recipe should still be properly generated. Hiscore savefile now stores maxgrace and seperates player title from player name. Option added to only swap out maps when MAX_OBJECTS is exceeded (MAX_OBJECTS_LWM) Changed internal definition from SOUND_EFFECTS to RPLAY_SOUND to properly reflect what it actually enables (sounds for the client are always enabled) No longer put a 'a' for single objects. Changed ring generation so rings of power can be generated. Change can_merge so that more objects are mergable, add nrof 1 to some objects. Improved set_owner which can fix getting into endless loops. Change insert_ob_in_map_simple so it doesn't call check_walk_on. fixes player being slowed way down when dropping objects on slow move space. Animations moved out of archetype and into seperate array. This is necessary for the client as it makes a unique referance number for each animations. Also, in future, this would make it easier to be able to change aminations in objects/maps. Print out level gain messages in red so they are more noticable. Change can_pick so that invisible objects can not be picked up. Change singing so you can calm a monster multiple times - you only get exp once however. Change show invisible so it only makes monsters and players visible, and not things like magic mouths and ears. Patch so that if peaceful is set, you will not attack other players even if they have attacked you. Auto apply woodsman/mountaineering benefit when in the appropriate terrain. Fix get command so it takes from a container if appropriate. shutdown and kick wizard commands added. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Client/Server changes for 0.94.0 Updated protocol version to 1010 Server debugging statements in ericserver can be enabled/disabled by define at top. Client can lock/unlock items on the server. Client can now look at spaces now. Send update of item to client when it is identified. Send update command to client from decrease_ob_nr to update players overall weight. Now send animation information to the client. Now send sound information to the client, client can send setsound to server to enable/disable sounds. Client side image caching fully supported. Added updates when picking up objects/dropping objects so that players weight and container weight is updated if necessary. Also, if object merges, make sure we then send a delete of the original object that is now gone to the client. Update object changed to send floor animations to the client. Send update when power crystal changes speed. Send update of player object after player is loaded. Change server so that only send map update and player stats once a tick - should be more efficient and equally sufficient. Added LOCKED flag to item transmission command so client can no which items are locked. Added item1 command which superceded item command - sends more informatin. Added update command to protocol, and function in server - only sends portions of an object that need to be updated. Server now properly handles repeat fire on. ------------------------------------------------------------------------------ Changes from Crossfire 0.93.6 to 0.93.7: set_god wiz command added. Changed call to 'index' to 'strchr' in commands.c - keeps with what the rest of the program does. Pupland archetypes and maps added (v1.2 of pupland distribution). Changed get_random_mon to be more random when a monster of a specific level is requested. Casting transferrance spell on another playing and having their head explode will no longet get the recipient of the spell exp - instead, the caster of the spell will get the exp for any kills. change put_a_monster function so it properly handles multi-square monsters (put_a_monster is called by summon_evil_monsters, at probably others) Changed alchemy so you no longer get exp for failed/random mixtures If a container on the ground that the player is using (ie opened) is somehow removed, update the players view to now be the ground and not the container. Player titles will now be loaded properly from save files. Can no longer sing and make the same monster unagressive multiple times. The implementation is actually borrowing the NO_STEAL flag, which means you can't steal after you sing, and after a failed steal, you can't sing and calm it down. Also, make sure that only the 'head' of a monster is sung to. Fixed up CSword_116 xpm file (too many chars on one line) Added note/option in config.h for systems lacking O_NDELAY. Fixed up some of the quests in Lake Country - can no longer just run and get the dragonbane or buy the armor with a lot of scales. New Client/Server changes: changed esrv_send_face to take the client_num instead of client_id (should be slightly more efficient). This does not affect the protocol in any way - it just makes the handling on the serverside more efficient. Changed item command to calculate objects total weight before sending it to the client (total weight = weight+carrying). This is needed because there are many times that the client does not know what is in the container and thus can not properly calculate the weight. Change server so it sends updates for the parent items that the object is being moved from/to (ie, when removing something from a sack, send an update for the sacks weight). For the client to properly handle the player being re-updated, some special handling had to be added so the inventory list would be updated and so that we don't try and add another player object (client search routine for tags didn't look at the player) Fixed server so it now properly updates the original item from which a portion of it is being dropped. Fixed bug in server handling which kept the -1 return code from a blocked socket and decreased amount to send by that - reset to zero so amount to be sent remains the same. askface and mapredraw commands added to Protocol by Phil. Changed load player function so it calls fix_player before sending initial data to client. Removed some printf/debug statements from pickup code for newcs in player.c ------------------------------------------------------------------------------ Changes from Crossfire 0.93.5 to 0.93.6: If we fail to save a map, all objects on that map should now be properly deleted from memory. Fix possible crash when score is being generated if player is on swapped out map. Default output buffer for new clients is now 64k. Partial code in place for client side image caching. Alchemy changes from Peter & Brian. Main change is that multiple recipes can be made at once. Bad grammer in messages printed out when readable object is beyond players comprehension. ethreality recipe commented out in formulae file. Some playbalance issues on maps fixed by Samuli Tursas. Internal handling of shop menus changed - instead of a list of objects, change it to an array of strings. Minor changes in porting.c to hopefully make that file compile properly on more systems. doc/experience updated with some more notes from Brian. CAN_MERGE changed from a macro in define.h to an inline function in object.c (only file it is used.). It makes it a bit clearer, and hopefully a little safer. There is an option at the top of config.h for handling of the INLINE function declaration. Possible fix so that altars should not be re-concecrated if god is set in the editor. Undead monsters can now see in the dark. Fixed bug in parse_command which would cause crashes if a socket connection entered a string with a ; in it. Increased string size in new_draw_info which prevents crashes/stack corruption when really ling strings from a socket is entered. Changed spell level/costs between invisibility and improved invis such so that the improved version is now a higher level and more sp. Now possible to steal from a creature more than once as long as character remains unseen. Each steal attempt will become harder in any case. Remove some special player checking in get_nearest_player - I think it caused some crashes, and wasn't necessary (in fact, clever players could use it to get it such that monsters would not target them.) When characters stop levitating, call check_walk_on so they will fall through pits or other applicable effects. Fixed up some archetypes which could be picked up when that should be set (trapdoor, bullet, meteor). The last 2 cases can not be picked up, but clever casting of alchemy could have nuetralized them. collect.pl will now print warning if an object has walk_on set but does not have no_pick set. Added new map from Bjoern Helfesrieder to starting town (Yarin's House) Fix in item matching code that could cause core dumps. Fixed clearinfo command so that it still works even if player is using scroll mode (only if player issues the clearinfo command - other uses of clearinfo in function won't clear in scroll mode.) Improved shop listings so they are sorted by type, then sorted by name. Fixed bug in backspacing the to the front of the first line of an extended command - it now works properly and puts you back in normal command mode (this got broken in the addition of extended line input.) Player should still be able to save if they were the wizard. However, wizard status will be stripped for save, but the fact they were a wizard will not be stripped. Imp made even wimpier by Peter M. If you set of traps, open doors, push a player, or roll a boulder, you now become visible. Change it so that when something/someone reads a scroll, only inform the other people on the map (perhaps this is still overkill?) ------------------------------------------------------------------------------ Changes from Crossfire 0.93.4 to 0.93.5: Replaced handbook make_index script with perl version. Much faster, and also fixes problem with echo command doing different things on different systems. Minor change in crossedit such that if it is not compiled with XPM support, it will give an error message if run with the -xpm option. Changed code so that experience objects no longer change stats (reverses 'fix' made in 0.92.9) Fixes problem of characters getting extra stat points from the experience objcts. Fix bug that could cause infinite recursion loop in spellpath_msg. From cameron@ripper.stl.dec.com (James Cameron) Fix bug in complex keybindings in which all the commands in the keybinding were executed that tick. Thus, if you bound a key to north;north;north;north and pressed that key, you would move 4 spaces north no matter what your speed was. It now works properly, and you move at proper speed (keybinding is copied into buffer in player structure, and removed as we go along.) Note: This buffer could also be used to hold keypresses not yet processed, but that hasn't been done yet. Added ability to enter lines longer than the info window is wide. This allows for longer keybindings or say commands. It isn't the most sophisitcated thing (the extra lines show up with a 1> and 2>, etc for the extra lines, and we just redraw the previous line if you backspace that far. After you complete the command, it does end up redrawing the entire command, which can take a few lines, which gives some confirmation on what you typed in. This feature was added to both the standard server code and the new client. Change use of tempnam to tempnam_local which we supply. Standard tempnam will look at the TMPDIR environmental variable, and use that to override any other value for the directory - this causes problems if different people runn the program and using the temporary maps accross runs. tempnam_local will not look at the TMPDIR variable, and will instead always use the value we pass it. This can be changed if we were not compiled in SECURE mode by changing the CROSSFIRE_TMPDIR environmental variable. Code was also changed so the CROSSFIRE_TMPDIR variable will not be used if compiled in SECURE mode. Fix so that you can no longer move really fast or fire really fast by using the mouse buttons in the game window. Using the mouse buttons in the game window should now result in the same speed as using the keyboard. Patches from Peter Mardahl: Dusts now cast as ability and not spells. This mean that they will not have magic as part of the attacktype. Spells that are cast on oneself now ignore direction. Thus, healing and protection potions can not be cast on something next to the player using the object. Detector object added. Similar to inventory checkers, but only periodically samples what is in the space, and doesn't look at the inventory, only objects actually on the map. Creators can now cause objects they create to inherit names. They can also periodically create items. Arch diffs: imps weakened, cold dragon spews forth cold, creator modified to have default speed 0. New FireTemple set of maps. These have been onto the Volcano in the southeast area of the continent. The maps that were there were moved to world_e2, under the crater. Gradual light/darkness code put in place. I fixed a few of the bugs that were in peters orignal version, so it works flawlessly for both server and new client. ------------------------------------------------------------------------------ Changes from Crossfire 0.93.3 to 0.93.4: Inventory checkers can now act as doors. If no_pass is set in an inventory checker, player can not move onto that space unless they meet the match requirements. Signs that are usuable only a fixed number of times added. Fix for pedestals & buttons so they are only activated once when a player moves onto a space (previously, they were being activated twice.) Fix for connected objects so that they will not be sacrificed on altars. This fixes a case where you might want to put a check_inv and altar with the same sacrifice on the same space. Before, the inventory checker would be sacrificed on the altar, causing the linked button list for inventory checker to be corrupt. Many maps updated to look better in xpm mode or just better in general. Change in crossedit so that if you set the randomitems variable for an object, it only sets the value at the head of the object, and not all parts of the object (it would be nice to allow non head parts to have this set, but I am not sure how to get what part was clicked on in the editor, since it seems the head is passed to the function.). xpmtopix.pl script added. Eventually, I hope this will replace the C version. For now, all it is good for is to verify that the XPM images are using the proper colors. Numerous XPM images were not using the proper colors (a lot were using brown, which is not an official color - see the xpm template for what is.) Cleanup of proto directive to turn __signed into signed. Also, change #if __STDC__ to #ifdef __STDC__ in proto files. Fix so it should now compile if SECURE is defined. Ability to more easily added needed libraries in crosssite.def - Extra_Libraries option added. Assume Linux has a prototype for tempnam (at least my version does.) Many objects added, and many XPM images updated/improved. Change in new CS code - don't send the version string until after we fully set up the structure. Change so crossfire will compile if SAVE_HOMEDIR is set. Reverse actions of -m8 and -m9 (Believe they were doing the wrong thing relative to the scripts and what the docs say.) Change in hiding code and detection by monsters. ------------------------------------------------------------------------------ Changes from Crossfire 0.93.2 to 0.93.3: Added a fill below function in crossedit. This make filling in backgrounds for maps much easier. Basically, it just puts whatever object you select as the bottom object of the bounding box. If the bottom object on the map matches the object being inserted, the object is not inserted. As a side effect of some code in GetMapObjectZ, if it matches the top object, it won't be inserted either. This makes things much easier to update map backgrounds for XPM mode. Hiding made easier for players. Stealing is made easier for players, but harder beyond the first item. Many image colored and perspective corrected David Sundqvist. Also, several new objects added (specialized altars, some more indoor furniture/more orientations, some sliding secret doors, and new wall types.) Barn image naming conventioned changed to follow what is considered proper. A few maps added by David (two temples in starting village, along with a mercenary recruitment building.) Also, some maps fixed to look better in XPM made. Party kill option added by Rauli Ruohonen. IT lets you see who has killed what recently in your party. Saving throw for objects cleaned up. Previously, an objects immunities/ protections were not being used correctly to determine if it made its saving throw (that is why icecubes could be destroyed by ice). It is now set up properly. Gods will no longer improve weapons that have been enchanted by other gods (Or I believe by yourself.) Fix memory overrun (1 entry) when initializing values for the images. Program will not recover properly when it attempts to load a temporary map. This means that load_temporary_map returns the map object to use, since it might change. When setting the owner of a monster, clear its ability to use skills Fix in decrease_ob_nr so it should now work on 64 bit systems. Mapguide updated with various suggestions made on the mailing list. Linux systems assumed to have at least random available (change in the config.h file.) 't' is now bound by default to 'ready_skill throw' missing demon types (imp, big_demon, Greater_Demon) added to the list of demon races. xpmtopix will print a warning if it detects and XPM file using a tab character in the color name - makes it easier to track possible image corruption. Check for power of improved weapons now in its own function. Also, we now properly check weapon power when improving one (before, you could improve it one level more than you could actually use.) When a container is applied, make sure it is a player applying it before checking for new client/server information - otherwise an invalid pointer is dereference. Complex keybindings added - thus, you can bind several commands seperated with semicolons to one key. Fix in encounter.c so if compiled with RANDOM_ENCOUNTERS, the new settings structure is used for map location. Added check fot out_of_map in various places that needed them - prevents some more core dumps. skill identifications will now look on objects on ground in addition to those in the inventory. perceive self should now tell you what god you worship. map reset times on maps (temporary maps accross multiple runs) will not be altered if there is no map reset time. ------------------------------------------------------------------------------ Changes from Crossfire 0.93.1 to 0.93.2: New argument parsing routine - we now parse arguments in phases. With this, I have moved many of the global settings into a settings structure, and allowed highscores to be displayed by class/name. The man page and -h option have also been updated. Also, all the files that could previously be specified via environmental variables can now be specified with command line options. The temporary directory can now be specified via -tmpdir command line option or CROSSFIRE_TMPDIR environmental variable. If you cast word of recall and then save before it takes effect, it will no longer corrupt the character (and will in fact take effect when you restart). Don't let players throw starting equipment. At the same time, don't mark throwable items as starting equipment - instead, just give it zero value. Fixed inscription - now properly writes scroll when passed no string instead of crashing. Artifact monsters now possible (monsters whose abilities are changed based on the artifacts file.) Top of the artifacts file has more information on this. For now, I have only set up the orc, ogre, and goblin to get special leaders. Temp maps can be reused across multiple runs. See config.h for more notes. Bug fix in inscription: If you inscribed a scroll and already had one like it in your inventory, the game would crash after they merged. Also, if you failed in inscribe a scroll, the game would also crash (object it was using to calculate experience had never been initialized). For now, I just changed it to return -10*spell level as the exp award. Items will now be merged with other items even if one has been inventory locked. This way, if you have some torches that are locked and you pick up some more, they will merge in instead of showing up seperately. Bug fix for saving throw on objects hit by cold. There could be cases where an object being processed is no longer on the map and would cause a crash. Change find_first_free_space to return -1 if there are no free spaces. Calling function should check this and then do the 'right thing'. This fixes problems with runes creating monsters on top of monsters (or below the player). Magic map cleanup. Now have magicmap field in NewFace structure. This field holds the color to use for magic map in low 4 bits, and various flags in high 4 (right now, only floor bit is used, since drawing may differ on bw systems with that value.) magicmap filed is now supported in .arc and faces file. collect.pl modified to automaticaly put magicmap into the faces file, will also copy is_floor into faces file. magicmap takes a color name. This seperation allows magic map colors to be set independant of foreground and background colors, and simplifies the code a good deal. Also, it makes new client magic map support easier. Now all the archetypes need to be updated (I have already done the armour, connect and construct directories.) Magic map for client now implemented. Definition of protocol added to Protocol file. Only limitation implementation has over direct server is it only flashes the position of the player who cast the spell. This seems perfectly reasonable to me (use color or other attribute to know where other players are.) Old client (telnet front end) changed so that it no longer requires libcross.a. save object should do a better job if it gets an object without an archetype. buffer size for LOG increased - there were cases where this buffer was not large enough and was causing crashes (sending large amounts of garbage data to the socket was one way.) Load map will now reload the original map if the temporary map is for some reason no longer around. Fix bug where randomitems may not have been properly initialized for now objects (was inside an #ifdef for CASTING_TIME) strerror_local added to porting.c. Lets up give up more reasonable error descriptions for certain errors. If an object is cursed, set its vulnerable values to its protected and immune fields, adn clear those fields. Fixes 'problems' with finding cursed rings which are not really cursed (pro fire/vuln cold rings.) If trying to switch to private colormap in XPM mode, check to see if we are successful. Fix crossedit so that if you have a map loaded and you then try to load an invalid file, it no longer crashes (now reverts back to old file) Archetype changes: Golden unicorn horn now has its own set of images. Editable field updated for the gods archetypes (they were showing up in all the menus.) living_chaos object added (need for Brian Thomas's maps.) Update the editor/picks map so that all archetypes are included in at least one of the maps. Modified the map_info script to print out unused archetype. New server: Only increase buffer size of socket if it would increase overall size. fix in skill experience calculation to use magic field properly. Alchemy spell changed. If there is a cauldron in area of effect, only do cauldron alchemy. Otherwise, do item to gold nugget conversion. Added a few more notes/thoughts to the mapguide/ ------------------------------------------------------------------------------ Changes from Crossfire 0.93.0 to 0.93.1: change race initialization functions to to fix cases where race is specified in race file but no race is specified in the arch it points to - before it would not be added to the proper race list. include handbook.ps in the standard distribution. Client server rewritten to no longer use eutl package. Other bugfixes for client server: server now properly sends delete item command to client, client now properly adds up a containers (and hence players) weight, pixmaps are now supported. Snowball spells added - these are the same idea as the fireball spells. (by peterm) Magic wall will consume several squares now. spells array (in spellist.h) updated - was missing a spell (cure blindness). splitter.pl (by peterm) added to arch/dev directory - takes a larger xpm file and splits it into 24x24 chunks. icestorm and small snowball added to possible list of starting spells. Only set minimum speed of 0.01 for players. This fixes the bug introduced in 0.93.0 where multisquare monsters moved too slow. Only print out a creature lost a spell if it is in fact a player. Only applies for casting time. fix_me command added - basically just calls the fixme function. Can be useful if you that your characters weight is for some reason incorrect. Fixed sprintf that was copying over static character data if you tried to form a party that already matched a name. Also, fixed a possible buffer overrun situation. More memory leaks fixed by Rupert Goldie - also fix to prevent orated monsters from attack themselves. New xpm images for woods and some buildings by David Sundqvist. The new buildings have a bit more texture and 3-d look, the new woods look a little bit more in scale and mesh together better. The old images are in the xpm_pref directory if you prefer those. More code added to free memory when server shuts down (useful for trying to track down some memory leaks). ------------------------------------------------------------------------------ Changes from Crossfire 0.92.9 to 0.93.0: Minor map changes: Some maps cleaned up to look better in XPM mode. Removed no magic areas from around the demilichs in lord ramsdre mansion. map_expand perl script added (located in lib/adm) Cleaned up use of externs and declarations of many structures. Depending on the linker, these would not be merged into one value, and thus not be initialized/set properly (fixes 'mark pushed you bug'). This was a problem at least on SGI systems, probably others. If on a sun and not using sun's acc, assuming Stupid Sun Headers, even if on a Solaris system. Changed change_abil so it returns true if a value actually changed (useful for printint out information when apply objects like potions.) A lot of return checking of this function in apply.c is removed - that checking now seems obsolete. Set visibility to zero at first stage initialization. Put a lower limit of 0.01 for player speed. This still gives an action every 12 seconds if you pick up way too much junk. When praying at altars, have gods grant out spells only if it is a spell they are attuned to. Cleaned up some memory leaks, courtesy of Rupert G. Goldie. Cleaned up the cast command code. Also, if you do something like 'cast p', it will now show all spells you know that start with p, instead of casting the first one it finds. Shift middle button in the inventory window should now mark an item. Fix button handling for look and message window so that only if it is clicked with the right 30 pixels do we consider it a scrollbar event (before, anything more than 270 from the left was considered scrollbar - works fine for default sizes, but if you resize, it would cause problems. If on SGI systems, don't default to using rand - it should now pick up lrand48 or random instead. Change spell casting such that if you aren't high enough level, it more obviously states it (previously it said you 'lack the skill', which can lead to confusion.) Fix so that the first recipe is now accessible when performing alchemies. Added many thoughts/ideas to the TODO list. Increase buffer size for examine command - some object could overflow the old buffer. remove no_magic from all monsters - immunity values should be used instead. am not sure Made changes for strcasecmp detect - was checking as defined(sun), now is defined(__sun__) - this is proper and what the rest of the code uses. define MAXNAMLEN in crossedit/Posix.h - needed for ultrix systems. Made it so that boots are not always considered magical (since there are now many plain boots out there.) Also, removed the always_magical function - is_magical should now handle it all. Allow items of type BOOK to be identified, since you can now find non identified readable items. Change loot_object so it doesn't remove experience objects - this way skills don't get removed when a player dies. ------------------------------------------------------------------------------ Changes from Crossfire 0.92.8 to 0.92.9: Make sure all skills are unapplied when changing the class. When generating a spell listing (cast with no options), display the level of the spell (or den if it is denied.) Also, display mage spells in one batch, priest spels in another group - I think this is more relevant now since these are seperate exp objects and draw on different power sources. Still no pause key (doing those is a real pain) - that is really a client issue or we should just add a scrollbar to the text window. Removed level 20 from artifact 'sword of Beserkgang' - was preventing characters from using it. Put cause many wounds spell in PATH_WOUNDING. Book chance for holy word increased. Let experience objects change stats. Many debugging messages added or updated to print out more useful/ detailed information. Changed usage and set_protocol function names in client/client.c. This prevents name collision with libcross. Web site locations added to the README file. Load and save window positions even if split windows is not set. This way, window posititions are lost if you run the game in non split mode (and I don't see any reason to discard these values.) Also, -split can be used in addition to -w to get split mode. Changed check inventory objects to recursively search through containers, and cleaned up the code. Also, added notes on crossfire.doc on using it, and made basic archetype to use. When using inventory checkers in crossedit, have the attributes by default come up with connected and lockcode fields. Made change to unique items: If the object is a floor and has unique items set, then all objects above and including the floor get saved as unique objects. Also, when merging maps and freeing old unique items, make sure we remove them from the button links. Made an apartment map which characters can buy permanent apartments and also store equipment in. When exiting the program, save off all maps so the unique items get written out. Xpm fixes: Moved floor setting from map loader to update_object. This makes it so that crossedit will display the map properly in XPM mode as you make updates. Also, made default visiblity 0 - this makes the double floor work properly. There still seems to be some bug when pasting objects in the editor with respect to updates. Change made to goths taverns and tavern in lake country. Change is so that some of the wimpier informants don't have really good stuff to take. Periodically write out the book archive during play, and not just when the program exits. Bug fix so 'drop x items' should no longer crash. Also, 'drop 1 item' should now only drop 1 item of 'item', and not all of 'item'. Bug fix so 'unlock item' should now work OK. When throwing objects, clear the APPLIED flag before the throw. Prayer granting from praying at altars changed around - you will get more unusual prayers, and a Wisdom of 25 is not a yes/no cutoff - value of sucess depends on wisdom. Archetype changes: remove no_magic flag from demon lord - I don't think this should be set in any monster - instead, immune should be set properly. Added damned flag to gates that are no magic (probably not necessary, but I think it makes sense.) Added check_inv object. Removed some duplicate skill types (same skill, different arch names.) Have get_pointed_target return the head of the monster if it is a multi part monster. Change smite and finger of death spell so they have no effect if creature reflects spells. Fix to prevent bug crashes with magic rune spell. Fix in spring_trap to correctly target the victim. Also, fix in find_traps which prevented the gaining of experience. If character has bonus grace, display it with percieve self. Also, load and store the last_grace value properly. Changes from Brians hide/attack patch: Adjustments for attacking based on varying factors, monsters wake up & call for help if it, can't remain hidden if you attack, changes for monster detection of hidden/dark/invisible players, players no longer remain invisible if attacking, adjustment in exp for stealing, stealing and hiding chances changed based on terrain and other modifiers, when generating flesh items, set no_steal, give chinese dragons some treasure, giants a little more gold. ------------------------------------------------------------------------------ Changes from Crossfire 0.92.7 to 0.92.8: races file changed, a bit more flexible. Additional dump flag (-m8) to dump god information. If attacktype is holyword, creature must be in slaying field of holyword. Better handling for items that remove/add protections,immunities, vulnerabilities. Only print changes if there is an actual change. holy power, blinding attacktypes added. Add poison to list of items that might not be identified. Two when windows are killed: 1) data is freed properly without causing crash now. 2) If player has saved but window is still active, will no longer make a save of the player. This save would be a no-item save that the character had been playing. Bug fix to prevent crashes if clicking a button in the message window and show_Buttons not enabled. Also, moved button handling in message window into its own function. Bug fix for pet monsters that should prevent cores if cycling through many maps very quickly. appendix for god information added to handbook (both latex and html versions.) gods2 patch applied from Brian Thomas. The main thrust of the patch is to make gods objects/archetype, and not array entries in the source code. A lot of code needed to be changed to support this difference. God patches so that game doesn't crash if no gods are set. Hopeful change for FreeBSD so it automatically pulls in the crypt library. Can no longer cast spells which are beyond your skill level. More powerful spell failures added. Can no longer read scrolls/other readable if blind. Fix bug that if a weapon had slaying, it slayed all monsters, not just the ones it was supposed to. Don't add the bows attacktype in when figuring out the attacktype of this player. This pretty much always gave the character a physical attacktype in addition to everything else. Fix 'peaceful' when using buttons so it doesn't crash the game. path_to_player changed to work better on diagonals. Spell choosing by monsters a bit more intelligent. No longer get experience for disarming/finding your own traps or those of other players. Add NO_STEAL flag, with obvious meaning. If a monster notices you stealing stuff, all his items are set to this, so nothing more can be stolen. Flag is automatically cleared when items are dropped. Add run and fire messages to message (stat bar) window. Make USE_BUTTONS playable setable item instead of compile time item. Don't insert heavy (>5 kg) missile objects into player when they hit - have them drop to the ground instead. -- Made more general object matching routines. item_matched_string sees if an object matches a string (which can be comma seperated list of many things.) find_best_object_match finds the best match in the players inventory. item_matched_string gets used for for matching multiple items. It is used in drop, get, take, lock/unlock find_best_object_match is used for apply, examine, mark, search-items. Also changed code so that certain actions are in sync with what display mode is set (mostly drop.) -- If levitating, you can now remove items from containers in your inventory (after all, they are levitation with you.) Clear is_changing flag if object is being thrown. Changes made to inscription code to work better. Changes mode to experience awarding for player skills. Fixes made to Peter Mardahl's dragonquest maps. Big Wizard, Belzebub, and Demon lord xpm versions colored. Minor bug fix to container in Thomas map. Some new archetypes/images for peterm/dragonquest maps. Make food creation spell more dynamic - food names/values no longer hard coded in. Additional demons added by Peter Mardahl Bug fix to prevent crashes with improve armor/weapon scrolls. Bug fix to prevent crossedit from crashing when exiting with edit windows open. Fix to prevent monsters from throwing certain good objects. Make sure praying over an altar only gets cleric spells. Increase saving throw array to correspond with max level. Monster hp/sp regeneration method changed some - more accurately tunable for low regeneration values. ------------------------------------------------------------------------------ Changes from Crossfire 0.92.6 to 0.92.7: Monsters now tend to be more agressive about firing spells. Several changes - now monsters will fire along diagonals. For multisquare monsters, we check to see if any part of the monster has a good shot at the player, not just the head. This changes tend to make it more likely that a monster will cast a spell and hit other monsters (makes a pack of wyverns more dangerous, as many will cast spells at you.) I am not sure if this is a bad thing - all it means is that you can't mix fire using creatures with monsters that will be damaged by fire. Let archetypes in the races file have spaces (for Arch Angel) Throwing code added - players and monsters can now throw objects. Some new throwable archetypes added. You need to add throwing_skill to any old players - you can run the utils/add_throw.perl to do this crossedit: If a object have editable of 0, make it so it doesn't appear in any of the menus. Max yield added to recipes. Better checks for insert_ob_in_ob to make sure we really have a player before calling some of the update functions. Weight limit for custom containers is now saved. If we load an object and find it has no archetype, just drop the object. This shouldn't happen, but can prevent core dumps for maps with missing objects or players from a different version. Add 5 static buffers to query_name - it is now safe to call it a few times in a sprintf or the like without losing the old value. Added 'statistics' command. Shows useful information about the character (none that can't be found in the docs.) Also changed 'skills' to show how much exp you need in each category for the next level. change_abil changed so that it only prints out what values/attributes have changed. Ie, if you remove a ring that gives protection from fire, but have other fire resistance, it won't say you are more vulnerable to file (since you are not.) Charisma bonus/mechanism changed (again.) Values in living.c are more easily/directly translated into what it means for buy/sell cost. Curve also balanced out some more. Query_cost changed so the value mechanism is a bit different (unfortunately, we need to multiply the value of objects by 4 to keep them roughly the same price as before.) Added 'mark' command. You use this to mark objects that are used for other objects (ie, torches with flint & steel, weapon with improvement scroll, etc.) This removes the necessity that the item you want to apply be the first thing in your inventory (in fact, that is no longer supported.) This should also make things easier for the client. Bug fix that prevents crashes on spaces which have a teleporter and sacrifice altar on the same space (/Lake_Country/DA). Some minor changes to lighting code, some maps also updated to use lighting code. Added halfling and half orc character to the game (From Brian Thomas) Changed valuation for FLESH items. Before it was value*level of creature. Now it is value*sqrt(level*2). For low level, this keeps roughly the same value, but for high levels, it keeps things more reasonable (drops the value of zombie corpses to about half previous value) Bug fix for monsters that have attacktype of ghosthit along with others (main fix ghasts, for Lake County, REtower/tower3, but this could happen for any monster.) Fix for attacks doing no damage against monsters they should. Bug fixes to readable code - should no longer core dump (At times) when books are created, should also be more robust and fix some other bugs. Also, give more detailed messages on how many levels beyond your comprehension a book is. randomitems now stored in object, not archetype. This means that treasure types can be changed in the map - a new archetype doesn't need to be added. However, the treasure to set must still be in the treasures file (or you can use none so treasure is not generated.) Removed color_fg and color_bg variables from game - these have long been obsoleted, but code to handle them has never been completely removed. Changed code so that best wc possible is +/-120 - should now prevent overflows. ------------------------------------------------------------------------------ Changes from Crossfire 0.92.5 to 0.92.6: If player deletes window and we can't save, delete player objects instead of dumping them on the map. Make NEW_PROCESS_EVENTS standard - remove old proces code and ifdefs. Remove temporary object from cast_spell - pass along both spellcasting and owner objects. Seems to fix some bugs and increase reliability (also is a better way to deal with it.) Change made so that converters are also knowledge about 'money' psuedotype. change spellcasting altars so they also push the button. Fixes altars on some old maps. Some minor tweaks made to the artifact file - mostly clarification of names or setting values correctly. spellcasting skill renamed to wizardry. Fix made so that 'old' potions (strength, int, etc) use correct price. If you examine food/flesh items, you now get detailed information (food value, protections, etc.) Code by brian thomas so that book titles will remain constant across different program runs. Bug fix for crashes caused by multisquare monsters stepping on deadly objects. Basically, fully insert the object, then start doing the check_walkon's one at a time to see if the creature dies. Brian Thomas' valley of the sisters quest added. Additional archetypes and treasures added to handle this. 'sort_inventory' option added (player setable.) IF set, when items are picked up, they will be inserted by type, then alphabetical. Very handy for scrolls and rings. Some fixes made to the kundi maps. Flesh/alchemy fixes by Brian Thomas. Flesh type now inherit properties from parent creature (weight, and possibly protections/vulnerabilities are added). Change made for alchemy - you can't toss a bunch of junk in a cauldron and get a good item out unless you sucessfully use alchemy. handbook added to the doc directory (tex/postscript.) And html version is also there, along with an html version to the spoiler. Tex version of spoiler also fixed so it is generated properly with new Latex. ------------------------------------------------------------------------------ Changes from Crossfire 0.92.4 to 0.92.5: Som bug fixes made dealing with cursed improvement potions. Always let players learn spells if they are in their starting spellbook. New attack methodology put in palce. To put in simply, if there is only 1 attacktype, things remain the same. If there are multiple attacktypes, we cycle through them one by one, and take the one that does the best damage and use it. Some attacktypes no longer do damage - they are effects (ie, paralyzation, slow.) In the case of of these, the effect will always be applied if appropriate. Code looks to behave pretty much the same, but is easier to follow. IF new code is buggy, or you don't want it, there is a define at the top of attack.c you can change. If god blesses you, lets actually remove the depletion object from the player inventory. Other god related fixes put in place - look to also deal with blessed weapons. Additional dump flag added. fix bugs with USE_BUTTONS and the peaceful button. Only allow write_rune to use objects of type RUNE Bugfix in get_pointed_target if it can't find a target - prevents endless loop NRSPELLPATHS set to correct value. Remove null terminator from gods array - not needed anymore. Fix savethrow array size to match maxlevel properly (was 1 short) remove damnation and remove curse now cleric spells. Fix some header code to better work on solaris 2.5 Support for compilation with the dmalloc (debug malloc) package. Allow altars and related items to match objects based on type. Use hp field of altar object as the type to match. Library patch by Brian Thomas. Various skill fixes by Brian Thomas. Alchemy patch by Brian Thomas. Here is a copy of his README: + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + The amount of work I put into this was substantial; other than new code -- I created new archetypes, revised archetypes, altered the treasures file and created 2 new object types and a flag. It therefore may be enjoyable to install this patch (incl code) and *not* define ALCHEMY in define.h. In particular, this patch does the following things: 1) more varieties of potions are available in shops. 2) new gems and types of food. 3) monsters will now leave behind body parts when you kill them. 4) if ALCHEMY is defined players may make potions/artifacts. I have included instructions for installation in INSTALL.PATCH, and a brief document for using the code (Alchemy.doc). Finally, as always, feedback is appreciated. b.t. thomas@astro.psu.edu + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + ------------------------------------------------------------------------------ Changes from Crossfire 0.92.3 to 0.92.4: Various bug fixes to readable code. Let altars be able to cast spells. sp field determine what spell to cast. Fix obscure bug that an arrow can be 'killed' if a monster that has hitback moves onto it while it is moving. Thus would then cause problems because apply would try to remove the object after it had been killed. Give quetzalcoatl melee attack skill. Give experience for clawing attacks. Include literacy skill with fighter skill - this should now give all starting classes literacy skill. I think it improves play balance. Don't mark a players starting money as being start equipment - otherwise they can't drop it on identify altars and it can get merged with money gained at a later date, yet still be marked as starting equipment. Bug fix in keybindings so that we check return of XKeysymToString to make sure we don't use a null value. Some keyboards have keys with no names, and on some systems, passing a null pointer as a string causes it to crash. ------------------------------------------------------------------------------ Changes from Crossfire 0.92.2 to 0.92.3: Removed ability to use unpaid objects for sacrifices. Changed weapon improvement code to be based on skill levels (if skills are used.) Code in place to generate hit points by average of fighter and overall level - to enable this, change the #if 0 to #if 1 at around line 1040 in common/living.c Books hack by Brian Thomas. This mainly means that when emptry books are created (or are otherwise on the map), that they will be filled with some type of information. Some (like monster/spells/gods/artifacts) are generated via the program itself. Information from a messages file that is stored in lib can also be found. Experience can be gained by reading this information. Read/write patch by Brian Thomas. This mainly encompasses the fact that players can now write messages in books, that you must be literate enough (as determined by literacy skill level) to read various books/scrolls. Scrolls are now not identified, but literacy can be used to identify them. Players can still read signs even if they are not literated (needed for game balance/ information) ------------------------------------------------------------------------------ Changes from Crossfire 0.92.1 to 0.92.2: Give artifact Gram weapon attacktype physical|confusion. Before, it was only confusion which would never actually damage anything. If a player dies in a shop, remove any unpaid items from his inventory and put them back in the map. Only applies in NOT_PERMADEATH mode. Put in better DM security - now checks for name, password, and hostname (any of those can be wildcarded out) - see the lib/dm_file for some demo. To supply a password for dm mode, just use dm with the password (ie, "'dm ") Lighting code added (with various support objects, spells, etc). No maps support this yet. Don't baptize altars if we are in the editor. Leave altars the way they are so that they will be baptized the crossfire loads the map instead. Allow the title of and object to be set from within crossedit. Allow individual players to set the inventory icon, now longer a compile time option. If we get a non critical error and do an emergency save just in case, then don't remove any information/objects. This probably fixes the disappearing inventory bug. ------------------------------------------------------------------------------ Changes from Crossfire 0.92.0 to 0.92.1: Improved altar sacrifice code (actually, any object type that calls check_altar) - treat a slaying field of 'money' as something special- don't care what form the money is in (see docs for more details) Improve identify table (in conjunction with altar code above) - now takes any type of money, won't take money if nothing needs to be identified, will identify as many things as money is dropped for (ie, drop 200 gold, it will do 10 items) In the map attributes in crossedit, you can select an option called "ShowWeakWalls". If this is selected, weak walls will be shown in a partial teardown state - makes working with some maps much easier. New client updated to support Power and Grace stats. Magic system broken into 2 forms of magic - clerical and mage (they are now seperate). Power stat also added to the game - plays into mage spellpoint (mana) total. Grace also added - used for cleric spell casting. Skill system greatly expanded - different experience types with skills associated with them (only has meaning if you are using the skill code) - thus you gain experience for certain categories as you use certain skills - see doc/skills.doc for more info Multiple gods added (via config option in config.h) - basically, different gods have different enemies, and the effects cleric spells have will depend on this. Altars are created for different gods. See doc/Multigod.doc for more information. Along with this, some new spells were added. Fix a problem of some objects falling out of sight when they shouldn't. Send delete item to client if decrease_ob reduces the items nrof to 0. Weight should now be fixed up when transferring stuff to/from containers. config option called NO_AUTO_SKILL_SWITCH added - it means range type doesn't automatically get switched to skill type when using melee weapon. Main effects is that it makes it easier to switch between melee and range weapons (pretty much makes it like it was prior to the skill code.) Sack code cleaned up - we don't need to split an object to see if it will actually fit in a container - we can just say how many we want to try to put in. Actually put wimpy command back in (all code was there, just the link to call the fucntion was missing.) Increase max count from 9999 to 99,999. Wasn't that uncommen for high level characters to have more than 10000 platinum coins. When invoking spells, temporarily switch the range type to range_magic - otherwise, a proper check for spellpoints is not done, and it then becomes possible to go negative. Modified crossloop so that it renames and compresses any core files created while it is running - very handy for debugging (note that you could easily modify it to remove the core files instead.) ------------------------------------------------------------------------------ Changes from Crossfire 0.91.9 to 0.92.0: Make sure the weight a container is carrying can never go below 0. Fixed fall below code, so that objects with visibility will not fall below objects that otherwise blocks view. Fixed colormap problems with xpm graphics on black and white displays. ALLOW_SKILLS is now the default in the config.h file. IS_SUMMON_SPELL macro fixed (= was supposed to be ==) Artifact foods added by Brian Thomas. These are foods that can give some nice benefits (stat improvements, etc), or be much nastier poisons. Bug fix made to skill selection that would otherwise cause core dumps. Bug fix made to query_cost that would cause core dumps if the alchemy spell was used. Fixed bug in dimension door that would cause core dumps if cast from a wand. find_target_for_friendly_spell fixed to use the get_owner call instead of referring to op->owner (get_owner should always be used.) Fixed core dumps that were caused when the owner would be killed, but still have a pet monster (vampires as an example.) get_owner makes checks to make sure the owner still exists. Only set the windows colormap if on a color display. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.8 to 0.91.9: Changed some parameter names from spell to spellnum. Some compilers don't like parameter names that match structure names. Alot of skill code added by Brian Thomas. Assume that Suns running solaris have strncasecmp. Also, if using Xpm_Pix, assume the strcasecmp is available (the Xpm library should provide it.) get_player_ob function now uses the CALLOC define, instead of just calloc. When dropping items onto objects that blocks view, they now fall below the object that blocks the view. XPM mode now works with private colormaps. It will also switch to a private colormap if it runs out of color during the xpm creation (works for crossedit also). Don't let players put starting equipment into containers. A bows weapon class (WC) is now used to determined hit probability for arrows. When a player dies (in NOT_PERMADEATH mode), the character is immediately saved. Thus, if you die there is no advantage to crashing the server, hoping for a copy of your character from before you died. Set the value to 0 for arrows created with the create missile spell. When transferrance is cast excessively, don't hit the person receiving the spell with 9999 points of physical damage (otherwise, spell can be used to kill many powerful monsters.) Made some changes to make it compile properly under Solaris. Fixed bug in dropall that would cause an infinite loop if the player had an open container. Exits can now inflict damage on players. Fixed middle mouse button missle attack. Now clears the fire_on flag. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.7 to 0.91.8: Messages about an objects speed no longer printed to the console. When players exit maps, no longer inform all the other players. install-same and install-font directives added to lib/Imakefile - used if game is being installed to same font it was unpacked in. Client now supports receiving bitmaps - server does not support sending them, however. Max experience achievable is based on max level, not a hard coded value (although, at present time, max level is hardcoded to 100) insert_ob_in_ob now returns an object - needed for client/server code. check_inv function added to button.c. Trigger will be altered depending if the character has a matching item (or lack of a matching item.) Option added to config.h to make it so that backup saves will save the player back at home, instead of the present map. Code adapated from code sent by John Steven Moerk (jsm@axon.ksc.nasa.gov) Minor bug in crossedit fixed that would cause it to exit if both -p and -xpm is specified. Both can now be specified - it will effectively ignore the -pix portion. New skills added, with corresponding code to use these skills (from Brian Thomas) Use of skill code is selectable in the config.h file. Two new spells: summon fog and steambolt (from Brian Thomas) Enchant armor code added (from Brian Thomas) Fixed bug in crossedit that would cause it to core dump whenever a non exit was selected and then the enter command run. Fixed bug in attack.c that was using info_all if CASTING_TIME was selected. Made it so that decrease_ob_nr will never decrease the object number below 0. This fixes a bug in that remove_ob would calculate a negative weight, and then call sub_weight with that negative value. This ended up resulting in weight being added to the player instead of subtracted. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.6 to 0.91.7: Item saving throw changed around - items are only invulernable to attack types that they are protectected or immune to. For example, if an item is protected from magic, and is is by AT_FIRE | AT_MAGIC, it still needs to save against fire. Before, since it was protected from magic and the attack type includes magic, it would not have been affected in any way. insert_ob_in_map_simple function added. This is used in functions that what to examine all the objects on a space, yet insert new objects as it goes (polymorph). This function will not merge objects, so traversing the stack will work fine. Should fix removing removed object bugs that used to happen for polymorph (function should be used in other functions that do a similar thing) Damage field in objects is now 16 bits (signed). Needed because some high level spells would do more damage than could be stored in signed 8 bits. The 'old' client program no longer compares versions - there is no reason to, since the client doesn't do anything that requires an exact version match. Better handling of the Eutl library added - selection is now done in crosssite.def. Large lake faces expanded - now set up like walls, where auto join works. walls pick file expanded to include this image series and some other walls that were not previously set. Pacify spell added - code from Brian Thomas Show invisible and X-ray spell added (code by Peter Mardahl) Face data is static - that is to say the the color for any face can not be changed. In order to do a face with a different color, a new face needs to be created (or perhaps linked to the old). This change was made because for client/server communication, having a known color for each image greatly simplify things (also, on monochrome or XPM displays, color information didn't have any effect). Related changes: 1) color information is no longer stored in the archetypes file, but continues to be stored in the individual .arc files. collect.pl has been modified to store this information in a faces file. 2) visibility variable added. This is a face value, and it is meant to take the place of the DOUBLE_FLOOR_PATCH. System will work like this if DOUBLE_FLOOR_PATCH is enabled: the floor and the object with the highest visibility + the top object will be drawn. 3) color can not be changed in maps - in fact, since color is now stored in a different file, the color handling for objects has been removed. Note - when loading a map with crossedit, this information is silently ignored. Thus, when then saving the map, the color information will be lost. The maps should be updated with new faces if this color information is imporant. The lib/adm/map_info perl program now will print out warning messages for maps that are using color changes. Also, the code in loader.c can easily be changed to print out when it loads a color change (disabled because it is too verbose for most uses) PLAYER_COLORS config option and code support removed - with new static face information above, this can not be supported in any real way. Shop buildings no longer have is_floor set. This was a hack for the DOUBLE_FLOOR_PATCH for XPM mode. However, enabling it can make it so objects disappear beneath the shops (due to the way maps save.) Having objects not disappear is much more important (IMHO) than having things look just a little bit nicer for XPM mode. Archetypes exist for it, but are in the dev/unused/0.91/7/mood_floor directory, since no maps presently use them Mood floors added (code by thomas@nomad.astro.psu.edu). When activated, these floors can change the mode/flags of monsters (make them aggressive, make them unagressive, make them fall asleep, or charm them) New output mode in place - this uses a much smarter buffering method - it keeps track of several messages, and how often they are flushed is setable with the output-sync and output-flush commands (a help file does exist). All the various draw/write functions have been cleaned up, so that there now exists only 1 front end function (new_draw_info), which takes flags, priority, object, and the actual string. The flags are defined in newclient.h, as NDI_* (in this file because client should use the color flags sometime in the future, and it makes sense to keep all the flags in one place). Priority corresponds to the listen level that the player has set - the lower priority, the more likely it will be printed. Certain runes/traps now work properly (things like create bomb and magic draining would not work if the player is not on the same square as the rune) When a player kills a window, the players objects will be destroyed and not placed on the map. Scrolls, rods, wands, and staves will always be at least level 1. Beefed up demilich's. Previously, for the experience they were worth, it was much to easy to kill them. Main difference is that now their speed is 0.25 compared to 0.06 Fixed minor bugs with player movers - if the object to be moved had a speed greater than 1, it was possible to avoid all affects of the mover. Objects that slay are fixed up. Previously, only if the race matched the slaying type did it work. Now, in addition, f the race of archetype name matches the slaying, the object will slay. This fixes stakes, and probably a lot of other items that weren't slaying creatures properly. Changed some of the stat bonuses/penalties for all the classes. All the 'normal' races now have a net total of 0 (fireborn, wraith, and quetzalcoatl are not considered normal races, so their totals are unchanged.) Some of the items in the artifacts file have been fixed up - fixed spelling errors and errors in placement of the difficulty. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.5 to 0.91.6: When player stops attacking, make sure his speed_left is not larger than his normal speed. Fixes a bug where you could attack a wall, then try to attack in another direction, and move quite quickly for a short time, since weapon speed would be used for that short burst of movement. Drain attacks become attack type physical when the character reaches the mininum experience possible. Do not allow equipped weapons to be improved if they would make it too powerful for the character to use. errmsg buffer sized increased to HUGE_BUF. Should fix some bugs that were causes when this was overflowed in dump_object2. SOUND_EFFECTS (if selected) is now defined when compiling all files. Previously, it was only set when compiling files in the server directory - this had the effect that the player structure was different between the server and common area. speed+2 items now increase speed properly. Values in the computation were not being cast to floats, so a speed+2 ended up giving the same amount of speed as a speed+1 item. Restoration changed around. The spell will no longer restore depleted stats - this can only be done with the potion. The potion is now only generic restoration - specific stat restoration potions removed. Also, perceive self will now tell the player what stats are drained and by how much. Reduce the amount of experience you get from killing other players to 1/10'th what it used to be. This should also discourage players from killing other players. SAVE_PLAYER removed from configurable options - it is always on. I can't see why anyone wouldn't want to be able to use this, and if you really don't want to use it, removing the save directory would pretty much work. Fixed dropall command. It wasn't dropping all items (seemed to stop at first locked item.) Also, 'dropall armour' now drops helmets in addition to shields and armor. Fixed heroism potion. It was casting the incorrect spell (detect curse). Now it casts heroism. Fixed bug that would cause remove object to try and remove object. When loading maps, an object in a container in a container would not be inserted (this mostly happened with an object in a chest in an icecube.) Changed code in load_objects to a recursive call, which can handle inventories any number of layers deep. Fixed bug in drop_all that would cause core dumps. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.4 to 0.91.5 Inventory icons are now updated properly. Also, the inv_name and look_name arrays in the player structure have been redone - these are now arrays of function pointers and use the shared string libraries to allocated and free storage. This should take less space than the fixed size arrays that were previously used. When buying equipment, weight is now subtracted properly from the player for the coins that are used. Maps can now have a fixed reset time. This means that the map will reset after a set amount of time, no matter whether it is accessed or not. Useful for highly used maps that really need to be reset once in a while. Bug fixed in get_ob_diff. The difference array would get overflow, corrupting other data. Many core dumps were probably caused by this. Fixed bug in legal_range routine where legal_range would only check to first item of type BOW in a players inventory. This caused rotateshoottype to not list the bow entry if it was not the first bow equipped. Cloaks are not always turned into artifacts - normal cloaks can be found now. Charisma bonus changed around some more. Penalties are not quite as harsh for very ugly characters - with the change, a character will never pay more than 10 times to buy something than to sell that same item. Various functions changed around and some new ones added so things will work properly with the new client (still under developement.) Most notable changes were to common/xutil.c, with the newclient.c and newsocket.c files added. Unpaid items that are alchemied are now worth nothing. TWO_BYTES_FONT is now a standard. I can't see crossfire ever going back to having less than 256 images. free map->tmpname when it is no longer needed (before setting it to NULL). this pointer is assigned from a tempnam calls, which (on Sunos 4.1.x) uses malloc to allocate space. Note - if this is not true for you system, let me know, so I can put code in to handle this. destruction spell (from scrolls) fixed. This was actually a problem in that cast_spell was not setting the owner properly. Magic mapping improved for bw systems. This actually makes it work like it used to, with it doing stippling for object. Casting of director spells changed. Placement away from characters and underneath characters now possible New potion type added - Improvement: This will raise level hit point or spell point gain to the maximum value. It starts at the lowest level (ie, first hit/spell points gained), and will raise one value to maximum. Some patches added (From Manfred Weichel, manfred.weichel@mch.sni.de) which should make compiles on SVR4 work properly. New artifacts (in lib/artifacts file) added. Configurable option: cone attacks no longer propogate through monster - it will only hit the first row. Remove curse/damnation changed so that it will not remove curses which are a higher level than the spell caster. Polymorph code changed around. Greater chance of items being destroyed, value can never be greater than twice the original value, no mininum value. Also, now the item value and not clone value is used, so things like scrolls, wands, rods, etc should have the max price work correctly. magic is not maintained, rather, magic*4 is used as the difficulty for creating the new item, with max_magic of the new item never being greater than the magic of the old item. The number of objects remaining after a polymorph will be less than the original (10 arrows might become 8 bolts, for example.) You will no longer attack players in the group you are in by running into them. Titles now restored properly from save files (only makes a different if SET_TITLE is defined When doing a save, check the return value of fclose when writing to tmp file and the final file. If either of these writes file, use the backup file instead (previous save file is renamed as a backup file.) Should prevent problems when there are full filesystems of quotas in effect. The character will not be saved, but at least an older save file exsists instead of the character being totally gone (like before.) Patch from Laurent Wacrenier Plural names for items that have a 'of' in them is fixed/added. This mostly deal with potions (so instead of potion of dexterys, you get potions of dexterity) Patch from Laurent Wacrenier query_cost changed around so that value for very low priced items are now computed correctly. Before, the nrof of items was multiplied in very late, and various divisions (for being unidentified) were done previously. For low value items, this would result in a zero value. Zero values still result for low priced items if you only have 1 or 2 of them, but if you have 80 of them, a proper value is now generated. Code to control golems (and in fact many summoned creatures) now fixed. Help file added about golems. This also fixes a core dump that was caused when a summoned creature was around, and another scroll was used. Modified logger in common directory to no longer create a fatal error if you get too many minor errors in and the editor is what is being used. Before, occasional errors would be reported by the editor (mostly dealing with not found archetypes in maps), which would eventually cause a fatal error. This seemed erratic, because the editor never changes the tick, so loading one map might result in the fatal error because of the error total from the previous maps. Also, when using the editor, having missiong archetypes probably should not be a fatal condition. food value can be changed in artifact file. Food is mostly used to have various meanings in different objects. The artifact file has also been updated about everything that is changable, and what the values mean (ie, docs are built into the top of the file as comments) Weapons/armor no longer 'disappear' when a class that can not use such an item tries to equip a group of them. That is, if a class that could not use armor tried to equip 2 chain mails, one of the chain mails would disappear. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.3 to 0.91.4 FLAG_NO_FIX_PLAYER is set before saving the player, and cleared after the player is loaded. Before, a character will full sp and hp could be save, and when reload, not be at full strength. This is because fix_player was being called during the load process, before all the characters items had been loaded and equipped. This, the maxsp and maxhp values were that of the character with no items. Artifacts can now pass the various spell paths to the newly created artifact. The values are or'd with the previous spell path values of the object. The artifact file now supports objects with name NONE. If this object is rolled up when trying to generate an artifact, then no artifact is generated. This allows for better tuning the chances of having certain artifacts, by just reducing the chance of having an artifact at all. The 'type' field of the Object in the artifact field is still required, but any other fields for the artifact object are not used. Crossedit fixed so that all the images do not appeared inversed when being used on a monochrome display. Changed common/xutil.h so that XPM mode will work on monochrome systems. In fact, XPM mode should now work on all systems, previously, the load process tried to create a pixmap 8 bits deep. If the X server did not support it, errors would result. So while playing in XPM mode on monochrome may be pointless, this allows play on systems where it may have some use. libproto.h and sproto.h only check that __STDC__ is defined. Previously, __STDC__ had to be nonzero, and not all compilers set this. Also, in global.h, if __STDC__ is not defined, return an error. Many compilers do not allow _STDC__ to be redefined. Updated changable variable in crossedit. Now the various spell paths can be set in the editor. SPEED_GAME now standard compile option, and not selectable. Having it as an option seemed to create more problems than bugs non speed game found. Crossfire man page updated. xledit.man changed to crossedit.man, to reflect the name of the program it represents. crossfire.doc updated with more information - mostly about new objects added to the game. More help files. Objects with type CREATOR were added. The objects, when applied, create other objects. Documentation in crossfire.doc. Object that cast spells (rod, scrolls, wands, and horns) now have a level associated with them. This level is used to determine at what level the spell should be cast, instead of using the owners level, which was typically used before (allows creation of super powerful wands/rods/horns, but having them be a very high level.) Bow, crossbow, bolt, and arrow code redone by Tero Haatanen. This cleans up the code, and allows for magical arrows and bolts. Race can now be changed in the artifacts file. A spell of Banishment has been added. Attacktype AT_DEATH is now more potent when if against a monster that the item also has slayign capability against. Bug fixed to prevent players from getting infinite experience for finding the same trap. Also, experience changed for disarming traps. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.2 to 0.91.3 Changed artifact structure so that items with a chance greater than 255 are now possible. Object now put into icecubes when hit by a cold spell, like before. This probably got messed up in the saving throw re-write, where objects had to be either immune or protected from cold to be put in icecubes. In fact, the reverse was supposed (and now does) happen. IF an object is protected/immune from cold, it is also immune from being put in an icecbub. Fixed up is_magical and need_identify routines to handle more items. Rods, scrolls, and spellbooks are always considered magical in nature. Wands and staves are magical if they still have charges. Also, fixed up so that some of the Artifact items are now detected as being magical. If player lacks sufficient money to buy from shop, it now prints how much short he is in standard english string, (ie, 2 platinum 3 gold,etc), instead of gold.silver format (lacke 44.25 gold). Inventory drawing changed. Should be a little more efficient, and be more efficient on drawing. With auto pickup modes (that pick up more than one item), inventory will be drawn after all applicable items have been picked up, instead of after each one. Item status is printed next to item image in players inventory if SHOW_INV_ICON is selected in the config.h file. It would be nice if better imagines were designed for the status (right now, just words are printed out.) When connecting to the server, a one line welcome message is printed. Crossclient was modified to ignore this line if it starts with 'Welcome', so changing it may cause problems with crossclient. Potion of restorations are now handled by means of different archetypes and treasure lists, instead of having special code in the program to handle them. If a RUNE is found in an object inventory when free_object has been called, remove the rune instead of dropping it to the ground. This is so that traps (runes) disappear when the object they are placed on is destroyed. Doors are now trapped, and be detected & searched just like chest traps. Map difficulty can now be set in the map, and not be calculated at map load time. Crossedit has been modified so that 'Attributes' now contains a difficulty field, and if set, this will be used when loading a map (it is stored in the level field of the map). If this value is 0 (default), then the old formula for calculating the difficulty will be done. The advantage of this is that map creators can now set the difficulty of the map more to their liking, and certainly do a better job than the program can do. Pickup by value density fixed. The number of items is now taken into consideration (before it did not, so a lot of arrows would be picked up, because the total value divided by the weight of 1 arrow was greater than the pickup value.) Bug fixed in query_cost. Before, for F_TRUE value, unless the item was worth more than 10,000 sp, F_SELL value would be calculated instead of the true value. Merge several small files in common.c into one file called porting.c. porting.c contains common functions that are called by crossfire. This allows system dependent code by be in one file, instead of scattered throughout the program. -listen_port command line option added. num is the port to use for connections, instead of the default (13326) Instances when a variable name is the same as a structure name have been fixed (by changing the variable name). On some compilers, this is a problem. I can not be sure that all such cases have been fixed, as I have not found a way for gcc to create warnings in this situation. Random happenings when a spell fails due to encumbrance has been added. This option is configurable in the config.h file. Trap code added. Chests and doors can now be trapped. 'search' and 'disarm' commands added. old 'search' command was changed to 'search items' Inventory locking added. Makes it so that items can be locked in a players inventory, and will not be dropped when a 'dropall' command is issued. 'inv-lock' and 'inv-unlock' commands were also added. 'gsay' command added for party mode. Spellbooks can now have their slaying field set to the name of the spell that the spellbook is of. Debugging output disabled in crossedit. It produced copious amounts of data that has little relevance except for the developers. It can easy be turned back on by editing the crossedit/include/debug.h file. Artifact gems (worth lots of money) and amulets added. Invisible object now appear in crossedit. Fixes a problem, but now makes use of the global 'editor' variable, making it likely it won't be obsolete any time soon. Artifacts (in artifacts file) can now have nrof field that will be used to generated the number of items instead of the treasure list. If the nrof in the artifact is 0, then the standard treasure list nrof is used instead. Artifacts can now grant reflect missile and spell ability. Also, by setting stand_still, the objects will not be animated. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.1 to 0.91.2 Some options now standard part of game (SHOP_LISTINGS, Line of Sight). The config.h (for this release) contains these options, but they are commented out with the note they no longer do anything. Changed value pickup to pick up things based on true value, and not sell value. True value is how much the item is worth without applying charisma bonuses. Before, if two different characters used the same pickup mode, different stuff could be picked up because of charisma differences (or even if a character gained charisma, the same pickup mode may not work as it did before). By using true value, pickup mode operates the same between all characters, Items of type TREASURE can now have their experience set, and this will be used for the difficulty of the generated treasure instead of the map difficulty (as was done with shops). If experience is not set, then the map difficulty will instead be used (or 14 in the case of shop floors). Cure poison actually cures it, instead of reducing the duration. Don't use fseek when loading in map files. Some systems do not support fseek on pipes (which are used for compressed files). Instead, just set the variable with the data we read, instead of seeking back and re-reading it. Transferrance spell changed so that supercharging will have bad effects (first confuses the player, then a large fireball is created (with player losing all spellpoints) Poisoning made more vicious - it does more damage based on the level of the creature that uses it (level/2 in fact). This makes it so that very tough creatures that poison someone will have the poison do serious damage. Also, damage caused is no longer random. Chests can now contain multiple items. Code changed to handle this properly. Treasure is also always dropped on the floor (Even if the chest is in an objects inventory.) hp field used in chests (and in fact all treasures) to determine how many objects to create (thus, a chest with 3 hp will have 3 objects created). Crossedit now draws a rectangle around the selected area. Reversing the color of the images did not work in XPM mode. Have client.c include "includes.h". includes.h sets up all the name defines properly (ie, __sgi__, __sun__) SP_* functions changed (by Rupert Goldie) to take an object pointer instead of a level value. This makes adjustments for spell costs (via stuff like spell paths) easier to make, because now only the SP_* functions need to be changed. With the object structure, checking for known paths (or perhaps other things in the future) can easily be done. Bombs will now be dropped before exploding. New attack type (God Power) added. The cleric cause wound spells use this attack type. Charm monster spell added. Party system re-written by Scott MacFiggen . Characters will now only share experience if on the same map, and other features were also added. Modified check_item function (used in creating weapons with the improve scrolls). The objects being sacrificed do not need to be in one group (ie, two groups of 4 potions of dex will now be counted as 8 potions). This only applies to potions, since some can be identified and others not identified. Also, cursed or damned items will not count towards sacrifice count (although, they will be consumed). Changed way cancellation works on items. Before, if cancellation hit a player and the player failed the saving throws, the items got no saving throw versus cancellation (only if their absolute magic value was less than RANDOM()%6 did they survive). Now each item gets a saving throw. Note that if a container makes a saving throw, then the items inside do not need to make saving throws and are unaffected. A separate function did_make_save_item was split off from save_throw_object. did_make_save_item justs checks to see if the item made its saving throw based on the tables (and any protections or immunities grants it an automatic save, as before) save_throw_item calls this function, and in addition, does the appropriate actions (burns up items, turns them into icecubes, calls cancellation, etc.) Saving throw method changed. Before, each item got 5 chances to make a save for each item it is composed of. Now, it gets one chance for material it is composed of. Then, based on the number of saves it made, and the number materials it is composed of, an overall made save/failed save is determined. This change is to make it easier to figure out saving throw values, and hopefully make adjustment easier. Saving throw tables updated. In general, each item is +5 compared to what it was before. This should hopefully make it so that items have about the same success rate they did before. Crossedit modified to preserve value of connected field when cut/copying and pasting. Before, an object that was copied/cut would also have its connected field reset to 0. More XPM images colored. Filenames for the river directory have been re-done, to actually make it a bit clearer of what does what. The archetype names were not renamed however, to keep compatibility. World expanded. Another row of maps was added to the southern edge. The world maps were also renamed to a world_xy format, where x is a letter and y is a number. This represents the x and y location of the map, making it easier to figure out how maps related to each other. Map spaces can prevent magic user spells, cleric spells, or both. Before, an anti magic square prevented all types of spell casting. Have monsters regenerate spell points even if they don't cast a spell. Monsters have a 1:3 chance of casting spells, irregardless of any other factors. Before, spellpoints would only be regenerated if it got past this check. Also, some monsters (dragons, chinese dragons) have had their max spellpoint and regeneration rates increased to correspond with the higher cost of casting their breath weapons. Altars now will also match on the slaying field of the object being sacrificed. This is similar to how keys and special doors work. With this change, it is no longer required to make a unique item that then needs to be sacrificed (ie, the dagger, the cup, and the crown for the old city quests). Instead, a cup, and crown can be used, with the slaying field set appropriately (unfortunately, will not work for weapons, as it will think that is the monster to do extra damage against.) However, the altar code always did match item name, so calling it something special like 'The Dagger' and have the sacrifice look for that should also work. Spell encumbrance code added. More you are carrying the higher your chance for failure. ------------------------------------------------------------------------------ Changes from Crossfire 0.91.0 to 0.91.1: Fixed bug in the enchant weapon code. It was not allocing enough space for the string, and thus would corrupt the heap. Minor fix to spells.c. IT was using strdup instead of strdup_local, which caused the compile to fail on some machines. No longer gets errors when adding a player on a map that is not loaded in a multi player game. Before, process_events would see that the player has no object, and could get enough errors to cause the game to quit. Now, it suppresses errors if it is only loading objects for that map. Default map difficult for treasure that is created in shops was changed from 9 to 5. In this way, the likelihood is higher that good items will be found in dungeons, not in the shops (there are very few items with difficulty above 9) Archetypes cleaned up. All archetypes that were not being used in a map were moved to dev/unused/0.91.1. Note: There are still a few archetypes that are not used in any maps, but these are part of a collection (ie, one section type of a wall). This was done really because there is no reason to have archetypes that are not being used to be in the official distribution. It could be misleading for people looking through the arch directory (ie, 'I thought I looked at all the maps, but never saw this monster'). Also, I have no problem moving these archetypes back in, once some maps actually use them. 'grass' and 'sea' are no longer animated. There are a few reasons for this: 1) The animations never really were that interesting, 2) being animated put them on the speed list, and being that over all, they are the second and third most used objects, this is a performance hit, and 3) With pixmap and xpm images, re-draws are only done on squared the have changed (really improves performance). However, with them being animated, they often changed, so that more re-draws were needed. The old archetype and image files are in dev/old (in arch distribution) if you actually want to use the animated versions. Put a limit of 70 on damage bonus for weapons. Treasure lists expanded. The old treasure lists (in treasure.c) have been removed, and treasure lists added to the treasures file added to take their place. The treasure file has been expanded have list transitions, and treasure lists in which 1 object on that list will be generated. Archetypes (shop, random, and chest) updated to use the randomitems field to determine what treasure list to use to generate the items. Advantages of the new method: Ability to better tune treasure probabilities, re-compiling not necessary in order to update treasures. the create_treasure function was modified to add an extra argument - this is used to keep track of how many times it has been called on this attempt to create a treasure. In this way, infinite loops (with list transitions) are avoided. Generate treasure replaced with a simpler function that calls create_treasure, and returns the object. create_treasure takes a treasurelist instead of a integer treasurelist number, like it did before. The crossfire.doc file has been updated about the new treasures file capabilities. Chests are now created with their treasure as their inventory (this mostly happened because of the treasure changes above). Advantage is that when a chest burns up, its treasure may remain (or may be burned up). Before, when a chest was burned up, its treasure inside was not created. Rolling multi-part objects should now work better (not perfect, however). Carrying an open bag with a mode that picks everything up will no longer cause an infinite loop. Crossedit changed to draw selected areas as a black box. Fixes some problems with display in XPM mode. Fixed bug that would cause game to crash when pets were summoned. Problem was an infinite recursive loop, that would then cause the system to run out of stack space. Solution is to decrease the speed_left of the object before one of the function calls. This makes it so that at some point, one of the functions will not be called. When a rune is cast, use the s->archname for the archetype name, and not hard coded strings. Cured a bug with rune of transference. Also, allowed several case statements to be merged. Really, no archetype names should be used in spells.c, when casting spells. The archetype name should be gotten from the spell structure. If a button is being updated on a map that is being saved, just return from the function. Prevents errors 'object has speed but is free' Fixed bug that caused objects that got a speed_left of exactly 0 to be frozen. This was because speed_left >0 to have the object be processed, and <0 to have speed added. Now, speed is added if speed_left <=0. Some minor changes made to hopefully make it compile on AIX systems without any modifications. process_active_maps now called when a map is being loaded. It should hopefully work properly, since enter_exit was modified to not use any static variables. Also, process_events was modified to take a map as an argument, and if non null, only update objects on that map. That makes process_map obsolete. process_active_maps was also changed to still process even if there is only one player. Crossfire should let players still perform actions when a map is being saved. Problem is, handling a map that is in the process of it being saved, and having a character enter it. Crossfire needs to finish saving that map, then re-load it and insert the character. Large changes to how player interact with loading & saving of maps would probably be needed, and probably should be done. You no longer lose luck if you kill yourself, and the player who kills another player now loses the luck (before, the player killed would lose luck). Now inventory display modes - unpaid, cursed, magical, nonmagical. All pretty self explanatory. ------------------------------------------------------------------------------ Changes from Crossfire 0.90.5 to 0.91.0: Some new maps added to the standard distribution (Magara and some of the esben maps). Magara was added as a place to depart to by ship, the esben maps were merged in as new buildings or towers on existing maps, not as a new continent. Keyboard buffering is now selectable via 'keyboard' command. Before, an attempt to remove keystrokes from the X Events queue was made, but could not always remove all of them. Now, it should remove all of them, or none of them, depending on the keyboard buffer setting. The value will be saved with the player. Pickup mode value now saved and restored from the characters save files. Inventory and look window should only be re-drawn once when selling an item. Calls to draw_stats in common/living.c will only be made if the object type is a player (should prevent some warning messages) Fixed create earth wall spell so that it uses bdur as the base hit points of the wall (instead of bdam). This will prevent some core dumps, because otherwise, the wall can have 0 hit points. Program should not core dump when person quits that game and the map he is on has been swapped out. (ie, person saves or quits the character, but the map gets swapped out before they type 'q' to the play again question) Word activated teleporter code added (Peter Mardahl). Who can become DM, based on their user id, can now be set in the dm_file (assumed to be in lib.) (Tyler Van Gorder) Tell should now work properly (Eric Mehlhaff) Cloak code added (Peter Mardahl) Objects can not grant invisibility, make_invisible variable added to archetype files. Added information to the crossfire.doc file (was missing several attack types and materials). Added better information on what some of the flags do. Noticed that will_apply 4 applied for both scrolls and earthwalls, now only applies to earthwalls. To have a monster use scrolls, can_use_scroll should be used instead. Code added to deny users or sites from connecting. This is to prevent users who intentionally crash the server to connect and start up a window, which they then crash the server with. Patches from Tyler Van Gorder. Two floors will can now be drawn when using XPM mode and this options has been selected in config.h This allows for towers to sit on top of grass to look proper. From Gregor Schmid Patches that modified 'create food' spell. Better food (ie, waybread) will be created at higher levels, and the caster can also specify what type of food to be created. From Peter Mardahl. Spell paths added by Rupert G. Goldie . Simply put, each 'spell path' contains a certain category of spells. Objects and races can be attuned, repelled, or denied certain paths (objects would apply the the person wearing them). Attuned allows casting of spells in that path at lower cost and greater efficiency, repelled paths are cast at a higher cost and lower efficiency, and denied paths can not be cast at all. Thus, a wand of small fireball that is attuned to Fire would cast more powerful fireballs. A character wearing a ring that is denied the path of fire could not cast fire spells at all. Right now, no items will be created using these features, and no characters have any of these, but these might be added in the future. Look at the spell-paths file in the doc directory for a little more information. Pickup mode 6 (pick up magical items) will not pick up known cursed items. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Object structure and process_events changed. Now, a separate list us used to keep track of active objects (objects whose speed is nonzero). All objects on the active list are still on the normal list, but process_objects only needs to go through the active_list for objects to process, saving a lot of time. The cost is adding two pointers (active_next and active_prev) to each objects. But the speed gains are well worth the minor memory cost. the 'malloc command was changed to display the number of objects on the active list - note that there is zero memory usage for these, since these objects are also on the normal object list. Programming note: Any time an objects speed is changed (doesn't happen too often), a call to update_ob_speed(object *) must be made, so that the object can be added or removed from the active list, as appropriate. In testing, I first ran crossfire, with process events using the normal object list, and printing out error messages if it found objects that had speed but were not in the active_list. I cleared out a couple warehouses in Navar without any errors. Then, I switched to using the active_list, and printing out errors if it found objects on that list with zero speed. I cleared out the mages tower in Navar city without any errors. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Selling items now works properly (it only failed to work if AUTO_SAVE was not set previously, and the value of the item was beyond a certain amount.) Look window code changed so that it does not erase the unused area unless necessary. Also, when a player moves, freeze_look is set. This was changed because the functions that move_ob calls update the look window, and the window was being updated 3 times each time the player moved. When poisoning ends, it no longer core dumps. Inventory window updated if reading an unidentified spell book and you already know that spell. Casting rune spells now works properly. Spells now (once again) sorted upon loading of characters. ------------------------------------------------------------------------------ Changes from Crossfire 0.90.4 to 0.90.5: Bug fixed with window titles getting their names changed. (Tero Haatanen) Container code changed around. Containers can be locked, they can be used from the ground. FLAG_CONTAINER removed, since there is already a type container, and bonus removed from object structure (Tero Haatanen) insert_ob_in_ob sorts objects, so items with more magic are before those with no magic bonuses even for unidentified. It also uses the absolute value of the magic, so it should be a little more difficult to know if the item is cursed or not. Added unique-flag and UNIQUE_ITEMS define. All items which have unique flag are saved to directory .../lib/unique-items. A filename is mapname + ".v" + number, where number is normally 01, but if two or more server is running same time it can be also greater. This feature can be used to banks and inns to save permanently items. The code is one limitation: if map contains unique item which can be carried away from map (e.g. an unique excalibur) there must be at least one unique item on map which can't be carried away. This is because unique items are loaded from original map only if unique items file doesn't exit. If all unique items are carried away from map then they are loaded back next time when someone enters that map. This should not a problem if map makers remembers this. (Tero Haatanen) Editor by Jarkko Sonninen. He added toggle button into attribute window and made map's reset time and timeout so that they can be configured in maps. He also fixed map archetype, so that map default stating coordinate is (2,2) like before. This seems break a gatehouse map, where it use default value on map (changed 0 to 2), but it's easy to fix. Change check_walk_on (common/object.c) so it no longer calls the draw_func. This eliminates a problem of seeing flashes of areas that should be blocked. This is because the draw function it called would re-draw the game window before the variable to re-calculate line of set was set. As I see it, this function call was not needed in any case, because this is called during the players movement. After the player moves, the draw function is called from the process_events (now process_players1) function. This should also conserver a little cpu time, and bandwidth. Coin code in shop.c changed. Patch from Kjetil Torgrim Homme made it so that coin value can be changed in archetypes and the shop code should still work properly. I made changes so that the number of coin types is set with a #define, making adding new coin types easier. AUTOSAVE, SAVE_INTERVAL, and NO_EMERGENCY_SAVE should now work properly. See include/config.h for more information on these options. Changed it so that updates to other maps will not be performed while loading a map. This caused a bug if two players entered exits at the same time. One or both of the players may end up in incorrect locations, all exits in that location may be closed, etc. Saving throw table expanded to handle all materials and attack types (Peter Mardahl) Fixes so that Turn Undead does not do physical damage (Peter Mardahl) Patch to make it impossible to prepare multiple weapons at the same time (Peter Mardahl) Added 'sea1' archetype. This is the same as the sea archetype, but allows for walk on. Its purpose is to use for backgrounds behind boats and similar objects. Because it will probably be needed in so many places, I decided to make an archetype, instead of editing the variables inside crossedit for the object. Removed xbm_values array. This was used to map a face number to that face location in memory. Since the bmaps file is created automatically without any holes, this is not longer necessary. Archetype for wonder spell now in place. This will prevent core dumps when the spell is cast. Pixmaps will now be freed upon exiting Crossfire. They will also be freed after emergency saves are performed. This fixes the problem that some X-Terminals would not free the memory used the the pixmaps otherwise, and run out of memory. This fix pertains to both -pix and -xpm mode. Patch to hopefully double death problem/core dumps with NOT_PERMADEATH mode. Changed the size of the temporary string that is used when loading messages. For a few very long messages, 1024 bytes was not enought. Patches put in Crossedit to allow for XPM mode. From Petri Heinil. Cleaned up the code for look window. Now, everything agrees (ie, when you click on something in the look window, it is actually that object.) Likewise, invisible objects are not displayed anywhere. This should also fix a bug of not being able to enter some building by clicking the middle mouse button on them. Added help file for pickup. Explains the 8 basic pickup modes plus the value-density pickup mode. Detect magic will detect magic on all items in a stack, not just the top object. Spells fixes (From Peter Mardahl): 1) Identify modified to identify items on the ground if inventory is identified. 2) Detect magic spell finds magical runes and makes them more visible 3) AT_CHAOS and AT_COUNTERSPELL reimplemented so that they are not treated as special cases by the move_cone function 4) Magical walls created by spells (firewall, frostwall, ....) are fixed If a map is reset, that map is then removed from the list of map objects (what you see when you type 'maps ). This way, the 'maps commands only displays maps that are reasonably active. This change should also save a little memory. make depend now descends into crossedit/Cnv to depend there. Changed some of the colors in the xutil.c file. This is so that it uses the same colors as the official colors for XPM files. It would have been better to make those colors part of the official XPM colors to start with, but it is a bit late to do that now. The change of the xutil.c file was made so that crossfire would not use quite as many entries in the colormap. The change in colors should be quite minor. Two new pickup modes added - one picks up all money and gems, the other all magical items. Removed a lot of dead code from the various header files. removed hiscore.h from distribution (wasn't declaring anything that was not being declared elsewhere.) ------------------------------------------------------------------------------ Changes from Crossfire 0.90.3 to 0.90.4: Many more XPM images now properly colored. NOTE TO COLORERS: A few minor changes have been to the xpm.template file (palegreen has been replaced with green3, and a more medium orange has been added.) I replaced palegreen because it was very close to the 'green' color already present. And a medium green was lacking. A medium orange was also lacking, so I added one in. New pickup modes, that can be based on value density (from Peter Mardahl ) Spells now have a casting time. (From Matthew Zeher ) Added libproto1.h file. This will be used for function prototypes are affected by certain settings (ie, SPEED_GAME). This way, people should not need to run 'make proto' New XPM loading method. Creates montage of the xpm files, so that not as many calls to XPM are needed. This has reduced loading time to about 30% of what it was before. Note: This done mean it takes some more memory at start up, as the montage has to be stored temporarily. Changed charisma bonuses. At 30 charisma, it will no longer be possible to buy an item, and then sell it for more than you bought it for. Graphic exposures turned off on the GC's that are used in the game window. Should improve performance. When a raise stat spell ends, the proper message (ie, You look ugly, you feel less intelligent, etc) will now be printed out. If player NOT_PERMADEATH mode, and you die, a stat will only be decreased one. Before, that stat was decreased one, and the max stat was set to that value. So if the player was poisoned, or a stat was lowered due to some other reason, that loss would become permanent. Now, both the stat and orig_stat only gets decreased by one. invoke.c removed, cast_spell modified to handle what invoke.c did. Keep old shoot type if reading a scroll, instead of it being set to none. Raise stats spells should be progressively more costly (From Peter Mardahl) Should now be able to handle broken pipes without problem (ie, telnet session closing unexpectedly). Made it so that listen level 0 on a socket means that draw_all_sockets will not write to that socket. Crossclient uses this so that it does not get unexpected messages, and thinks that it failed. Added 'set font' option. This basically unsets color pixmaps or xpm mode. If crossclient was run without -xpm or -pix mode, it will send this command to use fonts. What this means is that set (font,pix,xpm) should set that display mode. Before, the display selection it defaulted to for crossclient seemed unreliable at best. Fixed memory allocation problem in commands.c (it was writing to more bytes than it had allocated) Draw message window almost complete re-written. In an effort to cut down on flashing of the the status bars. ( Niilo Neuvo ) More bug fixes for spells (from Peter Mardahl) Fixed some bugs for compiling on the Alpha running OSF/1 1.3 ------------------------------------------------------------------------------ Changes from Crossfire 0.90.2 to 0.90.3: Added -xpm command line option to crossclient. All spells should not be handled in the switch statement in spells.c Let players buy zero value items from shop. This really shouldn't be a problem, the only zero value items of any use might be wands with very few charges. If someone wants to buy poison or cursed items, they should be able to. Fix spelling error of command line argument 'detatch'. It is now spelled properly (detach). Change draw_color_pix in server/xio.c. It now draws the images to an intermediate pixmap, and then draws that to the screen. May or may not be quicker (XSetClipOrigin only needs to be set once), but it does prevent flicker. Also add two more GC's to the player struct, to make these operations faster. Unless XPM_PIX is defined, draw_color_pix will note be compiled in the code. Fixes to make it compile on both Solaris and NeXT machines (hopefully) Removed PLAYER_COLOR #ifdefs and lines they control out of login.c. Those were not needed any more. Added 'mapinfo' command to valid input commands. Only have crossfire display -m as a valid command if it was compiled with DUMP_SWITCHES set. Changed install procedure to only copy those files necessary to playing into lib. Also, don't install obsolete scripts into the bin directory when installing. ----------------------------------------------------------------------------- Changes from Crossfire 0.90.1 to 0.90.2: Cleaned up the display from 'maps. Now things line up nicely. It doesn't print the name anymore, and truncates the path at 18 characters. But this doesn't make a difference for most maps, and now you can actually see what variables are set to what. Experience requirements changed. Initial values from Peter, but I changed them to be more round numbers. Change targets in server and crossclient from ComplexProgramTarget to AllTarget, DependTarget, and NormalProgramTarget. This is because ComplexProgramTarget expects man pages in those directories, which do not exist. Moved data initialization out of treasure.h and into common/treasure.h. In theory, no data initialization should be done in the .h files, it should all be done in the .c files, with the .h files declaring the appropriate externs. Likewise, no .c files should have extern's for other data functions, they should include the appropriate .h file to get those externs declared. This would fix the problem of having to go through the various .c files whenever one of the data structures change, to update all the externs made to it. Since the compiler will check to make sure that the extern in the .h file and the actual declaration in the .c file are the same, it prevents errors of mismatched declarations (ie, having something like char s[40][20], which at later point gets to char *s[40], but some files still think it is supposed to be s[40][20].) Changed doc/Imakefile so that make install.man will actually install the man pages. Characters that dies who were poisoned should have the poisoning removed. Changes from the Berkeley Folks: What we've done that's in this server code that I know of: --level dependency added to many spells. --level dependency tunable on the fly by editing the spell_params in the 'lib' dir and using the dm command 'spellreset' spellpoints and spell level are also changeable on the fly. --many new spells added --protection spells can now superimpose, as can gain stat spells. repeated applications of protective or stat spells yield diminishing returns. --runes added--an implementation of magical traps. any spell may go in a rune. Read the documentation. --new spell interface. invoke invokes that spell immediately. Some spells can take parameters now. invoke magic rune will store in a magic rune. invoke will not set the range spell. cast and prepare are synonymous. --Certain spells cannot be set as range spells now--less than 10 of these. These are spells which no one would want to use more than once in a while, like magic map. --A hack to object.c in common dir which makes objects created by objects with owners owned by the creating object's owner. (This allows players to get credit for a kill with the meteor swarm spell, which creates a 'swarm' object, which in turn creates the meteor objects.) -- End of Berkeley additions. New maps and archetypes added. Crossedit can now load maps that are compressed. Add Solaris 2.x compile support. Now prints out what the scroll name was that turned to dust. Minor artifact changes (ring of ice is blue, ring of fire is red) Horn range weapon now works properly, via using the + and - keys. New input method (From Jari Vanhala ). Looks like it should now be possible to define keys to do most every command. Made a few minor changes to default key file to make the present set up act like the previous one. Fixed triggers and magic mouth. These devices will now open gates as would be expected. The problem was that the opening routine expects to see the op->value of these to be one, in order to open the gate or whatever. Changed routines to toggle value between 0 and 1. Note: As I understand, trigger handles return to their original state, but keep the same value. That is, you pull the trigger handle, the handle returns to its original position, but gate opens. Pull handle again, handle returns to same position, but gate now closes. Or at least that is how I implemented the devices. Make some more changes to the is_magical routine. Hopefully, it will now detect all rings and amulets that are magical. Also, it should not detect monsters (or any living object) as magical. Fixed bug with Color Pixmaps (XPM). Would try to free the pl->pixmaps area twice, causing core dump. Looks like the same thing should have happened when using bitmaps also. In any case, only one free(pl->pixmaps) is now performed. Bug fixed with XPM code, in which 'floors' would appear to be carried around with the player. This is because the players pixmap did not change, and hence, it did not update that square. Now fixed. Random encounter bug might now be fixed (patches from Frank) New FLAG method used. flags in the object structure is now an array, and SET_FLAG, CLEAR_FLAG and QUERY_FLAG functions are now used. This reduced a lot of code in common/loader.c Fixed bug in common/object.c in expand_objects function. Looks like braces were missing from for statement, so the the prev and flag fields of the new objects were not being set properly. Fixed bug that could cause core dump if trying to print map message when no message existed. (From Tero Haatanen ) Starting character will have uncursed, undamned and identified items at the start of the game. (From Tero Haatanen ) ----------------------------------------------------------------------------- Changes from Crossfire 0.90.0 to 0.90.1: Crossedit 0.7 was merged in with the 0.90.0 source. This once again creates a common distribution. I tried to retain the best features of both programs. This means that the artifact code, and cursed/uncursed items (from CF 0.90.0) remain. But I also used the filepaths for fonts, elimination of omaps for internals use, and creation of partially processed bitmap file for bitmap reading. The general patch method was to keep the cf 0.90.0, and create a diff file for crossedit 0.7 from crossfire 0.89.3. These patches were then applied. Many had to be implemented by hand. There are some exceptions. The crossedit program is almost the exact same thing as in the crossedit 0.7 distribution. I made a few minor changes to clean up compiling, but otherwise, no serious changes were made. The archetypes (lib/arch) structure was also taken from crossedit 0.7, as well as most of the archetypes themselves. I think the breakdown makes things much easier to handle for changes or improvements. NOTE: it is likely that directory (lib/arch) will not be in the standard distribution, but will instead be a separate file (to keep the size down). The various files (archetypes, bmaps, font, etc.) will be created for the distribution. All new archetypes from cf 0.90.0 were merged into the structure, as well as a few minor changes in the old archetypes I noticed. The maps are from the crossfire 0.90.0-a-maps distribution. A few simple programs (in lib/adm) were used convert them to use fontpaths and to change some monster names that conflicted with character classes. Note: Because in the old format, a 'food' field was used to determine the map to link to, it is possible some of these fields were changed when they were not supposed to be. This is because some other archetypes (altars for one) also use the food field. If you notice any converted by mistake, please let me know. A few minor memory leaks and other patches have also been applied. Other specific changes to this version: 'set' now gives better help message (like what can be set.) XPM code added. Fixed bug in 'who', which would cause a core dump if done when another playing was still creating their character. 'who' also display the map path of the other players, and not the map name. Map names seldom seem to be set. The crossfire.cfb and crossfire.pix files (in lib) can be compressed. Fixed bug that caused core dumps when pet monsters were summoned. If restoring a saved game, and the map it was saved on does not exist, start them on the standard starting level. Added option in config.h, that allows full ring and amulet descriptions to be printed in inventory and look window. Hopefully fixed bug which caused game to dump core when player died, if NOT_PERMADEATH was set on. Add flag HAS_MAGIC, and use that for the detect magic spell. This way, artifacts that have no magic, will still be shown as magical. So will rings that change abilities, etc. Doesn't work quite perfectly, but seems to work as well as the old method. Fixed bug so that if it can not find a map, it just prints that that exit is closed, instead of panicing. Have it re-draw the look window when you middle click on something (ie apply) in that window. This fixes a bug with bags/sacks, of it not updating when an item is used directly from a sack. crossfire-1.75.0/macros/libtool.m4000644 001751 001751 00001125073 13777707775 017721 0ustar00kevinzkevinz000000 000000 # libtool.m4 - Configure libtool for the host system. -*-Autoconf-*- # # Copyright (C) 1996-2001, 2003-2015 Free Software Foundation, Inc. # Written by Gordon Matzigkeit, 1996 # # This file is free software; the Free Software Foundation gives # unlimited permission to copy and/or distribute it, with or without # modifications, as long as this notice is preserved. m4_define([_LT_COPYING], [dnl # Copyright (C) 2014 Free Software Foundation, Inc. # This is free software; see the source for copying conditions. There is NO # warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. # GNU Libtool 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 of the License, or # (at your option) any later version. # # As a special exception to the GNU General Public License, if you # distribute this file as part of a program or library that is built # using GNU Libtool, you may include this file under the same # distribution terms that you use for the rest of that program. # # GNU Libtool 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, see . ]) # serial 58 LT_INIT # LT_PREREQ(VERSION) # ------------------ # Complain and exit if this libtool version is less that VERSION. m4_defun([LT_PREREQ], [m4_if(m4_version_compare(m4_defn([LT_PACKAGE_VERSION]), [$1]), -1, [m4_default([$3], [m4_fatal([Libtool version $1 or higher is required], 63)])], [$2])]) # _LT_CHECK_BUILDDIR # ------------------ # Complain if the absolute build directory name contains unusual characters m4_defun([_LT_CHECK_BUILDDIR], [case `pwd` in *\ * | *\ *) AC_MSG_WARN([Libtool does not cope well with whitespace in `pwd`]) ;; esac ]) # LT_INIT([OPTIONS]) # ------------------ AC_DEFUN([LT_INIT], [AC_PREREQ([2.62])dnl We use AC_PATH_PROGS_FEATURE_CHECK AC_REQUIRE([AC_CONFIG_AUX_DIR_DEFAULT])dnl AC_BEFORE([$0], [LT_LANG])dnl AC_BEFORE([$0], [LT_OUTPUT])dnl AC_BEFORE([$0], [LTDL_INIT])dnl m4_require([_LT_CHECK_BUILDDIR])dnl dnl Autoconf doesn't catch unexpanded LT_ macros by default: m4_pattern_forbid([^_?LT_[A-Z_]+$])dnl m4_pattern_allow([^(_LT_EOF|LT_DLGLOBAL|LT_DLLAZY_OR_NOW|LT_MULTI_MODULE)$])dnl dnl aclocal doesn't pull ltoptions.m4, ltsugar.m4, or ltversion.m4 dnl unless we require an AC_DEFUNed macro: AC_REQUIRE([LTOPTIONS_VERSION])dnl AC_REQUIRE([LTSUGAR_VERSION])dnl AC_REQUIRE([LTVERSION_VERSION])dnl AC_REQUIRE([LTOBSOLETE_VERSION])dnl m4_require([_LT_PROG_LTMAIN])dnl _LT_SHELL_INIT([SHELL=${CONFIG_SHELL-/bin/sh}]) dnl Parse OPTIONS _LT_SET_OPTIONS([$0], [$1]) # This can be used to rebuild libtool when needed LIBTOOL_DEPS=$ltmain # Always use our own libtool. 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cat conftest.err >&AS_MESSAGE_LOG_FD echo "$as_me:$LINENO: \$? = $ac_status" >&AS_MESSAGE_LOG_FD if (exit $ac_status) && test -s "$ac_outfile"; then # The compiler can only warn and ignore the option if not recognized # So say no if there are warnings other than the usual output. $ECHO "$_lt_compiler_boilerplate" | $SED '/^$/d' >conftest.exp $SED '/^$/d; /^ *+/d' conftest.err >conftest.er2 if test ! -s conftest.er2 || diff conftest.exp conftest.er2 >/dev/null; then $2=yes fi fi $RM conftest* ]) if test yes = "[$]$2"; then m4_if([$5], , :, [$5]) else m4_if([$6], , :, [$6]) fi ])# _LT_COMPILER_OPTION # Old name: AU_ALIAS([AC_LIBTOOL_COMPILER_OPTION], [_LT_COMPILER_OPTION]) dnl aclocal-1.4 backwards compatibility: dnl AC_DEFUN([AC_LIBTOOL_COMPILER_OPTION], []) # _LT_LINKER_OPTION(MESSAGE, VARIABLE-NAME, FLAGS, # [ACTION-SUCCESS], [ACTION-FAILURE]) # ---------------------------------------------------- # Check whether the given linker option works AC_DEFUN([_LT_LINKER_OPTION], [m4_require([_LT_FILEUTILS_DEFAULTS])dnl m4_require([_LT_DECL_SED])dnl AC_CACHE_CHECK([$1], [$2], [$2=no save_LDFLAGS=$LDFLAGS LDFLAGS="$LDFLAGS $3" echo "$lt_simple_link_test_code" > conftest.$ac_ext if (eval $ac_link 2>conftest.err) && test -s conftest$ac_exeext; then # The linker can only warn and ignore the option if not recognized # So say no if there are warnings if test -s conftest.err; then # Append any errors to the config.log. cat conftest.err 1>&AS_MESSAGE_LOG_FD $ECHO "$_lt_linker_boilerplate" | $SED '/^$/d' > conftest.exp $SED '/^$/d; /^ *+/d' conftest.err >conftest.er2 if diff conftest.exp conftest.er2 >/dev/null; then $2=yes fi else $2=yes fi fi $RM -r conftest* LDFLAGS=$save_LDFLAGS ]) if test yes = "[$]$2"; then m4_if([$4], , :, [$4]) else m4_if([$5], , :, [$5]) fi ])# _LT_LINKER_OPTION # Old name: AU_ALIAS([AC_LIBTOOL_LINKER_OPTION], [_LT_LINKER_OPTION]) dnl aclocal-1.4 backwards compatibility: dnl AC_DEFUN([AC_LIBTOOL_LINKER_OPTION], []) # LT_CMD_MAX_LEN #--------------- AC_DEFUN([LT_CMD_MAX_LEN], [AC_REQUIRE([AC_CANONICAL_HOST])dnl # find the maximum length of command line arguments AC_MSG_CHECKING([the maximum length of command line arguments]) AC_CACHE_VAL([lt_cv_sys_max_cmd_len], [dnl i=0 teststring=ABCD case $build_os in msdosdjgpp*) # On DJGPP, this test can blow up pretty badly due to problems in libc # (any single argument exceeding 2000 bytes causes a buffer overrun # during glob expansion). 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It is not # nice to cause kernel panics so lets avoid the loop below. # First set a reasonable default. lt_cv_sys_max_cmd_len=16384 # if test -x /sbin/sysconfig; then case `/sbin/sysconfig -q proc exec_disable_arg_limit` in *1*) lt_cv_sys_max_cmd_len=-1 ;; esac fi ;; sco3.2v5*) lt_cv_sys_max_cmd_len=102400 ;; sysv5* | sco5v6* | sysv4.2uw2*) kargmax=`grep ARG_MAX /etc/conf/cf.d/stune 2>/dev/null` if test -n "$kargmax"; then lt_cv_sys_max_cmd_len=`echo $kargmax | sed 's/.*[[ ]]//'` else lt_cv_sys_max_cmd_len=32768 fi ;; *) lt_cv_sys_max_cmd_len=`(getconf ARG_MAX) 2> /dev/null` if test -n "$lt_cv_sys_max_cmd_len" && \ test undefined != "$lt_cv_sys_max_cmd_len"; then lt_cv_sys_max_cmd_len=`expr $lt_cv_sys_max_cmd_len \/ 4` lt_cv_sys_max_cmd_len=`expr $lt_cv_sys_max_cmd_len \* 3` else # Make teststring a little bigger before we do anything with it. # a 1K string should be a reasonable start. for i in 1 2 3 4 5 6 7 8; do teststring=$teststring$teststring done SHELL=${SHELL-${CONFIG_SHELL-/bin/sh}} # If test is not a shell built-in, we'll probably end up computing a # maximum length that is only half of the actual maximum length, but # we can't tell. while { test X`env echo "$teststring$teststring" 2>/dev/null` \ = "X$teststring$teststring"; } >/dev/null 2>&1 && test 17 != "$i" # 1/2 MB should be enough do i=`expr $i + 1` teststring=$teststring$teststring done # Only check the string length outside the loop. lt_cv_sys_max_cmd_len=`expr "X$teststring" : ".*" 2>&1` teststring= # Add a significant safety factor because C++ compilers can tack on # massive amounts of additional arguments before passing them to the # linker. It appears as though 1/2 is a usable value. lt_cv_sys_max_cmd_len=`expr $lt_cv_sys_max_cmd_len \/ 2` fi ;; esac ]) if test -n "$lt_cv_sys_max_cmd_len"; then AC_MSG_RESULT($lt_cv_sys_max_cmd_len) else AC_MSG_RESULT(none) fi max_cmd_len=$lt_cv_sys_max_cmd_len _LT_DECL([], [max_cmd_len], [0], [What is the maximum length of a command?]) ])# LT_CMD_MAX_LEN # Old name: AU_ALIAS([AC_LIBTOOL_SYS_MAX_CMD_LEN], [LT_CMD_MAX_LEN]) dnl aclocal-1.4 backwards compatibility: dnl AC_DEFUN([AC_LIBTOOL_SYS_MAX_CMD_LEN], []) # _LT_HEADER_DLFCN # ---------------- m4_defun([_LT_HEADER_DLFCN], [AC_CHECK_HEADERS([dlfcn.h], [], [], [AC_INCLUDES_DEFAULT])dnl ])# _LT_HEADER_DLFCN # _LT_TRY_DLOPEN_SELF (ACTION-IF-TRUE, ACTION-IF-TRUE-W-USCORE, # ACTION-IF-FALSE, ACTION-IF-CROSS-COMPILING) # ---------------------------------------------------------------- m4_defun([_LT_TRY_DLOPEN_SELF], [m4_require([_LT_HEADER_DLFCN])dnl if test yes = "$cross_compiling"; then : [$4] else lt_dlunknown=0; lt_dlno_uscore=1; lt_dlneed_uscore=2 lt_status=$lt_dlunknown cat > conftest.$ac_ext <<_LT_EOF [#line $LINENO "configure" #include "confdefs.h" #if HAVE_DLFCN_H #include #endif #include #ifdef RTLD_GLOBAL # define LT_DLGLOBAL RTLD_GLOBAL #else # ifdef DL_GLOBAL # define LT_DLGLOBAL DL_GLOBAL # else # define LT_DLGLOBAL 0 # endif #endif /* We may have to define LT_DLLAZY_OR_NOW in the command line if we find out it does not work in some platform. */ #ifndef LT_DLLAZY_OR_NOW # ifdef RTLD_LAZY # define LT_DLLAZY_OR_NOW RTLD_LAZY # else # ifdef DL_LAZY # define LT_DLLAZY_OR_NOW DL_LAZY # else # ifdef RTLD_NOW # define LT_DLLAZY_OR_NOW RTLD_NOW # else # ifdef DL_NOW # define LT_DLLAZY_OR_NOW DL_NOW # else # define LT_DLLAZY_OR_NOW 0 # endif # endif # endif # endif #endif /* When -fvisibility=hidden is used, assume the code has been annotated correspondingly for the symbols needed. */ #if defined __GNUC__ && (((__GNUC__ == 3) && (__GNUC_MINOR__ >= 3)) || (__GNUC__ > 3)) int fnord () __attribute__((visibility("default"))); #endif int fnord () { return 42; } int main () { void *self = dlopen (0, LT_DLGLOBAL|LT_DLLAZY_OR_NOW); int status = $lt_dlunknown; if (self) { if (dlsym (self,"fnord")) status = $lt_dlno_uscore; else { if (dlsym( self,"_fnord")) status = $lt_dlneed_uscore; else puts (dlerror ()); } /* dlclose (self); */ } else puts (dlerror ()); return status; }] _LT_EOF if AC_TRY_EVAL(ac_link) && test -s "conftest$ac_exeext" 2>/dev/null; then (./conftest; exit; ) >&AS_MESSAGE_LOG_FD 2>/dev/null lt_status=$? case x$lt_status in x$lt_dlno_uscore) $1 ;; x$lt_dlneed_uscore) $2 ;; x$lt_dlunknown|x*) $3 ;; esac else : # compilation failed $3 fi fi rm -fr conftest* ])# _LT_TRY_DLOPEN_SELF # LT_SYS_DLOPEN_SELF # ------------------ AC_DEFUN([LT_SYS_DLOPEN_SELF], [m4_require([_LT_HEADER_DLFCN])dnl if test yes != "$enable_dlopen"; then enable_dlopen=unknown enable_dlopen_self=unknown enable_dlopen_self_static=unknown else lt_cv_dlopen=no lt_cv_dlopen_libs= case $host_os in beos*) lt_cv_dlopen=load_add_on lt_cv_dlopen_libs= lt_cv_dlopen_self=yes ;; mingw* | pw32* | cegcc*) lt_cv_dlopen=LoadLibrary lt_cv_dlopen_libs= ;; cygwin*) lt_cv_dlopen=dlopen lt_cv_dlopen_libs= ;; darwin*) # if libdl is installed we need to link against it AC_CHECK_LIB([dl], [dlopen], [lt_cv_dlopen=dlopen lt_cv_dlopen_libs=-ldl],[ lt_cv_dlopen=dyld lt_cv_dlopen_libs= lt_cv_dlopen_self=yes ]) ;; tpf*) # Don't try to run any link tests for TPF. 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then # We can hardcode non-existent directories. if test no != "$_LT_TAGVAR(hardcode_direct, $1)" && # If the only mechanism to avoid hardcoding is shlibpath_var, we # have to relink, otherwise we might link with an installed library # when we should be linking with a yet-to-be-installed one ## test no != "$_LT_TAGVAR(hardcode_shlibpath_var, $1)" && test no != "$_LT_TAGVAR(hardcode_minus_L, $1)"; then # Linking always hardcodes the temporary library directory. _LT_TAGVAR(hardcode_action, $1)=relink else # We can link without hardcoding, and we can hardcode nonexisting dirs. _LT_TAGVAR(hardcode_action, $1)=immediate fi else # We cannot hardcode anything, or else we can only hardcode existing # directories. _LT_TAGVAR(hardcode_action, $1)=unsupported fi AC_MSG_RESULT([$_LT_TAGVAR(hardcode_action, $1)]) if test relink = "$_LT_TAGVAR(hardcode_action, $1)" || test yes = "$_LT_TAGVAR(inherit_rpath, $1)"; then # Fast installation is not supported enable_fast_install=no elif test yes = "$shlibpath_overrides_runpath" || test no = "$enable_shared"; then # Fast installation is not necessary enable_fast_install=needless fi _LT_TAGDECL([], [hardcode_action], [0], [How to hardcode a shared library path into an executable]) ])# _LT_LINKER_HARDCODE_LIBPATH # _LT_CMD_STRIPLIB # ---------------- m4_defun([_LT_CMD_STRIPLIB], [m4_require([_LT_DECL_EGREP]) striplib= old_striplib= AC_MSG_CHECKING([whether stripping libraries is possible]) if test -n "$STRIP" && $STRIP -V 2>&1 | $GREP "GNU strip" >/dev/null; then test -z "$old_striplib" && old_striplib="$STRIP --strip-debug" test -z "$striplib" && striplib="$STRIP --strip-unneeded" AC_MSG_RESULT([yes]) else # FIXME - insert some real tests, host_os isn't really good enough case $host_os in darwin*) if test -n "$STRIP"; then striplib="$STRIP -x" old_striplib="$STRIP -S" AC_MSG_RESULT([yes]) else AC_MSG_RESULT([no]) fi ;; *) AC_MSG_RESULT([no]) ;; esac fi _LT_DECL([], [old_striplib], [1], [Commands to strip libraries]) _LT_DECL([], [striplib], [1]) ])# _LT_CMD_STRIPLIB # _LT_PREPARE_MUNGE_PATH_LIST # --------------------------- # Make sure func_munge_path_list() is defined correctly. m4_defun([_LT_PREPARE_MUNGE_PATH_LIST], [[# func_munge_path_list VARIABLE PATH # ----------------------------------- # VARIABLE is name of variable containing _space_ separated list of # directories to be munged by the contents of PATH, which is string # having a format: # "DIR[:DIR]:" # string "DIR[ DIR]" will be prepended to VARIABLE # ":DIR[:DIR]" # string "DIR[ DIR]" will be appended to VARIABLE # "DIRP[:DIRP]::[DIRA:]DIRA" # string "DIRP[ DIRP]" will be prepended to VARIABLE and string # "DIRA[ DIRA]" will be appended to VARIABLE # "DIR[:DIR]" # VARIABLE will be replaced by "DIR[ DIR]" func_munge_path_list () { case x@S|@2 in x) ;; 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esac ;; haiku*) version_type=linux # correct to gnu/linux during the next big refactor need_lib_prefix=no need_version=no dynamic_linker="$host_os runtime_loader" library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' shlibpath_var=LIBRARY_PATH shlibpath_overrides_runpath=no sys_lib_dlsearch_path_spec='/boot/home/config/lib /boot/common/lib /boot/system/lib' hardcode_into_libs=yes ;; hpux9* | hpux10* | hpux11*) # Give a soname corresponding to the major version so that dld.sl refuses to # link against other versions. version_type=sunos need_lib_prefix=no need_version=no case $host_cpu in ia64*) shrext_cmds='.so' hardcode_into_libs=yes dynamic_linker="$host_os dld.so" shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=yes # Unless +noenvvar is specified. library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' if test 32 = "$HPUX_IA64_MODE"; 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esac # HP-UX runs *really* slowly unless shared libraries are mode 555, ... postinstall_cmds='chmod 555 $lib' # or fails outright, so override atomically: install_override_mode=555 ;; interix[[3-9]]*) version_type=linux # correct to gnu/linux during the next big refactor need_lib_prefix=no need_version=no library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' dynamic_linker='Interix 3.x ld.so.1 (PE, like ELF)' shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=no hardcode_into_libs=yes ;; irix5* | irix6* | nonstopux*) case $host_os in nonstopux*) version_type=nonstopux ;; *) if test yes = "$lt_cv_prog_gnu_ld"; then version_type=linux # correct to gnu/linux during the next big refactor else version_type=irix fi ;; esac need_lib_prefix=no need_version=no soname_spec='$libname$release$shared_ext$major' library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$release$shared_ext $libname$shared_ext' case $host_os in irix5* | nonstopux*) libsuff= shlibsuff= ;; *) case $LD in # libtool.m4 will add one of these switches to LD *-32|*"-32 "|*-melf32bsmip|*"-melf32bsmip ") libsuff= shlibsuff= libmagic=32-bit;; *-n32|*"-n32 "|*-melf32bmipn32|*"-melf32bmipn32 ") libsuff=32 shlibsuff=N32 libmagic=N32;; *-64|*"-64 "|*-melf64bmip|*"-melf64bmip ") libsuff=64 shlibsuff=64 libmagic=64-bit;; *) libsuff= shlibsuff= libmagic=never-match;; esac ;; esac shlibpath_var=LD_LIBRARY${shlibsuff}_PATH shlibpath_overrides_runpath=no sys_lib_search_path_spec="/usr/lib$libsuff /lib$libsuff /usr/local/lib$libsuff" sys_lib_dlsearch_path_spec="/usr/lib$libsuff /lib$libsuff" hardcode_into_libs=yes ;; # No shared lib support for Linux oldld, aout, or coff. linux*oldld* | linux*aout* | linux*coff*) dynamic_linker=no ;; linux*android*) version_type=none # Android doesn't support versioned libraries. need_lib_prefix=no need_version=no library_names_spec='$libname$release$shared_ext' soname_spec='$libname$release$shared_ext' finish_cmds= shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=yes # This implies no fast_install, which is unacceptable. # Some rework will be needed to allow for fast_install # before this can be enabled. hardcode_into_libs=yes dynamic_linker='Android linker' # Don't embed -rpath directories since the linker doesn't support them. _LT_TAGVAR(hardcode_libdir_flag_spec, $1)='-L$libdir' ;; # This must be glibc/ELF. linux* | k*bsd*-gnu | kopensolaris*-gnu | gnu*) version_type=linux # correct to gnu/linux during the next big refactor need_lib_prefix=no need_version=no library_names_spec='$libname$release$shared_ext$versuffix $libname$release$shared_ext$major $libname$shared_ext' soname_spec='$libname$release$shared_ext$major' finish_cmds='PATH="\$PATH:/sbin" ldconfig -n $libdir' shlibpath_var=LD_LIBRARY_PATH shlibpath_overrides_runpath=no # Some binutils ld are patched to set DT_RUNPATH AC_CACHE_VAL([lt_cv_shlibpath_overrides_runpath], [lt_cv_shlibpath_overrides_runpath=no save_LDFLAGS=$LDFLAGS save_libdir=$libdir eval "libdir=/foo; wl=\"$_LT_TAGVAR(lt_prog_compiler_wl, $1)\"; \ LDFLAGS=\"\$LDFLAGS $_LT_TAGVAR(hardcode_libdir_flag_spec, $1)\"" AC_LINK_IFELSE([AC_LANG_PROGRAM([],[])], [AS_IF([ ($OBJDUMP -p conftest$ac_exeext) 2>/dev/null | grep "RUNPATH.*$libdir" >/dev/null], [lt_cv_shlibpath_overrides_runpath=yes])]) LDFLAGS=$save_LDFLAGS libdir=$save_libdir ]) shlibpath_overrides_runpath=$lt_cv_shlibpath_overrides_runpath # This implies no fast_install, which is unacceptable. # Some rework will be needed to allow for fast_install # before this can be enabled. hardcode_into_libs=yes # Ideally, we could use ldconfig to report *all* directores which are # searched for libraries, however this is still not possible. 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then case $cc_basename in nvcc*) _LT_TAGVAR(lt_prog_compiler_no_builtin_flag, $1)=' -Xcompiler -fno-builtin' ;; *) _LT_TAGVAR(lt_prog_compiler_no_builtin_flag, $1)=' -fno-builtin' ;; esac _LT_COMPILER_OPTION([if $compiler supports -fno-rtti -fno-exceptions], lt_cv_prog_compiler_rtti_exceptions, [-fno-rtti -fno-exceptions], [], [_LT_TAGVAR(lt_prog_compiler_no_builtin_flag, $1)="$_LT_TAGVAR(lt_prog_compiler_no_builtin_flag, $1) -fno-rtti -fno-exceptions"]) fi _LT_TAGDECL([no_builtin_flag], [lt_prog_compiler_no_builtin_flag], [1], [Compiler flag to turn off builtin functions]) ])# _LT_COMPILER_NO_RTTI # _LT_CMD_GLOBAL_SYMBOLS # ---------------------- m4_defun([_LT_CMD_GLOBAL_SYMBOLS], [AC_REQUIRE([AC_CANONICAL_HOST])dnl AC_REQUIRE([AC_PROG_CC])dnl AC_REQUIRE([AC_PROG_AWK])dnl AC_REQUIRE([LT_PATH_NM])dnl AC_REQUIRE([LT_PATH_LD])dnl m4_require([_LT_DECL_SED])dnl m4_require([_LT_DECL_EGREP])dnl m4_require([_LT_TAG_COMPILER])dnl # Check for command to grab the raw symbol name followed by C symbol from nm. AC_MSG_CHECKING([command to parse $NM output from $compiler object]) AC_CACHE_VAL([lt_cv_sys_global_symbol_pipe], [ # These are sane defaults that work on at least a few old systems. # [They come from Ultrix. What could be older than Ultrix?!! ;)] # Character class describing NM global symbol codes. symcode='[[BCDEGRST]]' # Regexp to match symbols that can be accessed directly from C. sympat='\([[_A-Za-z]][[_A-Za-z0-9]]*\)' # Define system-specific variables. case $host_os in aix*) symcode='[[BCDT]]' ;; cygwin* | mingw* | pw32* | cegcc*) symcode='[[ABCDGISTW]]' ;; hpux*) if test ia64 = "$host_cpu"; then symcode='[[ABCDEGRST]]' fi ;; irix* | nonstopux*) symcode='[[BCDEGRST]]' ;; osf*) symcode='[[BCDEGQRST]]' ;; solaris*) symcode='[[BDRT]]' ;; sco3.2v5*) symcode='[[DT]]' ;; sysv4.2uw2*) symcode='[[DT]]' ;; sysv5* | sco5v6* | unixware* | OpenUNIX*) symcode='[[ABDT]]' ;; sysv4) symcode='[[DFNSTU]]' ;; esac # If we're using GNU nm, then use its standard symbol codes. case `$NM -V 2>&1` in *GNU* | *'with BFD'*) symcode='[[ABCDGIRSTW]]' ;; esac if test "$lt_cv_nm_interface" = "MS dumpbin"; then # Gets list of data symbols to import. lt_cv_sys_global_symbol_to_import="sed -n -e 's/^I .* \(.*\)$/\1/p'" # Adjust the below global symbol transforms to fixup imported variables. lt_cdecl_hook=" -e 's/^I .* \(.*\)$/extern __declspec(dllimport) char \1;/p'" lt_c_name_hook=" -e 's/^I .* \(.*\)$/ {\"\1\", (void *) 0},/p'" lt_c_name_lib_hook="\ -e 's/^I .* \(lib.*\)$/ {\"\1\", (void *) 0},/p'\ -e 's/^I .* \(.*\)$/ {\"lib\1\", (void *) 0},/p'" else # Disable hooks by default. lt_cv_sys_global_symbol_to_import= lt_cdecl_hook= lt_c_name_hook= lt_c_name_lib_hook= fi # Transform an extracted symbol line into a proper C declaration. # Some systems (esp. on ia64) link data and code symbols differently, # so use this general approach. lt_cv_sys_global_symbol_to_cdecl="sed -n"\ $lt_cdecl_hook\ " -e 's/^T .* \(.*\)$/extern int \1();/p'"\ " -e 's/^$symcode$symcode* .* \(.*\)$/extern char \1;/p'" # Transform an extracted symbol line into symbol name and symbol address lt_cv_sys_global_symbol_to_c_name_address="sed -n"\ $lt_c_name_hook\ " -e 's/^: \(.*\) .*$/ {\"\1\", (void *) 0},/p'"\ " -e 's/^$symcode$symcode* .* \(.*\)$/ {\"\1\", (void *) \&\1},/p'" # Transform an extracted symbol line into symbol name with lib prefix and # symbol address. lt_cv_sys_global_symbol_to_c_name_address_lib_prefix="sed -n"\ $lt_c_name_lib_hook\ " -e 's/^: \(.*\) .*$/ {\"\1\", (void *) 0},/p'"\ " -e 's/^$symcode$symcode* .* \(lib.*\)$/ {\"\1\", (void *) \&\1},/p'"\ " -e 's/^$symcode$symcode* .* \(.*\)$/ {\"lib\1\", (void *) \&\1},/p'" # Handle CRLF in mingw tool chain opt_cr= case $build_os in mingw*) opt_cr=`$ECHO 'x\{0,1\}' | tr x '\015'` # option cr in regexp ;; esac # Try without a prefix underscore, then with it. for ac_symprfx in "" "_"; do # Transform symcode, sympat, and symprfx into a raw symbol and a C symbol. symxfrm="\\1 $ac_symprfx\\2 \\2" # Write the raw and C identifiers. if test "$lt_cv_nm_interface" = "MS dumpbin"; then # Fake it for dumpbin and say T for any non-static function, # D for any global variable and I for any imported variable. # Also find C++ and __fastcall symbols from MSVC++, # which start with @ or ?. lt_cv_sys_global_symbol_pipe="$AWK ['"\ " {last_section=section; section=\$ 3};"\ " /^COFF SYMBOL TABLE/{for(i in hide) delete hide[i]};"\ " /Section length .*#relocs.*(pick any)/{hide[last_section]=1};"\ " /^ *Symbol name *: /{split(\$ 0,sn,\":\"); si=substr(sn[2],2)};"\ " /^ *Type *: code/{print \"T\",si,substr(si,length(prfx))};"\ " /^ *Type *: data/{print \"I\",si,substr(si,length(prfx))};"\ " \$ 0!~/External *\|/{next};"\ " / 0+ UNDEF /{next}; / UNDEF \([^|]\)*()/{next};"\ " {if(hide[section]) next};"\ " {f=\"D\"}; \$ 0~/\(\).*\|/{f=\"T\"};"\ " {split(\$ 0,a,/\||\r/); split(a[2],s)};"\ " s[1]~/^[@?]/{print f,s[1],s[1]; next};"\ " s[1]~prfx {split(s[1],t,\"@\"); print f,t[1],substr(t[1],length(prfx))}"\ " ' prfx=^$ac_symprfx]" else lt_cv_sys_global_symbol_pipe="sed -n -e 's/^.*[[ ]]\($symcode$symcode*\)[[ ]][[ ]]*$ac_symprfx$sympat$opt_cr$/$symxfrm/p'" fi lt_cv_sys_global_symbol_pipe="$lt_cv_sys_global_symbol_pipe | sed '/ __gnu_lto/d'" # Check to see that the pipe works correctly. pipe_works=no rm -f conftest* cat > conftest.$ac_ext <<_LT_EOF #ifdef __cplusplus extern "C" { #endif char nm_test_var; void nm_test_func(void); void nm_test_func(void){} #ifdef __cplusplus } #endif int main(){nm_test_var='a';nm_test_func();return(0);} _LT_EOF if AC_TRY_EVAL(ac_compile); then # Now try to grab the symbols. nlist=conftest.nm if AC_TRY_EVAL(NM conftest.$ac_objext \| "$lt_cv_sys_global_symbol_pipe" \> $nlist) && test -s "$nlist"; then # Try sorting and uniquifying the output. if sort "$nlist" | uniq > "$nlist"T; then mv -f "$nlist"T "$nlist" else rm -f "$nlist"T fi # Make sure that we snagged all the symbols we need. if $GREP ' nm_test_var$' "$nlist" >/dev/null; then if $GREP ' nm_test_func$' "$nlist" >/dev/null; then cat <<_LT_EOF > conftest.$ac_ext /* Keep this code in sync between libtool.m4, ltmain, lt_system.h, and tests. */ #if defined _WIN32 || defined __CYGWIN__ || defined _WIN32_WCE /* DATA imports from DLLs on WIN32 can't be const, because runtime relocations are performed -- see ld's documentation on pseudo-relocs. */ # define LT@&t@_DLSYM_CONST #elif defined __osf__ /* This system does not cope well with relocations in const data. */ # define LT@&t@_DLSYM_CONST #else # define LT@&t@_DLSYM_CONST const #endif #ifdef __cplusplus extern "C" { #endif _LT_EOF # Now generate the symbol file. eval "$lt_cv_sys_global_symbol_to_cdecl"' < "$nlist" | $GREP -v main >> conftest.$ac_ext' cat <<_LT_EOF >> conftest.$ac_ext /* The mapping between symbol names and symbols. */ LT@&t@_DLSYM_CONST struct { const char *name; void *address; } lt__PROGRAM__LTX_preloaded_symbols[[]] = { { "@PROGRAM@", (void *) 0 }, _LT_EOF $SED "s/^$symcode$symcode* .* \(.*\)$/ {\"\1\", (void *) \&\1},/" < "$nlist" | $GREP -v main >> conftest.$ac_ext cat <<\_LT_EOF >> conftest.$ac_ext {0, (void *) 0} }; /* This works around a problem in FreeBSD linker */ #ifdef FREEBSD_WORKAROUND static const void *lt_preloaded_setup() { return lt__PROGRAM__LTX_preloaded_symbols; } #endif #ifdef __cplusplus } #endif _LT_EOF # Now try linking the two files. mv conftest.$ac_objext conftstm.$ac_objext lt_globsym_save_LIBS=$LIBS lt_globsym_save_CFLAGS=$CFLAGS LIBS=conftstm.$ac_objext CFLAGS="$CFLAGS$_LT_TAGVAR(lt_prog_compiler_no_builtin_flag, $1)" if AC_TRY_EVAL(ac_link) && test -s conftest$ac_exeext; then pipe_works=yes fi LIBS=$lt_globsym_save_LIBS CFLAGS=$lt_globsym_save_CFLAGS else echo "cannot find nm_test_func in $nlist" >&AS_MESSAGE_LOG_FD fi else echo "cannot find nm_test_var in $nlist" >&AS_MESSAGE_LOG_FD fi else echo "cannot run $lt_cv_sys_global_symbol_pipe" >&AS_MESSAGE_LOG_FD fi else echo "$progname: failed program was:" >&AS_MESSAGE_LOG_FD cat conftest.$ac_ext >&5 fi rm -rf conftest* conftst* # Do not use the global_symbol_pipe unless it works. if test yes = "$pipe_works"; then break else lt_cv_sys_global_symbol_pipe= fi done ]) if test -z "$lt_cv_sys_global_symbol_pipe"; then lt_cv_sys_global_symbol_to_cdecl= fi if test -z "$lt_cv_sys_global_symbol_pipe$lt_cv_sys_global_symbol_to_cdecl"; then AC_MSG_RESULT(failed) else AC_MSG_RESULT(ok) fi # Response file support. if test "$lt_cv_nm_interface" = "MS dumpbin"; then nm_file_list_spec='@' elif $NM --help 2>/dev/null | grep '[[@]]FILE' >/dev/null; then nm_file_list_spec='@' fi _LT_DECL([global_symbol_pipe], [lt_cv_sys_global_symbol_pipe], [1], [Take the output of nm and produce a listing of raw symbols and C names]) _LT_DECL([global_symbol_to_cdecl], [lt_cv_sys_global_symbol_to_cdecl], [1], [Transform the output of nm in a proper C declaration]) _LT_DECL([global_symbol_to_import], [lt_cv_sys_global_symbol_to_import], [1], [Transform the output of nm into a list of symbols to manually relocate]) _LT_DECL([global_symbol_to_c_name_address], [lt_cv_sys_global_symbol_to_c_name_address], [1], [Transform the output of nm in a C name address pair]) _LT_DECL([global_symbol_to_c_name_address_lib_prefix], [lt_cv_sys_global_symbol_to_c_name_address_lib_prefix], [1], [Transform the output of nm in a C name address pair when lib prefix is needed]) _LT_DECL([nm_interface], [lt_cv_nm_interface], [1], [The name lister interface]) _LT_DECL([], [nm_file_list_spec], [1], [Specify filename containing input files for $NM]) ]) # _LT_CMD_GLOBAL_SYMBOLS # _LT_COMPILER_PIC([TAGNAME]) # --------------------------- m4_defun([_LT_COMPILER_PIC], [m4_require([_LT_TAG_COMPILER])dnl _LT_TAGVAR(lt_prog_compiler_wl, $1)= _LT_TAGVAR(lt_prog_compiler_pic, $1)= _LT_TAGVAR(lt_prog_compiler_static, $1)= m4_if([$1], [CXX], [ # C++ specific cases for pic, static, wl, etc. if test yes = "$GXX"; then _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_static, $1)='-static' case $host_os in aix*) # All AIX code is PIC. if test ia64 = "$host_cpu"; then # AIX 5 now supports IA64 processor _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' fi _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC' ;; amigaos*) case $host_cpu in powerpc) # see comment about AmigaOS4 .so support _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC' ;; m68k) # FIXME: we need at least 68020 code to build shared libraries, but # adding the '-m68020' flag to GCC prevents building anything better, # like '-m68040'. _LT_TAGVAR(lt_prog_compiler_pic, $1)='-m68020 -resident32 -malways-restore-a4' ;; esac ;; beos* | irix5* | irix6* | nonstopux* | osf3* | osf4* | osf5*) # PIC is the default for these OSes. ;; mingw* | cygwin* | os2* | pw32* | cegcc*) # This hack is so that the source file can tell whether it is being # built for inclusion in a dll (and should export symbols for example). # Although the cygwin gcc ignores -fPIC, still need this for old-style # (--disable-auto-import) libraries m4_if([$1], [GCJ], [], [_LT_TAGVAR(lt_prog_compiler_pic, $1)='-DDLL_EXPORT']) case $host_os in os2*) _LT_TAGVAR(lt_prog_compiler_static, $1)='$wl-static' ;; esac ;; darwin* | rhapsody*) # PIC is the default on this platform # Common symbols not allowed in MH_DYLIB files _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fno-common' ;; *djgpp*) # DJGPP does not support shared libraries at all _LT_TAGVAR(lt_prog_compiler_pic, $1)= ;; haiku*) # PIC is the default for Haiku. # The "-static" flag exists, but is broken. _LT_TAGVAR(lt_prog_compiler_static, $1)= ;; interix[[3-9]]*) # Interix 3.x gcc -fpic/-fPIC options generate broken code. # Instead, we relocate shared libraries at runtime. ;; sysv4*MP*) if test -d /usr/nec; then _LT_TAGVAR(lt_prog_compiler_pic, $1)=-Kconform_pic fi ;; hpux*) # PIC is the default for 64-bit PA HP-UX, but not for 32-bit # PA HP-UX. On IA64 HP-UX, PIC is the default but the pic flag # sets the default TLS model and affects inlining. case $host_cpu in hppa*64*) ;; *) _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC' ;; esac ;; *qnx* | *nto*) # QNX uses GNU C++, but need to define -shared option too, otherwise # it will coredump. _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC -shared' ;; *) _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC' ;; esac else case $host_os in aix[[4-9]]*) # All AIX code is PIC. if test ia64 = "$host_cpu"; then # AIX 5 now supports IA64 processor _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' else _LT_TAGVAR(lt_prog_compiler_static, $1)='-bnso -bI:/lib/syscalls.exp' fi ;; chorus*) case $cc_basename in cxch68*) # Green Hills C++ Compiler # _LT_TAGVAR(lt_prog_compiler_static, $1)="--no_auto_instantiation -u __main -u __premain -u _abort -r $COOL_DIR/lib/libOrb.a $MVME_DIR/lib/CC/libC.a $MVME_DIR/lib/classix/libcx.s.a" ;; esac ;; mingw* | cygwin* | os2* | pw32* | cegcc*) # This hack is so that the source file can tell whether it is being # built for inclusion in a dll (and should export symbols for example). m4_if([$1], [GCJ], [], [_LT_TAGVAR(lt_prog_compiler_pic, $1)='-DDLL_EXPORT']) ;; dgux*) case $cc_basename in ec++*) _LT_TAGVAR(lt_prog_compiler_pic, $1)='-KPIC' ;; ghcx*) # Green Hills C++ Compiler _LT_TAGVAR(lt_prog_compiler_pic, $1)='-pic' ;; *) ;; esac ;; freebsd* | dragonfly*) # FreeBSD uses GNU C++ ;; hpux9* | hpux10* | hpux11*) case $cc_basename in CC*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_static, $1)='$wl-a ${wl}archive' if test ia64 != "$host_cpu"; then _LT_TAGVAR(lt_prog_compiler_pic, $1)='+Z' fi ;; aCC*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_static, $1)='$wl-a ${wl}archive' case $host_cpu in hppa*64*|ia64*) # +Z the default ;; *) _LT_TAGVAR(lt_prog_compiler_pic, $1)='+Z' ;; esac ;; *) ;; esac ;; interix*) # This is c89, which is MS Visual C++ (no shared libs) # Anyone wants to do a port? ;; irix5* | irix6* | nonstopux*) case $cc_basename in CC*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_static, $1)='-non_shared' # CC pic flag -KPIC is the default. ;; *) ;; esac ;; linux* | k*bsd*-gnu | kopensolaris*-gnu | gnu*) case $cc_basename in KCC*) # KAI C++ Compiler _LT_TAGVAR(lt_prog_compiler_wl, $1)='--backend -Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC' ;; ecpc* ) # old Intel C++ for x86_64, which still supported -KPIC. _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-KPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-static' ;; icpc* ) # Intel C++, used to be incompatible with GCC. # ICC 10 doesn't accept -KPIC any more. _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-static' ;; pgCC* | pgcpp*) # Portland Group C++ compiler _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fpic' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' ;; cxx*) # Compaq C++ # Make sure the PIC flag is empty. It appears that all Alpha # Linux and Compaq Tru64 Unix objects are PIC. _LT_TAGVAR(lt_prog_compiler_pic, $1)= _LT_TAGVAR(lt_prog_compiler_static, $1)='-non_shared' ;; xlc* | xlC* | bgxl[[cC]]* | mpixl[[cC]]*) # IBM XL 8.0, 9.0 on PPC and BlueGene _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-qpic' _LT_TAGVAR(lt_prog_compiler_static, $1)='-qstaticlink' ;; *) case `$CC -V 2>&1 | sed 5q` in *Sun\ C*) # Sun C++ 5.9 _LT_TAGVAR(lt_prog_compiler_pic, $1)='-KPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Qoption ld ' ;; esac ;; esac ;; lynxos*) ;; m88k*) ;; mvs*) case $cc_basename in cxx*) _LT_TAGVAR(lt_prog_compiler_pic, $1)='-W c,exportall' ;; *) ;; esac ;; netbsd*) ;; *qnx* | *nto*) # QNX uses GNU C++, but need to define -shared option too, otherwise # it will coredump. _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC -shared' ;; osf3* | osf4* | osf5*) case $cc_basename in KCC*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='--backend -Wl,' ;; RCC*) # Rational C++ 2.4.1 _LT_TAGVAR(lt_prog_compiler_pic, $1)='-pic' ;; cxx*) # Digital/Compaq C++ _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' # Make sure the PIC flag is empty. It appears that all Alpha # Linux and Compaq Tru64 Unix objects are PIC. _LT_TAGVAR(lt_prog_compiler_pic, $1)= _LT_TAGVAR(lt_prog_compiler_static, $1)='-non_shared' ;; *) ;; esac ;; psos*) ;; solaris*) case $cc_basename in CC* | sunCC*) # Sun C++ 4.2, 5.x and Centerline C++ _LT_TAGVAR(lt_prog_compiler_pic, $1)='-KPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Qoption ld ' ;; gcx*) # Green Hills C++ Compiler _LT_TAGVAR(lt_prog_compiler_pic, $1)='-PIC' ;; *) ;; esac ;; sunos4*) case $cc_basename in CC*) # Sun C++ 4.x _LT_TAGVAR(lt_prog_compiler_pic, $1)='-pic' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' ;; lcc*) # Lucid _LT_TAGVAR(lt_prog_compiler_pic, $1)='-pic' ;; *) ;; esac ;; sysv5* | unixware* | sco3.2v5* | sco5v6* | OpenUNIX*) case $cc_basename in CC*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-KPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' ;; esac ;; tandem*) case $cc_basename in NCC*) # NonStop-UX NCC 3.20 _LT_TAGVAR(lt_prog_compiler_pic, $1)='-KPIC' ;; *) ;; esac ;; vxworks*) ;; *) _LT_TAGVAR(lt_prog_compiler_can_build_shared, $1)=no ;; esac fi ], [ if test yes = "$GCC"; then _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_static, $1)='-static' case $host_os in aix*) # All AIX code is PIC. if test ia64 = "$host_cpu"; then # AIX 5 now supports IA64 processor _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' fi _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC' ;; amigaos*) case $host_cpu in powerpc) # see comment about AmigaOS4 .so support _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC' ;; m68k) # FIXME: we need at least 68020 code to build shared libraries, but # adding the '-m68020' flag to GCC prevents building anything better, # like '-m68040'. _LT_TAGVAR(lt_prog_compiler_pic, $1)='-m68020 -resident32 -malways-restore-a4' ;; esac ;; beos* | irix5* | irix6* | nonstopux* | osf3* | osf4* | osf5*) # PIC is the default for these OSes. ;; mingw* | cygwin* | pw32* | os2* | cegcc*) # This hack is so that the source file can tell whether it is being # built for inclusion in a dll (and should export symbols for example). # Although the cygwin gcc ignores -fPIC, still need this for old-style # (--disable-auto-import) libraries m4_if([$1], [GCJ], [], [_LT_TAGVAR(lt_prog_compiler_pic, $1)='-DDLL_EXPORT']) case $host_os in os2*) _LT_TAGVAR(lt_prog_compiler_static, $1)='$wl-static' ;; esac ;; darwin* | rhapsody*) # PIC is the default on this platform # Common symbols not allowed in MH_DYLIB files _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fno-common' ;; haiku*) # PIC is the default for Haiku. # The "-static" flag exists, but is broken. _LT_TAGVAR(lt_prog_compiler_static, $1)= ;; hpux*) # PIC is the default for 64-bit PA HP-UX, but not for 32-bit # PA HP-UX. On IA64 HP-UX, PIC is the default but the pic flag # sets the default TLS model and affects inlining. case $host_cpu in hppa*64*) # +Z the default ;; *) _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC' ;; esac ;; interix[[3-9]]*) # Interix 3.x gcc -fpic/-fPIC options generate broken code. # Instead, we relocate shared libraries at runtime. ;; msdosdjgpp*) # Just because we use GCC doesn't mean we suddenly get shared libraries # on systems that don't support them. _LT_TAGVAR(lt_prog_compiler_can_build_shared, $1)=no enable_shared=no ;; *nto* | *qnx*) # QNX uses GNU C++, but need to define -shared option too, otherwise # it will coredump. _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC -shared' ;; sysv4*MP*) if test -d /usr/nec; then _LT_TAGVAR(lt_prog_compiler_pic, $1)=-Kconform_pic fi ;; *) _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC' ;; esac case $cc_basename in nvcc*) # Cuda Compiler Driver 2.2 _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Xlinker ' if test -n "$_LT_TAGVAR(lt_prog_compiler_pic, $1)"; then _LT_TAGVAR(lt_prog_compiler_pic, $1)="-Xcompiler $_LT_TAGVAR(lt_prog_compiler_pic, $1)" fi ;; esac else # PORTME Check for flag to pass linker flags through the system compiler. case $host_os in aix*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' if test ia64 = "$host_cpu"; then # AIX 5 now supports IA64 processor _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' else _LT_TAGVAR(lt_prog_compiler_static, $1)='-bnso -bI:/lib/syscalls.exp' fi ;; darwin* | rhapsody*) # PIC is the default on this platform # Common symbols not allowed in MH_DYLIB files _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fno-common' case $cc_basename in nagfor*) # NAG Fortran compiler _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,-Wl,,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-PIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' ;; esac ;; mingw* | cygwin* | pw32* | os2* | cegcc*) # This hack is so that the source file can tell whether it is being # built for inclusion in a dll (and should export symbols for example). m4_if([$1], [GCJ], [], [_LT_TAGVAR(lt_prog_compiler_pic, $1)='-DDLL_EXPORT']) case $host_os in os2*) _LT_TAGVAR(lt_prog_compiler_static, $1)='$wl-static' ;; esac ;; hpux9* | hpux10* | hpux11*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' # PIC is the default for IA64 HP-UX and 64-bit HP-UX, but # not for PA HP-UX. case $host_cpu in hppa*64*|ia64*) # +Z the default ;; *) _LT_TAGVAR(lt_prog_compiler_pic, $1)='+Z' ;; esac # Is there a better lt_prog_compiler_static that works with the bundled CC? _LT_TAGVAR(lt_prog_compiler_static, $1)='$wl-a ${wl}archive' ;; irix5* | irix6* | nonstopux*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' # PIC (with -KPIC) is the default. _LT_TAGVAR(lt_prog_compiler_static, $1)='-non_shared' ;; linux* | k*bsd*-gnu | kopensolaris*-gnu | gnu*) case $cc_basename in # old Intel for x86_64, which still supported -KPIC. ecc*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-KPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-static' ;; # icc used to be incompatible with GCC. # ICC 10 doesn't accept -KPIC any more. icc* | ifort*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-static' ;; # Lahey Fortran 8.1. lf95*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='--shared' _LT_TAGVAR(lt_prog_compiler_static, $1)='--static' ;; nagfor*) # NAG Fortran compiler _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,-Wl,,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-PIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' ;; tcc*) # Fabrice Bellard et al's Tiny C Compiler _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-static' ;; pgcc* | pgf77* | pgf90* | pgf95* | pgfortran*) # Portland Group compilers (*not* the Pentium gcc compiler, # which looks to be a dead project) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fpic' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' ;; ccc*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' # All Alpha code is PIC. _LT_TAGVAR(lt_prog_compiler_static, $1)='-non_shared' ;; xl* | bgxl* | bgf* | mpixl*) # IBM XL C 8.0/Fortran 10.1, 11.1 on PPC and BlueGene _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-qpic' _LT_TAGVAR(lt_prog_compiler_static, $1)='-qstaticlink' ;; *) case `$CC -V 2>&1 | sed 5q` in *Sun\ Ceres\ Fortran* | *Sun*Fortran*\ [[1-7]].* | *Sun*Fortran*\ 8.[[0-3]]*) # Sun Fortran 8.3 passes all unrecognized flags to the linker _LT_TAGVAR(lt_prog_compiler_pic, $1)='-KPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' _LT_TAGVAR(lt_prog_compiler_wl, $1)='' ;; *Sun\ F* | *Sun*Fortran*) _LT_TAGVAR(lt_prog_compiler_pic, $1)='-KPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Qoption ld ' ;; *Sun\ C*) # Sun C 5.9 _LT_TAGVAR(lt_prog_compiler_pic, $1)='-KPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' ;; *Intel*\ [[CF]]*Compiler*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-static' ;; *Portland\ Group*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fpic' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' ;; esac ;; esac ;; newsos6) _LT_TAGVAR(lt_prog_compiler_pic, $1)='-KPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' ;; *nto* | *qnx*) # QNX uses GNU C++, but need to define -shared option too, otherwise # it will coredump. _LT_TAGVAR(lt_prog_compiler_pic, $1)='-fPIC -shared' ;; osf3* | osf4* | osf5*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' # All OSF/1 code is PIC. _LT_TAGVAR(lt_prog_compiler_static, $1)='-non_shared' ;; rdos*) _LT_TAGVAR(lt_prog_compiler_static, $1)='-non_shared' ;; solaris*) _LT_TAGVAR(lt_prog_compiler_pic, $1)='-KPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' case $cc_basename in f77* | f90* | f95* | sunf77* | sunf90* | sunf95*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Qoption ld ';; *) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,';; esac ;; sunos4*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Qoption ld ' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-PIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' ;; sysv4 | sysv4.2uw2* | sysv4.3*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-KPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' ;; sysv4*MP*) if test -d /usr/nec; then _LT_TAGVAR(lt_prog_compiler_pic, $1)='-Kconform_pic' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' fi ;; sysv5* | unixware* | sco3.2v5* | sco5v6* | OpenUNIX*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_pic, $1)='-KPIC' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' ;; unicos*) _LT_TAGVAR(lt_prog_compiler_wl, $1)='-Wl,' _LT_TAGVAR(lt_prog_compiler_can_build_shared, $1)=no ;; uts4*) _LT_TAGVAR(lt_prog_compiler_pic, $1)='-pic' _LT_TAGVAR(lt_prog_compiler_static, $1)='-Bstatic' ;; *) _LT_TAGVAR(lt_prog_compiler_can_build_shared, $1)=no ;; esac fi ]) case $host_os in # For platforms that do not support PIC, -DPIC is meaningless: *djgpp*) _LT_TAGVAR(lt_prog_compiler_pic, $1)= ;; *) _LT_TAGVAR(lt_prog_compiler_pic, $1)="$_LT_TAGVAR(lt_prog_compiler_pic, $1)@&t@m4_if([$1],[],[ -DPIC],[m4_if([$1],[CXX],[ -DPIC],[])])" ;; esac AC_CACHE_CHECK([for $compiler option to produce PIC], [_LT_TAGVAR(lt_cv_prog_compiler_pic, $1)], [_LT_TAGVAR(lt_cv_prog_compiler_pic, $1)=$_LT_TAGVAR(lt_prog_compiler_pic, $1)]) _LT_TAGVAR(lt_prog_compiler_pic, $1)=$_LT_TAGVAR(lt_cv_prog_compiler_pic, $1) # # Check to make sure the PIC flag actually works. # if test -n "$_LT_TAGVAR(lt_prog_compiler_pic, $1)"; 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solaris*) _LT_TAGVAR(no_undefined_flag, $1)=' -z defs' if test yes = "$GCC"; then wlarc='$wl' _LT_TAGVAR(archive_cmds, $1)='$CC -shared $pic_flag $wl-z ${wl}text $wl-h $wl$soname -o $lib $libobjs $deplibs $compiler_flags' _LT_TAGVAR(archive_expsym_cmds, $1)='echo "{ global:" > $lib.exp~cat $export_symbols | $SED -e "s/\(.*\)/\1;/" >> $lib.exp~echo "local: *; };" >> $lib.exp~ $CC -shared $pic_flag $wl-z ${wl}text $wl-M $wl$lib.exp $wl-h $wl$soname -o $lib $libobjs $deplibs $compiler_flags~$RM $lib.exp' else case `$CC -V 2>&1` in *"Compilers 5.0"*) wlarc='' _LT_TAGVAR(archive_cmds, $1)='$LD -G$allow_undefined_flag -h $soname -o $lib $libobjs $deplibs $linker_flags' _LT_TAGVAR(archive_expsym_cmds, $1)='echo "{ global:" > $lib.exp~cat $export_symbols | $SED -e "s/\(.*\)/\1;/" >> $lib.exp~echo "local: *; };" >> $lib.exp~ $LD -G$allow_undefined_flag -M $lib.exp -h $soname -o $lib $libobjs $deplibs $linker_flags~$RM $lib.exp' ;; *) wlarc='$wl' _LT_TAGVAR(archive_cmds, $1)='$CC -G$allow_undefined_flag -h $soname -o $lib $libobjs $deplibs $compiler_flags' _LT_TAGVAR(archive_expsym_cmds, $1)='echo "{ global:" > $lib.exp~cat $export_symbols | $SED -e "s/\(.*\)/\1;/" >> $lib.exp~echo "local: *; };" >> $lib.exp~ $CC -G$allow_undefined_flag -M $lib.exp -h $soname -o $lib $libobjs $deplibs $compiler_flags~$RM $lib.exp' ;; esac fi _LT_TAGVAR(hardcode_libdir_flag_spec, $1)='-R$libdir' _LT_TAGVAR(hardcode_shlibpath_var, $1)=no case $host_os in solaris2.[[0-5]] | solaris2.[[0-5]].*) ;; *) # The compiler driver will combine and reorder linker options, # but understands '-z linker_flag'. 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(KAI) C++ Compiler # KCC will only create a shared library if the output file # ends with ".so" (or ".sl" for HP-UX), so rename the library # to its proper name (with version) after linking. _LT_TAGVAR(archive_cmds, $1)='tempext=`echo $shared_ext | $SED -e '\''s/\([[^()0-9A-Za-z{}]]\)/\\\\\1/g'\''`; templib=`echo $lib | $SED -e "s/\$tempext\..*/.so/"`; $CC $predep_objects $libobjs $deplibs $postdep_objects $compiler_flags --soname $soname -o \$templib; mv \$templib $lib' _LT_TAGVAR(archive_expsym_cmds, $1)='tempext=`echo $shared_ext | $SED -e '\''s/\([[^()0-9A-Za-z{}]]\)/\\\\\1/g'\''`; templib=`echo $lib | $SED -e "s/\$tempext\..*/.so/"`; $CC $predep_objects $libobjs $deplibs $postdep_objects $compiler_flags --soname $soname -o \$templib $wl-retain-symbols-file,$export_symbols; mv \$templib $lib' # Commands to make compiler produce verbose output that lists # what "hidden" libraries, object files and flags are used when # linking a shared library. # # There doesn't appear to be a way to prevent this compiler from # explicitly linking system object files so we need to strip them # from the output so that they don't get included in the library # dependencies. output_verbose_link_cmd='templist=`$CC $CFLAGS -v conftest.$objext -o libconftest$shared_ext 2>&1 | $GREP "ld"`; rm -f libconftest$shared_ext; list= ; for z in $templist; do case $z in conftest.$objext) list="$list $z";; *.$objext);; *) list="$list $z";;esac; done; func_echo_all "$list"' _LT_TAGVAR(hardcode_libdir_flag_spec, $1)='$wl-rpath,$libdir' _LT_TAGVAR(export_dynamic_flag_spec, $1)='$wl--export-dynamic' # Archives containing C++ object files must be created using # "CC -Bstatic", where "CC" is the KAI C++ compiler. _LT_TAGVAR(old_archive_cmds, $1)='$CC -Bstatic -o $oldlib $oldobjs' ;; icpc* | ecpc* ) # Intel C++ with_gnu_ld=yes # version 8.0 and above of icpc choke on multiply defined symbols # if we add $predep_objects and $postdep_objects, however 7.1 and # earlier do not add the objects themselves. case `$CC -V 2>&1` in *"Version 7."*) _LT_TAGVAR(archive_cmds, $1)='$CC -shared $predep_objects $libobjs $deplibs $postdep_objects $compiler_flags $wl-soname $wl$soname -o $lib' _LT_TAGVAR(archive_expsym_cmds, $1)='$CC -shared $predep_objects $libobjs $deplibs $postdep_objects $compiler_flags $wl-soname $wl$soname $wl-retain-symbols-file $wl$export_symbols -o $lib' ;; *) # Version 8.0 or newer tmp_idyn= case $host_cpu in ia64*) tmp_idyn=' -i_dynamic';; esac _LT_TAGVAR(archive_cmds, $1)='$CC -shared'"$tmp_idyn"' $libobjs $deplibs $compiler_flags $wl-soname $wl$soname -o $lib' _LT_TAGVAR(archive_expsym_cmds, $1)='$CC -shared'"$tmp_idyn"' $libobjs $deplibs $compiler_flags $wl-soname $wl$soname $wl-retain-symbols-file $wl$export_symbols -o $lib' ;; esac _LT_TAGVAR(archive_cmds_need_lc, $1)=no _LT_TAGVAR(hardcode_libdir_flag_spec, $1)='$wl-rpath,$libdir' _LT_TAGVAR(export_dynamic_flag_spec, $1)='$wl--export-dynamic' _LT_TAGVAR(whole_archive_flag_spec, $1)='$wl--whole-archive$convenience $wl--no-whole-archive' ;; pgCC* | pgcpp*) # Portland Group C++ compiler case `$CC -V` in *pgCC\ [[1-5]].* | *pgcpp\ [[1-5]].*) _LT_TAGVAR(prelink_cmds, $1)='tpldir=Template.dir~ rm -rf $tpldir~ $CC --prelink_objects --instantiation_dir $tpldir $objs $libobjs $compile_deplibs~ compile_command="$compile_command `find $tpldir -name \*.o | sort | $NL2SP`"' _LT_TAGVAR(old_archive_cmds, $1)='tpldir=Template.dir~ rm -rf $tpldir~ $CC --prelink_objects --instantiation_dir $tpldir $oldobjs$old_deplibs~ $AR $AR_FLAGS $oldlib$oldobjs$old_deplibs `find $tpldir -name \*.o | sort | $NL2SP`~ $RANLIB $oldlib' _LT_TAGVAR(archive_cmds, $1)='tpldir=Template.dir~ rm -rf $tpldir~ $CC --prelink_objects --instantiation_dir $tpldir $predep_objects $libobjs $deplibs $convenience $postdep_objects~ $CC -shared $pic_flag $predep_objects $libobjs $deplibs `find $tpldir -name \*.o | sort | $NL2SP` $postdep_objects $compiler_flags $wl-soname $wl$soname -o $lib' _LT_TAGVAR(archive_expsym_cmds, $1)='tpldir=Template.dir~ rm -rf $tpldir~ $CC --prelink_objects --instantiation_dir $tpldir $predep_objects $libobjs $deplibs $convenience $postdep_objects~ $CC -shared $pic_flag $predep_objects $libobjs $deplibs `find $tpldir -name \*.o | sort | $NL2SP` $postdep_objects $compiler_flags $wl-soname $wl$soname $wl-retain-symbols-file $wl$export_symbols -o $lib' ;; *) # Version 6 and above use weak symbols _LT_TAGVAR(archive_cmds, $1)='$CC -shared $pic_flag $predep_objects $libobjs $deplibs $postdep_objects $compiler_flags $wl-soname $wl$soname -o $lib' _LT_TAGVAR(archive_expsym_cmds, $1)='$CC -shared $pic_flag $predep_objects $libobjs $deplibs $postdep_objects $compiler_flags $wl-soname $wl$soname $wl-retain-symbols-file $wl$export_symbols -o $lib' ;; esac _LT_TAGVAR(hardcode_libdir_flag_spec, $1)='$wl--rpath $wl$libdir' _LT_TAGVAR(export_dynamic_flag_spec, $1)='$wl--export-dynamic' _LT_TAGVAR(whole_archive_flag_spec, $1)='$wl--whole-archive`for conv in $convenience\"\"; do test -n \"$conv\" && new_convenience=\"$new_convenience,$conv\"; done; func_echo_all \"$new_convenience\"` $wl--no-whole-archive' ;; cxx*) # Compaq C++ _LT_TAGVAR(archive_cmds, $1)='$CC -shared $predep_objects $libobjs $deplibs $postdep_objects $compiler_flags $wl-soname $wl$soname -o $lib' _LT_TAGVAR(archive_expsym_cmds, $1)='$CC -shared $predep_objects $libobjs $deplibs $postdep_objects $compiler_flags $wl-soname $wl$soname -o $lib $wl-retain-symbols-file $wl$export_symbols' runpath_var=LD_RUN_PATH _LT_TAGVAR(hardcode_libdir_flag_spec, $1)='-rpath $libdir' _LT_TAGVAR(hardcode_libdir_separator, $1)=: # Commands to make compiler produce verbose output that lists # what "hidden" libraries, object files and flags are used when # linking a shared library. # # There doesn't appear to be a way to prevent this compiler from # explicitly linking system object files so we need to strip them # from the output so that they don't get included in the library # dependencies. output_verbose_link_cmd='templist=`$CC -shared $CFLAGS -v conftest.$objext 2>&1 | $GREP "ld"`; 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It'll see the old AC_DEFUN # in /usr/share/aclocal/libtool.m4 and remember it, then when it sees us # using a macro with the same name in our local m4/libtool.m4 it'll # pull the old libtool.m4 in (it doesn't see our shiny new m4_define # and doesn't know about Autoconf macros at all.) # # So we provide this file, which has a silly filename so it's always # included after everything else. This provides aclocal with the # AC_DEFUNs it wants, but when m4 processes it, it doesn't do anything # because those macros already exist, or will be overwritten later. # We use AC_DEFUN over AU_DEFUN for compatibility with aclocal-1.6. # # Anytime we withdraw an AC_DEFUN or AU_DEFUN, remember to add it here. # Yes, that means every name once taken will need to remain here until # we give up compatibility with versions before 1.7, at which point # we need to keep only those names which we still refer to. # This is to help aclocal find these macros, as it can't see m4_define. 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Vaughan, 2004 # # This file is free software; the Free Software Foundation gives # unlimited permission to copy and/or distribute it, with or without # modifications, as long as this notice is preserved. # serial 8 ltoptions.m4 # This is to help aclocal find these macros, as it can't see m4_define. AC_DEFUN([LTOPTIONS_VERSION], [m4_if([1])]) # _LT_MANGLE_OPTION(MACRO-NAME, OPTION-NAME) # ------------------------------------------ m4_define([_LT_MANGLE_OPTION], [[_LT_OPTION_]m4_bpatsubst($1__$2, [[^a-zA-Z0-9_]], [_])]) # _LT_SET_OPTION(MACRO-NAME, OPTION-NAME) # --------------------------------------- # Set option OPTION-NAME for macro MACRO-NAME, and if there is a # matching handler defined, dispatch to it. 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If omitted, it defaults to `aix'. m4_define([_LT_WITH_AIX_SONAME], [m4_define([_LT_WITH_AIX_SONAME_DEFAULT], [m4_if($1, svr4, svr4, m4_if($1, both, both, aix))])dnl shared_archive_member_spec= case $host,$enable_shared in power*-*-aix[[5-9]]*,yes) AC_MSG_CHECKING([which variant of shared library versioning to provide]) AC_ARG_WITH([aix-soname], [AS_HELP_STRING([--with-aix-soname=aix|svr4|both], [shared library versioning (aka "SONAME") variant to provide on AIX, @<:@default=]_LT_WITH_AIX_SONAME_DEFAULT[@:>@.])], [case $withval in aix|svr4|both) ;; *) AC_MSG_ERROR([Unknown argument to --with-aix-soname]) ;; esac lt_cv_with_aix_soname=$with_aix_soname], [AC_CACHE_VAL([lt_cv_with_aix_soname], [lt_cv_with_aix_soname=]_LT_WITH_AIX_SONAME_DEFAULT) with_aix_soname=$lt_cv_with_aix_soname]) AC_MSG_RESULT([$with_aix_soname]) if test aix != "$with_aix_soname"; then # For the AIX way of multilib, we name the shared archive member # based on the bitwidth used, traditionally 'shr.o' or 'shr_64.o', # and 'shr.imp' or 'shr_64.imp', respectively, for the Import File. # Even when GNU compilers ignore OBJECT_MODE but need '-maix64' flag, # the AIX toolchain works better with OBJECT_MODE set (default 32). if test 64 = "${OBJECT_MODE-32}"; then shared_archive_member_spec=shr_64 else shared_archive_member_spec=shr fi fi ;; *) with_aix_soname=aix ;; esac _LT_DECL([], [shared_archive_member_spec], [0], [Shared archive member basename, for filename based shared library versioning on AIX])dnl ])# _LT_WITH_AIX_SONAME LT_OPTION_DEFINE([LT_INIT], [aix-soname=aix], [_LT_WITH_AIX_SONAME([aix])]) LT_OPTION_DEFINE([LT_INIT], [aix-soname=both], [_LT_WITH_AIX_SONAME([both])]) LT_OPTION_DEFINE([LT_INIT], [aix-soname=svr4], [_LT_WITH_AIX_SONAME([svr4])]) # _LT_WITH_PIC([MODE]) # -------------------- # implement the --with-pic flag, and support the 'pic-only' and 'no-pic' # LT_INIT options. # MODE is either 'yes' or 'no'. If omitted, it defaults to 'both'. m4_define([_LT_WITH_PIC], [AC_ARG_WITH([pic], [AS_HELP_STRING([--with-pic@<:@=PKGS@:>@], [try to use only PIC/non-PIC objects @<:@default=use both@:>@])], [lt_p=${PACKAGE-default} case $withval in yes|no) pic_mode=$withval ;; *) pic_mode=default # Look at the argument we got. We use all the common list separators. lt_save_ifs=$IFS; IFS=$IFS$PATH_SEPARATOR, for lt_pkg in $withval; do IFS=$lt_save_ifs if test "X$lt_pkg" = "X$lt_p"; then pic_mode=yes fi done IFS=$lt_save_ifs ;; esac], [pic_mode=m4_default([$1], [default])]) _LT_DECL([], [pic_mode], [0], [What type of objects to build])dnl ])# _LT_WITH_PIC LT_OPTION_DEFINE([LT_INIT], [pic-only], [_LT_WITH_PIC([yes])]) LT_OPTION_DEFINE([LT_INIT], [no-pic], [_LT_WITH_PIC([no])]) # Old name: AU_DEFUN([AC_LIBTOOL_PICMODE], [_LT_SET_OPTION([LT_INIT], [pic-only]) AC_DIAGNOSE([obsolete], [$0: Remove this warning and the call to _LT_SET_OPTION when you put the 'pic-only' option into LT_INIT's first parameter.]) ]) dnl aclocal-1.4 backwards compatibility: dnl AC_DEFUN([AC_LIBTOOL_PICMODE], []) ## ----------------- ## ## LTDL_INIT Options ## ## ----------------- ## m4_define([_LTDL_MODE], []) LT_OPTION_DEFINE([LTDL_INIT], [nonrecursive], [m4_define([_LTDL_MODE], [nonrecursive])]) LT_OPTION_DEFINE([LTDL_INIT], [recursive], [m4_define([_LTDL_MODE], [recursive])]) LT_OPTION_DEFINE([LTDL_INIT], [subproject], [m4_define([_LTDL_MODE], [subproject])]) m4_define([_LTDL_TYPE], []) LT_OPTION_DEFINE([LTDL_INIT], [installable], [m4_define([_LTDL_TYPE], [installable])]) LT_OPTION_DEFINE([LTDL_INIT], [convenience], [m4_define([_LTDL_TYPE], [convenience])]) crossfire-1.75.0/macros/libcurl.m4000644 001751 001751 00000021766 13775122724 017673 0ustar00kevinzkevinz000000 000000 # LIBCURL_CHECK_CONFIG ([DEFAULT-ACTION], [MINIMUM-VERSION], # [ACTION-IF-YES], [ACTION-IF-NO]) # ---------------------------------------------------------- # David Shaw May-09-2006 # # Checks for libcurl. DEFAULT-ACTION is the string yes or no to # specify whether to default to --with-libcurl or --without-libcurl. # If not supplied, DEFAULT-ACTION is yes. MINIMUM-VERSION is the # minimum version of libcurl to accept. Pass the version as a regular # version number like 7.10.1. If not supplied, any version is # accepted. ACTION-IF-YES is a list of shell commands to run if # libcurl was successfully found and passed the various tests. # ACTION-IF-NO is a list of shell commands that are run otherwise. # Note that using --without-libcurl does run ACTION-IF-NO. # # This macro #defines HAVE_LIBCURL if a working libcurl setup is # found, and sets @LIBCURL@ and @LIBCURL_CPPFLAGS@ to the necessary # values. Other useful defines are LIBCURL_FEATURE_xxx where xxx are # the various features supported by libcurl, and LIBCURL_PROTOCOL_yyy # where yyy are the various protocols supported by libcurl. Both xxx # and yyy are capitalized. See the list of AH_TEMPLATEs at the top of # the macro for the complete list of possible defines. Shell # variables $libcurl_feature_xxx and $libcurl_protocol_yyy are also # defined to 'yes' for those features and protocols that were found. # Note that xxx and yyy keep the same capitalization as in the # curl-config list (e.g. it's "HTTP" and not "http"). # # Users may override the detected values by doing something like: # LIBCURL="-lcurl" LIBCURL_CPPFLAGS="-I/usr/myinclude" ./configure # # For the sake of sanity, this macro assumes that any libcurl that is # found is after version 7.7.2, the first version that included the # curl-config script. Note that it is very important for people # packaging binary versions of libcurl to include this script! # Without curl-config, we can only guess what protocols are available, # or use curl_version_info to figure it out at runtime. AC_DEFUN([LIBCURL_CHECK_CONFIG], [ AH_TEMPLATE([LIBCURL_FEATURE_SSL],[Defined if libcurl supports SSL]) AH_TEMPLATE([LIBCURL_FEATURE_KRB4],[Defined if libcurl supports KRB4]) AH_TEMPLATE([LIBCURL_FEATURE_IPV6],[Defined if libcurl supports IPv6]) AH_TEMPLATE([LIBCURL_FEATURE_LIBZ],[Defined if libcurl supports libz]) AH_TEMPLATE([LIBCURL_FEATURE_ASYNCHDNS],[Defined if libcurl supports AsynchDNS]) AH_TEMPLATE([LIBCURL_FEATURE_IDN],[Defined if libcurl supports IDN]) AH_TEMPLATE([LIBCURL_FEATURE_SSPI],[Defined if libcurl supports SSPI]) AH_TEMPLATE([LIBCURL_FEATURE_NTLM],[Defined if libcurl supports NTLM]) AH_TEMPLATE([LIBCURL_PROTOCOL_HTTP],[Defined if libcurl supports HTTP]) AH_TEMPLATE([LIBCURL_PROTOCOL_HTTPS],[Defined if libcurl supports HTTPS]) AH_TEMPLATE([LIBCURL_PROTOCOL_FTP],[Defined if libcurl supports FTP]) AH_TEMPLATE([LIBCURL_PROTOCOL_FTPS],[Defined if libcurl supports FTPS]) AH_TEMPLATE([LIBCURL_PROTOCOL_FILE],[Defined if libcurl supports FILE]) AH_TEMPLATE([LIBCURL_PROTOCOL_TELNET],[Defined if libcurl supports TELNET]) AH_TEMPLATE([LIBCURL_PROTOCOL_LDAP],[Defined if libcurl supports LDAP]) AH_TEMPLATE([LIBCURL_PROTOCOL_DICT],[Defined if libcurl supports DICT]) AH_TEMPLATE([LIBCURL_PROTOCOL_TFTP],[Defined if libcurl supports TFTP]) AC_ARG_WITH(libcurl, AS_HELP_STRING([--with-libcurl=DIR],[look for the curl library in DIR]), [_libcurl_with=$withval],[_libcurl_with=ifelse([$1],,[yes],[$1])]) if test "$_libcurl_with" != "no" ; then AC_PROG_AWK _libcurl_version_parse="eval $AWK '{split(\$NF,A,\".\"); X=256*256*A[[1]]+256*A[[2]]+A[[3]]; print X;}'" _libcurl_try_link=yes if test -d "$_libcurl_with" ; then LIBCURL_CPPFLAGS="-I$withval/include" _libcurl_ldflags="-L$withval/lib" AC_PATH_PROG([_libcurl_config],[curl-config],["$withval/bin"], ["$withval/bin"]) else AC_PATH_PROG([_libcurl_config],[curl-config]) fi if test x$_libcurl_config != "x" ; then AC_CACHE_CHECK([for the version of libcurl], [libcurl_cv_lib_curl_version], [libcurl_cv_lib_curl_version=`$_libcurl_config --version | $AWK '{print $[]2}'`]) _libcurl_version=`echo $libcurl_cv_lib_curl_version | $_libcurl_version_parse` _libcurl_wanted=`echo ifelse([$2],,[0],[$2]) | $_libcurl_version_parse` if test $_libcurl_wanted -gt 0 ; then AC_CACHE_CHECK([for libcurl >= version $2], [libcurl_cv_lib_version_ok], [ if test $_libcurl_version -ge $_libcurl_wanted ; then libcurl_cv_lib_version_ok=yes else libcurl_cv_lib_version_ok=no fi ]) fi if test $_libcurl_wanted -eq 0 || test x$libcurl_cv_lib_version_ok = xyes ; then if test x"$LIBCURL_CPPFLAGS" = "x" ; then LIBCURL_CPPFLAGS=`$_libcurl_config --cflags` fi if test x"$LIBCURL" = "x" ; then LIBCURL=`$_libcurl_config --libs` # This is so silly, but Apple actually has a bug in their # curl-config script. Fixed in Tiger, but there are still # lots of Panther installs around. case "${host}" in powerpc-apple-darwin7*) LIBCURL=`echo $LIBCURL | sed -e 's|-arch i386||g'` ;; esac fi # All curl-config scripts support --feature _libcurl_features=`$_libcurl_config --feature` # Is it modern enough to have --protocols? (7.12.4) if test $_libcurl_version -ge 461828 ; then _libcurl_protocols=`$_libcurl_config --protocols` fi else _libcurl_try_link=no fi unset _libcurl_wanted fi if test $_libcurl_try_link = yes ; then # we didn't find curl-config, so let's see if the user-supplied # link line (or failing that, "-lcurl") is enough. LIBCURL=${LIBCURL-"$_libcurl_ldflags -lcurl"} AC_CACHE_CHECK([whether libcurl is usable], [libcurl_cv_lib_curl_usable], [ _libcurl_save_cppflags=$CPPFLAGS CPPFLAGS="$LIBCURL_CPPFLAGS $CPPFLAGS" _libcurl_save_libs=$LIBS LIBS="$LIBCURL $LIBS" AC_LINK_IFELSE([AC_LANG_PROGRAM([[#include ]],[ /* Try and use a few common options to force a failure if we are missing symbols or can't link. */ int x; curl_easy_setopt(NULL,CURLOPT_URL,NULL); x=CURL_ERROR_SIZE; x=CURLOPT_WRITEFUNCTION; x=CURLOPT_FILE; x=CURLOPT_ERRORBUFFER; x=CURLOPT_STDERR; x=CURLOPT_VERBOSE; ])],[libcurl_cv_lib_curl_usable=yes],[libcurl_cv_lib_curl_usable=no]) CPPFLAGS=$_libcurl_save_cppflags LIBS=$_libcurl_save_libs unset _libcurl_save_cppflags unset _libcurl_save_libs ]) if test $libcurl_cv_lib_curl_usable = yes ; then # Does curl_free() exist in this version of libcurl? # If not, fake it with free() _libcurl_save_cppflags=$CPPFLAGS CPPFLAGS="$CPPFLAGS $LIBCURL_CPPFLAGS" _libcurl_save_libs=$LIBS LIBS="$LIBS $LIBCURL" AC_CHECK_FUNC(curl_free,, AC_DEFINE(curl_free,free, [Define curl_free() as free() if our version of curl lacks curl_free.])) CPPFLAGS=$_libcurl_save_cppflags LIBS=$_libcurl_save_libs unset _libcurl_save_cppflags unset _libcurl_save_libs AC_DEFINE(HAVE_LIBCURL,1, [Define to 1 if you have a functional curl library.]) AC_SUBST(LIBCURL_CPPFLAGS) AC_SUBST(LIBCURL) for _libcurl_feature in $_libcurl_features ; do AC_DEFINE_UNQUOTED(AS_TR_CPP(libcurl_feature_$_libcurl_feature),[1]) eval AS_TR_SH(libcurl_feature_$_libcurl_feature)=yes done if test "x$_libcurl_protocols" = "x" ; then # We don't have --protocols, so just assume that all # protocols are available _libcurl_protocols="HTTP FTP FILE TELNET LDAP DICT" if test x$libcurl_feature_SSL = xyes ; then _libcurl_protocols="$_libcurl_protocols HTTPS" # FTPS wasn't standards-compliant until version # 7.11.0 if test $_libcurl_version -ge 461568; then _libcurl_protocols="$_libcurl_protocols FTPS" fi fi fi for _libcurl_protocol in $_libcurl_protocols ; do AC_DEFINE_UNQUOTED(AS_TR_CPP(libcurl_protocol_$_libcurl_protocol),[1]) eval AS_TR_SH(libcurl_protocol_$_libcurl_protocol)=yes done else unset LIBCURL unset LIBCURL_CPPFLAGS fi fi unset _libcurl_try_link unset _libcurl_version_parse unset _libcurl_config unset _libcurl_feature unset _libcurl_features unset _libcurl_protocol unset _libcurl_protocols unset _libcurl_version unset _libcurl_ldflags fi if test x$_libcurl_with = xno || test x$libcurl_cv_lib_curl_usable != xyes ; then # This is the IF-NO path ifelse([$4],,:,[$4]) else # This is the IF-YES path ifelse([$3],,:,[$3]) fi unset _libcurl_with ])dnl crossfire-1.75.0/macros/ltversion.m4000644 001751 001751 00000001273 13777707775 020274 0ustar00kevinzkevinz000000 000000 # ltversion.m4 -- version numbers -*- Autoconf -*- # # Copyright (C) 2004, 2011-2015 Free Software Foundation, Inc. # Written by Scott James Remnant, 2004 # # This file is free software; the Free Software Foundation gives # unlimited permission to copy and/or distribute it, with or without # modifications, as long as this notice is preserved. # @configure_input@ # serial 4179 ltversion.m4 # This file is part of GNU Libtool m4_define([LT_PACKAGE_VERSION], [2.4.6]) m4_define([LT_PACKAGE_REVISION], [2.4.6]) AC_DEFUN([LTVERSION_VERSION], [macro_version='2.4.6' macro_revision='2.4.6' _LT_DECL(, macro_version, 0, [Which release of libtool.m4 was used?]) _LT_DECL(, macro_revision, 0) ]) crossfire-1.75.0/macros/pkg.m4000644 001751 001751 00000030576 13777707775 017040 0ustar00kevinzkevinz000000 000000 # pkg.m4 - Macros to locate and utilise pkg-config. -*- Autoconf -*- # serial 11 (pkg-config-0.29.1) dnl Copyright © 2004 Scott James Remnant . dnl Copyright © 2012-2015 Dan Nicholson dnl dnl This program is free software; you can redistribute it and/or modify dnl it under the terms of the GNU General Public License as published by dnl the Free Software Foundation; either version 2 of the License, or dnl (at your option) any later version. dnl dnl This program is distributed in the hope that it will be useful, but dnl WITHOUT ANY WARRANTY; without even the implied warranty of dnl MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU dnl General Public License for more details. dnl dnl You should have received a copy of the GNU General Public License dnl along with this program; if not, write to the Free Software dnl Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA dnl 02111-1307, USA. dnl dnl As a special exception to the GNU General Public License, if you dnl distribute this file as part of a program that contains a dnl configuration script generated by Autoconf, you may include it under dnl the same distribution terms that you use for the rest of that dnl program. dnl PKG_PREREQ(MIN-VERSION) dnl ----------------------- dnl Since: 0.29 dnl dnl Verify that the version of the pkg-config macros are at least dnl MIN-VERSION. Unlike PKG_PROG_PKG_CONFIG, which checks the user's dnl installed version of pkg-config, this checks the developer's version dnl of pkg.m4 when generating configure. dnl dnl To ensure that this macro is defined, also add: dnl m4_ifndef([PKG_PREREQ], dnl [m4_fatal([must install pkg-config 0.29 or later before running autoconf/autogen])]) dnl dnl See the "Since" comment for each macro you use to see what version dnl of the macros you require. m4_defun([PKG_PREREQ], [m4_define([PKG_MACROS_VERSION], [0.29.1]) m4_if(m4_version_compare(PKG_MACROS_VERSION, [$1]), -1, [m4_fatal([pkg.m4 version $1 or higher is required but ]PKG_MACROS_VERSION[ found])]) ])dnl PKG_PREREQ dnl PKG_PROG_PKG_CONFIG([MIN-VERSION]) dnl ---------------------------------- dnl Since: 0.16 dnl dnl Search for the pkg-config tool and set the PKG_CONFIG variable to dnl first found in the path. Checks that the version of pkg-config found dnl is at least MIN-VERSION. If MIN-VERSION is not specified, 0.9.0 is dnl used since that's the first version where most current features of dnl pkg-config existed. AC_DEFUN([PKG_PROG_PKG_CONFIG], [m4_pattern_forbid([^_?PKG_[A-Z_]+$]) m4_pattern_allow([^PKG_CONFIG(_(PATH|LIBDIR|SYSROOT_DIR|ALLOW_SYSTEM_(CFLAGS|LIBS)))?$]) m4_pattern_allow([^PKG_CONFIG_(DISABLE_UNINSTALLED|TOP_BUILD_DIR|DEBUG_SPEW)$]) AC_ARG_VAR([PKG_CONFIG], [path to pkg-config utility]) AC_ARG_VAR([PKG_CONFIG_PATH], [directories to add to pkg-config's search path]) AC_ARG_VAR([PKG_CONFIG_LIBDIR], [path overriding pkg-config's built-in search path]) if test "x$ac_cv_env_PKG_CONFIG_set" != "xset"; then AC_PATH_TOOL([PKG_CONFIG], [pkg-config]) fi if test -n "$PKG_CONFIG"; then _pkg_min_version=m4_default([$1], [0.9.0]) AC_MSG_CHECKING([pkg-config is at least version $_pkg_min_version]) if $PKG_CONFIG --atleast-pkgconfig-version $_pkg_min_version; then AC_MSG_RESULT([yes]) else AC_MSG_RESULT([no]) PKG_CONFIG="" fi fi[]dnl ])dnl PKG_PROG_PKG_CONFIG dnl PKG_CHECK_EXISTS(MODULES, [ACTION-IF-FOUND], [ACTION-IF-NOT-FOUND]) dnl ------------------------------------------------------------------- dnl Since: 0.18 dnl dnl Check to see whether a particular set of modules exists. Similar to dnl PKG_CHECK_MODULES(), but does not set variables or print errors. dnl dnl Please remember that m4 expands AC_REQUIRE([PKG_PROG_PKG_CONFIG]) dnl only at the first occurence in configure.ac, so if the first place dnl it's called might be skipped (such as if it is within an "if", you dnl have to call PKG_CHECK_EXISTS manually AC_DEFUN([PKG_CHECK_EXISTS], [AC_REQUIRE([PKG_PROG_PKG_CONFIG])dnl if test -n "$PKG_CONFIG" && \ AC_RUN_LOG([$PKG_CONFIG --exists --print-errors "$1"]); then m4_default([$2], [:]) m4_ifvaln([$3], [else $3])dnl fi]) dnl _PKG_CONFIG([VARIABLE], [COMMAND], [MODULES]) dnl --------------------------------------------- dnl Internal wrapper calling pkg-config via PKG_CONFIG and setting dnl pkg_failed based on the result. m4_define([_PKG_CONFIG], [if test -n "$$1"; then pkg_cv_[]$1="$$1" elif test -n "$PKG_CONFIG"; then PKG_CHECK_EXISTS([$3], [pkg_cv_[]$1=`$PKG_CONFIG --[]$2 "$3" 2>/dev/null` test "x$?" != "x0" && pkg_failed=yes ], [pkg_failed=yes]) else pkg_failed=untried fi[]dnl ])dnl _PKG_CONFIG dnl _PKG_SHORT_ERRORS_SUPPORTED dnl --------------------------- dnl Internal check to see if pkg-config supports short errors. AC_DEFUN([_PKG_SHORT_ERRORS_SUPPORTED], [AC_REQUIRE([PKG_PROG_PKG_CONFIG]) if $PKG_CONFIG --atleast-pkgconfig-version 0.20; then _pkg_short_errors_supported=yes else _pkg_short_errors_supported=no fi[]dnl ])dnl _PKG_SHORT_ERRORS_SUPPORTED dnl PKG_CHECK_MODULES(VARIABLE-PREFIX, MODULES, [ACTION-IF-FOUND], dnl [ACTION-IF-NOT-FOUND]) dnl -------------------------------------------------------------- dnl Since: 0.4.0 dnl dnl Note that if there is a possibility the first call to dnl PKG_CHECK_MODULES might not happen, you should be sure to include an dnl explicit call to PKG_PROG_PKG_CONFIG in your configure.ac AC_DEFUN([PKG_CHECK_MODULES], [AC_REQUIRE([PKG_PROG_PKG_CONFIG])dnl AC_ARG_VAR([$1][_CFLAGS], [C compiler flags for $1, overriding pkg-config])dnl AC_ARG_VAR([$1][_LIBS], [linker flags for $1, overriding pkg-config])dnl pkg_failed=no AC_MSG_CHECKING([for $1]) _PKG_CONFIG([$1][_CFLAGS], [cflags], [$2]) _PKG_CONFIG([$1][_LIBS], [libs], [$2]) m4_define([_PKG_TEXT], [Alternatively, you may set the environment variables $1[]_CFLAGS and $1[]_LIBS to avoid the need to call pkg-config. See the pkg-config man page for more details.]) if test $pkg_failed = yes; then AC_MSG_RESULT([no]) _PKG_SHORT_ERRORS_SUPPORTED if test $_pkg_short_errors_supported = yes; then $1[]_PKG_ERRORS=`$PKG_CONFIG --short-errors --print-errors --cflags --libs "$2" 2>&1` else $1[]_PKG_ERRORS=`$PKG_CONFIG --print-errors --cflags --libs "$2" 2>&1` fi # Put the nasty error message in config.log where it belongs echo "$$1[]_PKG_ERRORS" >&AS_MESSAGE_LOG_FD m4_default([$4], [AC_MSG_ERROR( [Package requirements ($2) were not met: $$1_PKG_ERRORS Consider adjusting the PKG_CONFIG_PATH environment variable if you installed software in a non-standard prefix. _PKG_TEXT])[]dnl ]) elif test $pkg_failed = untried; then AC_MSG_RESULT([no]) m4_default([$4], [AC_MSG_FAILURE( [The pkg-config script could not be found or is too old. Make sure it is in your PATH or set the PKG_CONFIG environment variable to the full path to pkg-config. _PKG_TEXT To get pkg-config, see .])[]dnl ]) else $1[]_CFLAGS=$pkg_cv_[]$1[]_CFLAGS $1[]_LIBS=$pkg_cv_[]$1[]_LIBS AC_MSG_RESULT([yes]) $3 fi[]dnl ])dnl PKG_CHECK_MODULES dnl PKG_CHECK_MODULES_STATIC(VARIABLE-PREFIX, MODULES, [ACTION-IF-FOUND], dnl [ACTION-IF-NOT-FOUND]) dnl --------------------------------------------------------------------- dnl Since: 0.29 dnl dnl Checks for existence of MODULES and gathers its build flags with dnl static libraries enabled. Sets VARIABLE-PREFIX_CFLAGS from --cflags dnl and VARIABLE-PREFIX_LIBS from --libs. dnl dnl Note that if there is a possibility the first call to dnl PKG_CHECK_MODULES_STATIC might not happen, you should be sure to dnl include an explicit call to PKG_PROG_PKG_CONFIG in your dnl configure.ac. AC_DEFUN([PKG_CHECK_MODULES_STATIC], [AC_REQUIRE([PKG_PROG_PKG_CONFIG])dnl _save_PKG_CONFIG=$PKG_CONFIG PKG_CONFIG="$PKG_CONFIG --static" PKG_CHECK_MODULES($@) PKG_CONFIG=$_save_PKG_CONFIG[]dnl ])dnl PKG_CHECK_MODULES_STATIC dnl PKG_INSTALLDIR([DIRECTORY]) dnl ------------------------- dnl Since: 0.27 dnl dnl Substitutes the variable pkgconfigdir as the location where a module dnl should install pkg-config .pc files. By default the directory is dnl $libdir/pkgconfig, but the default can be changed by passing dnl DIRECTORY. The user can override through the --with-pkgconfigdir dnl parameter. AC_DEFUN([PKG_INSTALLDIR], [m4_pushdef([pkg_default], [m4_default([$1], ['${libdir}/pkgconfig'])]) m4_pushdef([pkg_description], [pkg-config installation directory @<:@]pkg_default[@:>@]) AC_ARG_WITH([pkgconfigdir], [AS_HELP_STRING([--with-pkgconfigdir], pkg_description)],, [with_pkgconfigdir=]pkg_default) AC_SUBST([pkgconfigdir], [$with_pkgconfigdir]) m4_popdef([pkg_default]) m4_popdef([pkg_description]) ])dnl PKG_INSTALLDIR dnl PKG_NOARCH_INSTALLDIR([DIRECTORY]) dnl -------------------------------- dnl Since: 0.27 dnl dnl Substitutes the variable noarch_pkgconfigdir as the location where a dnl module should install arch-independent pkg-config .pc files. By dnl default the directory is $datadir/pkgconfig, but the default can be dnl changed by passing DIRECTORY. The user can override through the dnl --with-noarch-pkgconfigdir parameter. AC_DEFUN([PKG_NOARCH_INSTALLDIR], [m4_pushdef([pkg_default], [m4_default([$1], ['${datadir}/pkgconfig'])]) m4_pushdef([pkg_description], [pkg-config arch-independent installation directory @<:@]pkg_default[@:>@]) AC_ARG_WITH([noarch-pkgconfigdir], [AS_HELP_STRING([--with-noarch-pkgconfigdir], pkg_description)],, [with_noarch_pkgconfigdir=]pkg_default) AC_SUBST([noarch_pkgconfigdir], [$with_noarch_pkgconfigdir]) m4_popdef([pkg_default]) m4_popdef([pkg_description]) ])dnl PKG_NOARCH_INSTALLDIR dnl PKG_CHECK_VAR(VARIABLE, MODULE, CONFIG-VARIABLE, dnl [ACTION-IF-FOUND], [ACTION-IF-NOT-FOUND]) dnl ------------------------------------------- dnl Since: 0.28 dnl dnl Retrieves the value of the pkg-config variable for the given module. AC_DEFUN([PKG_CHECK_VAR], [AC_REQUIRE([PKG_PROG_PKG_CONFIG])dnl AC_ARG_VAR([$1], [value of $3 for $2, overriding pkg-config])dnl _PKG_CONFIG([$1], [variable="][$3]["], [$2]) AS_VAR_COPY([$1], [pkg_cv_][$1]) AS_VAR_IF([$1], [""], [$5], [$4])dnl ])dnl PKG_CHECK_VAR dnl PKG_WITH_MODULES(VARIABLE-PREFIX, MODULES, dnl [ACTION-IF-FOUND],[ACTION-IF-NOT-FOUND], dnl [DESCRIPTION], [DEFAULT]) dnl ------------------------------------------ dnl dnl Prepare a "--with-" configure option using the lowercase dnl [VARIABLE-PREFIX] name, merging the behaviour of AC_ARG_WITH and dnl PKG_CHECK_MODULES in a single macro. AC_DEFUN([PKG_WITH_MODULES], [ m4_pushdef([with_arg], m4_tolower([$1])) m4_pushdef([description], [m4_default([$5], [build with ]with_arg[ support])]) m4_pushdef([def_arg], [m4_default([$6], [auto])]) m4_pushdef([def_action_if_found], [AS_TR_SH([with_]with_arg)=yes]) m4_pushdef([def_action_if_not_found], [AS_TR_SH([with_]with_arg)=no]) m4_case(def_arg, [yes],[m4_pushdef([with_without], [--without-]with_arg)], [m4_pushdef([with_without],[--with-]with_arg)]) AC_ARG_WITH(with_arg, AS_HELP_STRING(with_without, description[ @<:@default=]def_arg[@:>@]),, [AS_TR_SH([with_]with_arg)=def_arg]) AS_CASE([$AS_TR_SH([with_]with_arg)], [yes],[PKG_CHECK_MODULES([$1],[$2],$3,$4)], [auto],[PKG_CHECK_MODULES([$1],[$2], [m4_n([def_action_if_found]) $3], [m4_n([def_action_if_not_found]) $4])]) m4_popdef([with_arg]) m4_popdef([description]) m4_popdef([def_arg]) ])dnl PKG_WITH_MODULES dnl PKG_HAVE_WITH_MODULES(VARIABLE-PREFIX, MODULES, dnl [DESCRIPTION], [DEFAULT]) dnl ----------------------------------------------- dnl dnl Convenience macro to trigger AM_CONDITIONAL after PKG_WITH_MODULES dnl check._[VARIABLE-PREFIX] is exported as make variable. AC_DEFUN([PKG_HAVE_WITH_MODULES], [ PKG_WITH_MODULES([$1],[$2],,,[$3],[$4]) AM_CONDITIONAL([HAVE_][$1], [test "$AS_TR_SH([with_]m4_tolower([$1]))" = "yes"]) ])dnl PKG_HAVE_WITH_MODULES dnl PKG_HAVE_DEFINE_WITH_MODULES(VARIABLE-PREFIX, MODULES, dnl [DESCRIPTION], [DEFAULT]) dnl ------------------------------------------------------ dnl dnl Convenience macro to run AM_CONDITIONAL and AC_DEFINE after dnl PKG_WITH_MODULES check. HAVE_[VARIABLE-PREFIX] is exported as make dnl and preprocessor variable. AC_DEFUN([PKG_HAVE_DEFINE_WITH_MODULES], [ PKG_HAVE_WITH_MODULES([$1],[$2],[$3],[$4]) AS_IF([test "$AS_TR_SH([with_]m4_tolower([$1]))" = "yes"], [AC_DEFINE([HAVE_][$1], 1, [Enable ]m4_tolower([$1])[ support])]) ])dnl PKG_HAVE_DEFINE_WITH_MODULES crossfire-1.75.0/macros/ltsugar.m4000644 001751 001751 00000010440 13777707775 017724 0ustar00kevinzkevinz000000 000000 # ltsugar.m4 -- libtool m4 base layer. -*-Autoconf-*- # # Copyright (C) 2004-2005, 2007-2008, 2011-2015 Free Software # Foundation, Inc. # Written by Gary V. Vaughan, 2004 # # This file is free software; the Free Software Foundation gives # unlimited permission to copy and/or distribute it, with or without # modifications, as long as this notice is preserved. # serial 6 ltsugar.m4 # This is to help aclocal find these macros, as it can't see m4_define. AC_DEFUN([LTSUGAR_VERSION], [m4_if([0.1])]) # lt_join(SEP, ARG1, [ARG2...]) # ----------------------------- # Produce ARG1SEPARG2...SEPARGn, omitting [] arguments and their # associated separator. # Needed until we can rely on m4_join from Autoconf 2.62, since all earlier # versions in m4sugar had bugs. m4_define([lt_join], [m4_if([$#], [1], [], [$#], [2], [[$2]], [m4_if([$2], [], [], [[$2]_])$0([$1], m4_shift(m4_shift($@)))])]) m4_define([_lt_join], [m4_if([$#$2], [2], [], [m4_if([$2], [], [], [[$1$2]])$0([$1], m4_shift(m4_shift($@)))])]) # lt_car(LIST) # lt_cdr(LIST) # ------------ # Manipulate m4 lists. # These macros are necessary as long as will still need to support # Autoconf-2.59, which quotes differently. m4_define([lt_car], [[$1]]) m4_define([lt_cdr], [m4_if([$#], 0, [m4_fatal([$0: cannot be called without arguments])], [$#], 1, [], [m4_dquote(m4_shift($@))])]) m4_define([lt_unquote], $1) # lt_append(MACRO-NAME, STRING, [SEPARATOR]) # ------------------------------------------ # Redefine MACRO-NAME to hold its former content plus 'SEPARATOR''STRING'. # Note that neither SEPARATOR nor STRING are expanded; they are appended # to MACRO-NAME as is (leaving the expansion for when MACRO-NAME is invoked). # No SEPARATOR is output if MACRO-NAME was previously undefined (different # than defined and empty). # # This macro is needed until we can rely on Autoconf 2.62, since earlier # versions of m4sugar mistakenly expanded SEPARATOR but not STRING. m4_define([lt_append], [m4_define([$1], m4_ifdef([$1], [m4_defn([$1])[$3]])[$2])]) # lt_combine(SEP, PREFIX-LIST, INFIX, SUFFIX1, [SUFFIX2...]) # ---------------------------------------------------------- # Produce a SEP delimited list of all paired combinations of elements of # PREFIX-LIST with SUFFIX1 through SUFFIXn. Each element of the list # has the form PREFIXmINFIXSUFFIXn. # Needed until we can rely on m4_combine added in Autoconf 2.62. m4_define([lt_combine], [m4_if(m4_eval([$# > 3]), [1], [m4_pushdef([_Lt_sep], [m4_define([_Lt_sep], m4_defn([lt_car]))])]]dnl [[m4_foreach([_Lt_prefix], [$2], [m4_foreach([_Lt_suffix], ]m4_dquote(m4_dquote(m4_shift(m4_shift(m4_shift($@)))))[, [_Lt_sep([$1])[]m4_defn([_Lt_prefix])[$3]m4_defn([_Lt_suffix])])])])]) # lt_if_append_uniq(MACRO-NAME, VARNAME, [SEPARATOR], [UNIQ], [NOT-UNIQ]) # ----------------------------------------------------------------------- # Iff MACRO-NAME does not yet contain VARNAME, then append it (delimited # by SEPARATOR if supplied) and expand UNIQ, else NOT-UNIQ. m4_define([lt_if_append_uniq], [m4_ifdef([$1], [m4_if(m4_index([$3]m4_defn([$1])[$3], [$3$2$3]), [-1], [lt_append([$1], [$2], [$3])$4], [$5])], [lt_append([$1], [$2], [$3])$4])]) # lt_dict_add(DICT, KEY, VALUE) # ----------------------------- m4_define([lt_dict_add], [m4_define([$1($2)], [$3])]) # lt_dict_add_subkey(DICT, KEY, SUBKEY, VALUE) # -------------------------------------------- m4_define([lt_dict_add_subkey], [m4_define([$1($2:$3)], [$4])]) # lt_dict_fetch(DICT, KEY, [SUBKEY]) # ---------------------------------- m4_define([lt_dict_fetch], [m4_ifval([$3], m4_ifdef([$1($2:$3)], [m4_defn([$1($2:$3)])]), m4_ifdef([$1($2)], [m4_defn([$1($2)])]))]) # lt_if_dict_fetch(DICT, KEY, [SUBKEY], VALUE, IF-TRUE, [IF-FALSE]) # ----------------------------------------------------------------- m4_define([lt_if_dict_fetch], [m4_if(lt_dict_fetch([$1], [$2], [$3]), [$4], [$5], [$6])]) # lt_dict_filter(DICT, [SUBKEY], VALUE, [SEPARATOR], KEY, [...]) # -------------------------------------------------------------- m4_define([lt_dict_filter], [m4_if([$5], [], [], [lt_join(m4_quote(m4_default([$4], [[, ]])), lt_unquote(m4_split(m4_normalize(m4_foreach(_Lt_key, lt_car([m4_shiftn(4, $@)]), [lt_if_dict_fetch([$1], _Lt_key, [$2], [$3], [_Lt_key ])])))))])[]dnl ]) crossfire-1.75.0/macros/cf_xslt.m4000644 001751 001751 00000005724 13775122724 017675 0ustar00kevinzkevinz000000 000000 # CF_IS_XSLT_COMPLIANT(progpath,ACTION-IF-FOUND, ACTION_IF_NOT_FOUND) # check for xslt compliance of a given prog, prog must be a full executable # execution command, in this command, this substitution will be donne: # %1 = xml file # %2 = xsl file # %3 = html file # AC_DEFUN([CF_IS_XSLT_COMPLIANT],[ cat << \EOF > configtest.xml HAMMER HG2606 32456240 $30.00 EOF cat << \EOF > configtest.xsl

Tool Information (edit):


EOF AC_MSG_CHECKING([xslt compliance of $1]) to_run=$1 to_run=${to_run/\%1/configtest.xml} to_run=${to_run/\%2/configtest.xsl} to_run=${to_run/\%3/configtest.out} if AC_TRY_COMMAND([$to_run]);then AC_MSG_RESULT([yes]); [$2] else AC_MSG_RESULT([no]); [$3] fi ]) AC_DEFUN([CF_CHECK_XSLT],[ AC_ARG_WITH(xsltproc, [AS_HELP_STRING([--with-xsltproc=path], [specify xslt engine to use for test report generation])], [check_xslt_forcedprogfound=$withval]) if test "x$check_xslt_forcedprogfound" != "x"; then AC_PATH_PROG([check_xslt_forcedprogfound],[$check_xslt_forcedprogfound],[notfound]) fi AC_PATH_PROG([check_xslt_xsltprocfound],[xsltproc],[notfound]) AC_PATH_PROG([check_xslt_sablotronfound],[sabcmd],[notfound]) xslt_prog="notfound" if test "$check_xslt_forcedprogfound" != notfound -a "x$check_xslt_forcedprogfound" != x; then xslt_prog="$check_xslt_forcedprogfound" CF_IS_XSLT_COMPLIANT([$xslt_prog],[$1=$xslt_prog],[xslt_prog="notfound"]) fi xslt_prog="notfound" if test "$check_xslt_xsltprocfound" != notfound -a "$xslt_prog" = notfound; then xslt_prog="$check_xslt_xsltprocfound -o %3 %2 %1" CF_IS_XSLT_COMPLIANT([$xslt_prog],[$1=$xslt_prog],[xslt_prog="notfound"]) fi if test "$check_xslt_sablotronfound" != notfound -a "$xslt_prog" = notfound; then xslt_prog="$check_xslt_sablotronfound %2 %1 %3" CF_IS_XSLT_COMPLIANT([$xslt_prog],[$1=$xslt_prog],[xslt_prog="notfound"]) fi ]) crossfire-1.75.0/common/cf_random.c000644 001751 001751 00000000577 13532135723 020064 0ustar00kevinzkevinz000000 000000 #include #include #include "define.h" uint32_t cf_random(void) { #if defined(HAVE_SRANDOM) return random(); #elif defined(HAVE_SRAND48) return lrand48(); #else return rand(); #endif } void cf_srandom(unsigned long seed) { #if defined(HAVE_SRANDOM) srandom(seed); #elif defined(HAVE_SRAND48) srand48(seed); #else srand(seed); #endif } crossfire-1.75.0/common/button.c000644 001751 001751 00000066542 13775114612 017456 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * This handles triggers, buttons, altars and associated objects. */ #include "global.h" #include #include #include "sproto.h" static objectlink *get_button_links(const object *button); /** * Trigger every object in an objectlink. This was originally * part of push_button but has been extracted to make it * possible to trigger the connected object on a map * from a plugin without requiring a source object. * This method will take care of calling EVENT_TRIGGER of all * elligible object in list (see state parameter) * @param ol the objectlink to trigger. This can be acquire from map * @param cause the object that cause this path to trigger, may be NULL * @param state which object to apply. * 0=all object with FLAG_ACTIVATE_ON_PUSH * other=all object with FLAG_ACTIVATE_ON_RELEASE */ void trigger_connected(objectlink *ol, object *cause, const int state) { object *tmp; for (; ol; ol = ol->next) { object *part; if (!ol->ob || ol->ob->count != ol->id) { LOG(llevError, "Internal error in trigger_connect. No object associated with link id (%u) (cause='%s'.\n", ol->id, (cause && cause->name) ? cause->name : ""); continue; } /* a button link object can become freed when the map is saving. As * a map is saved, objects are removed and freed, and if an object is * on top of a button, this function is eventually called. If a map * is getting moved out of memory, the status of buttons and levers * probably isn't important - it will get sorted out when the map is * re-loaded. As such, just exit this function if that is the case. */ if (QUERY_FLAG(ol->ob, FLAG_FREED)) return; tmp = ol->ob; /* if the criteria isn't appropriate, don't do anything */ if (state && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_PUSH)) continue; if (!state && !QUERY_FLAG(tmp, FLAG_ACTIVATE_ON_RELEASE)) continue; /* * (tchize) call the triggers of the activated object. * tmp = activated object * op is activator (aka button) */ if (execute_event(tmp, EVENT_TRIGGER, cause, NULL, NULL, SCRIPT_FIX_ALL) != 0) continue; switch (tmp->type) { case GATE: case HOLE: tmp->value = tmp->stats.maxsp ? !state : state; tmp->speed = 0.5; object_update_speed(tmp); break; case CF_HANDLE: SET_ANIMATION(tmp, (tmp->value = tmp->stats.maxsp ? !state : state)); object_update(tmp, UP_OBJ_FACE); break; case SIGN: if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) { ext_info_map(NDI_UNIQUE|NDI_NAVY, tmp->map, MSG_TYPE_SIGN, MSG_SUBTYPE_NONE, tmp->msg); if (tmp->stats.food) tmp->last_eat++; } break; case ALTAR: tmp->value = 1; SET_ANIMATION(tmp, tmp->value); object_update(tmp, UP_OBJ_FACE); break; case BUTTON: case PEDESTAL: tmp->value = state; SET_ANIMATION(tmp, tmp->value); object_update(tmp, UP_OBJ_FACE); break; case TIMED_GATE: for (part = tmp; tmp != NULL; tmp = tmp->more) { part->speed = tmp->arch->clone.speed; part->value = tmp->arch->clone.value; part->stats.sp = 1; part->stats.hp = tmp->stats.maxhp; object_update_speed(part); } break; case DIRECTOR: if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ tmp->stats.sp = ((tmp->stats.sp-1)%8)+1; animate_turning(tmp); break; case FIREWALL: // Since director is broken out, we don't need to check on firewall type now if (!QUERY_FLAG(tmp, FLAG_ANIMATE)/* && tmp->type == FIREWALL*/) move_firewall(tmp); else { if ((tmp->direction += tmp->stats.maxsp) > 8) /* next direction */ tmp->direction = ((tmp->direction-1)%8)+1; animate_turning(tmp); } break; default: ob_trigger(tmp, cause, state); } } } /** * Push the specified object. This can affect other buttons/gates/handles * altars/pedestals/holes in the whole map. * Changed the routine to loop through _all_ linked objects. * Better hurry with that linked list... * @param op * object to push. */ void push_button(object *op) { /* LOG(llevDebug, "push_button: %s (%d)\n", op->name, op->count); */ trigger_connected(get_button_links(op), op, op->value); } /** * Updates everything connected with the button op. * After changing the state of a button, this function must be called * to make sure that all gates and other buttons connected to the * button reacts to the (eventual) change of state. * @param op * object to update. */ void update_button(object *op) { object *tmp, *head; int tot, any_down = 0, old_value = op->value; objectlink *ol; /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ for (ol = get_button_links(op); ol; ol = ol->next) { if (!ol->ob || ol->ob->count != ol->id) { LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); continue; } tmp = ol->ob; if (tmp->type == BUTTON) { tot = 0; FOR_ABOVE_PREPARE(tmp, ab) /* Bug? The pedestal code below looks for the head of * the object, this bit doesn't. I'd think we should check * for head here also. Maybe it also makese sense to * make the for ab=tmp->above loop common, and alter * behaviour based on object within that loop? */ /* Basically, if the move_type matches that on what the * button wants, we count it. The second check is so that * objects don't move (swords, etc) will count. Note that * this means that more work is needed to make buttons * that are only triggered by flying objects. */ if ((ab->move_type&tmp->move_on) || ab->move_type == 0) tot += ab->weight*NROF(ab)+ab->carrying; FOR_ABOVE_FINISH(); tmp->value = (tot >= tmp->weight) ? 1 : 0; if (tmp->value) any_down = 1; } else if (tmp->type == PEDESTAL) { tmp->value = 0; FOR_ABOVE_PREPARE(tmp, ab) { head = ab->head ? ab->head : ab; /* Same note regarding move_type for buttons above apply here. */ if (((head->move_type&tmp->move_on) || ab->move_type == 0) && (head->race == tmp->slaying || ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || (!strcmp(tmp->slaying, "player") && head->type == PLAYER))) tmp->value = 1; } FOR_ABOVE_FINISH(); if (tmp->value) any_down = 1; } } if (any_down) /* If any other buttons were down, force this to remain down */ op->value = 1; /* If this button hasn't changed, don't do anything */ if (op->value != old_value) { SET_ANIMATION(op, op->value); object_update(op, UP_OBJ_FACE); push_button(op); /* Make all other buttons the same */ } } /** * Updates every button on the map (by calling update_button() for them). */ void update_buttons(mapstruct *m) { objectlink *ol; oblinkpt *obp; for (obp = m->buttons; obp; obp = obp->next) for (ol = obp->link; ol; ol = ol->next) { if (!ol->ob || ol->ob->count != ol->id) { LOG(llevError, "Internal error in update_button (%s (%dx%d):%u, connected %ld).\n", ol->ob ? ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, ol->id, obp->value); continue; } if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) { update_button(ol->ob); break; } } } /** * Toggles the state of specified button. * @param op * object to toggle. */ void use_trigger(object *op) { /* Toggle value */ op->value = !op->value; push_button(op); } /** * Animates one step of object. * @param op * object to animate. * @note * animate_object() should be used instead of this, * but it can't handle animations in the 8 directions * @todo * check if object is really animated? */ void animate_turning(object *op) { if (++op->state >= NUM_ANIMATIONS(op)/8) op->state = 0; // Firewalls use direction instead of sp to avoid issues involving the spell transference. if (op->type == FIREWALL){ SET_ANIMATION(op, (op->direction-1)*NUM_ANIMATIONS(op)/8+op->state); } else { SET_ANIMATION(op, (op->stats.sp-1)*NUM_ANIMATIONS(op)/8+op->state); } object_update(op, UP_OBJ_FACE); } #define ARCH_SACRIFICE(xyz) ((xyz)->slaying) #define NROF_SACRIFICE(xyz) ((uint32_t)(xyz)->stats.food) /** * Helper function to check if the item matches altar's requested sacrifice. * The number of objects is not taken into account. * * @param altar * altar we're checking for. Can't be NULL. * @param sacrifice * what object to check for. Can't be NULL. * @return * 1 if object is suitable for the altar (number not taken into account), 0 else. */ static int matches_sacrifice(const object *altar, const object *sacrifice) { char name[MAX_BUF]; if ((QUERY_FLAG(sacrifice, FLAG_ALIVE) && object_get_value(altar, "accept_alive") == NULL) || QUERY_FLAG(sacrifice, FLAG_IS_LINKED) || sacrifice->type == PLAYER) return 0; query_base_name(sacrifice, 0, name, MAX_BUF); if (ARCH_SACRIFICE(altar) == sacrifice->arch->name || ARCH_SACRIFICE(altar) == sacrifice->name || ARCH_SACRIFICE(altar) == sacrifice->slaying || (!strcmp(ARCH_SACRIFICE(altar), name))) return 1; if (strcmp(ARCH_SACRIFICE(altar), "money") == 0 && sacrifice->type == MONEY) return 1; return 0; } /** * Checks whether the altar has enough to sacrifice. * * Function put in (0.92.1) so that identify altars won't grab money * unnecessarily - we can see if there is sufficient money, see if something * needs to be identified, and then remove money if needed. * * 0.93.4: Linked objects (ie, objects that are connected) can not be * sacrificed. This fixes a bug of trying to put multiple altars/related * objects on the same space that take the same sacrifice. * * The function will now check for all items sitting on the altar, so that the player * can put various matching but non merging items on the altar. * * This function can potentially remove other items, if remove_others is set. * * @param altar * item to which there is a sacrifice * @param sacrifice * object that may be sacrifed * @param remove_others * if 1, will remove enough items apart sacrifice to compensate for not having enough in sacrifice itself. * @param[out] toremove * will contain the nrof of sacrifice to really remove to finish operating. Will be set if not NULL only * if the function returns 1. * @return * 1 if the sacrifice meets the needs of the altar, 0 else */ int check_altar_sacrifice(const object *altar, const object *sacrifice, int remove_others, int *toremove) { int money; uint32_t wanted, rest; if (!matches_sacrifice(altar, sacrifice)) /* New dropped object doesn't match the altar, other objects already on top are not enough to * activate altar, else they would have disappeared. */ return 0; /* Check item is paid for. */ if (QUERY_FLAG(sacrifice, FLAG_UNPAID)) { return 0; } money = (strcmp(ARCH_SACRIFICE(altar), "money") == 0) ? 1 : 0; /* Easy checks: newly dropped object is enough for sacrifice. */ if (money && sacrifice->nrof*sacrifice->value >= NROF_SACRIFICE(altar)) { if (toremove) { *toremove = NROF_SACRIFICE(altar)/sacrifice->value; /* Round up any sacrifices. Altars don't make change either */ if (NROF_SACRIFICE(altar)%sacrifice->value) (*toremove)++; } return 1; } if (!money && NROF_SACRIFICE(altar) <= NROF(sacrifice)) { if (toremove) *toremove = NROF_SACRIFICE(altar); return 1; } if (money) { wanted = NROF_SACRIFICE(altar)-sacrifice->nrof*sacrifice->value; } else { wanted = NROF_SACRIFICE(altar)-NROF(sacrifice); } rest = wanted; /* Ok, now we check if we got enough with other items. * We only check items above altar, and not checking again sacrifice. */ FOR_ABOVE_PREPARE(altar, tmp) { if (wanted <= 0) break; if (tmp == sacrifice || !matches_sacrifice(altar, tmp)) continue; if (money) wanted -= tmp->nrof*tmp->value; else wanted -= NROF(tmp); } FOR_ABOVE_FINISH(); if (wanted > 0) /* Not enough value, let's bail out. */ return 0; /* From there on, we do have enough objects for the altar. */ /* Last dropped object will be totally eaten in any case. */ if (toremove) *toremove = NROF(sacrifice); if (!remove_others) return 1; /* We loop again, this time to remove what we need. */ FOR_ABOVE_PREPARE(altar, tmp) { if (rest <= 0) break; if (tmp == sacrifice || !matches_sacrifice(altar, tmp)) continue; if (money) { wanted = tmp->nrof*tmp->value; if (rest > wanted) { object_remove(tmp); rest -= wanted; } else { wanted = rest/tmp->value; if (rest%tmp->value) wanted++; object_decrease_nrof(tmp, wanted); return 1; } } else if (rest > NROF(tmp)) { rest -= NROF(tmp); object_remove(tmp); } else { object_decrease_nrof(tmp, rest); return 1; } } FOR_ABOVE_FINISH(); /* Something went wrong, we'll be nice and accept the sacrifice anyway. */ LOG(llevError, "check_altar_sacrifice on %s: found objects to sacrifice, but couldn't remove them??\n", altar->map->path); return 1; } /** * Checks if sacrifice was accepted and removes sacrificed * objects. Might be better to * call check_altar_sacrifice (above) than depend on the return value, * since operate_altar will remove the sacrifice also. * * If this function returns 1, '*sacrifice' is modified to point to the * remaining sacrifice, or is set to NULL if the sacrifice was used up. * * @param altar * item to which there is a sacrifice * @param sacrifice * object that may be sacrifed * @return * 1 if sacrifice was accepted, else 0 */ int operate_altar(object *altar, object **sacrifice) { int number; if (!altar->map) { LOG(llevError, "BUG: operate_altar(): altar has no map\n"); return 0; } if (!altar->slaying || altar->value) return 0; if (!check_altar_sacrifice(altar, *sacrifice, 1, &number)) return 0; /* check_altar_sacrifice fills in number for us. */ *sacrifice = object_decrease_nrof(*sacrifice, number); if (altar->msg) ext_info_map(NDI_BLACK, altar->map, MSG_TYPE_DIALOG, MSG_TYPE_DIALOG_ALTAR, altar->msg); return 1; } /** * @todo document? */ static void trigger_move(object *op, int state) { /* 1 down and 0 up */ op->stats.wc = state; if (state) { use_trigger(op); if (op->stats.exp > 0) /* check sanity */ op->speed = 1.0/op->stats.exp; else op->speed = 1.0; object_update_speed(op); op->speed_left = -1; } else { use_trigger(op); op->speed = 0; object_update_speed(op); } } /** * @todo document properly * cause != NULL: something has moved on top of op * * cause == NULL: nothing has moved, we have been called from * animate_trigger(). * * TRIGGER_ALTAR: Returns 1 if 'cause' was destroyed, 0 if not. * * TRIGGER: Returns 1 if handle could be moved, 0 if not. * * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. */ int check_trigger(object *op, object *cause) { int push = 0, tot = 0; int in_movement = op->stats.wc || op->speed; switch (op->type) { case TRIGGER_BUTTON: if (op->weight > 0) { if (cause) { FOR_ABOVE_PREPARE(op, tmp) /* Comment reproduced from update_buttons(): * Basically, if the move_type matches that on what the * button wants, we count it. The second check is so that * objects that don't move (swords, etc) will count. Note that * this means that more work is needed to make buttons * that are only triggered by flying objects. */ if ((tmp->move_type&op->move_on) || tmp->move_type == 0) { tot += tmp->weight*NROF(tmp)+tmp->carrying; } FOR_ABOVE_FINISH(); if (tot >= op->weight) push = 1; if (op->stats.ac == push) return 0; op->stats.ac = push; if (NUM_ANIMATIONS(op) > 1) { SET_ANIMATION(op, push); object_update(op, UP_OBJ_FACE); } if (in_movement || !push) return 0; } trigger_move(op, push); } return 0; case TRIGGER_PEDESTAL: if (cause) { FOR_ABOVE_PREPARE(op, tmp) { object *head = tmp->head ? tmp->head : tmp; /* See comment in TRIGGER_BUTTON about move_types */ if (((head->move_type&op->move_on) || head->move_type == 0) && (head->race == op->slaying || (!strcmp(op->slaying, "player") && head->type == PLAYER))) { push = 1; break; } } FOR_ABOVE_FINISH(); if (op->stats.ac == push) return 0; op->stats.ac = push; if (NUM_ANIMATIONS(op) > 1) { SET_ANIMATION(op, push); object_update(op, UP_OBJ_FACE); } if (in_movement || !push) return 0; } trigger_move(op, push); return 0; case TRIGGER_ALTAR: if (cause) { if (in_movement) return 0; if (operate_altar(op, &cause)) { if (NUM_ANIMATIONS(op) > 1) { SET_ANIMATION(op, 1); object_update(op, UP_OBJ_FACE); } if (op->last_sp >= 0) { trigger_move(op, 1); if (op->last_sp > 0) op->last_sp = -op->last_sp; } else { /* for trigger altar with last_sp, the ON/OFF * status (-> +/- value) is "simulated": */ op->value = !op->value; trigger_move(op, 1); op->last_sp = -op->last_sp; op->value = !op->value; } return cause == NULL; } else { return 0; } } else { if (NUM_ANIMATIONS(op) > 1) { SET_ANIMATION(op, 0); object_update(op, UP_OBJ_FACE); } /* If trigger_altar has "last_sp > 0" set on the map, * it will push the connected value only once per sacrifice. * Otherwise (default), the connected value will be * pushed twice: First by sacrifice, second by reset! -AV */ if (!op->last_sp) trigger_move(op, 0); else { op->stats.wc = 0; op->value = !op->value; op->speed = 0; object_update_speed(op); } } return 0; case TRIGGER: if (cause) { if (in_movement) return 0; push = 1; } if (NUM_ANIMATIONS(op) > 1) { SET_ANIMATION(op, push); object_update(op, UP_OBJ_FACE); } trigger_move(op, push); return 1; default: LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); return 0; } } /** * Links specified object in the map. * @param button * object to link. Must not be NULL. * @param map * map we are on. Should not be NULL. * @param connected * connection value for the item. */ void add_button_link(object *button, mapstruct *map, int connected) { oblinkpt *obp; objectlink *ol = get_objectlink(); if (!map) { LOG(llevError, "Tried to add button-link without map.\n"); free_objectlink(ol); return; } SET_FLAG(button, FLAG_IS_LINKED); ol->ob = button; ol->id = button->count; for (obp = map->buttons; obp && obp->value != connected; obp = obp->next) ; if (obp) { ol->next = obp->link; obp->link = ol; } else { obp = get_objectlinkpt(); obp->value = connected; obp->next = map->buttons; map->buttons = obp; obp->link = ol; } } /** * Remove the object from the linked lists of buttons in the map. * This is only needed by editors. * @param op * object to remove. Must be on a map, and linked. */ void remove_button_link(object *op) { oblinkpt *obp; objectlink **olp, *ol; if (op->map == NULL) { LOG(llevError, "remove_button_link() in object without map.\n"); return; } if (!QUERY_FLAG(op, FLAG_IS_LINKED)) { LOG(llevError, "remove_button_linked() in unlinked object.\n"); return; } for (obp = op->map->buttons; obp; obp = obp->next) for (olp = &obp->link; (ol = *olp); olp = &ol->next) if (ol->ob == op) { /* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", obp->value, op->name, op->map->path); */ *olp = ol->next; free(ol); return; } LOG(llevError, "remove_button_linked(): couldn't find object.\n"); CLEAR_FLAG(op, FLAG_IS_LINKED); } /** * Return the first objectlink in the objects linked to this one * @param button * object to check. Must not be NULL. * @return * ::objectlink for this object, or NULL. */ static objectlink *get_button_links(const object *button) { oblinkpt *obp; objectlink *ol; if (!button->map) return NULL; for (obp = button->map->buttons; obp; obp = obp->next) for (ol = obp->link; ol; ol = ol->next) if (ol->ob == button && ol->id == button->count) return obp->link; return NULL; } /** * Returns the first value linked to this button. * Made as a separate function to increase efficiency * @param button * object to check. Must not be NULL. * @return * connection value, or 0 if not connected. */ int get_button_value(const object *button) { oblinkpt *obp; objectlink *ol; if (!button->map) return 0; for (obp = button->map->buttons; obp; obp = obp->next) for (ol = obp->link; ol; ol = ol->next) if (ol->ob == button && ol->id == button->count) return obp->value; return 0; } /** * Checks object and its inventory for specific item. * * It will descend through containers to find the object. * slaying = match object slaying flag * race = match object archetype name flag * hp = match object type (excpt type '0'== PLAYER) * title = match object title * unpaid = 1 -> match only unpaid, 0 -> match only not unpaid * Searching by title only is not recommended, as it can be a rather slow * operation; use it in combination with archetype or type. * @param op * object of which to search inventory * @param trig * what to search * @return * object that matches, or NULL if none matched. */ object *check_inv_recursive(object *op, const object *trig) { object *ret = NULL; /* First check the object itself. */ if ((!trig->stats.hp || (op->type == trig->stats.hp)) && (!trig->slaying || (op->slaying == trig->slaying)) && (!trig->race || (op->arch->name == trig->race)) && (!trig->title || (op->title == trig->title)) && (QUERY_FLAG(op, FLAG_UNPAID) == QUERY_FLAG(trig, FLAG_UNPAID))) return op; FOR_INV_PREPARE(op, tmp) { if (tmp->inv) { ret = check_inv_recursive(tmp, trig); if (ret) return ret; } else if ((!trig->stats.hp || (tmp->type == trig->stats.hp)) && (!trig->slaying || (tmp->slaying == trig->slaying)) && (!trig->race || (tmp->arch->name == trig->race)) && (!trig->title || (tmp->title == trig->title)) && (QUERY_FLAG(tmp, FLAG_UNPAID) == QUERY_FLAG(trig, FLAG_UNPAID))) return tmp; } FOR_INV_FINISH(); return NULL; } /** * Function to search the inventory, * of a player and then based on a set of conditions, * the square will activate connected items. * * Monsters can't trigger this square (for now) * Values are: last_sp = 1/0 obj/no obj triggers * last_heal = 1/0 remove/dont remove obj if triggered * -b.t. (thomas@nomad.astro.psu.edu * * @param op * object to check. Must be a player. * @param trig * trigger object that may be activated. */ void check_inv(object *op, object *trig) { object *match; if (op->type != PLAYER) return; match = check_inv_recursive(op, trig); if (match && trig->last_sp) { if (trig->last_heal) object_decrease_nrof_by_one(match); use_trigger(trig); } else if (!match && !trig->last_sp) use_trigger(trig); } /** * This does a minimal check of the button link consistency for object * map. All it really does it much sure the object id link that is set * matches what the object has. * * Will log to error level. * * @param map * map to check. */ void verify_button_links(const mapstruct *map) { oblinkpt *obp; objectlink *ol; if (!map) return; for (obp = map->buttons; obp; obp = obp->next) { for (ol = obp->link; ol; ol = ol->next) { if (ol->id != ol->ob->count) LOG(llevError, "verify_button_links: object %s on list is corrupt (%u!=%u)\n", ol->ob->name, ol->id, ol->ob->count); } } } crossfire-1.75.0/common/readable.c000644 001751 001751 00000214264 13777704220 017700 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file readable.c * This file contains code relevant to the BOOKS hack -- designed * to allow randomly occuring messages in non-magical texts. * * @todo * replace message type with defines/enums & such things. */ /* laid down initial file - dec 1995. -b.t. thomas@astro.psu.edu */ #include "global.h" #include #include #include #include #include #include "book.h" #include "living.h" #include "output_file.h" #include "spells.h" /* Define this if you want to archive book titles by contents. * This option should enforce UNIQUE combinations of titles,authors and * msg contents during and *between *game sessions. * Note: a slight degeneracy exists since books are archived based on an integer * index value calculated from the message text (similar to alchemy formulae). * Sometimes two widely different messages have the same index value (rare). In * this case, it is possible to occasionally generate 2 books with same title and * different message content. Not really a bug, but rather a feature. This action * should keeps player on their toes ;). * Also, note that there is *finite *space available for archiving message and titles. * Once this space is used, books will stop being archived. Not a serious problem * under the current regime, since there are generally fewer possible (random) * messages than space available on the titlelists. * One exception (for sure) are the monster messages. But no worries, you should * see all of the monster info in some order (but not all possble combinations) * before the monster titlelist space is run out. You can increase titlelist * space by increasing the array sizes for the monster book_authours and book_names * (see max_titles[] array and include/read.h). Since the unique_book algorthm is * kinda stupid, this program *may *slow down program execution if defined (but I don't * think its a significant problem, at least, I have no problems running this option * on a Sparc 10! Also, once archive title lists are filled and/or all possible msg * combinations have been generated, unique_book isnt called anymore. It takes 5-10 * sessions for this to happen). * Final note: the game remembers book/title/msg combinations from reading the * file lib/bookarch. If you REMOVE this file, you will lose your archive. So * be sure to copy it over to the new lib directory when you change versions. * -b.t. */ /* This flag is useful to see what kind of output messages are created */ /* #define BOOK_MSG_DEBUG */ /* This flag is useful for debugging archiving action */ /* #define ARCHIVE_DEBUG */ /** How many times to try to generate a unique name for a book. */ #define MAX_TITLE_CHECK 20 /** Message from the lib/messages file. */ #define MSGTYPE_LIB 0 /** Monster-related information. */ #define MSGTYPE_MONSTER 1 /** Artifact-related information. */ #define MSGTYPE_ARTIFACT 2 /** Spellpath-related information. */ #define MSGTYPE_SPELLPATH 3 /** Alchemy-related information. */ #define MSGTYPE_ALCHEMY 4 /** God-related information. */ #define MSGTYPE_GODS 5 /** Message from the lib/messages file. */ #define MSGTYPE_MSGFILE 6 /** * Returns the element size of an array. * @param arrayname the array's name * @return the number of elements */ #define arraysize(arrayname) (sizeof(arrayname)/sizeof(*(arrayname))) /* Moved these structures from struct.h to this file in 0.94.3 - they * are not needed anyplace else, so why have them globally declared? */ /** * Information on one title. * 'title' and 'titlelist' are used by the readable code */ typedef struct titlestruct { const char *name; /**< the name of the book */ const char *authour; /**< the name of the book authour */ const char *archname; /**< the archetype name of the book */ unsigned int level; /**< level of difficulty of this message */ size_t size; /**< size of the book message */ int msg_index; /**< an index value derived from book message */ struct titlestruct *next; /**< next item in the list */ } title; /** * Titles for one message type. */ typedef struct titleliststruct { int number; /**< number of items in the list */ struct titlestruct *first_book; /**< pointer to first book in this list */ struct titleliststruct *next; /**< pointer to next book list */ } titlelist; /** special structure, used only by art_name_array[] */ typedef struct namebytype { const char *name; /**< generic name to call artifacts of this type */ int type; /**< matching type */ } arttypename; /** * One general message, from the lib/messages file. */ struct GeneralMessage { int chance; /**< Relative chance of the message appearing randomly. If 0 will never appear. */ sstring identifier; /**< Message identifier, can be NULL. */ sstring title; /**< The message's title, only used for knowledge. */ sstring message; /**< The message's body. */ sstring quest_code; /**< Optional quest code and state this message will start. */ const Face *face; /**< Face the message displays at in the knowledge dialog, NULL if no face defined. */ GeneralMessage *next; /**< Next message in the list. */ }; static void add_book(title *book, int type, const char *fname, int lineno); /** * Buffer of books read in from the bookarch file. It's element * size does not exceed arraysize(max_titles). */ static titlelist *booklist = NULL; /** Information on monsters. */ static objectlink *first_mon_info = NULL; static int nrofmon = 0, /**< Number of monsters in the ::first_mon_info list. */ need_to_write_bookarchive = 0; /**< If set then we have information to save. */ /** * First message from data read from the messages file. * Note that this points to the last message in the file, * as messages are added to the start of the list. */ static GeneralMessage *first_msg = NULL; /** * Total chance of messages (GeneralMessage), to randomly select one. */ static int msg_total_chance = 0; /** * Spellpath information. */ static const uint32_t spellpathdef[NRSPELLPATHS] = { PATH_PROT, PATH_FIRE, PATH_FROST, PATH_ELEC, PATH_MISSILE, PATH_SELF, PATH_SUMMON, PATH_ABJURE, PATH_RESTORE, PATH_DETONATE, PATH_MIND, PATH_CREATE, PATH_TELE, PATH_INFO, PATH_TRANSMUTE, PATH_TRANSFER, PATH_TURNING, PATH_WOUNDING, PATH_DEATH, PATH_LIGHT }; /** Book names for path information. */ static const char *const path_book_name[] = { "codex", "compendium", "documentary", "exposition", "tables", "treatise" }; /** Used by spellpath texts. */ static const char *const path_author[] = { "aether", "arcana", "astral byways", "connections", "the Grey Council", "deep pathways", "knowledge", "magic", "mystic ways", "pathways", "power", "spells", "transforms", "the mystic veil", "unknown spells" }; /** * Artiface/item information. * * if it isnt listed here, then art_attr_msg() will never generate * a message for this type of artifact. -b.t. */ static const arttypename art_name_array[] = { { "Helmet", HELMET }, { "Amulet", AMULET }, { "Shield", SHIELD }, { "Bracers", BRACERS }, { "Boots", BOOTS }, { "Cloak", CLOAK }, { "Gloves", GLOVES }, { "Gridle", GIRDLE }, { "Ring", RING }, { "Horn", ROD }, { "Missile Weapon", BOW }, { "Missile", ARROW }, { "Hand Weapon", WEAPON }, { "Artifact", SKILL }, { "Food", FOOD }, { "Body Armour", ARMOUR } }; /** Book titles for artifact information. */ static const char *const art_book_name[] = { "collection", "file", "files", "guide", "handbook", "index", "inventory", "list", "listing", "omnibus", "record", "record book" }; /** Used by artifact texts */ static const char *const art_author[] = { "ancient things", "artifacts", "Havlor", /* ancient warrior scribe :) */ "items", "lost artifacts", "the ancients", "treasures", "useful things" }; /** * Monster book information. */ static const char *const mon_book_name[] = { "beastuary", "catalog", "compilation", "collection", "encyclopedia", "guide", "handbook", "list", "manual", "notes", "omnibus", "record", "register", "volume" }; /** Used by monster beastuary texts. */ static const char *const mon_author[] = { "beasts", "creatures", "dezidens", "dwellers", "evil nature", "life", "monsters", "nature", "new life", "residents", "the spawn", "the living", "things" }; /** * God book information. */ static const char *const gods_book_name[] = { "devotional", "devout notes", "divine text", "divine work", "holy book", "holy record", "illuminated text", "moral text", "sacred guide", "testament", "transcript" }; /** Used by gods texts. */ static const char *const gods_author[] = { "cults", "joy", "lasting curse", "madness", "religions", "the dead", "the gods", "the heirophant", "the poor priest", "the priestess", "pain", "white" }; /** * Alchemy (formula) information. */ static const char *const formula_book_name[] = { "cookbook", "formulary", "lab book", "lab notes", "recipe book", "experiment record", "work plan", "design notes", "research notes", "crafting manual" }; /** This isn't used except for empty books. */ static const char *const formula_author[] = { "Albertus Magnus", "alchemy", "balms", "creation", "dusts", "magical manufacture", "making", "philosophical items", "potions", "powders", "the cauldron", "the lamp black", "transmutation", "waters" }; /** * Generic book information */ /** Used by msg file and 'generic' books. */ static const char *const light_book_name[] = { "calendar", "datebook", "diary", "essay", "guidebook", "handbook", "ledger", "notes", "notebook", "octavo", "opuscule", "pamphlet", "practicum", "script", "transcript" }; /** Name for big books. */ static const char *const heavy_book_name[] = { "catalog", "compendium", "dissertation", "guide", "manual", "opus", "tome", "treatise", "volume", "work" }; /** Used by 'generic' books. */ static const char *const book_author[] = { "Abdulah", "Al'hezred", "Alywn", "Arundel", "Arvind", "Aerlingas", "Bacon", "Baliqendii", "Bosworth", "Beathis", "Bertil", "Cauchy", "Chakrabarti", "der Waalis", "Dirk", "Djwimii", "Eisenstaadt", "Fendris", "Frank", "Habbi", "Harlod", "Ichibod", "Janus", "June", "Laplace", "Magnuson", "Nandii", "Nitfeder", "Norris", "Parael", "Penhew", "Sophia", "Skilly", "Tahir", "Thockmorton", "Thomas", "van Helsing", "van Pelt", "Voormis", "Xavier", "Xeno", "Zardoz", "Zagy" }; /** Book descriptions. */ static const char *const book_descrpt[] = { "ancient", "cryptic", "cryptical", "dusty", "hierarchical", "grizzled", "gold-gilt", "great", "lost", "magnificent", "musty", "mythical", "mystical", "rustic", "stained", "silvered", "transcendental", "weathered" }; /** * Each line of this array is a readable subtype. * Be careful to keep the order. If you add readable subtype, add them * at the bottom of the list. Never delete a subtype because index is used as * subtype parameter in arch files! */ static const readable_message_type readable_message_types[] = { /*subtype 0 */ { 0, 0 }, /* book messages subtypes */ /*subtype 1 */ { MSG_TYPE_BOOK, MSG_TYPE_BOOK_CLASP_1 }, { MSG_TYPE_BOOK, MSG_TYPE_BOOK_CLASP_2 }, { MSG_TYPE_BOOK, MSG_TYPE_BOOK_ELEGANT_1 }, { MSG_TYPE_BOOK, MSG_TYPE_BOOK_ELEGANT_2 }, { MSG_TYPE_BOOK, MSG_TYPE_BOOK_QUARTO_1 }, { MSG_TYPE_BOOK, MSG_TYPE_BOOK_QUARTO_2 }, { MSG_TYPE_BOOK, MSG_TYPE_BOOK_SPELL_EVOKER }, { MSG_TYPE_BOOK, MSG_TYPE_BOOK_SPELL_PRAYER }, { MSG_TYPE_BOOK, MSG_TYPE_BOOK_SPELL_PYRO }, /*subtype 10 */ { MSG_TYPE_BOOK, MSG_TYPE_BOOK_SPELL_SORCERER }, { MSG_TYPE_BOOK, MSG_TYPE_BOOK_SPELL_SUMMONER }, /* card messages subtypes*/ { MSG_TYPE_CARD, MSG_TYPE_CARD_SIMPLE_1 }, { MSG_TYPE_CARD, MSG_TYPE_CARD_SIMPLE_2 }, { MSG_TYPE_CARD, MSG_TYPE_CARD_SIMPLE_3 }, { MSG_TYPE_CARD, MSG_TYPE_CARD_ELEGANT_1 }, { MSG_TYPE_CARD, MSG_TYPE_CARD_ELEGANT_2 }, { MSG_TYPE_CARD, MSG_TYPE_CARD_ELEGANT_3 }, { MSG_TYPE_CARD, MSG_TYPE_CARD_STRANGE_1 }, { MSG_TYPE_CARD, MSG_TYPE_CARD_STRANGE_2 }, /*subtype 20 */ { MSG_TYPE_CARD, MSG_TYPE_CARD_STRANGE_3 }, { MSG_TYPE_CARD, MSG_TYPE_CARD_MONEY_1 }, { MSG_TYPE_CARD, MSG_TYPE_CARD_MONEY_2 }, { MSG_TYPE_CARD, MSG_TYPE_CARD_MONEY_3 }, /* Paper messages subtypes */ { MSG_TYPE_PAPER, MSG_TYPE_PAPER_NOTE_1 }, { MSG_TYPE_PAPER, MSG_TYPE_PAPER_NOTE_2 }, { MSG_TYPE_PAPER, MSG_TYPE_PAPER_NOTE_3 }, { MSG_TYPE_PAPER, MSG_TYPE_PAPER_LETTER_OLD_1 }, { MSG_TYPE_PAPER, MSG_TYPE_PAPER_LETTER_OLD_2 }, { MSG_TYPE_PAPER, MSG_TYPE_PAPER_LETTER_NEW_1 }, /*subtype 30 */ { MSG_TYPE_PAPER, MSG_TYPE_PAPER_LETTER_NEW_2 }, { MSG_TYPE_PAPER, MSG_TYPE_PAPER_ENVELOPE_1 }, { MSG_TYPE_PAPER, MSG_TYPE_PAPER_ENVELOPE_2 }, { MSG_TYPE_PAPER, MSG_TYPE_PAPER_SCROLL_OLD_1 }, { MSG_TYPE_PAPER, MSG_TYPE_PAPER_SCROLL_OLD_2 }, { MSG_TYPE_PAPER, MSG_TYPE_PAPER_SCROLL_NEW_1 }, { MSG_TYPE_PAPER, MSG_TYPE_PAPER_SCROLL_NEW_2 }, { MSG_TYPE_PAPER, MSG_TYPE_PAPER_SCROLL_MAGIC }, /* road signs messages subtypes */ { MSG_TYPE_SIGN, MSG_TYPE_SIGN_BASIC }, { MSG_TYPE_SIGN, MSG_TYPE_SIGN_DIR_LEFT }, /*subtype 40 */ { MSG_TYPE_SIGN, MSG_TYPE_SIGN_DIR_RIGHT }, { MSG_TYPE_SIGN, MSG_TYPE_SIGN_DIR_BOTH }, /* stones and monument messages */ { MSG_TYPE_MONUMENT, MSG_TYPE_MONUMENT_STONE_1 }, { MSG_TYPE_MONUMENT, MSG_TYPE_MONUMENT_STONE_2 }, { MSG_TYPE_MONUMENT, MSG_TYPE_MONUMENT_STONE_3 }, { MSG_TYPE_MONUMENT, MSG_TYPE_MONUMENT_STATUE_1 }, { MSG_TYPE_MONUMENT, MSG_TYPE_MONUMENT_STATUE_2 }, { MSG_TYPE_MONUMENT, MSG_TYPE_MONUMENT_STATUE_3 }, { MSG_TYPE_MONUMENT, MSG_TYPE_MONUMENT_GRAVESTONE_1 }, { MSG_TYPE_MONUMENT, MSG_TYPE_MONUMENT_GRAVESTONE_2 }, /*subtype 50 */ { MSG_TYPE_MONUMENT, MSG_TYPE_MONUMENT_GRAVESTONE_3 }, { MSG_TYPE_MONUMENT, MSG_TYPE_MONUMENT_WALL_1 }, { MSG_TYPE_MONUMENT, MSG_TYPE_MONUMENT_WALL_2 }, { MSG_TYPE_MONUMENT, MSG_TYPE_MONUMENT_WALL_3 }, { MSG_TYPE_SIGN, MSG_TYPE_SIGN_MAGIC_MOUTH } }; /** Number of elements in ::readable_message_types. */ static const int last_readable_subtype = arraysize(readable_message_types); /** Number of titles for different name lists. */ static const int max_titles[6] = { (arraysize(light_book_name)+arraysize(heavy_book_name))*arraysize(book_author), /* MSGTYPE_LIB */ arraysize(mon_book_name)*arraysize(mon_author), /* MSGTYPE_MONSTER */ arraysize(art_book_name)*arraysize(art_author), /* MSGTYPE_ARTIFACT */ arraysize(path_book_name)*arraysize(path_author), /* MSGTYPE_SPELLPATH */ arraysize(formula_book_name)*arraysize(formula_author), /* MSGTYPE_ALCHEMY */ arraysize(gods_book_name)*arraysize(gods_author), /* MSGTYPE_GODS */ }; /****************************************************************************** * * Start of misc. readable functions used by others functions in this file * *****************************************************************************/ /** * Creates a titlelist. * * @return * new titlelist. * * @note * if memory allocation failes, calls fatal(). */ static titlelist *get_empty_booklist(void) { titlelist *bl = (titlelist *)malloc(sizeof(titlelist)); if (bl == NULL) fatal(OUT_OF_MEMORY); bl->number = 0; bl->first_book = NULL; bl->next = NULL; return bl; } /** * Creates a title. * * @return * new title. * * @note * if memory allocation failes, calls fatal(). */ static title *get_empty_book(void) { title *t = (title *)malloc(sizeof(title)); if (t == NULL) fatal(OUT_OF_MEMORY); t->name = NULL; t->archname = NULL; t->authour = NULL; t->level = 0; t->size = 0; t->msg_index = 0; t->next = NULL; return t; } /** * Gets the ith titlelist. * * Will create items if they don't exist. * * @param i * index to get. * @return * pointer to the title list referenced by i. Will never be NULL. */ static titlelist *get_titlelist(int i) { titlelist *tl; int number; if (i < 0 || i >= (int)arraysize(max_titles)) { LOG(llevInfo, "Warning: invalid book index %d, using 0 instead\n", i); return booklist; } for (tl = booklist, number = i; tl && number; tl = tl->next, number--) { if (!tl->next) tl->next = get_empty_booklist(); } return tl; } /* HANDMADE STRING FUNCTIONS.., perhaps these belong in another file * (shstr.c ?), but the quantity BOOK_BUF will need to be defined. */ /** * Simple routine to return the number of list * items in buf1 as separated by the value of buf2 * * @param buf1 * items we want to split. * @param buf2 * what to split by. * @return * number of elements. */ int nstrtok(const char *buf1, const char *buf2) { char *tbuf, buf[MAX_BUF]; int number = 0; if (!buf1 || !buf2) return 0; strlcpy(buf, buf1, sizeof(buf)); for (tbuf = strtok(buf, buf2); tbuf; tbuf = strtok(NULL, buf2)) { number++; } return number; } /** * Takes a string in buf1 and separates it into * a list of strings delimited by buf2. Then returns a comma * separated string w/ decent punctuation. * * @param buf1 * buffer to split. * @param buf2 * what to split buf1 by. * @param retbuf * where to write the resulting string. * @param size * length of retbuf. * @return * retbuf. */ char *strtoktolin(const char *buf1, const char *buf2, char *retbuf, size_t size) { int maxi, i = nstrtok(buf1, buf2); char *tbuf, buf[MAX_BUF]; maxi = i; strlcpy(buf, buf1, sizeof(buf)); snprintf(retbuf, size, " "); for (tbuf = strtok(buf, buf2); tbuf && i > 0; tbuf = strtok(NULL, buf2)) { snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "%s", tbuf); i--; if (i == 1 && maxi > 1) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), " and "); else if (i > 0 && maxi > 1) snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), ", "); else snprintf(retbuf+strlen(retbuf), size-strlen(retbuf), "."); } return retbuf; } /** * Checks if buf1 and buf2 can be combined. * @param buf1 * @param buf2 * buffer we plan on combining. * @param booksize * maximum book size. * @return * 0 if buffers can be combined, 1 else. */ int book_overflow(const char *buf1, const char *buf2, size_t booksize) { if (buf_overflow(buf1, buf2, BOOK_BUF-2) /* 2 less so always room for trailing \n */ || buf_overflow(buf1, buf2, booksize)) return 1; return 0; } /***************************************************************************** * * Start of initialization related functions. * ****************************************************************************/ /** * If not called before, initialize the info list. * * Reads the messages file into the list pointed to by first_msg */ static void init_msgfile(void) { FILE *fp; char buf[MAX_BUF], msgbuf[HUGE_BUF], fname[MAX_BUF], *cp; int text = 0, nrofmsg = 0; static int did_init_msgfile = 0; if (did_init_msgfile) return; did_init_msgfile = 1; snprintf(fname, sizeof(fname), "%s/messages", settings.datadir); LOG(llevDebug, "Reading messages from %s...\n", fname); fp = fopen(fname, "r"); if (fp != NULL) { GeneralMessage *tmp = NULL; int lineno; int error_lineno; error_lineno = 0; for (lineno = 1; fgets(buf, MAX_BUF, fp) != NULL; lineno++) { if (*buf == '#') continue; cp = strchr(buf, '\n'); if (cp != NULL) { // Remove trailing whitespace while (cp > buf && (cp[-1] == ' ' || cp[-1] == '\t')) cp--; /* If we make sure there is a newline here, * we can avoid the auto-append of it and make long * blocks of text not get split. * But only do that if we are getting the message. * Everywhere else we do not want the newline. * Daniel Hawkins 2018-10-24 */ if (text) { *cp = '\n'; // to have found a newline means we have room for a null terminator, too *(++cp)= '\0'; } else *cp = '\0'; } if (tmp != NULL) { if (text && strncmp(buf, "ENDMSG", 6) == 0) { if (strlen(msgbuf) > BOOK_BUF) { LOG(llevDebug, "Warning: this string exceeded max book buf size:\n"); LOG(llevDebug, " %s\n", msgbuf); } tmp->message = add_string(msgbuf); tmp->next = first_msg; first_msg = tmp; nrofmsg++; if (tmp->identifier != NULL && tmp->title == NULL) { LOG(llevError, "Error: message can't have identifier without title, on line %d\n", error_lineno); fatal(SEE_LAST_ERROR); } tmp = NULL; text = 0; } else if (text) { if (!buf_overflow(msgbuf, buf, HUGE_BUF-1)) { strcat(msgbuf, buf); // If there is a newline in the text, it will be included in the output where it belongs // We should avoid really long lines of text getting split up this way. } else if (error_lineno != 0) { LOG(llevInfo, "Warning: truncating book at %s, line %d\n", fname, error_lineno); } } else if (strcmp(buf, "TEXT") == 0) { text = 1; } else if (strncmp(buf, "CHANCE ", 7) == 0) { tmp->chance = atoi(buf + 7); msg_total_chance += tmp->chance; } else if (strncmp(buf, "TITLE ", 6) == 0) { tmp->title = add_string(buf + 6); } else if (strncmp(buf, "QUEST ", 6) == 0) { tmp->quest_code = add_string(buf + 6); } else if (strncmp(buf, "FACE ", 5) == 0) { const Face *face = find_face(buf + 5, NULL); if (face != NULL) { tmp->face = face; } else { LOG(llevInfo, "Warning: unknown face %s for message %s, line %d\n", buf + 5, tmp->identifier, error_lineno); } } else if (error_lineno != 0) { LOG(llevInfo, "Warning: unknown line %s, line %d\n", buf, error_lineno); } } else if (strncmp(buf, "MSG", 3) == 0) { error_lineno = lineno; tmp = (GeneralMessage *)calloc(1, sizeof(GeneralMessage)); tmp->face = NULL; strcpy(msgbuf, ""); /* reset msgbuf for new message */ if (buf[3] == ' ') { int i = 4; while (buf[i] == ' ' && buf[i] != '\0') i++; if (buf[i] != '\0') { tmp->identifier = add_string(buf + i); if (get_message_from_identifier(buf + i)) { LOG(llevError, "Duplicated message identifier %s at line %d\n", buf + i, error_lineno); fatal(SEE_LAST_ERROR); } } } } else { LOG(llevInfo, "Warning: syntax error at %s, line %d\n", fname, lineno); } } fclose(fp); if (tmp != NULL) { LOG(llevError, "Invalid file %s", fname); fatal(SEE_LAST_ERROR); } } LOG(llevDebug, "done messages, found %d for total chance %d.\n", nrofmsg, msg_total_chance); } /** * If not called before, initialize the info list. * * This reads in the bookarch file into memory. bookarch is the file * created and updated across multiple runs of the program. */ static void init_book_archive(void) { FILE *fp; int nroftitle = 0; char buf[MAX_BUF], fname[MAX_BUF], *cp; static int did_init_barch = 0; if (did_init_barch) return; did_init_barch = 1; if (!booklist) booklist = get_empty_booklist(); snprintf(fname, sizeof(fname), "%s/bookarch", settings.localdir); LOG(llevDebug, " Reading bookarch from %s...\n", fname); fp = fopen(fname, "r"); if (fp != NULL) { int type; size_t i; titlelist *bl; int lineno; title *book; int skipping; skipping = 0; book = NULL; type = -1; for (lineno = 1; fgets(buf, MAX_BUF, fp) != NULL; lineno++) { int len; int value; if (*buf == '#') continue; cp = strchr(buf, '\n'); if (cp != NULL) { while (cp > buf && (cp[-1] == ' ' || cp[-1] == '\t')) cp--; *cp = '\0'; } cp = buf; if (strncmp(buf, "title ", 6) == 0) { skipping = 0; cp = buf+6; while (*cp == ' ' || *cp == '\t') cp++; if (*cp == '\0') { LOG(llevInfo, "Warning: missing book title at %s, line %d\n", fname, lineno); book = NULL; } else { book = get_empty_book(); /* init new book entry */ book->name = add_string(cp); type = -1; nroftitle++; } } else if (book == NULL) { if (!skipping) { skipping = 1; LOG(llevInfo, "Warning: expecting 'title' at %s, line %d\n", fname, lineno); } } else if (strncmp(buf, "authour ", 8) == 0) { cp = buf+8; while (*cp == ' ' || *cp == '\t') cp++; if (*cp == '\0') { LOG(llevInfo, "Warning: missing book authour at %s, line %d\n", fname, lineno); } else { book->authour = add_string(cp); } } else if (strncmp(buf, "arch ", 5) == 0) { cp = buf+5; while (*cp == ' ' || *cp == '\t') cp++; if (*cp == '\0') { LOG(llevInfo, "Warning: missing book arch at %s, line %d\n", fname, lineno); } else { book->archname = add_string(cp); } } else if (sscanf(buf, "level %d%n", &value, &len) == 1 && len == (int)strlen(buf)) { book->level = value; } else if (sscanf(buf, "type %d%n", &value, &len) == 1 && len == (int)strlen(buf)) { type = value; } else if (sscanf(buf, "size %d%n", &value, &len) == 1 && len == (int)strlen(buf)) { book->size = value; } else if (sscanf(buf, "index %d%n", &value, &len) == 1 && len == (int)strlen(buf)) { book->msg_index = value; } else if (strcmp(buf, "end") == 0) { /* link it */ add_book(book, type, fname, lineno); book = NULL; type = -1; } else { LOG(llevInfo, "Warning: syntax error at %s, line %d\n", fname, lineno); } } if (book != NULL) { LOG(llevInfo, "Warning: missing 'end' at %s, line %d\n", fname, lineno); add_book(book, type, fname, lineno); } LOG(llevDebug, " book archives(used/avail):\n"); for (bl = booklist, i = 0; bl != NULL && i < arraysize(max_titles); bl = bl->next, i++) { LOG(llevDebug, "(%d/%d)\n", bl->number, max_titles[i]); } fclose(fp); } #ifdef BOOK_MSG_DEBUG LOG(llevDebug, "\n init_book_archive() got %d titles.\n", nroftitle); #endif LOG(llevDebug, " done.\n"); } /** * Appends a book to the booklist. * @param book the book to add * @param type the book type * @param fname the file name; for error messages * @param lineno the line number; for error messages */ static void add_book(title *book, int type, const char *fname, int lineno) { titlelist *bl; if (type == -1) { LOG(llevInfo, "Warning: book with no type at %s, line %d; using type 0\n", fname, lineno); type = 0; } bl = get_titlelist(type); book->next = bl->first_book; bl->first_book = book; bl->number++; } /** * Creates the linked list of pointers to * monster archetype objects if not called previously. */ static void init_mon_info(void) { archetype *at; static int did_init_mon_info = 0; if (did_init_mon_info) return; did_init_mon_info = 1; for (at = first_archetype; at != NULL; at = at->next) { if (QUERY_FLAG(&at->clone, FLAG_MONSTER) && (!QUERY_FLAG(&at->clone, FLAG_CHANGING) || QUERY_FLAG(&at->clone, FLAG_UNAGGRESSIVE))) { objectlink *mon = (objectlink *)malloc(sizeof(objectlink)); if (!mon) { LOG(llevError, "init_mon_info: malloc failed!\n"); abort(); } mon->ob = &at->clone; mon->id = nrofmon; mon->next = first_mon_info; first_mon_info = mon; nrofmon++; } } LOG(llevDebug, "init_mon_info() got %d monsters\n", nrofmon); } /** * Initialize linked lists utilized by message functions in tailor_readable_ob() * * This is the function called by the main routine to initialize * all the readable information. */ void init_readable(void) { static int did_this = 0; if (did_this) return; did_this = 1; LOG(llevDebug, "Initializing reading data...\n"); init_msgfile(); init_book_archive(); init_mon_info(); LOG(llevDebug, " done reading data\n"); } /***************************************************************************** * * This is the start of the administrative functions when creating * new books (ie, updating title and the like) * *****************************************************************************/ /** * Search the titlelist (based on msgtype) to see if * book matches something already there. IF so, return that title. * * @param book * book we're searching. * @param msgtype * message type. * @return * title if found, NULL if no match. */ static title *find_title(const object *book, int msgtype) { title *t; titlelist *tl; size_t length; int index; if (msgtype < 0) return (title *)NULL; tl = get_titlelist(msgtype); if (!tl) return (title *)NULL; length = strlen(book->msg); index = strtoint(book->msg); for (t = tl->first_book; t; t = t->next) if (t->size == length && t->msg_index == index) { #ifdef ARCHIVE_DEBUG LOG(llevDebug, "Found title match (list %d): %s %s (%d)\n", msgtype, t->name, t->authour, t->msg_index); #endif return t; } return (title *)NULL; } /** * Only for objects of type BOOK. SPELLBOOK stuff is * handled directly in change_book_name(). Names are based on text * msgtype * * This sets book book->name based on msgtype given. What name * is given is based on various criteria * * @param book * book we want to alter. * @param msgtype * what information we want in the book. */ static void new_text_name(object *book, int msgtype) { const char *name; if (book->type != BOOK) return; switch (msgtype) { case MSGTYPE_MONSTER: name = mon_book_name[RANDOM()%arraysize(mon_book_name)]; break; case MSGTYPE_ARTIFACT: name = art_book_name[RANDOM()%arraysize(art_book_name)]; break; case MSGTYPE_SPELLPATH: name = path_book_name[RANDOM()%arraysize(path_book_name)]; break; case MSGTYPE_ALCHEMY: name = formula_book_name[RANDOM()%arraysize(formula_book_name)]; break; case MSGTYPE_GODS: name = gods_book_name[RANDOM()%arraysize(gods_book_name)]; break; case MSGTYPE_MSGFILE: default: if (book->weight > 2000) { /* based on weight */ name = heavy_book_name[RANDOM()%arraysize(heavy_book_name)]; } else { name = light_book_name[RANDOM()%arraysize(light_book_name)]; } break; } free_string(book->name); book->name = add_string(name); } /** * A lot like new_text_name() above, but instead chooses an author * and sets op->title to that value * * @param op * book to alter. * @param msgtype * information we want. */ static void add_author(object *op, int msgtype) { char title[MAX_BUF]; const char *name; if (msgtype < 0 || strlen(op->msg) < 5) return; switch (msgtype) { case MSGTYPE_MONSTER: name = mon_author[RANDOM()%arraysize(mon_author)]; break; case MSGTYPE_ARTIFACT: name = art_author[RANDOM()%arraysize(art_author)]; break; case MSGTYPE_SPELLPATH: name = path_author[RANDOM()%arraysize(path_author)]; break; case MSGTYPE_ALCHEMY: name = formula_author[RANDOM()%arraysize(formula_author)]; break; case MSGTYPE_GODS: name = gods_author[RANDOM()%arraysize(gods_author)]; break; case MSGTYPE_MSGFILE: default: name = book_author[RANDOM()%arraysize(book_author)]; } snprintf(title, sizeof(title), "of %s", name); op->title = add_string(title); } /** * Check to see if the book title/msg is unique. We * go through the entire list of possibilities each time. If we find * a match, then unique_book returns true (because inst unique). * * @param book * book we're searching. * @param msgtype * type of information contained. * @return */ static int unique_book(const object *book, int msgtype) { title *test; if (!booklist) return 1; /* No archival entries! Must be unique! */ /* Go through the booklist. If the author and name match, not unique so * return 0. */ for (test = get_titlelist(msgtype)->first_book; test; test = test->next) { if (!strcmp(test->name, book->name) && !strcmp(book->title, test->authour)) return 0; } return 1; } /** * Adds a book to the list of existing books. * * @param book * book to add. * @param msgtype * what information the book contains. */ static void add_book_to_list(const object *book, int msgtype) { titlelist *tl = get_titlelist(msgtype); title *t; if (!tl) { LOG(llevError, "add_book_to_list can't get booklist!\n"); return; } t = get_empty_book(); t->name = add_string(book->name); t->authour = add_string(book->title); t->size = strlen(book->msg); t->msg_index = strtoint(book->msg); t->archname = add_string(book->arch->name); t->level = book->level; t->next = tl->first_book; tl->first_book = t; tl->number++; /* We have stuff we need to write now */ need_to_write_bookarchive = 1; #ifdef ARCHIVE_DEBUG LOG(llevDebug, "Archiving new title: %s %s (%d)\n", book->name, book->title, msgtype); #endif } /** * Give a new, fancier name to generated * objects of type BOOK and SPELLBOOK. * Aug 96 I changed this so we will attempt to create consistent * authour/title and message content for BOOKs. Also, we will * alter books that match archive entries to the archival * levels and architypes. -b.t. * * @param book * book to alter. Should be of type BOOK. * @param msgtype * what information the book contains. */ static void change_book(object *book, int msgtype) { titlelist *tl; title *t; int tries; if (book->type != BOOK) { LOG(llevError, "change_book_name() called w/ illegal obj type.\n"); return; } tl = get_titlelist(msgtype); t = NULL; tries = 0; /* look to see if our msg already been archived. If so, alter * the book to match the archival text. If we fail to match, * then we archive the new title/name/msg combo if there is * room on the titlelist. */ if (strlen(book->msg) > 5 && (t = find_title(book, msgtype))) { object *tmpbook; sstring marker = object_get_value(book, "knowledge_marker"); /* alter book properties */ tmpbook = create_archetype(t->archname); if (marker != NULL) /* need to copy the knowledge_marker */ object_set_value(tmpbook, "knowledge_marker", marker, 1); object_set_msg(tmpbook, book->msg); object_copy(tmpbook, book); object_free_drop_inventory(tmpbook); book->title = add_string(t->authour); free_string(book->name); book->name = add_string(t->name); book->level = t->level; } else { /* Don't have any default title, so lets make up a new one */ int numb, maxnames = max_titles[msgtype]; const char *old_title; const char *old_name; old_title = book->title ? add_string(book->title) : NULL; old_name = add_string(book->name); /* some pre-generated books have title already set (from * maps), also don't bother looking for unique title if * we already used up all the available names! */ if (!tl) { LOG(llevError, "change_book_name(): can't find title list\n"); numb = 0; } else numb = tl->number; if (numb == maxnames) { #ifdef ARCHIVE_DEBUG LOG(llevDebug, "titles for list %d full (%d possible).\n", msgtype, maxnames); #endif if (old_title != NULL) free_string(old_title); free_string(old_name); return; } /* shouldnt change map-maker books */ if (!book->title) do { /* random book name */ new_text_name(book, msgtype); add_author(book, msgtype); /* random author */ tries++; } while (!unique_book(book, msgtype) && tries < MAX_TITLE_CHECK); /* Now deal with 2 cases. * 1) If no space for a new title exists lets just restore * the old book properties. Remember, if the book had * matchd an older entry on the titlelist, we shouldnt * have called this routine in the first place! * 2) If we got a unique title, we need to add it to * the list. */ if (tries == MAX_TITLE_CHECK) { #ifdef ARCHIVE_DEBUG LOG(llevDebug, "Failed to obtain unique title for %s %s (names:%d/%d)\n", book->name, book->title, numb, maxnames); #endif /* restore old book properties here */ free_string(book->name); free_string(book->title); book->title = old_title != NULL ? add_string(old_title) : NULL; if (RANDOM()%4) { /* Lets give the book a description to individualize it some */ char new_name[MAX_BUF]; snprintf(new_name, MAX_BUF, "%s %s", book_descrpt[RANDOM()%arraysize(book_descrpt)], old_name); book->name = add_string(new_name); } else { book->name = add_string(old_name); } } else if (book->title && strlen(book->msg) > 5) { /* archive if long msg texts */ add_book_to_list(book, msgtype); } if (old_title != NULL) free_string(old_title); free_string(old_name); } } /***************************************************************************** * * This is the start of the area that generates the actual contents * of the book. * *****************************************************************************/ /***************************************************************************** * Monster msg generation code. ****************************************************************************/ /** * Returns a random monster selected from linked * list of all monsters in the current game. * Changed 971225 to be greater than equal to level passed. Also * made choosing by level more random. * * @param level * if non-zero, then only monsters greater than that level will be returned. * @return * random monster, or NULL if failure. */ object *get_random_mon(int level) { objectlink *mon; int i, monnr; /* safety check. Problem w/ init_mon_info list? */ if (!nrofmon || !first_mon_info) return (object *)NULL; if (!level) { /* lets get a random monster from the mon_info linked list */ monnr = RANDOM()%nrofmon; for (mon = first_mon_info, i = 0; mon; mon = mon->next, i++) if (i == monnr) break; if (!mon) { LOG(llevError, "get_random_mon: Didn't find a monster when we should have\n"); return NULL; } return mon->ob; } /* Case where we are searching by level. Redone 971225 to be clearer * and more random. Before, it looks like it took a random monster from * the list, and then returned the first monster after that which was * appropriate level. This wasn't very random because if you had a * bunch of low level monsters and then a high level one, if the random * determine took one of the low level ones, it would just forward to the * high level one and return that. Thus, monsters that immediately followed * a bunch of low level monsters would be more heavily returned. It also * means some of the dragons would be poorly represented, since they * are a group of high level monsters all around each other. */ /* First count number of monsters meeting level criteria */ for (mon = first_mon_info, i = 0; mon; mon = mon->next) if (mon->ob->level >= level) i++; if (i == 0) { LOG(llevError, "get_random_mon() couldn't return monster for level %d\n", level); return NULL; } monnr = RANDOM()%i; for (mon = first_mon_info; mon; mon = mon->next) if (mon->ob->level >= level && monnr-- == 0) return mon->ob; LOG(llevError, "get_random_mon(): didn't find a monster when we should have\n"); return NULL; } /** * Returns a description of the monster. This really needs to be * redone, as describe_item really gives a pretty internal description. * * @param mon * monster to describe. * @return * new StringBuffer containing the description. */ static StringBuffer *mon_desc(const object *mon) { StringBuffer *desc = stringbuffer_new(); stringbuffer_append_printf(desc, "\n---\n *** %s ***\n", mon->name); describe_item(mon, NULL, 0, desc); return desc; } /** * This function returns the next monster after 'tmp' in the monster list. * * @param tmp * monster. * @return * next monster, or if no match is found, it returns NULL. * * @note * list is considered circular, asking for the next of the last element will return the first one. */ static object *get_next_mon(const object *tmp) { objectlink *mon; for (mon = first_mon_info; mon; mon = mon->next) if (mon->ob == tmp) break; /* didn't find a match */ if (!mon) return NULL; if (mon->next) return mon->next->ob; else return first_mon_info->ob; } /** * Generate a message detailing the properties of randomly monster(s), and add relevant knowledge markers. * * @param level * book level. * @param booksize * size (in characters) of the book we want. * @param book * book in which we will put the information. * @return * StringBuffer containing the information. */ static StringBuffer *mon_info_msg(int level, size_t booksize, object *book) { object *tmp; StringBuffer *marker = stringbuffer_new(), *desc = stringbuffer_new(), *mon = NULL; int added = 0; sstring final; const char *sep = ":"; /*preamble */ stringbuffer_append_string(desc, "This beastiary contains:"); stringbuffer_append_string(marker, "monster"); /* lets print info on as many monsters as will fit in our * document. * 8-96 Had to change this a bit, otherwise there would * have been an impossibly large number of combinations * of text! (and flood out the available number of titles * in the archive in a snap!) -b.t. */ for (tmp = get_random_mon(level*3); tmp; tmp = get_next_mon(tmp)) { /* monster description */ mon = mon_desc(tmp); if (stringbuffer_length(desc) + stringbuffer_length(mon) >= booksize) break; added++; stringbuffer_append_printf(marker, "%s%s", sep, tmp->arch->name); sep = "/"; stringbuffer_append_stringbuffer(desc, mon); stringbuffer_delete(mon); mon = NULL; } if (mon != NULL) { stringbuffer_delete(mon); } final = stringbuffer_finish_shared(marker); if (added) object_set_value(book, "knowledge_marker", final, 1); free_string(final); return desc; } /***************************************************************************** * Artifact msg generation code. ****************************************************************************/ /** * Describe an artifact. * @param art artifact to describe. * @param al list art is part of. * @param message if non zero, and the artifact has a suitable message, add it to the description. * @param art_name index in ::art_name_array the artifact is in. * @param separator if non zero, a separator is inserted at the start of the description. * @return newly allocated StringBuffer* containing the description. */ static StringBuffer *artifact_describe(const artifact *art, const artifactlist *al, int message, int art_name, int separator) { object *tmp; int chance; StringBuffer *desc = stringbuffer_new(), *sbuf; if (separator) stringbuffer_append_string(desc, "---\n"); /* Name */ if (art->allowed != NULL) { archetype *arch; linked_char *temp = art->allowed; int inv = 0, w; assert(art->allowed_size > 0); if (art->allowed_size > 1) w = 1 + RANDOM() % art->allowed_size; else w = 1; while (w > 1) { assert(temp); temp = temp->next; w--; } if (temp->name[0] == '!') inv = 1; /** @todo check archetype when loading archetypes, not here */ arch = try_find_archetype(temp->name + inv); if (!arch) arch = find_archetype_by_object_name(temp->name + inv); if (!arch) LOG(llevError, "artifact_msg: missing archetype %s for artifact %s (type %d)\n", temp->name + inv, art->item->name, art->item->type); else { if (inv) stringbuffer_append_printf(desc, " A %s (excepted %s) of %s", art_name_array[art_name].name, arch->clone.name_pl, art->item->name); else stringbuffer_append_printf(desc, " A %s of %s", arch->clone.name, art->item->name); } } else { /* default name is used */ /* use the base 'generic' name for our artifact */ stringbuffer_append_printf(desc, " The %s of %s", art_name_array[art_name].name, art->item->name); } /* chance of finding */ stringbuffer_append_string(desc, " is "); chance = 100*((float)art->chance/al->total_chance); if (chance >= 20) stringbuffer_append_string(desc, "an uncommon"); else if (chance >= 10) stringbuffer_append_string(desc, "an unusual"); else if (chance >= 5) stringbuffer_append_string(desc, "a rare"); else stringbuffer_append_string(desc, "a very rare"); /* value of artifact */ stringbuffer_append_printf(desc, " item with a value that is %d times normal.\n", art->item->value); /* include the message about the artifact, if exists, and book * level is kinda high */ if (message && !(strlen(art->item->msg) > BOOK_BUF)) stringbuffer_append_string(desc, art->item->msg); /* properties of the artifact */ tmp = object_new(); add_abilities(tmp, art->item); tmp->type = al->type; SET_FLAG(tmp, FLAG_IDENTIFIED); sbuf = describe_item(tmp, NULL, 0, NULL); if (stringbuffer_length(sbuf) > 1) { stringbuffer_append_string(desc, " Properties of this artifact include:\n "); stringbuffer_append_stringbuffer(desc, sbuf); stringbuffer_append_string(desc, "\n"); } free(stringbuffer_finish(sbuf)); object_free_drop_inventory(tmp); return desc; } /** * Generate a message detailing the properties * of 1-6 artifacts drawn sequentially from the artifact list. * * @param level * level of the book. * @param booksize * maximum length of the book. * @return * new StringBuffer containing the dsecription. */ static StringBuffer *artifact_msg(unsigned int level, size_t booksize) { const artifactlist *al; const artifact *art; int i, type, index; int book_entries = level > 5 ? RANDOM()%3+RANDOM()%3+2 : RANDOM()%level+1; StringBuffer *desc, *message = stringbuffer_new(); /* values greater than 5 create msg buffers that are too big! */ if (book_entries > 5) book_entries = 5; /* lets determine what kind of artifact type randomly. * Right now legal artifacts only come from those listed * in art_name_array. Also, we check to be sure an artifactlist * for that type exists! */ i = 0; do { index = RANDOM()%arraysize(art_name_array); type = art_name_array[index].type; al = find_artifactlist(type); i++; } while (al == NULL && i < 10); if (i == 10) { /* Unable to find a message */ stringbuffer_append_string(message, "None"); return message; } /* There is no reason to start on the artifact list at the beginning. Lets * take our starting position randomly... */ art = al->items; for (i = RANDOM()%level+RANDOM()%2+1; i > 0; i--) { if (art == NULL) art = al->items; /* hmm, out of stuff, loop back around */ art = art->next; } /* Ok, lets print out the contents */ stringbuffer_append_printf(message, "Herein %s detailed %s...\n", book_entries > 1 ? "are" : "is", book_entries > 1 ? "some artifacts" : "an artifact"); i = 0; /* artifact msg attributes loop. Lets keep adding entries to the 'book' * as long as we have space up to the allowed max # (book_entires) */ while (book_entries > 0) { int with_message; if (art == NULL) art = al->items; with_message = (art->item->msg && RANDOM()%4+1 < level) ? 1 : 0; desc = artifact_describe(art, al, with_message, index, i++); if (stringbuffer_length(message) + stringbuffer_length(desc) >= booksize) { stringbuffer_delete(desc); break; } stringbuffer_append_stringbuffer(message, desc); stringbuffer_delete(desc); art = art->next; book_entries--; } return message; } /***************************************************************************** * Spellpath message generation *****************************************************************************/ /** * Generate a message detailing the member incantations/prayers (and some of their * properties) belonging to a random spellpath. * * @param level * level of the book. * @param booksize * maximumlength of the book. * @param buf * where to store the message. If not NULL, it is supposed to contain the message header. * @return * buf, newly allocated StringBuffer if buf is NULL. */ static StringBuffer *spellpath_msg(int level, size_t booksize, StringBuffer *buf) { int path = RANDOM()%NRSPELLPATHS, prayers = RANDOM()%2; int did_first_sp = 0; uint32_t pnum = spellpathdef[path]; archetype *at; if (buf == NULL) { buf = stringbuffer_new(); /* Preamble */ stringbuffer_append_printf(buf, "Herein are detailed the names of %s", prayers ? "prayers" : "incantations"); stringbuffer_append_printf(buf, " belonging to the path of %s:\n ", spellpathnames[path]); } for (at = first_archetype; at != NULL; at = at->next) { /* Determine if this is an appropriate spell. Must * be of matching path, must be of appropriate type (prayer * or not), and must be within the valid level range. */ if (at->clone.type == SPELL && at->clone.path_attuned&pnum && ((at->clone.stats.grace && prayers) || (at->clone.stats.sp && !prayers)) && at->clone.level < level*8) { if (strlen(at->clone.name) + stringbuffer_length(buf) >= booksize) break; if (did_first_sp) stringbuffer_append_string(buf, ",\n "); did_first_sp = 1; stringbuffer_append_string(buf,at->clone.name); } } /* Geez, no spells were generated. */ if (!did_first_sp) { if (RANDOM()%4) { /* usually, lets make a recursive call... */ return spellpath_msg(level, booksize, buf); } /* give up, cause knowing no spells exist for path is info too. need the header too. */ stringbuffer_append_string(buf, "- no known spells exist -\n"); } return buf; } /** * Generate a message detailing the properties of a randomly selected alchemical formula. * * @param book * book we write to. * @param level * level for formulaes and such. */ static void make_formula_book(object *book, int level) { recipelist *fl; recipe *formula; int chance, count = 0; const char *op_name; archetype *at; StringBuffer *text, *title; char *final, km[MAX_BUF]; /* the higher the book level, the more complex (ie number of * ingredients) the formula can be. */ fl = get_formulalist((RANDOM()%level)/3+1); if (!fl) fl = get_formulalist(1); /* safety */ if (fl->total_chance == 0) { object_set_msg(book, " \n"); new_text_name(book, MSGTYPE_ALCHEMY); add_author(book, MSGTYPE_ALCHEMY); return; } /* get a random formula, weighted by its bookchance */ chance = RANDOM()%fl->total_chance; for (formula = fl->items; formula != NULL; formula = formula->next) { chance -= formula->chance; if (chance <= 0 && formula->chance != 0 && !formula->is_combination) break; } if (!formula || formula->arch_names <= 0) { object_set_msg(book, " \n"); new_text_name(book, MSGTYPE_ALCHEMY); add_author(book, MSGTYPE_ALCHEMY); return; } /* looks like a formula was found. Base the amount * of information on the booklevel and the spellevel * of the formula. */ op_name = formula->arch_name[RANDOM()%formula->arch_names]; at = find_archetype(op_name); if (at == (archetype *)NULL) { LOG(llevError, "formula_msg() can't find arch %s for formula.\n", op_name); object_set_msg(book, " \n"); new_text_name(book, MSGTYPE_ALCHEMY); add_author(book, MSGTYPE_ALCHEMY); return; } op_name = at->clone.name; text = stringbuffer_new(); title = stringbuffer_new(); /* preamble */ stringbuffer_append_printf(text, "Herein is described a project using %s:\n", formula->skill ? formula->skill : "an unknown skill"); /* item name */ if (strcmp(formula->title, "NONE")) { stringbuffer_append_printf(text, "The %s of %s", op_name, formula->title); /* This results in things like pile of philo. sulfur. * while philo. sulfur may look better, without this, * you get things like 'the wise' because its missing the * water of section. */ stringbuffer_append_printf(title, "%s: %s of %s", formula_book_name[RANDOM()%arraysize(formula_book_name)], op_name, formula->title); } else { stringbuffer_append_printf(text, "The %s", op_name); stringbuffer_append_printf(title, "%s: %s", formula_book_name[RANDOM()%arraysize(formula_book_name)], op_name); if (at->clone.title) { stringbuffer_append_printf(text, " %s", at->clone.title); stringbuffer_append_printf(title, " %s", at->clone.title); } } /* Lets name the book something meaningful ! */ if (book->name) free_string(book->name); book->name = stringbuffer_finish_shared(title); if (book->title) { free_string(book->title); book->title = NULL; } /* ingredients to make it */ if (formula->ingred != NULL) { linked_char *next; archetype *at; char name[MAX_BUF]; at = find_archetype(formula->cauldron); if (at) query_name(&at->clone, name, MAX_BUF); else snprintf(name, sizeof(name), "an unknown place"); stringbuffer_append_printf(text, " may be made at %s using the following ingredients:\n", name); for (next = formula->ingred; next != NULL; next = next->next) { count++; stringbuffer_append_printf(text, "%s\n", next->name); } } else { LOG(llevError, "formula_msg() no ingredient list for object %s of %s\n", op_name, formula->title); stringbuffer_append_string(text, "\n"); } final = stringbuffer_finish(text); object_set_msg(book, final); free(final); /** knowledge marker */ /** @todo this would be better in knowledge.c, except this file is in server, not common... */ snprintf(km, sizeof(km), "alchemy:%d:%d:%s", count, formula->index, formula->title); object_set_value(book, "knowledge_marker", km, 1); } /** * Generate a message drawn randomly from lib/messages. * * @param book * book to fill. * @param booksize * length of the book we want. * @return * message to put into book, newly allocated StringBuffer the caller should free. */ static StringBuffer *msgfile_msg(object *book, size_t booksize) { int weight; GeneralMessage *msg = NULL; StringBuffer *ret = stringbuffer_new(); /* get a random message for the 'book' from linked list */ if (msg_total_chance > 0) { assert(first_msg != NULL); msg = first_msg; weight = (RANDOM() % msg_total_chance); while (msg) { weight -= msg->chance; if (weight < 0) break; msg = msg->next; } /* if msg is NULL, then something is really wrong in the computation! */ assert(msg != NULL); } if (msg && strlen(msg->message) <= booksize) { stringbuffer_append_string(ret, msg->message); if (msg->identifier != NULL) { char km[HUGE_BUF]; /** knowledge marker */ /** @todo this would be better in knowledge.c, except this file is in server, not common... */ snprintf(km, sizeof(km), "message:%s", msg->identifier); object_set_value(book, "knowledge_marker", km, 1); } if (msg->quest_code) { /* add a 'apply' hook to launch the quest */ archetype *at = find_archetype("quest_advance_apply"); if (at != NULL) { object *event = object_create_arch(at); FREE_AND_COPY(event->name, msg->quest_code); object_insert_in_ob(event, book); } } } else stringbuffer_append_string(ret, "\n "); return ret; } /** * Generate a message detailing the properties * of a random god. Used by the book hack. b.t. * * @param level * number of elements to give. * @param booksize * desired length of the book. * @param book * book we're writing the information to, for knowledge management. * @return * StringBuffer with the information that the caller is responsible for cleaning, * NULL if information overflows the booksize. */ static StringBuffer *god_info_msg(int level, size_t booksize, object *book) { int what = 0; const object *god = pntr_to_god_obj(get_rand_god()); StringBuffer *desc = NULL; if (!god) return NULL; /* oops, problems... */ if (booksize > BOOK_BUF) { LOG(llevError, "common/readable.c:god_info_msg() - passed in booksize (%lu) is larger than book buffer (%d)\n", (unsigned long)booksize, BOOK_BUF); booksize = BOOK_BUF; } if (level >= 2 && RANDOM()%2) { what |= GOD_ENEMY; } if (level >= 3 && RANDOM()%2) { what |= GOD_HOLYWORD; } if (level >= 4 && RANDOM()%2) { what |= GOD_RESISTANCES; } if (level >= 5 && RANDOM()%2) { what |= GOD_SACRED; } if (level >= 6 && RANDOM()%2) { what |= GOD_BLESSED; } if (level >= 8 && RANDOM()%2) { what |= GOD_IMMUNITIES; } if (level >= 12 && RANDOM()%2) { what |= GOD_PATHS; } desc = stringbuffer_new(); what = describe_god(god, what, desc, booksize); /* check to be sure new buffer size dont exceed either * the maximum buffer size, or the 'natural' size of the * book... */ if (stringbuffer_length(desc) > 1 && stringbuffer_length(desc) <= booksize) { char buf[BOOK_BUF]; snprintf(buf, sizeof(buf), "god:%s:%d", god->name, what); object_set_value(book, "knowledge_marker", buf, 1); return desc; } stringbuffer_delete(desc); return NULL; } /** * The main routine. This chooses a random * message to put in given readable object (type==BOOK) which will * be referred hereafter as a 'book'. We use the book level to de- * termine the value of the information we will insert. Higher * values mean the book will (generally) have better/more info. * See individual cases as to how this will be utilized. * "Book" name/content length are based on the weight of the * document. If the value of msg_type is negative, we will randomly * choose the kind of message to generate. * -b.t. thomas@astro.psu.edu * * @param book * the object we are creating into. Must be a book, can have a level. * @param msg_type * if it is a positive value, we use that to determine the * message type - otherwise a random value is used. */ void tailor_readable_ob(object *book, int msg_type) { int level = book->level ? RANDOM()%book->level+1 : 1; size_t book_buf_size; StringBuffer *message = NULL; /* safety */ if (book->type != BOOK) return; if (level <= 0) return; /* if no level no point in doing any more... */ /* Max text length this book can have. */ book_buf_size = BOOKSIZE(book); book_buf_size -= strlen("\n"); /* Keep enough for final \n. */ assert(book_buf_size < BOOK_BUF); /* &&& The message switch &&& */ /* Below all of the possible types of messages in the "book"s. */ /* * IF you add a new type of book msg, you will have to do several things. * 1) make sure there is an entry in the msg switch below! * 2) make sure there is an entry in max_titles[] array. * 3) make sure there are entries for your case in new_text_title() * and add_authour(). * 4) you may want separate authour/book name arrays in read.h */ if (msg_type >= (int)arraysize(max_titles)) msg_type = 0; msg_type = msg_type > 0 ? msg_type : (int)(RANDOM()%6); switch (msg_type) { case MSGTYPE_MONSTER: message = mon_info_msg(level, book_buf_size, book); break; case MSGTYPE_ARTIFACT: message = artifact_msg(level, book_buf_size); break; case MSGTYPE_SPELLPATH: /* grouping incantations/prayers by path */ message = spellpath_msg(level, book_buf_size, NULL); break; case MSGTYPE_ALCHEMY: /* describe an alchemy formula */ make_formula_book(book, level); /* make_formula_book already gives title */ return; break; case MSGTYPE_GODS: /* bits of information about a god */ message = god_info_msg(level, book_buf_size, book); break; case MSGTYPE_LIB: /* use info list in lib/ */ default: message = msgfile_msg(book, book_buf_size); break; } if (message != NULL) { char *final; stringbuffer_append_string(message, "\n"); final = stringbuffer_finish(message); object_set_msg(book, final); free(final); /* lets give the "book" a new name, which may be a compound word */ change_book(book, msg_type); } } /***************************************************************************** * * Cleanup routine for readable stuff. * *****************************************************************************/ /** * Free all readable-related information. */ void free_all_readable(void) { titlelist *tlist, *tnext; title *title1, *titlenext; GeneralMessage *lmsg, *nextmsg; objectlink *monlink, *nextmon; LOG(llevDebug, "freeing all book information\n"); for (tlist = booklist; tlist != NULL; tlist = tnext) { tnext = tlist->next; for (title1 = tlist->first_book; title1; title1 = titlenext) { titlenext = title1->next; if (title1->name) free_string(title1->name); if (title1->authour) free_string(title1->authour); if (title1->archname) free_string(title1->archname); free(title1); } free(tlist); } for (lmsg = first_msg; lmsg; lmsg = nextmsg) { nextmsg = lmsg->next; if (lmsg->identifier) free_string(lmsg->identifier); if (lmsg->title) free_string(lmsg->title); if (lmsg->message) free_string(lmsg->message); if (lmsg->quest_code) free_string(lmsg->quest_code); free(lmsg); } for (monlink = first_mon_info; monlink; monlink = nextmon) { nextmon = monlink->next; free(monlink); } } /***************************************************************************** * * Writeback routine for updating the bookarchive. * ****************************************************************************/ /** * Write out the updated book archive to bookarch file. */ void write_book_archive(void) { FILE *fp; OutputFile of; int index; char fname[MAX_BUF]; title *book; titlelist *bl; /* If nothing changed, don't write anything */ if (!need_to_write_bookarchive) return; snprintf(fname, sizeof(fname), "%s/bookarch", settings.localdir); LOG(llevDebug, "Updating book archive: %s...\n", fname); fp = of_open(&of, fname); if (fp == NULL) return; for (bl = get_titlelist(0), index = 0; bl; bl = bl->next, index++) { for (book = bl->first_book; book; book = book->next) if (book && book->authour) { fprintf(fp, "title %s\n", book->name); fprintf(fp, "authour %s\n", book->authour); fprintf(fp, "arch %s\n", book->archname); fprintf(fp, "level %d\n", book->level); fprintf(fp, "type %d\n", index); /* C89 doesn't have %zu... */ fprintf(fp, "size %lu\n", (unsigned long)book->size); fprintf(fp, "index %d\n", book->msg_index); fprintf(fp, "end\n"); } } if (!of_close(&of)) return; if (chmod(fname, SAVE_MODE) != 0) { LOG(llevError, "Could not set permissions on '%s'\n", fname); } need_to_write_bookarchive = 0; } /** * Get the readable type for an object (hopefully book). * @param readable * object for which we want the readable type. * @return * type of the book. Will never be NULL. */ const readable_message_type *get_readable_message_type(object *readable) { uint8_t subtype = readable->subtype; if (subtype > last_readable_subtype) return &readable_message_types[0]; return &readable_message_types[subtype]; } /** * Find the message from its identifier. * @param identifier message's identifier. * @return corresponding message, NULL if no such message. */ const GeneralMessage *get_message_from_identifier(const char *identifier) { GeneralMessage *msg = first_msg; while (msg && ((msg->identifier == 0) || (strcmp(msg->identifier, identifier) != 0))) msg = msg->next; return msg; } /** * Get a message's title. * @param message message, must not be NULL. * @return title. */ sstring get_message_title(const GeneralMessage *message) { return message->title; } /** * Get a message's body. * @param message message, must not be NULL. * @return body. */ sstring get_message_body(const GeneralMessage *message) { return message->message; } /** * Get a message's face. * @param message message, must not be NULL. * @return face, -1 if not defined. */ const Face *get_message_face(const GeneralMessage *message) { return message->face; } crossfire-1.75.0/common/utils.c000644 001751 001751 00000042241 13775114567 017302 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file utils.c * General convenience functions for crossfire. * * The random functions here take luck into account when rolling random * dice or numbers. This function has less of an impact the larger the * difference becomes in the random numbers. IE, the effect is lessened * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers, * to specifically disable luck in certain rolls, simply by making the * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3) */ #include "global.h" #include #include #include #include #include "sproto.h" /** * Roll a random number between min and max. Uses op to determine luck, * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. * * Generally, op should be the player/caster/hitter requesting the roll, * not the recipient (ie, the poor slob getting hit). [garbled 20010916] */ int random_roll(int min, int max, const object *op, int goodbad) { int omin, diff, luck, base, ran; omin = min; diff = max-min+1; ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ if (max < 1 || diff < 1) { LOG(llevError, "Calling random_roll with min=%d max=%d\n", min, max); return(min); /* avoids a float exception */ } ran = RANDOM(); if (op->type != PLAYER) return((ran%diff)+min); luck = op->stats.luck; if (RANDOM()%base < (unsigned int)MIN(10, abs(luck))) { /* we have a winner */ ((luck > 0) ? (luck = 1) : (luck = -1)); diff -= luck; if (diff < 1) return(omin); /*check again*/ ((goodbad) ? (min += luck) : (diff)); return(MAX(omin, MIN(max, (ran%diff)+min))); } return((ran%diff)+min); } /** * This is a 64 bit version of random_roll() above. This is needed * for exp loss calculations for players changing religions. */ int64_t random_roll64(int64_t min, int64_t max, const object *op, int goodbad) { int64_t omin, diff, ran; int8_t luck; int base; omin = min; diff = max-min+1; ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ if (max < 1 || diff < 1) { LOG(llevError, "Calling random_roll with min=%"FMT64" max=%"FMT64"\n", min, max); return(min); /* avoids a float exception */ } /* Don't know of a portable call to get 64 bit random values. * So make a call to get two 32 bit random numbers, and just to * a little byteshifting. Do make sure the first one is only * 32 bit, so we don't get skewed results */ ran = (RANDOM()&0xffffffff)|((int64_t)RANDOM()<<32); if (op->type != PLAYER) return((ran%diff)+min); luck = op->stats.luck; if (RANDOM()%base < (unsigned int)MIN(10, abs(luck))) { /* we have a winner */ ((luck > 0) ? (luck = 1) : (luck = -1)); diff -= luck; if (diff < 1) return (omin); /*check again*/ ((goodbad) ? (min += luck) : (diff)); return (MAX(omin, MIN(max, (ran%diff)+min))); } return ((ran%diff)+min); } /** * Roll a number of dice (2d3, 4d6). Uses op to determine luck, * If goodbad is non-zero, luck increases the roll, if zero, it decreases. * Generally, op should be the player/caster/hitter requesting the roll, * not the recipient (ie, the poor slob getting hit). * The args are num D size (ie 4d6) [garbled 20010916] */ int die_roll(int num, int size, const object *op, int goodbad) { int min, diff, luck, total, i, gotlucky, base, ran; diff = size; min = 1; luck = total = gotlucky = 0; ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ if (size < 2 || diff < 1) { LOG(llevError, "Calling die_roll with num=%d size=%d\n", num, size); return(num); /* avoids a float exception */ } if (op->type == PLAYER) luck = op->stats.luck; for (i = 0; i < num; i++) { if (RANDOM()%base < (unsigned int)MIN(10, abs(luck)) && !gotlucky) { /* we have a winner */ gotlucky++; ((luck > 0) ? (luck = 1) : (luck = -1)); diff -= luck; if (diff < 1) return(num); /*check again*/ ((goodbad) ? (min += luck) : (diff)); ran = RANDOM(); total += MAX(1, MIN(size, (ran%diff)+min)); } else { total += RANDOM()%size+1; } } return(total); } /** * Returns a number between min and max. * * It is suggested one use these functions rather than RANDOM()%, as it * would appear that a number of off-by-one-errors exist due to improper * use of %. This should also prevent SIGFPE. */ int rndm(int min, int max) { int diff; diff = max-min+1; if (max < 1 || diff < 1) return (min); return (RANDOM()%diff+min); } /** * Decay and destroy persihable items in a map */ void decay_objects(mapstruct *m) { int x, y, destroy; if (m->unique) return; for (x = 0; x < MAP_WIDTH(m); x++) for (y = 0; y < MAP_HEIGHT(m); y++) FOR_MAP_PREPARE(m, x, y, op) { destroy = 0; if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) break; if (QUERY_FLAG(op, FLAG_IS_FLOOR) || QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) || QUERY_FLAG(op, FLAG_UNIQUE) || QUERY_FLAG(op, FLAG_OVERLAY_FLOOR) || QUERY_FLAG(op, FLAG_UNPAID) || IS_LIVE(op)) continue; if (op->head) /* Don't try to remove a non head part of a multipart object, object_remove() would abort(). */ continue; /* otherwise, we decay and destroy */ if (IS_WEAPON(op)) { op->stats.dam--; if (op->stats.dam < 0) destroy = 1; } else if (IS_ARMOR(op) || IS_SHIELD(op) || op->type == GIRDLE || op->type == GLOVES || op->type == CLOAK) { op->stats.ac--; if (op->stats.ac < 0) destroy = 1; } else if (op->type == FOOD) { op->stats.food -= rndm(5, 20); if (op->stats.food < 0) destroy = 1; } else { if (op->material&M_PAPER || op->material&M_LEATHER || op->material&M_WOOD || op->material&M_ORGANIC || op->material&M_CLOTH || op->material&M_LIQUID) destroy = 1; if (op->material&M_IRON && rndm(1, 5) == 1) destroy = 1; if (op->material&M_GLASS && rndm(1, 2) == 1) destroy = 1; if ((op->material&M_STONE || op->material&M_ADAMANT) && rndm(1, 10) == 1) destroy = 1; if ((op->material&M_SOFT_METAL || op->material&M_BONE) && rndm(1, 3) == 1) destroy = 1; if (op->material&M_ICE && rndm(0, 100) > 70) destroy = 1; } /* adjust overall chance below */ if (destroy && rndm(0, 1)) { object_remove(op); object_free_drop_inventory(op); } } FOR_MAP_FINISH(); } /** * Convert materialname to materialtype_t * * @todo * why use a break? */ materialtype_t *name_to_material(const char *name) { materialtype_t *mt, *nmt; mt = NULL; for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next) { if (strcmp(name, nmt->name) == 0) { mt = nmt; break; } } return mt; } /** * When doing transmutation of objects, we have to recheck the resistances, * as some that did not apply previously, may apply now. * * Only works on armors. */ void transmute_materialname(object *op, const object *change) { materialtype_t *mt; int j; if (op->materialname == NULL) return; if (change->materialname != NULL && strcmp(op->materialname, change->materialname)) return; if (!(IS_ARMOR(op) || IS_SHIELD(op) || op->type == GIRDLE || op->type == GLOVES || op->type == CLOAK)) return; mt = name_to_material(op->materialname); if (!mt) { LOG(llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", op->arch->name, op->name, op->materialname); return; } for (j = 0; j < NROFATTACKS; j++) if (op->resist[j] == 0 && change->resist[j] != 0) { op->resist[j] += mt->mod[j]; if (op->resist[j] > 100) op->resist[j] = 100; if (op->resist[j] < -100) op->resist[j] = -100; } } /** * Set the material name and type for an item, if not set. * @param op item to set the material for. */ void set_materialname(object *op) { materialtype_t *mt; if (op->materialname != NULL) return; for (mt = materialt; mt != NULL; mt = mt->next) { if (op->material&mt->material) { break; } } if (mt != NULL) { op->materialname = add_string(mt->name); return; } } /** * Finds a string in a string. * * @todo * isn't there another function (porting.c?) for that? */ const char *strrstr(const char *haystack, const char *needle) { const char *lastneedle; lastneedle = NULL; while ((haystack = strstr(haystack, needle)) != NULL) { lastneedle = haystack; haystack++; } return lastneedle; } #define EOL_SIZE (sizeof("\n")-1) /** * Removes endline from buffer (modified in place). */ void strip_endline(char *buf) { if (strlen(buf) < sizeof("\n")) { return; } if (!strcmp(buf+strlen(buf)-EOL_SIZE, "\n")) buf[strlen(buf)-EOL_SIZE] = '\0'; } /** * Replace in string src all occurrences of key by replacement. The resulting * string is put into result; at most resultsize characters (including the * terminating null character) will be written to result. */ void replace(const char *src, const char *key, const char *replacement, char *result, size_t resultsize) { size_t resultlen; size_t keylen; /* special case to prevent infinite loop if key==replacement=="" */ if (strcmp(key, replacement) == 0) { strlcpy(result, src, resultsize); return; } keylen = strlen(key); resultlen = 0; while (*src != '\0' && resultlen+1 < resultsize) { if (strncmp(src, key, keylen) == 0) { snprintf(result+resultlen, resultsize-resultlen, "%s", replacement); resultlen += strlen(result+resultlen); src += keylen; } else { result[resultlen++] = *src++; } } result[resultlen] = '\0'; } /** * Taking a string as an argument, mutate it into a string that looks like a list. * * A 'list' for the purposes here is a string of items, seperated by commas, except * for the last entry, which has an 'and' before it, and a full stop (period) after it. * * This function will also strip all trailing non alphanumeric characters. * * It does not insert an oxford comma. * * @param input * string to transform. Will be overwritten. Must be long enough to contain the modified string. * * @todo * use safe string functions. */ void make_list_like(char *input) { char *p, tmp[MAX_BUF]; int i; if (!input || strlen(input) > MAX_BUF-5) return; /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */ strncpy(tmp, input, MAX_BUF-5); /*trim all trailing commas, spaces etc.*/ for (i = strlen(tmp); i >= 0 && !isalnum(tmp[i]); i--) { tmp[i] = '\0'; } strcat(tmp, "."); p = strrchr(tmp, ','); if (p) { *p = '\0'; strcpy(input, tmp); p++; strcat(input, " and"); strcat(input, p); } else strcpy(input, tmp); return; } /** * Returns a random direction (1..8). * * @return * the random direction. */ int get_random_dir(void) { return rndm(1, 8); } /** * Returns a random direction (1..8) similar to a given direction. * * @param dir * the exact direction * @return * the randomized direction */ int get_randomized_dir(int dir) { return absdir(dir+RANDOM()%3+RANDOM()%3-2); } /** * Adjusts a given direction by +/-1 towards a destination direction. * * @param dir * the direction to adjust * @param destination_dir * the destination direction to adjust towards * @return * the adjusted direction */ int adjust_dir(int dir, int destination_dir) { int diff; diff = (destination_dir-dir)&7; if (1 <= diff && diff <= 3) dir++; else if (5 <= diff && diff <= 7) dir--; else if (rndm(0, 1) == 0) dir++; else dir--; return absdir(dir); } /** * Replaces any unprintable character in the given buffer with a space. * * @param buf * the buffer to modify */ void replace_unprintable_chars(char *buf) { char *p; for (p = buf; *p != '\0'; p++) { if (*p < ' ') { *p = ' '; } } } /** * Splits a string delimited by passed in sep value into characters into an array of strings. * * @param str * the string to be split; will be modified * @param array * the string array; will be filled with pointers into str * @param array_size * the number of elements in array; if str contains more fields * excess fields are not split but included into the last element * @param sep * seperator to use. * @return * the number of elements found; always less or equal to * array_size */ size_t split_string(char *str, char *array[], size_t array_size, char sep) { char *p; size_t pos; if (array_size <= 0) return 0; if (*str == '\0') { array[0] = str; return 1; } pos = 0; p = str; while (pos < array_size) { array[pos++] = p; while (*p != '\0' && *p != sep) p++; if (pos >= array_size) break; if (*p != sep) break; *p++ = '\0'; } return pos; } /** * Describe the specified path attenuation. * @param attenuation string describing if "Attenued", "Denied", "Repelled". * @param value path value to describe. * @param buf where to describe, can be NULL. * @return buf, newly allocated StringBuffer the caller should free if buf was NULL. */ StringBuffer *describe_spellpath_attenuation(const char *attenuation, int value, StringBuffer *buf) { if (buf == NULL) buf = stringbuffer_new(); if (value) { int i, j = 0; stringbuffer_append_printf(buf, "(%s: ", attenuation); for (i = 0; i < NRSPELLPATHS; i++) if (value&(1<. */ /** * @file * Everything concerning artifacts. * @see page_treasure_list */ #include "global.h" #include #include #include #include "loader.h" int artifact_init; /**< 1 if doing archetypes initialization */ /** * Allocate and return the pointer to an empty artifactlist structure. * * @return * new structure blanked, never NULL. * * @note * will fatal() if memory error. */ static artifactlist *get_empty_artifactlist(void) { artifactlist *tl = (artifactlist *)malloc(sizeof(artifactlist)); if (tl == NULL) fatal(OUT_OF_MEMORY); tl->next = NULL; tl->items = NULL; tl->total_chance = 0; return tl; } /** * Allocate and return the pointer to an empty artifact structure. * * @return * new structure blanked, never NULL. * * @note * will fatal() if memory error. */ static artifact *get_empty_artifact(void) { artifact *t = (artifact *)malloc(sizeof(artifact)); if (t == NULL) fatal(OUT_OF_MEMORY); t->item = NULL; t->next = NULL; t->chance = 0; t->difficulty = 0; t->allowed = NULL; t->allowed_size = 0; return t; } /** * Frees a link structure and its next items. * * @param lc * item to free. Pointer is free()d too, so becomes invalid. */ static void free_charlinks(linked_char *lc) { if (lc->next) free_charlinks(lc->next); free(lc); } /** * Totally frees an artifact, its next items, and such. * * @param at * artifact to free. Pointer is free()d too, so becomes invalid. * * @note * Objects at->item are malloc()ed by init_artifacts(), so can simply be free()d. * * But artifact inventory is a 'real' object, that may be created for 'old' objects. So should be * destroyed through object_free_drop_inventory(). Note that it isn't on the usual item list, so some tweaking is required. */ static void free_artifact(artifact *at) { object *next; if (at->next) free_artifact(at->next); if (at->allowed) free_charlinks(at->allowed); while (at->item) { next = at->item->next; if (at->item->name) free_string(at->item->name); if (at->item->name_pl) free_string(at->item->name_pl); if (at->item->msg) free_string(at->item->msg); if (at->item->title) free_string(at->item->title); object_free_key_values(at->item); free(at->item); at->item = next; } free(at); } /** * Free specified list and its items. * * @param al * list to free. Pointer is free()d too, so becomes invalid. */ static void free_artifactlist(artifactlist *al) { artifactlist *nextal; for (; al != NULL; al = nextal) { nextal = al->next; if (al->items) { free_artifact(al->items); } free(al); } } /** * Free all artifact-related information. */ void free_all_artifacts(void) { free_artifactlist(first_artifactlist); first_artifactlist = NULL; } /** Give 1 re-roll attempt per artifact */ #define ARTIFACT_TRIES 2 /** * Decides randomly which artifact the object should be * turned into. Makes sure that the item can become that * artifact (means magic, difficulty, and Allowed fields properly). * Then calls give_artifact_abilities in order to actually create * the artifact. */ void generate_artifact(object *op, int difficulty) { const artifactlist *al; const artifact *art; int i; al = find_artifactlist(op->type); if (al == NULL) { return; } for (i = 0; i < ARTIFACT_TRIES; i++) { int roll = RANDOM()%al->total_chance; for (art = al->items; art != NULL; art = art->next) { roll -= art->chance; if (roll < 0) break; } if (art == NULL || roll >= 0) { LOG(llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); return; } if (!strcmp(art->item->name, "NONE")) return; if (FABS(op->magic) < art->item->magic) continue; /* Not magic enough to be this item */ /* Map difficulty not high enough */ if (difficulty < art->difficulty) continue; if (!legal_artifact_combination(op, art)) { #ifdef TREASURE_VERBOSE LOG(llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); #endif continue; } give_artifact_abilities(op, art->item); return; } } /** * Fixes the given object, giving it the abilities and titles * it should have due to the second artifact-template. */ void give_artifact_abilities(object *op, const object *artifact) { char new_name[MAX_BUF]; snprintf(new_name, sizeof(new_name), "of %s", artifact->name); if (op->title) free_string(op->title); op->title = add_string(new_name); if (op->artifact) free_string(op->artifact); op->artifact = add_refcount(artifact->name); add_abilities(op, artifact); /* Give out the bonuses */ return; } /** * Checks if op can be combined with art. */ int legal_artifact_combination(const object *op, const artifact *art) { int neg, success = 0; linked_char *tmp; const char *name; if (art->allowed == (linked_char *)NULL) return 1; /* Ie, "all" */ for (tmp = art->allowed; tmp; tmp = tmp->next) { #ifdef TREASURE_VERBOSE LOG(llevDebug, "legal_art: %s\n", tmp->name); #endif if (*tmp->name == '!') { name = tmp->name+1; neg = 1; } else { name = tmp->name; neg = 0; } /* If we match name, then return the opposite of 'neg' */ if (!strcmp(name, op->name) || (op->arch && !strcmp(name, op->arch->name))) return !neg; /* Set success as true, since if the match was an inverse, it means * everything is allowed except what we match */ else if (neg) success = 1; } return success; } /** * Compute the name of a face with a suffix, taking into account names like '.123' or '.1xx'. * @param buf where to put the resulting name. * @param size length of buf. * @param name base face name. * @param suffix suffix to add to the face name. */ static void compute_face_name(char* buf, size_t size, const char* name, const char* suffix) { const char* dot = name + strlen(name) - 1; while (dot > name && (isdigit(*dot) || (*dot == 'x'))) { dot--; } if (*dot == '.') { buf[0] = '0'; strlcpy(buf, name, dot - name + 1); snprintf(buf + strlen(buf), size - strlen(buf), "_%s%s", suffix, dot); } else { snprintf(buf, size, "%s_%s", name, suffix); } } /* Keys used for artifact stuff, not copied */ #define KEY_FACE_SUFFIX "face_suffix" #define KEY_ANIMATION_SUFFIX "animation_suffix" /** * Used in artifact generation. The bonuses of the first object * is modified by the bonuses of the second object. */ void add_abilities(object *op, const object *change) { int i, tmp; char buf[MAX_BUF]; sstring key; if (change->face != blank_face) { #ifdef TREASURE_VERBOSE LOG(llevDebug, "FACE: %d\n", change->face->number); #endif object_set_value(op, "identified_face", change->face->name, 1); } else if ((key = object_get_value(change, KEY_FACE_SUFFIX)) != NULL) { const Face* face; compute_face_name(buf, sizeof(buf), op->face->name, key); face = find_face(buf, op->face); object_set_value(op, "identified_face", face->name, 1); } if (QUERY_FLAG(change, FLAG_CLIENT_ANIM_RANDOM)) { object_set_value(op, "identified_anim_random", "1", 1); } if (change->anim_speed > 0) { snprintf(buf, sizeof(buf), "%d", change->anim_speed); object_set_value(op, "identified_anim_speed", buf, 1); } if (change->animation != NULL && op->arch != NULL) { /* op->arch can be NULL when called from artifact_msg(). */ object_set_value(op, "identified_animation", change->animation->name, 1); } else if (op->animation != NULL && (key = object_get_value(change, KEY_ANIMATION_SUFFIX)) != NULL) { const Animations *anim; snprintf(buf, sizeof(buf), "%s_%s", op->animation->name, key); anim = try_find_animation(buf); if (anim != NULL) { object_set_value(op, "identified_animation", anim->name, 1); } } /** * For items that do not need identifying, use their identified face/animation * immediately. This should make seas of generated creatures look more interesting. * * Daniel Hawkins * 2018-01-07 * * Add query flags to perform the same treatment for identified items or artifacts that come identified. * Also make sure we have op->arch. Otherwise it segfaults when we don't. * * 2018-01-08 */ if (op->arch && (is_identified(op) || QUERY_FLAG(change, FLAG_IDENTIFIED))) object_give_identified_properties(op); for (i = 0; i < NUM_STATS; i++) change_attr_value(&(op->stats), i, get_attr_value(&(change->stats), i)); op->attacktype |= change->attacktype; op->path_attuned |= change->path_attuned; op->path_repelled |= change->path_repelled; op->path_denied |= change->path_denied; op->move_type |= change->move_type; op->stats.luck += change->stats.luck; if (QUERY_FLAG(change, FLAG_CURSED)) SET_FLAG(op, FLAG_CURSED); if (QUERY_FLAG(change, FLAG_DAMNED)) SET_FLAG(op, FLAG_DAMNED); if ((QUERY_FLAG(change, FLAG_CURSED) || QUERY_FLAG(change, FLAG_DAMNED)) && op->magic > 0) set_abs_magic(op, -op->magic); if (QUERY_FLAG(change, FLAG_LIFESAVE)) SET_FLAG(op, FLAG_LIFESAVE); if (QUERY_FLAG(change, FLAG_REFL_SPELL)) SET_FLAG(op, FLAG_REFL_SPELL); if (QUERY_FLAG(change, FLAG_STEALTH)) SET_FLAG(op, FLAG_STEALTH); if (QUERY_FLAG(change, FLAG_XRAYS)) SET_FLAG(op, FLAG_XRAYS); if (QUERY_FLAG(change, FLAG_BLIND)) SET_FLAG(op, FLAG_BLIND); if (QUERY_FLAG(change, FLAG_CONFUSED)) SET_FLAG(op, FLAG_CONFUSED); if (QUERY_FLAG(change, FLAG_SEE_IN_DARK)) SET_FLAG(op, FLAG_SEE_IN_DARK); if (QUERY_FLAG(change, FLAG_REFL_MISSILE)) SET_FLAG(op, FLAG_REFL_MISSILE); if (QUERY_FLAG(change, FLAG_MAKE_INVIS)) SET_FLAG(op, FLAG_MAKE_INVIS); if (QUERY_FLAG(change, FLAG_STAND_STILL)) { CLEAR_FLAG(op, FLAG_ANIMATE); /* so artifacts will join */ if (!QUERY_FLAG(op, FLAG_ALIVE)) op->speed = 0.0; object_update_speed(op); } if (change->nrof) op->nrof = RANDOM()%((int)change->nrof)+1; op->stats.exp += change->stats.exp; /* Speed modifier */ op->stats.wc += change->stats.wc; op->stats.ac += change->stats.ac; if (change->other_arch) { /* Basically, for horns & potions, the other_arch field is the spell * to cast. So convert that to into a spell and put it into * this object. */ if (op->type == ROD || op->type == POTION) { object *tmp_obj; /* Remove any spells this object currently has in it */ while (op->inv) { tmp_obj = op->inv; object_remove(tmp_obj); object_free_drop_inventory(tmp_obj); } tmp_obj = arch_to_object(change->other_arch); /* This is an artifact, so this function will be called at load time, * thus we don't need to keep the inventory */ SET_FLAG(tmp_obj, FLAG_NO_SAVE); object_insert_in_ob(tmp_obj, op); } /* No harm setting this for potions/horns */ op->other_arch = change->other_arch; } if (change->stats.hp < 0) op->stats.hp = -change->stats.hp; else op->stats.hp += change->stats.hp; if (change->stats.maxhp < 0) op->stats.maxhp = -change->stats.maxhp; else op->stats.maxhp += change->stats.maxhp; if (change->stats.sp < 0) op->stats.sp = -change->stats.sp; else op->stats.sp += change->stats.sp; if (change->stats.maxsp < 0) op->stats.maxsp = -change->stats.maxsp; else op->stats.maxsp += change->stats.maxsp; if (change->stats.food < 0) op->stats.food = -(change->stats.food); else op->stats.food += change->stats.food; if (change->level < 0) op->level = -(change->level); else op->level += change->level; op->item_power = change->item_power; for (i = 0; i < NROFATTACKS; i++) { if (change->resist[i]) { op->resist[i] += change->resist[i]; } } if (change->stats.dam) { if (change->stats.dam < 0) op->stats.dam = (-change->stats.dam); else if (op->stats.dam) { tmp = (int)(((int)op->stats.dam*(int)change->stats.dam)/10); if (tmp == op->stats.dam) { if (change->stats.dam < 10) op->stats.dam--; else op->stats.dam++; } else op->stats.dam = tmp; } } if (change->weight) { if (change->weight < 0) op->weight = (-change->weight); else op->weight = (op->weight*(change->weight))/100; } if (change->last_sp) { if (change->last_sp < 0) op->last_sp = (-change->last_sp); else op->last_sp = (signed char)(((int)op->last_sp*(int)change->last_sp)/(int)100); } if (change->gen_sp_armour) { if (change->gen_sp_armour < 0) op->gen_sp_armour = (-change->gen_sp_armour); else op->gen_sp_armour = (signed char)(((int)op->gen_sp_armour*((int)change->gen_sp_armour))/(int)100); } op->value *= change->value; if (change->material) op->material = change->material; if (change->materialname) { if (op->materialname) free_string(op->materialname); op->materialname = add_refcount(change->materialname); } if (change->slaying) { if (op->slaying) free_string(op->slaying); op->slaying = add_refcount(change->slaying); } if (change->race) { if (op->race) free_string(op->race); op->race = add_refcount(change->race); } if (change->msg) object_set_msg(op, change->msg); if (change->key_values) { const key_value *kv = change->key_values; while (kv) { if (strcmp(kv->key, KEY_FACE_SUFFIX) != 0 && strcmp(kv->key, KEY_ANIMATION_SUFFIX) != 0) { object_set_value(op, kv->key, kv->value, 1); } kv = kv->next; } } if (change->inv) { object *copy; FOR_INV_PREPARE(change, inv) { copy = object_new(); object_copy(inv, copy); object_insert_in_ob(copy, op); } FOR_INV_FINISH(); } } /** * Searches the artifact lists and returns one that has the same type * of objects on it, non-const version of find_artifactlist() used only * during artifact loading. * * @return * NULL if no suitable list found. */ static artifactlist *find_artifactlist_internal(int type) { artifactlist *al; for (al = first_artifactlist; al != NULL; al = al->next) if (al->type == type) return al; return NULL; } /** * Builds up the lists of artifacts from the file in the libdir. * Can be called multiple times without ill effects. */ void init_artifacts(void) { static int has_been_inited = 0; FILE *fp; char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; artifact *art = NULL; linked_char *tmp; int value; artifactlist *al; archetype dummy_archetype; memset(&dummy_archetype, 0, sizeof(archetype)); if (has_been_inited) return; else has_been_inited = 1; artifact_init = 1; snprintf(filename, sizeof(filename), "%s/artifacts", settings.datadir); LOG(llevDebug, "Reading artifacts from %s...\n", filename); if ((fp = fopen(filename, "r")) == NULL) { LOG(llevError, "Can't open %s.\n", filename); return; } while (fgets(buf, HUGE_BUF, fp) != NULL) { if (*buf == '#') continue; if ((cp = strchr(buf, '\n')) != NULL) *cp = '\0'; cp = buf; while (*cp == ' ') /* Skip blanks */ cp++; if (*cp == '\0') continue; if (!strncmp(cp, "Allowed", 7)) { if (art == NULL) { art = get_empty_artifact(); nrofartifacts++; } cp = strchr(cp, ' ')+1; while (*(cp+strlen(cp)-1) == ' ') cp[strlen(cp)-1] = '\0'; if (!strcmp(cp, "all")) continue; do { while (*cp == ' ') cp++; nrofallowedstr++; if ((next = strchr(cp, ',')) != NULL) *(next++) = '\0'; tmp = (linked_char *)malloc(sizeof(linked_char)); tmp->name = add_string(cp); tmp->next = art->allowed; art->allowed = tmp; art->allowed_size++; } while ((cp = next) != NULL); } else if (sscanf(cp, "chance %d", &value)) art->chance = (uint16_t)value; else if (sscanf(cp, "difficulty %d", &value)) art->difficulty = (uint8_t)value; else if (!strncmp(cp, "Object", 6)) { art->item = (object *)calloc(1, sizeof(object)); if (art->item == NULL) { LOG(llevError, "init_artifacts: memory allocation failure.\n"); abort(); } object_reset(art->item); art->item->arch = &dummy_archetype; if (!load_object(fp, art->item, LO_LINEMODE, MAP_STYLE)) LOG(llevError, "Init_Artifacts: Could not load object.\n"); art->item->arch = NULL; art->item->name = add_string((strchr(cp, ' ')+1)); al = find_artifactlist_internal(art->item->type); if (al == NULL) { al = get_empty_artifactlist(); al->type = art->item->type; al->next = first_artifactlist; first_artifactlist = al; } art->next = al->items; al->items = art; art = NULL; } else LOG(llevError, "Unknown input in artifact file: %s\n", buf); } fclose(fp); for (al = first_artifactlist; al != NULL; al = al->next) { for (art = al->items; art != NULL; art = art->next) { if (!art->chance) LOG(llevDebug, "Artifact with no chance: %s\n", art->item->name); else al->total_chance += art->chance; } #if 0 LOG(llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); #endif } LOG(llevDebug, "done artifacts.\n"); artifact_init = 0; } /** * Searches the artifact lists and returns one that has the same type * of objects on it. * * @return * NULL if no suitable list found. */ const artifactlist *find_artifactlist(int type) { return find_artifactlist_internal(type); } /** * Searches and returns a specific artifact, NULL if not found. * @param op item to search for. * @param name artifact name. * @return matching artifact, NULL if none matched. */ const artifact *find_artifact(const object *op, const char *name) { artifactlist *list; artifact *at; sstring sname = find_string(name); if (sname == NULL) return NULL; list = find_artifactlist_internal(op->type); if (list == NULL) return NULL; for (at = list->items; at != NULL; at = at->next) { if (at->item->name == sname && legal_artifact_combination(op, at)) return at; } return NULL; } /** * For debugging purposes. Dumps all tables. * * @todo * use LOG() instead of fprintf. */ void dump_artifacts(void) { artifactlist *al; artifact *art; linked_char *next; fprintf(logfile, "\n"); for (al = first_artifactlist; al != NULL; al = al->next) { fprintf(logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance); for (art = al->items; art != NULL; art = art->next) { fprintf(logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", art->item->name, art->difficulty, art->chance); if (art->allowed != NULL) { fprintf(logfile, "\tAllowed combinations:"); for (next = art->allowed; next != NULL; next = next->next) fprintf(logfile, "%s,", next->name); fprintf(logfile, "\n"); } } } fprintf(logfile, "\n"); } /** * Get a suitable face number for representing an artifact. * @param art what to get the face of. * @return face, -1 as unsigned if none could be found. */ unsigned artifact_get_face(const artifact *art) { const archetype *arch = first_archetype; if (art->item->face != blank_face && art->item->face != NULL) return art->item->face->number; if (art->allowed_size > 0) { if (art->allowed->name[0] == '!') { linked_char *allowed; while (arch) { if (arch->clone.type != art->item->type) arch = arch->next; for (allowed = art->allowed; allowed != NULL; allowed = allowed->next) { if (strcmp(arch->name, allowed->name + 1) == 0) { break; } } if (allowed != NULL) continue; if (arch->clone.face == NULL) continue; return arch->clone.face->number; } return (unsigned)-1; } else { const archetype *arch = find_archetype(art->allowed->name); if (arch != NULL) return arch->clone.face->number; return (unsigned)-1; } } while (arch != NULL) { if (arch->clone.type == art->item->type && arch->clone.face != NULL) return arch->clone.face->number; arch = arch->next; } return (unsigned)-1; } crossfire-1.75.0/common/time.c000644 001751 001751 00000024207 13775114612 017071 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * In-game time functions. */ #include "global.h" #include #include #include "tod.h" #ifndef WIN32 /* ---win32 exclude header */ #include #include #include #endif /* win32 */ /** * Gloabal variables: */ uint32_t max_time = MAX_TIME; static struct timespec game_time; /** Size of history buffer. */ #define PBUFLEN 100 static uint32_t process_utime_save[PBUFLEN]; /**< Historic data. */ static uint32_t psaveind; /**< Index in ::process_utime_save. */ static uint32_t process_max_utime = 0; /**< Longest cycle time. */ static uint32_t process_min_utime = 999999999; /**< Shortest cycle time. */ static uint32_t process_tot_mtime; /**< ? */ uint32_t pticks; /**< ? */ static uint32_t process_utime_long_count; /**< Number of times server couldn't keep up with game time (tried to sleep for a negative time) */ /** Ingame seasons. */ static const char *const season_name[SEASONS_PER_YEAR+1] = { "The Season of New Year", "The Season of Growth", "The Season of Harvest", "The Season of Decay", "The Season of the Blizzard", "\n" }; /** Days of the week. */ static const char *const weekdays[DAYS_PER_WEEK] = { "the Day of the Moon", "the Day of the Bull", "the Day of the Deception", "the Day of Thunder", "the Day of Freedom", "the Day of the Great Gods", "the Day of the Sun" }; /** Months. */ static const char *const month_name[MONTHS_PER_YEAR] = { "Month of Winter", /* 0 */ "Month of the Ice Dragon", "Month of the Frost Giant", "Month of Valriel", "Month of Lythander", "Month of the Harvest", "Month of Gaea", "Month of Futility", "Month of the Dragon", "Month of the Sun", "Month of the Great Infernus", "Month of Ruggilli", "Month of the Dark Shades", "Month of the Devourers", "Month of Sorig", "Month of the Ancient Darkness", "Month of Gorokh" }; static const char *const periodsofday[PERIODS_PER_DAY] = { "Night", "Dawn", "Morning", "Noon", "Evening", "Dusk" }; /** * give access to weekday names */ const char *get_periodofday(const int index) { return ((index >= 0) && (index < PERIODS_PER_DAY)) ? periodsofday[index] : NULL; } /** * give access to month names */ const char *get_month_name(const int index) { return ((index >= 0) && (index < MONTHS_PER_YEAR)) ? month_name[index] : NULL; } /** * give access to weekday names */ const char *get_weekday(const int index) { return ((index >= 0) && (index < DAYS_PER_WEEK)) ? weekdays[index] : NULL; } /** * give access to season names */ const char *get_season_name(const int index) { return ((index >= 0) && (index < (SEASONS_PER_YEAR+1))) ? season_name[index] : NULL; } /** * Initialise all variables used in the timing routines. */ void reset_sleep(void) { int i; for (i = 0; i < PBUFLEN; i++) process_utime_save[i] = 0; psaveind = 0; process_max_utime = 0; process_min_utime = 999999999; process_tot_mtime = 0; pticks = 0; clock_gettime(CLOCK_MONOTONIC, &game_time); } /** * Adds time to our history list. */ static void log_time(uint32_t process_utime) { pticks++; if (++psaveind >= PBUFLEN) psaveind = 0; process_utime_save[psaveind] = process_utime; if (process_utime > process_max_utime) process_max_utime = process_utime; if (process_utime < process_min_utime) process_min_utime = process_utime; process_tot_mtime += process_utime/1000; } /** * Return the difference between two timespec's in microseconds. */ long timespec_diff(struct timespec *end, struct timespec *start) { long long sec = (long long)end->tv_sec - (long long)start->tv_sec; long nsec = end->tv_nsec - start->tv_nsec; return sec * 1e6 + nsec / 1e3; } /** * Add 'usec' microseconds to the given timespec. */ static void timespec_add(struct timespec *time, long usec) { long nsec_sum = time->tv_nsec + usec * 1e3; time->tv_sec += nsec_sum / 1e9; time->tv_nsec = nsec_sum % (long)1e9; } /* * Add one tick length to the last tick time. */ void tick_game_time() { timespec_add(&game_time, max_time); } long get_sleep_remaining() { struct timespec now; clock_gettime(CLOCK_MONOTONIC, &now); long time_since_last_sleep = timespec_diff(&now, &game_time); log_time(time_since_last_sleep); return max_time - time_since_last_sleep; } void jump_time() { process_utime_long_count++; clock_gettime(CLOCK_MONOTONIC, &game_time); } /** * Sets the max speed. Can be called by a DM through the speed command. * * @param t * new speed. */ void set_max_time(long t) { max_time = t; } extern unsigned long todtick; /** * Computes the ingame time of the day. * * @param[out] tod * where to store information. Must not be NULL. */ void get_tod(timeofday_t *tod) { tod->year = todtick/HOURS_PER_YEAR; tod->month = (todtick/HOURS_PER_MONTH)%MONTHS_PER_YEAR; tod->day = (todtick%HOURS_PER_MONTH)/DAYS_PER_MONTH; tod->dayofweek = tod->day%DAYS_PER_WEEK; tod->hour = todtick%HOURS_PER_DAY; tod->minute = (pticks%PTICKS_PER_CLOCK)/(PTICKS_PER_CLOCK/58); if (tod->minute > 58) tod->minute = 58; /* it's imprecise at best anyhow */ tod->weekofmonth = tod->day/WEEKS_PER_MONTH; if (tod->month < 3) tod->season = 0; else if (tod->month < 6) tod->season = 1; else if (tod->month < 9) tod->season = 2; else if (tod->month < 12) tod->season = 3; else tod->season = 4; if (tod->hour < 5) /*until 4:59*/ tod->periodofday = 0; else if (tod->hour < 8) tod->periodofday = 1; else if (tod->hour < 13) tod->periodofday = 2; else if (tod->hour < 15) tod->periodofday = 3; else if (tod->hour < 20) tod->periodofday = 4; else if (tod->hour < 23) tod->periodofday = 5; else /*back to night*/ tod->periodofday = 0; } /** * Prints the time. * * @param op * player who requested time. */ static void print_tod(object *op) { timeofday_t tod; const char *suf; int day; char buf1[128]; get_tod(&tod); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, "It is %s, on %s", time_format_time(&tod, buf1, sizeof(buf1)), weekdays[tod.dayofweek]); day = tod.day+1; if (day == 1 || ((day%10) == 1 && day > 20)) suf = "st"; else if (day == 2 || ((day%10) == 2 && day > 20)) suf = "nd"; else if (day == 3 || ((day%10) == 3 && day > 20)) suf = "rd"; else suf = "th"; draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, "The %d%s Day of the %s, Year %d", day, suf, month_name[tod.month], tod.year+1); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_INFO, "Time of Year: %s", season_name[tod.season]); } /** * Players wants to know the time. Called through the 'time' command. * * @param op * player who requested time. */ void time_info(object *op) { int tot = 0, long_count = 0; uint32_t maxt = 0, mint = 99999999, i; print_tod(op); if (!QUERY_FLAG(op, FLAG_WIZ)) return; draw_ext_info_format( NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DEBUG, "Statistics for last %d ticks:\n\tmin/avg/max = %d/%d/%d ms per tick", pticks, process_min_utime / 1000, process_tot_mtime / pticks, process_max_utime / 1000); draw_ext_info_format( NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DEBUG, "\tticks longer than %d ms = %d (%d%%)", max_time / 1000, process_utime_long_count, 100 * process_utime_long_count / pticks); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DEBUG, "Time last %d ticks:", MIN(pticks, PBUFLEN)); for (i = 0; i < MIN(pticks, PBUFLEN); i++) { tot += process_utime_save[i]; if (process_utime_save[i] > maxt) maxt = process_utime_save[i]; if (process_utime_save[i] < mint) mint = process_utime_save[i]; if (process_utime_save[i] > max_time) long_count++; } assert(pticks > 0); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DEBUG, "avg time=%dms max time=%dms min time=%dms", tot/MIN(pticks, PBUFLEN)/1000, maxt/1000, mint/1000); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DEBUG, "ticks longer than max time (%dms) = %d (%d%%)", max_time/1000, long_count, 100*long_count/MIN(pticks, PBUFLEN)); } /** * Return wall clock time in seconds. */ long seconds(void) { struct timespec now; clock_gettime(CLOCK_REALTIME, &now); return now.tv_sec; } /** * Formats a timestamp in Crossfire time. * * @param tod * the timestamp to format * * @param buf * the buffer to fill * * @param bufsize * the size of buf in bytes * * @return * buf */ const char *time_format_time(const timeofday_t *tod, char *buf, size_t bufsize) { snprintf(buf, bufsize, "%d minute%s past %d o'clock %s", tod->minute+1, tod->minute+1 < 2 ? "" : "s", tod->hour%14 == 0 ? 14 : tod->hour%14, tod->hour >= 14 ? "pm" : "am"); return buf; } /** * Calculate the number of ticks that correspond to real time. */ unsigned int tick_length(float seconds) { return (int)ceil(seconds * 1000000 / max_time); } crossfire-1.75.0/common/is_valid_types_gen.pl000644 001751 001751 00000004625 13775122724 022200 0ustar00kevinzkevinz000000 000000 #!/usr/bin/env perl # is_valid_types_gen.pl # Dynamically generate the list of valid types from object.h # This is triggered to run on build, and the output is then included into the library as a source. use strict; # First step -- open object.h open(my $file, "< ../include/object.h") or die "Failed to load object.h"; my $tmp; my @arr; my $max = 0; my $search = 1; # Look for a line with enum object_type OUT: while(<$file>) { if (/enum object_type/) { # Go until we find a }; # Also move to the next line, since that is where the data starts. while (<$file>) { # If not the end of the enum last OUT if not (/^((?!.*};).*)$/); $tmp = $1; # Store the captured text. # Run it through a filter to get the data we want if ($tmp =~ /^\W*(\w+)\s*\=\s*(\d+)\,?.*$/) { $arr[$2] = 1; if ($1 == "OBJECT_TYPE_MAX") { $max = $2; } } } } } close($file); # Now we build the output. open(my $outfile, "> ./arch_types_valid.c") or die "Cannot write to file."; print $outfile "/*****************************************\n"; print $outfile " * This file is automatically generated! *\n"; print $outfile " * Its contents will be overwritten on *\n"; print $outfile " * the next build. *\n"; print $outfile " * *\n"; print $outfile " * is_valid_types_gen.pl generates this. *\n"; print $outfile " *****************************************/\n"; print $outfile "\n/**\n"; print $outfile " * Checks if the specified type is a valid one for a Crossfire object.\n"; print $outfile " *\n"; print $outfile ' * @param type value to check.'."\n"; print $outfile ' * @return 1 if the type is valid, 0 else.'."\n"; print $outfile " */\n"; print $outfile "\#include \n"; print $outfile "\#include \n"; print $outfile "int is_type_valid(uint8_t type) {\n"; print $outfile " if (type >= OBJECT_TYPE_MAX)\n"; print $outfile " return 0;\n"; print $outfile " switch (type){\n"; # Now we print the invalid types. for (my $i = 1; $i < $max; ++$i) { if ($arr[$i] != 1) { print $outfile " case $i:\n"; } } print $outfile " return 0;\n"; print $outfile " }\n"; print $outfile " return 1;\n"; print $outfile "}\n"; close($outfile); crossfire-1.75.0/common/anim.c000644 001751 001751 00000030040 13777704220 017051 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file anim.c * This file contains animation-related code. **/ #include "global.h" #include #include #include #include #include static int animations_allocated = 0; /** * Clears all animation-related memory. **/ void free_all_anim(void) { int i; for (i = 0; i <= num_animations; i++) { free_string(animations[i].name); free(animations[i].faces); } free(animations); } /** * Loads the lib/animations file. * Can be called multiple times without ill effects. **/ void init_anim(void) { char buf[MAX_BUF]; FILE *fp; int num_frames = 0, i; const Face *faces[MAX_ANIMATIONS]; Animations *alloc_ptr; // Used to temporarily catch the result of realloc, in case of failure. animations_allocated = 9; num_animations = 0; /* Make a default. New animations start at one, so if something * thinks it is animated but hasn't set the animation_id properly, * it will have a default value that should be pretty obvious. */ animations = malloc(10*sizeof(Animations)); /* set the name so we don't try to dereferance null. * Put # at start so it will be first in alphabetical * order. */ animations[0].name = add_string("###none"); animations[0].num_animations = 1; animations[0].num = 0; animations[0].faces = malloc(sizeof(Face*)); animations[0].faces[0] = find_face("bug.111", NULL); animations[0].facings = 0; snprintf(buf, sizeof(buf), "%s/animations", settings.datadir); if ((fp = fopen(buf, "r")) == NULL) { LOG(llevError, "Cannot open animations file %s: %s\n", buf, strerror(errno)); exit(-1); } while (fgets(buf, MAX_BUF-1, fp) != NULL) { if (*buf == '#') continue; if (strlen(buf) == 0) break; /* Kill the newline */ buf[strlen(buf)-1] = '\0'; if (!strncmp(buf, "anim ", 5)) { if (num_frames) { LOG(llevError, "Didn't get a mina before %s\n", buf); num_frames = 0; } ++num_animations; if (num_animations == animations_allocated) { /* * We will realloc fewer times if we take larger steps for the realloc size. * This should prevent some copy operations during bootup, albeit at the expense of some RAM. * Most implementations of variable-sized things double each realloc for balance between * space and time efficiency. * Since animations_allocated is one less than the actual amount, * we aren't quite doubling the first allocation size. * Nevertheless, we skip by larger after the first realloc. * We should have enough animations for this to be worthwhile. * * While we are here, handle an allocation failure more gracefully than the inevitable segfault. * * Daniel Hawkins 2018-01-23 */ alloc_ptr = realloc(animations, sizeof(Animations)*(animations_allocated << 1)); if (alloc_ptr) { animations = alloc_ptr; animations_allocated <<= 1; } else { LOG(llevError, "anim: animation array reallocation failed at size %d resizing to %d.\n", animations_allocated, animations_allocated << 1); // We will not have our animations, so terminate gracefully. fatal(OUT_OF_MEMORY); } } animations[num_animations].name = add_string(buf+5); animations[num_animations].num = num_animations; /* for bsearch */ animations[num_animations].facings = 1; } else if (!strncmp(buf, "mina", 4)) { assert(num_frames > 0); animations[num_animations].faces = malloc(sizeof(Face*)*num_frames); for (i = 0; i < num_frames; i++) animations[num_animations].faces[i] = faces[i]; animations[num_animations].num_animations = num_frames; if (num_frames <= 1) { LOG(llevDebug, "anim: %s has less then two faces\n", animations[num_animations].name); } if (num_frames%animations[num_animations].facings) { LOG(llevDebug, "anim: %s has %d frames: not a multiple of facings (%d)\n", animations[num_animations].name, num_frames, animations[num_animations].facings); } num_frames = 0; } else if (!strncmp(buf, "facings", 7)) { if (!(animations[num_animations].facings = atoi(buf+7))) { LOG(llevDebug, "anim: %s has 0 facings (line %s)\n", animations[num_animations].name, buf); animations[num_animations].facings = 1; } } else { const Face *face = find_face(buf, NULL); if (face == NULL) { LOG(llevError, "Could not find face %s for animation %s\n", buf, animations[num_animations].name); face = find_face("bug.111", NULL); } faces[num_frames++] = face; } } fclose(fp); LOG(llevDebug, "anim: loaded %d animations\n", num_animations); } /** * Utility function to compare 2 animations based on their name. * Used for sorting/searching. */ static int anim_compare(const Animations *a, const Animations *b) { return strcmp(a->name, b->name); } /** * Finds the animation that matches name. Will LOG() an error if not found. * @param name * the animation's name. * @return * animation, or the "###none" animation if no match found. * @see try_find_animation */ const Animations *find_animation(const char *name) { const Animations *anim = try_find_animation(name); if (!anim) LOG(llevError, "Unable to find animation %s\n", name); return anim ? anim : &animations[0]; } /** * Tries to find the animation that matches name, don't LOG() an error if not found. * @param name * the animation's name. * @return * animation, or NULL if no match found. * @see find_animation */ const Animations *try_find_animation(const char *name) { Animations search, *match; search.name = name; match = (Animations *)bsearch(&search, animations, (num_animations+1), sizeof(Animations), (int (*)(const void *, const void *))anim_compare); return match; } /** * Updates the face-variable of an object. * If the object is the head of a multi-object, all objects are animated. * The object's state is not changed, but merely updated if needed (out of bounds of * new animation, reached end of animation, ...). * This function correctly handles FLAG_IS_TURNABLE too. * * @param op is the object to animate. * @param dir is the direction the object is facing. This is generally same as * op->direction, but in some cases, op->facing is used instead - the * caller has a better idea which one it really wants to be using, * so let it pass along the right one. This parameter is ignored if * the object has a head or is turnable. */ void animate_object(object *op, int dir) { int max_state; /* Max animation state object should be drawn in */ int base_state; /* starting index # to draw from */ int oldface = op->face->number; if (!op->animation || !NUM_ANIMATIONS(op)) { StringBuffer *sb; char *diff; LOG(llevError, "Object lacks animation.\n"); sb = stringbuffer_new(); object_dump(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "%s", diff); free(diff); return; } if (op->head) { dir = op->head->direction; if (NUM_ANIMATIONS(op) == NUM_ANIMATIONS(op->head)) op->state = op->head->state; } else if (QUERY_FLAG(op, FLAG_IS_TURNABLE)) { dir = op->direction; } /* If object is turning, then max animation state is half through the * animations. Otherwise, we can use all the animations. */ max_state = NUM_ANIMATIONS(op)/NUM_FACINGS(op); base_state = 0; /* at least in the older aniamtions that used is_turning, the first half * of the animations were left facing, the second half right facing. * Note in old the is_turning, it was set so that the animation for a monster * was always towards the enemy - now it is whatever direction the monster * is facing. */ if (NUM_FACINGS(op) == 2) { if (dir < 5) base_state = 0; else base_state = NUM_ANIMATIONS(op)/2; } else if (NUM_FACINGS(op) == 4) { if (dir == 0) base_state = 0; else base_state = ((dir-1)/2)*(NUM_ANIMATIONS(op)/4); } else if (NUM_FACINGS(op) == 8) { if (dir == 0) base_state = 0; else base_state = (dir-1)*(NUM_ANIMATIONS(op)/8); } else if (QUERY_FLAG(op, FLAG_IS_TURNABLE)) { base_state = (NUM_ANIMATIONS(op) / 9) * (dir); max_state = NUM_ANIMATIONS(op) / 9; } /* If beyond drawable states, reset */ if (op->state >= max_state) { op->state = 0; if (op->temp_animation) { op->temp_animation = 0; animate_object(op, dir); return; } } SET_ANIMATION(op, op->state+base_state); if (op->face == blank_face) op->invisible = 1; /* This block covers monsters (eg, pixies) which are supposed to * cycle from visible to invisible and back to being visible. * as such, disable it for players, as then players would become * visible. */ else if (op->type != PLAYER && QUERY_FLAG((&op->arch->clone), FLAG_ALIVE)) { if (op->face->number == 0) { op->invisible = 1; CLEAR_FLAG(op, FLAG_ALIVE); } else { op->invisible = 0; SET_FLAG(op, FLAG_ALIVE); } } if (op->more) animate_object(op->more, dir); /* object_update() will also recursively update all the pieces. * as such, we call it last, and only call it for the head * piece, and not for the other tail pieces. */ if (!op->head && (oldface != op->face->number)) object_update(op, UP_OBJ_FACE); } /** * Applies a compound animation to an object. * * @param who * object to apply the animation to. Must not be NULL. * @param suffix * animation suffix to apply. Must not be NULL. */ void apply_anim_suffix(object *who, const char *suffix) { const Animations *anim; object *head, *orig; char buf[MAX_BUF]; assert(who); assert(suffix); if (who->temp_animation) /* don't overlap animation, let the current one finish. */ return; head = HEAD(who); orig = head; snprintf(buf, MAX_BUF, "%s_%s", (head->animation ? head->animation->name : ""), suffix); anim = try_find_animation(buf); if (anim) { for (; head != NULL; head = head->more) { head->temp_animation = anim; head->temp_anim_speed = anim->num_animations / anim->facings; head->last_anim = 0; head->state = 0; } animate_object(orig, orig->facing); } } /** * Dump all animations to stderr, for debugging purposes. */ void dump_animations(void) { int a; fprintf(stderr, "id name faces\n"); for (a = 0; a < num_animations; a++) { fprintf(stderr, "%5d %50s %5d\n", animations[a].num, animations[a].name, animations[a].num_animations); } } crossfire-1.75.0/common/arch.c000644 001751 001751 00000053424 13777704220 017055 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file arch.c * All archetype-related functions. * @note * The naming of these functions is really poor - they are all * pretty much named '.._arch_...', but they may more may not * return archetypes. Some make the arch_to_object call, and thus * return an object. Perhaps those should be called 'archob' functions * to denote they return an object derived from the archetype. * MSW 2003-04-29 * @todo * make the functions use the same order for parameters (type first, then name, or the opposite). */ #include "global.h" #include #include #include #include "loader.h" static void add_arch(archetype *at); static archetype *arch_table[ARCHTABLE]; static int arch_cmp = 0; /**< How many strcmp's */ static int arch_search = 0; /**< How many searches */ int arch_init; /**< True if doing arch initialization */ static void load_archetypes(void); /** * This function retrieves an archetype given the name that appears * during the game (for example, "writing pen" instead of "stylus"). * It does not use the hashtable system, but browse the whole archlist each time. * I suggest not to use it unless you really need it because of performance issue. * It is currently used by scripting extensions (create-object). * Params: * @param name * the name we're searching for (ex: "writing pen") * @return * the archetype found or NULL if nothing was found */ archetype *find_archetype_by_object_name(const char *name) { archetype *at; sstring tmp; if (name == NULL) return (archetype *)NULL; tmp = find_string(name); if (!tmp) return NULL; for (at = first_archetype; at != NULL; at = at->next) { if (at->clone.name == tmp) { return at; } } return NULL; } /** * This function retrieves an archetype by type and name that appears during * the game. It is basically the same as find_archetype_by_object_name() * except that it considers only items of the given type. * @param type * item type we're searching * @param name * the name we're searching for (ex: "writing pen") */ archetype *find_archetype_by_object_type_name(int type, const char *name) { archetype *at; if (name == NULL) return NULL; for (at = first_archetype; at != NULL; at = at->next) { if (at->clone.type == type && strcmp(at->clone.name, name) == 0) return at; } return NULL; } /** * Retrieves an archetype by skill name and type. * This is a lot like the other get_archetype_ functions, with different options. * @param skill * skill to search for. Must not be NULL. * @param type * item type to search for. -1 means that it doesn't matter. * @return * matching archetype, or NULL if none found. */ archetype *get_archetype_by_skill_name(const char *skill, int type) { archetype *at; if (skill == NULL) return NULL; for (at = first_archetype; at != NULL; at = at->next) { if (((type == -1) || (type == at->clone.type)) && (at->clone.skill) && (!strcmp(at->clone.skill, skill))) return at; } return NULL; } /** * Retrieves an archetype by type and subtype. * Similiar to other get_archetype_ functions. This returns the first archetype * that matches both the type and subtype. type and subtype * can be -1 to say ignore, but in this case, the match it does * may not be very useful. This function is most useful when * subtypes are known to be unique for a particular type * (eg, skills) * @param type * object type to search for. -1 means any * @param subtype * object subtype to search for. -1 means any * @return * matching archetype, or NULL if none found. */ archetype *get_archetype_by_type_subtype(int type, int subtype) { archetype *at; for (at = first_archetype; at != NULL; at = at->next) { if (((type == -1) || (type == at->clone.type)) && (subtype == -1 || subtype == at->clone.subtype)) return at; } return NULL; } /** * Creates an object given the name that appears during the game * (for example, "writing pen" instead of "stylus"). * @param name * the name we're searching for (ex: "writing pen"), must not be null * @return * a corresponding object if found; a singularity object if not found. * @note * Note by MSW - it appears that it takes the full name and keeps * shortening it until it finds a match. I re-wrote this so that it * doesn't malloc it each time - not that this function is used much, * but it otherwise had a big memory leak. */ object *create_archetype_by_object_name(const char *name) { archetype *at; char tmpname[MAX_BUF]; size_t i; strncpy(tmpname, name, MAX_BUF-1); tmpname[MAX_BUF-1] = 0; for (i = strlen(tmpname); i > 0; i--) { tmpname[i] = 0; at = find_archetype_by_object_name(tmpname); if (at != NULL) { return arch_to_object(at); } } return create_singularity(name); } /** * Initialises the internal linked list of archetypes (read from file). * Then the global ::empty_archetype pointer is initialised. * Can be called multiple times, will just return. */ void init_archetypes(void) { if (first_archetype != NULL) /* Only do this once */ return; arch_init = 1; load_archetypes(); arch_init = 0; empty_archetype = find_archetype("empty_archetype"); if (empty_archetype == NULL) fatal(SEE_LAST_ERROR); /* init_blocksview();*/ } /** * Stores debug-information about how efficient the hashtable * used for archetypes has been in the static errmsg array. */ void arch_info(object *op) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DEBUG, "%d searches and %d strcmp()'s", arch_search, arch_cmp); } /** * Initialise the hashtable used by the archetypes. */ void clear_archetable(void) { memset((void *)arch_table, 0, ARCHTABLE*sizeof(archetype *)); } /** * An alternative way to init the hashtable which is slower, but _works_... */ static void init_archetable(void) { archetype *at; LOG(llevDebug, "arch: setting up archetable\n"); for (at = first_archetype; at != NULL; at = (at->more == NULL) ? at->next : at->more) { if (at->name == NULL) { LOG(llevError, "archetype without name? %s\n", at->clone.name ? at->clone.name : "(no clone name)"); abort(); } add_arch(at); } } /** * Dumps an archetype to buffer. * * @param at * archetype to dump. Must not be NULL. * @param sb * buffer that will contain dumped information. */ void dump_arch(archetype *at, StringBuffer *sb) { object_dump(&at->clone, sb); } /** * Dumps _all_ archetypes to debug-level output. * If you run crossfire with debug, and enter DM-mode, you can trigger * this with the "dumpallarchetypes" command. */ void dump_all_archetypes(void) { archetype *at; for (at = first_archetype; at != NULL; at = (at->more == NULL) ? at->next : at->more) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); dump_arch(at, sb); diff = stringbuffer_finish(sb); LOG(llevDebug, "%s\n", diff); free(diff); } } /** * Frees archetype. * * @param at * archetype to free. Pointer becomes invalid after the call. */ void free_arch(archetype *at) { if (at->name) free_string(at->name); if (at->clone.name) free_string(at->clone.name); if (at->clone.name_pl) free_string(at->clone.name_pl); if (at->clone.title) free_string(at->clone.title); if (at->clone.race) free_string(at->clone.race); if (at->clone.slaying) free_string(at->clone.slaying); if (at->clone.msg) free_string(at->clone.msg); object_free_key_values(&at->clone); free(at); } /** * Frees all memory allocated to archetypes. * After calling this, it's possible to call again init_archetypes() to reload data. */ void free_all_archs(void) { archetype *at, *next; int i = 0; for (at = first_archetype; at != NULL; at = next) { if (at->more) next = at->more; else next = at->next; free_arch(at); i++; } first_archetype = NULL; /* Reset the hashtable */ clear_archetable(); LOG(llevDebug, "Freed %d archetypes\n", i); } /** * Allocates, initialises and returns the pointer to an archetype structure. * @return * new archetype structure, will never be NULL. * @note * this function will call fatal() if it can't allocate memory. */ archetype *get_archetype_struct(void) { archetype *new; new = (archetype *)CALLOC(1, sizeof(archetype)); if (new == NULL) fatal(OUT_OF_MEMORY); new->next = NULL; new->name = NULL; new->clone.other_arch = NULL; new->clone.name = NULL; new->clone.name_pl = NULL; new->clone.title = NULL; new->clone.race = NULL; new->clone.slaying = NULL; new->clone.msg = NULL; object_clear(&new->clone); /* to initial state other also */ CLEAR_FLAG((&new->clone), FLAG_FREED); /* This shouldn't matter, since object_copy() */ SET_FLAG((&new->clone), FLAG_REMOVED); /* doesn't copy these flags... */ new->head = NULL; new->more = NULL; new->clone.arch = new; return new; } /** * Reads/parses the archetype-file, and copies into a linked list * of archetype-structures. * Called through load_archetypes() * * Will discard object in archetypes, those are handled by second_arch_pass(). * * @param fp * opened file descriptor which will be used to read the archetypes. */ static void first_arch_pass(FILE *fp) { archetype *at, *head = NULL, *last_more = NULL; int i, first = LO_NEWFILE; at = get_archetype_struct(); first_archetype = at; while ((i = load_object(fp, &at->clone, first, 0))) { first = 0; at->clone.speed_left = (float)(-0.1); switch (i) { case LL_NORMAL: /* A new archetype, just link it with the previous */ if (last_more != NULL) last_more->next = at; if (head != NULL) head->next = at; head = last_more = at; at->tail_x = 0; at->tail_y = 0; break; case LL_MORE: /* Another part of the previous archetype, link it correctly */ at->head = head; at->clone.head = &head->clone; if (last_more != NULL) { last_more->more = at; last_more->clone.more = &at->clone; } last_more = at; /* Set FLAG_MONSTER throughout parts if head has it */ if (QUERY_FLAG(&head->clone, FLAG_MONSTER)) { SET_FLAG(&at->clone, FLAG_MONSTER); } /* If this multipart image is still composed of individual small * images, don't set the tail_.. values. We can't use them anyways, * and setting these to zero makes the map sending to the client much * easier as just looking at the head, we know what to do. */ if (at->clone.face != head->clone.face) { head->tail_x = 0; head->tail_y = 0; } else { if (at->clone.x > head->tail_x) head->tail_x = at->clone.x; if (at->clone.y > head->tail_y) head->tail_y = at->clone.y; } break; } at = get_archetype_struct(); } at->clone.arch = NULL; /* arch is checked for temporary archetypes if not NULL. */ free(at); } /** * Reads the archetype file once more, and links all pointers between * archetypes and treasure lists. Must be called after first_arch_pass(). * * This also handles putting items in inventory when defined in archetype. * * @param fp * file fron which to read. Won't be rewinded. */ static void second_arch_pass(FILE *fp) { char buf[MAX_BUF], *variable = buf, *argument, *cp; archetype *at = NULL, *other; object *inv; while (fgets(buf, MAX_BUF, fp) != NULL) { if (*buf == '#') continue; if ((argument = strchr(buf, ' ')) != NULL) { *argument = '\0', argument++; cp = argument+strlen(argument)-1; while (isspace(*cp)) { *cp = '\0'; cp--; } } if (!strcmp("Object", variable)) { if ((at = find_archetype(argument)) == NULL) { LOG(llevError, "Fatal: failed to find arch %s in second_arch_pass\n", argument); fatal(ARCHETYPE_ISSUE); } } else if (!strcmp("other_arch", variable)) { if (at != NULL && at->clone.other_arch == NULL) { if ((other = find_archetype(argument)) == NULL) LOG(llevError, "Warning: failed to find other_arch %s\n", argument); else if (at != NULL) at->clone.other_arch = other; } } else if (!strcmp("randomitems", variable)) { if (at != NULL) { treasurelist *tl = find_treasurelist(argument); if (tl == NULL) LOG(llevError, "Failed to link treasure to arch (%s): %s\n", at->name, argument); else at->clone.randomitems = tl; } } else if (!strcmp("arch", variable)) { inv = create_archetype(argument); load_object(fp, inv, LO_LINEMODE, 0); if (at) { object_insert_in_ob(inv, &at->clone); } else { LOG(llevError, "Got an arch %s not inside an Object.\n", argument); object_free_drop_inventory(inv); } } } } /** * Check all generators have the other_arch set or something in inventory. */ void check_generators(void) { const archetype *at; int abort = 0; for (at = first_archetype; at != NULL; at = at->next) { if (!QUERY_FLAG(&at->clone, FLAG_GENERATOR)) continue; if (!QUERY_FLAG(&at->clone, FLAG_CONTENT_ON_GEN) && at->clone.other_arch == NULL) { LOG(llevError, "Fatal: %s is generator without content_on_gen but lacks other_arch.\n", at->name); abort = 1; continue; } if (QUERY_FLAG(&at->clone, FLAG_CONTENT_ON_GEN) && at->clone.inv == NULL) { LOG(llevError, "Fatal: %s is generator with content_on_gen but lacks inventory.\n", at->name); abort = 1; continue; } } if (abort) fatal(SEE_LAST_ERROR); } /** * This checks all summonable items for move_type and other things. * Will call fatal() if an error is found. */ void check_summoned(void) { const archetype *at; for (at = first_archetype; at != NULL; at = at->next) { if (at->clone.type == SPELL && at->clone.subtype == SP_SUMMON_GOLEM && at->clone.other_arch) { if (at->clone.other_arch->clone.move_type == 0) { LOG(llevError, "Summonable archetype %s [%s] has no move_type defined!\n", at->clone.other_arch->name, at->clone.other_arch->clone.name); fatal(SEE_LAST_ERROR); } } } } /** * This ensures all spells have a skill defined, calling fatal() if any error was found. */ static void check_spells(void) { int abort = 0; const archetype *at; for (at = first_archetype; at != NULL; at = at->next) { if (at->clone.type == SPELL && at->clone.skill == NULL) { LOG(llevError, "Spell archetype %s [%s] has no skill defined!\n", at->name, at->clone.name); abort = 1; } } if (abort) fatal(SEE_LAST_ERROR); } /** * Loads all archetypes and treasures. * First initialises the archtype hash-table (init_archetable()). * Reads and parses the archetype file (with the first and second-pass * functions). * Then initialises treasures by calling load_treasures(). */ static void load_archetypes(void) { FILE *fp; char filename[MAX_BUF]; snprintf(filename, sizeof(filename), "%s/%s", settings.datadir, settings.archetypes); if ((fp = fopen(filename, "r")) == NULL) { LOG(llevError, " Can't open archetype file.\n"); return; } clear_archetable(); LOG(llevDebug, "arch: starting pass 1...\n"); first_arch_pass(fp); init_archetable(); rewind(fp); LOG(llevDebug, "arch: loading treasures\n"); load_treasures(); LOG(llevDebug, "arch: starting pass 2...\n"); second_arch_pass(fp); check_generators(); check_spells(); check_summoned(); fclose(fp); } /** * Creates and returns a new object which is a copy of the given archetype. * This function returns NULL if given a NULL pointer, else an object. * @param at * archetype from which to get an object. * @return * object of specified type. * @note * object_new() will either allocate memory or call fatal(), so returned value * is never NULL. */ object *arch_to_object(archetype *at) { object *op; if (at == NULL) { LOG(llevError, "Couldn't find archetype.\n"); return NULL; } op = object_new(); object_copy_with_inv(&at->clone, op); op->arch = at; return op; } /** * Creates a dummy object. This function is called by get_archetype() * if it fails to find the appropriate archetype. * Thus get_archetype() will be guaranteed to always return * an object, and never NULL. * @param name * name to give the dummy object. * @return * object of specified name. It fill have the ::FLAG_NO_PICK flag set. * @note * object_new() will either allocate memory or call fatal(), so returned value * is never NULL. */ object *create_singularity(const char *name) { object *op; char buf[MAX_BUF]; snprintf(buf, sizeof(buf), "%s (%s)", ARCH_SINGULARITY, name); op = object_new(); op->arch = empty_archetype; op->name = add_string(buf); op->name_pl = add_string(buf); SET_FLAG(op, FLAG_NO_PICK); return op; } /** * Finds which archetype matches the given name, and returns a new * object containing a copy of the archetype. * @param name * archetype name * @return * object of specified archetype, or a singularity. Will never be NULL. * @todo * replace with object_create_arch() which is multi-part aware. */ object *create_archetype(const char *name) { archetype *at; at = find_archetype(name); if (at == NULL) return create_singularity(name); return arch_to_object(at); } /** * Hash-function used by the arch-hashtable. * @param str * archetype name * @param tablesize * size of the hash table * @return * hash of the archetype name */ static unsigned long hasharch(const char *str, int tablesize) { unsigned long hash = 0; int i = 0; const char *p; /* use the one-at-a-time hash function, which supposedly is * better than the djb2-like one used by perl5.005, but * certainly is better then the bug used here before. * see http://burtleburtle.net/bob/hash/doobs.html */ for (p = str; i < MAXSTRING && *p; p++, i++) { hash += *p; hash += hash<<10; hash ^= hash>>6; } hash += hash<<3; hash ^= hash>>11; hash += hash<<15; return hash%tablesize; } /** * Finds, using the hashtable, which archetype matches the given name. Will not LOG() if not found. * @return * pointer to the found archetype, otherwise NULL. * @see find_archetype() */ archetype *try_find_archetype(const char *name) { archetype *at; unsigned long index; if (name == NULL) return (archetype *)NULL; index = hasharch(name, ARCHTABLE); arch_search++; for (;;) { at = arch_table[index]; if (at == NULL) { return NULL; } arch_cmp++; if (!strcmp(at->name, name)) return at; if (++index >= ARCHTABLE) index = 0; } } /** * Finds, using the hashtable, which archetype matches the given name. Will LOG() if not found. * @return * pointer to the found archetype, otherwise NULL. * @see try_find_archetype * @todo replace by try_find_archetype() when suitable */ archetype *find_archetype(const char *name) { archetype *at; if (name == NULL) return (archetype *)NULL; at = try_find_archetype(name); if (at == NULL) LOG(llevError, "Couldn't find archetype %s\n", name); return at; } /** * Adds an archetype to the hashtable. * Will call fatal() if archetype table is too small to contain archetypes. */ static void add_arch(archetype *at) { unsigned long index = hasharch(at->name, ARCHTABLE), org_index = index; for (;;) { if (arch_table[index] == NULL) { arch_table[index] = at; return; } if (++index == ARCHTABLE) index = 0; if (index == org_index) fatal(ARCHTABLE_TOO_SMALL); } } /** * Create a full object using the given archetype. * This instanciate not only the archetype but also * all linked archetypes in case of multisquare archetype. * @param at * archetype to instanciate. Must not be NULL. * @return * pointer to head of instance. * @note * will never return NULL. */ object *object_create_arch(archetype *at) { object *op, *prev = NULL, *head = NULL; while (at) { op = arch_to_object(at); op->x = at->clone.x; op->y = at->clone.y; if (head) op->head = head, prev->more = op; if (!head) head = op; prev = op; at = at->more; } return (head); } /*** end of arch.c ***/ crossfire-1.75.0/common/los.c000644 001751 001751 00000056434 13775114567 016750 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file los.c * This handles the "line of sight" for players and monsters. */ #include "global.h" #include #include #include /** * Distance must be less than this for the object to be blocked. * An object is 1.0 wide, so if set to 0.5, it means the object * that blocks half the view (0.0 is complete block) will * block view in our tables. * .4 or less lets you see through walls. .5 is about right. */ #define SPACE_BLOCK 0.5 typedef struct blstr { int x[4], y[4]; int index; } blocks; static blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; static void expand_lighted_sight(object *op); /** * What this sets is that x,y blocks the view of bx,by * This then sets up a relation - for example, something * at 5,4 blocks view at 5,3 which blocks view at 5,2 * etc. So when we check 5,4 and find it blocks, we have * the data to know that 5,3 and 5,2 and 5,1 should also * be blocked. * Used to initialise the array used by the LOS routines. * * @param x * @param y * coordinates that block. * @param bx * @param by * coordinates that get blocked. * @todo * check index for overflow? */ static void set_block(int x, int y, int bx, int by) { int index = block[x][y].index, i; /* Due to flipping, we may get duplicates - better safe than sorry. */ for (i = 0; i < index; i++) { if (block[x][y].x[i] == bx && block[x][y].y[i] == by) return; } block[x][y].x[index] = bx; block[x][y].y[index] = by; block[x][y].index++; #ifdef LOS_DEBUG LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index); #endif } /** * initialises the array used by the LOS routines. * * Since we are only doing the upper left quadrant, only * these spaces could possibly get blocked, since these * are the only ones further out that are still possibly in the * sightline. */ void init_block(void) { int x, y, dx, dy, i; static const int block_x[3] = { -1, -1, 0 }, block_y[3] = { -1, 0, -1 }; for (x = 0; x < MAP_CLIENT_X; x++) for (y = 0; y < MAP_CLIENT_Y; y++) { block[x][y].index = 0; } /* The table should be symmetric, so only do the upper left * quadrant - makes the processing easier. */ for (x = 1; x <= MAP_CLIENT_X/2; x++) { for (y = 1; y <= MAP_CLIENT_Y/2; y++) { /* center space never blocks */ if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2) continue; for (i = 0; i < 3; i++) { dx = x+block_x[i]; dy = y+block_y[i]; /* If its a straight line, its blocked */ if ((dx == x && x == MAP_CLIENT_X/2) || (dy == y && y == MAP_CLIENT_Y/2)) { /* For simplicity, we mirror the coordinates to block the other * quadrants. */ set_block(x, y, dx, dy); if (x == MAP_CLIENT_X/2) { set_block(x, MAP_CLIENT_Y-y-1, dx, MAP_CLIENT_Y-dy-1); } else if (y == MAP_CLIENT_Y/2) { set_block(MAP_CLIENT_X-x-1, y, MAP_CLIENT_X-dx-1, dy); } } else { float d1, s, l; /* We use the algorihm that found out how close the point * (x,y) is to the line from dx,dy to the center of the viewable * area. l is the distance from x,y to the line. * r is more a curiosity - it lets us know what direction (left/right) * the line is off */ d1 = (float)(pow(MAP_CLIENT_X/2-dx, 2)+pow(MAP_CLIENT_Y/2-dy, 2)); s = (float)((dy-y)*(MAP_CLIENT_X/2-dx)-(dx-x)*(MAP_CLIENT_Y/2-dy))/d1; l = FABS(sqrt(d1)*s); if (l <= SPACE_BLOCK) { /* For simplicity, we mirror the coordinates to block the other * quadrants. */ set_block(x, y, dx, dy); set_block(MAP_CLIENT_X-x-1, y, MAP_CLIENT_X-dx-1, dy); set_block(x, MAP_CLIENT_Y-y-1, dx, MAP_CLIENT_Y-dy-1); set_block(MAP_CLIENT_X-x-1, MAP_CLIENT_Y-y-1, MAP_CLIENT_X-dx-1, MAP_CLIENT_Y-dy-1); } } } } } } /** * This recursively sets the blocked line of sight view. * From the blocked[][] array, we know for example * that if some particular space is blocked, it blocks * the view of the spaces 'behind' it, and those blocked * spaces behind it may block other spaces, etc. * In this way, the chain of visibility is set. * Used to initialise the array used by the LOS routines. * * @param pl * player for which we're computing. * @param x * @param y * indexes into the blocked[][] array. */ static void set_wall(player *pl, int x, int y) { // Get this outside the loop -- now we can recycle x and y in the loop // Trying less dereferencing for better efficiency // Equivalent to &(block[x][y]), but faster. const blocks * const at = block[x] + y; /* * Assume the mapsize will not change mid-drawing. This seemed to work in my testing * Daniel Hawkins 2019-12-03 */ const int map_sock_x = (MAP_CLIENT_X-pl->socket.mapx)>>1, map_sock_y = (MAP_CLIENT_Y-pl->socket.mapy)>>1; for (int i = 0; i < at->index; i++) { int dx = at->x[i], dy = at->y[i]; /* x, y are the values as adjusted to be in the * socket look structure. Since the values are copied, * we can safely store this in the x and y passed to the function, * since they were only needed to find the element of the blocks array. */ x = dx-map_sock_x; y = dy-map_sock_y; if (x < 0 || x >= pl->socket.mapx || y < 0 || y >= pl->socket.mapy /* If already set to 100, we probably hit this space through recursion already. */ || pl->blocked_los[x][y] == 100) continue; /* we need to adjust to the fact that the socket * code wants the los to start from the 0,0 * and not be relative to middle of los array. */ pl->blocked_los[x][y] = 100; set_wall(pl, dx, dy); } } /** * Used to initialise the array used by the LOS routines. * @param op * player's object * @param x * @param y * Values based on MAP_CLIENT_X and Y that index the blocked[][] arrays. * * @todo * use player *instead of object *to show it must be a player? */ static void check_wall(object *op, int x, int y) { int ax, ay; if (!block[x][y].index) return; /* ax, ay are coordinates as indexed into the look window */ ax = x-(MAP_CLIENT_X-op->contr->socket.mapx)/2; ay = y-(MAP_CLIENT_Y-op->contr->socket.mapy)/2; /* If the converted coordinates are outside the viewable * area for the client, return now. */ if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) return; /* If this space is already blocked, prune the processing - presumably * whatever has set this space to be blocked has done the work and already * done the dependency chain. */ if (op->contr->blocked_los[ax][ay] == 100) return; if (get_map_flags(op->map, NULL, op->x+x-MAP_CLIENT_X/2, op->y+y-MAP_CLIENT_Y/2, NULL, NULL)&(P_BLOCKSVIEW|P_OUT_OF_MAP)) set_wall(op->contr, x, y); } /** * Clears/initialises the los-array associated to the player * controlling the object. * * @param pl * player to clear. */ void clear_los(player *pl) { /* This is safer than using the socket->mapx, mapy because * we index the blocked_los as a 2 way array, so clearing * the first z spaces may not not cover the spaces we are * actually going to use */ (void)memset((void *)pl->blocked_los, 0, MAP_CLIENT_X*MAP_CLIENT_Y); } /** * Goes through the array of what the given player is * able to see, and expands the visible area a bit, so the player will, * to a certain degree, be able to see into corners. * This is somewhat suboptimal, would be better to improve the formula. * * @param op * player's object to process. * * @todo * use player *instead of object *to show it must be a player? */ static void expand_sight(object *op) { int i, x, y, dx, dy; for (x = 1; x < op->contr->socket.mapx-1; x++) /* loop over inner squares */ for (y = 1; y < op->contr->socket.mapy-1; y++) { if (!op->contr->blocked_los[x][y] && !(get_map_flags(op->map, NULL, op->x-op->contr->socket.mapx/2+x, op->y-op->contr->socket.mapy/2+y, NULL, NULL)&(P_BLOCKSVIEW|P_OUT_OF_MAP))) { for (i = 1; i <= 8; i += 1) { /* mark all directions */ dx = x+freearr_x[i]; dy = y+freearr_y[i]; if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ op->contr->blocked_los[dx][dy] = -1; } } } if (MAP_DARKNESS(op->map) > 0) /* player is on a dark map */ expand_lighted_sight(op); /* clear mark squares */ for (x = 0; x < op->contr->socket.mapx; x++) for (y = 0; y < op->contr->socket.mapy; y++) if (op->contr->blocked_los[x][y] < 0) op->contr->blocked_los[x][y] = 0; } /** * Checks if op has a light source. * * @param op * object being checked. * @return * true if op carries one or more lights * * @note * This is a trivial function now days, but it used to * be a bit longer. Probably better for callers to just * check the op->glow_radius instead of calling this. */ int has_carried_lights(const object *op) { /* op may glow! */ if (op->glow_radius > 0) return 1; return 0; } /** * Propagate the light information. * * @param op * player's object for which to compute the light values. */ static void expand_lighted_sight(object *op) { int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; mapstruct *m = op->map; int16_t nx, ny; darklevel = MAP_DARKNESS(m); /* If the player can see in the dark, lower the darklevel for him */ if (QUERY_FLAG(op, FLAG_SEE_IN_DARK)) darklevel -= 2; /* add light, by finding all (non-null) nearby light sources, then * mark those squares specially. If the darklevel<1, there is no * reason to do this, so we skip this function */ if (darklevel < 1) return; /* Do a sanity check. If not valid, some code below may do odd * things. */ if (darklevel > MAX_DARKNESS) { LOG(llevError, "Map darkness for %s on %s is too high (%d)\n", op->name, op->map->path, darklevel); darklevel = MAX_DARKNESS; } /* First, limit player furthest (unlighted) vision */ for (x = 0; x < op->contr->socket.mapx; x++) for (y = 0; y < op->contr->socket.mapy; y++) if (op->contr->blocked_los[x][y] != 100) op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; /* the spaces[] darkness value contains the information we need. * Only process the area of interest. * the basex, basey values represent the position in the op->contr->blocked_los * array. Its easier to just increment them here (and start with the right * value) than to recalculate them down below. */ for (x = (op->x-op->contr->socket.mapx/2-MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; x <= (op->x+op->contr->socket.mapx/2+MAX_LIGHT_RADII); x++, basex++) { for (y = (op->y-op->contr->socket.mapy/2-MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; y <= (op->y+op->contr->socket.mapy/2+MAX_LIGHT_RADII); y++, basey++) { m = op->map; nx = x; ny = y; mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); if (mflags&P_OUT_OF_MAP) continue; /* This space is providing light, so we need to brighten up the * spaces around here. */ light = GET_MAP_LIGHT(m, nx, ny); if (light != 0) { for (ax = basex-light; ax <= basex+light; ax++) { if (ax < 0 || ax >= op->contr->socket.mapx) continue; for (ay = basey-light; ay <= basey+light; ay++) { if (ay < 0 || ay >= op->contr->socket.mapy) continue; /* If the space is fully blocked, do nothing. Otherwise, we * brighten the space. The further the light is away from the * source (basex-x), the less effect it has. Though light used * to dim in a square manner, it now dims in a circular manner * using the the pythagorean theorem. glow_radius still * represents the radius */ if (op->contr->blocked_los[ax][ay] != 100) { x1 = abs(basex-ax)*abs(basex-ax); y1 = abs(basey-ay)*abs(basey-ay); if (light > 0) op->contr->blocked_los[ax][ay] -= MAX((light-isqrt(x1+y1)), 0); if (light < 0) op->contr->blocked_los[ax][ay] -= MIN((light+isqrt(x1+y1)), 0); } } /* for ay */ } /* for ax */ } /* if this space is providing light */ } /* for y */ } /* for x */ /* Outdoor should never really be completely pitch black dark like * a dungeon, so let the player at least see a little around themselves */ if (op->map->outdoor && darklevel > (MAX_DARKNESS-3)) { if (op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3)) op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS-3; for (x = -1; x <= 1; x++) for (y = -1; y <= 1; y++) { if (op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2] > (MAX_DARKNESS-2)) op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2] = MAX_DARKNESS-2; } } /* grant some vision to the player, based on the darklevel */ for (x = darklevel-MAX_DARKNESS; x < MAX_DARKNESS+1-darklevel; x++) for (y = darklevel-MAX_DARKNESS; y < MAX_DARKNESS+1-darklevel; y++) if (!(op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2] == 100)) op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2] -= MAX(0, 6-darklevel-MAX(abs(x), abs(y))); } /** * Sets all veiwable squares to blocked except * for the one the central one that the player occupies. A little * odd that you can see yourself (and what your standing on), but * really need for any reasonable game play. * * @param pl * player for which to reset los. */ static void blinded_sight(player *pl) { int x, y; for (x = 0; x < pl->socket.mapx; x++) for (y = 0; y < pl->socket.mapy; y++) pl->blocked_los[x][y] = 100; pl->blocked_los[pl->socket.mapx/2][pl->socket.mapy/2] = 0; } /** * Recalculates the array which specifies what is * visible for the given player-object. * * @param op * player's object for which to compute. */ void update_los(object *op) { int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y; if (QUERY_FLAG(op, FLAG_REMOVED)) return; clear_los(op->contr); if (QUERY_FLAG(op, FLAG_WIZ) /* || XRAYS(op) */) return; /* For larger maps, this is more efficient than the old way which * used the chaining of the block array. Since many space views could * be blocked by different spaces in front, this mean that a lot of spaces * could be examined multile times, as each path would be looked at. */ for (x = (MAP_CLIENT_X-op->contr->socket.mapx)/2+1; x < (MAP_CLIENT_X+op->contr->socket.mapx)/2-1; x++) for (y = (MAP_CLIENT_Y-op->contr->socket.mapy)/2+1; y < (MAP_CLIENT_Y+op->contr->socket.mapy)/2-1; y++) check_wall(op, x, y); /* do the los of the player. 3 (potential) cases */ if (QUERY_FLAG(op, FLAG_BLIND)) /* player is blind */ blinded_sight(op->contr); else expand_sight(op); if (QUERY_FLAG(op, FLAG_XRAYS)) { int x, y; for (x = -2; x <= 2; x++) for (y = -2; y <= 2; y++) op->contr->blocked_los[dx+x][dy+y] = 0; } } /** * update all_map_los is like update_all_los() below, * but updates everyone on the map, no matter where they * are. This generally should not be used, as a per * specific map change doesn't make much sense when tiling * is considered (lowering darkness would certainly be a * strange effect if done on a tile map, as it makes * the distinction between maps much more obvious to the * players, which is should not be. * Currently, this function is called from the * change_map_light function * * @param map * map on which affected players are. */ void update_all_map_los(mapstruct *map) { player *pl; for (pl = first_player; pl != NULL; pl = pl->next) { if (pl->ob->map == map) pl->do_los = 1; } } /** * This function makes sure that update_los() will be called for all * players on the given map within the next frame. * It is triggered by removal or inserting of objects which blocks * the sight in the map. * Modified by MSW 2001-07-12 to take a coordinate of the changed * position, and to also take map tiling into account. This change * means that just being on the same map is not sufficient - the * space that changes must be withing your viewable area. * * @param map * map that changed. * @param x * @param y * coordinates of the change. * * @todo * check if this couldn't be simplified, especially tiling (isn't there a function somewhere that could help?) */ void update_all_los(const mapstruct *map, int x, int y) { player *pl; for (pl = first_player; pl != NULL; pl = pl->next) { /* Player should not have a null map, but do this * check as a safety */ if (!pl->ob->map) continue; /* Same map is simple case - see if pl is close enough. * Note in all cases, we did the check for same map first, * and then see if the player is close enough and update * los if that is the case. If the player is on the * corresponding map, but not close enough, then the * player can't be on another map that may be closer, * so by setting it up this way, we trim processing * some. */ if (pl->ob->map == map) { if ((abs(pl->ob->x-x) <= pl->socket.mapx/2) && (abs(pl->ob->y-y) <= pl->socket.mapy/2)) pl->do_los = 1; } /* Now we check to see if player is on adjacent * maps to the one that changed and also within * view. The tile_maps[] could be null, but in that * case it should never match the pl->ob->map, so * we want ever try to dereference any of the data in it. */ /* The logic for 0 and 3 is to see how far the player is * from the edge of the map (height/width) - pl->ob->(x,y) * and to add current position on this map - that gives a * distance. * For 1 and 2, we check to see how far the given * coordinate (x,y) is from the corresponding edge, * and then add the players location, which gives * a distance. */ else if (pl->ob->map == map->tile_map[0]) { if ((abs(pl->ob->x-x) <= pl->socket.mapx/2) && (abs(y+MAP_HEIGHT(map->tile_map[0])-pl->ob->y) <= pl->socket.mapy/2)) pl->do_los = 1; } else if (pl->ob->map == map->tile_map[2]) { if ((abs(pl->ob->x-x) <= pl->socket.mapx/2) && (abs(pl->ob->y+MAP_HEIGHT(map)-y) <= pl->socket.mapy/2)) pl->do_los = 1; } else if (pl->ob->map == map->tile_map[1]) { if ((abs(pl->ob->x+MAP_WIDTH(map)-x) <= pl->socket.mapx/2) && (abs(pl->ob->y-y) <= pl->socket.mapy/2)) pl->do_los = 1; } else if (pl->ob->map == map->tile_map[3]) { if ((abs(x+MAP_WIDTH(map->tile_map[3])-pl->ob->x) <= pl->socket.mapx/2) && (abs(pl->ob->y-y) <= pl->socket.mapy/2)) pl->do_los = 1; } } } /** * Debug-routine which dumps the array which specifies the visible * area of a player. Triggered by the DM command printlos. * * @param op * DM asking for information. * * @todo * change the command to view another player's LOS? */ void print_los(object *op) { int x, y; char buf[MAP_CLIENT_X*2+20], buf2[10]; snprintf(buf, sizeof(buf), "[fixed] "); for (x = 0; x < op->contr->socket.mapx; x++) { snprintf(buf2, sizeof(buf2), "%2d", x); strncat(buf, buf2, sizeof(buf)-strlen(buf)-1); } draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DEBUG, buf); for (y = 0; y < op->contr->socket.mapy; y++) { snprintf(buf, sizeof(buf), "[fixed]%2d:", y); for (x = 0; x < op->contr->socket.mapx; x++) { snprintf(buf2, sizeof(buf2), " %1d", op->contr->blocked_los[x][y] == 100 ? 1 : 0); strncat(buf, buf2, sizeof(buf)-strlen(buf)-1); } draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_DEBUG, buf); } } /** * The object is supposed to be visible through walls, thus * check if any players are nearby, and edit their LOS array. * * @param op * object that should be visible. * * @todo * what about tiled maps? */ void make_sure_seen(const object *op) { player *pl; for (pl = first_player; pl; pl = pl->next) if (pl->ob->map == op->map && pl->ob->y-pl->socket.mapy/2 <= op->y && pl->ob->y+pl->socket.mapy/2 >= op->y && pl->ob->x-pl->socket.mapx/2 <= op->x && pl->ob->x+pl->socket.mapx/2 >= op->x) pl->blocked_los[pl->socket.mapx/2+op->x-pl->ob->x][pl->socket.mapy/2+op->y-pl->ob->y] = 0; } /** * The object which is supposed to be visible through * walls has just been removed from the map, so update the los of any * players within its range * * @param op * object that disappears. * * @todo * what about tiled maps? */ void make_sure_not_seen(const object *op) { player *pl; for (pl = first_player; pl; pl = pl->next) if (pl->ob->map == op->map && pl->ob->y-pl->socket.mapy/2 <= op->y && pl->ob->y+pl->socket.mapy/2 >= op->y && pl->ob->x-pl->socket.mapx/2 <= op->x && pl->ob->x+pl->socket.mapx/2 >= op->x) pl->do_los = 1; } crossfire-1.75.0/common/recipe.c000644 001751 001751 00000070750 13777704220 017410 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file recipe.c * Basic stuff for use with the alchemy code. Clearly some of this stuff * could go into server/alchemy, but I left it here just in case it proves * more generally useful. * * Nov 1995 - file created by b.t. thomas@astro.psu.edu * * Our definition of 'formula' is any product of an alchemical process. * Ingredients are just comma delimited list of archetype (or object) * names. * * Example 'formula' entry in libdir/formulae: * Object transparency * chance 10 * ingred dust of beholdereye,gem * arch potion_generic * * An ingredient is a name, which can contain an initial number for how many are needed. */ #include "global.h" #include #include #include #include #include "object.h" static void build_stringlist(const char *str, char ***result_list, size_t *result_size); static void check_formulae(void); /** Pointer to first recipelist. */ static recipelist *formulalist; /** * Allocates a new recipelist. * * Will call fatal() if memory allocation error. * * @return * new structure initialized. Never NULL. */ static recipelist *init_recipelist(void) { recipelist *tl = (recipelist *)malloc(sizeof(recipelist)); if (tl == NULL) fatal(OUT_OF_MEMORY); tl->total_chance = 0; tl->number = 0; tl->items = NULL; tl->next = NULL; return tl; } /** * Allocates a new recipe. * * Will call fatal() if memory allocation error. * * @return * new structure initialized. Never NULL. */ static recipe *get_empty_formula(void) { // This used to be a malloc followed by setting everything to zero. // So just use calloc to make it faster. // SilverNexus -- 2018-10-22 recipe *t = (recipe *)calloc(1, sizeof(recipe)); if (t == NULL) fatal(OUT_OF_MEMORY); return t; } /** * Gets a formula list by ingredients count. * * @param i * number of ingredients. * * @return * pointer to the formula list, or NULL if it doesn't exist. */ recipelist *get_formulalist(int i) { recipelist *fl = formulalist; int number = i; while (fl && number > 1) { if (!(fl = fl->next)) break; number--; } return fl; } /** * Makes sure we actually have the requested artifact * and archetype. * * @param rp * recipe we want to check. * * @return * 1 if recipe is ok, 0 if missing something (and LOG() to error). */ static int check_recipe(const recipe *rp) { size_t i; int result; result = 1; for (i = 0; i < rp->arch_names; i++) { if (find_archetype(rp->arch_name[i]) != NULL) { const artifact *art = locate_recipe_artifact(rp, i); if (!art && strcmp(rp->title, "NONE") != 0) { LOG(llevError, "\nWARNING: Formula %s of %s has no artifact.\n", rp->arch_name[i], rp->title); result = 0; } } else { LOG(llevError, "\nWARNING: Can't find archetype %s for formula %s\n", rp->arch_name[i], rp->title); result = 0; } } return result; } /** * Builds up the lists of formula from the file in the libdir. -b.t. */ void init_formulae(void) { static int has_been_done = 0; FILE *fp; char filename[MAX_BUF], buf[MAX_BUF], *cp, *next; recipe *formula = NULL; recipelist *fl = init_recipelist(); linked_char *tmp; int value; if (!formulalist) formulalist = fl; if (has_been_done) return; else has_been_done = 1; snprintf(filename, sizeof(filename), "%s/formulae", settings.datadir); LOG(llevDebug, "Reading alchemical formulae from %s...\n", filename); if ((fp = fopen(filename, "r")) == NULL) { LOG(llevError, "Can't open %s.\n", filename); return; } while (fgets(buf, MAX_BUF, fp) != NULL) { if (*buf == '#') continue; if ((cp = strchr(buf, '\n')) != NULL) *cp = '\0'; cp = buf; while (*cp == ' ') /* Skip blanks */ cp++; if (!strncmp(cp, "Object", 6)) { formula = get_empty_formula(); formula->title = add_string(strchr(cp, ' ')+1); } else if (formula == NULL) { LOG(llevError, "recipe.c: First key in formulae file is not \"Object\".\n"); fatal(SEE_LAST_ERROR); } else if (!strncmp(cp, "keycode", 7)) { formula->keycode = add_string(strchr(cp, ' ')+1); } else if (sscanf(cp, "trans %d", &value)) { formula->transmute = value; } else if (sscanf(cp, "yield %d", &value)) { formula->yield = value; } else if (sscanf(cp, "chance %d", &value)) { formula->chance = value; } else if (sscanf(cp, "exp %d", &value)) { formula->exp = value; } else if (sscanf(cp, "diff %d", &value)) { formula->diff = value; } else if (!strncmp(cp, "ingred", 6)) { int numb_ingred; formula->ingred_count = 1; cp = strchr(cp, ' ')+1; do { if ((next = strchr(cp, ',')) != NULL) { *(next++) = '\0'; formula->ingred_count++; } tmp = (linked_char *)malloc(sizeof(linked_char)); /* trim the string */ while (*cp == ' ') cp++; while (*cp != '\0' && cp[strlen(cp) - 1] == ' ') cp[strlen(cp) - 1] = '\0'; tmp->name = add_string(cp); tmp->next = formula->ingred; formula->ingred = tmp; /* each ingredient's ASCII value is coadded. Later on this * value will be used allow us to search the formula lists * quickly for the right recipe. */ formula->index += strtoint(cp); } while ((cp = next) != NULL); /* now find the correct (# of ingred ordered) formulalist */ numb_ingred = formula->ingred_count; fl = formulalist; while (numb_ingred != 1) { if (!fl->next) fl->next = init_recipelist(); fl = fl->next; numb_ingred--; } fl->total_chance += formula->chance; fl->number++; formula->next = fl->items; fl->items = formula; } else if (!strncmp(cp, "arch", 4)) { build_stringlist(strchr(cp, ' ')+1, &formula->arch_name, &formula->arch_names); check_recipe(formula); } else if (!strncmp(cp, "skill", 5)) { formula->skill = add_string(strchr(cp, ' ')+1); } else if (!strncmp(cp, "cauldron", 8)) { formula->cauldron = add_string(strchr(cp, ' ')+1); } else if (!strncmp(cp, "failure_arch ", 13)) { formula->failure_arch = add_string(strchr(cp, ' ')+1); } else if (!strncmp(cp, "failure_message ", 16)) { formula->failure_message = add_string(strchr(cp, ' ')+1); } else if (sscanf(cp, "min_level %d", &value)) { formula->min_level = value; } else if (!strncmp(cp, "tool ", 5)) { build_stringlist(strchr(cp, ' ')+1, &formula->tool, &formula->tool_size); } else if (sscanf(cp, "combination %d", &value)) { formula->is_combination = value ? 1 : 0; } else LOG(llevError, "Unknown input in file %s: %s\n", filename, buf); } LOG(llevDebug, "done.\n"); fclose(fp); /* Lastly, lets check for problems in formula we got */ check_formulae(); } /** * Check if formula don't have the same index. * * Since we are doing a squential search on the * formulae lists now, we have to be carefull that we dont have 2 * formula with the exact same index value. Under the new nbatches * code, it is possible to have multiples of ingredients in a cauldron * which could result in an index formula mismatch. We *don't *check for * that possibility here. -b.t. * * LOG() to error level. * * @todo check archetypes exist, check coherence (skill present, cauldron ok, and such things), set chance to 0 for combinations */ static void check_formulae(void) { recipelist *fl; recipe *check, *formula; int numb = 1, tool_match; size_t tool_i,tool_j; LOG(llevDebug, "Checking formulae lists...\n"); for (fl = formulalist; fl != NULL; fl = fl->next) { for (formula = fl->items; formula != NULL; formula = formula->next) for (check = formula->next; check != NULL; check = check->next) /* If one recipe has a tool and another a caudron, we should be able to handle it */ if (check->index == formula->index && ((check->cauldron && formula->cauldron && strcmp(check->cauldron, formula->cauldron) == 0) || (check->tool_size == formula->tool_size && check->tool_size > 0))) { /* Check the tool list to make sure they have no matches */ if (check->tool && formula->tool) { tool_match = 0; for (tool_i = 0; tool_i < formula->tool_size; ++tool_i) /* If it turns out these lists are sorted, then we could optimize this better. */ for (tool_j = 0; tool_j < check->tool_size; ++tool_j) if (strcmp(formula->tool[tool_i], check->tool[tool_j]) == 0) { tool_match = 1; break; /* TODO: break out of the double loop */ } } else tool_match = 1; /* If we get here, we matched on the cauldron */ /* Check to see if we have a denoted match */ if (tool_match) { /* if the recipes don't have the same facility, then no issue anyway. */ LOG(llevError, " ERROR: On %d ingred list:\n", numb); LOG(llevError, "Formulae [%s] of %s and [%s] of %s have matching index id (%d)\n", formula->arch_name[0], formula->title, check->arch_name[0], check->title, formula->index); } } numb++; } LOG(llevDebug, "done checking.\n"); } /** * Dumps alchemy recipes to output. * Borrowed (again) from the artifacts code for this. * * @todo * use LOG() instead of fprintf? */ void dump_alchemy(void) { recipelist *fl = formulalist; recipe *formula = NULL; linked_char *next; int num_ingred = 1; fprintf(logfile, "\n"); while (fl) { fprintf(logfile, "\n Formulae with %d ingredient%s %d Formulae with total_chance=%d\n", num_ingred, num_ingred > 1 ? "s." : ".", fl->number, fl->total_chance); for (formula = fl->items; formula != NULL; formula = formula->next) { const artifact *art = NULL; char buf[MAX_BUF]; size_t i; for (i = 0; i < formula->arch_names; i++) { const char *string = formula->arch_name[i]; if (find_archetype(string) != NULL) { art = locate_recipe_artifact(formula, i); if (!art && strcmp(formula->title, "NONE")) LOG(llevError, "Formula %s has no artifact\n", formula->title); else { if (strcmp(formula->title, "NONE")) snprintf(buf, sizeof(buf), "%s of %s", string, formula->title); else strlcpy(buf, string, sizeof(buf)); fprintf(logfile, "%-30s(%d) bookchance %3d ", buf, formula->index, formula->chance); fprintf(logfile, "skill %s", formula->skill); fprintf(logfile, "\n"); if (formula->ingred != NULL) { int nval = 0, tval = 0; fprintf(logfile, "\tIngred: "); for (next = formula->ingred; next != NULL; next = next->next) { if (nval != 0) fprintf(logfile, ","); fprintf(logfile, "%s(%d)", next->name, (nval = strtoint(next->name))); tval += nval; } fprintf(logfile, "\n"); if (tval != formula->index) fprintf(logfile, "WARNING:ingredient list and formula values not equal.\n"); } if (formula->skill != NULL) fprintf(logfile, "\tSkill Required: %s", formula->skill); if (formula->cauldron != NULL) fprintf(logfile, "\tCauldron: %s\n", formula->cauldron); fprintf(logfile, "\tDifficulty: %d\t Exp: %d\n", formula->diff, formula->exp); } } else LOG(llevError, "Can't find archetype:%s for formula %s\n", string, formula->title); } } fprintf(logfile, "\n"); fl = fl->next; num_ingred++; } } /** * Find a treasure with a matching name. The 'depth' parameter is * only there to prevent infinite loops in treasure lists (a list * referencing another list pointing back to the first one). * * @param t * item of treasure list to search from * @param name * name we're trying to find. Doesn't need to be a shared string. * @param depth * current depth. Code will exit if greater than 10. * @return * archetype with name, or NULL if nothing found. */ archetype *find_treasure_by_name(const treasure *t, const char *name, int depth) { treasurelist *tl; archetype *at; if (depth > 10) return NULL; while (t != NULL) { if (t->name != NULL) { tl = find_treasurelist(t->name); at = find_treasure_by_name(tl->items, name, depth+1); if (at != NULL) return at; } else { if (!strcasecmp(t->item->clone.name, name)) return t->item; } if (t->next_yes != NULL) { at = find_treasure_by_name(t->next_yes, name, depth); if (at != NULL) return at; } if (t->next_no != NULL) { at = find_treasure_by_name(t->next_no, name, depth); if (at != NULL) return at; } t = t->next; } return NULL; } /** * Try to find an ingredient with specified name. * * If several archetypes have the same name, the value of the first * one with that name will be returned. This happens for the * mushrooms (mushroom_1, mushroom_2 and mushroom_3). For the * monsters' body parts, there may be several monsters with the same * name. This is not a problem if these monsters have the same level * (e.g. sage & c_sage) or if only one of the monsters generates the * body parts that we are looking for (e.g. big_dragon and * big_dragon_worthless). * * Will also search in artifacts. * * @param name * ingredient we're searching for. Can start with a number. * @return * cost of ingredient, -1 if wasn't found. */ static long find_ingred_cost(const char *name) { archetype *at; archetype *at2; const artifactlist *al; const artifact *art; long mult; char *cp; char part1[100]; char part2[100]; /* same as atoi(), but skip number */ mult = 0; while (isdigit(*name)) { mult = 10*mult+(*name-'0'); name++; } if (mult > 0) name++; else mult = 1; /* first, try to match the name of an archetype */ for (at = first_archetype; at != NULL; at = at->next) { if (at->clone.title != NULL) { /* inefficient, but who cares? */ snprintf(part1, sizeof(part1), "%s %s", at->clone.name, at->clone.title); if (!strcasecmp(part1, name)) return mult*at->clone.value; } if (!strcasecmp(at->clone.name, name)) return mult*at->clone.value; } /* second, try to match an artifact ("arch of something") */ cp = strstr(name, " of "); if (cp != NULL) { safe_strncpy(part1, name, sizeof(part1)); part1[cp-name] = '\0'; safe_strncpy(part2, cp + 4, sizeof(part2)); /* find the first archetype matching the first part of the name */ for (at = first_archetype; at != NULL; at = at->next) if (!strcasecmp(at->clone.name, part1) && at->clone.title == NULL) break; if (at != NULL) { /* find the first artifact derived from that archetype (same type) */ for (al = first_artifactlist; al != NULL; al = al->next) if (al->type == at->clone.type) { for (art = al->items; art != NULL; art = art->next) if (!strcasecmp(art->item->name, part2)) return mult*at->clone.value*art->item->value; } } } /* third, try to match a body part ("arch's something") */ cp = strstr(name, "'s "); if (cp != NULL) { safe_strncpy(part1, name, sizeof(part1)); part1[cp-name] = '\0'; safe_strncpy(part2, cp + 3, sizeof(part2)); /* examine all archetypes matching the first part of the name */ for (at = first_archetype; at != NULL; at = at->next) if (!strcasecmp(at->clone.name, part1) && at->clone.title == NULL) { if (at->clone.randomitems != NULL) { at2 = find_treasure_by_name(at->clone.randomitems->items, part2, 0); if (at2 != NULL) return mult*at2->clone.value*isqrt(at->clone.level*2); } } } /* failed to find any matching items -- formula should be checked */ return -1; } /** * Dumps to output all costs of recipes. * * Code copied from dump_alchemy() and modified by Raphael Quinet * * @todo * should use LOG() */ void dump_alchemy_costs(void) { recipelist *fl = formulalist; recipe *formula = NULL; linked_char *next; int num_ingred = 1; int num_errors = 0; long cost; long tcost; fprintf(logfile, "\n"); while (fl) { fprintf(logfile, "\n Formulae with %d ingredient%s %d Formulae with total_chance=%d\n", num_ingred, num_ingred > 1 ? "s." : ".", fl->number, fl->total_chance); for (formula = fl->items; formula != NULL; formula = formula->next) { const artifact *art = NULL; const archetype *at = NULL; char buf[MAX_BUF]; size_t i; for (i = 0; i < formula->arch_names; i++) { const char *string = formula->arch_name[i]; if ((at = find_archetype(string)) != NULL) { art = locate_recipe_artifact(formula, i); if (!art && strcmp(formula->title, "NONE")) LOG(llevError, "Formula %s has no artifact\n", formula->title); else { if (!strcmp(formula->title, "NONE")) strlcpy(buf, string, sizeof(buf)); else snprintf(buf, sizeof(buf), "%s of %s", string, formula->title); fprintf(logfile, "\n%-40s bookchance %3d skill %s\n", buf, formula->chance, formula->skill); if (formula->ingred != NULL) { tcost = 0; for (next = formula->ingred; next != NULL; next = next->next) { cost = find_ingred_cost(next->name); if (cost < 0) num_errors++; fprintf(logfile, "\t%-33s%5ld\n", next->name, cost); if (cost < 0 || tcost < 0) tcost = -1; else tcost += cost; } if (art != NULL && art->item != NULL) cost = at->clone.value*art->item->value; else cost = at->clone.value; fprintf(logfile, "\t\tBuying result costs: %5ld", cost); if (formula->yield > 1) { fprintf(logfile, " to %ld (max %d items)\n", cost*formula->yield, formula->yield); cost = cost*(formula->yield+1L)/2L; } else fprintf(logfile, "\n"); fprintf(logfile, "\t\tIngredients cost: %5ld\n\t\tComment: ", tcost); if (tcost < 0) fprintf(logfile, "Could not find some ingredients. Check the formula!\n"); else if (tcost > cost) fprintf(logfile, "Ingredients are much too expensive. Useless formula.\n"); else if (tcost*2L > cost) fprintf(logfile, "Ingredients are too expensive.\n"); else if (tcost*10L < cost) fprintf(logfile, "Ingredients are too cheap.\n"); else fprintf(logfile, "OK.\n"); } } } else LOG(llevError, "Can't find archetype:%s for formula %s\n", string, formula->title); } } fprintf(logfile, "\n"); fl = fl->next; num_ingred++; } if (num_errors > 0) fprintf(logfile, "WARNING: %d objects required by the formulae do not exist in the game.\n", num_errors); } /** * Extracts the name from an ingredient. * * @param name * ingredient to extract from. Can contain a number at start. * @return * pointer in name to the first character of the ingredient's name. */ static const char *ingred_name(const char *name) { const char *cp = name; if (atoi(cp)) cp = strchr(cp, ' ')+1; return cp; } /** * Extracts the number part of an ingredient. * * @param buf * ingredient. * @return * number part of an ingredient. */ static int numb_ingred(const char *buf) { int numb; if ((numb = atoi(buf))) return numb; else return 1; } /** * Convert buf into an integer equal to the coadded sum of the (lowercase) character * * ASCII values in buf (times prepended integers). * * @param buf * buffer we want to convert. Can contain an initial number. * @return * sum of lowercase characters of the ingredient's name. */ int strtoint(const char *buf) { const char *cp = ingred_name(buf); int val = 0, len = strlen(cp), mult = numb_ingred(buf); while (len) { val += tolower(*cp); cp++; len--; } return val*mult; } /** * Finds an artifact for a recipe. * * @param rp * recipe * @param idx * index of ingredient in recipe. * @return * artifact, or NULL if not found. */ const artifact *locate_recipe_artifact(const recipe *rp, size_t idx) { object *item = create_archetype(rp->arch_name[idx]); const artifactlist *at = NULL; const artifact *art = NULL; if (!item) return (artifact *)NULL; if ((at = find_artifactlist(item->type))) for (art = at->items; art; art = art->next) if (!strcmp(art->item->name, rp->title) && legal_artifact_combination(item, art)) break; object_free_drop_inventory(item); return art; } /** * Gets a random recipe list. * * @return * random recipe list. */ static recipelist *get_random_recipelist(void) { recipelist *fl = NULL; int number = 0, roll = 0; /* first, determine # of recipelist we have */ for (fl = get_formulalist(1); fl; fl = fl->next) number++; /* now, randomly choose one */ if (number > 0) roll = RANDOM()%number; fl = get_formulalist(1); while (roll && fl) { if (fl->next) fl = fl->next; else break; roll--; } if (!fl) /* failed! */ LOG(llevError, "get_random_recipelist(): no recipelists found!\n"); else if (fl->total_chance == 0) fl = get_random_recipelist(); return fl; } /** * Gets a random recipe from a list, based on chance. * * @param rpl * recipelist we want a recipe from. Can be NULL in which case a random one is selected. * @return * random recipe. Can be NULL if recipelist has a total_chance of 0. */ recipe *get_random_recipe(recipelist *rpl) { recipelist *fl = rpl; recipe *rp = NULL; int r = 0; /* looks like we have to choose a random one */ if (fl == NULL) if ((fl = get_random_recipelist()) == NULL) return rp; if (fl->total_chance > 0) { r = RANDOM()%fl->total_chance; for (rp = fl->items; rp; rp = rp->next) { r -= rp->chance; if (r < 0) break; } } return rp; } /** * Frees all memory allocated to recipes and recipes lists. */ void free_all_recipes(void) { recipelist *fl, *flnext; recipe *formula = NULL, *next; linked_char *lchar, *charnext; LOG(llevDebug, "Freeing all the recipes\n"); for (fl = formulalist; fl != NULL; fl = flnext) { flnext = fl->next; for (formula = fl->items; formula != NULL; formula = next) { next = formula->next; free(formula->arch_name[0]); free(formula->arch_name); if (formula->title) free_string(formula->title); if (formula->skill) free_string(formula->skill); if (formula->cauldron) free_string(formula->cauldron); if (formula->failure_arch) free_string(formula->failure_arch); if (formula->failure_message) free_string(formula->failure_message); for (lchar = formula->ingred; lchar; lchar = charnext) { charnext = lchar->next; free_string(lchar->name); free(lchar); } if (formula->tool) free(formula->tool[0]); free(formula->tool); free(formula); } free(fl); } formulalist = NULL; } /** * Split a comma separated string list into words. * * @param str * the string to split * @param[out] result_list * pointer to return value for the newly created list; the * caller is responsible for freeing both *result_list and **result_list. * @param[out] result_size * pointer to return value for the size of the newly created list */ static void build_stringlist(const char *str, char ***result_list, size_t *result_size) { char *dup; char *p; size_t size; size_t i; dup = strdup_local(str); if (dup == NULL) fatal(OUT_OF_MEMORY); size = 0; for (p = strtok(dup, ","); p != NULL; p = strtok(NULL, ",")) size++; assert(size > 0); *result_list = malloc(sizeof(**result_list) * size); if (*result_list == NULL) fatal(OUT_OF_MEMORY); *result_size = size; for (i = 0; i < size; i++) { (*result_list)[i] = dup; dup = dup+strlen(dup)+1; } } /** * Find a recipe for a specified tool. This function can be called multiple times to browse the whole list, * using the 'from' parameter. * @param tool tool's archetype name. * @param from formula to search from, if NULL from the first one. * @return matching formula, NULL if none matching. */ recipe *find_recipe_for_tool(const char *tool, recipe *from) { size_t t; recipelist *list = from ? get_formulalist(from->ingred_count) : formulalist; recipe *test = from ? from->next : list->items; while (list) { while (test) { for (t = 0; t < test->tool_size; t++) { if (strcmp(test->tool[t], tool) == 0) { return test; } } test = test->next; } list = list->next; } return NULL; } crossfire-1.75.0/common/path.c000644 001751 001751 00000010772 13775114612 017071 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file path.c * Contains file path manipulation functions. */ #include #include #include #include #include "define.h" #include "path.h" #if 0 /** * Define DEBUG_PATH to enable debug output. */ #define DEBUG_PATH #endif /** * Combines 2 paths, which can be relative. * * @param src * path we're starting from. * @param dst * path we're doing to. * @param path * buffer containing the combined path. * @param size * size of path. * @return * path. * * @note * this doesn't handle the '..', check path_normalize(). */ char *path_combine(const char *src, const char *dst, char *path, size_t size) { char *p; if (*dst == '/' || *dst == '~') { /* absolute destination path => ignore source path */ strlcpy(path, dst, size); } else { /* relative destination path => add after last '/' of source */ strlcpy(path, src, size); p = strrchr(path, '/'); if (p != NULL) { p++; } else { p = path; if (*src == '/') *p++ = '/'; } strlcpy(p, dst, size-(p-path)); } #if defined(DEBUG_PATH) LOG(llevDebug, "path_combine(%s, %s) = %s\n", src, dst, path); #endif return(path); } /** * Cleans specified path. Removes .. and things like that. * * @param path * path to clear. It will be modified in place. * @note * there shouldn't be any buffer overflow, as we just remove stuff. */ void path_normalize(char *path) { char *p; /* points to the beginning of the path not yet processed; this is either a path component or a path separator character */ char *q; /* points to the end of the path component p points to */ char *w; /* points to the end of the already normalized path; w <= p is maintained */ size_t len; /* length of current component (which p points to) */ #if defined(DEBUG_PATH) LOG(llevDebug, "path_normalize: input '%s'\n", path); #endif p = path; w = p; while (*p != '\0') { if (*p == '/') { if ((w == path && *path == '/') || (w > path && w[-1] != '/')) *w++ = '/'; p++; continue; } q = strchr(p, '/'); if (q == NULL) q = p+strlen(p); len = q-p; assert(len > 0); #if defined(DEBUG_PATH) LOG(llevDebug, "path_normalize: checking '%.*s'\n", (int)len, p); #endif if (len == 1 && *p == '.') { /* remove current component */ } else if (len == 2 && memcmp(p, "..", 2) == 0) { if (w == path || (w == path+3 && memcmp(path, "../", 3) == 0)) { /* keep ".." at beginning of relative path ("../x" => "../x") */ memmove(w, p, len); w += len; } else if (w == path+1 && *path == '/') { /* remove ".." at beginning of absolute path ("/../x" => "/x") */ } else { /* remove both current component ".." and preceding one */ if (w > path && w[-1] == '/') w--; while (w > path && w[-1] != '/') w--; } } else { /* normal component ==> add it */ memmove(w, p, len); w += len; } p = q; #if defined(DEBUG_PATH) LOG(llevDebug, "path_normalize: so far '%.*s'\n", (int)(w-path), path); #endif } /* remove trailing slashes, but keep the one at the start of the path */ while (w > path+1 && w[-1] == '/') { w--; } *w = '\0'; #if defined(DEBUG_PATH) LOG(llevDebug, "path_normalize: result '%s'\n", path); #endif } /** * Combines the 2 paths. * * @param src * path we're starting from. * @param dst * path we're getting to. * @param path * buffer that will contain combined paths. * @param size * length of path. * @return * path */ char *path_combine_and_normalize(const char *src, const char *dst, char *path, size_t size) { path_combine(src, dst, path, size); path_normalize(path); return(path); } crossfire-1.75.0/common/re-cmp.c000644 001751 001751 00000036325 13523072042 017311 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file re-cmp.c * Pattern match a string, parsing some of the common RE-metacharacters. * * This code is public domain, but I would appreciate to hear of * improvements or even the fact that you use it in your program. * * Deliberate BUGS: * - These tokens are not supported: | ( ) * - You will get the longest expansion of the _first_ string which * matches the RE, not the longest string which would be the proper * behaviour for a RE-matcher. * * Author: Kjetil T. Homme (kjetilho@ifi.uio.no) May 1993 */ #include #include #include #include #include #include #include #include /* Needed for OUT_OF_MEMORY. */ /* P r o t o t y p e s */ const char *re_cmp(const char *, const char *); static Boolean re_cmp_step(const char *, const char *, unsigned, int); static void re_init(void); static Boolean re_match_token(uchar, selection *); static const char *re_get_token(selection *, const char *); /* G l o b a l v a r i a b l e s */ static Boolean re_init_done = False; static selection *re_token[RE_TOKEN_MAX]; static const char *re_substr[RE_TOKEN_MAX]; static unsigned int re_token_depth; /* E x t e r n a l f u n c t i o n */ /** * re-cmp - get regular expression match. * * @param str * string that will be matched against the regexp. * @param regexp * regular expression. * @return * @li no match or error in regexp. * @li pointer to beginning of matching string */ const char *re_cmp(const char *str, const char *regexp) { const char *next_regexp; Boolean once = False; Boolean matched; if (re_init_done == False) re_init(); #ifdef SAFE_CHECKS if (regexp == NULL || str == NULL) return NULL; #endif if (*regexp == '^') { once = True; ++regexp; } if (*regexp == 0) { /* // or /^/ matches any string */ return str; } next_regexp = re_get_token(re_token[0], regexp); re_token_depth = 0; re_substr[0] = next_regexp; matched = False; while (*str != '\0' && !(matched = re_match_token(*str, re_token[0]))) str++; if (matched && *next_regexp == 0) return str; /* Apologies for the nearly duplicated code below, hopefully it * speeds things up. */ if (once) { switch (re_token[0]->repeat) { case rep_once: if (matched == False) return NULL; break; case rep_once_or_more: if (matched == False) return NULL; if (re_cmp_step(str+1, regexp, 0, 1)) return str; break; case rep_null_or_once: if (matched == False) return re_cmp_step(str, next_regexp, 1, 0) ? str : NULL; break; case rep_null_or_more: if (matched) { if (re_cmp_step(str+1, regexp, 0, 1)) return str; } else { return re_cmp_step(str, next_regexp, 1, 0) ? str : NULL; } break; } return re_cmp_step(str+1, next_regexp, 1, 0) ? str : NULL; } if (matched) { switch (re_token[0]->repeat) { case rep_once: case rep_null_or_once: break; case rep_once_or_more: case rep_null_or_more: if (re_cmp_step(str+1, regexp, 0, 1)) return str; break; } /* The logic here is that re_match_token only sees * if the one letter matches. Thus, if the * regex is like '@match eureca', and the * the user enters anything with an e, re_match_token * returns true, but they really need to match the * entire regexp, which re_cmp_step will do. * However, what happens is that there can be a case * where the string being match is something like * 'where is eureca'. In this case, the re_match_token * matches that first e, but the re_cmp_step below, * fails because the next character (r) doesn't match * the u. So we call re_cmp with the string * after the first r, so that it should hopefully match * up properly. */ if (re_cmp_step(str+1, next_regexp, 1, 0)) return str; else if (*(str+1) != 0) return re_cmp(str+1, regexp); } return NULL; } /* A u x i l l i a r y f u n c t i o n s */ /** * Tries to match a string with a regexp. * * @param str * string to match * @param regexp * pattern * @param slot * number of the token which under consideration * @param matches * how many times the token has matched * @return * True if match, False else. */ static Boolean re_cmp_step(const char *str, const char *regexp, unsigned slot, int matches) { const char *next_regexp; Boolean matched; #ifdef DEBUG /* fprintf(stderr, "['%s', '%s', %u, %d]\n", str, regexp, slot, matches);*/ #endif if (*regexp == 0) { /* When we reach the end of the regexp, the match is a success */ return True; } /* This chunk of code makes sure that the regexp-tokenising happens * only once. We only tokenise as much as we need. */ if (slot > re_token_depth) { re_token_depth = slot; if (re_token[slot] == NULL) re_token[slot] = (selection *)malloc(sizeof(selection)); next_regexp = re_get_token(re_token[slot], regexp); if (next_regexp == NULL) { /* Syntax error, what else can we do? */ return False; } re_substr[slot] = next_regexp; } else { next_regexp = re_substr[slot]; } matched = re_match_token(*str, re_token[slot]); if (matched) ++matches; if (*str == 0) return (*next_regexp == 0 || re_token[slot]->type == sel_end) && matched; switch (re_token[slot]->repeat) { case rep_once: if (matches == 1) { /* (matches == 1) => (matched == True) */ return re_cmp_step(str+1, next_regexp, slot+1, 0); } return False; case rep_once_or_more: if (matched) { /* (matched == True) => (matches >= 1) */ /* First check if the current token repeats more */ if (re_cmp_step(str+1, regexp, slot, matches)) return True; return re_cmp_step(str+1, next_regexp, slot+1, 0); } return False; case rep_null_or_once: /* We must go on to the next token, but should we advance str? */ if (matches == 0) { return re_cmp_step(str, next_regexp, slot+1, 0); } else if (matches == 1) { return re_cmp_step(str+1, next_regexp, slot+1, 0); } return False; /* Not reached */ case rep_null_or_more: if (matched) { /* Look for further repeats, advance str */ if (re_cmp_step(str+1, regexp, slot, matches)) return True; return re_cmp_step(str, next_regexp, slot+1, 0); } return re_cmp_step(str, next_regexp, slot+1, 0); } return False; } /** * Init the regular expression structures. * * @note * will fatal() in case of memory error. */ static void re_init(void) { int i; re_token[0] = (selection *)malloc(sizeof(selection)); if (re_token[0] == NULL) fatal(OUT_OF_MEMORY); for (i = 1; i < RE_TOKEN_MAX; i++) re_token[i] = NULL; re_init_done = True; } /** * Tests if a char matches a token. * * @param c * char to test. * @param sel * token to test. * @return * True if matches, False else. */ static Boolean re_match_token(uchar c, selection *sel) { switch (sel->type) { case sel_any: return True; case sel_end: return (c == 0); case sel_single: return (tolower(c) == tolower(sel->u.single)); case sel_range: return (c >= sel->u.range.low && c <= sel->u.range.high); case sel_array: return (sel->u.array[c]); case sel_not_single: return (tolower(c) != tolower(sel->u.single)); case sel_not_range: return (c < sel->u.range.low && c > sel->u.range.high); } return False; } /** * Get the first regular expression token found in regexp in sel. * * @param[out] sel * where to store the token. * @param regexp * regular expression. * @return * @li NULL: syntax error * @li pointer to first character past token. */ static const char *re_get_token(selection *sel, const char *regexp) { #ifdef SAFE_CHECKS # define exit_if_null if (*regexp == 0) return NULL #else # define exit_if_null #endif Boolean quoted = False; uchar looking_at; #ifdef SAFE_CHECKS if (sel == NULL || regexp == NULL || *regexp == 0) return NULL; #endif do { looking_at = *regexp++; switch (looking_at) { case '$': if (quoted) { quoted = False; sel->type = sel_single; sel->u.single = looking_at; } else { sel->type = sel_end; } break; case '.': if (quoted) { quoted = False; sel->type = sel_single; sel->u.single = looking_at; } else { sel->type = sel_any; } break; case '[': /* The fun stuff... perhaps a little obfuscated since I * don't trust the compiler to analyse liveness. */ if (quoted) { quoted = False; sel->type = sel_single; sel->u.single = looking_at; } else { Boolean neg = False; uchar first, last = 0; exit_if_null; looking_at = *regexp++; if (looking_at == '^') { neg = True; exit_if_null; looking_at = *regexp++; } first = looking_at; exit_if_null; looking_at = *regexp++; if (looking_at == ']') { /* On the form [q] or [^q] */ sel->type = neg ? sel_not_single : sel_single; sel->u.single = first; break; } else if (looking_at == '-') { exit_if_null; last = *regexp++; if (last == ']') { /* On the form [A-] or [^A-]. Checking for * [,-] and making it a range is probably not * worth it :-) */ sel->type = sel_array; memset(sel->u.array, neg, sizeof(sel->u.array)); sel->u.array[first] = sel->u.array['-'] = !neg; break; } else { exit_if_null; looking_at = *regexp++; if (looking_at == ']') { /* On the form [A-G] or [^A-G]. Note that [G-A] * is a syntax error. Fair enough, I think. */ #ifdef SAFE_CHECKS if (first > last) return NULL; #endif sel->type = neg ? sel_not_range : sel_range; sel->u.range.low = first; sel->u.range.high = last; break; } } } { /* The datastructure can only represent a RE this * complex with an array. */ int i; uchar previous; sel->type = sel_array; memset(sel->u.array, neg, sizeof(sel->u.array)); if (last) { /* It starts with a range */ #ifdef SAFE_CHECKS if (first > last) return NULL; #endif for (i = first; i <= last; i++) { sel->u.array[i] = !neg; } } else { /* It begins with a "random" character */ sel->u.array[first] = !neg; } sel->u.array[looking_at] = !neg; exit_if_null; previous = looking_at; looking_at = *regexp++; /* Add more characters to the array until we reach * ]. Quoting doesn't and shouldn't work in here. * ("]" should be put first, and "-" last if they * are needed inside this construct.) * Look for ranges as we go along. */ while (looking_at != ']') { if (looking_at == '-') { exit_if_null; looking_at = *regexp++; if (looking_at != ']') { #ifdef SAFE_CHECKS if (previous > looking_at) return NULL; #endif for (i = previous+1; i < looking_at; i++) { /* previous has already been set and * looking_at is set below. */ sel->u.array[i] = !neg; } exit_if_null; } else { sel->u.array['-'] = !neg; break; } } sel->u.array[looking_at] = !neg; previous = looking_at; exit_if_null; looking_at = *regexp++; } } } break; case '\\': if (quoted) { quoted = False; sel->type = sel_single; sel->u.single = looking_at; } else { quoted = True; } break; default: quoted = False; sel->type = sel_single; sel->u.single = looking_at; break; } } while (quoted); if (*regexp == '*') { sel->repeat = rep_null_or_more; ++regexp; } else if (*regexp == '?') { sel->repeat = rep_null_or_once; ++regexp; } else if (*regexp == '+') { sel->repeat = rep_once_or_more; ++regexp; } else { sel->repeat = rep_once; } return regexp; } crossfire-1.75.0/common/image.c000644 001751 001751 00000046671 13777704220 017230 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * Handles face-related stuff, including the actual face data. */ #include "global.h" #include #include #include #include #include #include "image.h" /** * Contains face information, with names, numbers, magicmap color and such. * It is sorted by alphabetical order. */ Face *new_faces; /** * Following can just as easily be pointers, but * it is easier to keep them like this. */ const Face *blank_face, *empty_face, *smooth_face; /** * Number of bitmaps loaded from the "bmaps" file. */ static unsigned int nrofpixmaps = 0; face_sets facesets[MAX_FACE_SETS]; /**< All facesets */ /** * The only thing this table is used for now is to * translate the colorname in the magicmap field of the * face into a numeric index that is then sent to the * client for magic map commands. The order of this table * must match that of the NDI colors in include/newclient.h. */ static const char *const colorname[] = { "black", /* 0 */ "white", /* 1 */ "blue", /* 2 */ "red", /* 3 */ "orange", /* 4 */ "light_blue", /* 5 */ "dark_orange", /* 6 */ "green", /* 7 */ "light_green", /* 8 */ "grey", /* 9 */ "brown", /* 10 */ "yellow", /* 11 */ "khaki" /* 12 */ }; /** * Used for bsearch searching for faces by name. * The face "bug.111" is always put at first. * @todo "bug.111" should be a regular face, alas many places consider face 0 * to be that face. This should be fixed at some point. * @param a first item to compare. * @param b second item to compare. * @retval -1 if a < b * @retval 0 if a == b * @retval 1 if a > b */ static int compare_face(const Face *a, const Face *b) { if (strcmp(a->name, "bug.111") == 0) { if (strcmp(b->name, "bug.111") == 0) return 0; return -1; } else if (strcmp(b->name, "bug.111") == 0) return 1; return strcmp(a->name, b->name); } /** * This returns the face with 'name'. * * @param name * face to search for. * @return matching face, NULL if not found. */ static Face *internal_find_face(const char *name) { Face *bp, tmp; tmp.name = name; bp = (Face *)bsearch(&tmp, new_faces, nrofpixmaps, sizeof(Face), (int (*)(const void *, const void *))compare_face); return bp; } /** * Finds a color by name. * * @param name * color name, case-sensitive. * @return * the matching color in the coloralias if found, * 0 otherwise. * * @note * 0 will actually be black, so there is no * way the calling function can tell if an error occurred or not */ static uint8_t find_color(const char *name) { uint8_t i; for (i = 0; i < sizeof(colorname)/sizeof(*colorname); i++) if (!strcmp(name, colorname[i])) return i; LOG(llevError, "Unknown color: %s\n", name); return 0; } /** * This reads the lib/faces file, getting color and visibility information. * It is called by read_bmap_names(). * * @note * will call exit() if file doesn't exist. */ static void read_face_data(void) { char buf[MAX_BUF], *cp; Face *on_face = NULL; FILE *fp; snprintf(buf, sizeof(buf), "%s/faces", settings.datadir); if ((fp = fopen(buf, "r")) == NULL) { LOG(llevError, "faces: couldn't open file: %s\n", strerror(errno)); exit(-1); } while (fgets(buf, MAX_BUF, fp) != NULL) { if (*buf == '#') continue; if (!strncmp(buf, "end", 3)) { on_face = NULL; } else if (!strncmp(buf, "face", 4)) { Face *tmp; cp = buf+5; cp[strlen(cp)-1] = '\0'; /* remove newline */ if ((tmp = internal_find_face(cp)) == NULL) { LOG(llevError, "faces: couldn't find '%s'\n", cp); on_face = NULL; continue; } on_face = tmp; on_face->visibility = 0; } else if (on_face == NULL) { LOG(llevError, "faces: got line with no face set: %s\n", buf); } else if (!strncmp(buf, "visibility", 10)) { on_face->visibility = atoi(buf+11); } else if (!strncmp(buf, "magicmap", 8)) { cp = buf+9; cp[strlen(cp)-1] = '\0'; on_face->magicmap = find_color(cp); } else if (!strncmp(buf, "is_floor", 8)) { int value = atoi(buf+9); if (value) on_face->magicmap |= FACE_FLOOR; } else LOG(llevDebug, "faces: unknown line in %s\n", buf); } fclose(fp); } /** * This reads the bmaps file to get all the bitmap names and * stuff. It only needs to be done once, because it is player * independent (ie, what display the person is on will not make a * difference.) * * @note * will call exit() if file doesn't exist, and abort() in case of memory error. */ void read_bmap_names(void) { char buf[MAX_BUF], *p; FILE *fp; unsigned int i; size_t l; bmaps_checksum = 0; snprintf(buf, sizeof(buf), "%s/bmaps.paths", settings.datadir); if ((fp = fopen(buf, "r")) == NULL) { LOG(llevError, "bmaps: couldn't open: %s\n", strerror(errno)); exit(-1); } nrofpixmaps = 0; /* First count how many bitmaps we have, so we can allocate correctly */ while (fgets(buf, MAX_BUF, fp) != NULL) { if (buf[0] != '#' && buf[0] != '\n') { nrofpixmaps++; } } rewind(fp); assert(nrofpixmaps > 0); new_faces = (Face *)malloc(sizeof(Face)*nrofpixmaps); if (new_faces == NULL) { fatal(OUT_OF_MEMORY); } for (i = 0; i < nrofpixmaps; i++) { new_faces[i].name = NULL; new_faces[i].visibility = 0; new_faces[i].magicmap = 255; new_faces[i].smoothface = NULL; } i = 0; while (i < nrofpixmaps && fgets(buf, MAX_BUF, fp) != NULL) { if (*buf == '#') continue; p = strrchr(buf, '/'); if ((p == NULL) || (strtok(p, " \t\n") == NULL)) { LOG(llevError, "bmaps: syntax error in %s\n", buf); fatal(SEE_LAST_ERROR); } /* strtok converted the final newline or tab to NULL so all is ok */ new_faces[i].name = strdup_local(p + 1); /* We need to calculate the checksum of the bmaps file * name->number mapping to send to the client. This does not * need to match what sum or other utility may come up with - * as long as we get the same results on the same real file * data, it does the job as it lets the client know if * the file has the same data or not. */ ROTATE_RIGHT(bmaps_checksum); bmaps_checksum += i&0xff; bmaps_checksum &= 0xffffffff; ROTATE_RIGHT(bmaps_checksum); bmaps_checksum += (i>>8)&0xff; bmaps_checksum &= 0xffffffff; for (l = 0; l < strlen(p); l++) { ROTATE_RIGHT(bmaps_checksum); bmaps_checksum += p[l]; bmaps_checksum &= 0xffffffff; } i++; } fclose(fp); if (i != nrofpixmaps) { LOG(llevError, "read_bmap_names: first read gave %d faces but only loaded %d??\n", nrofpixmaps, i); fatal(SEE_LAST_ERROR); } LOG(llevDebug, "bmaps: loaded %d faces\n", nrofpixmaps); qsort(new_faces, nrofpixmaps, sizeof(Face), (int (*)(const void *, const void *))compare_face); for (i = 0; i < nrofpixmaps; i++) { new_faces[i].number = i; } read_face_data(); for (i = 0; i < nrofpixmaps; i++) { if (new_faces[i].magicmap == 255) { new_faces[i].magicmap = 0; } } /* Actually forcefully setting the colors here probably should not * be done - it could easily create confusion. */ blank_face = internal_find_face(BLANK_FACE_NAME); ((Face*)blank_face)->magicmap = find_color("khaki")|FACE_FLOOR; // TODO: doh :( empty_face = internal_find_face(EMPTY_FACE_NAME); smooth_face = internal_find_face(SMOOTH_FACE_NAME); } /** * This returns the face with 'name'. * * @param name * face to search for. * @param error * value to return if face was not found. * @return found face, or error. * * @note * If a face is not found, then error is returned. This can be useful if * you want some default face used, or can be set to NULL * so that it will be known that the face could not be found * (needed in client, so that it will know to request that image * from the server) */ const Face *find_face(const char *name, const Face *error) { const Face *bp = internal_find_face(name); return bp ? bp : error; } /** * Reads the smooth file to know how to smooth datas. * the smooth file if made of 2 elements lines. * lines starting with # are comment * the first element of line is face to smooth * the next element is the 16x2 faces picture * used for smoothing * * @note * will call exit() if file can't be opened. */ int read_smooth(void) { char buf[MAX_BUF], *p, *q; FILE *fp; Face *regular, *smoothed; int nrofsmooth = 0; snprintf(buf, sizeof(buf), "%s/smooth", settings.datadir); if ((fp = fopen(buf, "r")) == NULL) { LOG(llevError, "Cannot open smooth file: %s\n", strerror(errno)); exit(-1); } while (fgets(buf, MAX_BUF, fp) != NULL) { if (*buf == '#') continue; if ((p = strchr(buf, '\n'))) *p = '\0'; p = strchr(buf, ' '); if (!p) continue; *p = '\0'; q = buf; regular = internal_find_face(q); if (regular == NULL) { LOG(llevError, "invalid regular face: %s\n", q); continue; } q = p+1; smoothed = internal_find_face(q); if (smoothed == NULL) { LOG(llevError, "invalid smoothed face: %s\n", q); continue; } regular->smoothface = smoothed; nrofsmooth++; } fclose(fp); LOG(llevDebug, "smooth: loaded %d entries\n", nrofsmooth); return nrofsmooth; } /** * Find the smooth face for a given face. * * @param face the face to find the smoothing face for * * @param smoothed return value: set to smooth face * * @return 1=smooth face found, 0=no smooth face found */ int find_smooth(const Face *face, const Face **smoothed) { (*smoothed) = NULL; if (face && face->smoothface) { (*smoothed) = face->smoothface; return 1; } return 0; } /** * Deallocates memory allocated by read_bmap_names() and read_smooth(). */ void free_all_images(void) { unsigned int i; for (i = 0; i < nrofpixmaps; i++) free((char*)(new_faces[i].name)); free(new_faces); } /** * Checks fallback are correctly defined. * This is a simple recursive function that makes sure the fallbacks * are all proper (eg, the fall back to defined sets, and also * eventually fall back to 0). At the top level, togo is set to * MAX_FACE_SETS. If togo gets to zero, it means we have a loop. * This is only run when we first load the facesets. */ static void check_faceset_fallback(int faceset, int togo) { int fallback = facesets[faceset].fallback; /* proper case - falls back to base set */ if (fallback == 0) return; if (!facesets[fallback].prefix) { LOG(llevError, "Face set %d falls to non set faceset %d\n", faceset, fallback); abort(); } togo--; if (togo == 0) { LOG(llevError, "Infinite loop found in facesets. aborting.\n"); abort(); } check_faceset_fallback(fallback, togo); } /** * Loads all the image types into memory. * * This way, we can easily send them to the client. We should really * do something better than abort on any errors - on the other hand, * these are all fatal to the server (can't work around them), but the * abort just seems a bit messy (exit would probably be better.) * * Couple of notes: We assume that the faces are in a continous block. * This works fine for now, but this could perhaps change in the future * * Function largely rewritten May 2000 to be more general purpose. * The server itself does not care what the image data is - to the server, * it is just data it needs to allocate. As such, the code is written * to do such. */ void read_client_images(void) { char filename[400]; char buf[HUGE_BUF]; char *cp, *cps[7+1], *slash; FILE *infile; int len, fileno, i; unsigned int num; const Face *face; memset(facesets, 0, sizeof(facesets)); snprintf(filename, sizeof(filename), "%s/image_info", settings.datadir); if ((infile = fopen(filename, "r")) == NULL) { LOG(llevError, "Unable to open %s\n", filename); abort(); } while (fgets(buf, HUGE_BUF-1, infile) != NULL) { if (buf[0] == '#') continue; if (split_string(buf, cps, sizeof(cps)/sizeof(*cps), ':') != 7) LOG(llevError, "Bad line in image_info file, ignoring line:\n %s", buf); else { len = atoi(cps[0]); if (len >= MAX_FACE_SETS) { LOG(llevError, "To high a setnum in image_info file: %d > %d\n", len, MAX_FACE_SETS); abort(); } facesets[len].prefix = strdup_local(cps[1]); facesets[len].fullname = strdup_local(cps[2]); facesets[len].fallback = atoi(cps[3]); facesets[len].size = strdup_local(cps[4]); facesets[len].extension = strdup_local(cps[5]); facesets[len].comment = strdup_local(cps[6]); } } fclose(infile); for (i = 0; i < MAX_FACE_SETS; i++) { if (facesets[i].prefix) check_faceset_fallback(i, MAX_FACE_SETS); } /* Loaded the faceset information - now need to load up the * actual faces. */ for (fileno = 0; fileno < MAX_FACE_SETS; fileno++) { /* if prefix is not set, this is not used */ if (!facesets[fileno].prefix) continue; facesets[fileno].faces = calloc(nrofpixmaps, sizeof(face_info)); snprintf(filename, sizeof(filename), "%s/crossfire.%d", settings.datadir, fileno); LOG(llevDebug, "images: loading from %s\n", filename); if ((infile = fopen(filename, "rb")) == NULL) { LOG(llevError, "Unable to open %s\n", filename); abort(); } while (fgets(buf, HUGE_BUF-1, infile) != NULL) { if (strncmp(buf, "IMAGE ", 6) != 0) { LOG(llevError, "read_client_images:Bad image line - not IMAGE, instead\n%s", buf); abort(); } cp = buf + 6; len = atoi(cp); if (len == 0 || len > MAX_IMAGE_SIZE) { LOG(llevError, "read_client_images: length not valid: %d > %d \n%s", len, MAX_IMAGE_SIZE, buf); abort(); } for ( ; *cp != ' ' && *cp != '\n' && *cp != '\0'; cp++) { /* Increment pointer until next token. */ } if (*cp != ' ') { LOG(llevError, "read_client_images: couldn't read name\n"); abort(); } cp++; /* cp points to the start of the full name */ slash = strrchr(cp, '/'); if (slash != NULL) cp = slash + 1; if (cp[strlen(cp) - 1] == '\n') cp[strlen(cp) - 1] = '\0'; /* cp points to the start of the picture name itself */ face = find_face(cp, NULL); if (face == NULL) { LOG(llevError, "read_client_images: couldn't find picture %s\n", cp); abort(); } num = face->number; if (num >= nrofpixmaps) { LOG(llevError, "read_client_images: invalid picture number %d for %s\n", num, cp); abort(); } facesets[fileno].faces[num].datalen = len; facesets[fileno].faces[num].data = malloc(len); if ((i = fread(facesets[fileno].faces[num].data, len, 1, infile)) != 1) { LOG(llevError, "read_client_images: Did not read desired amount of data, wanted %d, got %d\n%s", len, i, buf); abort(); } facesets[fileno].faces[num].checksum = 0; for (i = 0; i < len; i++) { ROTATE_RIGHT(facesets[fileno].faces[num].checksum); facesets[fileno].faces[num].checksum += facesets[fileno].faces[num].data[i]; facesets[fileno].faces[num].checksum &= 0xffffffff; } } fclose(infile); } /* For fileno < MAX_FACE_SETS */ } /** * Checks specified faceset is valid * \param fsn faceset number */ int is_valid_faceset(int fsn) { if (fsn >= 0 && fsn < MAX_FACE_SETS && facesets[fsn].prefix) return TRUE; return FALSE; } /** * Frees all faceset information */ void free_socket_images(void) { int num; unsigned int q; for (num = 0; num < MAX_FACE_SETS; num++) { if (facesets[num].prefix) { for (q = 0; q < nrofpixmaps; q++) free(facesets[num].faces[q].data); free(facesets[num].prefix); free(facesets[num].fullname); free(facesets[num].size); free(facesets[num].extension); free(facesets[num].comment); free(facesets[num].faces); } } } /** * This returns the set we will actually use when sending * a face. This is used because the image files may be sparse. * This function is recursive. imageno is the face number we are * trying to send * * If face is not found in specified faceset, tries with 'fallback' faceset. * * \param faceset faceset to check * \param imageno image number * */ int get_face_fallback(int faceset, int imageno) { /* faceset 0 is supposed to have every image, so just return. Doing * so also prevents infinite loops in the case if it not having * the face, but in that case, we are likely to crash when we try * to access the data, but that is probably preferable to an infinite * loop. */ if (faceset == 0) return 0; if (!facesets[faceset].prefix) { LOG(llevError, "get_face_fallback called with unused set (%d)?\n", faceset); return 0; /* use default set */ } if (facesets[faceset].faces[imageno].data) return faceset; return get_face_fallback(facesets[faceset].fallback, imageno); } /** * Return the number of faces, including the "bug" one. * @return number of faces. */ unsigned int get_faces_count() { return nrofpixmaps; } /** * Return the face at the specified index. * @param index index, between 0 and get_faces_count() excluded. * @return face, NULL if the index is invalid. */ const Face *get_face_by_index(int index) { if (index < 0 || index >= nrofpixmaps) return NULL; return &new_faces[index]; } /** * Get a face from its unique identifier. * @param id face identifier. * @return matching face, NULL if no face with this identifier. */ const Face *get_face_by_id(uint16_t id) { for (int f = 0; f < nrofpixmaps; f++) { if (new_faces[f].number == id) return &new_faces[f]; } return NULL; } crossfire-1.75.0/common/README000644 001751 001751 00000000420 13775122724 016641 0ustar00kevinzkevinz000000 000000 If you link with this library, it's a _very_ good idea to call init_library() as a part of your initializing. (If not, a lot of function-pointers will point to god knows where...) Documentation for the functions can be generated using doxygen. See ../Doxyfile. -Frank. crossfire-1.75.0/common/friend.c000644 001751 001751 00000010365 13523072042 017371 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file friend.c * Functions related to relationship management. */ #include "global.h" #include /** * Add a new friendly object to the linked list of friendly objects. * Will log an error if the object is already on that list. * * @param op * object to add to the list. */ void add_friendly_object(object *op) { objectlink *ol; /* Add some error checking. This shouldn't happen, but the friendly * object list usually isn't very long, and remove_friendly_object * won't remove it either. Plus, it is easier to put a breakpoint in * the debugger here and see where the problem is happening. */ if (is_friendly(op)) { LOG(llevError, "add_friendly_object: Trying to add object already on list (%s)\n", op->name); return; } ol = first_friendly_object; first_friendly_object = get_objectlink(); first_friendly_object->ob = op; first_friendly_object->id = op->count; first_friendly_object->next = ol; } /** * Removes the specified object from the linked list of friendly objects. * * @param op * object to remove from list. */ void remove_friendly_object(object *op) { objectlink *this; CLEAR_FLAG(op, FLAG_FRIENDLY); if (!first_friendly_object) { LOG(llevError, "remove_friendly_object called with empty friendly list, remove ob=%s\n", op->name); return; } /* if the first object happens to be the one, processing is pretty * easy. */ if (first_friendly_object->ob == op) { this = first_friendly_object; first_friendly_object = this->next; free(this); } else { objectlink *prev = first_friendly_object; for (this = first_friendly_object->next; this != NULL; this = this->next) { if (this->ob == op) break; prev = this; } if (this) { /* This should not happen. But if it does, presumably the * call to remove it is still valid. */ if (this->id != op->count) { LOG(llevError, "remove_friendly_object, tags do no match, %s, %u != %u\n", op->name ? op->name : "none", op->count, this->id); } prev->next = this->next; free(this); } } } /** * Dumps all friendly objects. Invoked in DM-mode with dumpfriendlyobjects command. * * @note * logs at the error level. */ void dump_friendly_objects(void) { objectlink *ol; for (ol = first_friendly_object; ol != NULL; ol = ol->next) LOG(llevError, "%s (%u)\n", ol->ob->name, ol->ob->count); } /** * It traverses the friendly list removing objects that should not be here * (ie, do not have friendly flag set, freed, etc) */ void clean_friendly_list(void) { objectlink *this, *prev = NULL, *next; int count = 0; for (this = first_friendly_object; this != NULL; this = next) { next = this->next; if (QUERY_FLAG(this->ob, FLAG_FREED) || !QUERY_FLAG(this->ob, FLAG_FRIENDLY) || (this->id != this->ob->count)) { if (prev) { prev->next = this->next; } else { first_friendly_object = this->next; } count++; free(this); /* If we removed the object, then prev is still valid. */ } else prev = this; } if (count) LOG(llevDebug, "clean_friendly_list: Removed %d bogus links\n", count); } /** * Checks if the given object is already in the friendly list or not * Lauwenmark - 31/07/05 * * @param op * item to check * @return * 1 if on friendly list, 0 else */ int is_friendly(const object *op) { objectlink *ol; for (ol = first_friendly_object; ol != NULL; ol = ol->next) if (ol->ob == op) return 1; return 0; } crossfire-1.75.0/common/porting.c000644 001751 001751 00000023057 13777704220 017621 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file porting.c * This file contains various functions that are not really unique for * crossfire, but rather provides what should be standard functions * for systems that do not have them. In this way, most of the * nasty system dependent stuff is contained here, with the program * calling these functions. */ #include #include #include #include #include #include #include #ifdef WIN32 /* ---win32 exclude/include headers */ #include "process.h" #else #include #include #include #endif /* Has to be after above includes so we don't redefine some values */ #include "global.h" /***************************************************************************** * File related functions ****************************************************************************/ #ifndef HAVE_TEMPNAM /** * Portable implementation of tempnam(3). * * Do not use this function for new code, use tempnam_secure() instead. */ char *tempnam(const char *dir, const char *pfx) { /** Used to generate temporary unique name. */ static unsigned int curtmp; char *name; pid_t pid = getpid(); /* HURD does not have a hard limit, but we do */ #ifndef MAXPATHLEN #define MAXPATHLEN 4096 #endif if (!pfx) pfx = "cftmp."; /* This is a pretty simple method - put the pid as a hex digit and * just keep incrementing the last digit. Check to see if the file * already exists - if so, we'll just keep looking - eventually we should * find one that is free. */ if (dir != NULL) { if (!(name = (char *)malloc(MAXPATHLEN))) return(NULL); do { snprintf(name, MAXPATHLEN, "%s/%s%x.%u", dir, pfx, (unsigned int)pid, curtmp); curtmp++; } while (access(name, F_OK) != -1); return(name); } return(NULL); } #endif /** * A replacement for the tempnam_local() function since that one is not very * secure. This one will open the file in an atomic way on platforms where it is * possible. * * @param dir * Directory where to create the file. Can be NULL, in which case NULL is returned. * @param pfx * Prefix to create unique name. Can be NULL. * @param filename * This should be a pointer to a char*, the function will overwrite the char* * with the name of the resulting file. Must be freed by caller. Value is * unchanged if the function returns NULL. * @return * A pointer to a FILE opened exclusively, or NULL if failure. * It is up to the caller to properly close it. * @note * The file will be opened read-write. * * @todo * Maybe adding some ifdef for non-UNIX? I don't have any such system around * to test with. */ FILE *tempnam_secure(const char *dir, const char *pfx, char **filename) { char *tempname = NULL; int fd; int i; FILE *file = NULL; const int maxretry = 10; /* Limit number of retries to MAXRETRY */ for (i = 0; i < maxretry; i++) { tempname = tempnam(dir, pfx); if (!tempname) return NULL; fd = open(tempname, O_CREAT|O_EXCL|O_RDWR, S_IRUSR|S_IWUSR); if (fd != -1) break; if (errno == EEXIST) LOG(llevError, "Created file detected in tempnam_secure. Someone hoping for a race condition?\n"); free(tempname); } /* Check that we successfully got an fd. */ if (fd == -1) return NULL; file = fdopen(fd, "w+"); if (!file) { LOG(llevError, "fdopen() failed in tempnam_secure()!\n"); free(tempname); return NULL; } *filename = tempname; return file; } /** * This function removes everything in the directory, and the directory itself. * * Errors are LOG() to error level. * * @param path * directory to remove. * * @note * will fail if any file has a name starting by . */ void remove_directory(const char *path) { DIR *dirp; char buf[MAX_BUF]; struct stat statbuf; int status; if ((dirp = opendir(path)) != NULL) { struct dirent *de; for (de = readdir(dirp); de; de = readdir(dirp)) { /* Don't remove '.' or '..' In theory we should do a better * check for .., but the directories we are removing are fairly * limited and should not have dot files in them. */ if (de->d_name[0] == '.') continue; /* Linux actually has a type field in the dirent structure, * but that is not portable - stat should be portable */ status = stat(de->d_name, &statbuf); if ((status != -1) && (S_ISDIR(statbuf.st_mode))) { snprintf(buf, sizeof(buf), "%s/%s", path, de->d_name); remove_directory(buf); continue; } snprintf(buf, sizeof(buf), "%s/%s", path, de->d_name); if (unlink(buf)) { LOG(llevError, "Unable to remove %s\n", path); } } closedir(dirp); } if (rmdir(path)) { LOG(llevError, "Unable to remove directory %s\n", path); } } /***************************************************************************** * String related function ****************************************************************************/ #ifndef HAVE_STRDUP /** * Portable implementation of strdup(3). */ char *strdup(const char *str) { char *c = (char *)malloc(strlen(str)+1); if (c != NULL) strcpy(c, str); return c; } #endif #ifndef HAVE_STRNCASECMP /** * Case-insensitive comparaison of strings. * * This seems to be lacking on some system. * * @param s1 * @param s2 * strings to compare. * @param n * maximum number of chars to compare. * @return * @li -1 if s1 is less than s2 * @li 0 if s1 equals s2 * @li 1 if s1 is greater than s2 */ int strncasecmp(const char *s1, const char *s2, int n) { register int c1, c2; while (*s1 && *s2 && n) { c1 = tolower(*s1); c2 = tolower(*s2); if (c1 != c2) return (c1-c2); s1++; s2++; n--; } if (!n) return (0); return (int)(*s1-*s2); } #endif #ifndef HAVE_STRCASECMP /** * Case-insensitive comparaison of strings. * * This seems to be lacking on some system. * * @param s1 * @param s2 * strings to compare. * @return * @li -1 if s1 is less than s2 * @li 0 if s1 equals s2 * @li 1 if s1 is greater than s2 */ int strcasecmp(const char *s1, const char *s2) { register int c1, c2; while (*s1 && *s2) { c1 = tolower(*s1); c2 = tolower(*s2); if (c1 != c2) return (c1-c2); s1++; s2++; } if (*s1 == '\0' && *s2 == '\0') return 0; return (int)(*s1-*s2); } #endif #ifndef HAVE_STRCASESTR /** * Finds a substring in a string, in a case-insensitive manner. * * @param s * string we're searching into. * @param find * string we're searching for. * @return * pointer to first occurrence of find in s, NULL if not found. */ char *strcasestr(const char *s, const char *find) { char c, sc; size_t len; if ((c = *find++) != 0) { c = tolower(c); len = strlen(find); do { do { if ((sc = *s++) == 0) return NULL; } while (tolower(sc) != c); } while (strncasecmp(s, find, len) != 0); s--; } return s; } #endif /** * Checks if any directories in the given path doesn't exist, and creates if necessary. * * @param filename * file path we'll want to access. Can be NULL. * * @note * will LOG() to debug and error. */ void make_path_to_file(const char *filename) { char buf[MAX_BUF], *cp = buf; struct stat statbuf; if (!filename || !*filename) return; safe_strncpy(buf, filename, sizeof(buf)); while ((cp = strchr(cp+1, (int)'/'))) { *cp = '\0'; if (stat(buf, &statbuf) || !S_ISDIR(statbuf.st_mode)) { LOG(llevDebug, "Was not dir: %s\n", buf); if (mkdir(buf, SAVE_DIR_MODE)) { LOG(llevError, "Cannot mkdir %s: %s\n", buf, strerror(errno)); return; } } *cp = '/'; } } /** * Simple function we use below to keep adding to the same string * but also make sure we don't overwrite that string. * * @param dest * string to append to. * @param orig * string to append. * @param[out] curlen * current length of dest. Will be updated by this function. * @param maxlen * maximum length of dest buffer. */ void safe_strcat(char *dest, const char *orig, size_t *curlen, size_t maxlen) { assert(curlen != NULL); assert(*curlen < maxlen); #ifdef HAVE_STRLCAT *curlen = strlcat(dest, orig, maxlen); #else if (*curlen == (maxlen-1)) return; strncpy(dest+*curlen, orig, maxlen-*curlen-1); dest[maxlen-1] = 0; *curlen += strlen(orig); #endif if (*curlen > (maxlen-1)) *curlen = maxlen-1; } #ifndef HAVE_STRLCPY /** * Portable implementation of strlcpy(3). */ size_t strlcpy(char *dst, const char *src, size_t size) { strncpy(dst, src, size - 1); dst[size - 1] = '\0'; return strlen(src); } #endif crossfire-1.75.0/common/exp.c000644 001751 001751 00000020715 13775114567 016740 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file exp.c * Experience management. reading data from files and such. */ #include "global.h" #include #include #include #include int64_t *levels; /**< Number of levels for which we have experience. */ static const float exp_att_mult[NROFATTACKS] = { 0.0, /* AT_PHYSICAL */ 0.0, /* AT_MAGIC */ 0.0, /* AT_FIRE */ 0.0, /* AT_ELECTRICITY */ 0.0, /* AT_COLD */ 0.0, /* AT_CONFUSION */ 0.4, /* AT_ACID */ 1.5, /* AT_DRAIN */ 0.0, /* AT_WEAPONMAGIC */ 0.1, /* AT_GHOSTHIT */ 0.3, /* AT_POISON */ 0.1, /* AT_SLOW */ 0.3, /* AT_PARALYZE */ 0.0, /* AT_TURN_UNDEAD */ 0.0, /* AT_FEAR */ 0.0, /* AT_CANCELLATION */ 0.0, /* AT_DEPLETE */ 0.0, /* AT_DEATH */ 0.0, /* AT_CHAOS */ 0.0, /* AT_COUNTERSPELL */ 0.5, /* AT_GODPOWER */ 0.1, /* AT_HOLYWORD */ 0.2, /* AT_BLIND */ 0.0, /* AT_INTERNAL */ 0.5, /* AT_LIFE_STEALING */ 0.2, /* AT_DISEASE */ }; static const float exp_prot_mult[NROFATTACKS] = { 0.4, /* AT_PHYSICAL */ 0.5, /* AT_MAGIC */ 0.1, /* AT_FIRE */ 0.1, /* AT_ELECTRICITY */ 0.1, /* AT_COLD */ 0.1, /* AT_CONFUSION */ 0.1, /* AT_ACID */ 0.1, /* AT_DRAIN */ 0.1, /* AT_WEAPONMAGIC */ 0.1, /* AT_GHOSTHIT */ 0.1, /* AT_POISON */ 0.0, /* AT_SLOW */ 0.1, /* AT_PARALYZE */ 0.1, /* AT_TURN_UNDEAD */ 0.1, /* AT_FEAR */ 0.0, /* AT_CANCELLATION */ 0.0, /* AT_DEPLETE */ 0.0, /* AT_DEATH */ 0.0, /* AT_CHAOS */ 0.0, /* AT_COUNTERSPELL */ 0.0, /* AT_GODPOWER */ 0.1, /* AT_HOLYWORD */ 0.0, /* AT_BLIND */ 0.0, /* AT_INTERNAL */ 0.0, /* AT_LIFE_STEALING */ 0.1, /* AT_DISEASE */ }; /** * Alternative way to calculate experience based * on the ability of a monster. * * It's far from perfect, and doesn't consider everything which * can be considered, thus it's only used in debugging. * this is only used with one of the dumpflags, * and not anyplace in the code. * * @param ob * object for which to return experience * @return * experience computed from object's properties. */ int64_t new_exp(const object *ob) { double att_mult, prot_mult, spec_mult; double exp; int i; long mask = 1; att_mult = prot_mult = spec_mult = 1.0; for (i = 0; i < NROFATTACKS; i++) { mask = 1<attacktype&mask) != FALSE)); /* We multiply & then divide to prevent roundoffs on the floats. * the doubling is to take into account the table and resistances * are lower than they once were. */ /* prot_mult should increase by fairly minor amounts - * for example, if a creature has resist physical 30, * and exp mult on that is 0.4, then prot_mult should really * go up by 1.2 - still a considerable increase. */ prot_mult += (exp_prot_mult[i]*ob->resist[i])/10.0; } if (prot_mult < 0) prot_mult = 1; spec_mult += (0.3*(QUERY_FLAG(ob, FLAG_SEE_INVISIBLE) != FALSE))+ (0.5*(QUERY_FLAG(ob, FLAG_SPLITTING) != FALSE))+ (0.3*(QUERY_FLAG(ob, FLAG_HITBACK) != FALSE))+ (0.1*(QUERY_FLAG(ob, FLAG_REFL_MISSILE) != FALSE))+ (0.3*(QUERY_FLAG(ob, FLAG_REFL_SPELL) != FALSE))+ (1.0*(QUERY_FLAG(ob, FLAG_NO_MAGIC) != FALSE))+ (0.1*(QUERY_FLAG(ob, FLAG_USE_SCROLL) != FALSE))+ (0.2*(QUERY_FLAG(ob, FLAG_USE_RANGE) != FALSE))+ (0.1*(QUERY_FLAG(ob, FLAG_USE_BOW) != FALSE)); exp = MAX(ob->stats.maxhp, 5); exp *= (QUERY_FLAG(ob, FLAG_CAST_SPELL) && has_ability(ob)) ? (40+MIN(ob->stats.maxsp, 80))/40 : 1; exp *= (80.0/(70.0+ob->stats.wc))*(80.0/(70.0+ob->stats.ac))*(50.0+ob->stats.dam)/50.0; exp *= att_mult*prot_mult*spec_mult; /* exp *= 2.0/(2.0-(MIN(FABS(ob->speed), 0.95)));*/ exp *= 2.0/(2.0-FABS(ob->speed)); exp *= (20.0+ob->stats.Con)/20.0; if (QUERY_FLAG(ob, FLAG_STAND_STILL)) exp /= 2; return (int64_t)exp; } /** * Checks whether object has innate abilities (spell/spellbook in inventory). * @return * 1 if monster has any innate abilities, 0 else */ int has_ability(const object *ob) { return object_find_by_type(ob, SPELL) != NULL || object_find_by_type(ob, SPELLBOOK) != NULL; } /** * This loads the experience table from the exp_table * file. This tends to exit on any errors, since it * populates the table as it goes along, so if there * are errors, the table is likely in an inconsistent * state. * * @note * will call exit() if file is invalid or not found. */ void init_experience(void) { char buf[MAX_BUF], *cp; int lastlevel = 0; int64_t lastexp = -1, tmpexp; FILE *fp; snprintf(buf, sizeof(buf), "%s/exp_table", settings.confdir); if ((fp = fopen(buf, "r")) == NULL) { LOG(llevError, "Fatal error: could not open experience table (%s)\n", buf); exit(1); } while (fgets(buf, MAX_BUF-1, fp) != NULL) { if (buf[0] == '#') continue; /* eliminate newline */ if ((cp = strrchr(buf, '\n')) != NULL) *cp = '\0'; /* Skip over empty lines and whitespace */ cp = buf; while (isspace(*cp) && *cp != 0) cp++; if ( *cp == 0 ) continue; /* Set max_level */ if (!strncasecmp(cp, "max_level", 9)) { if (settings.max_level) { LOG(llevDebug, "Got more than one max_level value from exp_table file?\n"); free(levels); } settings.max_level = atoi(cp+9); if (!settings.max_level) { LOG(llevDebug, "Got invalid max_level from exp_table file? %s\n", buf); } else { levels = calloc(settings.max_level+1, sizeof(int64_t)); } } while (isdigit(*cp) && *cp != 0) { if (!settings.max_level) { LOG(llevError, "max_level is not set in exp_table file. Did you remember to update it?\n"); exit(1); } tmpexp = atoll(cp); /* Do some sanity checking - if value is bogus, just exit because * the table otherwise is probably in an inconsistent state */ if (tmpexp <= lastexp) { LOG(llevError, "Experience for level %d is lower than previous level (%"FMT64" <= %"FMT64")\n", lastlevel+1, tmpexp, lastexp); exit(1); } lastlevel++; if (lastlevel > settings.max_level) { LOG(llevError, "Too many levels specified in table (%d > %d)\n", lastlevel, settings.max_level); exit(1); } levels[lastlevel] = tmpexp; lastexp = tmpexp; /* First, skip over the number we just processed. Then skip over * any spaces, commas, etc. */ while (isdigit(*cp) && *cp != 0) cp++; while (!isdigit(*cp) && *cp != 0) cp++; } } fclose(fp); if (settings.max_level == 0 || lastlevel != settings.max_level) { LOG(llevError, "Fatal: exp_table does not have any level definition or not %d as defined, found %d.\n", settings.max_level, lastlevel); exit(1); } if (lastlevel != settings.max_level && lastlevel != 0) { LOG(llevError, "Warning: exp_table does not have %d entries (%d)\n", settings.max_level, lastlevel); exit(1); } } /** * Dump the experience table, then calls exit() - useful in terms of debugging to make sure the * format of the exp_table is correct. */ void dump_experience(void) { int i; for (i = 1; i <= settings.max_level; i++) { fprintf(logfile, "%4d %20"FMT64"\n", i, levels[i]); } exit(0); } /** * Frees experience-related memory. */ void free_experience(void) { FREE_AND_CLEAR(levels); } crossfire-1.75.0/common/shstr.c000644 001751 001751 00000026520 13523072042 017265 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file shstr.c * This is a simple shared strings package with a simple interface. * * Author: Kjetil T. Homme, Oslo 1992. */ #include #include #include #include #include #include #include #include /* For LOG */ #if defined(__sun__) && defined(StupidSunHeaders) #include #include "sunos.h" #endif #include #define SS_STATISTICS #include "shstr.h" #ifdef WIN32 #include #else #include #endif #ifdef HAVE_LIBDMALLOC #include #endif /** Hash table to store our string. */ static shared_string *hash_table[TABLESIZE]; /** * Initialises the hash-table used by the shared string library. */ void init_hash_table(void) { /* A static object should be zeroed out always */ #if !defined(__STDC__) (void)memset((void *)hash_table, 0, TABLESIZE*sizeof(shared_string *)); #endif } /** * Hashing-function used by the shared string library. * * @param str * string to hash. * @return * hash of string, suitable for use in ::hash_table. */ static unsigned long hashstr(const char *str) { unsigned long hash = 0; int i = 0; unsigned rot = 0; const char *p; GATHER(hash_stats.calls); for (p = str; i < MAXSTRING && *p; p++, i++) { hash ^= (unsigned long)*p<= (sizeof(unsigned long)-sizeof(char))*CHAR_BIT) rot = 0; } return (hash%TABLESIZE); } /** * Allocates and initialises a new shared_string structure, containing * the string str. * * @note * will fatal() in case of memory allocation failure. * @param str * string to store. * @return * sharing structure. */ static shared_string *new_shared_string(const char *str) { shared_string *ss; /* Allocate room for a struct which can hold str. Note * that some bytes for the string are already allocated in the * shared_string struct. */ ss = (shared_string *)malloc(sizeof(shared_string)-PADDING+strlen(str)+1); if (ss == NULL) fatal(OUT_OF_MEMORY); ss->u.previous = NULL; ss->next = NULL; ss->refcount = 1; strcpy(ss->string, str); return ss; } /** * This will add 'str' to the hash table. If there's no entry for this * string, a copy will be allocated, and a pointer to that is returned. * * @param str * string to share. * @return * pointer to string identical to str, but shared. */ sstring add_string(const char *str) { shared_string *ss; unsigned long ind; GATHER(add_stats.calls); /* Should really core dump here, since functions should not be calling * add_string with a null parameter. But this will prevent a few * core dumps. */ if (str == NULL) { #ifdef MANY_CORES abort(); #else return NULL; #endif } ind = hashstr(str); ss = hash_table[ind]; /* Is there an entry for that hash? */ if (ss) { /* Simple case first: See if the first pointer matches. */ if (str != ss->string) { GATHER(add_stats.strcmps); if (strcmp(ss->string, str)) { /* Apparantly, a string with the same hash value has this * slot. We must see in the list if "str" has been * registered earlier. */ while (ss->next) { GATHER(add_stats.search); ss = ss->next; if (ss->string != str) { GATHER(add_stats.strcmps); if (strcmp(ss->string, str)) { /* This wasn't the right string... */ continue; } } /* We found an entry for this string. Fix the * refcount and exit. */ GATHER(add_stats.linked); ++(ss->refcount); return ss->string; } /* There are no occurences of this string in the hash table. */ { shared_string *new_ss; GATHER(add_stats.linked); new_ss = new_shared_string(str); ss->next = new_ss; new_ss->u.previous = ss; return new_ss->string; } } /* Fall through. */ } GATHER(add_stats.hashed); ++(ss->refcount); return ss->string; } else { /* The string isn't registered, and the slot is empty. */ GATHER(add_stats.hashed); hash_table[ind] = new_shared_string(str); /* One bit in refcount is used to keep track of the union. */ hash_table[ind]->refcount |= TOPBIT; hash_table[ind]->u.array = &(hash_table[ind]); return hash_table[ind]->string; } } /** * This will increase the refcount of the string str. * @param str * string which *must *have been returned from a previous add_string(). * @return * str */ sstring add_refcount(sstring str) { GATHER(add_ref_stats.calls); ++(SS(str)->refcount); return str; } /** * This will return the refcount of the string str. * * @param str * string which *must *have been returned from a previous add_string(). * @return * refcount of the string. */ int query_refcount(sstring str) { return (SS(str)->refcount)&~TOPBIT; } /** * Searches a string in the shared strings. * * @param str * string to search for. * @return * pointer to identical string or NULL */ sstring find_string(const char *str) { shared_string *ss; unsigned long ind; GATHER(find_stats.calls); ind = hashstr(str); ss = hash_table[ind]; /* Is there an entry for that hash? */ if (ss) { /* Simple case first: Is the first string the right one? */ GATHER(find_stats.strcmps); if (!strcmp(ss->string, str)) { GATHER(find_stats.hashed); return ss->string; } else { /* Recurse through the linked list, if there's one. */ while (ss->next) { GATHER(find_stats.search); GATHER(find_stats.strcmps); ss = ss->next; if (!strcmp(ss->string, str)) { GATHER(find_stats.linked); return ss->string; } } /* No match. Fall through. */ } } return NULL; } /** * This will reduce the refcount, and if it has reached 0, str will * be freed. * * @param str * string to release, which *must *have been returned from a previous add_string(). * * @note * the memory pointed to by str can be freed after this call, so don't use str anymore. */ void free_string(sstring str) { shared_string *ss; GATHER(free_stats.calls); ss = SS(str); if ((--ss->refcount&~TOPBIT) == 0) { /* Remove this entry. */ if (ss->refcount&TOPBIT) { /* We must put a new value into the hash_table[]. */ if (ss->next) { *(ss->u.array) = ss->next; ss->next->u.array = ss->u.array; ss->next->refcount |= TOPBIT; } else { *(ss->u.array) = NULL; } free(ss); } else { /* Relink and free this struct. */ if (ss->next) ss->next->u.previous = ss->u.previous; ss->u.previous->next = ss->next; free(ss); } } } #ifdef SS_STATISTICS /** * A call to this function will cause the statistics to be dumped * into specified buffer. * * The routines will gather statistics if SS_STATISTICS is defined. * * @param buf * buffer which will contain dumped information. * @param size * buf's size. */ void ss_dump_statistics(char *buf, size_t size) { static char line[80]; snprintf(buf, size, "%-13s %6s %6s %6s %6s %6s\n", "", "calls", "hashed", "strcmp", "search", "linked"); snprintf(line, sizeof(line), "%-13s %6d %6d %6d %6d %6d\n", "add_string:", add_stats.calls, add_stats.hashed, add_stats.strcmps, add_stats.search, add_stats.linked); snprintf(buf+strlen(buf), size-strlen(buf), "%s", line); snprintf(line, sizeof(line), "%-13s %6d\n", "add_refcount:", add_ref_stats.calls); snprintf(buf+strlen(buf), size-strlen(buf), "%s", line); snprintf(line, sizeof(line), "%-13s %6d\n", "free_string:", free_stats.calls); snprintf(buf+strlen(buf), size-strlen(buf), "%s", line); snprintf(line, sizeof(line), "%-13s %6d %6d %6d %6d %6d\n", "find_string:", find_stats.calls, find_stats.hashed, find_stats.strcmps, find_stats.search, find_stats.linked); snprintf(buf+strlen(buf), size-strlen(buf), "%s", line); snprintf(line, sizeof(line), "%-13s %6d\n", "hashstr:", hash_stats.calls); snprintf(buf+strlen(buf), size-strlen(buf), "%s", line); } #endif /* SS_STATISTICS */ /** * Dump the contents of the share string tables. * * @param what * combination of flags: * @li ::SS_DUMP_TABLE: dump the contents of the hash table to stderr. * @li ::SS_DUMP_TOTALS: return a string which says how many entries etc. there are in the table. * @param buf * buffer that will contain total information if (what & SS_DUMP_TABLE). Left untouched else. * @param size * buffer's size * @return * buf if (what & SS_DUMP_TOTALS) or NULL. */ char *ss_dump_table(int what, char *buf, size_t size) { int entries = 0, refs = 0, links = 0; int i; for (i = 0; i < TABLESIZE; i++) { shared_string *ss; if ((ss = hash_table[i]) != NULL) { ++entries; refs += (ss->refcount&~TOPBIT); /* Can't use stderr any longer, need to include global.h and if (what&SS_DUMP_TABLE) * use logfile. */ LOG(llevDebug, "%4d -- %4d refs '%s' %c\n", i, (ss->refcount&~TOPBIT), ss->string, (ss->refcount&TOPBIT ? ' ' : '#')); while (ss->next) { ss = ss->next; ++links; refs += (ss->refcount&~TOPBIT); if (what&SS_DUMP_TABLE) LOG(llevDebug, " -- %4d refs '%s' %c\n", (ss->refcount&~TOPBIT), ss->string, (ss->refcount&TOPBIT ? '*' : ' ')); } } } if (what&SS_DUMP_TOTALS) { snprintf(buf, size, "\n%d entries, %d refs, %d links.", entries, refs, links); return buf; } return NULL; } /** * We don't want to exceed the buffer size of buf1 by adding on buf2! * * @param buf1 * @param buf2 * buffers we plan on concatening. Can be NULL. * @param bufsize * size of buf1. Can be NULL. * @return * true if overflow will occur. */ int buf_overflow(const char *buf1, const char *buf2, size_t bufsize) { size_t len1 = 0, len2 = 0; if (buf1) len1 = strlen(buf1); if (buf2) len2 = strlen(buf2); if (len2 >= bufsize) return 1; if (len1 >= (bufsize-len2)) return 1; return 0; } crossfire-1.75.0/common/holy.c000644 001751 001751 00000041524 13777704220 017111 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file holy.c * God-related common functions. */ #include "global.h" #include #include #include #include "libproto.h" #include "living.h" #include "spells.h" static void add_god_to_list(archetype *god_arch); /** * Initializes a god structure. * * @note * Will never return NULL. */ static godlink *init_godslist(void) { godlink *gl = (godlink *)malloc(sizeof(godlink)); if (gl == NULL) fatal(OUT_OF_MEMORY); gl->name = NULL; /* how to describe the god to the player */ gl->arch = NULL; /* pointer to the archetype of this god */ gl->id = 0; /* id of the god */ gl->next = NULL; /* next god in this linked list */ return gl; } /** * This takes a look at all of the archetypes to find * the objects which correspond to the GODS (type GOD) */ void init_gods(void) { archetype *at = NULL; LOG(llevDebug, "Initializing gods...\n"); for (at = first_archetype; at != NULL; at = at->next) if (at->clone.type == GOD) add_god_to_list(at); LOG(llevDebug, "done.\n"); } /** * Adds specified god to linked list, gives it an id. * * @param god_arch * God to add. If NULL, will log an error. */ static void add_god_to_list(archetype *god_arch) { godlink *god; if (!god_arch) { LOG(llevError, "ERROR: Tried to add null god to list!\n"); return; } god = init_godslist(); god->arch = god_arch; god->name = add_string(god_arch->clone.name); if (!first_god) god->id = 1; else { god->id = first_god->id+1; god->next = first_god; } first_god = god; #ifdef DEBUG_GODS LOG(llevDebug, "Adding god %s (%d) to list\n", god->name, god->id); #endif } /** * Returns a random god. * * @return * a random god, or NULL if no god was found. */ godlink *get_rand_god(void) { godlink *god = first_god; int i; if (god) for (i = RANDOM()%(god->id)+1; god; god = god->next) if (god->id == i) break; if (!god) LOG(llevError, "get_rand_god(): can't find a random god!\n"); return god; } /** * Returns a pointer to the object * We need to be VERY careful about using this, as we * are returning a pointer to the CLONE object. -b.t. * * @param godlnk * god to get object. */ const object *pntr_to_god_obj(godlink *godlnk) { if (godlnk && godlnk->arch) return &godlnk->arch->clone; return NULL; } /** * Describe a god. The reason we return a combination is to know what exactly was written for knowledge management. * @param god which god to describe. * @param what information to describe, combination of @ref GOD_xxx "GOD_xxx" flags. * @param buf where to describe, must not be NULL. * @param maxlen maximum wanted length of the description, if 0 no maximum length. * @return information actually written, combination of @ref GOD_xxx "GOD_xxx", based on maxlen. */ int describe_god(const object *god, int what, StringBuffer *buf, size_t maxlen) { int hassomething = 0, real = 0; char temp[HUGE_BUF]; StringBuffer *add; const char *name; name = god->name; /* preamble.. */ assert(buf); stringbuffer_append_printf(buf, "This document contains knowledge concerning the diety %s", name); /* Always have as default information the god's descriptive terms. */ if (nstrtok(god->msg, ",") > 0) { stringbuffer_append_string(buf, ", known as"); stringbuffer_append_string(buf, strtoktolin(god->msg, ",", temp, sizeof(temp))); } else stringbuffer_append_string(buf, "..."); stringbuffer_append_string(buf, "\n ---\n"); if (what & GOD_PATHS) { /* spell paths */ int has_effect = 0; add = stringbuffer_new(); stringbuffer_append_printf(add, "It is rarely known fact that the priests of %s are mystically transformed. Effects of this include:\n", name); if (god->path_attuned) { has_effect = 1; describe_spellpath_attenuation("Attuned", god->path_attuned, add); } if (god->path_repelled) { has_effect = 1; describe_spellpath_attenuation("Repelled", god->path_repelled, add); } if (god->path_denied) { has_effect = 1; describe_spellpath_attenuation("Denied", god->path_denied, add); } if (has_effect) { stringbuffer_append_string(add, "\n ---\n"); if ((maxlen == 0) || (stringbuffer_length(add) + stringbuffer_length(buf) < maxlen)) { stringbuffer_append_stringbuffer(buf, add); free(stringbuffer_finish(add)); hassomething = 1; } else { free(stringbuffer_finish(add)); return real; } } else { free(stringbuffer_finish(add)); } what |= GOD_PATHS; } if (what & GOD_IMMUNITIES) { int has_effect = 0, tmpvar; char tmpbuf[MAX_BUF]; add = stringbuffer_new(); stringbuffer_append_printf(add, "\nThe priests of %s are known to make cast a mighty prayer of possession which gives the recipient ", name); for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++) { if (god->resist[tmpvar] == 100) { has_effect = 1; snprintf(tmpbuf, MAX_BUF, "Immunity to %s", attacktype_desc[tmpvar]); } } if (has_effect) { stringbuffer_append_printf(add, "%s\n ---\n", tmpbuf); if ((maxlen == 0) || (stringbuffer_length(add) + stringbuffer_length(buf) < maxlen)) { stringbuffer_append_stringbuffer(buf, add); free(stringbuffer_finish(add)); hassomething = 1; } else { free(stringbuffer_finish(add)); return real; } } else { free(stringbuffer_finish(add)); } real |= GOD_IMMUNITIES; } if (what & GOD_BLESSED) { char *cp = stringbuffer_finish(describe_resistance(god, 1, 1, NULL)); if (*cp) { /* This god does have protections */ add = stringbuffer_new(); stringbuffer_append_printf(add, "\nThe priests of %s are known to be able to bestow a blessing which makes the recipient %s\n ---\n", name, cp); if ((maxlen == 0) || (stringbuffer_length(add) + stringbuffer_length(buf) < maxlen)) { stringbuffer_append_stringbuffer(buf, add); free(stringbuffer_finish(add)); hassomething = 1; } else { free(stringbuffer_finish(add)); return real; } } free(cp); real |= GOD_BLESSED; } if (what & GOD_SACRED) { if (god->race && !(god->path_denied&PATH_SUMMON)) { int i = nstrtok(god->race, ","); add = stringbuffer_new(); stringbuffer_append_printf(add, "Creatures sacred to %s include the\n", name); if (i > 1) stringbuffer_append_printf(add, "following races:%s\n ---\n", strtoktolin(god->race, ",", temp, sizeof(temp))); else stringbuffer_append_printf(add, "race of %s\n ---\n", strtoktolin(god->race, ",", temp, sizeof(temp))); if ((maxlen == 0) || (stringbuffer_length(add) + stringbuffer_length(buf) < maxlen)) { stringbuffer_append_stringbuffer(buf, add); free(stringbuffer_finish(add)); hassomething = 1; } else { free(stringbuffer_finish(add)); return real; } } real |= GOD_SACRED; } if (what & GOD_RESISTANCES) { char *cp; cp = stringbuffer_finish(describe_resistance(god, 1, 1, NULL)); if (*cp) { /* This god does have protections */ add = stringbuffer_new(); stringbuffer_append_printf(add, "%s has a potent aura which is extended to faithful priests. The effects of this aura include:\n%s\n ---\n", name, cp); if ((maxlen == 0) || (stringbuffer_length(add) + stringbuffer_length(buf) < maxlen)) { stringbuffer_append_stringbuffer(buf, add); free(stringbuffer_finish(add)); hassomething = 1; } else { free(stringbuffer_finish(add)); return real; } } free(cp); real |= GOD_RESISTANCES; } if (what & GOD_HOLYWORD) { if ((god->slaying) && !(god->path_denied&PATH_TURNING)) { add = stringbuffer_new(); stringbuffer_append_printf(add, "The holy words of %s have the power to slay creatures belonging to the ", name); if (nstrtok(god->slaying, ",") > 1) stringbuffer_append_printf(add, "following races:%s\n ---\n", strtoktolin(god->slaying, ",", temp, sizeof(temp))); else stringbuffer_append_printf(add, "race of%s\n ---\n", strtoktolin(god->slaying, ",", temp, sizeof(temp))); if ((maxlen == 0) || (stringbuffer_length(add) + stringbuffer_length(buf) < maxlen)) { stringbuffer_append_stringbuffer(buf, add); free(stringbuffer_finish(add)); hassomething = 1; } else { free(stringbuffer_finish(add)); return real; } } real |= GOD_HOLYWORD; } if (what & GOD_ENEMY) { if (god->title) { add = stringbuffer_new(); stringbuffer_append_printf(add, "The gods %s and %s are enemies.\n ---\n", name, god->title); if ((maxlen == 0) || (stringbuffer_length(add) + stringbuffer_length(buf) < maxlen)) { stringbuffer_append_stringbuffer(buf, add); free(stringbuffer_finish(add)); hassomething = 1; } else { free(stringbuffer_finish(add)); return real; } } real |= GOD_ENEMY; } if (hassomething == 0) { /* we got no information beyond the preamble! */ stringbuffer_append_string(buf, " Unfortunately the rest of the information is hopelessly garbled!\n ---\n"); } return real; } /** * Frees all god information. */ void free_all_god(void) { godlink *god, *godnext; LOG(llevDebug, "Freeing god information\n"); for (god = first_god; god; god = godnext) { godnext = god->next; if (god->name) free_string(god->name); free(god); } first_god = NULL; } #define DESCRIBE_ABILITY(retbuf, variable, name) \ if (variable) { \ int i, j = 0; \ strcat(retbuf, "(" name ": "); \ for (i = 0; i < NROFATTACKS; i++) \ if (variable&(1<next) { const object *god = pntr_to_god_obj(glist); char tmpbuf[HUGE_BUF], *final; int tmpvar, gifts = 0; fprintf(stderr, "GOD: %s\n", god->name); fprintf(stderr, " avatar stats:\n"); fprintf(stderr, " S:%d C:%d D:%d I:%d W:%d P:%d\n", god->stats.Str, god->stats.Con, god->stats.Dex, god->stats.Int, god->stats.Wis, god->stats.Pow); fprintf(stderr, " lvl:%d speed:%4.2f\n", god->level, god->speed); fprintf(stderr, " wc:%d ac:%d hp:%d dam:%d\n", god->stats.wc, god->stats.ac, god->stats.hp, god->stats.dam); fprintf(stderr, " enemy: %s\n", god->title ? god->title : "NONE"); if (god->other_arch) { object *serv = &god->other_arch->clone; fprintf(stderr, " servant stats: (%s)\n", god->other_arch->name); fprintf(stderr, " S:%d C:%d D:%d I:%d W:%d P:%d\n", serv->stats.Str, serv->stats.Con, serv->stats.Dex, serv->stats.Int, serv->stats.Wis, serv->stats.Pow); fprintf(stderr, " lvl:%d speed:%4.2f\n", serv->level, serv->speed); fprintf(stderr, " wc:%d ac:%d hp:%d dam:%d\n", serv->stats.wc, serv->stats.ac, serv->stats.hp, serv->stats.dam); } else fprintf(stderr, " servant: NONE\n"); fprintf(stderr, " aligned_race(s): %s\n", god->race); fprintf(stderr, " enemy_race(s): %s\n", (god->slaying ? god->slaying : "none")); final = stringbuffer_finish(describe_resistance(god, 1, 1, NULL)); fprintf(stderr, "%s", final); free(final); snprintf(tmpbuf, sizeof(tmpbuf), " attacktype:"); if ((tmpvar = god->attacktype)) { strcat(tmpbuf, "\n "); DESCRIBE_ABILITY(tmpbuf, tmpvar, "Attacks"); } strcat(tmpbuf, "\n aura:"); strcat(tmpbuf, "\n paths:"); if ((tmpvar = god->path_attuned)) { strcat(tmpbuf, "\n "); DESCRIBE_PATH(tmpbuf, tmpvar, "Attuned"); } if ((tmpvar = god->path_repelled)) { strcat(tmpbuf, "\n "); DESCRIBE_PATH(tmpbuf, tmpvar, "Repelled"); } if ((tmpvar = god->path_denied)) { strcat(tmpbuf, "\n "); DESCRIBE_PATH(tmpbuf, tmpvar, "Denied"); } fprintf(stderr, "%s\n", tmpbuf); fprintf(stderr, " Desc: %s", god->msg ? god->msg : "---\n"); fprintf(stderr, " Priest gifts/limitations: "); if (!QUERY_FLAG(god, FLAG_USE_WEAPON)) { gifts = 1; fprintf(stderr, "\n weapon use is forbidden"); } if (!QUERY_FLAG(god, FLAG_USE_ARMOUR)) { gifts = 1; fprintf(stderr, "\n no armour may be worn"); } if (QUERY_FLAG(god, FLAG_UNDEAD)) { gifts = 1; fprintf(stderr, "\n is undead"); } if (QUERY_FLAG(god, FLAG_SEE_IN_DARK)) { gifts = 1; fprintf(stderr, "\n has infravision "); } if (QUERY_FLAG(god, FLAG_XRAYS)) { gifts = 1; fprintf(stderr, "\n has X-ray vision"); } if (QUERY_FLAG(god, FLAG_REFL_MISSILE)) { gifts = 1; fprintf(stderr, "\n reflect missiles"); } if (QUERY_FLAG(god, FLAG_REFL_SPELL)) { gifts = 1; fprintf(stderr, "\n reflect spells"); } if (QUERY_FLAG(god, FLAG_STEALTH)) { gifts = 1; fprintf(stderr, "\n is stealthy"); } if (QUERY_FLAG(god, FLAG_MAKE_INVIS)) { gifts = 1; fprintf(stderr, "\n is (permanently) invisible"); } if (QUERY_FLAG(god, FLAG_BLIND)) { gifts = 1; fprintf(stderr, "\n is blind"); } if (god->last_heal) { gifts = 1; fprintf(stderr, "\n hp regenerate at %d", god->last_heal); } if (god->last_sp) { gifts = 1; fprintf(stderr, "\n sp regenerate at %d", god->last_sp); } if (god->last_eat) { gifts = 1; fprintf(stderr, "\n digestion is %s (%d)", god->last_eat < 0 ? "slowed" : "faster", god->last_eat); } if (god->last_grace) { gifts = 1; fprintf(stderr, "\n grace regenerates at %d", god->last_grace); } if (god->stats.luck) { gifts = 1; fprintf(stderr, "\n luck is %d", god->stats.luck); } if (!gifts) fprintf(stderr, "NONE"); fprintf(stderr, "\n\n"); } } crossfire-1.75.0/common/object.c000644 001751 001751 00000477034 13777704220 017415 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file common/object.c * Everything related to objects, in their basic form. */ /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. object_sub/add_weight will transcend the environment updating the carrying variable. */ #include "global.h" #include #include #include #include #include #ifndef WIN32 /* ---win32 exclude headers */ #include #include #endif /* win32 */ #include "loader.h" #include "object.h" #include "skills.h" #include "sproto.h" #include "stringbuffer.h" static int compare_ob_value_lists_one(const object *, const object *); static int compare_ob_value_lists(const object *, const object *); static void expand_objects(void); static void permute(int *, int, int); static int object_set_value_s(object *, const char *, const char *, int); static void object_increase_nrof(object *op, uint32_t i); #ifdef MEMORY_DEBUG int nroffreeobjects = 0; /**< Number of free objects. */ int nrofallocobjects = 0; /**< Number of allocated objects. */ #undef OBJ_EXPAND #define OBJ_EXPAND 1 #else static object objarray[STARTMAX]; /**< All objects, allocated this way at first */ int nroffreeobjects = STARTMAX; /**< How many OBs allocated and free (free) */ int nrofallocobjects = STARTMAX; /**< How many OBs allocated (free + used) */ #endif object *objects; /**< Pointer to the list of used objects */ static object *free_objects; /**< Pointer to the list of unused objects */ object *active_objects; /**< List of active objects that need to be processed */ /** X offset when searching around a spot. */ short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 }; /** Y offset when searching around a spot. */ short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 }; /** Number of spots around a location, including that location (except for 0) */ int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 }; /** Direction we're pointing on this spot. */ int freedir[SIZEOFFREE] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 }; /** * Sets up and initialises the linked list of free and used objects. * Allocates a certain chunk of objects and puts them on the free list. * Called by init_library(); */ void init_objects(void) { /* Initialize all objects: */ objects = NULL; active_objects = NULL; #ifdef MEMORY_DEBUG free_objects = NULL; #else free_objects = objarray; objarray[0].prev = NULL, objarray[0].next = &objarray[1], SET_FLAG(&objarray[0], FLAG_REMOVED); SET_FLAG(&objarray[0], FLAG_FREED); for (int i = 1; i < STARTMAX-1; i++) { objarray[i].next = &objarray[i+1]; objarray[i].prev = &objarray[i-1]; SET_FLAG(&objarray[i], FLAG_REMOVED); SET_FLAG(&objarray[i], FLAG_FREED); } objarray[STARTMAX-1].next = NULL; objarray[STARTMAX-1].prev = &objarray[STARTMAX-2]; SET_FLAG(&objarray[STARTMAX-1], FLAG_REMOVED); SET_FLAG(&objarray[STARTMAX-1], FLAG_FREED); #endif } /** * Compares value lists. * * @param wants * what to search * @param has * where to search. * @return * TRUE if every key_values in wants has a partner with the same value in has. */ static int compare_ob_value_lists_one(const object *wants, const object *has) { key_value *wants_field; /* n-squared behaviour (see object_get_key_value()), but I'm hoping both * objects with lists are rare, and lists stay short. If not, use a * different structure or at least keep the lists sorted... */ /* For each field in wants, */ for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { key_value *has_field; /* Look for a field in has with the same key. */ has_field = object_get_key_value(has, wants_field->key); if (has_field == NULL) { /* No field with that name. */ return FALSE; } /* Found the matching field. */ if (has_field->value != wants_field->value) { /* Values don't match, so this half of the comparison is false. */ return FALSE; } /* If we get here, we found a match. Now for the next field in wants. */ } /* If we get here, every field in wants has a matching field in has. */ return TRUE; } /** * Compares two object lists. * @param ob1 * @param ob2 * objects to compare. * @return * TRUE if ob1 has the same key_values as ob2. */ static int compare_ob_value_lists(const object *ob1, const object *ob2) { /* However, there may be fields in has which aren't partnered in wants, * so we need to run the comparison *twice*. :( */ return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); } /** * Examines the 2 objects given to it, and returns true if * they can be merged together, including inventory. * * Note that this function appears a lot longer than the macro it * replaces - this is mostly for clarity - a decent compiler should hopefully * reduce this to the same efficiency. * * Check nrof variable *before* calling object_can_merge() * * Improvements made with merge: Better checking on potion, and also * check weight * * @param ob1 * @param ob2 * objects to try to merge. * @return * TRUE if they can be merged, FALSE else. * * @todo * check the function at places marked. */ int object_can_merge(object *ob1, object *ob2) { /* A couple quicksanity checks */ if (ob1 == ob2 || ob1->type != ob2->type) return 0; if (ob1->speed != ob2->speed) return 0; /* Note sure why the following is the case - either the object has to * be animated or have a very low speed. Is this an attempted monster * check? */ /*TODO is this check really needed?*/ if (!QUERY_FLAG(ob1, FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) return 0; /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that * value could not be stored in a int32_t (which unfortunately sometimes is * used to store nrof). */ if (ob1->nrof+ob2->nrof >= 1UL<<31) return 0; /* This is really a spellbook check - really, we should * check all objects in the inventory. */ /*TODO is this check really needed?*/ if (ob1->inv || ob2->inv) { /* if one object has inventory but the other doesn't, not equiv */ if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0; /* Now check to see if the two inventory objects could merge */ if (!object_can_merge(ob1->inv, ob2->inv)) return 0; /* inventory ok - still need to check rest of this object to see * if it is valid. */ } /* If the objects have been identified, set the BEEN_APPLIED flag. * This is to the comparison of the flags below will be OK. We * just can't ignore the been applied or identified flags, as they * are not equal - just if it has been identified, the been_applied * flags lose any meaning. */ /*TODO is this hack on BEEN_APPLIED really needed? */ if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) SET_FLAG(ob1, FLAG_BEEN_APPLIED); if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) SET_FLAG(ob2, FLAG_BEEN_APPLIED); /* Note: FLAG_INV_LOCKED is ignored for merging purposes */ if ((ob1->arch != ob2->arch) || (ob1->flags[0] != ob2->flags[0]) || (ob1->flags[1] != ob2->flags[1]) || (ob1->flags[2] != ob2->flags[2]) || ((ob1->flags[3]&~0x84) != (ob2->flags[3]&~0x84)) /* ignore CLIENT_SENT and FLAG_OBJ_ORIGINAL */ || (ob1->name != ob2->name) || (ob1->title != ob2->title) || (ob1->msg != ob2->msg) || (ob1->weight != ob2->weight) || (ob1->item_power != ob2->item_power) || (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist)) != 0) || (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats)) != 0) || (ob1->attacktype != ob2->attacktype) || (ob1->magic != ob2->magic) || (ob1->slaying != ob2->slaying) || (ob1->skill != ob2->skill) || (ob1->value != ob2->value) || (ob1->animation != ob2->animation) || (ob1->client_type != ob2->client_type) || (ob1->materialname != ob2->materialname) || (ob1->lore != ob2->lore) || (ob1->subtype != ob2->subtype) || (ob1->move_type != ob2->move_type) || (ob1->move_block != ob2->move_block) || (ob1->move_allow != ob2->move_allow) || (ob1->move_on != ob2->move_on) || (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty) || (ob1->map_layer != ob2->map_layer)) return 0; /* Don't merge objects that are applied. With the new 'body' code, * it is possible for most any character to have more than one of * some items equipped, and we don't want those to merge. */ if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) return 0; if (ob1->key_values != NULL || ob2->key_values != NULL) { /* At least one of these has key_values. */ if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { /* One has fields, but the other one doesn't. */ return 0; } else { if (!compare_ob_value_lists(ob1, ob2)) { return 0; } } } /*TODO should this really be limited to scrolls?*/ switch (ob1->type) { case SCROLL: if (ob1->level != ob2->level) return 0; break; } /* Don't merge items with differing custom names. */ if (ob1->custom_name != ob2->custom_name) return 0; /* Everything passes, must be OK. */ return 1; } /** * object_sum_weight() is a recursive function which calculates the weight * an object is carrying. It goes through in figures out how much * containers are carrying, and sums it up. * * This takes into account the container's weight reduction. * * @param op * object we want the weight of. * @return * weight of this item and all its inventory. * * @note * The object's carrying field is updated. */ /* TODO should check call this this are made a place where we really need reevaluaton of whole tree */ signed long object_sum_weight(object *op) { signed long sum; sum = 0; FOR_INV_PREPARE(op, inv) { if (inv->inv) object_sum_weight(inv); sum += inv->carrying+inv->weight*NROF(inv); } FOR_INV_FINISH(); if (op->type == CONTAINER && op->stats.Str) sum = (sum*(100-op->stats.Str))/100; op->carrying = sum; return sum; } /** * Utility function. * @param op * object we want the environment of. Can't be NULL. * @return * the outermost environment object for a given object. Will not be NULL. */ object *object_get_env_recursive(object *op) { while (op->env != NULL) op = op->env; return op; } /** * Finds the player carrying an object. * * @param op * item for which we want the carrier (player). * @return * the player, or NULL if not in an inventory. * * @todo * this function is badly named. Fix patching on the fly. */ object *object_get_player_container(object *op) { for (; op != NULL && op->type != PLAYER; op = op->env) /*TODO this is patching the structure on the flight as side effect. Shoudln't be needed in clean code */ if (op->env == op) op->env = NULL; return op; } /** * Returns the object which this object marks as being the owner, constant version. * Mostly written for object_dump, which takes a const object. * * @param op * item to search owner of. * @return * owner, or NULL if not found. */ static const object *object_get_owner_const(const object *op) { if (op->owner == NULL) return NULL; if (!QUERY_FLAG(op->owner, FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount) return op->owner; LOG(llevError, "Warning, no owner found\n"); return NULL; } /** * Dumps an object. * * @param op * object to dump. Can be NULL. * @param sb * buffer that will contain object information. Must not be NULL. */ void object_dump(const object *op, StringBuffer *sb) { if (op == NULL) { stringbuffer_append_string(sb, "[NULL pointer]"); return; } /* object *tmp;*/ if (op->arch != NULL) { const object *owner; stringbuffer_append_string(sb, "arch "); stringbuffer_append_string(sb, op->arch->name ? op->arch->name : "(null)"); stringbuffer_append_string(sb, "\n"); if (op->artifact != NULL) { stringbuffer_append_string(sb, "artifact "); stringbuffer_append_string(sb, op->artifact); stringbuffer_append_string(sb, "\n"); } get_ob_diff(sb, op, &empty_archetype->clone); if (op->more) { stringbuffer_append_printf(sb, "more %u\n", op->more->count); } if (op->head) { stringbuffer_append_printf(sb, "head %u\n", op->head->count); } if (op->env) { stringbuffer_append_printf(sb, "env %u\n", op->env->count); } if (op->inv) { stringbuffer_append_printf(sb, "inv %u\n", op->inv->count); } owner = object_get_owner_const(op); if (owner != NULL) { stringbuffer_append_printf(sb, "owner %u\n", owner->count); } stringbuffer_append_string(sb, "end\n"); } else { stringbuffer_append_string(sb, "Object "); stringbuffer_append_string(sb, op->name == NULL ? "(null)" : op->name); stringbuffer_append_string(sb, "\nend\n"); } } /** * Dumps all objects to console. * * This is really verbose...Can be triggered by the dumpallobjects command while in DM mode. * * All objects are dumped to stderr (or alternate logfile, if in server-mode) */ void object_dump_all(void) { object *op; for (op = objects; op != NULL; op = op->next) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); object_dump(op, sb); diff = stringbuffer_finish(sb); LOG(llevDebug, "Object %u\n:%s\n", op->count, diff); free(diff); } } /** * Returns the object which has the count-variable equal to the argument. * * @param i * tag. * @return * matching object, NULL if not found. */ object *object_find_by_tag_global(tag_t i) { object *op; for (op = objects; op != NULL; op = op->next) if (op->count == i) break; return op; } /** * Finds an object by name. * * Used only by the patch command, but not all that useful. * Enables features like "patch name-of-other-player food 999" * * @param str * name to search for. Must not be allocated by add_string(). * @return * the first object which has a name equal to the argument. */ object *object_find_by_name_global(const char *str) { const char *name = add_string(str); object *op; for (op = objects; op != NULL; op = op->next) if (op->name == name) break; free_string(name); return op; } /** * Destroys all allocated objects. * * @note * free() is called instead of object_free_drop_inventory() as the object's memory has already by cleaned. * * @warning * this should be the last method called. */ void object_free_all_data(void) { #ifdef MEMORY_DEBUG object *op, *next; for (op = free_objects; op != NULL; ) { next = op->next; free(op); nrofallocobjects--; nroffreeobjects--; op = next; } free_objects = NULL; for (op = objects; op != NULL; ) { next = op->next; if (!QUERY_FLAG(op, FLAG_FREED)) { LOG(llevDebug, "non freed object: %s\n", op->name); } op = next; } #endif LOG(llevDebug, "%d allocated objects, %d free objects, STARMAX=%d\n", nrofallocobjects, nroffreeobjects, STARTMAX); } /** * Returns the object which this object marks as being the owner. * * A id-scheme is used to avoid pointing to objects which have been * freed and are now reused. If this is detected, the owner is * set to NULL, and NULL is returned. * * @param op * item to search owner of. * @return * owner, or NULL if not found. */ object *object_get_owner(object *op) { if (op->owner == NULL) return NULL; if (!QUERY_FLAG(op->owner, FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount) return op->owner; object_clear_owner(op); return NULL; } /** * Clears the owner of specified object. * * @param op * object we want to clear the owner of. Can be NULL. */ void object_clear_owner(object *op) { if (!op) return; op->owner = NULL; op->ownercount = 0; } /** * Sets the owner and sets the skill and exp pointers to owner's current * skill and experience objects. * * @param op * object of which to set the owner * @param owner * new owner for object. Can be NULL, in which case it's equivalent of calling object_clear_owner(op) */ void object_set_owner(object *op, object *owner) { /* Assign temp to something, so it can't accidentally be NULL */ object *tmp = owner; if (op == NULL) return; if (owner == NULL) { object_clear_owner(op); return; } /* next line added to allow objects which own objects */ /* Add a check for ownercounts in here, as I got into an endless loop * with the fireball owning a poison cloud which then owned the * fireball. I believe that was caused by one of the objects getting * freed and then another object replacing it. Since the ownercounts * didn't match, this check is valid and I believe that cause is valid. */ /* * if owner is NULL, function will have already returned, * so loop should still function as before. */ while (tmp) { tmp = object_get_owner(owner); if (tmp) owner = tmp; } /* must not cause owner cycles */ assert(op != owner); if (op->owner != NULL) object_clear_owner(op); op->owner = owner; op->ownercount = owner->count; } /** * Set the owner to clone's current owner and set the skill and experience * objects to clone's objects (typically those objects that where the owner's * current skill and experience objects at the time when clone's owner was * set - not the owner's current skill and experience objects). * * Use this function if player created an object (e.g. fire bullet, swarm * spell), and this object creates further objects whose kills should be * accounted for the player's original skill, even if player has changed * skills meanwhile. * * @param op * object to update. * @param clone * object from which to get the owner. */ void object_copy_owner(object *op, object *clone) { object *owner = object_get_owner(clone); if (owner == NULL) { /* players don't have owners - they own themselves. Update * as appropriate. */ /*TODO owner=self is dangerous and should be avoided*/ if (clone->type != PLAYER) return; owner = clone; } object_set_owner(op, owner); } /** * Sets the enemy of an object. * * @param op * the object of which to set the enemy * @param enemy * the new enemy for op; can be NULL to clear the enemy */ void object_set_enemy(object *op, object *enemy) { if (op->enemy == enemy) { return; } #if 0 if (op->type != PLAYER) { LOG(llevDebug, "object_set_enemy: %s(%lu)->enemy=%s(%lu)\n", op->name, op->count, enemy == NULL ? "NONE" : enemy->name, enemy == NULL ? 0 : enemy->count); } #endif op->enemy = enemy; } /** * Totally resets the specified object, without freeing associated memory. * * @param op * object to reset. */ void object_reset(object *op) { op->name = NULL; op->name_pl = NULL; op->title = NULL; op->race = NULL; op->slaying = NULL; op->skill = NULL; op->msg = NULL; op->materialname = NULL; op->lore = NULL; object_clear(op); } /** * Zero the key_values on op, decrementing the shared-string * refcounts and freeing the links. * * @param op * object to clear. */ void object_free_key_values(object *op) { key_value *i; key_value *next = NULL; if (op->key_values == NULL) return; for (i = op->key_values; i != NULL; i = next) { /* Store next *first*. */ next = i->next; if (i->key) FREE_AND_CLEAR_STR(i->key); if (i->value) FREE_AND_CLEAR_STR(i->value); i->next = NULL; free(i); } op->key_values = NULL; } /** * Frees everything allocated by an object, and also * clears all variables and flags to default settings. * * @param op * object to clear */ void object_clear(object *op) { /*TODO this comment must be investigated*/ /* redo this to be simpler/more efficient. Was also seeing * crashes in the old code. Move this to the top - am * seeing periodic crashes in this code, and would like to have * as much info available as possible (eg, object name). */ object_free_key_values(op); free_dialog_information(op); /* the memset will clear all these values for us, but we need * to reduce the refcount on them. */ if (op->name != NULL) FREE_AND_CLEAR_STR(op->name); if (op->name_pl != NULL) FREE_AND_CLEAR_STR(op->name_pl); if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); if (op->race != NULL) FREE_AND_CLEAR_STR(op->race); if (op->slaying != NULL) FREE_AND_CLEAR_STR(op->slaying); if (op->skill != NULL) FREE_AND_CLEAR_STR(op->skill); if (op->msg != NULL) FREE_AND_CLEAR_STR(op->msg); if (op->lore != NULL) FREE_AND_CLEAR_STR(op->lore); if (op->materialname != NULL) FREE_AND_CLEAR_STR(op->materialname); /* Remove object from friendly list if needed. */ if (QUERY_FLAG(op, FLAG_FRIENDLY)) remove_friendly_object(op); memset((void *)((char *)op+offsetof(object, name)), 0, sizeof(object)-offsetof(object, name)); /* Below here, we clear things that are not done by the memset, * or set default values that are not zero. */ /* This is more or less true */ SET_FLAG(op, FLAG_REMOVED); op->contr = NULL; op->below = NULL; op->above = NULL; op->inv = NULL; op->container = NULL; op->env = NULL; op->more = NULL; op->head = NULL; op->map = NULL; op->active_next = NULL; op->active_prev = NULL; /* What is not cleared is next, prev, and count */ op->expmul = 1.0; op->face = blank_face; op->attacked_by_count = -1; if (settings.casting_time) op->casting_time = -1; } /** * Copy object first frees everything allocated by the second object, * and then copies the contents of the first object into the second * object, allocating what needs to be allocated. Basically, any * data that is malloc'd needs to be re-malloc/copied. Otherwise, * if the first object is freed, the pointers in the new object * will point at garbage. * * @param src_ob * object that we copy.from * @param dest_ob * object that we copy to. */ void object_copy(const object *src_ob, object *dest_ob) { int is_freed = QUERY_FLAG(dest_ob, FLAG_FREED), is_removed = QUERY_FLAG(dest_ob, FLAG_REMOVED); /* Decrement the refcounts, but don't bother zeroing the fields; they'll be overwritten by memcpy. */ if (dest_ob->artifact != NULL) free_string(dest_ob->artifact); if (dest_ob->name != NULL) free_string(dest_ob->name); if (dest_ob->name_pl != NULL) free_string(dest_ob->name_pl); if (dest_ob->anim_suffix != NULL) free_string(dest_ob->anim_suffix); if (dest_ob->title != NULL) free_string(dest_ob->title); if (dest_ob->race != NULL) free_string(dest_ob->race); if (dest_ob->slaying != NULL) free_string(dest_ob->slaying); if (dest_ob->skill != NULL) free_string(dest_ob->skill); if (dest_ob->msg != NULL) free_string(dest_ob->msg); if (dest_ob->lore != NULL) free_string(dest_ob->lore); if (dest_ob->materialname != NULL) free_string(dest_ob->materialname); if (dest_ob->custom_name != NULL) free_string(dest_ob->custom_name); if (dest_ob->spell_tags != NULL) FREE_AND_CLEAR(dest_ob->spell_tags); /* Basically, same code as from object_clear() */ object_free_key_values(dest_ob); free_dialog_information(dest_ob); /* Copy all attributes below name (name included). */ (void)memcpy((void *)((char *)dest_ob+offsetof(object, name)), (void *)((char *)src_ob+offsetof(object, name)), sizeof(object)-offsetof(object, name)); if (is_freed) SET_FLAG(dest_ob, FLAG_FREED); if (is_removed) SET_FLAG(dest_ob, FLAG_REMOVED); if (dest_ob->artifact != NULL) add_refcount(dest_ob->artifact); if (dest_ob->name != NULL) add_refcount(dest_ob->name); if (dest_ob->name_pl != NULL) add_refcount(dest_ob->name_pl); if (dest_ob->anim_suffix != NULL) add_refcount(dest_ob->anim_suffix); if (dest_ob->title != NULL) add_refcount(dest_ob->title); if (dest_ob->race != NULL) add_refcount(dest_ob->race); if (dest_ob->slaying != NULL) add_refcount(dest_ob->slaying); if (dest_ob->skill != NULL) add_refcount(dest_ob->skill); if (dest_ob->lore != NULL) add_refcount(dest_ob->lore); if (dest_ob->msg != NULL) add_refcount(dest_ob->msg); if (dest_ob->custom_name != NULL) add_refcount(dest_ob->custom_name); if (dest_ob->materialname != NULL) add_refcount(dest_ob->materialname); if (dest_ob->spell_tags != NULL) { dest_ob->spell_tags = malloc(sizeof(tag_t)*SPELL_TAG_SIZE); memcpy(dest_ob->spell_tags, src_ob->spell_tags, sizeof(tag_t)*SPELL_TAG_SIZE); } /* If archetype is a temporary one, we need to update reference count, because * that archetype will be freed by object_free_drop_inventory() when the last object is removed. */ if (dest_ob->arch->reference_count > 0) dest_ob->arch->reference_count++; if (src_ob->speed < 0) dest_ob->speed_left = src_ob->speed_left-RANDOM()%200/100.0; /* Copy over key_values, if any. */ if (src_ob->key_values != NULL) { key_value *tail = NULL; key_value *i; dest_ob->key_values = NULL; for (i = src_ob->key_values; i != NULL; i = i->next) { key_value *new_link = malloc(sizeof(key_value)); new_link->next = NULL; new_link->key = add_refcount(i->key); if (i->value) new_link->value = add_refcount(i->value); else new_link->value = NULL; /* Try and be clever here, too. */ if (dest_ob->key_values == NULL) { dest_ob->key_values = new_link; tail = new_link; } else { tail->next = new_link; tail = new_link; } } } /* This way, dialog information will be parsed again when/if needed. */ CLEAR_FLAG(dest_ob, FLAG_DIALOG_PARSED); object_update_speed(dest_ob); } /** * Copy an object with an inventory, duplicate the inv too. * @param src_ob * object to copy. * @param dest_ob * where to copy. * @todo * replace with a function in common library (there is certainly one). */ void object_copy_with_inv(const object *src_ob, object *dest_ob) { object_copy(src_ob, dest_ob); FOR_INV_PREPARE(src_ob, walk) { object *tmp; tmp = object_new(); object_copy_with_inv(walk, tmp); object_insert_in_ob(tmp, dest_ob); } FOR_INV_FINISH(); } /** * Allocates more objects for the list of unused objects. * * It is called from object_new() if the unused list is empty. * * If there is not enough memory, fatal() is called. */ static void expand_objects(void) { int i; object *new; new = (object *)CALLOC(OBJ_EXPAND, sizeof(object)); if (new == NULL) fatal(OUT_OF_MEMORY); free_objects = new; new[0].prev = NULL; new[0].next = &new[1], SET_FLAG(&new[0], FLAG_REMOVED); SET_FLAG(&new[0], FLAG_FREED); for (i = 1; i < OBJ_EXPAND-1; i++) { new[i].next = &new[i+1], new[i].prev = &new[i-1], SET_FLAG(&new[i], FLAG_REMOVED); SET_FLAG(&new[i], FLAG_FREED); } new[OBJ_EXPAND-1].prev = &new[OBJ_EXPAND-2], new[OBJ_EXPAND-1].next = NULL, SET_FLAG(&new[OBJ_EXPAND-1], FLAG_REMOVED); SET_FLAG(&new[OBJ_EXPAND-1], FLAG_FREED); nrofallocobjects += OBJ_EXPAND; nroffreeobjects += OBJ_EXPAND; } /** * Grabs an object from the list of unused objects, makes * sure it is initialised, and returns it. * * If there are no free objects, expand_objects() is called to get more. * * @return * cleared and ready to use object*. * * @note * will never fail, as expand_objects() will fatal() if memory allocation error. */ object *object_new(void) { object *op; #ifdef MEMORY_DEBUG /* FIXME: However this doesn't work since object_free() sometimes add * objects back to the free_objects linked list, and some functions mess * with the object after return of object_free(). This is bad and should be * fixed. But it would need fairly extensive changes and a lot of debugging. */ op = calloc(1, sizeof(object)); if (op == NULL) fatal(OUT_OF_MEMORY); #else if (free_objects == NULL) { expand_objects(); } op = free_objects; if (!QUERY_FLAG(op, FLAG_FREED)) { LOG(llevError, "Fatal: Getting busy object.\n"); #ifdef MANY_CORES abort(); #endif } free_objects = op->next; if (free_objects != NULL) free_objects->prev = NULL; nroffreeobjects--; #endif op->count = ++ob_count; op->name = NULL; op->name_pl = NULL; op->title = NULL; op->race = NULL; op->slaying = NULL; op->skill = NULL; op->lore = NULL; op->msg = NULL; op->materialname = NULL; op->next = objects; op->prev = NULL; op->active_next = NULL; op->active_prev = NULL; op->spell_tags = NULL; if (objects != NULL) objects->prev = op; objects = op; object_clear(op); SET_FLAG(op, FLAG_REMOVED); return op; } /** * If an object with the IS_TURNABLE() flag needs to be turned due * to the closest player being on the other side, this function can * be called to update the face variable, _and_ how it looks on the map. * * @param op * object to update. */ void object_update_turn_face(object *op) { if (op->animation == 0 || !QUERY_FLAG(op, FLAG_IS_TURNABLE)) return; animate_object(op, op->direction); } /** * Updates the speed of an object. If the speed changes from 0 to another * value, or vice versa, then add/remove the object from the active list. * This function needs to be called whenever the speed of an object changes. * * @param op * object to update. Must not be freed and still have a speed. * * @todo * check fixme & todo */ void object_update_speed(object *op) { /* FIXME what the hell is this crappy hack?*/ extern int arch_init; /* No reason putting the archetypes objects on the speed list, * since they never really need to be updated. */ if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { LOG(llevError, "Object %s is freed but has speed.\n", op->name); #ifdef MANY_CORES abort(); #else op->speed = 0; #endif } if (arch_init) { return; } if (FABS(op->speed) > MIN_ACTIVE_SPEED) { /* If already on active list, don't do anything */ /* TODO this check can probably be simplified a lot */ if (op->active_next || op->active_prev || op == active_objects) return; /* process_events() expects us to insert the object at the beginning * of the list. */ op->active_next = active_objects; if (op->active_next != NULL) op->active_next->active_prev = op; active_objects = op; } else { /* If not on the active list, nothing needs to be done */ if (!op->active_next && !op->active_prev && op != active_objects) return; if (op->active_prev == NULL) { active_objects = op->active_next; if (op->active_next != NULL) op->active_next->active_prev = NULL; } else { op->active_prev->active_next = op->active_next; if (op->active_next) op->active_next->active_prev = op->active_prev; } op->active_next = NULL; op->active_prev = NULL; } } /** * This function removes object 'op' from the list of active * objects. * This should only be used for style maps or other such * reference maps where you don't want an object that isn't * in play chewing up cpu time getting processed. * The reverse of this is to call object_update_speed(), which * will do the right thing based on the speed of the object. * * @param op * object to remove. */ void object_remove_from_active_list(object *op) { /* If not on the active list, nothing needs to be done */ if (!op->active_next && !op->active_prev && op != active_objects) return; if (op->active_prev == NULL) { active_objects = op->active_next; if (op->active_next != NULL) op->active_next->active_prev = NULL; } else { op->active_prev->active_next = op->active_next; if (op->active_next) op->active_next->active_prev = op->active_prev; } op->active_next = NULL; op->active_prev = NULL; } /** * object_update() updates the array which represents the map. * * It takes into account invisible objects (and represent squares covered * by invisible objects by whatever is below them (unless it's another * invisible object, etc...) * * If the object being updated is beneath a player, the look-window * of that player is updated (this might be a suboptimal way of * updating that window, though, since object_update() is called _often_) * * @param op * object to update * @param action * Hint of what the caller believes need to be done. One of @ref UP_OBJ_xxx "UP_OBJ_xxx" values. * For example, if the only thing that has changed is the face (due to * an animation), we don't need to call update_position until that actually * comes into view of a player. OTOH, many other things, like addition/removal * of walls or living creatures may need us to update the flags now. * * @todo * this function should be renamed to something like object_update_map, object_update is a too general term * Also it might be worth moving it to map.c */ void object_update(object *op, int action) { int update_now = 0, flags; MoveType move_on, move_off, move_block, move_slow; object *pl; if (op == NULL) { /* this should never happen */ LOG(llevDebug, "object_update() called for NULL object.\n"); return; } if (op->env != NULL) { /* Animation is currently handled by client, so nothing * to do in this case. */ return; } /* If the map is saving, don't do anything as everything is * going to get freed anyways. */ if (!op->map || op->map->in_memory == MAP_SAVING) return; /* make sure the object is within map boundaries */ if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { LOG(llevError, "object_update() called for object out of map!\n"); #ifdef MANY_CORES abort(); #endif return; } flags = GET_MAP_FLAGS(op->map, op->x, op->y); SET_MAP_FLAGS(op->map, op->x, op->y, flags|P_NEED_UPDATE); move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); if (action == UP_OBJ_INSERT) { if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags&P_BLOCKSVIEW)) update_now = 1; if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags&P_NO_MAGIC)) update_now = 1; if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags&P_NO_CLERIC)) update_now = 1; if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags&P_IS_ALIVE)) update_now = 1; if ((move_on|op->move_on) != move_on) update_now = 1; if ((move_off|op->move_off) != move_off) update_now = 1; /* This isn't perfect, but I don't expect a lot of objects to * to have move_allow right now. */ if (((move_block|op->move_block)&~op->move_allow) != move_block) update_now = 1; if ((move_slow|op->move_slow) != move_slow) update_now = 1; if (op->type == PLAYER) update_now = 1; /* if the object is being removed, we can't make intelligent * decisions, because object_remove() can't really pass the object * that is being removed. */ } else if (action == UP_OBJ_REMOVE) { update_now = 1; } else if (action == UP_OBJ_FACE || action == UP_OBJ_CHANGE) { /* In addition to sending info to client, need to update space * information. */ if (action == UP_OBJ_CHANGE) update_now = 1; /* There is a player on this space - we may need to send an * update to the client. * If this object is supposed to be animated by the client, * nothing to do here - let the client animate it. * We can't use FLAG_ANIMATE, as that is basically set for * all objects with multiple faces, regardless if they are animated. * (levers have it set for example). */ if (flags&P_PLAYER && !QUERY_FLAG(op, FLAG_CLIENT_ANIM_SYNC) && !QUERY_FLAG(op, FLAG_CLIENT_ANIM_RANDOM)) { pl = GET_MAP_PLAYER(op->map, op->x, op->y); /* If update_look is set, we're going to send this entire space * to the client, so no reason to send face information now. */ if (!pl->contr->socket.update_look) { esrv_update_item(UPD_FACE, pl, op); } } } else { LOG(llevError, "object_update called with invalid action: %d\n", action); } if (update_now) { SET_MAP_FLAGS(op->map, op->x, op->y, flags|P_NO_ERROR|P_NEED_UPDATE); update_position(op->map, op->x, op->y); } if (op->more != NULL) object_update(op->more, action); } /** * Frees everything allocated by an object, removes * it from the list of used objects, and puts it on the list of * free objects. The IS_FREED() flag is set in the object. * The object must have been removed by object_remove() first for * this function to succeed. * * Inventory will be dropped on the ground if in a map, else freed too. * * @param ob * object to free. Will become invalid when function returns. */ void object_free_drop_inventory(object *ob) { object_free(ob, 0); } /** * Frees everything allocated by an object, removes * it from the list of used objects, and puts it on the list of * free objects. The IS_FREED() flag is set in the object. * * The object must have been removed by object_remove() first for * this function to succeed. * * @param ob * object to free. Will become invalid when function returns. * @param flags * the flags; see FREE_OBJ_xxx constants. * * @warning * the object's archetype should be a valid pointer, or NULL. */ void object_free(object *ob, int flags) { if (!QUERY_FLAG(ob, FLAG_REMOVED)) { StringBuffer *sb; char *diff; LOG(llevDebug, "Free object called with non removed object\n"); sb = stringbuffer_new(); object_dump(ob, sb); diff = stringbuffer_finish(sb); LOG(llevError, "%s", diff); free(diff); #ifdef MANY_CORES abort(); #endif } if (QUERY_FLAG(ob, FLAG_FRIENDLY)) { LOG(llevMonster, "Warning: tried to free friendly object.\n"); remove_friendly_object(ob); } if (QUERY_FLAG(ob, FLAG_FREED)) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); object_dump(ob, sb); diff = stringbuffer_finish(sb); LOG(llevError, "Trying to free freed object.\n%s\n", diff); free(diff); return; } if ((flags & FREE_OBJ_NO_DESTROY_CALLBACK) == 0) { /* Handle for plugin destroy event */ execute_event(ob, EVENT_DESTROY, NULL, NULL, NULL, SCRIPT_FIX_NOTHING); } if (ob->inv) { /* Only if the space blocks everything do we not process - * if some form of movemnt is allowed, let objects * drop on that space. */ if ((flags & FREE_OBJ_FREE_INVENTORY) != 0 || ob->map == NULL || ob->map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) { FOR_INV_PREPARE(ob, op) { object_remove(op); object_free(op, flags); } FOR_INV_FINISH(); } else { /* Put objects in inventory onto this space */ FOR_INV_PREPARE(ob, op) { object_remove(op); /* No drop means no drop, including its inventory */ if (QUERY_FLAG(op, FLAG_NO_DROP)) object_free(op, FREE_OBJ_FREE_INVENTORY); else if (QUERY_FLAG(op, FLAG_STARTEQUIP) || QUERY_FLAG(op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) object_free_drop_inventory(op); else { object *part; /* If it's a multi-tile object, scatter dropped items randomly */ if (ob->more) { int partcount = 0; /* Get the number of non-head parts */ for (part = ob; part; part = part->more) { partcount++; } /* Select a random part */ partcount = RANDOM()%partcount; for (part = ob; partcount > 0; partcount--) { part = part->more; } } else { part = ob; } if (QUERY_FLAG(op, FLAG_ALIVE)) { object_insert_to_free_spot_or_free(op, part->map, part->x, part->y, 0, SIZEOFFREE, NULL); } else { int f = 0; if (flags & FREE_OBJ_DROP_ABOVE_FLOOR) f = INS_ABOVE_FLOOR_ONLY; object_insert_in_map_at(op, part->map, NULL, f, part->x, part->y); /* Insert in same map as the envir */ } } } FOR_INV_FINISH(); } } if (ob->more != NULL) { object_free(ob->more, flags); ob->more = NULL; } /* Remove object from the active list */ ob->speed = 0; object_update_speed(ob); SET_FLAG(ob, FLAG_FREED); ob->count = 0; /* Remove this object from the list of used objects */ if (ob->prev == NULL) { objects = ob->next; if (objects != NULL) objects->prev = NULL; } else { ob->prev->next = ob->next; if (ob->next != NULL) ob->next->prev = ob->prev; } if (ob->artifact != NULL) FREE_AND_CLEAR_STR(ob->artifact); if (ob->name != NULL) FREE_AND_CLEAR_STR(ob->name); if (ob->name_pl != NULL) FREE_AND_CLEAR_STR(ob->name_pl); if (ob->title != NULL) FREE_AND_CLEAR_STR(ob->title); if (ob->race != NULL) FREE_AND_CLEAR_STR(ob->race); if (ob->slaying != NULL) FREE_AND_CLEAR_STR(ob->slaying); if (ob->skill != NULL) FREE_AND_CLEAR_STR(ob->skill); if (ob->lore != NULL) FREE_AND_CLEAR_STR(ob->lore); if (ob->msg != NULL) FREE_AND_CLEAR_STR(ob->msg); if (ob->materialname != NULL) FREE_AND_CLEAR_STR(ob->materialname); if (ob->spell_tags) FREE_AND_CLEAR(ob->spell_tags); /* Why aren't events freed? */ object_free_key_values(ob); free_dialog_information(ob); /* Test whether archetype is a temporary one, and if so look whether it should be trashed. */ if (ob->arch && ob->arch->reference_count > 0) { if (--ob->arch->reference_count == 0) { free_arch(ob->arch); } } #ifdef MEMORY_DEBUG free(ob); #else /* Now link it with the free_objects list: */ ob->prev = NULL; ob->next = free_objects; if (free_objects != NULL) free_objects->prev = ob; free_objects = ob; nroffreeobjects++; #endif } /** * Objects statistics. * * @return * number of objects on the list of free objects. */ int object_count_free(void) { int i = 0; object *tmp = free_objects; while (tmp != NULL) tmp = tmp->next, i++; return i; } /** * Object statistics. * * @return * number of objects on the list of used objects. */ int object_count_used(void) { int i = 0; object *tmp = objects; while (tmp != NULL) tmp = tmp->next, i++; return i; } /** * Objects statistics. * * @return * number of objects on the list of active objects. */ int object_count_active(void) { int i = 0; object *tmp = active_objects; while (tmp != NULL) tmp = tmp->active_next, i++; return i; } /** * Recursively (outwards) subtracts a number from the * weight of an object (and what is carried by it's environment(s)). * * Takes into account the container's weight reduction. * * @param op * object to which weight is substracted. * @param weight * weight to remove. * * @todo * check if not mergeable with object_add_weight(). */ void object_sub_weight(object *op, signed long weight) { while (op != NULL) { if (op->type == CONTAINER) { weight = (signed long)(weight*(100-op->stats.Str)/100); } op->carrying -= weight; op = op->env; } } /** * This function removes the object op from the linked list of objects * which it is currently tied to. When this function is done, the * object will have no environment. If the object previously had an * environment, the x and y coordinates will be updated to * the previous environment. * * Will inform the client of the removal if needed. * * @param op * object to remove. Must not be removed yet, else abort() is called. * * @todo * this function is a piece of overbloated crap or at lest * look like need cleanup it does to much different things. */ void object_remove(object *op) { object *last = NULL; object *otmp; tag_t tag; int check_walk_off; mapstruct *m; int16_t x, y; if (QUERY_FLAG(op, FLAG_REMOVED)) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); object_dump(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "Trying to remove removed object.\n%s\n", diff); free(diff); abort(); } if (op->more != NULL) object_remove(op->more); SET_FLAG(op, FLAG_REMOVED); /* * In this case, the object to be removed is in someones * inventory. */ /* TODO try to call a generic inventory weight adjusting function like object_sub_weight */ if (op->env != NULL) { player *pl = NULL; if (op->nrof) object_sub_weight(op->env, op->weight*op->nrof); else object_sub_weight(op->env, op->weight+op->carrying); /* Update in two cases: item is in a player, or in a container the player is looking into. */ if (op->env->contr != NULL && op->head == NULL) { pl = op->env->contr; } else if (op->env->type == CONTAINER && QUERY_FLAG(op->env, FLAG_APPLIED)) { if (op->env->env && op->env->env->contr) /* Container is in player's inventory. */ pl = op->env->env->contr; else if (op->env->map) { /* Container on map, look above for player. */ object *above = op->env->above; while (above && !above->contr) above = above->above; if (above) pl = above->contr; } } /* NO_FIX_PLAYER is set when a great many changes are being * made to players inventory. If set, avoiding the call * to save cpu time. */ otmp = object_get_player_container(op->env); if (otmp != NULL && otmp->contr && !QUERY_FLAG(otmp, FLAG_NO_FIX_PLAYER)) fix_object(otmp); if (op->above != NULL) op->above->below = op->below; else op->env->inv = op->below; if (op->below != NULL) op->below->above = op->above; /* we set up values so that it could be inserted into * the map, but we don't actually do that - it is up * to the caller to decide what we want to do. */ op->x = op->env->x; op->y = op->env->y; op->ox = op->x; op->oy = op->y; op->map = op->env->map; op->above = NULL; op->below = NULL; /* send the delitem before resetting env, so container's contents be may * refreshed */ if (LOOK_OBJ(op) && pl != NULL) esrv_del_item(pl, op); op->env = NULL; return; } /* If we get here, we are removing it from a map */ if (op->map == NULL) return; if (op->contr != NULL && !op->contr->hidden) op->map->players--; x = op->x; y = op->y; m = get_map_from_coord(op->map, &x, &y); if (!m) { LOG(llevError, "object_remove called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", op->map->path, op->x, op->y); abort(); } if (op->map != m) { LOG(llevError, "object_remove: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", op->map->path, m->path, op->x, op->y, x, y); } /* link the object above us */ if (op->above) op->above->below = op->below; else SET_MAP_TOP(m, x, y, op->below); /* we were top, set new top */ /* Relink the object below us, if there is one */ if (op->below) { op->below->above = op->above; } else { /* Nothing below, which means we need to relink map object for this space * use translated coordinates in case some oddness with map tiling is * evident */ /*TODO is this check really needed?*/ if (GET_MAP_OB(m, x, y) != op) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); object_dump(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "object_remove: GET_MAP_OB on %s does not return object to be removed even though it appears to be on the bottom?\n%s\n", m->path, diff); free(diff); sb = stringbuffer_new(); object_dump(GET_MAP_OB(m, x, y), sb); diff = stringbuffer_finish(sb); LOG(llevError, "%s\n", diff); free(diff); } SET_MAP_OB(m, x, y, op->above); /* goes on above it. */ } op->above = NULL; op->below = NULL; if (op->map->in_memory == MAP_SAVING) return; tag = op->count; check_walk_off = !QUERY_FLAG(op, FLAG_NO_APPLY); FOR_MAP_PREPARE(m, x, y, tmp) { /* No point updating the players look faces if he is the object * being removed. */ if (tmp->type == PLAYER && tmp != op) { /* If a container that the player is currently using somehow gets * removed (most likely destroyed), update the player view * appropriately. */ if (tmp->container == op) { CLEAR_FLAG(op, FLAG_APPLIED); tmp->container = NULL; } tmp->contr->socket.update_look = 1; } /* See if player moving off should effect something */ if (check_walk_off && ((op->move_type&tmp->move_off) && (op->move_type&~tmp->move_off&~tmp->move_block) == 0)) { ob_move_on(tmp, op, NULL); if (object_was_destroyed(op, tag)) { LOG(llevError, "BUG: object_remove(): name %s, archname %s destroyed leaving object\n", tmp->name, tmp->arch->name); } } /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ if (tmp->above == tmp) tmp->above = NULL; last = tmp; } FOR_MAP_FINISH(); /* last == NULL or there are no objects on this space */ if (last == NULL) { /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, * we could preserve the flags (GET_MAP_FLAGS), but update_position figures * those out anyways, and if there are any flags set right now, they won't * be correct anyways. */ SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); update_position(op->map, op->x, op->y); } else object_update(last, UP_OBJ_REMOVE); if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) update_all_los(op->map, op->x, op->y); } /** * This function goes through all objects below and including top, and * merges op to the first matching object. * * Will correctly send updated objects to client if needed. * * @param op * object to merge. * @param top * from which item to merge. If NULL, it is calculated. * @return * pointer to object if it succeded in the merge, otherwise NULL */ object *object_merge(object *op, object *top) { if (!op->nrof) return NULL; if (top == NULL) for (top = op; top != NULL && top->above != NULL; top = top->above) ; FOR_OB_AND_BELOW_PREPARE(top) { if (top == op) continue; if (object_can_merge(op, top)) { object_increase_nrof(top, op->nrof); /* * Previous behavior set weight to zero here. * This, however, caused the object_sub_weight * call in object_remove to subtract zero weight * when removing the object. Thus, until inventory * weight is next recalculated, the object merged * into another pile added weight in object_increase_nrof * but did not remove the weight from the original * instance of itself in object_remove, essentially * counting for double weight for several minutes. * * SilverNexus 2014-05-27 */ object_remove(op); object_free(op, FREE_OBJ_FREE_INVENTORY | FREE_OBJ_NO_DESTROY_CALLBACK); return top; } } FOR_OB_AND_BELOW_FINISH(); return NULL; } /** * Same as object_insert_in_map() except it handle separate coordinates and do a clean * job preparing multi-part monsters. * * @param op * object to insert. * @param m * map to insert into. * @param originator * what caused op to be inserted. * @param flag * Combination of @ref INS_xxx "INS_xxx" values. * @param x * @param y * coordinates to insert at. */ object *object_insert_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y) { object *tmp; op = HEAD(op); for (tmp = op; tmp; tmp = tmp->more) { tmp->x = x+tmp->arch->clone.x; tmp->y = y+tmp->arch->clone.y; tmp->map = m; } return object_insert_in_map(op, m, originator, flag); } /** * This sees if there are any objects on the space that can * merge with op. Note that op does not need to actually * be inserted on the map (when called from object_insert_in_map, * it won't be), but op->map should be set correctly. * * Note that even if we find a match on the space, we keep progressing * looking for more. This is because op->range is set to 0 in * explosion, so what may not have been mergable now is. * * @param op * object to try to merge into. * * @param x * @param y * coordinates to look at for merging. */ void object_merge_spell(object *op, int16_t x, int16_t y) { int i; /* We try to do some merging of spell objects - if something has same owner, * is same type of spell, and going in the same direction, it is somewhat * mergable. * * If the spell object has an other_arch, don't merge - when the spell * does something, like explodes, it will use this other_arch, and * if we merge, there is no easy way to make the correct values be * set on this new object (values should be doubled, tripled, etc.) * * We also care about speed - only process objects that will not be * active this tick. Without this, the results are incorrect - think * of a case where tmp would normally get processed this tick, but * get merges with op, which does not get processed. */ FOR_MAP_PREPARE(op->map, x, y, tmp) { if (op->type == tmp->type && op->subtype == tmp->subtype && op->direction == tmp->direction && op->owner == tmp->owner && op->ownercount == tmp->ownercount && op->range == tmp->range && op->stats.wc == tmp->stats.wc && op->level == tmp->level && op->attacktype == tmp->attacktype && op->speed == tmp->speed && !tmp->other_arch && (tmp->speed_left+tmp->speed) < 0.0 && op != tmp) { /* Quick test - if one or the other objects already have hash tables * set up, and that hash bucket contains a value that doesn't * match what we want to set it up, we won't be able to merge. * Note that these two if statements are the same, except * for which object they are checking against. They could * be merged, but the line wrapping would be large enough * that IMO it would become difficult to read the different clauses * so its cleaner just to do 2 statements - MSW */ if (op->spell_tags && !OB_SPELL_TAG_MATCH(op, (tag_t)tmp->stats.maxhp) && OB_SPELL_TAG_HASH(op, tmp->stats.maxhp) != 0) continue; if (tmp->spell_tags && !OB_SPELL_TAG_MATCH(tmp, (tag_t)op->stats.maxhp) && OB_SPELL_TAG_HASH(tmp, op->stats.maxhp) != 0) continue; /* If we merge, the data from tmp->spell_tags gets copied into op. * so we need to make sure that slot isn't filled up. */ if (tmp->spell_tags && !OB_SPELL_TAG_MATCH(tmp, (tag_t)tmp->stats.maxhp) && OB_SPELL_TAG_HASH(tmp, tmp->stats.maxhp) != 0) continue; /* If both objects have spell_tags, we need to see if there are conflicting * values - if there are, we won't be able to merge then. */ if (tmp->spell_tags && op->spell_tags) { int need_copy = 0; for (i = 0; i < SPELL_TAG_SIZE; i++) { /* If the two tag values in the hash are set, but are * not set to the same value, then these objects * can not be merged. */ if (op->spell_tags[i] && tmp->spell_tags[i] && op->spell_tags[i] != tmp->spell_tags[i]) { statistics.spell_hash_full++; break; } /* If one tag is set and the other is not, that is * fine, but we have to note that we need to copy * the data in that case. */ if ((!op->spell_tags[i] && tmp->spell_tags[i]) || (op->spell_tags[i] && !tmp->spell_tags[i])) { need_copy = 1; } } /* If we did not get through entire array, it means * we got a conflicting hash, and so we won't be * able to merge these - just continue processing * object on this space. */ if (i <= SPELL_TAG_SIZE) continue; /* Ok - everything checked out - we should be able to * merge tmp in op. So lets copy the tag data if * needed. Note that this is a selective copy, as * we don't want to clear values that may be set in op. */ if (need_copy) { for (i = 0; i < SPELL_TAG_SIZE; i++) if (!op->spell_tags[i] && tmp->spell_tags[i] && tmp->spell_tags[i] != (tag_t)op->stats.maxhp) op->spell_tags[i] = tmp->spell_tags[i]; } FREE_AND_CLEAR(tmp->spell_tags); } /* if tmp has a spell_tags table, copy it to op and free tmps */ if (tmp->spell_tags && !op->spell_tags) { op->spell_tags = tmp->spell_tags; tmp->spell_tags = NULL; /* We don't need to keep a copy of our maxhp value * in the copied over value */ if (OB_SPELL_TAG_MATCH(op, (tag_t)op->stats.maxhp)) OB_SPELL_TAG_HASH(op, op->stats.maxhp) = 0; } /* For spells to work correctly, we need to record what spell * tags we've merged in with this effect. This is used * in ok_to_put_more() to see if a spell effect is already on * the space. */ if (op->stats.maxhp != tmp->stats.maxhp) { #ifdef OBJECT_DEBUG /* This if statement should never happen - the logic above should * have prevented it. It is a problem, because by now its possible * we've destroyed the spell_tags in tmp, so we can't really * just bail out. */ if (op->spell_tags && OB_SPELL_TAG_HASH(op, tmp->stats.maxhp) != 0 && !OB_SPELL_TAG_MATCH(op, tmp->stats.maxhp)) { LOG(llevError, "object_insert_in_map: Got non matching spell tags: %d != %d\n", OB_SPELL_TAG_HASH(op, tmp->stats.maxhp), tmp->stats.maxhp); } #endif if (!op->spell_tags) op->spell_tags = calloc(SPELL_TAG_SIZE, sizeof(tag_t)); OB_SPELL_TAG_HASH(op, tmp->stats.maxhp) = tmp->stats.maxhp; } statistics.spell_merges++; op->speed_left = MAX(op->speed_left, tmp->speed_left); if (tmp->duration != op->duration) { /* We need to use tmp_dam here because otherwise the * calculations can overflow the size of stats.dam. */ int tmp_dam = tmp->stats.dam*(tmp->duration+1)+ op->stats.dam*(op->duration+1); op->duration = MAX(op->duration, tmp->duration); tmp_dam /= op->duration+1; op->stats.dam = tmp_dam+1; } else { /* in this case, duration is the same, so simply adding * up damage works. */ op->stats.dam += tmp->stats.dam; } object_remove(tmp); object_free_drop_inventory(tmp); } } FOR_MAP_FINISH(); } static object *find_insert_pos(object *op, const int flag) { object *floor = NULL; /* * If there are multiple objects on this space, we do some trickier handling. * We've already dealt with merging if appropriate. * Generally, we want to put the new object on top. But if * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last * floor, we want to insert above that and no further. * Also, if there are spell objects on this space, we stop processing * once we get to them. This reduces the need to traverse over all of * them when adding another one - this saves quite a bit of cpu time * when lots of spells are cast in one area. Currently, it is presumed * that flying non pickable objects are spell objects. */ if (flag&INS_ON_TOP) { return GET_MAP_TOP(op->map, op->x, op->y); } object *last = NULL; FOR_MAP_PREPARE(op->map, op->x, op->y, tmp) { if (QUERY_FLAG(tmp, FLAG_IS_FLOOR) || QUERY_FLAG(tmp, FLAG_OVERLAY_FLOOR)) floor = tmp; if (QUERY_FLAG(tmp, FLAG_NO_PICK) && (tmp->move_type&(MOVE_FLY_LOW|MOVE_FLY_HIGH)) && !QUERY_FLAG(tmp, FLAG_IS_FLOOR)) { /* We insert above tmp, so we want this object below this */ break; } last = tmp; } FOR_MAP_FINISH(); if (flag&INS_ABOVE_FLOOR_ONLY) return floor; return last; } /** * This function inserts the object in the two-way linked list * which represents what is on a map. * * It will update player count if the op is a player. * * Player ground window will be updated if needed. * * @param op * object to insert. Must be removed. Its coordinates must be valid for the map. * @param m * map to insert into. Must not be NULL. * @param originator * player, monster or other object that caused 'op' to be inserted * into 'm'. May be NULL. * @param flag * bitmask about special things to do (or not do) when this * function is called. See the object.h file for the @ref INS_xxx "INS_xxx" values. * Passing 0 for flag gives proper default values, so flag really only needs * to be set if special handling is needed. * @return * @li new object if 'op' was merged with other object. * @li NULL if 'op' was destroyed * @li just 'op' otherwise * * @todo * this function is a mess, and should be cleaned. */ object *object_insert_in_map(object *op, mapstruct *m, object *originator, int flag) { object *tmp, *top, *floor = NULL; int16_t x, y; if (QUERY_FLAG(op, FLAG_FREED)) { LOG(llevError, "Trying to insert freed object!\n"); return NULL; } if (m == NULL) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); object_dump(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "Trying to insert in null-map!\n%s\n", diff); free(diff); return op; } if (out_of_map(m, op->x, op->y)) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); object_dump(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "Trying to insert object outside the map.\n%s\n", diff); free(diff); #ifdef MANY_CORES /* Better to catch this here, as otherwise the next use of this object * is likely to cause a crash. Better to find out where it is getting * improperly inserted. */ abort(); #endif return op; } if (!QUERY_FLAG(op, FLAG_REMOVED)) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); object_dump(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "Trying to insert (map) inserted object.\n%s\n", diff); free(diff); return op; } if (op->more != NULL) { /* The part may be on a different map. */ object *more = op->more; /* We really need the caller to normalize coordinates - if * we set the map, that doesn't work if the location is within * a map and this is straddling an edge. So only if coordinate * is clear wrong do we normalize it. */ if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { /* Debugging information so you can see the last coordinates this object had */ more->ox = more->x; more->oy = more->y; more->map = get_map_from_coord(more->map, &more->x, &more->y); } else if (!more->map) { /* For backwards compatibility - when not dealing with tiled maps, * more->map should always point to the parent. */ more->map = m; } if (object_insert_in_map(more, more->map, originator, flag) == NULL) { if (!op->head) LOG(llevError, "BUG: object_insert_in_map(): inserting op->more killed op\n"); return NULL; } } CLEAR_FLAG(op, FLAG_REMOVED); /* Debugging information so you can see the last coordinates this object had */ op->ox = op->x; op->oy = op->y; x = op->x; y = op->y; op->map = get_map_from_coord(m, &x, &y); /* this has to be done after we translate the coordinates. */ if (op->nrof && !(flag&INS_NO_MERGE) && op->type != SPELL_EFFECT) { FOR_MAP_PREPARE(op->map, x, y, tmp) { if (object_can_merge(op, tmp)) { op->nrof += tmp->nrof; object_remove(tmp); object_free(tmp, FREE_OBJ_FREE_INVENTORY | FREE_OBJ_NO_DESTROY_CALLBACK); } } FOR_MAP_FINISH(); } else if (op->type == SPELL_EFFECT && !op->range && !op->other_arch && (op->speed_left+op->speed) < 0.0) { object_merge_spell(op, x, y); } /* Ideally, the caller figures this out. However, it complicates a lot * of areas of callers (eg, anything that uses object_find_free_spot() would now * need extra work */ if (op->map != m) { /* coordinates should not change unless map also changes */ op->x = x; op->y = y; } if (op->type != LAMP) /* lamps use the FLAG_APPLIED to keep the light/unlit status, so don't reset it. Other objects just get unapplied, since the container "drops" them. */ CLEAR_FLAG(op, FLAG_APPLIED); CLEAR_FLAG(op, FLAG_INV_LOCKED); if (!QUERY_FLAG(op, FLAG_ALIVE)) CLEAR_FLAG(op, FLAG_NO_STEAL); /* In many places, a player is passed as the originator, which * is fine. However, if the player is on a transport, they are not * actually on the map, so we can't use them for the linked pointers, * nor should the walk on function below use them either. */ if (originator && originator->contr && originator->contr->transport) originator = originator->contr->transport; if (flag&INS_BELOW_ORIGINATOR) { if (originator->map != op->map || originator->x != op->x || originator->y != op->y) { LOG(llevError, "object_insert_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); abort(); } op->above = originator; op->below = originator->below; if (op->below) op->below->above = op; else SET_MAP_OB(op->map, op->x, op->y, op); /* since *below *originator, no need to update top */ originator->below = op; } else { /* Top is the object that our object (op) is going to get inserted above. */ top = find_insert_pos(op, flag); /* First object on this space */ if (!top) { op->above = GET_MAP_OB(op->map, op->x, op->y); if (op->above) op->above->below = op; op->below = NULL; SET_MAP_OB(op->map, op->x, op->y, op); } else { /* get inserted into the stack above top */ op->above = top->above; if (op->above) op->above->below = op; op->below = top; top->above = op; } if (op->above == NULL) SET_MAP_TOP(op->map, op->x, op->y, op); } /* else not INS_BELOW_ORIGINATOR */ if (!(flag&INS_MAP_LOAD)) { if (op->type == PLAYER) op->contr->do_los = 1; /* If we have a floor, we know the player, if any, will be above * it, so save a few ticks and start from there. */ tmp = floor ? floor : GET_MAP_OB(op->map, op->x, op->y); FOR_OB_AND_ABOVE_PREPARE(tmp) if (tmp->type == PLAYER) tmp->contr->socket.update_look = 1; FOR_OB_AND_ABOVE_FINISH(); /* If this object glows, it may affect lighting conditions that are * visible to others on this map. But update_all_los is really * an inefficient way to do this, as it means los for all players * on the map will get recalculated. The players could very well * be far away from this change and not affected in any way - * this should get redone to only look for players within range, * or just updating the P_NEED_UPDATE for spaces within this area * of effect may be sufficient. */ if (MAP_DARKNESS(op->map) && (op->glow_radius != 0)) update_all_los(op->map, op->x, op->y); if (op->contr && !op->contr->hidden) op->map->players++; } /* updates flags (blocked, alive, no magic, etc) for this map space */ object_update(op, UP_OBJ_INSERT); /* Don't know if moving this to the end will break anything. However, * we want to have update_look set above before calling this. * * object_check_move_on() must be after this because code called from * object_check_move_on() depends on correct map flags (so functions like * blocked() and wall() work properly), and these flags are updated by * object_update(). */ /* if this is not the head or flag has been passed, don't check walk on status */ if (!(flag&INS_NO_WALK_ON) && !op->head) { if (object_check_move_on(op, originator)) return NULL; /* If we are a multi part object, lets work our way through the check * walk on's. */ for (tmp = op->more; tmp != NULL; tmp = tmp->more) if (object_check_move_on(tmp, originator)) return NULL; } return op; } /** * This function inserts an object of a specified archetype in the map, but if it * finds objects of its own type, it'll remove them first. * * @param arch_string * object's archetype to insert. * @param op * object to insert it under: supplies x and the map. */ void object_replace_insert_in_map(const char *arch_string, object *op) { object *tmp1; archetype *at; /* first search for itself and remove any old instances */ FOR_MAP_PREPARE(op->map, op->x, op->y, tmp) { if (!strcmp(tmp->arch->name, arch_string)) { /* same archetype */ object_remove(tmp); object_free_drop_inventory(tmp); } } FOR_MAP_FINISH(); at = find_archetype(arch_string); if (at == NULL) { return; } tmp1 = arch_to_object(at); object_insert_in_map_at(tmp1, op->map, op, INS_BELOW_ORIGINATOR, op->x, op->y); } /** * object_split(ob,nr) splits up ob into two parts. The part which * is returned contains nr objects, and the remaining parts contains * the rest (or is removed and freed if that number is 0). * On failure, NULL is returned, and the reason LOG()ed. * * This function will send an update to the client if the remaining object * is in a player inventory. * * @param orig_ob * object from which to split. * @param nr * number of elements to split. * @param err * buffer that will contain failure reason if NULL is returned. Can be NULL. * @param size * err's size * @return * split object, or NULL on failure. */ object *object_split(object *orig_ob, uint32_t nr, char *err, size_t size) { object *newob; if (MAX(1, orig_ob->nrof) < nr) { /* If err is set, the caller knows that nr can be wrong (player trying to drop items), thus don't log that. */ if (err) snprintf(err, size, "There are only %u %ss.", NROF(orig_ob), orig_ob->name); else LOG(llevDebug, "There are only %u %ss.\n", NROF(orig_ob), orig_ob->name); return NULL; } newob = object_create_clone(orig_ob); if (orig_ob->nrof == 0) { if (!QUERY_FLAG(orig_ob, FLAG_REMOVED)) { object_remove(orig_ob); } object_free(orig_ob, FREE_OBJ_FREE_INVENTORY); } else { newob->nrof = nr; object_decrease_nrof(orig_ob, nr); } return newob; } /** * Decreases a specified number from * the amount of an object. If the amount reaches 0, the object * is subsequently removed and freed. * * This function will send an update to client if op is in a player inventory. * * @param op * object to decrease. * @param i * number to remove. * @return * 'op' if something is left, NULL if the amount reached 0. */ object *object_decrease_nrof(object *op, uint32_t i) { object *tmp; if (i == 0) /* objects with op->nrof require this check */ return op; if (i > op->nrof) i = op->nrof; if (QUERY_FLAG(op, FLAG_REMOVED)) { op->nrof -= i; } else if (op->env != NULL) { if (i < op->nrof) { player *pl; /* is this object in the players inventory, or sub container * therein? */ tmp = object_get_player_container(op->env); /* nope. Is this a container the player has opened? * If so, set tmp to that player. * IMO, searching through all the players will mostly * likely be quicker than following op->env to the map, * and then searching the map for a player. */ if (!tmp) { for (pl = first_player; pl; pl = pl->next) if (pl->ob->container == op->env) break; if (pl) tmp = pl->ob; else tmp = NULL; } /* Because of weight reduction by container and integer arithmetic, * there is no guarantee the rounded weight of combined items will be * the same as the sum of rounded weights. * Therefore just remove the current weight, and add the new. * Same adjustment done in object_increase_nrof(). */ object_sub_weight(op->env, op->weight * op->nrof); op->nrof -= i; object_add_weight(op->env, op->weight * op->nrof); if (tmp) { esrv_update_item(UPD_NROF, tmp, op); esrv_update_item(UPD_WEIGHT, tmp, op->env); fix_object(tmp); } } else { object_remove(op); op->nrof = 0; } } else { /* On a map. */ if (i < op->nrof) { op->nrof -= i; FOR_MAP_PREPARE(op->map, op->x, op->y, pl) if (pl->contr) { pl->contr->socket.update_look = 1; break; } FOR_MAP_FINISH(); } else { object_remove(op); op->nrof = 0; } } if (op->nrof) { return op; } else { object_free_drop_inventory(op); return NULL; } } /** * Increase the count of an object. * * This function will send an update to client if needed. * * @param op * object to increase. * @param i * number to add. */ static void object_increase_nrof(object *op, uint32_t i) { object *tmp; if (i == 0) /* objects with op->nrof require this check */ return; if (QUERY_FLAG(op, FLAG_REMOVED)) { op->nrof += i; } else if (op->env != NULL) { player *pl; /* is this object in the players inventory, or sub container * therein? */ tmp = object_get_player_container(op->env); /* nope. Is this a container the player has opened? * If so, set tmp to that player. * IMO, searching through all the players will mostly * likely be quicker than following op->env to the map, * and then searching the map for a player. */ if (!tmp) { for (pl = first_player; pl; pl = pl->next) if (pl->ob->container == op->env) break; if (pl) tmp = pl->ob; else tmp = NULL; } /* Because of weight reduction by container and integer arithmetic, * there is no guarantee the rounded weight of combined items will be * the same as the sum of rounded weights. * Therefore just remove the current weight, and add the new. * Same adjustment done in object_decrease_nrof(). */ object_sub_weight(op->env, op->weight * op->nrof); op->nrof += i; object_add_weight(op->env, op->weight * op->nrof); if (tmp) { esrv_update_item(UPD_NROF, tmp, op); // Why don't we need to update weight of op->env here? } } else { /* On a map. */ op->nrof += i; FOR_MAP_PREPARE(op->map, op->x, op->y, pl) if (pl->contr) { pl->contr->socket.update_look = 1; break; } FOR_MAP_FINISH(); } } /** * object_add_weight(object, weight) adds the specified weight to an object, * and also updates how much the environment(s) is/are carrying. * * Takes container weight reduction into account. * * @param op * object to which we add weight. * @param weight * weight to add. * * @todo * check if mergeable with object_sub_weight(). */ void object_add_weight(object *op, signed long weight) { while (op != NULL) { if (op->type == CONTAINER) { weight = (signed long)(weight*(100-op->stats.Str)/100); } op->carrying += weight; op = op->env; } } /** * This function inserts the object op in the linked list * inside the object environment. * * It will send to client where is a player. * * @param op * object to insert. Must be removed and not NULL. Must not be multipart. * May become invalid after return, so use return value of the function. * @param where * object to insert into. Must not be NULL. Should be the head part. * @return * pointer to inserted item, which will be different than op if object was merged. */ object *object_insert_in_ob(object *op, object *where) { object *otmp; if (!QUERY_FLAG(op, FLAG_REMOVED)) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); object_dump(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "Trying to insert (ob) inserted object.\n%s\n", diff); free(diff); return op; } if (where == NULL) { StringBuffer *sb; char *diff; sb = stringbuffer_new(); object_dump(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "Trying to put object in NULL.\n%s\n", diff); free(diff); return op; } if (where->head) { LOG(llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); } where = HEAD(where); if (op->more) { LOG(llevError, "Tried to insert multipart object %s (%u)\n", op->name, op->count); return op; } CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); CLEAR_FLAG(op, FLAG_REMOVED); if (op->nrof) { FOR_INV_PREPARE(where, tmp) if (object_can_merge(tmp, op)) { /* return the original object and remove inserted object * (client needs the original object) */ object_increase_nrof(tmp, op->nrof); SET_FLAG(op, FLAG_REMOVED); object_free(op, FREE_OBJ_FREE_INVENTORY | FREE_OBJ_NO_DESTROY_CALLBACK); /* free the inserted object */ return tmp; } FOR_INV_FINISH(); /* the item couldn't merge. */ object_add_weight(where, op->weight*op->nrof); } else object_add_weight(where, op->weight+op->carrying); op->map = NULL; op->env = where; op->above = NULL; op->below = NULL; op->x = 0, op->y = 0; op->ox = 0, op->oy = 0; /* Client has no idea of ordering so lets not bother ordering it here. * It sure simplifies this function... */ if (where->inv == NULL) where->inv = op; else { op->below = where->inv; op->below->above = op; where->inv = op; } /* Update in 2 cases: object goes into player's inventory, or object goes into container the player * is looking into. */ if (where->contr != NULL) esrv_send_item(where, op); else if (where->type == CONTAINER && QUERY_FLAG(where, FLAG_APPLIED)) { object *pl = NULL; if (op->env->env && op->env->env->contr) /* Container is in player's inventory. */ pl = op->env->env; else if (op->env->map) { /* Container on map, look above for player. */ FOR_ABOVE_PREPARE(op->env, above) if (above->contr) { pl = above; break; } FOR_ABOVE_FINISH(); } if (pl) esrv_send_item(pl, op); } otmp = object_get_player_container(where); if (otmp && otmp->contr != NULL) { if (!QUERY_FLAG(otmp, FLAG_NO_FIX_PLAYER) && (QUERY_FLAG(op, FLAG_APPLIED) || op->type == SKILL || op->glow_radius != 0)) /* fix_object will only consider applied items, or skills, or items with a glow radius. thus no need to call it if our object hasn't that. */ fix_object(otmp); } /* reset the light list and los of the players on the map */ if (op->glow_radius != 0 && where->map) { #ifdef DEBUG_LIGHTS LOG(llevDebug, " object_insert_in_ob(): got %s to insert in map/op\n", op->name); #endif /* DEBUG_LIGHTS */ if (MAP_DARKNESS(where->map)) { SET_MAP_FLAGS(where->map, where->x, where->y, P_NEED_UPDATE); update_position(where->map, where->x, where->y); update_all_los(where->map, where->x, where->y); } } return op; } /** * Checks if any objects has a move_type that matches objects * that effect this object on this space. Call apply() to process * these events. * * Any speed-modification due to SLOW_MOVE() of other present objects * will affect the speed_left of the object. * 4-21-95 added code to check if appropriate skill was readied - this will * permit faster movement by the player through this terrain. -b.t. * * MSW 2001-07-08: Check all objects on space, not just those below * object being inserted. object_insert_in_map may not put new objects * on top. * * @param op * object that may trigger something. * @param originator * player, monster or other object that caused 'op' to be inserted * into 'map'. May be NULL. * @return * 1 if 'op' was destroyed, 0 otherwise. */ int object_check_move_on(object *op, object *originator) { object *tmp; tag_t tag; mapstruct *m = op->map; int x = op->x, y = op->y; MoveType move_on, move_slow, move_block; if (QUERY_FLAG(op, FLAG_NO_APPLY)) return 0; tag = op->count; move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); /* if nothing on this space will slow op down or be applied, * no need to do checking below. have to make sure move_type * is set, as lots of objects don't have it set - we treat that * as walking. */ if (op->move_type && !(op->move_type&move_on) && !(op->move_type&move_slow)) return 0; /* This is basically inverse logic of that below - basically, * if the object can avoid the move on or slow move, they do so, * but can't do it if the alternate movement they are using is * blocked. Logic on this seems confusing, but does seem correct. */ if ((op->move_type&~move_on&~move_block) != 0 && (op->move_type&~move_slow&~move_block) != 0) return 0; /* The objects have to be checked from top to bottom. * Hence, we first go to the top: */ tmp = GET_MAP_OB(op->map, op->x, op->y); FOR_OB_AND_ABOVE_PREPARE(tmp) { if (tmp->above == NULL) break; /* Trim the search when we find the first other spell effect * this helps performance so that if a space has 50 spell objects, * we don't need to check all of them. */ if ((tmp->move_type&MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; } FOR_OB_AND_ABOVE_FINISH(); FOR_OB_AND_BELOW_PREPARE(tmp) { if (tmp == op) continue; /* Can't apply yourself */ /* Check to see if one of the movement types should be slowed down. * Second check makes sure that the movement types not being slowed * (~slow_move) is not blocked on this space - just because the * space doesn't slow down swimming (for example), if you can't actually * swim on that space, can't use it to avoid the penalty. */ if (!QUERY_FLAG(op, FLAG_WIZPASS)) { if ((!op->move_type && tmp->move_slow&MOVE_WALK) || ((op->move_type&tmp->move_slow) && (op->move_type&~tmp->move_slow&~tmp->move_block) == 0)) { float diff; diff = tmp->move_slow_penalty*FABS(op->speed); if (op->type == PLAYER) { if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { diff /= 4.0; } } op->speed_left -= diff; } } /* Basically same logic as above, except now for actual apply. */ if ((!op->move_type && tmp->move_on&MOVE_WALK) || ((op->move_type&tmp->move_on) && (op->move_type&~tmp->move_on&~tmp->move_block) == 0)) { ob_move_on(tmp, op, originator); if (object_was_destroyed(op, tag)) return 1; /* what the person/creature stepped onto has moved the object * someplace new. Don't process any further - if we did, * have a feeling strange problems would result. */ if (op->map != m || op->x != x || op->y != y) return 0; } } FOR_OB_AND_BELOW_FINISH(); return 0; } /** * Searches for any objects with a matching archetype at the given map and coordinates. * * @param m * @param x * @param y * where to search. Must be valid position. * @param at * archetype to search for. * @return * first matching object, or NULL if none matches. */ object *map_find_by_archetype(mapstruct *m, int x, int y, const archetype *at) { if (m == NULL || OUT_OF_REAL_MAP(m, x, y)) { LOG(llevError, "Present_arch called outside map.\n"); return NULL; } FOR_MAP_PREPARE(m, x, y, tmp) if (tmp->arch == at) return tmp; FOR_MAP_FINISH(); return NULL; } /** * Searches for any objects with * a matching type variable at the given map and coordinates. * * @param m * @param x * @param y * where to search. Must be valid position. * @param type * type to get. * @return * first matching object, or NULL if none matches. */ object *map_find_by_type(mapstruct *m, int x, int y, uint8_t type) { if (OUT_OF_REAL_MAP(m, x, y)) { return NULL; } FOR_MAP_PREPARE(m, x, y, tmp) if (tmp->type == type) return tmp; FOR_MAP_FINISH(); return NULL; } /** * Searches for any objects with * a matching type variable in the inventory of the given object. * @param type * type to search for. * @param op * object to search into. * @return * first matching object, or NULL if none matches. */ object *object_present_in_ob(uint8_t type, const object *op) { object *tmp; for (tmp = op->inv; tmp != NULL; tmp = tmp->below) if (tmp->type == type) return tmp; return NULL; } /** * Searches for any objects with * a matching type & name variable in the inventory of the given object. * This is mostly used by spell effect code, so that we only * have one spell effect at a time. * type can be used to narrow the search - if type is set, * the type must also match. -1 can be passed for the type, * in which case the type does not need to pass. * str is the string to match against. Note that we match against * the object name, not the archetype name. this is so that the * spell code can use one object type (force), but change it's name * to be unique. * * @param type * object type to search for. -1 means to ignore it. * @param str * object name to search for. * @param op * where to search. * @return * first matching object, or NULL if none matches. * * @todo * use add_string() hack to avoid the strcmp? */ object *object_present_in_ob_by_name(int type, const char *str, const object *op) { object *tmp; for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { if ((type == -1 || tmp->type == type) && !strcmp(str, tmp->name)) return tmp; } return NULL; } /** * Searches for any objects with a matching archetype in the inventory of the given object. * * @param at * archetype to search for. * @param op * where to search. * @return first matching object, or NULL if none matches. */ object *arch_present_in_ob(const archetype *at, const object *op) { object *tmp; for (tmp = op->inv; tmp != NULL; tmp = tmp->below) if (tmp->arch == at) return tmp; return NULL; } /** * Activate recursively a flag on an object's inventory * * @param op * object to recurse. Can have an empty inventory. * @param flag * flag to set. */ void object_set_flag_inv(object*op, int flag) { object *tmp; for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { SET_FLAG(tmp, flag); object_set_flag_inv(tmp, flag); } } /** * Desactivate recursively a flag on an object inventory * * @param op * object to recurse. Can have an empty inventory. * @param flag * flag to unset. */ void object_unset_flag_inv(object*op, int flag) { object *tmp; for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { CLEAR_FLAG(tmp, flag); object_unset_flag_inv(tmp, flag); } } /** * object_set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in * all it's inventory (recursively). * If checksums are used, a player will get object_set_cheat called for * him/her-self and all object carried by a call to this function. * * @param op * object for which to set the flag. */ void object_set_cheat(object *op) { SET_FLAG(op, FLAG_WAS_WIZ); object_set_flag_inv(op, FLAG_WAS_WIZ); } /** * Sets hx and hy to the coords to insert a possibly * multi-tile ob at, around gen. * * @param ob * object to insert. Must not be NULL. * @param gen * where to insert. Must not be NULL. * @param[out] hx * @param[out] hy * coordinates at which insertion is possible. * @return * 0 for success and -1 for failure. * * @note * This function assumes that multi-tile objects are rectangular. */ int object_find_multi_free_spot_around(const object *ob, const object *gen, int16_t *hx, int16_t *hy) { int genx, geny, genx2, geny2, sx, sy, sx2, sy2, ix, iy, nx, ny, i, flag; int freecount = 0; ob = HEAD(ob); object_get_multi_size(ob, &sx, &sy, &sx2, &sy2); object_get_multi_size(gen, &genx, &geny, &genx2, &geny2); /* * sx and sy are now the coords of the bottom right corner of ob relative to the head. * genx and geny are now the coords of the bottom right corner of gen relative to the head. * sx2 and sy2 are now the coords of the head of ob relative to the top left corner. * genx2 and geny2 are now the coords of the head of gen relative to the top left corner. */ sx++; sy++; genx++; geny++; /* * sx, sy, genx, and geny, are now the size of the object, excluding parts left and above * the head. */ ix = gen->x-sx-genx2; iy = gen->y-sy-geny2; sx += genx+sx2; sy += geny+sy2; /* * ix and iy are the map coords of the top left square where the head of ob could possibly * be placed. sx and sy are now the size of the square to search for placement of the head * relative to ix and iy. */ /* * Loop around the square of possible positions for the head of ob object: */ for (i = 0; i < (sx+sx+sy+sy); i++) { if (i <= sx) { nx = i+ix; ny = iy; } else if (i <= sx+sy) { nx = ix+sx; ny = iy+i-sx; } else if (i <= sx+sy+sx) { nx = ix+sx-(i-(sx+sy)); ny = iy+sy; } else { nx = ix; ny = iy+sy-(i-(sx+sy+sx)); } /* Check if the spot is free. */ flag = ob_blocked(ob, gen->map, nx, ny); if (!flag) { freecount++; } } /* If no free spaces, return. */ if (!freecount) return -1; /* Choose a random valid position */ freecount = RANDOM()%freecount; for (i = 0; i < sx+sx+sy+sy; i++) { if (i <= sx) { nx = i+ix; ny = iy; } else if (i <= sx+sy) { nx = ix+sx; ny = iy+i-sx; } else if (i <= sx+sy+sx) { nx = ix+sx-(i-(sx+sy)); ny = iy+sy; } else { nx = ix; ny = iy+sy-(i-(sx+sy+sx)); } /* Make sure it's within map. */ if (nx < 0 || nx >= MAP_WIDTH(gen->map) || ny < 0 || ny >= MAP_HEIGHT(gen->map)) continue; /* Check if the spot is free.*/ flag = ob_blocked(ob, gen->map, nx, ny); if (!flag) { freecount--; if (freecount <= 0) { *hx = nx; *hy = ny; return 0; } } } return -1; } /** * Sets hx and hy to the coords to insert a possibly * multi-tile ob at, within radius of generator, which * is stored in key_value "generator_radius". Radius * defaults to 1. * * @param ob * object to insert. Must not be NULL. * @param gen * where to insert. Must not be NULL. * @param[out] hx * @param[out] hy * coordinates at which insertion is possible. * @return * 0 for success and -1 for failure. * * @note * This function assumes that multi-tile objects are rectangular. */ int object_find_multi_free_spot_within_radius(const object *ob, const object *gen, int *hx, int *hy) { int genx, geny, genx2, geny2, sx, sy, sx2, sy2, ix, iy, nx, ny, i, flag; int8_t x, y, radius; int freecount = 0, freecountstop = 0; const char *value; int8_t *x_array; int8_t *y_array; /* If radius is not set, default to 1 */ value = object_get_value(gen, "generator_radius"); if (value) { radius = (int8_t)strtol(value, NULL, 10); if (radius < 1) { radius = 1; } } else { radius = 1; } ob = HEAD(ob); object_get_multi_size(ob, &sx, &sy, &sx2, &sy2); object_get_multi_size(gen, &genx, &geny, &genx2, &geny2); /* * sx and sy are now the coords of the bottom right corner * of ob relative to the head. * genx and geny are now the coords of the bottom right corner * of gen relative to the head. * sx2 and sy2 are now the coords of the head of ob relative * to the top left corner. * genx2 and geny2 are now the coords of the head of gen relative * to the top left corner. */ sx++; sy++; genx++; geny++; /* * sx, sy, genx, and geny, are now the size of the object, * excluding parts left and above the head. */ ix = gen->x-sx-genx2-radius+1; iy = gen->y-sy-geny2-radius+1; sx += genx+sx2+radius*2-1; sy += geny+sy2+radius*2-1; /* * ix and iy are the map coords of the top left square where * the head of ob could possibly be placed. sx and sy are now * the size of the square to search for placement of the head * relative to ix and iy. */ /* Create arrays large enough to hold free space coordinates */ x_array = malloc(sx*sy*sizeof(int8_t)); y_array = malloc(sx*sy*sizeof(int8_t)); /* * Loop through the area of possible positions for the head of ob object: */ for (x = 0; x < sx; x++) { for (y = 0; y < sy; y++) { nx = ix+x; ny = iy+y; /* Make sure it's within map. */ if (get_map_flags(gen->map, NULL, nx, ny, NULL, NULL)&P_OUT_OF_MAP) { continue; } /* Check if the spot is free. */ flag = ob_blocked(ob, gen->map, nx, ny); if (!flag) { x_array[freecount] = nx; y_array[freecount] = ny; freecount++; } } } /* If no free spaces, return. */ if (!freecount) { free(x_array); free(y_array); return -1; } /* Choose a random valid position */ freecountstop = RANDOM()%freecount; for (i = 0; i < freecount; i++) { nx = x_array[i]; ny = y_array[i]; /* Check if the spot is free.*/ flag = ob_blocked(ob, gen->map, nx, ny); if (!flag) { freecountstop--; if (freecountstop <= 0) { *hx = nx; *hy = ny; free(x_array); free(y_array); return 0; } } } free(x_array); free(y_array); return -1; } /** * object_find_free_spot(object, map, x, y, start, stop) will search for * a spot at the given map and coordinates which will be able to contain * the given object. * * It returns a random choice among the alternatives found. * * @param ob * object to insert. * @param m * @param x * @param y * where to insert the object. * @param start * @param stop * first (inclusive) and last (exclusive) positions, in the freearr_ arrays, to search. * @return * index into ::freearr_x and ::freearr_y, -1 if no spot available (dir 0 = x,y) * * @note * this only checks to see if there is space for the head of the * object - if it is a multispace object, this should be called for all * pieces. * @note * This function does correctly handle tiled maps, but does not * inform the caller. However, object_insert_in_map will update as * necessary, so the caller shouldn't need to do any special work. * @note * Updated to take an object instead of archetype - this is necessary * because arch_blocked (now ob_blocked) needs to know the movement type * to know if the space in question will block the object. We can't use * the archetype because that isn't correct if the monster has been * customized, changed states, etc. */ int object_find_free_spot(const object *ob, mapstruct *m, int x, int y, int start, int stop) { int i, index = 0, flag; static int altern[SIZEOFFREE]; for (i = start; i < stop; i++) { flag = ob_blocked(ob, m, x+freearr_x[i], y+freearr_y[i]); if (!flag) altern[index++] = i; /* Basically, if we find a wall on a space, we cut down the search size. * In this way, we won't return spaces that are on another side of a wall. * This mostly work, but it cuts down the search size in all directions - * if the space being examined only has a wall to the north and empty * spaces in all the other directions, this will reduce the search space * to only the spaces immediately surrounding the target area, and * won't look 2 spaces south of the target space. */ else if ((flag&AB_NO_PASS) && maxfree[i] < stop) stop = maxfree[i]; } if (!index) return -1; return altern[RANDOM()%index]; } /** * object_find_first_free_spot(archetype, mapstruct, x, y) works like * object_find_free_spot(), but it will search max number of squares. * It will return the first available spot, not a random choice. * Changed 0.93.2: Have it return -1 if there is no free spot available. * * @param ob * object to insert. * @param m * @param x * @param y * where to insert the object. * @return * index into ::freearr_x and ::freearr_y, -1 if no spot available (dir 0 = x,y) */ int object_find_first_free_spot(const object *ob, mapstruct *m, int x, int y) { int i; for (i = 0; i < SIZEOFFREE; i++) { if (!ob_blocked(ob, m, x+freearr_x[i], y+freearr_y[i])) return i; } return -1; } /** * Randomly permutes an array. * * @param arr * array to permute. * @param begin * @param end * first and last (exclusive) indexes to permute. */ static void permute(int *arr, int begin, int end) { int i, j, tmp, len; len = end-begin; for (i = begin; i < end; i++) { j = begin+RANDOM()%len; tmp = arr[i]; arr[i] = arr[j]; arr[j] = tmp; } } /** * New function to make monster searching more efficient, and effective! * This basically returns a randomized array (in the passed pointer) of * the spaces to find monsters. In this way, it won't always look for * monsters to the north first. However, the size of the array passed * covers all the spaces, so within that size, all the spaces within * the 3x3 area will be searched, just not in a predictable order. * * @param search_arr * array that will be initialized. Must contain at least SIZEOFFREE elements. */ void get_search_arr(int *search_arr) { int i; for (i = 0; i < SIZEOFFREE; i++) { search_arr[i] = i; } permute(search_arr, 1, SIZEOFFREE1+1); permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); } /** * Search some close squares in the given map at the given coordinates for live objects. * * @param m * @param x * @param y * origin from which to search. * @param exclude * an object that will be ignored. Can be NULL. * @return * direction toward the first/closest live object if it finds any, otherwise 0. * * @note * Perhaps incorrectly, but I'm making the assumption that exclude * is actually want is going to try and move there. We need this info * because we have to know what movement the thing looking to move * there is capable of. */ int map_find_dir(mapstruct *m, int x, int y, object *exclude) { int i, max = SIZEOFFREE, mflags; int16_t nx, ny; mapstruct *mp; MoveType blocked, move_type; if (exclude && exclude->head) { exclude = exclude->head; move_type = exclude->move_type; } else { /* If we don't have anything, presume it can use all movement types. */ move_type = MOVE_ALL; } for (i = 1; i < max; i++) { mp = m; nx = x+freearr_x[i]; ny = y+freearr_y[i]; mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); if (mflags&P_OUT_OF_MAP) { max = maxfree[i]; } else { blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); if ((move_type&blocked) == move_type) { max = maxfree[i]; } else if (mflags&P_IS_ALIVE) { FOR_MAP_PREPARE(mp, nx, ny, tmp) { if ((QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) { return freedir[i]; } } FOR_MAP_FINISH(); } } } return 0; } /** * Return the square of the distance between the two given objects. * * @param ob1 * @param ob2 * objects we want to compute the distance of. */ int object_distance(const object *ob1, const object *ob2) { int i; i = (ob1->x-ob2->x)*(ob1->x-ob2->x)+ (ob1->y-ob2->y)*(ob1->y-ob2->y); return i; } /** * Computes a direction which you should travel to move of x and y. * @param x * @param y * delta. * @return * direction */ int find_dir_2(int x, int y) { int q; if (!y) q = -300*x; else q = x*100/y; if (y > 0) { if (q < -242) return 3; if (q < -41) return 2; if (q < 41) return 1; if (q < 242) return 8; return 7; } if (q < -242) return 7; if (q < -41) return 6; if (q < 41) return 5; if (q < 242) return 4; return 3; } /** * Computes an absolute direction. * @param d * direction to convert. * @return * number between 1 and 8, which represent the "absolute" direction of a number (it actually * takes care of "overflow" in previous calculations of a direction). */ int absdir(int d) { // Shortcut for modulus that work becuase we have a power of 2 d &= 7; // 0 needs to be 8 if (!d) d = 8; return d; } /** * Computes a direction difference. * @param dir1 * @param dir2 * directions to compare. * @return * how many 45-degrees differences there is between two directions * (which are expected to be absolute (see absdir()) */ int dirdiff(int dir1, int dir2) { int d; d = abs(dir1-dir2); if (d > 4) d = 8-d; return d; } /** * Basically, this is a table of directions, and what directions * one could go to go back to us. Eg, entry 15 below is 4, 14, 16. * This basically means that if direction is 15, then it could either go * direction 4, 14, or 16 to get back to where we are. * Moved from spell_util.c to object.c with the other related direction * functions. * * peterm: * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. */ static const int reduction_dir[SIZEOFFREE][3] = { { 0, 0, 0 }, /* 0 */ { 0, 0, 0 }, /* 1 */ { 0, 0, 0 }, /* 2 */ { 0, 0, 0 }, /* 3 */ { 0, 0, 0 }, /* 4 */ { 0, 0, 0 }, /* 5 */ { 0, 0, 0 }, /* 6 */ { 0, 0, 0 }, /* 7 */ { 0, 0, 0 }, /* 8 */ { 8, 1, 2 }, /* 9 */ { 1, 2, -1 }, /* 10 */ { 2, 10, 12 }, /* 11 */ { 2, 3, -1 }, /* 12 */ { 2, 3, 4 }, /* 13 */ { 3, 4, -1 }, /* 14 */ { 4, 14, 16 }, /* 15 */ { 5, 4, -1 }, /* 16 */ { 4, 5, 6 }, /* 17 */ { 6, 5, -1 }, /* 18 */ { 6, 20, 18 }, /* 19 */ { 7, 6, -1 }, /* 20 */ { 6, 7, 8 }, /* 21 */ { 7, 8, -1 }, /* 22 */ { 8, 22, 24 }, /* 23 */ { 8, 1, -1 }, /* 24 */ { 24, 9, 10 }, /* 25 */ { 9, 10, -1 }, /* 26 */ { 10, 11, -1 }, /* 27 */ { 27, 11, 29 }, /* 28 */ { 11, 12, -1 }, /* 29 */ { 12, 13, -1 }, /* 30 */ { 12, 13, 14 }, /* 31 */ { 13, 14, -1 }, /* 32 */ { 14, 15, -1 }, /* 33 */ { 33, 15, 35 }, /* 34 */ { 16, 15, -1 }, /* 35 */ { 17, 16, -1 }, /* 36 */ { 18, 17, 16 }, /* 37 */ { 18, 17, -1 }, /* 38 */ { 18, 19, -1 }, /* 39 */ { 41, 19, 39 }, /* 40 */ { 19, 20, -1 }, /* 41 */ { 20, 21, -1 }, /* 42 */ { 20, 21, 22 }, /* 43 */ { 21, 22, -1 }, /* 44 */ { 23, 22, -1 }, /* 45 */ { 45, 47, 23 }, /* 46 */ { 23, 24, -1 }, /* 47 */ { 24, 9, -1 } /* 48 */ }; /** * Recursive routine to see if we can find a path to a certain point. * * Modified to be map tile aware -.MSW * * @param m * map we're on * @param x * @param y * origin coordinates * @param dir * direction we're going to. Must be less than SIZEOFFREE. * @return * 1 if we can see a direct way to get it * * @todo * better document, can't figure what it does :) */ int can_see_monsterP(mapstruct *m, int x, int y, int dir) { int16_t dx, dy; int mflags; if (dir < 0) return 0; /* exit condition: invalid direction */ dx = x+freearr_x[dir]; dy = y+freearr_y[dir]; mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); /* This functional arguably was incorrect before - it was * checking for P_WALL - that was basically seeing if * we could move to the monster - this is being more * literal on if we can see it. To know if we can actually * move to the monster, we'd need the monster passed in or * at least its move type. */ if (mflags&(P_OUT_OF_MAP|P_BLOCKSVIEW)) return 0; /* yes, can see. */ if (dir < 9) return 1; return can_see_monsterP(m, x, y, reduction_dir[dir][0])| can_see_monsterP(m, x, y, reduction_dir[dir][1])| can_see_monsterP(m, x, y, reduction_dir[dir][2]); } /** * Finds out if an object can be picked up. * * Add a check so we can't pick up invisible objects (0.93.8) * * @param who * who is trying to pick up. Can be a monster or a player. * @param item * item we're trying to pick up. * @return * 1 if it can be picked up, otherwise 0. * * @note * this introduces a weight limitation for monsters. */ int object_can_pick(const object *who, const object *item) { /* I re-wrote this as a series of if statements * instead of a nested return (foo & bar && yaz) * - I think this is much more readable, * and likely compiler effectively optimizes it the * same. */ if (item->weight <= 0) return 0; if (QUERY_FLAG(item, FLAG_NO_PICK)) return 0; if (QUERY_FLAG(item, FLAG_ALIVE)) return 0; if (item->invisible) return 0; if (item->type == TRANSPORT && item->contr != NULL) { return 0; } /* Weight limit for monsters */ if (who->type != PLAYER && ((uint32_t)(who->weight+who->carrying+item->weight)) > get_weight_limit(who->stats.Str)) return 0; /* Can not pick up multipart objects */ if (item->head || item->more) return 0; /* Everything passes, so OK to pick up */ return 1; } /** * Create clone from object to another. * * @param asrc * object to clone. * @return * clone of asrc, including inventory and 'more' body parts. * * @note * this function will return NULL only if asrc is NULL. If there is a memory allocation error, object_new() calls fatal(). */ object *object_create_clone(object *asrc) { object *dst = NULL, *tmp, *src, *part, *prev; if (!asrc) return NULL; src = HEAD(asrc); prev = NULL; for (part = src; part; part = part->more) { tmp = object_new(); object_copy(part, tmp); /* * Need to reset the weight, since object_insert_in_ob() later will * recompute this field. */ tmp->carrying = tmp->arch->clone.carrying; tmp->x -= src->x; tmp->y -= src->y; if (!part->head) { dst = tmp; tmp->head = NULL; } else { tmp->head = dst; } tmp->more = NULL; if (prev) prev->more = tmp; prev = tmp; } /*** copy inventory ***/ FOR_INV_PREPARE(src, item) (void)object_insert_in_ob(object_create_clone(item), dst); FOR_INV_FINISH(); return dst; } /** * Finds an object in inventory name. * * @param who * the object to search * @param name * name to search for * @return * the first object which has a name equal to the argument, NULL if none found. */ object *object_find_by_name(const object *who, const char *name) { const char *name_shared = add_string(name); object *tmp; for (tmp = who->inv; tmp; tmp = tmp->below) if (tmp->name == name_shared) break; free_string(name_shared); return tmp; } /** * Find object in inventory. * * @param who * where to search. * @param type * what to search. * @return * first object in who's inventory that has the same type match. NULL if no match. * * @note * will not search in inventory of items in inventory. */ object *object_find_by_type(const object *who, int type) { object *tmp; for (tmp = who->inv; tmp; tmp = tmp->below) if (tmp->type == type) return tmp; return NULL; } /** * Find an object in inventory that does not have any of the provided flags set. * * @param who * where to search. * @param type * what to search. * @param flags * Array of integers corresponding to the set of flags that cannot have any set on the found item. * @param num_flags * The size of the array flags above * @return * first object in inventory that matches type and lacks any of the specified flags */ object *object_find_by_type_without_flags(const object *who, int type, int *flags, int num_flags) { int flag_okay; for (object *tmp = who->inv; tmp; tmp = tmp->below) if (tmp->type == type) { flag_okay = 1; for (int i = 0; i < num_flags; ++i) { if (QUERY_FLAG(tmp, flags[i])) { flag_okay = 0; // A flag we didn't want set was set. Skip this item. break; } } if (flag_okay) // If flag_okay == 1, then the flags specified were not set return tmp; // If we reach here, none of the flags specified were set. Just like we wanted. } return NULL; } /** * Find object in inventory. * * @param who * where to search. * @param type1 * what to search. * @param type2 * what to search. * @return * first object in who's inventory that has either type match. NULL if no match. * * @note * will not search in inventory of items in inventory. */ object *object_find_by_type2(const object *who, int type1, int type2) { object *tmp; for (tmp = who->inv; tmp; tmp = tmp->below) if (tmp->type == type1 || tmp->type == type2) return tmp; return NULL; } /** * Find object in inventory. * * @param who * where to search. * @param tag * what to search. * @return * first object in who's inventory that has the given tag. NULL if no match. * * @note * will not search in inventory of items in inventory. */ object *object_find_by_tag(const object *who, tag_t tag) { object *tmp; for (tmp = who->inv; tmp; tmp = tmp->below) if (tmp->count == tag) return tmp; return NULL; } /** * Find applied object in inventory. * * @param who * where to search. * @param type * what to search. * @return * first object in who's inventory that has the same type match. NULL if no match. * * @note * will not search in inventory of items in inventory. */ object *object_find_by_type_applied(const object *who, int type) { object *tmp; for (tmp = who->inv; tmp != NULL; tmp = tmp->below) if (tmp->type == type && QUERY_FLAG(tmp, FLAG_APPLIED)) return tmp; return NULL; } /** * Find object in inventory by type and name. * * @param who * where to search. * @param type * what to search. * @param name * what to search * @return * first object in who's inventory that has the same type and name match. NULL if no match. * * @note * will not search in inventory of items in inventory. */ object *object_find_by_type_and_name(const object *who, int type, const char *name) { object *tmp; for (tmp = who->inv; tmp != NULL; tmp = tmp->below) if (tmp->type == type && strcmp(tmp->name, name) == 0) return tmp; return NULL; } /** * Find object in inventory by type and race. * * @param who * where to search. * @param type * what to search. * @param race * what to search * @return * first object in who's inventory that has the same type and race match. NULL if no match. * * @note * will not search in inventory of items in inventory. */ object *object_find_by_type_and_race(const object *who, int type, const char *race) { object *tmp; for (tmp = who->inv; tmp != NULL; tmp = tmp->below) if (tmp->type == type && strcmp(tmp->race, race) == 0) return tmp; return NULL; } /** * Find object in inventory by type and slaying. * * @param who * where to search. * @param type * what to search. * @param slaying * what to search * @return * first object in who's inventory that has the same type and slaying match. NULL if no match. * * @note * will not search in inventory of items in inventory. */ object *object_find_by_type_and_slaying(const object *who, int type, const char *slaying) { object *tmp; for (tmp = who->inv; tmp != NULL; tmp = tmp->below) if (tmp->type == type && tmp->slaying != NULL && strcmp(tmp->slaying, slaying) == 0) return tmp; return NULL; } /** * Find object in inventory by type and skill. * * @param who * where to search. * @param type * what to search. * @param skill * what to search * @return * first object in who's inventory that has the same type and skill match. NULL if no match. * * @note * will not search in inventory of items in inventory. */ object *object_find_by_type_and_skill(const object *who, int type, const char *skill) { object *tmp; for (tmp = who->inv; tmp != NULL; tmp = tmp->below) if (tmp->type == type && tmp->skill != NULL && strcmp(tmp->skill, skill) == 0) return tmp; return NULL; } /** * Find object in inventory by flag. * * @param who * where to search. * @param flag * what to search. * @return * first object in who's inventory that has the flag set. NULL if no match. * * @note * will not search in inventory of items in inventory. */ object *object_find_by_flag(const object *who, int flag) { object *tmp; for (tmp = who->inv; tmp != NULL; tmp = tmp->below) if (QUERY_FLAG(tmp, flag)) return tmp; return NULL; } /** * Find applied object in inventory by flag. * * @param who * where to search. * @param flag * what to search. * @return * first object in who's inventory that has the flag set and is applied. NULL if no match. * * @note * will not search in inventory of items in inventory. */ object *object_find_by_flag_applied(const object *who, int flag) { object *tmp; for (tmp = who->inv; tmp != NULL; tmp = tmp->below) if (QUERY_FLAG(tmp, FLAG_APPLIED) && QUERY_FLAG(tmp, flag)) return tmp; return NULL; } /** * Find object in inventory by archetype name. * * @param who * where to search. * @param name * what to search. * @return * first object in who's inventory that has the archetype name match. NULL if no match. * * @note * will not search in inventory of items in inventory. */ object *object_find_by_arch_name(const object *who, const char *name) { object *tmp; for (tmp = who->inv; tmp != NULL; tmp = tmp->below) if (strcmp(tmp->arch->name, name) == 0) return tmp; return NULL; } /** * Find object in inventory by type and archetype name. * * @param who * where to search. * @param type * what to search. * @param name * what to search. * @return * first object in who's inventory that has the type and archetype name match. NULL if no match. * * @note * will not search in inventory of items in inventory. */ object *object_find_by_type_and_arch_name(const object *who, int type, const char *name) { object *tmp; for (tmp = who->inv; tmp != NULL; tmp = tmp->below) if (tmp->type == type && strcmp(tmp->arch->name, name) == 0) return tmp; return NULL; } /** * Find object in inventory. * * @param who * where to search. * @param type * @param subtype * what to search. * @return * first object in who's inventory that has the same type and subtype match. NULL if no match. * * @note * will not search in inventory of items in inventory. */ object *object_find_by_type_subtype(const object *who, int type, int subtype) { object *tmp; for (tmp = who->inv; tmp; tmp = tmp->below) if (tmp->type == type && tmp->subtype == subtype) return tmp; return NULL; } /** * Search for a field by key. * * @param ob * object where search * @param key * key to search. Must be a passed in shared string - otherwise, this won't do the desired thing. * @return * the link from the list if ob has a field named key, otherwise NULL. */ key_value *object_get_key_value(const object *ob, const char *key) { key_value *link; for (link = ob->key_values; link != NULL; link = link->next) { if (link->key == key) { return link; } } return NULL; } /** * Get an extra value by key. * * @param op * object we're considering * @param key * key of which to retrieve the value. Doesn't need to be a shared string. * @return * the value of op has in an extra_field for key, or NULL if it doesn't have the key. * * @note * The returned string is shared. */ const char *object_get_value(const object *op, const char *const key) { key_value *link; const char *canonical_key; canonical_key = find_string(key); if (canonical_key == NULL) { /* 1. There being a field named key on any object * implies there'd be a shared string to find. * 2. Since there isn't, no object has this field. * 3. Therefore, *this *object doesn't have this field. */ return NULL; } /* This is copied from object_get_key_value() above - * only 4 lines, and saves the function call overhead. */ for (link = op->key_values; link != NULL; link = link->next) { if (link->key == canonical_key) { return link->value; } } return NULL; } /** * Updates or sets a key value. * * @param op * object we're considering. * @param canonical_key * key to set or update. Must be a shared string. * @param value * value to set. Doesn't need to be a shared string. * @param add_key * if 0, will not add the key if it doesn't exist in op. * @return * TRUE if key was updated or added, FALSE else. */ static int object_set_value_s(object *op, const char *canonical_key, const char *value, int add_key) { key_value *field = NULL, *last = NULL; for (field = op->key_values; field != NULL; field = field->next) { if (field->key != canonical_key) { last = field; continue; } if (field->value) FREE_AND_CLEAR_STR(field->value); if (value) field->value = add_string(value); else { /* Basically, if the archetype has this key set, * we need to store the null value so when we save * it, we save the empty value so that when we load, * we get this value back again. */ if (object_get_key_value(&op->arch->clone, canonical_key)) field->value = NULL; else { /* Delete this link */ if (field->key) FREE_AND_CLEAR_STR(field->key); if (field->value) FREE_AND_CLEAR_STR(field->value); if (last) last->next = field->next; else op->key_values = field->next; free(field); } } return TRUE; } /* IF we get here, key doesn't exist */ /* No field, we'll have to add it. */ if (!add_key) { return FALSE; } /* There isn't any good reason to store a null * value in the key/value list. If the archetype has * this key, then we should also have it, so shouldn't * be here. If user wants to store empty strings, * should pass in "" */ if (value == NULL) return TRUE; field = malloc(sizeof(key_value)); field->key = add_refcount(canonical_key); field->value = add_string(value); /* Usual prepend-addition. */ field->next = op->key_values; op->key_values = field; return TRUE; } /** * Updates the key in op to value. * * @param op * object we're considering. * @param key * key to set or update. Doesn't need to be a shared string. * @param value * value to set. Doesn't need to be a shared string. * @param add_key * if 0, will not add the key if it doesn't exist in op. * @return * TRUE if key was updated or added, FALSE else. * * @note * This function is merely a wrapper to object_set_value_s() to ensure the key is a shared string. * * @note * In general, should be little reason FALSE is ever passed in for add_key */ int object_set_value(object *op, const char *key, const char *value, int add_key) { const char *canonical_key = NULL; int floating_ref = FALSE; int ret; /* HACK This mess is to make sure set_ob_value() passes a shared string * to object_get_key_value(), without leaving a leaked refcount. */ canonical_key = find_string(key); if (canonical_key == NULL) { canonical_key = add_string(key); floating_ref = TRUE; } ret = object_set_value_s(op, canonical_key, value, add_key); if (floating_ref) { free_string(canonical_key); } return ret; } /** This is a subset of the parse_id command. Basically, name can be * a string seperated lists of things to match, with certain keywords. * pl is the player (only needed to set count properly) * op is the item we are trying to match. Calling function takes care * of what action might need to be done and if it is valid * (pickup, drop, etc.) Return NONZERO if we have a match. A higher * value means a better match. 0 means no match. * * Brief outline of the procedure: * We take apart the name variable into the individual components. * cases for 'all' and unpaid are pretty obvious. * Next, we check for a count (either specified in name, or in the * player object.) * If count is 1, make a quick check on the name. * IF count is >1, we need to make plural name. Return if match. * Last, make a check on the full name. * * Details on values output (highest is output): * match type return value * --------------------------------------- * nothing 0 * 'all' 1 * 'unpaid' 2 * 'cursed' 2 * 'unlocked' 2 * partial custom name 3 * op->name with count >1 4 * op->name with count <2 6 * op->name_pl with count >1 6 * inside base name 12 * inside short name 12 * begin of base name 14 * custom name 15 * base name 16 * short name 18 * full name 20 * (note, count is extracted from begin of name parameter or * from pl->contr->count, name has priority) * * @param pl * object we're searching an item for. Must not be NULL. * @param op * object we're considering. Must not be NULL. * @param name * string we're searching. * @return * matching weight. The higher, the more the object matches. * * @todo * is the player->contr->count hack used?? Try to reduce buffers/calls to query_ functions. */ int object_matches_string(object *pl, object *op, const char *name) { char *cp, local_name[MAX_BUF], name_op[MAX_BUF], name_short[HUGE_BUF], bname_s[MAX_BUF], bname_p[MAX_BUF]; int count, retval = 0; /* strtok is destructive to name */ safe_strncpy(local_name, name, sizeof(local_name)); for (cp = strtok(local_name, ","); cp; cp = strtok(NULL, ",")) { while (cp[0] == ' ') ++cp; /* get rid of spaces */ /* LOG(llevDebug, "Trying to match %s\n", cp);*/ /* All is a very generic match - low match value */ if (!strcmp(cp, "all")) return 1; /* unpaid is a little more specific */ if (!strcmp(cp, "unpaid") && QUERY_FLAG(op, FLAG_UNPAID)) return 2; if (!strcmp(cp, "cursed") && QUERY_FLAG(op, FLAG_KNOWN_CURSED) && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) return 2; if (!strcmp(cp, "unlocked") && !QUERY_FLAG(op, FLAG_INV_LOCKED)) return 2; /* Allow for things like '100 arrows' */ count = atoi(cp); if (count != 0) { cp = strchr(cp, ' '); while (cp && cp[0] == ' ') ++cp; /* get rid of spaces */ } else { if (pl->type == PLAYER) count = pl->contr->count; else count = 0; } if (!cp || cp[0] == '\0' || count < 0) return 0; /* The code here should go from highest retval to lowest. That * is because of the 'else' handling - we don't want to match on * something and set a low retval, even though it may match a higher retcal * later. So keep it in descending order here, so we try for the best * match first, and work downward. */ query_name(op, name_op, MAX_BUF); query_short_name(op, name_short, HUGE_BUF); query_base_name(op, 0, bname_s, MAX_BUF); query_base_name(op, 1, bname_p, MAX_BUF); if (!strcasecmp(cp, name_op)) retval = 20; else if (!strcasecmp(cp, name_short)) retval = 18; else if (!strcasecmp(cp, bname_s)) retval = 16; else if (!strcasecmp(cp, bname_p)) retval = 16; else if (op->custom_name && !strcasecmp(cp, op->custom_name)) retval = 15; else if (!strncasecmp(cp, bname_s, strlen(cp))) retval = 14; else if (!strncasecmp(cp, bname_p, strlen(cp))) retval = 14; /* Do substring checks, so things like 'Str+1' will match. * retval of these should perhaps be lower - they are lower * then the specific strcasecmp aboves, but still higher than * some other match criteria. */ else if (strstr(bname_p, cp)) retval = 12; else if (strstr(bname_s, cp)) retval = 12; else if (strstr(name_short, cp)) retval = 12; /* Check against plural/non plural based on count. */ else if (count > 1 && !strcasecmp(cp, op->name_pl)) { retval = 6; } else if (count == 1 && !strcasecmp(op->name, cp)) { retval = 6; } /* base name matched - not bad */ else if (strcasecmp(cp, op->name) == 0 && !count) retval = 4; /* Check for partial custom name, but give a real low priority */ else if (op->custom_name && strstr(op->custom_name, cp)) retval = 3; if (retval) { if (pl->type == PLAYER) pl->contr->count = count; return retval; } } return 0; } /** * Ensures specified object has its more parts correctly inserted in map. * * Extracted from common/map.c:link_multipart_objects * * @param tmp * object we want to fix. Must be on a map. */ void object_fix_multipart(object *tmp) { archetype *at; object *op, *last; if (!tmp->map) { LOG(llevError, "object_fix_multipart: not on a map!\n"); return; } /* already multipart - don't do anything more */ if (tmp->head || tmp->more) return; /* If there is nothing more to this object, this for loop * won't do anything. */ for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op) { op = arch_to_object(at); /* update x,y coordinates */ op->x += tmp->x; op->y += tmp->y; op->head = tmp; op->map = tmp->map; last->more = op; if (tmp->name != op->name) { if (op->name) free_string(op->name); op->name = add_string(tmp->name); } if (tmp->title != op->title) { if (op->title) free_string(op->title); op->title = add_string(tmp->title); } /* we could link all the parts onto tmp, and then just * call object_insert_in_map once, but the effect is the same, * as object_insert_in_map will call itself with each part, and * the coding is simpler to just to it here with each part. */ object_insert_in_map(op, op->map, tmp, INS_NO_MERGE|INS_ABOVE_FLOOR_ONLY|INS_NO_WALK_ON); } /* for at = tmp->arch->more */ } /** * Computes the size of a multitile object. * * @param ob * object we compute the size of. * @param[out] sx * @param[out] sy * will contain the coords of the bottom right tail relative to the head. Must not be NULL. * @param[out] hx * @param[out] hy * will contain the coords of the head tile relative to the top left tile. Can be NULL. * * @todo * either check for sx/sy everywhere or remove the check :) */ void object_get_multi_size(const object *ob, int *sx, int *sy, int *hx, int *hy) { archetype *part; int maxx = 0, maxy = 0, minx = 0, miny = 0; ob = HEAD(ob); *sx = 1; *sy = 1; if (ob->arch->more) { for (part = ob->arch; part; part = part->more) { if (part->clone.x > maxx) maxx = part->clone.x; if (part->clone.y > maxy) maxy = part->clone.y; if (part->clone.x < minx) minx = part->clone.x; if (part->clone.y < miny) miny = part->clone.y; } } if (sx) *sx = maxx; if (sy) *sy = maxy; if (hx) *hx = -minx; if (hy) *hy = -miny; } /** * Inserts an object into its map. The object is inserted into a free spot (as * returned by #object_find_free_spot()). If no free spot can be found, the * object is freed. * * @param op * the object to insert or free * @param map * the map to insert into * @param x * the x-coordinate to insert into * @param y * the y-coordinate to insert into * @param start * first (inclusive) position in the freearr_ arrays to search * @param stop * last (exclusive) position in the freearr_ arrays to search * @param originator * what caused op to be inserted. */ void object_insert_to_free_spot_or_free(object *op, mapstruct *map, int x, int y, int start, int stop, object *originator) { int pos; pos = object_find_free_spot(op, map, x, y, start, stop); if (pos == -1) { object_free_drop_inventory(op); return; } object_insert_in_map_at(op, map, originator, 0, x+freearr_x[pos], y+freearr_y[pos]); } /** * Set the message field of an object. * * @param op * the object to modify * @param msg * the new message to set or NULL to clear */ void object_set_msg(object *op, const char *msg) { if (op->msg != NULL) { free_string(op->msg); } if (msg != NULL) { // If the message does not have a trailing newline, add one. if (*msg != '\0' && strchr(msg, '\0')[-1] != '\n') { StringBuffer *sb = stringbuffer_new(); stringbuffer_append_string(sb, msg); stringbuffer_append_string(sb, "\n"); op->msg = stringbuffer_finish_shared(sb); } else { op->msg = add_string(msg); } } else { op->msg = NULL; } } /** Maps the MOVE_* values to names */ const char *const move_name[] = { "walk", "fly_low", "fly_high", "swim", "boat", NULL }; /* 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", "client_anim_sync", "client_anim_random", /* 10 */ "is_animated", NULL /* FLAG_DIALOG_PARSED, not saved */, 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*/, NULL /*"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_movement", "only_attack", "confused", /* 70 */ "stealth", NULL, NULL, "cursed", "damned", "see_anywhere", "known_magical", "known_cursed", "can_use_skill", "been_applied", /* 80 */ "has_ready_scroll", NULL, NULL, NULL, "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", NULL, "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, "blessed", "known_blessed" }; /** * This returns a string of the integer movement type * * @param sb * buffer that will contain the description. Must not be NULL. * @param mt * move to describe. */ static void get_string_move_type(StringBuffer *sb, 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) { stringbuffer_append_string(sb, "all"); return; } if (mt == 0) { stringbuffer_append_string(sb, "0"); return; } /* We basically slide the bits down. Why look at MOVE_ALL? * because we may want to return a string like 'all -swim', * and if we just looked at mt, we couldn't get that. */ for (i = MOVE_ALL, count = 0; i != 0; i >>= 1, count++) { if (mt&(1<key_values; my_field != NULL; my_field = my_field->next) { /* Find the field in the opposing member. */ arch_field = object_get_key_value(op2, my_field->key); /* If there's no partnering field, or it's got a different value, save our field. */ if (arch_field == NULL || my_field->value != arch_field->value) { stringbuffer_append_string(sb, my_field->key); stringbuffer_append_string(sb, " "); /* If this is null, then saving it as a space should * cause it to be null again. */ if (my_field->value) stringbuffer_append_string(sb, my_field->value); stringbuffer_append_string(sb, "\n"); } } /* We don't need to worry about the arch's extra fields - they * will get taken care of the object_copy() function. */ if (op->name && op->name != op2->name) { ADD_STRINGLINE_ENTRY(sb, "name ", op->name); } if (op->name_pl && op->name_pl != op2->name_pl) { ADD_STRINGLINE_ENTRY(sb, "name_pl ", op->name_pl); } if (op->anim_suffix && op->anim_suffix != op2->anim_suffix) { ADD_STRINGLINE_ENTRY(sb, "anim_suffix ", op->anim_suffix); } if (op->custom_name && op->custom_name != op2->custom_name) { ADD_STRINGLINE_ENTRY(sb, "custom_name ", op->custom_name); } if (op->title && op->title != op2->title) { ADD_STRINGLINE_ENTRY(sb, "title ", op->title); } if (op->race && op->race != op2->race) { ADD_STRINGLINE_ENTRY(sb, "race ", op->race); } if (op->slaying && op->slaying != op2->slaying) { ADD_STRINGLINE_ENTRY(sb, "slaying ", op->slaying); } if (op->skill && op->skill != op2->skill) { ADD_STRINGLINE_ENTRY(sb, "skill ", op->skill); } if (op->msg && op->msg != op2->msg) { stringbuffer_append_string(sb, "msg\n"); stringbuffer_append_string(sb, op->msg); stringbuffer_append_string(sb, "endmsg\n"); } if (op->lore && op->lore != op2->lore) { stringbuffer_append_string(sb, "lore\n"); stringbuffer_append_string(sb, op->lore); stringbuffer_append_string(sb, "endlore\n"); } if (op->other_arch != op2->other_arch && op->other_arch != NULL && op->other_arch->name) { ADD_STRINGLINE_ENTRY(sb, "other_arch ", op->other_arch->name); } if (op->face != op2->face) { ADD_STRINGLINE_ENTRY(sb, "face ", op->face->name); } if (op->animation != op2->animation) { if (op->animation) { ADD_STRINGLINE_ENTRY(sb, "animation ", animations[GET_ANIM_ID(op)].name); if (!QUERY_FLAG (op, FLAG_ANIMATE)) { stringbuffer_append_string(sb, "is_animated 0\n"); } } else { stringbuffer_append_string(sb, "animation NONE\n"); } } if (op->stats.Str != op2->stats.Str) FAST_SAVE_LONG(sb, "Str ", op->stats.Str); if (op->stats.Dex != op2->stats.Dex) FAST_SAVE_LONG(sb, "Dex ", op->stats.Dex); if (op->stats.Con != op2->stats.Con) FAST_SAVE_LONG(sb, "Con ", op->stats.Con); if (op->stats.Wis != op2->stats.Wis) FAST_SAVE_LONG(sb, "Wis ", op->stats.Wis); if (op->stats.Pow != op2->stats.Pow) FAST_SAVE_LONG(sb, "Pow ", op->stats.Pow); if (op->stats.Cha != op2->stats.Cha) FAST_SAVE_LONG(sb, "Cha ", op->stats.Cha); if (op->stats.Int != op2->stats.Int) FAST_SAVE_LONG(sb, "Int ", op->stats.Int); if (op->stats.hp != op2->stats.hp) FAST_SAVE_LONG(sb, "hp ", op->stats.hp); if (op->stats.maxhp != op2->stats.maxhp) FAST_SAVE_LONG(sb, "maxhp ", op->stats.maxhp); if (op->stats.sp != op2->stats.sp) FAST_SAVE_LONG(sb, "sp ", op->stats.sp); if (op->stats.maxsp != op2->stats.maxsp) FAST_SAVE_LONG(sb, "maxsp ", op->stats.maxsp); if (op->stats.grace != op2->stats.grace) FAST_SAVE_LONG(sb, "grace ", op->stats.grace); if (op->stats.maxgrace != op2->stats.maxgrace) FAST_SAVE_LONG(sb, "maxgrace ", op->stats.maxgrace); if (op->stats.exp != op2->stats.exp) { snprintf(buf2, sizeof(buf2), "%"FMT64, op->stats.exp); ADD_STRINGLINE_ENTRY(sb, "exp ", buf2); } if (op->total_exp != op2->total_exp) { snprintf(buf2, sizeof(buf2), "%"FMT64, op->total_exp); ADD_STRINGLINE_ENTRY(sb, "total_exp ", buf2); } if (op->expmul != op2->expmul) FAST_SAVE_DOUBLE(sb, "expmul ", op->expmul); if (op->stats.food != op2->stats.food) FAST_SAVE_LONG(sb, "food ", op->stats.food); if (op->stats.dam != op2->stats.dam) FAST_SAVE_LONG(sb, "dam ", op->stats.dam); if (op->stats.luck != op2->stats.luck) FAST_SAVE_LONG(sb, "luck ", op->stats.luck); if (op->stats.wc != op2->stats.wc) FAST_SAVE_LONG(sb, "wc ", op->stats.wc); if (op->stats.ac != op2->stats.ac) FAST_SAVE_LONG(sb, "ac ", op->stats.ac); if (op->x != op2->x) FAST_SAVE_LONG(sb, "x ", op->x); if (op->y != op2->y) FAST_SAVE_LONG(sb, "y ", op->y); if (op->speed != op2->speed) { FAST_SAVE_DOUBLE(sb, "speed ", op->speed); } if (op->speed > 0 && op->speed_left != op2->speed_left) { FAST_SAVE_DOUBLE(sb, "speed_left ", op->speed_left); } if (op->weapon_speed != op2->weapon_speed) { FAST_SAVE_DOUBLE(sb, "weapon_speed ", op->weapon_speed); } if (op->weapon_speed > 0 && op->weapon_speed_left != op2->weapon_speed_left) { FAST_SAVE_DOUBLE(sb, "weapon_speed_left ", op->weapon_speed_left); } if (op->move_status != op2->move_status) FAST_SAVE_LONG(sb, "move_state ", op->move_status); if (op->attack_movement != op2->attack_movement) FAST_SAVE_LONG(sb, "attack_movement ", op->attack_movement); if (op->nrof != op2->nrof) FAST_SAVE_LONG(sb, "nrof ", op->nrof); if (op->level != op2->level) FAST_SAVE_LONG(sb, "level ", op->level); if (op->direction != op2->direction) FAST_SAVE_LONG(sb, "direction ", op->direction); if (op->type != op2->type) FAST_SAVE_LONG(sb, "type ", op->type); if (op->subtype != op2->subtype) FAST_SAVE_LONG(sb, "subtype ", op->subtype); if (op->attacktype != op2->attacktype) FAST_SAVE_LONG(sb, "attacktype ", op->attacktype); for (tmp = 0; tmp < NROFATTACKS; tmp++) { if (op->resist[tmp] != op2->resist[tmp]) { stringbuffer_append_string(sb, "resist_"); FAST_SAVE_LONG(sb, resist_save[tmp], op->resist[tmp]); } } if (op->path_attuned != op2->path_attuned) FAST_SAVE_LONG(sb, "path_attuned ", op->path_attuned); if (op->path_repelled != op2->path_repelled) FAST_SAVE_LONG(sb, "path_repelled ", op->path_repelled); if (op->path_denied != op2->path_denied) FAST_SAVE_LONG(sb, "path_denied ", op->path_denied); if (op->material != op2->material) FAST_SAVE_LONG(sb, "material ", op->material); if (op->materialname && op->materialname != op2->materialname) { ADD_STRINGLINE_ENTRY(sb, "materialname ", op->materialname); } if (op->value != op2->value) FAST_SAVE_LONG(sb, "value ", op->value); if (op->carrying != op2->carrying) FAST_SAVE_LONG(sb, "carrying ", op->carrying); if (op->weight != op2->weight) FAST_SAVE_LONG(sb, "weight ", op->weight); if (op->invisible != op2->invisible) FAST_SAVE_LONG(sb, "invisible ", op->invisible); if (op->state != op2->state) FAST_SAVE_LONG(sb, "state ", op->state); if (op->magic != op2->magic) FAST_SAVE_LONG(sb, "magic ", op->magic); if (op->last_heal != op2->last_heal) FAST_SAVE_LONG(sb, "last_heal ", op->last_heal); if (op->last_sp != op2->last_sp) FAST_SAVE_LONG(sb, "last_sp ", op->last_sp); if (op->last_grace != op2->last_grace) FAST_SAVE_LONG(sb, "last_grace ", op->last_grace); if (op->last_eat != op2->last_eat) FAST_SAVE_LONG(sb, "last_eat ", op->last_eat); if (QUERY_FLAG(op, FLAG_IS_LINKED) && (tmp = get_button_value(op))) FAST_SAVE_LONG(sb, "connected ", tmp); if (op->glow_radius != op2->glow_radius) FAST_SAVE_LONG(sb, "glow_radius ", op->glow_radius); if (op->randomitems != op2->randomitems) { ADD_STRINGLINE_ENTRY(sb, "randomitems ", op->randomitems ? op->randomitems->name : "none"); } if (op->run_away != op2->run_away) FAST_SAVE_LONG(sb, "run_away ", op->run_away); if (op->pick_up != op2->pick_up) FAST_SAVE_LONG(sb, "pick_up ", op->pick_up); if (op->weight_limit != op2->weight_limit) FAST_SAVE_LONG(sb, "container ", op->weight_limit); if (op->will_apply != op2->will_apply) FAST_SAVE_LONG(sb, "will_apply ", op->will_apply); if (op->smoothlevel != op2->smoothlevel) FAST_SAVE_LONG(sb, "smoothlevel ", op->smoothlevel); if (op->map_layer != op2->map_layer) ADD_STRINGLINE_ENTRY(sb, "map_layer ", map_layer_name[op->map_layer]); if (op->weapontype && op->weapontype != op2->weapontype) { FAST_SAVE_LONG(sb, "weapontype ", op->weapontype); } if (op->client_type && op->client_type != op2->client_type) { FAST_SAVE_LONG(sb, "client_type ", op->client_type); } if (op->item_power != op2->item_power) { FAST_SAVE_LONG(sb, "item_power ", op->item_power); } if (op->duration != op2->duration) FAST_SAVE_LONG(sb, "duration ", op->duration); if (op->range != op2->range) FAST_SAVE_LONG(sb, "range ", op->range); if (op->range_modifier != op2->range_modifier) FAST_SAVE_LONG(sb, "range_modifier ", op->range_modifier); if (op->duration_modifier != op2->duration_modifier) FAST_SAVE_LONG(sb, "duration_modifier ", op->duration_modifier); if (op->dam_modifier != op2->dam_modifier) FAST_SAVE_LONG(sb, "dam_modifier ", op->dam_modifier); if (op->gen_sp_armour != op2->gen_sp_armour) { FAST_SAVE_LONG(sb, "gen_sp_armour ", op->gen_sp_armour); } /* I've kept the old int move type saving code commented out. * In an ideal world, we'd know if we want to do a quick * save (say to a temp map, where we don't care about strings), * or a slower save/dm dump, where printing out strings is handy. */ if (op->move_type != op2->move_type) { /*FAST_SAVE_LONG(sb, "move_type ", op->move_type)*/ stringbuffer_append_string(sb, "move_type "); get_string_move_type(sb, op->move_type); stringbuffer_append_string(sb, "\n"); } if (op->move_block != op2->move_block) { /*FAST_SAVE_LONG(sb, "move_block ", op->move_block)*/ stringbuffer_append_string(sb, "move_block "); get_string_move_type(sb, op->move_block); stringbuffer_append_string(sb, "\n"); } if (op->move_allow != op2->move_allow) { /*FAST_SAVE_LONG(sb, "move_allow ", op->move_allow);*/ stringbuffer_append_string(sb, "move_allow "); get_string_move_type(sb, op->move_allow); stringbuffer_append_string(sb, "\n"); } if (op->move_on != op2->move_on) { /*FAST_SAVE_LONG(sb, "move_on ", op->move_on);*/ stringbuffer_append_string(sb, "move_on "); get_string_move_type(sb, op->move_on); stringbuffer_append_string(sb, "\n"); } if (op->move_off != op2->move_off) { /*FAST_SAVE_LONG(sb, "move_off ", op->move_off);*/ stringbuffer_append_string(sb, "move_off "); get_string_move_type(sb, op->move_off); stringbuffer_append_string(sb, "\n"); } if (op->move_slow != op2->move_slow) { /*FAST_SAVE_LONG(sb, "move_slow ", op->move_slow);*/ stringbuffer_append_string(sb, "move_slow "); get_string_move_type(sb, op->move_slow); stringbuffer_append_string(sb, "\n"); } if (op->move_slow_penalty != op2->move_slow_penalty) { FAST_SAVE_DOUBLE(sb, "move_slow_penalty ", op->move_slow_penalty); } if (!COMPARE_FLAGS(op, op2)) { for (tmp = 0; tmp <= NUM_FLAGS; tmp++) { if (flag_names[tmp] && (QUERY_FLAG(op, tmp) != QUERY_FLAG(op2, tmp))) { ADD_STRINGLINE_ENTRY(sb, flag_names[tmp], QUERY_FLAG(op, tmp) ? " 1" : " 0"); } } } /* Save body locations */ for (i = 0; i < NUM_BODY_LOCATIONS; i++) { if (op->body_info[i] != op2->body_info[i]) { stringbuffer_append_string(sb, body_locations[i].save_name); FAST_SAVE_LONG(sb, " ", op->body_info[i]); } } } /** * Store a string representation of op in sb. Suitable for saving an object * to a file. */ void save_object_in_sb(StringBuffer *sb, const object *op, const int flag) { archetype *at = op->arch; if (at == NULL) at = empty_archetype; stringbuffer_append_printf(sb, "arch %s\n", at->name); if (op->arch->reference_count > 0) { /* The object is a custom item/monster, so we handle its save differently. * We compare the custom archetype to the "original" one, then only save hp/gr/sp * which are the only values we can't recompute later - all others are modified by items in inventory. * Note that hp/gr/sp will appear twice in save, but last value will take precedence. */ archetype *original = find_archetype(op->arch->name); if (!original) { LOG(llevError, "could not find original archetype %s for custom monster!\n", op->arch->name); abort(); } get_ob_diff(sb, &op->arch->clone, &original->clone); if (op->stats.hp != op->arch->clone.stats.hp) FAST_SAVE_LONG(sb, "hp ", op->stats.hp); if (op->stats.sp != op->arch->clone.stats.sp) FAST_SAVE_LONG(sb, "sp ", op->stats.sp); if (op->stats.grace != op->arch->clone.stats.grace) FAST_SAVE_LONG(sb, "grace ", op->stats.grace); if (op->x != op->arch->clone.x) FAST_SAVE_LONG(sb, "x ", op->x); if (op->y != op->arch->clone.y) FAST_SAVE_LONG(sb, "y ", op->y); } else if (op->artifact != NULL) { /* if op is an artifact, then find the "standard" artifact to use that for the diff */ object *base; const artifact *artifact; artifact = find_artifact(op, op->artifact); if (artifact == NULL) { LOG(llevError, "could not find artifact %s [%d] to save data\n", op->artifact, op->type); get_ob_diff(sb, op, &at->clone); } else { stringbuffer_append_printf(sb, "artifact %s\n", op->artifact); base = arch_to_object(at); give_artifact_abilities(base, artifact->item); get_ob_diff(sb, op, base); object_free(base, FREE_OBJ_NO_DESTROY_CALLBACK | FREE_OBJ_FREE_INVENTORY); } } else { get_ob_diff(sb, op, &at->clone); } /* Eneq(@csd.uu.se): Added this to allow containers being saved with contents*/ FOR_INV_PREPARE(op, tmp) save_object_in_sb(sb, tmp, flag); FOR_INV_FINISH(); stringbuffer_append_string(sb, "end\n"); } /** * Dumps all variables in an object to a file. * * @param fp * file to write to. * @param op * object to save. * @param flag * combination of @ref SAVE_FLAG_xxx "SAVE_FLAG_xxx" flags. * @return * one of @ref SAVE_ERROR_xxx "SAVE_ERROR_xxx" values. */ int save_object(FILE *fp, object *op, int flag) { /* Even if the object does have an owner, it would seem that we should * still save it. */ if (object_get_owner(op) != NULL || fp == NULL) return SAVE_ERROR_OK; /* If it is unpaid and we don't want to save those, just return. */ if (!(flag&SAVE_FLAG_SAVE_UNPAID) && (QUERY_FLAG(op, FLAG_UNPAID))) { return SAVE_ERROR_OK; } /* If the object has no_save set, just return */ if (QUERY_FLAG(op, FLAG_NO_SAVE)) return SAVE_ERROR_OK; StringBuffer *sb = stringbuffer_new(); save_object_in_sb(sb, op, flag); char *cp = stringbuffer_finish(sb); if (fputs(cp, fp) == EOF) { free(cp); return SAVE_ERROR_WRITE; } else { free(cp); return SAVE_ERROR_OK; } } crossfire-1.75.0/common/loader.l000644 001751 001751 00000146237 13777704220 017424 0ustar00kevinzkevinz000000 000000 %{ /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. object_sub/add_weight will transcend the environment updating the carrying variable. */ #include "global.h" #include #include "loader.h" #include "newserver.h" #include "sproto.h" #include "stringbuffer.h" #define YY_DECL int lex_load(int *depth, object **items, int maxdepth, int map_flags, int linemode) static char *yval(void); static int lex_error; static char msgbuf[HUGE_BUF]; size_t msglen = 0, total_msglen = 0; static char lorebuf[HUGE_BUF]; /** * 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 - your * 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. * * @todo * is this still required? it's used, but can it happen? */ const char *const 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 }; /** Utility macro to transform a bit into a flag. */ #define SET_OR_CLEAR_FLAG(op, flag, val) \ { if (val) SET_FLAG(op, flag); else CLEAR_FLAG(op, flag); } /** * SET_RESIST is really only really needed for transition code. We normally * don't care about multiple values overwriting each other, but this is * to catch items that have multiple protection/immune/vulnerable. * This can be simplified later on to just do the set after all the archs * and maps have been updated. * We always keep the last value because otherwise the value from the * arch may take precedence. * Unfortunately, we will report warnings here simply because an object has * been modified from the arch. */ #define SET_RESIST(op, type, val) op->resist[type] = val; /** Next value as integer. */ #define IVAL atoi(yval()) /** Next value as float. */ #define FVAL atof(yval()) extern int arch_init; extern int artifact_init; /** * Keep track of whether we're currently inside an object...end block. This * might have been better designed as a separate start condition, but was * added to give a warning when an object started before the previous ended. */ static bool seen_object = false; /** * Fills in the body information for one slot. * * @param op * object * @param params * the body part, which should be in the ::body_locations structure. */ static void set_body_info(object *op, char *params) { int i; char *cp; /* go to first space character */ for (cp = params; !isspace(*cp); cp++) ; *cp++ = 0; /* null it out */ for (i = 0; i < NUM_BODY_LOCATIONS; i++) { if (!strcmp(params, body_locations[i].save_name)) { op->body_info[i] = atoi(cp); return; /* Only one line passed in params */ } } LOG(llevError, "set_body_info called with bogus params: %s\n", params); } /** * 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. * * @param op * object to check. */ static void check_loaded_object(object *op) { if (artifact_init) /* Artifacts are special beasts, let's not check them. */ return; if (!is_type_valid(op->type)) { LOG(llevError, "Invalid type %d for %s\n", op->type, op->arch ? op->arch->name : op->name); op->type = 0; } /* We do some specialized handling to handle legacy cases of name_pl. * If the object doesn't have a name_pl, we just use the object name - * this isn't perfect (things won't be properly pluralized), but works to * that degree (5 heart is still quite understandable). But the case we * also have to catch is if this object is not using the normal name for * the object. In that case, we also want to use the loaded name. * Otherwise, what happens is that the the plural name will lose * information (appear as just 'hearts' and not 'goblins heart') */ if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) { if (op->name_pl) { free_string(op->name_pl); op->name_pl = NULL; } } if (!op->name_pl && op->name) op->name_pl = add_string(op->name); /* objects now have a materialname. try to patch it in */ if (!(IS_WEAPON(op) && op->level > 0)) { set_materialname(op); } /* 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->name); } 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->name, op->body_info[1], op->skill); } } /* 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 = create_archetype_by_object_name(op->slaying); object_insert_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->name, op->stats.hp, op->stats.maxhp); } 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!) */ object_set_flag_inv(op, FLAG_IS_A_TEMPLATE); } /* if the item is identified, ensure we got the correct face */ if (QUERY_FLAG(op, FLAG_IDENTIFIED)) object_give_identified_properties(op); /* Here we'll handle custom monsters. In order to handle them correctly, especially in the fix_object * method, we'll create a new temporary archetype containing defined values. * Of course this doesn't apply when loading archetypes or artifacts. */ if (arch_init == 0 && artifact_init == 0 && QUERY_FLAG(op, FLAG_MONSTER) && op->arch && !object_can_merge(op, &op->arch->clone)) { archetype *temp = get_archetype_struct(); temp->reference_count++; temp->name = add_string(op->arch->name); temp->tail_x = op->arch->tail_x; temp->tail_y = op->arch->tail_y; object_copy(op, &temp->clone); temp->clone.inv = NULL; temp->clone.env = NULL; temp->clone.x = 0; temp->clone.y = 0; temp->clone.map = NULL; if (FABS(temp->clone.speed) > MIN_ACTIVE_SPEED) { /* Clone has a speed, so need to clear that because it isn't on a map. * But we need to keep the value, because otherwise the customized object * will have no speed (fix_player() will use the 0 value). So set it * to zero, call object_update_speed() to remove it from active list, then * set its speed back to the original. */ temp->clone.speed = 0; object_update_speed(&temp->clone); temp->clone.speed = op->speed; } temp->more = op->arch->more; op->arch = temp; /* LOG(llevDebug, "created temporary archetype for %s at %d,%d\n", op->name, op->x, op->y); */ } } /** * This extracts the key/value from the yytext field - * calls object_set_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. * * @param op * object in which to insert the value. */ 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. */ object_set_value(op, key, NULL, TRUE); return; } } if (*cp == '\0') { object_set_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? */ object_set_value(op, key, NULL, TRUE); return; } /* Now looking for the value. Skip over whitespace. */ for (; isspace(*cp); cp++) { if (*cp == '\0') { /* Guess not. */ object_set_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? */ object_set_value(op, key, NULL, TRUE); return; } *end = '\0'; } object_set_value(op, key, value, TRUE); } /** * Handles the different move types an object can have. * * @param mt * field for which we are computing the value, will be set to the result of parsing. * @param params * string containing the definition of the move type to parse. * @param prefix * string to be displayed in case the move type is invalid, must not be NULL. */ static void set_move(MoveType *mt, char *params, const char *prefix) { 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); object_set_msg(op, msgbuf); /* Just print a warning so we can be reasonably safe * about not overflowing the buffer. */ if (total_msglen > (HUGE_BUF / 2)) LOG(llevDebug, "warning: msg in '%s' on %s is very long (%lu " "characters)\n", op->name, op->map != NULL ? op->map->path : "no map", (unsigned long)total_msglen); } .* { safe_strcat(msgbuf, yytext, &msglen, HUGE_BUF); safe_strcat(msgbuf, "\n", &msglen, HUGE_BUF); total_msglen += strlen(yytext)+1; } ^lore{WS}$ { BEGIN(LORE); lorebuf[0] = '\0'; } ^endlore{WS}$ { BEGIN(INITIAL); op->lore = add_string(lorebuf); /* Just print a warning so we can be reasonably safe * about not overflowing the buffer. */ if (strlen(op->lore) > (HUGE_BUF/2)) LOG(llevDebug, "\n\tWarning lore length > %d (max allowed=%d): %lu\n>%.80s<\n", HUGE_BUF/2, HUGE_BUF, (unsigned long)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 (seen_object) { LOG(llevError, "An object started before the 'end' of object %s.\n", (op->arch && op->arch->name) ? op->arch->name : "(no name)"); } if (!arch_init) { LOG(llevError, "Got object info when not in arch_init (%s)?\n", yv); } else { if (op->arch != NULL) op->arch->name = add_string(yv); op->name = add_string(yv); } seen_object = true; } ^name{S} { char *yv = yval(); if (*yv == '\0') LOG(llevError, "Name without val\n"); else FREE_AND_COPY(op->name, yv); } ^name_pl{S} { char *yv = yval(); if (*yv == '\0') LOG(llevError, "Name without val\n"); else FREE_AND_COPY(op->name_pl, yv); } ^anim_suffix{S} { char *yv = yval(); if (*yv == '\0') LOG(llevError, "Anim suffix without val\n"); else FREE_AND_COPY(op->anim_suffix, yv); } ^skill{S} FREE_AND_COPY(op->skill, yval()); ^custom_name{S} { char *yv = yval(); if (*yv == '\0') LOG(llevError, "Custom name without val\n"); else FREE_AND_COPY(op->custom_name, yv); } ^race{S} FREE_AND_COPY(op->race, yval()); ^slaying{S} FREE_AND_COPY(op->slaying, yval()); ^arch{S} { if (op->arch) { /* Here an object must be inserted into another object, during archetypes, artifact or map loading. The logic is as follow: - in linemode, we are loading artifacts, so just increase depth, next calls will work on object in inventory, and insertion in previous object done in the "end" part - when not in linemode, two cases: - arch_init is not set, then we are loading a map - arch_init is set, we are loading archetypes, discard the object, it'll be handled in a second pass */ object *tmp; char *yv = yval(); tmp = object_new(); tmp->arch = try_find_archetype(yv); if (tmp->arch != NULL) object_copy(&tmp->arch->clone, tmp); else { if (tmp->name) free_string(tmp->name); /* record the name of the broken object */ tmp->name = add_string(yv); } strcpy(msgbuf, ""); strcpy(lorebuf, ""); msglen = 0; total_msglen = 0; (*depth)++; items[*depth] = tmp; if (linemode == 0) { lex_load(depth, items, maxdepth, map_flags, linemode); (*depth)--; if (tmp->arch && (arch_init == 0)) { /* Map loading, object into another object*/ object_insert_in_ob(tmp, op); } else { /* Archetypes loading or invalid object in a map */ if (arch_init == 0) LOG(llevDebug, "Discarding object without arch: %s\n", tmp->name ? tmp->name : "(null)"); object_free_drop_inventory(tmp); } } } else { /* Here we are loading an object in a map, on a spot, not * in another object's inventory */ char *yv = yval(); op->arch = try_find_archetype(yv); if (op->arch != NULL) object_copy(&op->arch->clone, op); else if (!arch_init) { if (op->name) free_string(op->name); /* record the name of the broken object */ op->name = add_string(yv); } } } ^artifact{S} { const char *yv = yval(); const artifact *art = find_artifact(op, yv); if (art == NULL) { LOG(llevError, "can't find artifact %s [%d]\n for loading", yv, op->type); } else { give_artifact_abilities(op, art->item); } } ^other_arch{S} op->other_arch = try_find_archetype(yval()); ^animation{S} { if (strcmp (yval(), "NONE") == 0) { op->animation = NULL; CLEAR_FLAG (op, FLAG_ANIMATE); } else { op->animation = 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}$ { seen_object = false; check_loaded_object(op); if (linemode) { /* Linemode is only set for artifact loading. */ if ((*depth) > 0) { /* Object we finished is in another object's inventory */ object_insert_in_ob(items[*depth], items[(*depth)-1]); } return LL_NORMAL; } if (ismore) return LL_MORE; else return LL_NORMAL; } ^last_heal{S} op->last_heal = IVAL; ^last_sp{S} op->last_sp = IVAL; ^last_grace{S} op->last_grace = IVAL; ^last_eat{S} op->last_eat = IVAL; ^speed{S} { op->speed = FVAL; if (!(map_flags&MAP_STYLE)) { if (op->speed < 0) { op->speed_left = op->speed_left-RANDOM()%100/100.0; op->speed = -op->speed; // Make this always positive } object_update_speed(op); } } ^speed_left{S} op->speed_left = FVAL; ^weapon_speed_left{S} op->weapon_speed_left = FVAL; ^weapon_speed{S} op->weapon_speed = FVAL; ^slow_move{S} { op->move_slow |= MOVE_WALK; op->move_slow_penalty = FVAL; } ^title{S} { char *y = yval(); if (*y == '\0') LOG(llevError, "Title without value.\n"); else FREE_AND_COPY(op->title, y); } ^face{S} { const char *name = yval(); op->face = find_face(yval(), NULL); if (op->face == NULL) LOG(llevError, "couldn't find face %s for %s\n", name, op->arch ? op->arch->name : op->name); } ^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()); ^total_exp{S} op->total_exp = atoll(yval()); ^perm_exp{S} op->total_exp = (atoll(yval()) * 100 / settings.permanent_exp_ratio); ^food{S} op->stats.food = IVAL; ^dam{S} op->stats.dam = IVAL; ^wc{S} op->stats.wc = IVAL; ^ac{S} op->stats.ac = IVAL; ^x{S} { op->x = IVAL; op->ox= op->x; } ^y{S} { op->y = IVAL; op->oy= op->y; } ^nrof{S} op->nrof= atol(yval()); ^level{S} op->level = IVAL; ^direction{S} op->direction = IVAL; ^type{S} op->type = IVAL; ^subtype{S} op->subtype = IVAL; ^material{S} op->material = IVAL; ^materialname{S} { char *yv = yval(); if (*yv == '\0') LOG(llevError, "Materialname without val\n"); else FREE_AND_COPY(op->materialname, yv); } ^value{S} op->value = IVAL; ^weight{S} { op->weight = atol(yval()); if (op->weight == 0) { SET_FLAG(op, FLAG_NO_PICK); } } ^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); ^is_animated{S} SET_OR_CLEAR_FLAG(op, FLAG_ANIMATE, IVAL); ^no_pick{S} SET_OR_CLEAR_FLAG(op, FLAG_NO_PICK, IVAL); ^client_anim_sync{S} SET_OR_CLEAR_FLAG(op, FLAG_CLIENT_ANIM_SYNC, IVAL); ^client_anim_random{S} SET_OR_CLEAR_FLAG(op, FLAG_CLIENT_ANIM_RANDOM, IVAL); %{ /* These are the new values */ %} ^move_block{S} set_move(&op->move_block, yval(), "block"); ^move_allow{S} set_move(&op->move_allow, yval(), "allow"); ^move_type{S} set_move(&op->move_type, yval(), "type"); ^move_on{S} set_move(&op->move_on, yval(), "on"); ^move_off{S} set_move(&op->move_off, yval(), "off"); ^move_slow{S} set_move(&op->move_slow, yval(), "slow"); ^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) { LOG(llevDebug, " Adding friendly object %s.\n", op->name); 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); ^editor_folder{S} { /* This field is used by Gridarta, so it's not an error. */ } ^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_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); ^stand_still{S} SET_OR_CLEAR_FLAG(op, FLAG_STAND_STILL, 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); /* 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); ^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); ^blessed{S} SET_OR_CLEAR_FLAG(op, FLAG_BLESSED, 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); ^known_blessed{S} SET_OR_CLEAR_FLAG(op, FLAG_KNOWN_BLESSED, 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); ^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; ^casting_time{S} op->casting_time = FVAL; ^smoothlevel{S} op->smoothlevel = IVAL; ^map_layer{S} { if (IVAL) op->map_layer = IVAL; else { int i; char *cp = yval(); for (i = 0; i < MAP_LAYERS; i++) { if (!strcasecmp(cp, map_layer_name[i])) { op->map_layer = i; break; } } if (i == MAP_LAYERS) { LOG(llevError, "Invalid map_layer name found: %s\n", cp); } } } ^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); ^sound_chance{S} op->sound_chance = IVAL; ^paralyzed{S} SET_OR_CLEAR_FLAG(op, FLAG_PARALYZED, IVAL); <*>(^{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); } %% /** * Returns the next token for lex. * 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(void) { 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. * * @param fp * file pointer from which to read. * @param op * where to read the data. * @param bufstate * used to determine various file attributes: * @li LO_REPATE (0): We are reading from the same buffer as the last call. * @li LO_LINEMODE (1): file that is being read from is multi purpose (ie, other functions * will also be reading from this (treasure file, artifacts.) * @li LO_NEWFILE (2): This is the first read from a particular file, so the buffers should be reset. * @li LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null) * @param map_flags * combination of @ref MAP_xxx flags, though only MAP_STYLE is used. * @return * @li LL_NORMAL if object was read. * @li LL_EOF if an error occured. * @li LL_MORE if this is a multipart object. */ int load_object(FILE *fp, object *op, int bufstate, int map_flags) { int retval; char inbuf[VERY_BIG_BUF]; #define MAXDEPTH 10 object *items[MAXDEPTH]; int depth = 0; items[0] = op, strcpy(msgbuf, ""); msglen = 0; total_msglen = 0; 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; } else if (bufstate == LO_LINEMODE) { YY_BUFFER_STATE yybufstate; yy_delete_buffer(YY_CURRENT_BUFFER); while (fgets(inbuf, VERY_BIG_BUF-3, fp)) { yybufstate = yy_scan_string(inbuf); retval = lex_load(&depth, items, MAXDEPTH, map_flags, 1); yy_delete_buffer(yybufstate); if (retval == LL_NORMAL) { if (depth == 0) return retval; else depth--; } } LOG(llevDebug, "Got eof while scanning strings\n"); return LL_EOF; } retval = lex_load(&depth, items, MAXDEPTH, map_flags, 0); /* 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. * * @param op * object to alter. * @param buf * modifications to apply. * @return * ? * @todo * document return value. */ int set_variable(object *op, const char *buf) { YY_BUFFER_STATE yybufstate, yycurbuf = YY_CURRENT_BUFFER; int retval, depth; object *items[MAXDEPTH]; strcpy(msgbuf, ""); msglen = 0; total_msglen = 0; strcpy(lorebuf, ""); items[0] = op; depth = 0; yy_push_state(INITIAL); yybufstate = yy_scan_string(buf); retval = lex_load(&depth, items, MAXDEPTH, 0, 0); yy_switch_to_buffer(yycurbuf); yy_delete_buffer(yybufstate); yy_pop_state(); return retval; } /* Start of C code */ /** * Frees all memory allocated by the loader. */ void free_loader(void) { yy_delete_buffer(YY_CURRENT_BUFFER); /* Comment out this yylex_destroy(), as it results in link errors * on linux */ /* yylex_destroy();*/ } crossfire-1.75.0/common/links.c000644 001751 001751 00000003540 13523072011 017233 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file links.c * Utility functions for links between objects. */ #include "global.h" #include /** * Allocates a new objectlink structure, initialises it, and returns * a pointer to it. * * @note * will call fatal() if memory allocation failure, thus never return NULL. * * @return * new link object, cleared. */ objectlink *get_objectlink(void) { // Calloc will set these to 0 objectlink *ol = (objectlink *)calloc(1, sizeof(objectlink)); if (!ol) fatal(OUT_OF_MEMORY); return ol; } /** * Allocates a new oblinkpt structure, initialises it, and returns * a pointer to it. * * @note * will call fatal() if memory allocation failure, thus never return NULL. * * @return * new link pointer. */ oblinkpt *get_objectlinkpt(void) { // Calloc sets the values to 0 already oblinkpt *obp = (oblinkpt *)calloc(1, sizeof(oblinkpt)); if (!obp) fatal(OUT_OF_MEMORY); return obp; } /** * Recursively frees all objectlinks. * * @param ol * object link to free. */ void free_objectlink(objectlink *ol) { if (ol->next) free_objectlink(ol->next); free(ol); } /** * Recursively frees all linked list of objectlink pointers * * @param obp * pointer to free. */ void free_objectlinkpt(oblinkpt *obp) { if (obp->next) free_objectlinkpt(obp->next); if (obp->link) free_objectlink(obp->link); free(obp); } crossfire-1.75.0/common/dialog.c000644 001751 001751 00000015372 13523072042 017364 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * Structures and functions used for the @ref page_dialog "dialog system". */ #include #include #include "global.h" #include "define.h" #include "object.h" #include "dialog.h" /** * Frees obj::dialog_information. * @param op what to clean for. */ void free_dialog_information(object *op) { struct_dialog_message *current, *next; struct_dialog_reply *currep, *nextrep; if (!QUERY_FLAG(op, FLAG_DIALOG_PARSED)) return; CLEAR_FLAG(op, FLAG_DIALOG_PARSED); if (!op->dialog_information) return; current = op->dialog_information->all_messages; while (current) { next = current->next; free(current->match); free(current->message); currep = current->replies; while (currep) { nextrep = currep->next; free(currep->reply); free(currep->message); currep = nextrep; } free(current); current = next; } currep = op->dialog_information->all_replies; while (currep) { nextrep = currep->next; free(currep->reply); free(currep->message); free(currep); currep = nextrep; } free(op->dialog_information); op->dialog_information = NULL; } /** * Does the text match the expression? * @param exp expression to try to match. * @param text what to test. * @return 1 if match, 0 else. * @todo better * handling (incorrect now, will match even if trailing chars) */ static int matches(const char *exp, const char *text) { char *pipe, *save, *msg; int match = 0; if (exp[0] == '*') return 1; msg = strdup(exp); pipe = strtok_r(msg, "|", &save); while (pipe) { if (re_cmp(text, pipe)) { match = 1; break; } pipe = strtok_r(NULL, "|", &save); } free(msg); return match; } /** * Parse the dialog information for op, and fills in obj::dialog_information. * Can be called safely multiple times (will just ignore the other calls). * * @param op object to parse the obj::msg field. */ static void parse_dialog_information(object *op) { struct_dialog_message *message = NULL, *last = NULL; struct_dialog_reply *reply = NULL; char *current, *save, *msg, *cp; int len; /* Used for constructing message with */ char *tmp = NULL; size_t tmplen = 0; if (QUERY_FLAG(op, FLAG_DIALOG_PARSED)) return; SET_FLAG(op, FLAG_DIALOG_PARSED); op->dialog_information = (struct_dialog_information *)calloc(1, sizeof(struct_dialog_information)); if (op->dialog_information == NULL) fatal(OUT_OF_MEMORY); if (!op->msg) return; msg = strdup(op->msg); current = strtok_r(msg, "\n", &save); while (current) { if (strncmp(current, "@match ", 7) == 0) { if (message) { message->message = tmp; tmp = NULL; tmplen = 0; } message = (struct_dialog_message *)calloc(1, sizeof(struct_dialog_message)); if (last) last->next = message; else op->dialog_information->all_messages = message; last = message; message->match = strdup(current+7); } else if ((strncmp(current, "@reply ", 7) == 0 && (len = 7)) || (strncmp(current, "@question ", 10) == 0 && (len = 10))) { if (message) { reply = (struct_dialog_reply *)calloc(1, sizeof(struct_dialog_reply)); reply->type = (len == 7 ? rt_reply : rt_question); cp = strchr(current+len, ' '); if (cp) { *cp = '\0'; reply->reply = strdup(current+len); reply->message = strdup(cp+1); } else { reply->reply = strdup(current+len); reply->message = strdup(reply->reply); LOG(llevDebug, "Warning: @reply/@question without message for %s!\n", op->name); } reply->next = message->replies; message->replies = reply; reply = (struct_dialog_reply *)calloc(1, sizeof(struct_dialog_reply)); reply->reply = strdup(message->replies->reply); reply->message = strdup(message->replies->message); reply->type = message->replies->type; reply->next = op->dialog_information->all_replies; op->dialog_information->all_replies = reply; } else LOG(llevDebug, "Warning: @reply not in @match block for %s!\n", op->name); } else if (message) { /* Needed to set initial \0 */ int wasnull = FALSE; tmplen += strlen(current)+2; if (!tmp) wasnull = TRUE; tmp = realloc(tmp, tmplen*sizeof(char)); if (!tmp) fatal(OUT_OF_MEMORY); if (wasnull) tmp[0] = 0; strncat(tmp, current, tmplen-strlen(tmp)-1); strncat(tmp, "\n", tmplen-strlen(tmp)-1); } current = strtok_r(NULL, "\n", &save); } if (message) { if (!tmp) message->message = strdup(""); else message->message = tmp; tmp = NULL; tmplen = 0; } free(msg); } /** * Tries to find a message matching the said text. * @param op who is being talked to. * @param text what is being said. * @param[out] message what op should say. Won't be NULL if return is 1. * @param[out] reply text the one talking should say based on the text. Can be NULL. * @return 0 if no match, 1 if a message did match the text. * @todo smarter match, try to find exact before joker (*) one. */ int get_dialog_message(object *op, const char *text, struct_dialog_message **message, struct_dialog_reply **reply) { if (!QUERY_FLAG(op, FLAG_DIALOG_PARSED)) parse_dialog_information(op); for (*message = op->dialog_information->all_messages; *message; *message = (*message)->next) { if (matches((*message)->match, text)) { break; } } if (!*message) return 0; for (*reply = op->dialog_information->all_replies; *reply; *reply = (*reply)->next) { if (strcmp((*reply)->reply, text) == 0) break; } return 1; } crossfire-1.75.0/common/map.c000644 001751 001751 00000262024 13775115406 016713 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file map.c * Map-related functions. */ #include "global.h" #include #include #include #include #include #include #ifndef WIN32 /* ---win32 exclude header */ #include #endif /* win32 */ #include "sproto.h" #include "loader.h" #include "output_file.h" #include "path.h" #define PROFILE_BEGIN(expr) { \ struct timespec _begin, _end; \ clock_gettime(CLOCK_MONOTONIC, &_begin); \ expr; #define PROFILE_END(var, expr) \ clock_gettime(CLOCK_MONOTONIC, &_end); \ long var = timespec_diff(&_end, &_begin); \ expr; } static void free_all_objects(mapstruct *m); /** * These correspond to the layer names in map.h - * since some of the types can be on multiple layers, * names are duplicated to correspond to that layer. */ const char *const map_layer_name[MAP_LAYERS] = { "floor", "no_pick", "no_pick", "item", "item", "item", "living", "living", "fly", "fly" }; /** Information about a layer. */ typedef struct Map_Layer_Info { uint8_t high_layer; /**< Highest layer for this group. */ uint8_t honor_visibility; /**< If 0 then don't reorder items, else allow. */ } Map_Layer_Info; /** * the ob->map_layer holds the low layer. For the update_position() * logic, we also need to know the higher layer and whether * visibility should be honored. This table has that information, * so that it doesn't need to be hardcoded. */ static const Map_Layer_Info map_layer_info[MAP_LAYERS] = { { MAP_LAYER_FLOOR, 1 }, { MAP_LAYER_NO_PICK2, 0 }, { MAP_LAYER_NO_PICK2, 0 }, { MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_ITEM3, 1 }, { MAP_LAYER_LIVING2, 1 }, { MAP_LAYER_LIVING2, 1 }, { MAP_LAYER_FLY2, 1 }, { MAP_LAYER_FLY2, 1 } }; /** * Checks whether map has been loaded. * @param name * path of the map to search. Can be NULL. * @return * the mapstruct which has a name matching the given argument. * return NULL if no match is found. */ mapstruct *has_been_loaded(const char *name) { mapstruct *map; if (!name || !*name) return NULL; for (map = first_map; map; map = map->next) if (!strcmp(name, map->path)) break; return (map); } /** * Get the full path to a map file. This simply means prepending the correct * map directory to the given path. * * @param name * path of the map. * @param buf * buffer that will contain the full path. * @param size * buffer's length. * @return * buf. */ char *create_pathname(const char *name, char *buf, size_t size) { /* Why? having extra / doesn't confuse unix anyplace? Dependancies * someplace else in the code? msw 2-17-97 */ if (*name == '/') snprintf(buf, size, "%s/%s%s", settings.datadir, settings.mapdir, name); else snprintf(buf, size, "%s/%s/%s", settings.datadir, settings.mapdir, name); return buf; } /** * Same as create_pathname(), but for the overlay maps. / * @param name * path of the overlay map. * @param buf * buffer that will contain the full path. * @param size * buffer's length. */ void create_overlay_pathname(const char *name, char *buf, size_t size) { /* Why? having extra / doesn't confuse unix anyplace? Dependancies * someplace else in the code? msw 2-17-97 */ if (*name == '/') snprintf(buf, size, "%s/%s%s", settings.localdir, settings.mapdir, name); else snprintf(buf, size, "%s/%s/%s", settings.localdir, settings.mapdir, name); } /** * same as create_pathname(), but for the template maps. * * @param name * path of the template map. * @param buf * buffer that will contain the full path. * @param size * buf's length */ void create_template_pathname(const char *name, char *buf, size_t size) { /* Why? having extra / doesn't confuse unix anyplace? Dependancies * someplace else in the code? msw 2-17-97 */ if (*name == '/') snprintf(buf, size, "%s/%s%s", settings.localdir, settings.templatedir, name); else snprintf(buf, size, "%s/%s/%s", settings.localdir, settings.templatedir, name); } /** * This makes absolute path to the itemfile where unique objects * will be saved. Converts '/' to '@'. I think it's essier maintain * files than full directory structure, but if this is problem it can * be changed. * * @param s * path of the map for the item. * @param buf * buffer that will contain path. Must not be NULL. * @param size * buffer's length. */ static void create_items_path(const char *s, char *buf, size_t size) { char *t; if (*s == '/') s++; snprintf(buf, size, "%s/%s/", settings.localdir, settings.uniquedir); t = buf+strlen(buf); snprintf(t, buf+size-t, "%s", s); while (*t != '\0') { if (*t == '/') *t = '@'; t++; } } /** * This function checks if a file with the given path exists. * * @param name * map path to check. * @param prepend_dir * If set, then we call create_pathname (which prepends libdir & mapdir). * Otherwise, we assume the name given is fully complete. * @return * -1 if it fails, otherwise the mode of the file is returned. * * @note * Only the editor actually cares about the writablity of this - * the rest of the code only cares that the file is readable. * when the editor goes away, the call to stat should probably be * replaced by an access instead (similar to the windows one, but * that seems to be missing the prepend_dir processing */ int check_path(const char *name, int prepend_dir) { char buf[MAX_BUF]; #ifndef WIN32 struct stat statbuf; int mode = 0; #endif if (prepend_dir) create_pathname(name, buf, MAX_BUF); else strlcpy(buf, name, sizeof(buf)); #ifdef WIN32 /* ***win32: check this sucker in windows style. */ return(_access(buf, 0)); #else if (stat(buf, &statbuf) != 0) return -1; if (!S_ISREG(statbuf.st_mode)) return (-1); if (((statbuf.st_mode&S_IRGRP) && getegid() == statbuf.st_gid) || ((statbuf.st_mode&S_IRUSR) && geteuid() == statbuf.st_uid) || (statbuf.st_mode&S_IROTH)) mode |= 4; if ((statbuf.st_mode&S_IWGRP && getegid() == statbuf.st_gid) || (statbuf.st_mode&S_IWUSR && geteuid() == statbuf.st_uid) || (statbuf.st_mode&S_IWOTH)) mode |= 2; return (mode); #endif } /** * Prints out debug-information about a map. * Dumping these at llevError doesn't seem right, but is * necessary to make sure the information is in fact logged. * Can be used by a DM with the dumpmap command. * * @param m * map to dump. */ void dump_map(const mapstruct *m) { LOG(llevError, "Map %s status: %d.\n", m->path, m->in_memory); LOG(llevError, "Size: %dx%d Start: %d,%d\n", MAP_WIDTH(m), MAP_HEIGHT(m), MAP_ENTER_X(m), MAP_ENTER_Y(m)); if (m->msg != NULL) LOG(llevError, "Message:\n%s", m->msg); if (m->maplore != NULL) LOG(llevError, "Lore:\n%s", m->maplore); if (m->tmpname != NULL) LOG(llevError, "Tmpname: %s\n", m->tmpname); LOG(llevError, "Difficulty: %d\n", m->difficulty); LOG(llevError, "Darkness: %d\n", m->darkness); } /** * Prints out debug-information about all maps. * This basically just goes through all the maps and calls * dump_map() on each one. * Can be used by a DM with the dumpallmaps command. */ void dump_all_maps(void) { mapstruct *m; for (m = first_map; m != NULL; m = m->next) { dump_map(m); } } /** * This rolls up wall, blocks_magic, blocks_view, etc, all into * one function that just returns a P_.. value (see map.h) * it will also do map translation for tiled maps, returning * new values into newmap, nx, and ny. Any and all of those * values can be null, in which case if a new map is needed (returned * by a P_NEW_MAP value, another call to get_map_from_coord * is needed. The case of not passing values is if we're just * checking for the existence of something on those spaces, but * don't expect to insert/remove anything from those spaces. * * @param oldmap * map for which we want information. * @param newmap * if not NULL, will contain the actual map checked if not oldmap. * @param x * @param y * coordinates to check * @param nx * @param ny * if not NULL, will contain the actual coordinates checked. * @return * flags for specified position, with maybe ::P_OUT_OF_MAP or ::P_NEW_MAP set. */ int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny) { int retval = 0; mapstruct *mp; /* * Since x and y are copies of the original values, we can directly * mess with them here. */ mp = get_map_from_coord(oldmap, &x, &y); if (!mp) return P_OUT_OF_MAP; if (mp != oldmap) retval |= P_NEW_MAP; if (newmap) *newmap = mp; if (nx) *nx = x; if (ny) *ny = y; retval |= mp->spaces[x+mp->width*y].flags; return retval; } /** * Returns true if the given coordinate is blocked except by the * object passed is not blocking. This is used with * multipart monsters - if we want to see if a 2x2 monster * can move 1 space to the left, we don't want its own area * to block it from moving there. * * @param ob * object we ignore. Must not be NULL. * @param m * map we're considering. * @param sx * @param sy * target coordinates * @return * TRUE if the space is blocked by something other than ob. * * @note * the coordinates & map passed in should have been updated for tiling * by the caller. */ int blocked_link(object *ob, mapstruct *m, int16_t sx, int16_t sy) { object *tmp_head; int mflags, blocked; /* Make sure the coordinates are valid - they should be, as caller should * have already checked this. */ if (OUT_OF_REAL_MAP(m, sx, sy)) { LOG(llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); return 1; } /* special hack for transports: if it's a transport with a move_type of 0, it can do on the space anyway */ if (ob->type == TRANSPORT && ob->move_type == 0) return 0; /* Save some cycles - instead of calling get_map_flags(), just get the value * directly. */ mflags = m->spaces[sx+m->width*sy].flags; blocked = GET_MAP_MOVE_BLOCK(m, sx, sy); /* If space is currently not blocked by anything, no need to * go further. Not true for players - all sorts of special * things we need to do for players. */ if (ob->type != PLAYER && !(mflags&P_IS_ALIVE) && (blocked == 0)) return 0; /* if there isn't anytyhing alive on this space, and this space isn't * otherwise blocked, we can return now. Only if there is a living * creature do we need to investigate if it is part of this creature * or another. Likewise, only if something is blocking us do we * need to investigate if there is a special circumstance that would * let the player through (inventory checkers for example) */ if (!(mflags&P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0; ob = HEAD(ob); /* We basically go through the stack of objects, and if there is * some other object that has NO_PASS or FLAG_ALIVE set, return * true. If we get through the entire stack, that must mean * ob is blocking it, so return 0. */ FOR_MAP_PREPARE(m, sx, sy, tmp) { /* Never block part of self. */ tmp_head = HEAD(tmp); if (tmp_head == ob) continue; /* This must be before the checks below. Code for inventory checkers. */ if (tmp->type == CHECK_INV && OB_MOVE_BLOCK(ob, tmp)) { /* If last_sp is set, the player/monster needs an object, * so we check for it. If they don't have it, they can't * pass through this space. */ if (tmp->last_sp) { if (check_inv_recursive(ob, tmp) == NULL) { if (tmp->msg) { /* Optionally display the reason why one cannot move * there. Note: emitting a message from this function * is not very elegant. Ideally, this should be done * somewhere in server/player.c, but this is difficult * for objects of type CHECK_INV that are not alive. */ draw_ext_info(NDI_UNIQUE|NDI_NAVY, 0, ob, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_NOKEY, tmp->msg); } return 1; } } else { /* In this case, the player must not have the object - * if they do, they can't pass through. */ if (check_inv_recursive(ob, tmp) != NULL) { if (tmp->msg) { draw_ext_info(NDI_UNIQUE|NDI_NAVY, 0, ob, MSG_TYPE_ATTACK, MSG_TYPE_ATTACK_NOKEY, tmp->msg); } return 1; } } } /* if check_inv */ else { /* Broke apart a big nasty if into several here to make * this more readable. first check - if the space blocks * movement, can't move here. * second - if a monster, can't move there, unless it is a * hidden dm */ if (OB_MOVE_BLOCK(ob, tmp)) return 1; if (QUERY_FLAG(tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && tmp->type != DOOR && !(QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden)) return 1; } } FOR_MAP_FINISH(); return 0; } /** * Returns true if the given object can't fit in the given spot. * This is meant for multi space objects - for single space objecs, * just calling get_map_blocked and checking that against movement type * of object. This function goes through all the parts of the * multipart object and makes sure they can be inserted. * * While this doesn't call out of map, the get_map_flags does. * * This function has been used to deprecate arch_out_of_map - * this function also does that check, and since in most cases, * a call to one would follow the other, doesn't make a lot of sense to * have two seperate functions for this. * * This returns nonzero if this arch can not go on the space provided, * 0 otherwise. the return value will contain the P_.. value * so the caller can know why this object can't go on the map. * Note that callers should not expect ::P_NEW_MAP to be set * in return codes - since the object is multispace - if * we did return values, what do you return if half the object * is one map, half on another. * * @param ob * object to test. * @param m * @param x * @param y * map and coordinates to check. * @return * 0 if the object can fit on specified space, non-zero else. * * @note * This used to be arch_blocked, but with new movement * code, we need to have actual object to check its move_type * against the move_block values. */ int ob_blocked(const object *ob, mapstruct *m, int16_t x, int16_t y) { archetype *tmp; int flag; mapstruct *m1; int16_t sx, sy; const object *part; if (ob == NULL) { flag = get_map_flags(m, &m1, x, y, &sx, &sy); if (flag&P_OUT_OF_MAP) return P_OUT_OF_MAP; /* don't have object, so don't know what types would block */ return(GET_MAP_MOVE_BLOCK(m1, sx, sy)); } for (tmp = ob->arch, part = ob; tmp != NULL; tmp = tmp->more, part = part->more) { flag = get_map_flags(m, &m1, x+tmp->clone.x, y+tmp->clone.y, &sx, &sy); if (flag&P_OUT_OF_MAP) return P_OUT_OF_MAP; if (flag&P_IS_ALIVE) return P_IS_ALIVE; /* object_find_first_free_spot() calls this function. However, often * ob doesn't have any move type (when used to place exits) * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. */ if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue; /* A transport without move_type for a part should go through everything for that part. */ if (ob->type == TRANSPORT && part->move_type == 0) continue; /* Note it is intentional that we check ob - the movement type of the * head of the object should correspond for the entire object. */ if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) return AB_NO_PASS; } return 0; } /** * Go through all the objects in a container (recursively) looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when * they are saved). We do have to look for the old maps that did save * the more sections and not re-add sections for them. * * @param container * object that contains the inventory. */ static void fix_container_multipart(object *container) { FOR_INV_PREPARE(container, tmp) { archetype *at; object *op, *last; if (tmp->inv) fix_container_multipart(tmp); /* already multipart, or non-multipart arch - don't do anything more */ for (at = tmp->arch->more, last = tmp; at != NULL; at = at->more, last = op) { /* FIXME: We can't reuse object_fix_multipart() since that only * works for items directly on maps. Maybe factor out common code? */ op = arch_to_object(at); op->head = tmp; op->env = tmp->env; last->more = op; if (tmp->name != op->name) { if (op->name) free_string(op->name); op->name = add_string(tmp->name); } if (tmp->title != op->title) { if (op->title) free_string(op->title); op->title = add_string(tmp->title); } CLEAR_FLAG(op, FLAG_REMOVED); } } FOR_INV_FINISH(); } /** * Go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when * they are saved). We do have to look for the old maps that did save * the more sections and not re-add sections for them. * * @param m * map to check. */ static void link_multipart_objects(mapstruct *m) { int x, y; for (x = 0; x < MAP_WIDTH(m); x++) for (y = 0; y < MAP_HEIGHT(m); y++) FOR_MAP_PREPARE(m, x, y, tmp) { if (tmp->inv) fix_container_multipart(tmp); /* already multipart - don't do anything more */ if (tmp->head || tmp->more) continue; object_fix_multipart(tmp); } FOR_MAP_FINISH(); /* for objects on this space */ } /** * Loads (and parses) the objects into a given map from the specified * file pointer. * * @param m * m being loaded. * @param fp * file to read from. * @param mapflags * the same as we get with mapfile_load() */ static void load_objects(mapstruct *m, FILE *fp, int mapflags) { int i, j, bufstate = LO_NEWFILE; int unique; object *op, *prev = NULL, *last_more = NULL; op = object_new(); op->map = m; /* To handle buttons correctly */ PROFILE_BEGIN(long cum_body_time = 0;); while ((i = load_object(fp, op, bufstate, mapflags))) { /* Since the loading of the map header does not load an object * anymore, we need to pass LO_NEWFILE for the first object loaded, * and then switch to LO_REPEAT for faster loading. */ bufstate = LO_REPEAT; /* if the archetype for the object is null, means that we * got an invalid object. Don't do anything with it - the game * or editor will not be able to do anything with it either. */ if (op->arch == NULL) { LOG(llevDebug, "Discarding object without arch: %s\n", op->name ? op->name : "(null)"); continue; } /* * You can NOT have players on a map being loaded. * Trying to use such a type leads to crashes everywhere as op->contr is NULL. */ if (op->type == PLAYER) { LOG(llevError, "Discarding invalid item with type PLAYER in map %s\n", m->path); continue; } /* don't use out_of_map because we don't want to consider tiling properties, we're loading a single map */ if (op->x < 0 || op->y < 0 || op->x >= MAP_WIDTH(m) || op->y >= MAP_HEIGHT(m)) { LOG(llevError, " object %s not on valid map position %s:%d:%d\n", op->name ? op->name : "(null)", m->path, op->x, op->y); if (op->x < 0) { op->x = 0; } else if (op->x >= MAP_WIDTH(m)) { op->x = MAP_WIDTH(m) - 1; } if (op->y < 0) { op->y = 0; } else if (op->y >= MAP_HEIGHT(m)) { op->y = MAP_HEIGHT(m) - 1; } } PROFILE_BEGIN(); switch (i) { case LL_NORMAL: /* if we are loading an overlay, put the floors on the bottom */ if ((QUERY_FLAG(op, FLAG_IS_FLOOR) || QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)) && mapflags&MAP_OVERLAY) object_insert_in_map_at(op, m, op, INS_NO_MERGE|INS_NO_WALK_ON|INS_ABOVE_FLOOR_ONLY|INS_MAP_LOAD, op->x, op->y); else object_insert_in_map_at(op, m, op, INS_NO_MERGE|INS_NO_WALK_ON|INS_ON_TOP|INS_MAP_LOAD, op->x, op->y); if (op->inv) object_sum_weight(op); prev = op, last_more = op; break; case LL_MORE: object_insert_in_map_at(op, m, op, INS_NO_MERGE|INS_NO_WALK_ON|INS_ABOVE_FLOOR_ONLY, op->x, op->y); op->head = prev, last_more->more = op, last_more = op; break; } if (mapflags&MAP_STYLE) { object_remove_from_active_list(op); } PROFILE_END(diff, cum_body_time += diff); op = object_new(); op->map = m; } PROFILE_END(diff, LOG(llevDebug, "load_objects: while loop took %ld, body took %ld\n", diff, cum_body_time)); for (i = 0; i < m->width; i++) { for (j = 0; j < m->height; j++) { unique = 0; /* check for unique items, or unique squares */ FOR_MAP_PREPARE(m, i, j, otmp) { if (QUERY_FLAG(otmp, FLAG_UNIQUE)) unique = 1; if (!(mapflags&(MAP_OVERLAY|MAP_PLAYER_UNIQUE) || unique)) SET_FLAG(otmp, FLAG_OBJ_ORIGINAL); } FOR_MAP_FINISH(); } } object_free_drop_inventory(op); link_multipart_objects(m); } /** * This saves all the objects on the map in a non destructive fashion. * Modified by MSW 2001-07-01 to do in a single pass - reduces code, * and we only save the head of multi part objects - this is needed * in order to do map tiling properly. * * @param m * map to save. * @param fp * file where regular objects are saved. * @param fp2 * file to save unique objects. * @param flag * combination of @ref SAVE_FLAG_xxx "SAVE_FLAG_xxx" flags. * @return * one of @ref SAVE_ERROR_xxx "SAVE_ERROR_xxx" value. */ static int save_objects(mapstruct *m, FILE *fp, FILE *fp2, int flag) { int i, j = 0, unique = 0, res = 0; unsigned int count = 0; PROFILE_BEGIN(); /* first pass - save one-part objects */ for (i = 0; i < MAP_WIDTH(m); i++) for (j = 0; j < MAP_HEIGHT(m); j++) { unique = 0; FOR_MAP_PREPARE(m, i, j, op) { if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) unique = 1; if (op->type == PLAYER) { LOG(llevDebug, "Player on map that is being saved\n"); continue; } if (op->head || object_get_owner(op) != NULL) continue; if (unique || QUERY_FLAG(op, FLAG_UNIQUE)) { res = save_object(fp2, op, SAVE_FLAG_SAVE_UNPAID|SAVE_FLAG_NO_REMOVE); count++ ; } else if (flag == 0 || (flag == SAVE_FLAG_NO_REMOVE && (!QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) && !QUERY_FLAG(op, FLAG_UNPAID)))) { res = save_object(fp, op, SAVE_FLAG_SAVE_UNPAID|SAVE_FLAG_NO_REMOVE); count++; } if (res != 0) return res; } FOR_MAP_FINISH(); /* for this space */ } /* for this j */ PROFILE_END(diff, LOG(llevDebug, "save_objects on %s took %ld us (%u objects = %f us each)\n", m->path, diff, count, (double)diff/count)); return 0; } /** * Allocates, initialises, and returns a pointer to a mapstruct. * Modified to no longer take a path option which was not being * used anyways. MSW 2001-07-01 * * @return * new structure. * * @note * will never return NULL, but call fatal() if memory error. */ mapstruct *get_linked_map(void) { mapstruct *map = (mapstruct *)calloc(1, sizeof(mapstruct)); /* mapstruct *mp;*/ if (map == NULL) fatal(OUT_OF_MEMORY); /* * Nothing in the code appears to require we add new maps to the end of the list. * Why not just add them to the front instead? Its faster. * * SilverNexus 2016-05-18 * for (mp = first_map; mp != NULL && mp->next != NULL; mp = mp->next) ; if (mp == NULL) first_map = map; else mp->next = map; */ map->next = first_map; first_map = map; map->in_memory = MAP_SWAPPED; /* The maps used to pick up default x and y values from the * map archetype. Mimic that behaviour. */ MAP_WIDTH(map) = 16; MAP_HEIGHT(map) = 16; MAP_RESET_TIMEOUT(map) = 0; MAP_TIMEOUT(map) = 300; MAP_ENTER_X(map) = 0; MAP_ENTER_Y(map) = 0; map->last_reset_time = 0; return map; } /** Calculate map size without intermediate sign extension. */ uint32_t map_size(mapstruct *m) { return (uint32_t)m->width * (uint32_t)m->height; } /** * This basically allocates the dynamic array of spaces for the * map. * * @param m * map to check. * * @note * will never fail, since it calls fatal() if memory allocation failure. */ static void allocate_map(mapstruct *m) { m->in_memory = MAP_IN_MEMORY; /* Log this condition and free the storage. We could I suppose * realloc, but if the caller is presuming the data will be intact, * that is their poor assumption. */ if (m->spaces) { LOG(llevError, "allocate_map called with already allocated map (%s)\n", m->path); free(m->spaces); } m->spaces = calloc(map_size(m), sizeof(MapSpace)); if (m->spaces == NULL) fatal(OUT_OF_MEMORY); } /** * Creates and returns a map of the specific size. Used * in random map code and the editor. * * @param sizex * @param sizey * map size. * @return * new map. * * @note * will never return NULL, as get_linked_map() never fails. */ mapstruct *get_empty_map(int sizex, int sizey) { mapstruct *m = get_linked_map(); m->width = sizex; m->height = sizey; m->in_memory = MAP_SWAPPED; allocate_map(m); return m; } /** * Takes a string from a map definition and outputs a pointer to the array of shopitems * corresponding to that string. Memory is allocated for this, it must be freed * at a later date. * Called by parse_map_headers() below. * * @param input_string * shop item line. * @param map * map for which to parse the string, in case of warning. * @return * new array that should be freed by the caller. */ static shopitems *parse_shop_string(const char *input_string, const mapstruct *map) { char *shop_string, *p, *q, *next_semicolon, *next_colon; shopitems *items = NULL; int i = 0, number_of_entries = 0; const typedata *current_type; shop_string = strdup_local(input_string); p = shop_string; LOG(llevDebug, "parsing %s\n", input_string); /* first we'll count the entries, we'll need that for allocating the array shortly */ while (p) { p = strchr(p, ';'); number_of_entries++; if (p) p++; } p = shop_string; strip_endline(p); items = CALLOC(number_of_entries+1, sizeof(shopitems)); /* * The memset would always set at least one byte to zero, * so a failed calloc would have segfaulted the program. * Instead, check for a null and fail more gracefully. */ if (!items) fatal(OUT_OF_MEMORY); /* * calloc() already sets each byte to zero already * memset(items, 0, (sizeof(shopitems)*number_of_entries+1)); */ for (i = 0; i < number_of_entries; i++) { if (!p) { LOG(llevError, "parse_shop_string: I seem to have run out of string, that shouldn't happen.\n"); break; } next_semicolon = strchr(p, ';'); next_colon = strchr(p, ':'); /* if there is a stregth specified, figure out what it is, we'll need it soon. */ if (next_colon && (!next_semicolon || next_colon < next_semicolon)) items[i].strength = atoi(strchr(p, ':')+1); if (isdigit(*p) || *p == '*') { items[i].typenum = *p == '*' ? -1 : atoi(p); current_type = get_typedata(items[i].typenum); if (current_type) { items[i].name = current_type->name; items[i].name_pl = current_type->name_pl; } } else { /*we have a named type, let's figure out what it is */ q = strpbrk(p, ";:"); if (q) *q = '\0'; current_type = get_typedata_by_name(p); if (current_type) { items[i].name = current_type->name; items[i].typenum = current_type->number; items[i].name_pl = current_type->name_pl; } else { /* oh uh, something's wrong, let's free up this one, and try * the next entry while we're at it, better print a warning */ LOG(llevError, "invalid type %s defined in shopitems for %s in string %s\n", p, map->name, input_string); } } items[i].index = number_of_entries; if (next_semicolon) p = ++next_semicolon; else p = NULL; } free(shop_string); return items; } /** * Opposite of parse string(), this puts the string that was originally fed in to * the map (or something equivilent) into output_string. * * @param m * map we're considering. * @param output_string * string to write to. * @param size * output_string's length. */ static void print_shop_string(mapstruct *m, char *output_string, int size) { int i; char tmp[MAX_BUF]; output_string[0] = '\0'; for (i = 0; i < m->shopitems[0].index; i++) { if (m->shopitems[i].typenum != -1) { if (m->shopitems[i].strength) { snprintf(tmp, sizeof(tmp), "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); } else snprintf(tmp, sizeof(tmp), "%s;", m->shopitems[i].name); } else { if (m->shopitems[i].strength) { snprintf(tmp, sizeof(tmp), "*:%d;", m->shopitems[i].strength); } else snprintf(tmp, sizeof(tmp), "*;"); } snprintf(output_string+strlen(output_string), size-strlen(output_string), "%s", tmp); } /* erase final ; else parsing back will lead to issues */ if (strlen(output_string) > 0) { output_string[strlen(output_string) - 1] = '\0'; } } /** * This loads the header information of the map. The header * contains things like difficulty, size, timeout, etc. * this used to be stored in the map object, but with the * addition of tiling, fields beyond that easily named in an * object structure were needed, so it just made sense to * put all the stuff in the map object so that names actually make * sense. * This could be done in lex (like the object loader), but I think * currently, there are few enough fields this is not a big deal. * MSW 2001-07-01 * * @param fp * file to read from. * @param m * map being read. * @return * 0 on success, 1 on failure. */ static int load_map_header(FILE *fp, mapstruct *m) { char buf[HUGE_BUF], *key = NULL, *value; m->width = m->height = 0; while (fgets(buf, sizeof(buf), fp) != NULL) { char *p; p = strchr(buf, '\n'); if (p == NULL) { LOG(llevError, "Error loading map header - did not find a newline - perhaps file is truncated? Buf=%s\n", buf); return 1; } *p = '\0'; key = buf; while (isspace(*key)) key++; if (*key == 0) continue; /* empty line */ value = strchr(key, ' '); if (value) { *value = 0; value++; while (isspace(*value)) { value++; if (*value == '\0') { /* Nothing but spaces. */ value = NULL; break; } } } /* key is the field name, value is what it should be set * to. We've already done the work to null terminate key, * and strip off any leading spaces for both of these. * We have not touched the newline at the end of the line - * these are needed for some values. the end pointer * points to the first of the newlines. * value could be NULL! It would be easy enough to just point * this to "" to prevent cores, but that would let more errors slide * through. * * First check for entries that do not use the value parameter, then * validate that value is given and check for the remaining entries * that use the parameter. */ if (!strcmp(key, "msg")) { char msgbuf[HUGE_BUF]; int msgpos = 0; while (fgets(buf, sizeof(buf), fp) != NULL) { if (!strcmp(buf, "endmsg\n")) break; else { snprintf(msgbuf+msgpos, sizeof(msgbuf)-msgpos, "%s", buf); msgpos += strlen(buf); } } /* There are lots of maps that have empty messages (eg, msg/endmsg * with nothing between). There is no reason in those cases to * keep the empty message. Also, msgbuf contains garbage data * when msgpos is zero, so copying it results in crashes */ if (msgpos != 0) { /* When loading eg an overlay, message is already set, so free() current one. */ free(m->msg); m->msg = strdup_local(msgbuf); } } else if (!strcmp(key, "maplore")) { char maplorebuf[HUGE_BUF]; size_t maplorepos = 0; while (fgets(buf, HUGE_BUF-1, fp) != NULL) { if (!strcmp(buf, "endmaplore\n")) break; else { if (maplorepos >= sizeof(maplorebuf)) { LOG(llevError, "Map lore exceeds buffer length\n"); return 1; } snprintf(maplorebuf+maplorepos, sizeof(maplorebuf)-maplorepos, "%s", buf); maplorepos += strlen(buf); } } if (maplorepos != 0) m->maplore = strdup_local(maplorebuf); } else if (!strcmp(key, "end")) { break; } else if (value == NULL) { LOG(llevError, "Got '%s' line without parameter in map header\n", key); } else if (!strcmp(key, "arch")) { /* This is an oddity, but not something we care about much. */ if (strcmp(value, "map")) { LOG(llevError, "load_map_header: expected 'arch map': check line endings?\n"); return 1; } } else if (!strcmp(key, "name")) { /* When loading eg an overlay, the name is already set, so free() current one. */ free(m->name); m->name = strdup_local(value); /* first strcmp value on these are old names supported * for compatibility reasons. The new values (second) are * what really should be used. */ } else if (!strcmp(key, "enter_x")) { m->enter_x = atoi(value); } else if (!strcmp(key, "enter_y")) { m->enter_y = atoi(value); } else if (!strcmp(key, "width")) { m->width = atoi(value); } else if (!strcmp(key, "height")) { m->height = atoi(value); } else if (!strcmp(key, "reset_timeout")) { m->reset_timeout = atoi(value); } else if (!strcmp(key, "swap_time")) { m->timeout = atoi(value); } else if (!strcmp(key, "difficulty")) { m->difficulty = atoi(value); } else if (!strcmp(key, "darkness")) { m->darkness = atoi(value); } else if (!strcmp(key, "fixed_resettime")) { m->fixed_resettime = atoi(value); } else if (!strcmp(key, "unique")) { m->unique = atoi(value); } else if (!strcmp(key, "template")) { m->is_template = atoi(value); } else if (!strcmp(key, "region")) { m->region = get_region_by_name(value); } else if (!strcmp(key, "shopitems")) { m->shopitems = parse_shop_string(value, m); } else if (!strcmp(key, "shopgreed")) { m->shopgreed = atof(value); } else if (!strcmp(key, "shopmin")) { m->shopmin = atol(value); } else if (!strcmp(key, "shopmax")) { m->shopmax = atol(value); } else if (!strcmp(key, "shoprace")) { m->shoprace = strdup_local(value); } else if (!strcmp(key, "outdoor")) { m->outdoor = atoi(value); } else if (!strcmp(key, "nosmooth")) { m->nosmooth = atoi(value); } else if (!strcmp(key, "first_load")) { m->last_reset_time = atoi(value); } else if (!strncmp(key, "tile_path_", 10)) { int tile = atoi(key+10); if (tile < 1 || tile > 4) { LOG(llevError, "load_map_header: tile location %d out of bounds (%s)\n", tile, m->path); } else { if (m->tile_path[tile-1]) { LOG(llevError, "load_map_header: tile location %d duplicated (%s)\n", tile, m->path); free(m->tile_path[tile-1]); } m->tile_path[tile-1] = strdup_local(value); } /* end if tile direction (in)valid */ } else if (!strcmp(key, "background_music")) { m->background_music = strdup_local(value); } else { LOG(llevError, "Got unknown value in map header: %s %s\n", key, value); } } if ((m->width == 0) || (m->height == 0)) { LOG(llevError, "Map width or height not specified\n"); return 1; } if (!key || strcmp(key, "end")) { LOG(llevError, "Got premature eof on map header!\n"); return 1; } return 0; } /** * Opens the file "filename" and reads information about the map * from the given file, and stores it in a newly allocated * mapstruct. A pointer to this structure is returned, or NULL on failure. * flags correspond to those in map.h. Main ones used are * ::MAP_PLAYER_UNIQUE, in which case we don't do any name changes, and * * @param map Map path * @param flags Additional options for loading the map: * \li ::MAP_PLAYER_UNIQUE: Load from a player-specific directory * \li ::MAP_OVERLAY: map is an overlay * \li ::MAP_STYLE: style map - don't add active objects, don't add to server managed map list. * @return * loaded map, or NULL if failure. */ mapstruct *mapfile_load(const char *map, int flags) { FILE *fp; mapstruct *m; char pathname[MAX_BUF]; PROFILE_BEGIN(); if (flags&MAP_PLAYER_UNIQUE) { snprintf(pathname, sizeof(pathname), "%s/%s/%s", settings.localdir, settings.playerdir, map+1); } else if (flags&MAP_OVERLAY) create_overlay_pathname(map, pathname, MAX_BUF); else create_pathname(map, pathname, MAX_BUF); if ((fp = fopen(pathname, "r")) == NULL) { LOG((flags&MAP_PLAYER_UNIQUE) ? llevDebug : llevError, "Can't open %s: %s\n", pathname, strerror(errno)); return (NULL); } m = get_linked_map(); safe_strncpy(m->path, map, HUGE_BUF); if (load_map_header(fp, m)) { LOG(llevError, "Error loading map header for %s, flags=%d\n", map, flags); delete_map(m); fclose(fp); return NULL; } allocate_map(m); m->in_memory = MAP_LOADING; load_objects(m, fp, flags & MAP_STYLE); fclose(fp); m->in_memory = MAP_IN_MEMORY; if (!MAP_DIFFICULTY(m)) MAP_DIFFICULTY(m) = calculate_difficulty(m); set_map_reset_time(m); /* In case other objects press some buttons down */ update_buttons(m); /* Handle for map load event */ execute_global_event(EVENT_MAPLOAD, m); if (!(flags & MAP_STYLE)) apply_auto_fix(m); /* Chests which open as default */ PROFILE_END(diff, LOG(llevDebug, "mapfile_load on %s" " took %ld us\n", map, diff)); return (m); } /** * Loads a map, which has been loaded earlier, from file. * * @param m * map we want to reload. * @return * 0 if success, non zero if failure, in which case error was LOG'ed. */ static int load_temporary_map(mapstruct *m) { FILE *fp; if (!m->tmpname) { LOG(llevError, "No temporary filename for map %s\n", m->path); return 1; } if ((fp = fopen(m->tmpname, "r")) == NULL) { LOG(llevError, "Cannot open %s: %s\n", m->tmpname, strerror(errno)); return 2; } if (load_map_header(fp, m)) { LOG(llevError, "Error loading map header for %s (%s)\n", m->path, m->tmpname); fclose(fp); return 3; } allocate_map(m); m->in_memory = MAP_LOADING; load_objects(m, fp, 0); fclose(fp); m->in_memory = MAP_IN_MEMORY; return 0; } /** * Loads an overlay for a map, which has been loaded earlier, from file. * @param filename * filename for overlay. * @param m * map we want to load. * @return * 0 on success, non zero in case of error, which is LOG'ed. */ static int load_overlay_map(const char *filename, mapstruct *m) { FILE *fp; char pathname[MAX_BUF]; create_overlay_pathname(filename, pathname, MAX_BUF); if ((fp = fopen(pathname, "r")) == NULL) { /* nothing bad to not having an overlay */ return 0; } if (load_map_header(fp, m)) { LOG(llevError, "Error loading map header for overlay %s (%s)\n", m->path, pathname); fclose(fp); return 1; } /*allocate_map(m);*/ m->in_memory = MAP_LOADING; load_objects(m, fp, MAP_OVERLAY); fclose(fp); m->in_memory = MAP_IN_MEMORY; return 0; } /****************************************************************************** * This is the start of unique map handling code *****************************************************************************/ /** * This goes through map 'm' and removes any unique items on the map. * * @param m * map to check. */ static void delete_unique_items(mapstruct *m) { int i, j, unique = 0; for (i = 0; i < MAP_WIDTH(m); i++) for (j = 0; j < MAP_HEIGHT(m); j++) { unique = 0; FOR_MAP_PREPARE(m, i, j, op) { if (QUERY_FLAG(op, FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) unique = 1; if (op->head == NULL && (QUERY_FLAG(op, FLAG_UNIQUE) || unique)) { clean_object(op); if (QUERY_FLAG(op, FLAG_IS_LINKED)) remove_button_link(op); object_remove(op); object_free_drop_inventory(op); } } FOR_MAP_FINISH(); } } /** * Loads unique objects from file(s) into the map which is in memory * @param m * map to load unique items into. */ static void load_unique_objects(mapstruct *m) { FILE *fp; int count; char firstname[MAX_BUF], name[MAX_BUF]; create_items_path(m->path, name, MAX_BUF); for (count = 0; count < 10; count++) { snprintf(firstname, sizeof(firstname), "%s.v%02d", name, count); if (!access(firstname, R_OK)) break; } /* If we get here, we did not find any map */ if (count == 10) return; if ((fp = fopen(firstname, "r")) == NULL) { /* There is no expectation that every map will have unique items, but this * is debug output, so leave it in. */ LOG(llevDebug, "Can't open unique items file for %s\n", name); return; } m->in_memory = MAP_LOADING; if (m->tmpname == NULL) /* if we have loaded unique items from */ delete_unique_items(m); /* original map before, don't duplicate them */ load_object(fp, NULL, LO_NOREAD, 0); load_objects(m, fp, 0); fclose(fp); m->in_memory = MAP_IN_MEMORY; } /** * Saves a map to file. If flag is SAVE_MODE_INPLACE, it is saved into the same * file it was (originally) loaded from. Otherwise a temporary * filename will be genarated, and the file will be stored there. * The temporary filename will be stored in the mapstructure. * If the map is unique, we also save to the filename in the map * (this should have been updated when first loaded) * * @param m * map to save. * @param flag * One of @ref SAVE_MODE_xxx "SAVE_MODE_xxx" values. * @return * one of @ref SAVE_ERROR_xxx "SAVE_ERROR_xxx" values. */ int save_map(mapstruct *m, int flag) { #define TEMP_EXT ".savefile" FILE *fp, *fp2; OutputFile of, of2; char filename[MAX_BUF], buf[MAX_BUF], shop[MAX_BUF], final[MAX_BUF]; int i, res; if (flag && !*m->path) { LOG(llevError, "Tried to save map without path.\n"); return SAVE_ERROR_NO_PATH; } PROFILE_BEGIN(); if (flag != SAVE_MODE_NORMAL || (m->unique) || (m->is_template)) { if (!m->unique && !m->is_template) { /* flag is set */ if (flag == SAVE_MODE_OVERLAY) create_overlay_pathname(m->path, filename, MAX_BUF); else create_pathname(m->path, filename, MAX_BUF); } else { if (m->path[0] != '~') { LOG(llevError, "Cannot save unique map '%s' outside of LOCALDIR. Check " "that all exits to '%s' have FLAG_UNIQUE set correctly.\n", m->path, m->path); return SAVE_ERROR_UCREATION; } snprintf(filename, sizeof(filename), "%s/%s/%s", settings.localdir, settings.playerdir, m->path+1); } make_path_to_file(filename); } else { if (!m->tmpname) m->tmpname = tempnam(settings.tmpdir, NULL); strlcpy(filename, m->tmpname, sizeof(filename)); } m->in_memory = MAP_SAVING; strlcpy(final, filename, sizeof(final)); snprintf(filename, sizeof(filename), "%s%s", final, TEMP_EXT); fp = of_open(&of, filename); if (fp == NULL) return SAVE_ERROR_RCREATION; /* legacy */ fprintf(fp, "arch map\n"); if (m->name) fprintf(fp, "name %s\n", m->name); if (!flag) fprintf(fp, "swap_time %d\n", m->swap_time); if (m->reset_timeout) fprintf(fp, "reset_timeout %u\n", m->reset_timeout); if (m->fixed_resettime) fprintf(fp, "fixed_resettime %d\n", m->fixed_resettime); /* we unfortunately have no idea if this is a value the creator set * or a difficulty value we generated when the map was first loaded */ if (m->difficulty) fprintf(fp, "difficulty %d\n", m->difficulty); if (m->region) fprintf(fp, "region %s\n", m->region->name); if (m->shopitems) { print_shop_string(m, shop, sizeof(shop)); fprintf(fp, "shopitems %s\n", shop); } if (m->shopgreed) fprintf(fp, "shopgreed %f\n", m->shopgreed); if (m->shopmin) fprintf(fp, "shopmin %"FMT64U"\n", m->shopmin); if (m->shopmax) fprintf(fp, "shopmax %"FMT64U"\n", m->shopmax); if (m->shoprace) fprintf(fp, "shoprace %s\n", m->shoprace); if (m->darkness) fprintf(fp, "darkness %d\n", m->darkness); if (m->width) fprintf(fp, "width %d\n", m->width); if (m->height) fprintf(fp, "height %d\n", m->height); if (m->enter_x) fprintf(fp, "enter_x %d\n", m->enter_x); if (m->enter_y) fprintf(fp, "enter_y %d\n", m->enter_y); if (m->msg) fprintf(fp, "msg\n%sendmsg\n", m->msg); if (m->maplore) fprintf(fp, "maplore\n%sendmaplore\n", m->maplore); if (m->unique) fprintf(fp, "unique %d\n", m->unique); if (m->is_template) fprintf(fp, "template %d\n", m->is_template); if (m->outdoor) fprintf(fp, "outdoor %d\n", m->outdoor); if (m->nosmooth) fprintf(fp, "nosmooth %d\n", m->nosmooth); if (m->last_reset_time) fprintf(fp, "first_load %ld\n", m->last_reset_time); if (m->background_music) fprintf(fp, "background_music %s\n", m->background_music); /* Save any tiling information, except on overlays */ if (flag != SAVE_MODE_OVERLAY) for (i = 0; i < 4; i++) if (m->tile_path[i]) fprintf(fp, "tile_path_%d %s\n", i+1, m->tile_path[i]); fprintf(fp, "end\n"); /* In the game save unique items in the different file, but * in the editor save them to the normal map file. * If unique map, save files in the proper destination (set by * player) */ if ((flag == SAVE_MODE_NORMAL || flag == SAVE_MODE_OVERLAY) && !m->unique && !m->is_template) { char name[MAX_BUF], final_unique[MAX_BUF]; create_items_path(m->path, name, MAX_BUF); snprintf(final_unique, sizeof(final_unique), "%s.v00", name); snprintf(buf, sizeof(buf), "%s%s", final_unique, TEMP_EXT); fp2 = of_open(&of2, buf); if (fp2 == NULL) { of_cancel(&of); return SAVE_ERROR_UCREATION; } if (flag == SAVE_MODE_OVERLAY) { /* SO_FLAG_NO_REMOVE is non destructive save, so map is still valid. */ res = save_objects(m, fp, fp2, SAVE_FLAG_NO_REMOVE); if (res < 0) { LOG(llevError, "Save error during object save: %d\n", res); of_cancel(&of); of_cancel(&of2); return res; } m->in_memory = MAP_IN_MEMORY; } else { res = save_objects(m, fp, fp2, 0); if (res < 0) { LOG(llevError, "Save error during object save: %d\n", res); of_cancel(&of); of_cancel(&of2); return res; } free_all_objects(m); } if (ftell(fp2) == 0) { of_cancel(&of2); unlink(buf); /* If there are no unique items left on the map, we need to * unlink the original unique map so that the unique * items don't show up again. */ unlink(final_unique); } else { if (!of_close(&of2)) { of_cancel(&of); return SAVE_ERROR_WRITE; } unlink(final_unique); /* failure isn't too bad, maybe the file doesn't exist. */ if (rename(buf, final_unique) == -1) { LOG(llevError, "Couldn't rename unique file %s to %s\n", buf, final_unique); of_cancel(&of); return SAVE_ERROR_URENAME; } if (chmod(final_unique, SAVE_MODE) != 0) { LOG(llevError, "Could not set permissions on '%s'\n", final_unique); } } } else { /* save same file when not playing, like in editor */ res = save_objects(m, fp, fp, 0); if (res < 0) { LOG(llevError, "Save error during object save: %d\n", res); of_cancel(&of); return res; } free_all_objects(m); } if (!of_close(&of)) return SAVE_ERROR_CLOSE; unlink(final); /* failure isn't too bad, maybe the file doesn't exist. */ if (rename(filename, final) == -1) { LOG(llevError, "Couldn't rename regular file %s to %s\n", filename, final); return SAVE_ERROR_RRENAME; } if (chmod(final, SAVE_MODE) != 0) { LOG(llevError, "Could not set permissions on '%s'\n", final); } PROFILE_END(diff, LOG(llevDebug, "save_map on %s" " took %ld us\n", m->path, diff)); return SAVE_ERROR_OK; } /** * Remove and free all objects in the inventory of the given object. * * @param op * object to clean. * * @todo * move to common/object.c ? */ void clean_object(object *op) { FOR_INV_PREPARE(op, tmp) { clean_object(tmp); if (QUERY_FLAG(tmp, FLAG_IS_LINKED)) remove_button_link(tmp); object_remove(tmp); object_free_drop_inventory(tmp); } FOR_INV_FINISH(); } /** * Remove and free all objects in the given map. * * @param m * map to free. */ static void free_all_objects(mapstruct *m) { int i, j; object *op; for (i = 0; i < MAP_WIDTH(m); i++) for (j = 0; j < MAP_HEIGHT(m); j++) { object *previous_obj = NULL; while ((op = GET_MAP_OB(m, i, j)) != NULL) { if (op == previous_obj) { LOG(llevDebug, "free_all_objects: Link error, bailing out.\n"); break; } previous_obj = op; op = HEAD(op); /* If the map isn't in memory, object_free_drop_inventory() will remove and * free objects in op's inventory. So let it do the job. */ if (m->in_memory == MAP_IN_MEMORY) clean_object(op); object_remove(op); object_free_drop_inventory(op); } } #ifdef MANY_CORES /* I see periodic cores on metalforge where a map has been swapped out, but apparantly * an item on that map was not saved - look for that condition and die as appropriate - * this leaves more of the map data intact for better debugging. */ for (op = objects; op != NULL; op = op->next) { if (!QUERY_FLAG(op, FLAG_REMOVED) && op->map == m) { LOG(llevDebug, "free_all_objects: object %s still on map after it should have been freed\n", op->name); abort(); } } #endif } /** * Frees everything allocated by the given mapstructure. * Don't free tmpname - our caller is left to do that. * Mapstructure itself is not freed. * * @param m * map to free. */ void free_map(mapstruct *m) { int i; if (!m->in_memory) { LOG(llevError, "Trying to free freed map.\n"); return; } /* Handle for plugin map unload event. */ execute_global_event(EVENT_MAPUNLOAD, m); if (m->spaces) free_all_objects(m); if (m->name) FREE_AND_CLEAR(m->name); if (m->spaces) FREE_AND_CLEAR(m->spaces); if (m->msg) FREE_AND_CLEAR(m->msg); if (m->maplore) FREE_AND_CLEAR(m->maplore); if (m->shopitems) FREE_AND_CLEAR(m->shopitems); if (m->shoprace) FREE_AND_CLEAR(m->shoprace); if (m->background_music) FREE_AND_CLEAR(m->background_music); if (m->buttons) free_objectlinkpt(m->buttons); m->buttons = NULL; for (i = 0; i < 4; i++) { if (m->tile_path[i]) FREE_AND_CLEAR(m->tile_path[i]); m->tile_map[i] = NULL; } m->in_memory = MAP_SWAPPED; } /** * Frees the map, including the mapstruct. * * This deletes all the data on the map (freeing pointers) * and then removes this map from the global linked list of maps. * * @param m * pointer to mapstruct, if NULL no action. Will be invalid after this function. */ void delete_map(mapstruct *m) { mapstruct *tmp, *last; int i; if (!m) return; if (m->in_memory == MAP_IN_MEMORY) { /* change to MAP_SAVING, even though we are not, * so that object_remove() doesn't do as much work. */ m->in_memory = MAP_SAVING; free_map(m); } /* move this out of free_map, since tmpname can still be needed if * the map is swapped out. */ free(m->tmpname); m->tmpname = NULL; last = NULL; /* We need to look through all the maps and see if any maps * are pointing at this one for tiling information. Since * tiling can be assymetric, we just can not look to see which * maps this map tiles with and clears those. */ for (tmp = first_map; tmp != NULL; tmp = tmp->next) { if (tmp->next == m) last = tmp; /* This should hopefully get unrolled on a decent compiler */ for (i = 0; i < 4; i++) if (tmp->tile_map[i] == m) tmp->tile_map[i] = NULL; } /* If last is null, then this should be the first map in the list */ if (!last) { if (m == first_map) first_map = m->next; else /* m->path is a static char, so should hopefully still have * some useful data in it. */ LOG(llevError, "delete_map: Unable to find map %s in list\n", m->path); } else last->next = m->next; free(m); } /** * Makes sure the given map is loaded and swapped in. * @param name * path name of the map. * @param flags * @li 0x1 (::MAP_FLUSH): flush the map - always load from the map directory, * and don't do unique items or the like. * @li 0x2 (::MAP_PLAYER_UNIQUE) - this is a unique map for each player. * dont do any more name translation on it. * * @return * pointer to the given map, NULL on failure. */ mapstruct *ready_map_name(const char *name, int flags) { mapstruct *m; if (!name) return (NULL); /* Have we been at this level before? */ m = has_been_loaded(name); /* Map is good to go, so just return it */ if (m && (m->in_memory == MAP_LOADING || m->in_memory == MAP_IN_MEMORY)) { return m; } /* Rewrite old paths starting with LOCALDIR/PLAYERDIR to new '~' paths. */ char buf[MAX_BUF], buf2[MAX_BUF]; snprintf(buf, sizeof(buf), "%s/%s", settings.localdir, settings.playerdir); if (strncmp(name, buf, strlen(buf)) == 0) { snprintf(buf2, sizeof(buf2), "~%s", name+strlen(buf)+1); name = buf2; } /* Paths starting with '~' are unique. */ if (name[0] == '~') { flags |= MAP_PLAYER_UNIQUE; } /* unique maps always get loaded from their original location, and never * a temp location. Likewise, if map_flush is set, or we have never loaded * this map, load it now. I removed the reset checking from here - * it seems the probability of a player trying to enter a map that should * reset but hasn't yet is quite low, and removing that makes this function * a bit cleaner (and players probably shouldn't rely on exact timing for * resets in any case - if they really care, they should use the 'maps command. */ if ((flags&(MAP_FLUSH|MAP_PLAYER_UNIQUE)) || !m) { /* first visit or time to reset */ if (m) { clean_tmp_map(m); /* Doesn't make much difference */ delete_map(m); } m = mapfile_load(name, (flags&MAP_PLAYER_UNIQUE)); if (m == NULL) return NULL; /* If a player unique map, no extra unique object file to load. * if from the editor, likewise. */ if (!(flags&(MAP_FLUSH|MAP_PLAYER_UNIQUE))) load_unique_objects(m); if (!(flags&(MAP_FLUSH|MAP_PLAYER_UNIQUE|MAP_OVERLAY))) { if (load_overlay_map(name, m) != 0) { delete_map(m); m = mapfile_load(name, 0); if (m == NULL) { /* Really, this map is bad :( */ return NULL; } } } } else { /* If in this loop, we found a temporary map, so load it up. */ if (load_temporary_map(m) != 0) { /* * There was a failure loading the temporary map, fall back to original one. * load_temporary_map() already logged the error. */ delete_map(m); m = mapfile_load(name, 0); if (m == NULL) { /* Really, this map is bad :( */ return NULL; } } load_unique_objects(m); clean_tmp_map(m); m->in_memory = MAP_IN_MEMORY; /* tempnam() on sun systems (probably others) uses malloc * to allocated space for the string. Free it here. * In some cases, load_temporary_map above won't find the * temporary map, and so has reloaded a new map. If that * is the case, tmpname is now null */ free(m->tmpname); m->tmpname = NULL; /* It's going to be saved anew anyway */ } /* Below here is stuff common to both first time loaded maps and * temp maps. */ decay_objects(m); /* start the decay */ if (m->outdoor) set_darkness_map(m); if (!(flags&(MAP_FLUSH))) { if (m->last_reset_time == 0) { m->last_reset_time = seconds(); } } return m; } /** * This routine is supposed to find out the difficulty of the map. * Difficulty does not have a lot to do with character level, * but does have a lot to do with treasure on the map. * * Difficulty can now be set by the map creature. If the value stored * in the map is zero, then use this routine. Maps should really * have a difficulty set than using this function - human calculation * is much better than this functions guesswork. * * @param m * map for which to compute difficulty. * @return * difficulty of the map. */ int calculate_difficulty(mapstruct *m) { archetype *at; int x, y; int diff = 0; int i; int64_t exp_pr_sq, total_exp = 0; if (MAP_DIFFICULTY(m)) { return MAP_DIFFICULTY(m); } for (x = 0; x < MAP_WIDTH(m); x++) for (y = 0; y < MAP_HEIGHT(m); y++) FOR_MAP_PREPARE(m, x, y, op) { if (QUERY_FLAG(op, FLAG_MONSTER)) total_exp += op->stats.exp; if (QUERY_FLAG(op, FLAG_GENERATOR)) { total_exp += op->stats.exp; at = get_archetype_by_type_subtype(GENERATE_TYPE(op), -1); if (at != NULL) total_exp += at->clone.stats.exp*8; } } FOR_MAP_FINISH(); exp_pr_sq = ((double)1000*total_exp)/(MAP_WIDTH(m)*MAP_HEIGHT(m)+1); diff = 20; for (i = 1; i < 20; i++) if (exp_pr_sq <= level_exp(i, 1.0)) { diff = i; break; } return diff; } /** * Removse the temporary file used by the map. * * @param m * map, which mustn't be NULL but can have no temporary file set. */ void clean_tmp_map(mapstruct *m) { if (m->tmpname == NULL) return; (void)unlink(m->tmpname); } /** * Frees all allocated maps. */ void free_all_maps(void) { int real_maps = 0; while (first_map) { /* I think some of the callers above before it gets here set this to be * saving, but we still want to free this data */ if (first_map->in_memory == MAP_SAVING) first_map->in_memory = MAP_IN_MEMORY; delete_map(first_map); real_maps++; } LOG(llevDebug, "free_all_maps: Freed %d maps\n", real_maps); } /** * Used to change map light level (darkness) * up or down. It should now be possible to change a value by more than 1. * * Move this from los.c to map.c since this is more related * to maps than los. * postive values make it darker, negative make it brighter * * Will inform players on the map. * * @param m * map to change. * @param change * delta of light. * @return * TRUE if light changed, FALSE else. */ int change_map_light(mapstruct *m, int change) { int new_level = m->darkness+change; /* Nothing to do */ if (!change || (new_level <= 0 && m->darkness == 0) || (new_level >= MAX_DARKNESS && m->darkness >= MAX_DARKNESS)) { return 0; } /* inform all players on the map */ if (change > 0) ext_info_map(NDI_BLACK, m, MSG_TYPE_MISC, MSG_SUBTYPE_NONE, "It becomes darker."); else ext_info_map(NDI_BLACK, m, MSG_TYPE_MISC, MSG_SUBTYPE_NONE, "It becomes brighter."); /* Do extra checking. since m->darkness is a unsigned value, * we need to be extra careful about negative values. * In general, the checks below are only needed if change * is not +/-1 */ if (new_level < 0) m->darkness = 0; else if (new_level >= MAX_DARKNESS) m->darkness = MAX_DARKNESS; else m->darkness = new_level; /* All clients need to get re-updated for the change */ update_all_map_los(m); return 1; } /** * This function is used for things that can have multiple * layers - NO_PICK, ITEM, LIVING, FLYING. * Basically, we want to store in the empty spot, * and if both full, store highest visiblity objects. * Since update_position() goes from bottom to top order, * if the new object is equal to existing we take the new * object since it is higher in the stack. * @param low_layer * lower bounds to check (inclusive). * @param high_layer * upper bounds to check (inclusive). * @param ob * object to add to the layer. * @param layers * layers to change. * @param honor_visibility * if it is set to 0,then we do a pure stacking logic - this is used * for the no pick layer, since stacking ordering there * is basically fixed - don't want to re-order walls, * pentagrams, etc. */ static inline void add_face_layer(int low_layer, int high_layer, object *ob, object *layers[], int honor_visibility) { int l, l1; object *tmp; for (l = low_layer; l <= high_layer; l++) { if (!layers[l]) { /* found an empty spot. now, we want to make sure * highest visibility at top, etc. */ layers[l] = ob; if (!honor_visibility) return; /* This is basically a mini bubble sort. Only swap * position if the lower face has greater (not equal) * visibility - map stacking is secondary consideration here. */ for (l1 = (l-1); l1 >= low_layer; l1--) { if (layers[l1]->face->visibility > layers[l1+1]->face->visibility) { tmp = layers[l1+1]; layers[l1+1] = layers[l1]; layers[l1] = tmp; } } /* Nothing more to do - face inserted */ return; } } /* If we get here, all the layers have an object.. */ if (!honor_visibility) { /* Basically, in this case, it is pure stacking logic, so * new object goes on the top. */ for (l = low_layer; l < high_layer; l++) layers[l] = layers[l+1]; layers[high_layer] = ob; /* If this object doesn't have higher visibility than * the lowest object, no reason to go further. */ } else if (ob->face->visibility >= layers[low_layer]->face->visibility) { /* * Start at the top (highest visibility) layer and work down. * once this face exceed that of the layer, push down those * other layers, and then replace the layer with our object. */ for (l = high_layer; l >= low_layer; l--) { if (ob->face->visibility >= layers[l]->face->visibility) { for (l1 = low_layer; l1 < l; l1++) layers[l1] = layers[l1+1]; layers[l] = ob; break; } } } } /** * This function updates various attributes about a specific space * on the map (what it looks like, whether it blocks magic, * has a living creatures, prevents people from passing * through, etc) * * @param m * map considered * @param x * @param y * coordinates to update */ void update_position(mapstruct *m, int x, int y) { object *player = NULL; uint8_t flags = 0, oldflags, light = 0; object *layers[MAP_LAYERS]; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; oldflags = GET_MAP_FLAGS(m, x, y); if (!(oldflags&P_NEED_UPDATE)) { LOG(llevDebug, "update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", m->path, x, y); return; } memset(layers, 0, MAP_LAYERS*sizeof(object *)); FOR_MAP_PREPARE(m, x, y, tmp) { /* DMs just don't do anything when hidden, including no light. */ if (QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue; if (tmp->type == PLAYER) player = tmp; /* This could be made additive I guess (two lights better than * one). But if so, it shouldn't be a simple additive - 2 * light bulbs do not illuminate twice as far as once since * it is a dissipation factor that is squared (or is it cubed?) */ if (tmp->glow_radius > light) light = tmp->glow_radius; /* if this object is visible and not a blank face, * update the objects that show how this space * looks. */ if (!tmp->invisible && tmp->face != blank_face) { if (tmp->map_layer) { add_face_layer(tmp->map_layer, map_layer_info[tmp->map_layer].high_layer, tmp, layers, map_layer_info[tmp->map_layer].honor_visibility); } else if (tmp->move_type&MOVE_FLYING) { add_face_layer(MAP_LAYER_FLY1, MAP_LAYER_FLY2, tmp, layers, 1); } else if ((tmp->type == PLAYER || QUERY_FLAG(tmp, FLAG_MONSTER))) { add_face_layer(MAP_LAYER_LIVING1, MAP_LAYER_LIVING2, tmp, layers, 1); } else if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) { layers[MAP_LAYER_FLOOR] = tmp; /* floors hide everything else */ memset(layers+1, 0, (MAP_LAYERS-1)*sizeof(object *)); /* Check for FLAG_SEE_ANYWHERE is removed - objects * with that flag should just have a high visibility * set - we shouldn't need special code here. */ } else if (QUERY_FLAG(tmp, FLAG_NO_PICK)) { add_face_layer(MAP_LAYER_NO_PICK1, MAP_LAYER_NO_PICK2, tmp, layers, 0); } else { add_face_layer(MAP_LAYER_ITEM1, MAP_LAYER_ITEM3, tmp, layers, 1); } } if (tmp == tmp->above) { LOG(llevError, "Error in structure of map\n"); exit(-1); } move_slow |= tmp->move_slow; move_block |= tmp->move_block; move_on |= tmp->move_on; move_off |= tmp->move_off; move_allow |= tmp->move_allow; if (QUERY_FLAG(tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; if (QUERY_FLAG(tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; if (QUERY_FLAG(tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; if (QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; } FOR_MAP_FINISH(); /* for stack of objects */ if (player) flags |= P_PLAYER; /* we don't want to rely on this function to have accurate flags, but * since we're already doing the work, we calculate them here. * if they don't match, logic is broken someplace. */ if (((oldflags&~(P_NEED_UPDATE|P_NO_ERROR)) != flags) && (!(oldflags&P_NO_ERROR))) { LOG(llevDebug, "update_position: updated flags do not match old flags: %s (x=%d,y=%d) %x != %x\n", m->path, x, y, (oldflags&~P_NEED_UPDATE), flags); } SET_MAP_FLAGS(m, x, y, flags); SET_MAP_MOVE_BLOCK(m, x, y, move_block&~move_allow); SET_MAP_MOVE_ON(m, x, y, move_on); SET_MAP_MOVE_OFF(m, x, y, move_off); SET_MAP_MOVE_SLOW(m, x, y, move_slow); SET_MAP_LIGHT(m, x, y, light); /* Note that player may be NULL here, which is fine - if no player, need * to clear any value that may be set. */ SET_MAP_PLAYER(m, x, y, player); /* Note it is intentional we copy everything, including NULL values. */ memcpy(GET_MAP_FACE_OBJS(m, x, y), layers, sizeof(object *)*MAP_LAYERS); } /** * Updates the map's timeout. * * @param map * map to update. */ void set_map_reset_time(mapstruct *map) { int timeout; timeout = MAP_RESET_TIMEOUT(map); if (timeout <= 0) timeout = MAP_DEFAULTRESET; if (timeout >= MAP_MAXRESET) timeout = MAP_MAXRESET; MAP_RESET_TIMEOUT(map) = timeout; MAP_WHEN_RESET(map) = seconds()+timeout; } /** * This updates the orig_map->tile_map[tile_num] value after loading * the map. It also takes care of linking back the freshly loaded * maps tile_map values if it tiles back to this one. It returns * the value of orig_map->tile_map[tile_num]. It really only does this * so that it is easier for calling functions to verify success. * * @param orig_map * map for which we load the tiled map. * @param tile_num * tile to load. Must be between 0 and 3 inclusive. * @return * linked map, or NULL on failure. */ static mapstruct *load_and_link_tiled_map(mapstruct *orig_map, int tile_num) { int dest_tile = (tile_num+2)%4; char path[HUGE_BUF]; path_combine_and_normalize(orig_map->path, orig_map->tile_path[tile_num], path, sizeof(path)); orig_map->tile_map[tile_num] = ready_map_name(path, 0); if (orig_map->tile_map[tile_num] == NULL) { LOG(llevError, "%s has invalid tiled map %s\n", orig_map->path, path); free(orig_map->tile_path[tile_num]); orig_map->tile_path[tile_num] = NULL; return NULL; } /* need to do a strcmp here as the orig_map->path is not a shared string */ if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && !strcmp(orig_map->tile_map[tile_num]->tile_path[dest_tile], orig_map->path)) orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; return orig_map->tile_map[tile_num]; } /** * this returns TRUE if the coordinates (x,y) are out of * map m. This function also takes into account any * tiling considerations, loading adjacant maps as needed. * This is the function should always be used when it * necessary to check for valid coordinates. * This function will recursively call itself for the * tiled maps. * * @param m * map to consider. Must not be NULL. * @param x * @param y * coordinates. * @return * 1 if out of map, 0 else */ int out_of_map(mapstruct *m, int x, int y) { /* Simple case - coordinates are within this local * map. */ if (x >= 0 && x < MAP_WIDTH(m) && y >= 0 && y < MAP_HEIGHT(m)) return 0; if (x < 0) { if (!m->tile_path[3]) return 1; if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY) { load_and_link_tiled_map(m, 3); /* Verify the tile map loaded correctly */ if (!m->tile_map[3]) return 0; } return (out_of_map(m->tile_map[3], x+MAP_WIDTH(m->tile_map[3]), y)); } else if (x >= MAP_WIDTH(m)) { if (!m->tile_path[1]) return 1; if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY) { load_and_link_tiled_map(m, 1); /* Verify the tile map loaded correctly */ if (!m->tile_map[1]) return 0; } return (out_of_map(m->tile_map[1], x-MAP_WIDTH(m), y)); } if (y < 0) { if (!m->tile_path[0]) return 1; if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY) { load_and_link_tiled_map(m, 0); /* Verify the tile map loaded correctly */ if (!m->tile_map[0]) return 0; } return (out_of_map(m->tile_map[0], x, y+MAP_HEIGHT(m->tile_map[0]))); } else if (y >= MAP_HEIGHT(m)) { if (!m->tile_path[2]) return 1; if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY) { load_and_link_tiled_map(m, 2); /* Verify the tile map loaded correctly */ if (!m->tile_map[2]) return 0; } return (out_of_map(m->tile_map[2], x, y-MAP_HEIGHT(m))); } return 1; } /** * This is basically the same as out_of_map above(), but * instead we return NULL if no map is valid (coordinates * out of bounds and no tiled map), otherwise it returns * the map as that the coordinates are really on, and * updates x and y to be the localized coordinates. * Using this is more efficient than calling out_of_map * and then figuring out what the real map is * * @param m * map we want to look at. Must not be NULL. * @param x * @param y * coordinates, which will contain the real position that was checked. * @return * map that is at specified location. Will be NULL if not on any map. * * @note refactored to remove the recursion. This should help stack space and optimization. */ mapstruct *get_map_from_coord(mapstruct *m, int16_t *x, int16_t *y) { /* Simple case - coordinates are within this local * map. */ if ( !m ) return NULL; if (*x >= 0 && *x < MAP_WIDTH(m) && *y >= 0 && *y < MAP_HEIGHT(m)) return m; do /* With the first case there, we can assume we are out of the map if we get here */ { // Figure out what map should be in the direction we are off the map, and then // load that map and look again. if (*x < 0) { if (!m->tile_path[3]) return NULL; if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY){ load_and_link_tiled_map(m, 3); /* Make sure we loaded properly. */ if (!m->tile_map[3]) return NULL; } *x += MAP_WIDTH(m->tile_map[3]); m = m->tile_map[3]; } else if (*x >= MAP_WIDTH(m)) { if (!m->tile_path[1]) return NULL; if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY){ load_and_link_tiled_map(m, 1); /* Make sure we loaded properly. */ if (!m->tile_map[1]) return NULL; } *x -= MAP_WIDTH(m); m = m->tile_map[1]; } // It is possible that x and y be considered separate compare groups, // But using an else-if here retains the old behavior that recursion produced. else if (*y < 0) { if (!m->tile_path[0]) return NULL; if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY){ load_and_link_tiled_map(m, 0); /* Make sure we loaded properly. */ if (!m->tile_map[0]) return NULL; } *y += MAP_HEIGHT(m->tile_map[0]); m = m->tile_map[0]; } else if (*y >= MAP_HEIGHT(m)) { if (!m->tile_path[2]) return NULL; if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY){ load_and_link_tiled_map(m, 2); /* Make sure we loaded properly. */ if (!m->tile_map[2]) return NULL; } *y -= MAP_HEIGHT(m); m = m->tile_map[2]; } // The check here is if our single tile is in the map. // That is exactly what the OUT_OF_MAP macro does. } while (OUT_OF_REAL_MAP(m, *x, *y)); return m; /* We have found our map */ } /** * Return whether map2 is adjacent to map1. If so, store the distance from * map1 to map2 in dx/dy. * * @param map1 * @param map2 * maps to consider. * @param dx * @param dy * distance. Must not be NULL. Not altered if returns 0. * @return * 1 if maps are adjacent, 0 else. */ static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) { if (!map1 || !map2) return 0; if (map1 == map2) { *dx = 0; *dy = 0; } else if (map1->tile_map[0] == map2) { /* up */ *dx = 0; *dy = -MAP_HEIGHT(map2); } else if (map1->tile_map[1] == map2) { /* right */ *dx = MAP_WIDTH(map1); *dy = 0; } else if (map1->tile_map[2] == map2) { /* down */ *dx = 0; *dy = MAP_HEIGHT(map1); } else if (map1->tile_map[3] == map2) { /* left */ *dx = -MAP_WIDTH(map2); *dy = 0; } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */ *dx = MAP_WIDTH(map1->tile_map[0]); *dy = -MAP_HEIGHT(map1->tile_map[0]); } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */ *dx = -MAP_WIDTH(map2); *dy = -MAP_HEIGHT(map1->tile_map[0]); } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */ *dx = MAP_WIDTH(map1); *dy = -MAP_HEIGHT(map2); } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */ *dx = MAP_WIDTH(map1); *dy = MAP_HEIGHT(map1->tile_map[1]); } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */ *dx = MAP_WIDTH(map1->tile_map[2]); *dy = MAP_HEIGHT(map1); } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */ *dx = -MAP_WIDTH(map2); *dy = MAP_HEIGHT(map1); } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */ *dx = -MAP_WIDTH(map1->tile_map[3]); *dy = -MAP_HEIGHT(map2); } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */ *dx = -MAP_WIDTH(map1->tile_map[3]); *dy = MAP_HEIGHT(map1->tile_map[3]); } else { /* not "adjacent" enough */ return 0; } return 1; } /** * From map.c * This is used by get_player to determine where the other * creature is. get_rangevector takes into account map tiling, * so you just can not look the the map coordinates and get the * right value. distance_x/y are distance away, which * can be negative. direction is the crossfire direction scheme * that the creature should head. part is the part of the * monster that is closest. * * get_rangevector looks at op1 and op2, and fills in the * structure for op1 to get to op2. * We already trust that the caller has verified that the * two objects are at least on adjacent maps. If not, * results are not likely to be what is desired. * * @param op1 * object which wants to go to op2's location. * @param op2 * target of op1. * @param retval * vector for op1 to go to op2. * @param flags * if 1, don't translate for closest body part of 'op1' * @return * 1=ok; 0=the objects are not on the same map */ int get_rangevector(object *op1, const object *op2, rv_vector *retval, int flags) { if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) { /* be conservative and fill in _some_ data */ retval->distance = 100000; retval->distance_x = 32767; retval->distance_y = 32767; retval->direction = 0; retval->part = NULL; return 0; } else { object *best; retval->distance_x += op2->x-op1->x; retval->distance_y += op2->y-op1->y; best = op1; /* If this is multipart, find the closest part now */ if (!(flags&0x1) && op1->more) { object *tmp; int best_distance = retval->distance_x*retval->distance_x+ retval->distance_y*retval->distance_y, tmpi; /* we just take the offset of the piece to head to figure * distance instead of doing all that work above again * since the distance fields we set above are positive in the * same axis as is used for multipart objects, the simply arithmetic * below works. */ for (tmp = op1->more; tmp != NULL; tmp = tmp->more) { tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+ (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y); if (tmpi < best_distance) { best_distance = tmpi; best = tmp; } } if (best != op1) { retval->distance_x += op1->x-best->x; retval->distance_y += op1->y-best->y; } } retval->part = best; retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); return 1; } } /** * This is basically the same as get_rangevector() above, but instead of * the first parameter being an object, it instead is the map * and x,y coordinates - this is used for path to player - * since the object is not infact moving but we are trying to traverse * the path, we need this. * flags has no meaning for this function at this time - I kept it in to * be more consistant with the above function and also in case they are needed * for something in the future. Also, since no object is pasted, the best * field of the rv_vector is set to NULL. * * @param m * map to consider. * @param x * @param y * origin coordinates. * @param op2 * target object. * @param retval * vector to get to op2. * @param flags * unused. * @return * 1=ok; 0=the objects are not on the same map */ int get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) { (void)flags; // unused [avoid compiler warning] if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) { /* be conservative and fill in _some_ data */ retval->distance = 100000; retval->distance_x = 32767; retval->distance_y = 32767; retval->direction = 0; retval->part = NULL; return 0; } else { retval->distance_x += op2->x-x; retval->distance_y += op2->y-y; retval->part = NULL; retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y); retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); return 1; } } /** * Checks whether 2 objects are on the same map or not. * * Note we only look one map out to keep the processing simple * and efficient. This could probably be a macro. * MSW 2001-08-05 * * @param op1 * first object. * @param op2 * second object. * @return * TRUE if op1 and op2 are effectively on the same map (as related to map tiling). * * @note * This looks for a path from op1 to op2, so if the tiled maps are assymetric and op2 has a path * to op1, this will still return false. */ int on_same_map(const object *op1, const object *op2) { int dx, dy; return adjacent_map(op1->map, op2->map, &dx, &dy); } /** * Finds an object in a map tile by flag number. Checks the objects' heads. * * @param map * the map to search. * @param x * the x-coordiate to search. * @param y * the y-coordiate to search. * @param flag * the flag to seacrh for * @return * first object's head in the tile that has the flag set. NULL if no match. * * @note * will not search in inventory of objects. */ object *map_find_by_flag(mapstruct *map, int x, int y, int flag) { object *tmp; for (tmp = GET_MAP_OB(map, x, y); tmp != NULL; tmp = tmp->above) { object *head; head = HEAD(tmp); if (QUERY_FLAG(head, flag)) return head; } return NULL; } /** * Remove files containing the map's unique items. * @param map */ void map_remove_unique_files(const mapstruct *map) { char base[HUGE_BUF], path[HUGE_BUF]; int count; if (map->unique) { snprintf(path, sizeof(path), "%s/%s/%s", settings.localdir, settings.playerdir, map->path+1); if (unlink(path) != 0) { LOG(llevError, "Could not delete %s: %s\n", path, strerror(errno)); } return; } create_items_path(map->path, base, sizeof(base)); for (count = 0; count < 10; count++) { snprintf(path, sizeof(path), "%s.v%02d", base, count); unlink(path); } } /** * Return the map path on which the specified item is. * @param item what to return the map path for. * @return path, map's name, or error string, never NULL. */ const char *map_get_path(const object *item) { if (item->map != NULL) { if (strlen(item->map->path) > 0) { return item->map->path; } return item->map->name ? item->map->name : "(empty path and name)"; } if (item->env != NULL) return map_get_path(item->env); return "(no map and no env!)"; } crossfire-1.75.0/common/region.c000644 001751 001751 00000040434 13523072042 017405 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file region.c * Region management. * * A region is a group of maps. It includes a "parent" region. */ #include "global.h" #include #include #include #ifndef WIN32 /* ---win32 exclude header */ #include #endif /* win32 */ static void parse_regions(FILE *fp); static void assign_region_parents(void); /** * Gets a region by name. * * Used by the map parsing code. * * @param region_name * name of region. * @return * @li matching region * @li if no match, returns the first region with the 'fallback' property set and LOG()s to debug. * @li if it can't find a matching name and a fallback region it LOG()s an info message and returns NULL. */ region *get_region_by_name(const char *region_name) { region *reg; for (reg = first_region; reg != NULL; reg = reg->next) if (!strcmp(reg->name, region_name)) return reg; for (reg = first_region; reg != NULL; reg = reg->next) { if (reg->fallback) { LOG(llevDebug, "region called %s requested, but not found, fallback used.\n", region_name); return reg; } } LOG(llevInfo, "Got no region or fallback for region %s.\n", region_name); return NULL; } /** * Gets a region from a map. * * @param m * map we want the region of. * @return * region. * * @todo * This might need optimising at some point. */ region *get_region_by_map(mapstruct *m) { return get_region_by_name(get_name_of_region_for_map(m)); } /** * Gets the name of a region for a map. * * Since we won't assume all maps have a region set properly, we need an * explicit check that it is, this is much nicer here than scattered throughout * the map code. * * @param m * map * @return * @li region's name if map has a region * @li if no region is set for the map, returns the first region with the 'fallback' property * @li if no fallback region, LOG()s an info message and returns "unknown". */ const char *get_name_of_region_for_map(const mapstruct *m) { region *reg; if (m->region != NULL) return m->region->name; for (reg = first_region; reg != NULL; reg = reg->next) { if (reg->fallback) return reg->name; } LOG(llevInfo, "map %s had no region and I couldn't find a fallback to use.\n", m->name); return "unknown"; } /** * Tries to find a region that 'name' corresponds to. * It looks, in order, for: * @li an exact match to region name (case insensitive) * @li an exact match to longname (case insensitive) * @li a substring that matches to the longname (eg Kingdom) * @li a substring that matches to the region name (eg nav) * @li if it can find none of these it returns the first parentless region * (there should be only one of these - the top level one) * An empty region name returns the top level region * * @param name * region we're searching. * @return * matching region. */ region *get_region_from_string(const char *name) { region *reg; char *substr; char *p; if (first_region == NULL) { return NULL; } if (*name == '\0') { for (reg = first_region; reg->parent != NULL; reg = reg->parent) ; return reg; } p = strchr(name, '\n'); if (p) *p = '\0'; for (reg = first_region; reg != NULL; reg = reg->next) if (!strcasecmp(reg->name, name)) return reg; for (reg = first_region; reg != NULL; reg = reg->next) if (reg->longname != NULL) { if (!strcasecmp(reg->longname, name)) return reg; } substr = NULL; for (reg = first_region; reg != NULL; reg = reg->next) if (reg->longname != NULL) { substr = strstr(reg->longname, name); if (substr != NULL) return reg; } for (reg = first_region; reg != NULL; reg = reg->next) if (reg->longname != NULL) { /* * This is not a bug, we want the region that is most identifiably a discrete * area in the game, eg if we have 'scor', we want to return 'scorn' and not * 'scornarena', regardless of their order on the list so we only look at those * regions with a longname set. */ substr = strstr(reg->name, name); if (substr != NULL) return reg; } for (reg = first_region; reg != NULL; reg = reg->next) { substr = strstr(reg->name, name); if (substr != NULL) return reg; } /* if we are still here, we are going to have to give up, and give the top level region */ for (reg = first_region; reg->parent != NULL; reg = reg->parent) ; return reg; } /** * Checks if a region is a child of another. * * @param child * region we want to test. * @param r * potential parent. * @return * @li 1 if child has r as parent somewhere. * @li -1 if passed a NULL region * @li 0 else */ int region_is_child_of_region(const region *child, const region *r) { if (r == NULL) return -1; if (child == NULL) return 0; if (!strcmp(child->name, r->name)) return 1; else if (child->parent != NULL) return region_is_child_of_region(child->parent, r); else return 0; } /** * Gets the longname of a region. * * The longname of a region is not a required field, any given region * may want to not set it and use the parent's one instead. * * @param r * region we're searching the longname. * @return * @li if a longname is set return it. * @li if there is a parent, call the function against that * @li if all fails, return a obviously wrong string if we can't get a longname, this should * never happen. We also LOG() a debug message. */ const char *get_region_longname(const region *r) { if (r->longname != NULL) return r->longname; else if (r->parent != NULL) return get_region_longname(r->parent); else { LOG(llevDebug, "NOTICE region %s has no parent and no longname.\n", r->name); return "no name can be found for the current region"; } } /** * Gets a message for a region. * * @param r * region. Can't be NULL. * @return * @li region's message if set * @li message of parent else * @li obviously wrong message if no parent, and we LOG() a debug message. */ const char *get_region_msg(const region *r) { if (r->msg != NULL) return r->msg; else if (r->parent != NULL) return get_region_msg(r->parent); else { LOG(llevDebug, "NOTICE region %s has no parent and no msg.\n", r->name); return "no description can be found for the current region"; } } /** * Returns an object which is an exit through which the player represented by op should be * sent in order to be imprisoned. If there is no suitable place to which an exit can be * constructed, then NULL will be returned. The caller is responsible for freeing the object * created by this function. * * @param op * Object we want to jail. Must be a player. * @return * exit to jail, or NULL, in which case a message is LOG()ged . */ object *get_jail_exit(object *op) { region *reg; object *exit; if (op->type != PLAYER) { LOG(llevError, "region.c: get_jail_exit called against non-player object.\n"); return NULL; } reg = get_region_by_map(op->map); while (reg != NULL) { if (reg->jailmap) { exit = object_new(); EXIT_PATH(exit) = add_string(reg->jailmap); /* damned exits reset savebed and remove teleports, so the prisoner can't escape */ SET_FLAG(exit, FLAG_DAMNED); EXIT_X(exit) = reg->jailx; EXIT_Y(exit) = reg->jaily; return exit; } else reg = reg->parent; } LOG(llevDebug, "No suitable jailmap for region %s was found.\n", reg->name); return NULL; } /** * Initialises regions from the regions file. * * @return * @li Returns '0' on success, anything else if failed. */ int init_regions(void) { FILE *fp; char filename[MAX_BUF]; if (first_region != NULL) /* Only do this once */ return 0; snprintf(filename, sizeof(filename), "%s/%s/%s", settings.datadir, settings.mapdir, settings.regions); if ((fp = fopen(filename, "r")) == NULL) { LOG(llevError, "Couldn't read regions file from \"%s\".\n", filename); return 1; } parse_regions(fp); assign_region_parents(); fclose(fp); return 0; } /** * Allocates and zeros a region struct, this isn't free()'d anywhere, so might * be a memory leak, but it shouldn't matter too much since it isn't called that * often.... * * @return * initialised region structure. * * @note * will never fail, as a memory allocation error calls fatal(). * * @todo * free those pointers someday? :) */ region *get_region_struct(void) { region *new = (region *)calloc(1, sizeof(region)); if (new == NULL) fatal(OUT_OF_MEMORY); return new; } /** * Reads/parses the region file, and copies into a linked list * of region structs. * * @param fp * opened file to read from. */ static void parse_regions(FILE *fp) { region *new; region *reg; char buf[HUGE_BUF], msgbuf[HUGE_BUF], *key = NULL, *value, *end; int msgpos = 0; new = NULL; while (fgets(buf, HUGE_BUF-1, fp) != NULL) { buf[HUGE_BUF-1] = 0; key = buf; while (isspace(*key)) key++; if (*key == 0) continue; /* empty line */ value = strchr(key, ' '); if (!value) { end = strchr(key, '\n'); *end = 0; } else { *value = 0; value++; /* isspace() includes newline. To avoid crash on empty line further * down we must check for it here. */ while (isspace(*value) && *value != '\n') value++; end = strchr(value, '\n'); } /* * This is a bizzare mutated form of the map and archetype parser * rolled into one. Key is the field name, value is what it should * be set to. * We've already done the work to null terminate key, * and strip off any leading spaces for both of these. * We have not touched the newline at the end of the line - * these might be needed for some values. the end pointer * points to the first of the newlines. * value could be NULL! It would be easy enough to just point * this to "" to prevent cores, but that would let more errors slide * through. */ if (!strcmp(key, "region")) { *end = 0; new = get_region_struct(); new->name = strdup_local(value); } else if (!strcmp(key, "parent")) { /* * Note that this is in the initialisation code, so we don't actually * assign the pointer to the parent yet, because it might not have been * parsed. */ *end = 0; if (!new) { LOG(llevError, "region.c: malformated regions file: \"parent\" before \"region\".\n"); fatal(SEE_LAST_ERROR); } if (!value) { LOG(llevError, "region.c: malformated regions file: No value given for \"parent\" key.\n"); fatal(SEE_LAST_ERROR); } new->parent_name = strdup_local(value); } else if (!strcmp(key, "longname")) { *end = 0; if (!new) { LOG(llevError, "region.c: malformated regions file: \"longname\" before \"region\".\n"); fatal(SEE_LAST_ERROR); } if (!value) { LOG(llevError, "region.c: malformated regions file: No value given for \"longname\" key.\n"); fatal(SEE_LAST_ERROR); } new->longname = strdup_local(value); } else if (!strcmp(key, "jail")) { /* jail entries are of the form: /path/to/map x y */ char path[MAX_BUF]; int x, y; if (!new) { LOG(llevError, "region.c: malformated regions file: \"jail\" before \"region\".\n"); fatal(SEE_LAST_ERROR); } if (!value) { LOG(llevError, "region.c: malformated regions file: No value given for \"jail\" key.\n"); fatal(SEE_LAST_ERROR); } if (sscanf(value, "%[^ ] %d %d\n", path, &x, &y) != 3) { LOG(llevError, "region.c: malformated regions entry: jail %s\n", value); continue; } new->jailmap = strdup_local(path); new->jailx = x; new->jaily = y; } else if (!strcmp(key, "msg")) { if (!new) { LOG(llevError, "region.c: malformated regions file: \"msg\" before \"region\".\n"); fatal(SEE_LAST_ERROR); } while (fgets(buf, HUGE_BUF-1, fp) != NULL) { key = buf; while (isspace(*key)) key++; if (key && strcmp(key, "endmsg\n") == 0) break; else { strcpy(msgbuf+msgpos, key); msgpos += strlen(key); } } /* * There may be regions with empty messages (eg, msg/endmsg * with nothing between). When maps are loaded, this is done * so better do it here too... */ if (msgpos != 0) new->msg = strdup_local(msgbuf); /* we have to reset msgpos, or the next region will store both msg blocks.*/ msgpos = 0; } else if (!strcmp(key, "fallback")) { *end = 0; if (!new) { LOG(llevError, "region.c: malformated regions file: \"fallback\" before \"region\".\n"); fatal(SEE_LAST_ERROR); } if (!value) { LOG(llevError, "region.c: malformated regions file: No value given for \"fallback\" key.\n"); fatal(SEE_LAST_ERROR); } new->fallback = atoi(value); } else if (!strcmp(key, "end")) { if (!new) { LOG(llevError, "region.c: Ignoring spurious \"end\" between regions.\n"); continue; } /* Place this new region last on the list, if the list is empty put it first */ for (reg = first_region; reg != NULL && reg->next != NULL; reg = reg->next) ; if (reg == NULL) first_region = new; else reg->next = new; new = NULL; } else if (!strcmp(key, "nomore")) { if (new) { LOG(llevError, "region.c: Last region not properly closed.\n"); free(new); } /* we have reached the end of the region specs....*/ break; } else { /* we should never get here, if we have, then something is wrong */ LOG(llevError, "Got unknown value in region file: %s %s\n", key, value); } } if (!key || strcmp(key, "nomore")) { LOG(llevError, "Got premature eof on regions file!\n"); free(new); } } /** * Links child with their parent from the parent_name field. */ static void assign_region_parents(void) { region *reg; uint32_t parent_count = 0; uint32_t region_count = 0; for (reg = first_region; reg != NULL; reg = reg->next) { if (reg->parent_name != NULL) { reg->parent = get_region_by_name(reg->parent_name); if (reg->parent == NULL) { LOG(llevError, "Couldn't find parent %s for region %s\n", reg->name, reg->parent_name); } parent_count++; } region_count++; } LOG(llevDebug, "regions: loaded %u with %u parents\n", region_count, parent_count); } crossfire-1.75.0/common/logger.c000644 001751 001751 00000010046 13523072042 017375 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file logger.c * This handles logging, to file or strerr/stdout. */ #include "global.h" #include #include #include "sproto.h" int reopen_logfile = 0; /* May be set in SIGHUP handler */ /** * Human-readable name of log levels. */ static const char *const loglevel_names[] = { "[EE] ", "[II] ", "[DD] ", "[MM] ", }; /** * Logs a message to stderr, or to file. * Or discards the message if it is of no importance, and none have * asked to hear messages of that logLevel. * * See include/logger.h for possible logLevels. Messages with llevInfo * and llevError are always printed, regardless of debug mode. * * @param logLevel * level of the message * @param format * message to log. Works like printf() and such */ void LOG(LogLevel logLevel, const char *format, ...) { char buf[20480]; /* This needs to be really really big - larger * than any other buffer, since that buffer may * need to be put in this one. */ char time_buf[2048]; va_list ap; va_start(ap, format); buf[0] = '\0'; if (logLevel <= settings.debug) { time_buf[0] = '\0'; if (settings.log_timestamp == TRUE) { struct tm *time_tmp; time_t now = time((time_t *)NULL); time_tmp = localtime(&now); if (time_tmp != NULL) { if (strftime(time_buf, sizeof(time_buf), settings.log_timestamp_format, time_tmp) == 0) { time_buf[0] = '\0'; } } } vsnprintf(buf, sizeof(buf), format, ap); #ifdef WIN32 /* ---win32 change log handling for win32 */ if (time_buf[0] != 0) { fputs(time_buf, logfile); fputs(" ", logfile); } fputs(loglevel_names[logLevel], logfile); /* wrote to file or stdout */ fputs(buf, logfile); /* wrote to file or stdout */ #ifdef DEBUG /* if we have a debug version, we want see ALL output */ fflush(logfile); /* so flush this! */ #endif if (logfile != stderr) { /* if was it a logfile wrote it to screen too */ if (time_buf[0] != 0) { fputs(time_buf, stderr); fputs(" ", stderr); } fputs(loglevel_names[logLevel], stderr); fputs(buf, stderr); } #else /* not WIN32 */ if (reopen_logfile) { reopen_logfile = 0; if (fclose(logfile) != 0) { /* stderr has been closed if -detach was used, but it's better * to try to report about this anyway. */ perror("tried to close log file after SIGHUP in logger.c:LOG()"); } if ((logfile = fopen(settings.logfilename, "a")) == NULL) { /* There's likely to be something very wrong with the OS anyway * if reopening fails. */ perror("tried to open log file after SIGHUP in logger.c:LOG()"); emergency_save(0); clean_tmp_files(); exit(1); } setvbuf(logfile, NULL, _IOLBF, 0); LOG(llevInfo, "logfile reopened\n"); } if (time_buf[0] != 0) { fputs(time_buf, logfile); fputs(" ", logfile); } fputs(loglevel_names[logLevel], logfile); fputs(buf, logfile); #endif } if (!exiting && !trying_emergency_save && logLevel == llevError && ++nroferrors > MAX_ERRORS) { exiting = 1; if (!trying_emergency_save) emergency_save(0); } va_end(ap); } crossfire-1.75.0/common/init.c000644 001751 001751 00000036211 13777704220 017076 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * Basic initialization for the common library. */ #define EXTERN #define INIT_C #include "global.h" #include #include #include "object.h" #include "output_file.h" static void init_environ(void); static void init_defaults(void); static void init_dynamic(void); static void init_clocks(void); static void init_attackmess(void); /* * Anything with non-zero defaults in include/global.h must be set here. */ struct Settings settings = { .csport = CSPORT, .debug = llevInfo, .confdir = CONFDIR, .datadir = DATADIR, .localdir = LOCALDIR, .playerdir = PLAYERDIR, .mapdir = MAPDIR, .archetypes = ARCHETYPES, .regions = REGIONS, .treasures = TREASURES, .uniquedir = UNIQUE_DIR, .templatedir = TEMPLATE_DIR, .tmpdir = TMPDIR, .stat_loss_on_death = STAT_LOSS_ON_DEATH, .pk_luck_penalty = PK_LUCK_PENALTY, .permanent_exp_ratio = PERMANENT_EXPERIENCE_RATIO, .death_penalty_ratio = DEATH_PENALTY_RATIO, .death_penalty_level = DEATH_PENALTY_LEVEL, .balanced_stat_loss = BALANCED_STAT_LOSS, .not_permadeth = NOT_PERMADETH, .simple_exp = SIMPLE_EXP, .reset_loc_time = RESET_LOCATION_TIME, .set_title = SET_TITLE, .resurrection = RESURRECTION, .search_items = SEARCH_ITEMS, .spell_encumbrance = SPELL_ENCUMBRANCE, .spell_failure_effects = SPELL_FAILURE_EFFECTS, .casting_time = CASTING_TIME, .real_wiz = REAL_WIZ, .recycle_tmp_maps = RECYCLE_TMP_MAPS, .always_show_hp = ALWAYS_SHOW_HP, .spellpoint_level_depend = SPELLPOINT_LEVEL_DEPEND, .set_friendly_fire = SET_FRIENDLY_FIRE, .motd = MOTD, .rules = "rules", .news = "news", .emergency_x = EMERGENCY_X, .emergency_y = EMERGENCY_Y, .item_power_factor = 1.0, /* Armor enchantment stuff */ .armor_max_enchant = ARMOR_MAX_ENCHANT, .armor_weight_reduction = ARMOR_WEIGHT_REDUCTION, .armor_weight_linear = ARMOR_WEIGHT_LINEAR, .armor_speed_improvement = ARMOR_SPEED_IMPROVEMENT, .armor_speed_linear = ARMOR_SPEED_LINEAR, .no_player_stealing = 1, .create_home_portals = 0, .personalized_blessings = 1, .pk_max_experience = 5000000, .pk_max_experience_percent = 10, .starting_stat_min = 3, .starting_stat_max = 18, .starting_stat_points = 85, .roll_stat_points = 115, .max_stat = 0, /* max_stat - will be loaded from stats file */ .special_break_map = 1, /* special_break_map, 1 for historical reasons */ }; struct Statistics statistics; /** * Perhaps not the best place for this, but needs to be * in some file in the common area so that standalone * programs, like the random map generator, can be built. */ const char *const spellpathnames[NRSPELLPATHS] = { "Protection", "Fire", "Frost", "Electricity", "Missiles", "Self", "Summoning", "Abjuration", "Restoration", "Detonation", "Mind", "Creation", "Teleportation", "Information", "Transmutation", "Transferrence", "Turning", "Wounding", "Death", "Light" }; /** * This loads the emergency map information from a * .emergency file in the map directory. Doing this makes * it easier to switch between map distributions (don't need * to recompile. Note that there is no reason I see that * this could not be re-loaded during play, but it seems * like there should be little reason to do that. * * @note * If file doesn't exist, will not do anything. */ static void init_emergency_mappath(void) { char filename[MAX_BUF], tmpbuf[MAX_BUF]; FILE *fp; int online = 0; settings.emergency_mapname = strdup_local(EMERGENCY_MAPPATH); /* If this file doesn't exist, not a big deal */ snprintf(filename, sizeof(filename), "%s/%s/.emergency", settings.datadir, settings.mapdir); fp = fopen(filename, "r"); if (fp != NULL) { while (fgets(tmpbuf, MAX_BUF-1, fp)) { if (tmpbuf[0] == '#') continue; /* ignore comments */ if (online == 0) { tmpbuf[strlen(tmpbuf)-1] = 0; /* kill newline */ free(settings.emergency_mapname); settings.emergency_mapname = strdup_local(tmpbuf); } else if (online == 1) { settings.emergency_x = atoi(tmpbuf); } else if (online == 2) { settings.emergency_y = atoi(tmpbuf); } online++; if (online > 2) break; } fclose(fp); if (online <= 2) LOG(llevError, "Online read partial data from %s\n", filename); LOG(llevDebug, "emergency map set to %s (%d, %d)\n", settings.emergency_mapname, settings.emergency_x, settings.emergency_y); } } /** * It is vital that init_library() is called by any functions * using this library. * If you want to lessen the size of the program using the library, * you can replace the call to init_library() with init_globals() and * init_function_pointers(). Good idea to also call * init_hash_table if you are doing any object loading. */ void init_library(void) { init_environ(); init_globals(); init_stats(FALSE); /* Needs to be fairly early, since the loader will check * against the settings.max_stat value */ init_hash_table(); i18n_init(); init_objects(); init_block(); read_bmap_names(); read_smooth(); init_anim(); /* Must be after we read in the bitmaps */ init_archetypes(); /* Reads all archetypes from file */ init_attackmess(); init_clocks(); init_emergency_mappath(); init_experience(); /* init_dynamic() loads a map, so needs a region */ if (init_regions() != 0) { LOG(llevError, "Please check that your maps are correctly installed.\n"); exit(EXIT_FAILURE); } init_dynamic(); } /** * Initializes values from the environmental variables. * it needs to be called very early, since command line options should * overwrite these if specified. */ static void init_environ(void) { char *cp; cp = getenv("CROSSFIRE_LIBDIR"); if (cp) settings.datadir = cp; cp = getenv("CROSSFIRE_LOCALDIR"); if (cp) settings.localdir = cp; cp = getenv("CROSSFIRE_PLAYERDIR"); if (cp) settings.playerdir = cp; cp = getenv("CROSSFIRE_MAPDIR"); if (cp) settings.mapdir = cp; cp = getenv("CROSSFIRE_ARCHETYPES"); if (cp) settings.archetypes = cp; cp = getenv("CROSSFIRE_TREASURES"); if (cp) settings.treasures = cp; cp = getenv("CROSSFIRE_UNIQUEDIR"); if (cp) settings.uniquedir = cp; cp = getenv("CROSSFIRE_TEMPLATEDIR"); if (cp) settings.templatedir = cp; cp = getenv("CROSSFIRE_TMPDIR"); if (cp) settings.tmpdir = cp; } /** * Initialises all global variables. * Might use environment-variables as default for some of them. * * Setups logfile, and such variables. */ void init_globals(void) { memset(&statistics, 0, sizeof(struct Statistics)); /* Log to stderr by default. */ logfile = stderr; /* Try to open the log file specified on the command-line. */ if (settings.logfilename != NULL) { logfile = fopen(settings.logfilename, "a"); /* If writable, set buffer mode to per-line. */ if (logfile != NULL) { setvbuf(logfile, NULL, _IOLBF, 0); } else { logfile = stderr; LOG(llevError, "Could not open '%s' for logging.\n", settings.logfilename); } } exiting = 0; first_player = NULL; first_friendly_object = NULL; first_map = NULL; first_treasurelist = NULL; first_artifactlist = NULL; first_archetype = NULL; *first_map_ext_path = 0; nroftreasures = 0; nrofartifacts = 0; nrofallowedstr = 0; ring_arch = NULL; amulet_arch = NULL; undead_name = add_string("undead"); trying_emergency_save = 0; num_animations = 0; animations = NULL; init_defaults(); } /** * Cleans all memory allocated for global variables. * * Will clear: * * attack messages * * emergency map settings * * friendly list * * experience * * regions */ void free_globals(void) { int msg, attack; objectlink *friend; region *reg; FREE_AND_CLEAR_STR(undead_name); for (msg = 0; msg < NROFATTACKMESS; msg++) for (attack = 0; attack < MAXATTACKMESS; attack++) { free(attack_mess[msg][attack].buf1); free(attack_mess[msg][attack].buf2); free(attack_mess[msg][attack].buf3); } free(settings.emergency_mapname); while (first_friendly_object) { friend = first_friendly_object->next; FREE_AND_CLEAR(first_friendly_object); first_friendly_object = friend; } free_experience(); while (first_region) { reg = first_region->next; FREE_AND_CLEAR(first_region->name); FREE_AND_CLEAR(first_region->parent_name); FREE_AND_CLEAR(first_region->jailmap); FREE_AND_CLEAR(first_region->msg); FREE_AND_CLEAR(first_region->longname); FREE_AND_CLEAR(first_region); first_region = reg; } } /** * Initialises global variables which can be changed by options. * Called by init_library(). */ static void init_defaults(void) { nroferrors = 0; } /** * Initializes first_map_path from the archetype collection. * * Must be called after archetypes have been initialized. * * @note * will call exit() if no MAP archetype was found. */ static void init_dynamic(void) { archetype *at = first_archetype; while (at) { if (at->clone.type == MAP && at->clone.subtype == MAP_TYPE_LEGACY) { if (at->clone.race) { safe_strncpy(first_map_ext_path, at->clone.race, sizeof(first_map_ext_path)); } if (EXIT_PATH(&at->clone)) { mapstruct *first; strlcpy(first_map_path, EXIT_PATH(&at->clone), sizeof(first_map_path)); first = ready_map_name(first_map_path, 0); if (!first) { LOG(llevError, "Initial map %s can't be found! Please ensure maps are correctly installed.\n", first_map_path); LOG(llevError, "Unable to continue without initial map.\n"); abort(); } delete_map(first); return; } } at = at->next; } LOG(llevError, "You need a archetype called 'map' and it have to contain start map\n"); exit(-1); } /** Ingame time */ unsigned long todtick; /** * Write out the current time to the file so time does not * reset every time the server reboots. */ void write_todclock(void) { char filename[MAX_BUF]; FILE *fp; OutputFile of; snprintf(filename, sizeof(filename), "%s/clockdata", settings.localdir); fp = of_open(&of, filename); if (fp == NULL) return; fprintf(fp, "%lu", todtick); of_close(&of); } /** * Initializes the gametime and TOD counters * Called by init_library(). */ static void init_clocks(void) { char filename[MAX_BUF]; FILE *fp; static int has_been_done = 0; if (has_been_done) return; else has_been_done = 1; snprintf(filename, sizeof(filename), "%s/clockdata", settings.localdir); fp = fopen(filename, "r"); if (fp == NULL) { LOG(llevError, "Can't open %s.\n", filename); todtick = 0; write_todclock(); return; } /* Read TOD and default to 0 on failure. */ if (fscanf(fp, "%lu", &todtick) == 1) { LOG(llevDebug, "clockdata: todtick is %lu\n", todtick); fclose(fp); } else { LOG(llevError, "Couldn't parse todtick, using default value 0\n"); todtick = 0; fclose(fp); write_todclock(); } } /** * Initializes the attack messages. * Called by init_library(). * * Memory will be cleared by free_globals(). */ static void init_attackmess(void) { char buf[MAX_BUF]; char filename[MAX_BUF]; char *cp, *p; FILE *fp; static int has_been_done = 0; int mess = -1, level; int mode = 0, total = 0; if (has_been_done) return; else has_been_done = 1; snprintf(filename, sizeof(filename), "%s/attackmess", settings.datadir); fp = fopen(filename, "r"); if (fp == NULL) { LOG(llevError, "Can't open %s.\n", filename); return; } level = 0; while (fgets(buf, MAX_BUF, fp) != NULL) { if (*buf == '#') continue; // Find the end of the line and strip the newline cp = strchr(buf, '\n'); if (cp != NULL) *cp = '\0'; /* * Skip blanks -- strspn is slightly faster than a loop w/ optimization on * Also, note we go from the beginning of the line again, since cp was at the end. * While here, also skip tabs for more complete whitespace handling. * * SilverNexus 2018-01-21 */ cp = buf + strspn(buf, " \t"); if (strncmp(cp, "TYPE:", 5) == 0) { p = strtok(buf, ":"); p = strtok(NULL, ":"); if (mode == 1) { attack_mess[mess][level].level = -1; attack_mess[mess][level].buf1 = NULL; attack_mess[mess][level].buf2 = NULL; attack_mess[mess][level].buf3 = NULL; } level = 0; mess = atoi(p); mode = 1; continue; } if (mode == 1) { p = strtok(buf, "="); attack_mess[mess][level].level = atoi(buf); p = strtok(NULL, "="); if (p != NULL) attack_mess[mess][level].buf1 = strdup_local(p); else attack_mess[mess][level].buf1 = strdup_local(""); mode = 2; continue; } else if (mode == 2) { p = strtok(buf, "="); attack_mess[mess][level].level = atoi(buf); p = strtok(NULL, "="); if (p != NULL) attack_mess[mess][level].buf2 = strdup_local(p); else attack_mess[mess][level].buf2 = strdup_local(""); mode = 3; continue; } else if (mode == 3) { p = strtok(buf, "="); attack_mess[mess][level].level = atoi(buf); p = strtok(NULL, "="); if (p != NULL) attack_mess[mess][level].buf3 = strdup_local(p); else attack_mess[mess][level].buf3 = strdup_local(""); mode = 1; level++; total++; continue; } } LOG(llevDebug, "attackmsg: %d messages in %d categories\n", total, mess+1); fclose(fp); } crossfire-1.75.0/common/ob_types.c000644 001751 001751 00000005625 13523072042 017751 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * Those functions deal with the object/type system. */ #include #include #include #include /** Registered method handlers. */ ob_methods type_methods[OBJECT_TYPE_MAX]; /** * Initializes a ob_methods struct. Make sure this always matches ob_methods.h * @param methods ob_method structure to initialize * @param fallback Default fallback for the ob_method */ void init_ob_method_struct(ob_methods *methods, ob_methods *fallback) { methods->fallback = fallback; methods->apply = NULL; methods->process = NULL; methods->describe = NULL; methods->move_on = NULL; methods->trigger = NULL; } /** * Initializes the object system. * * @param base_type * base type to use as a base for all types. * @todo when migration is complete, the parameter should go, and this function should be called from * init_library() instead of init_ob_methods() in server/ob_methods.c. */ void init_ob_types(ob_methods *base_type) { int tmp; for (tmp = 0; tmp < OBJECT_TYPE_MAX; tmp++) init_ob_method_struct(&type_methods[tmp], base_type); } /* Functions for registering methods for types */ /** * Registers the apply method for the given type. * @param ob_type The type of object to register this method to * @param method The method to link */ void register_apply(int ob_type, apply_func method) { type_methods[ob_type].apply = method; } /** * Registers the process method for the given type. * @param ob_type The type of object to register this method to * @param method The method to link */ void register_process(int ob_type, process_func method) { type_methods[ob_type].process = method; } /** * Registers the describe method for the given type. * @param ob_type The type of object to register this method to * @param method The method to link */ void register_describe(int ob_type, describe_func method) { type_methods[ob_type].describe = method; } /** * Registers the move_on method for the given type. * @param ob_type The type of object to register this method to * @param method The method to link */ void register_move_on(int ob_type, move_on_func method) { type_methods[ob_type].move_on = method; } /** * Registers the trigger method for the given type. * @param ob_type The type of object to register this method to * @param method The method to link */ void register_trigger(int ob_type, trigger_func method) { type_methods[ob_type].trigger = method; 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is_valid_types_gen.pl # Tell versions [3.59,3.63) of GNU make to not export all variables. # Otherwise a system limit (for SysV at least) may be exceeded. .NOEXPORT: crossfire-1.75.0/common/stringbuffer.c000644 001751 001751 00000007351 13775114612 020634 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ #include #include #include #include "global.h" #include "libproto.h" #include "stringbuffer.h" /** * A buffer that will be expanded as content is added to it. */ struct StringBuffer { /** * The string buffer. The first {@link #pos} bytes contain the collected * string. Its size is at least {@link #size} bytes. */ char *buf; /** * The current length of {@link #buf}. The invariant pos < * size always holds; this means there is always enough room to * attach a trailing \0 character. */ size_t pos; /** * The allocation size of {@link #buf}. */ size_t size; }; /** * Make sure that at least len bytes are available in the passed * string buffer. * * @param sb The string buffer to modify. * * @param len The number of bytes to allocate. */ static void stringbuffer_ensure(StringBuffer *sb, size_t len); StringBuffer *stringbuffer_new(void) { StringBuffer *sb; sb = malloc(sizeof(*sb)); if (sb == NULL) { fatal(OUT_OF_MEMORY); } sb->size = 512; sb->buf = malloc(sb->size); sb->pos = 0; return sb; } void stringbuffer_delete(StringBuffer *sb) { free(sb->buf); free(sb); } char *stringbuffer_finish(StringBuffer *sb) { char *result; sb->buf[sb->pos] = '\0'; result = sb->buf; free(sb); return result; } sstring stringbuffer_finish_shared(StringBuffer *sb) { char *str; sstring result; str = stringbuffer_finish(sb); result = add_string(str); free(str); return result; } void stringbuffer_append_string(StringBuffer *sb, const char *str) { size_t len; len = strlen(str); stringbuffer_ensure(sb, len+1); memcpy(sb->buf+sb->pos, str, len); sb->pos += len; } void stringbuffer_append_printf(StringBuffer *sb, const char *format, ...) { size_t size; size = 100; /* arbitrary guess */ for (;;) { int n; va_list arg; stringbuffer_ensure(sb, size); va_start(arg, format); n = vsnprintf(sb->buf+sb->pos, size, format, arg); va_end(arg); if (n > -1 && (size_t)n < size) { sb->pos += (size_t)n; break; } if (n > -1) { size = n+1; /* precisely what is needed */ } else { size *= 2; /* twice the old size */ } } } void stringbuffer_append_stringbuffer(StringBuffer *sb, const StringBuffer *sb2) { stringbuffer_ensure(sb, sb2->pos+1); memcpy(sb->buf+sb->pos, sb2->buf, sb2->pos); sb->pos += sb2->pos; } /** * Ensure sb can hold at least len more characters, growing the sb if not. */ static void stringbuffer_ensure(StringBuffer *sb, size_t len) { char *tmp; const size_t newlen = sb->pos+len; if (newlen <= sb->size) { return; } #if 0 putchar('.'); fflush(stdout); #endif do { sb->size *= 1.5; } while (newlen > sb->size); tmp = realloc(sb->buf, sb->size); if (tmp == NULL) { fatal(OUT_OF_MEMORY); } sb->buf = tmp; } size_t stringbuffer_length(StringBuffer *sb) { return sb->pos; } void stringbuffer_trim_whitespace(StringBuffer *sb) { while (sb->pos > 0 && isspace(sb->buf[sb->pos-1])) { sb->pos--; } } crossfire-1.75.0/common/languages.c000644 001751 001751 00000020260 13777704220 020076 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ #include "global.h" #include #include #include /** * One message. */ typedef struct i18n_message { sstring code; /**< Message code, usually the English version. */ sstring message; /**< Message to display. */ } i18n_message; /** * One available language. */ typedef struct i18n_file { sstring code; /**< Language code, "message." extension. */ sstring name; /**< Language's name, in its native version. */ int count; /**< How many items in messages. */ struct i18n_message *messages; /**< Available messages for this language. */ } i18n_file; /** Number of defined languages. */ static int i18n_count = 0; /** Defined languages. */ static struct i18n_file *i18n_files = NULL; /** Index of "English" in the i18nfiles array. */ static int i18n_default = -1; static int i18n_message_compare_code(const i18n_message *a, const i18n_message *b) { return strcmp(a->code, b->code); } /** * Returns the i18n language index associated with the given object. * This only has a meaning for players. * @param op The player object to get the language of * @return The language numerical code. If none is associated, get_language returns 0 */ int get_language(object *op) { if (!op->contr) return 0; if (op->contr->language < 0 || op->contr->language >= i18n_count) return 0; return op->contr->language; } /** * Translate a message in the appropriate language. * @param who who to translate for. * @param code string to translate, usually the English version. * @return translated message, or code if not found or who's language is invalid. */ const char *i18n(const object *who, const char *code) { i18n_message search, *found; if (!who || !who->contr) return code; if (who->contr->language < 0 || who->contr->language >= i18n_count) return code; search.code = add_string(code); found = bsearch(&search, i18n_files[who->contr->language].messages, i18n_files[who->contr->language].count, sizeof(i18n_message), (int (*)(const void *, const void *))i18n_message_compare_code); free_string(search.code); if (found) return found->message; return code; } /** * Attempt to find the identifier of a language from its code. * @param code language code. * @return index, -1 if not found. */ int i18n_find_language_by_code(const char *code) { int index; for (index = 0; index < i18n_count; index++) { if (strcmp(code, i18n_files[index].code) == 0) return index; } return -1; } /** * Find the identifier of a language from its code. * @param code language's code. * @return language's code, or the default language if code is invalid. */ int i18n_get_language_by_code(const char *code) { int try = i18n_find_language_by_code(code); if (try != -1) return try; return i18n_default; } /** * Return the code of a specified language. * @param language identifier of the language. * @return language's code, or default language's code if identifier is invalid. */ sstring i18n_get_language_code(int language) { if (language < 0 || language >= i18n_count) return i18n_files[i18n_default].code; return i18n_files[language].code; } /** * List all languages for who. * @param who who to display languages for. */ void i18n_list_languages(object *who) { int index; for (index = 0; index < i18n_count; index++) { draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_COMMAND, MSG_SUBTYPE_NONE, "[fixed]%s: %s", i18n_files[index].code, i18n_files[index].name ); } } /** * Replaces '\n' by a newline char. * * Since we are replacing 2 chars by 1, no overflow should happen. * * @param line * text to replace into. */ static void convert_newline(char *line) { char *next; char buf[MAX_BUF]; while ((next = strstr(line, "\\n")) != NULL) { *next = '\n'; *(next+1) = '\0'; snprintf(buf, MAX_BUF, "%s%s", line, next+2); strcpy(line, buf); } } /** * Initializes the i18n subsystem. * Will load all found strings. * If there is an error, calls fatal(). */ void i18n_init(void) { char dirname[MAX_BUF], filename[MAX_BUF*2], line[HUGE_BUF]; FILE *fp; char *token; DIR *dir; struct dirent *file; i18n_message code, *found; snprintf(dirname, sizeof(dirname), "%s/i18n/", settings.datadir); dir = opendir(dirname); if (dir == NULL) { LOG(llevError, "i18n: couldn't open %s\n", dirname); fatal(SEE_LAST_ERROR); } code.code = add_string("LN"); while ((file = readdir(dir)) != NULL) { if (strncmp(file->d_name, "messages.", 9) != 0) continue; snprintf(filename, sizeof(filename), "%s%s", dirname, file->d_name); if ((fp = fopen(filename, "r")) == NULL) { LOG(llevError, "i18n: couldn't open %s\n", filename, strerror(errno)); fatal(SEE_LAST_ERROR); } i18n_files = realloc(i18n_files, (i18n_count + 1) * sizeof(i18n_file)); i18n_files[i18n_count].code = add_string(file->d_name + 9); i18n_files[i18n_count].count = 0; i18n_files[i18n_count].messages = NULL; while (fgets(line, MAX_BUF, fp)) { if (line[0] != '#') { line[strlen(line)-1] = '\0'; /* erase the final newline that messes things. */ i18n_files[i18n_count].messages = realloc(i18n_files[i18n_count].messages, (i18n_files[i18n_count].count + 1) * sizeof(i18n_message)); token = strtok(line, "|"); convert_newline(token); i18n_files[i18n_count].messages[i18n_files[i18n_count].count].code = add_string(token); token = strtok(NULL, "|"); if (token != NULL) { convert_newline(token); i18n_files[i18n_count].messages[i18n_files[i18n_count].count].message = add_string(token); } else { i18n_files[i18n_count].messages[i18n_files[i18n_count].count].message = add_refcount(i18n_files[i18n_count].messages[i18n_files[i18n_count].count].code); } i18n_files[i18n_count].count++; } } fclose(fp); qsort(i18n_files[i18n_count].messages, i18n_files[i18n_count].count, sizeof(i18n_message), (int (*)(const void *, const void *))i18n_message_compare_code); found = bsearch(&code, i18n_files[i18n_count].messages, i18n_files[i18n_count].count, sizeof(i18n_message), (int (*)(const void *, const void *))i18n_message_compare_code); if (found == NULL) { LOG(llevError, "i18n: no language set in %s\n", filename); fatal(SEE_LAST_ERROR); } i18n_files[i18n_count].name = found->message; LOG(llevDebug, "i18n: %d strings for %s\n", i18n_files[i18n_count].count, found->message); if (strcmp(i18n_files[i18n_count].code, "en") == 0) i18n_default = i18n_count; i18n_count++; } closedir(dir); free_string(code.code); if (i18n_default == -1) { LOG(llevError, "i18n: couldn't find default language (en)\n"); fatal(SEE_LAST_ERROR); } } /** * Clears all i18n-related data. */ void i18n_free(void) { int file, message; for (file = 0; file < i18n_count; file++) { free_string(i18n_files[file].code); /* name is a copy of a message */ for (message = 0; message < i18n_files[file].count; message++) { free_string(i18n_files[file].messages[message].code); free_string(i18n_files[file].messages[message].message); } free(i18n_files[file].messages); } free(i18n_files); i18n_files = NULL; i18n_count = 0; } crossfire-1.75.0/common/living.c000644 001751 001751 00000274377 13775114612 017442 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file living.c * Functions related to attributes, weight, experience, which concern only living things. * * @todo * make "stat"/"attr" coherent. */ #include "global.h" #include #include #include #include #include "sproto.h" #include "living.h" static float get_con_bonus(int stat); static float get_sp_bonus(int stat); static float get_grace_bonus(int stat); static size_t get_index(int stat, size_t max_index); /** * Handy little macro that adds exp and keeps it within bounds. Since * we are now using 64 bit values, I'm not all concerned about overflow issues * with exptotal wrapping. exptotal is typically op->exp, or op->total_exp */ #define ADD_EXP(exptotal, exp) do { exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } while (0) #define ADD_TOTALEXP(exptotal, exp) do { exptotal += exp; if (exptotal > MAX_TOTAL_EXPERIENCE) exptotal = MAX_TOTAL_EXPERIENCE; } while(0) /** * The definitions below are indexes into the bonuses[] array. * Rather than have a bunch of different variables, it is easier * to just have a single array - all access to these is done * through the get_cha_...() function in any case - * making it an array makes processing simpler. * * The INT_ prefix is to note the type of array the bonus * goes into (vs FLOAT) - it is unfortunately that it is also the * name of one of the stats. * * The NUM_BONUSES is how many bonuses they are (size of the array), * so is equal to last value +1. */ #define INT_FEAR_BONUS 0 #define INT_TURN_BONUS 1 #define INT_CLERIC_CHANCE 2 #define INT_LEARN_SPELL 3 #define INT_CHA_BONUS 4 #define INT_DEX_BONUS 5 #define INT_DAM_BONUS 6 #define INT_THAC0_BONUS 7 #define INT_WEIGHT_LIMIT 8 #define NUM_INT_BONUSES 9 static int *int_bonuses[NUM_INT_BONUSES]; /** * Following array corresponds to the defines above, but are the text * names as found in the file. In this way, processing of file is simpler. */ static const char *int_bonus_names[NUM_INT_BONUSES] = { "cha_fear_bonus", "wis_turn_bonus", "wis_cleric_chance", "int_wis_learn_spell", "cha_shop_bonus", "dex_bonus", "str_damage_bonus", "str_hit_bonus", "str_weight_limit", }; /** * This is basically same as above, but for bonuses in which we store * the value as a float. */ #define FLOAT_CON_BONUS 0 #define FLOAT_DEX_BONUS 1 #define FLOAT_SP_BONUS 2 #define FLOAT_GRACE_BONUS 3 #define NUM_FLOAT_BONUSES 4 static float *float_bonuses[NUM_FLOAT_BONUSES]; static const char *float_bonus_names[NUM_FLOAT_BONUSES] = { "con_hp_bonus", "dex_speed_bonus", "pow_int_sp_bonus", "wis_pow_grace_bonus" }; /* * Since this is nowhere defined ... * Both come in handy at least in function add_exp() */ #define MAX_EXPERIENCE levels[settings.max_level] extern int64_t *levels; #define MAX_SAVE_LEVEL 110 /** * Probability to avoid something. * * This no longer needs to be changed anytime the number of * levels is increased - rather, did_make_save() will do the * right thing and always use range within this table. * for safety, savethrow should not be accessed directly anymore, * and instead did_make_save() should be used instead. */ static const int savethrow[MAX_SAVE_LEVEL+1] = { 18, 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }; /** Attack type names. */ const char *const attacks[NROFATTACKS] = { "physical", "magical", "fire", "electricity", "cold", "confusion", "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", "chaos", "counterspell", "god power", "holy power", "blinding", "", "life stealing", "disease" }; /** Message when a player is drained of a stat. */ const char *const drain_msg[NUM_STATS] = { "You feel drained of strength.", "You feel drained of agility.", "You feel drained of health.", "You feel drained of wisdom.", "You feel drained of charisma.", "You feel drained of intelligence.", "You feel drained of power." }; /** Message when a player has a stat restored. */ const char *const restore_msg[NUM_STATS] = { "You feel your strength return.", "You feel your agility return.", "You feel your health return.", "You feel your wisdom return.", "You feel your charisma return.", "You feel your intelligence return.", "You feel your power return." }; /** Message when a player increases permanently a stat. */ const char *const gain_msg[NUM_STATS] = { "You feel stronger.", "You feel more agile.", "You feel healthy.", "You feel wiser.", "You seem to look better.", "You feel smarter.", "You feel more potent." }; /** Message when a player decreases permanently a stat. */ const char *const lose_msg[NUM_STATS] = { "You feel weaker!", "You feel clumsy!", "You feel less healthy!", "You feel foolish!", "You look ugly!", "You feel stupid!", "You feel less potent!" }; /** Name of stats. */ const char *const statname[NUM_STATS] = { "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" }; /** Short name of stats. */ const char *const short_stat_name[NUM_STATS] = { "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" }; /** * Sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on * what attr is (STR to POW). * * @param stats * item to modify. Must not be NULL. * @param attr * attribute to change. * @param value * new value. * * @todo * check if attr is valid? Check whether value is valid or not. */ void set_attr_value(living *stats, int attr, int8_t value) { switch (attr) { case STRENGTH: stats->Str = value; break; case DEXTERITY: stats->Dex = value; break; case CONSTITUTION: stats->Con = value; break; case WISDOM: stats->Wis = value; break; case POWER: stats->Pow = value; break; case CHARISMA: stats->Cha = value; break; case INTELLIGENCE: stats->Int = value; break; } } /** * Like set_attr_value(), but instead the value (which can be negative) * is added to the specified stat. * * @param stats * item to modify. Must not be NULL. * @param attr * attribute to change. * @param value * delta (can be positive). * * @todo * check if attr is valid? Checks result valus is valid? */ void change_attr_value(living *stats, int attr, int8_t value) { if (value == 0) return; switch (attr) { case STRENGTH: stats->Str += value; break; case DEXTERITY: stats->Dex += value; break; case CONSTITUTION: stats->Con += value; break; case WISDOM: stats->Wis += value; break; case POWER: stats->Pow += value; break; case CHARISMA: stats->Cha += value; break; case INTELLIGENCE: stats->Int += value; break; default: LOG(llevError, "Invalid attribute in change_attr_value: %d\n", attr); } } /** * Gets the value of a stat. * * @param stats * item from which to get stat. * @param attr * attribute to get. * @return * specified attribute, 0 if not found. * * @see set_attr_value(). */ int8_t get_attr_value(const living *stats, int attr) { switch (attr) { case STRENGTH: return(stats->Str); case DEXTERITY: return(stats->Dex); case CONSTITUTION: return(stats->Con); case WISDOM: return(stats->Wis); case CHARISMA: return(stats->Cha); case INTELLIGENCE: return(stats->Int); case POWER: return(stats->Pow); } return 0; } /** * Ensures that all stats (str/dex/con/wis/cha/int) are within the * passed in range of min_stat and max_stat. Often, the caller * will pass in MIN_STAT and MAX_STAT, but in case of force objects * or temporary calculations, we want things outside the range * (force objects may have negative stats, but we don't want them * too negative) * * @param stats * attributes to check. * @param min_stat * lowest the stat can be * @param max_stat * highest the stat can be */ void check_stat_bounds(living *stats, int8_t min_stat, int8_t max_stat) { int i, v; for (i = 0; i < NUM_STATS; i++) if ((v = get_attr_value(stats, i)) > max_stat) set_attr_value(stats, i, max_stat); else if (v < min_stat) set_attr_value(stats, i, min_stat); } /** * Rather than having a whole bunch of if (flag) draw.. else _draw, * make this macro to clean those up. Not usuable outside change_abil * function since some of the values passed to draw_ext_info are hardcoded. */ #define DIFF_MSG(flag, subtype1, subtype2, msg1, msg2) \ draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, (flag > 0) ? subtype1 : subtype2, (flag > 0) ? msg1 : msg2); /** * Permanently alters an object's stats/flags based on another object. * @return * 1 if we sucessfully changed a stat, 0 if nothing was changed. * * @note * flag is set to 1 if we are applying the object, -1 if we are removing * the object. * * @note * It is the calling functions responsibilty to check to see if the object * can be applied or not. * The main purpose of calling this function is the messages that are * displayed - fix_object should really always be called after this when * removing an object - that is because it is impossible to know if some object * is the only source of an attacktype or spell attunement, so this function * will clear the bits, but the player may still have some other object * that gives them that ability. * * @todo * check logic, and things like that. Is the call to fix_object always required? */ int change_abil(object *op, object *tmp) { int flag = QUERY_FLAG(tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; object refop; int potion_max = 0; /* remember what object was like before it was changed. note that * refop is a local copy of op only to be used for detecting changes * found by fix_object. refop is not a real object */ memcpy(&refop, op, sizeof(object)); if (op->type == PLAYER) { if (tmp->type == POTION) { potion_max = 1; for (j = 0; j < NUM_STATS; j++) { int nstat, ostat; ostat = get_attr_value(&(op->contr->orig_stats), j); i = get_attr_value(&(tmp->stats), j); /* nstat is what the stat will be after use of the potion */ nstat = flag*i+ostat; /* Do some bounds checking. While I don't think any * potions do so right now, there is the potential for potions * that adjust that stat by more than one point, so we need * to allow for that. */ if (nstat < 1 && i*flag < 0) nstat = 1; else if (nstat > 20+get_attr_value(&(op->arch->clone.stats), j)) { nstat = 20+get_attr_value(&(op->arch->clone.stats), j); } if (nstat != ostat) { set_attr_value(&(op->contr->orig_stats), j, nstat); potion_max = 0; } else if (i) { /* potion is useless - player has already hit the natural maximum */ potion_max = 1; } } /* This section of code ups the characters normal stats also. I am not * sure if this is strictly necessary, being that fix_object probably * recalculates this anyway. */ for (j = 0; j < NUM_STATS; j++) change_attr_value(&(op->stats), j, flag*get_attr_value(&(tmp->stats), j)); check_stat_bounds(&(op->stats), MIN_STAT, settings.max_stat); } /* end of potion handling code */ } /* reset attributes that fix_object doesn't reset since it doesn't search * everything to set */ if (flag == -1) { op->attacktype &= ~tmp->attacktype; op->path_attuned &= ~tmp->path_attuned; op->path_repelled &= ~tmp->path_repelled; op->path_denied &= ~tmp->path_denied; /* Presuming here that creatures only have move_type, * and not the other move_ fields. */ op->move_type &= ~tmp->move_type; } /* call fix_object since op object could have whatever attribute due * to multiple items. if fix_object always has to be called after * change_ability then might as well call it from here */ fix_object(op); /* Fix player won't add the bows ability to the player, so don't * print out message if this is a bow. */ if (tmp->attacktype&AT_CONFUSION && tmp->type != BOW) { success = 1; DIFF_MSG(flag, MSG_TYPE_ATTRIBUTE_ATTACKTYPE_GAIN, MSG_TYPE_ATTRIBUTE_ATTACKTYPE_LOSS, "Your hands begin to glow red.", "Your hands stop glowing red."); } if (QUERY_FLAG(op, FLAG_LIFESAVE) != QUERY_FLAG(&refop, FLAG_LIFESAVE)) { success = 1; DIFF_MSG(flag, MSG_TYPE_ATTRIBUTE_PROTECTION_GAIN, MSG_TYPE_ATTRIBUTE_PROTECTION_LOSS, "You feel very protected.", "You don't feel protected anymore."); } if (QUERY_FLAG(op, FLAG_REFL_MISSILE) != QUERY_FLAG(&refop, FLAG_REFL_MISSILE)) { success = 1; DIFF_MSG(flag, MSG_TYPE_ATTRIBUTE_PROTECTION_GAIN, MSG_TYPE_ATTRIBUTE_PROTECTION_LOSS, "A magic force shimmers around you.", "The magic force fades away."); } if (QUERY_FLAG(op, FLAG_REFL_SPELL) != QUERY_FLAG(&refop, FLAG_REFL_SPELL)) { success = 1; DIFF_MSG(flag, MSG_TYPE_ATTRIBUTE_PROTECTION_GAIN, MSG_TYPE_ATTRIBUTE_PROTECTION_LOSS, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); } /* movement type has changed. We don't care about cases where * user has multiple items giving the same type appled like we * used to - that is more work than what we gain, plus messages * can be misleading (a little higher could be miscontrued from * from fly high) */ if (tmp->move_type && op->move_type != refop.move_type) { success = 1; /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low * status doesn't make a difference if you are flying high */ if (tmp->move_type&MOVE_FLY_LOW && !(op->move_type&MOVE_FLY_HIGH)) { DIFF_MSG(flag, MSG_TYPE_ATTRIBUTE_MOVE, MSG_TYPE_ATTRIBUTE_MOVE, "You start to float in the air!", "You float down to the ground."); } if (tmp->move_type&MOVE_FLY_HIGH) { /* double conditional - second case covers if you have move_fly_low - * in that case, you don't actually land */ DIFF_MSG(flag, MSG_TYPE_ATTRIBUTE_MOVE, MSG_TYPE_ATTRIBUTE_MOVE, "You soar into the air!.", (op->move_type&MOVE_FLY_LOW ? "You glide closer to the ground.": "You float down to the ground.")); } if (tmp->move_type&MOVE_SWIM) DIFF_MSG(flag, MSG_TYPE_ATTRIBUTE_MOVE, MSG_TYPE_ATTRIBUTE_MOVE, "You feel ready for a swim", "You no longer feel like swimming"); /* Changing move status may mean you are affected by things you weren't before */ object_check_move_on(op, op); } /* becoming UNDEAD... a special treatment for this flag. Only those not * originally undead may change their status */ if (!QUERY_FLAG(&op->arch->clone, FLAG_UNDEAD)) if (QUERY_FLAG(op, FLAG_UNDEAD) != QUERY_FLAG(&refop, FLAG_UNDEAD)) { success = 1; if (flag > 0) { if (op->race) free_string(op->race); op->race = add_string("undead"); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_RACE, "Your lifeforce drains away!"); } else { if (op->race) free_string(op->race); if (op->arch->clone.race) op->race = add_string(op->arch->clone.race); else op->race = NULL; draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_RACE, "Your lifeforce returns!"); } } if (QUERY_FLAG(op, FLAG_STEALTH) != QUERY_FLAG(&refop, FLAG_STEALTH)) { success = 1; DIFF_MSG(flag, MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_START, MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_END, "You walk more quietly.", "You walk more noisily."); } if (QUERY_FLAG(op, FLAG_MAKE_INVIS) != QUERY_FLAG(&refop, FLAG_MAKE_INVIS)) { success = 1; DIFF_MSG(flag, MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_START, MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_END, "You become transparent.", "You can see yourself."); } /* blinded you can tell if more blinded since blinded player has minimal * vision */ if (QUERY_FLAG(tmp, FLAG_BLIND)) { success = 1; if (flag > 0) { if (QUERY_FLAG(op, FLAG_WIZ)) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START, "Your mortal self is blinded."); else { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START, "You are blinded."); SET_FLAG(op, FLAG_BLIND); if (op->type == PLAYER) op->contr->do_los = 1; } } else { if (QUERY_FLAG(op, FLAG_WIZ)) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END, "Your mortal self can now see again."); else { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END, "Your vision returns."); CLEAR_FLAG(op, FLAG_BLIND); if (op->type == PLAYER) op->contr->do_los = 1; } } } if (QUERY_FLAG(op, FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop, FLAG_SEE_IN_DARK)) { success = 1; if (op->type == PLAYER) op->contr->do_los = 1; DIFF_MSG(flag, MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_START, MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_END, "Your vision is better in the dark.", "You see less well in the dark."); } if (QUERY_FLAG(op, FLAG_XRAYS) != QUERY_FLAG(&refop, FLAG_XRAYS)) { success = 1; if (flag > 0) { if (QUERY_FLAG(op, FLAG_WIZ)) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_START, "Your vision becomes a little clearer."); else { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_START, "Everything becomes transparent."); if (op->type == PLAYER) op->contr->do_los = 1; } } else { if (QUERY_FLAG(op, FLAG_WIZ)) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_END, "Your vision becomes a bit out of focus."); else { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_GOOD_EFFECT_END, "Everything suddenly looks very solid."); if (op->type == PLAYER) op->contr->do_los = 1; } } } if (tmp->stats.luck) { success = 1; DIFF_MSG(flag*tmp->stats.luck, MSG_TYPE_ATTRIBUTE_STAT_GAIN, MSG_TYPE_ATTRIBUTE_STAT_LOSS, "You feel more lucky.", "You feel less lucky."); } if (tmp->stats.hp && op->type == PLAYER) { success = 1; DIFF_MSG(flag*tmp->stats.hp, MSG_TYPE_ATTRIBUTE_STAT_GAIN, MSG_TYPE_ATTRIBUTE_STAT_LOSS, "You feel much more healthy!", "You feel much less healthy!"); } if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) { success = 1; DIFF_MSG(flag*tmp->stats.sp, MSG_TYPE_ATTRIBUTE_STAT_GAIN, MSG_TYPE_ATTRIBUTE_STAT_LOSS, "You feel one with the powers of magic!", "You suddenly feel very mundane."); } /* for the future when artifacts set this -b.t. */ if (tmp->stats.grace && op->type == PLAYER) { success = 1; DIFF_MSG(flag*tmp->stats.grace, MSG_TYPE_ATTRIBUTE_STAT_GAIN, MSG_TYPE_ATTRIBUTE_STAT_LOSS, "You feel closer to your god!", "You suddenly feel less holy."); } if (tmp->stats.wc && op->type == PLAYER) { success = 1; DIFF_MSG(flag*tmp->stats.wc, MSG_TYPE_ATTRIBUTE_STAT_GAIN, MSG_TYPE_ATTRIBUTE_STAT_LOSS, "You feel more confident in combat.", "You feel less confident in combat."); } if (tmp->stats.ac && op->type == PLAYER) { success = 1; DIFF_MSG(flag*tmp->stats.ac, MSG_TYPE_ATTRIBUTE_STAT_GAIN, MSG_TYPE_ATTRIBUTE_STAT_LOSS, "You feel more confident in your dodging skills.", "You feel less confident in your dodging skills."); } if (tmp->stats.exp && tmp->type != SKILL && op->type == PLAYER) { success = 1; DIFF_MSG(flag*tmp->stats.exp, MSG_TYPE_ATTRIBUTE_STAT_GAIN, MSG_TYPE_ATTRIBUTE_STAT_LOSS, "You feel like you're moving faster.", "You feel like you're moving more slowly."); } if (tmp->stats.food && op->type == PLAYER) { success = 1; DIFF_MSG(flag*tmp->stats.food, MSG_TYPE_ATTRIBUTE_STAT_GAIN, MSG_TYPE_ATTRIBUTE_STAT_LOSS, "You feel your digestion slowing down.", "You feel your digestion speeding up."); } /* Messages for changed resistance */ for (i = 0; i < NROFATTACKS; i++) { if (i == ATNR_PHYSICAL) continue; /* Don't display about armour */ if (op->resist[i] != refop.resist[i]) { success = 1; if (op->resist[i] > refop.resist[i]) draw_ext_info_format(NDI_UNIQUE|NDI_BLUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_PROTECTION_GAIN, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); else draw_ext_info_format(NDI_UNIQUE|NDI_BLUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_PROTECTION_LOSS, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); } } if (!potion_max) { for (j = 0; j < NUM_STATS; j++) { if ((i = get_attr_value(&(tmp->stats), j)) != 0) { success = 1; DIFF_MSG(i*flag, MSG_TYPE_ATTRIBUTE_STAT_GAIN, MSG_TYPE_ATTRIBUTE_STAT_LOSS, gain_msg[j], lose_msg[j]); } } } return success; } /** * Drains a random stat from op. * Stat draining by Vick 930307 * (Feeling evil, I made it work as well now. -Frank 8) * * @param op * object to drain. */ void drain_stat(object *op) { drain_specific_stat(op, RANDOM()%NUM_STATS); } /** * Drain a specified stat from op. * * @param op * victim to drain. * @param deplete_stats * statistic to drain. */ void drain_specific_stat(object *op, int deplete_stats) { object *tmp; archetype *at; at = find_archetype(ARCH_DEPLETION); if (!at) { return; } else { tmp = arch_present_in_ob(at, op); if (!tmp) { tmp = arch_to_object(at); tmp = object_insert_in_ob(tmp, op); SET_FLAG(tmp, FLAG_APPLIED); } } draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_STAT_LOSS, drain_msg[deplete_stats]); change_attr_value(&tmp->stats, deplete_stats, -1); fix_object(op); } /** * Remove depletion from op, if present, and warn player of such restorations. * @param op who to remove depletion from. * @param level maximum depletion level to remove, if -1 no maximum. * @return 0 if no depletion (or with no drained statistics) was present or level was insufficient, 1 if something was removed. */ int remove_depletion(object *op, int level) { object *depl; archetype *at; int i, count = 0; if ((at = find_archetype(ARCH_DEPLETION)) == NULL) { return 0; } depl = arch_present_in_ob(at, op); if (depl == NULL) return 0; if (level != -1 && level < op->level) return 0; for (i = 0; i < NUM_STATS; i++) { if (get_attr_value(&depl->stats, i)) { count++; draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END, restore_msg[i]); } } object_remove(depl); object_free_drop_inventory(depl); fix_object(op); return (count == 0) ? 0 : 1; } /** * Alter the object's luck. * * @param op * object to altar. * @param value * delta to apply. 0 indicates timeout (moves luck towards 0), otherwise change the luck of the object * via an applied bad_luck object in inventory. */ void change_luck(object *op, int value) { object *tmp; archetype *at; int new_luck; at = find_archetype("luck"); if (!at) ; else { tmp = arch_present_in_ob(at, op); if (!tmp) { if (!value) return; tmp = arch_to_object(at); tmp = object_insert_in_ob(tmp, op); SET_FLAG(tmp, FLAG_APPLIED); } if (value) { /* Limit the luck value of the bad luck object to +/-100. This * (arbitrary) value prevents overflows (both in the bad luck object and * in op itself). */ new_luck = tmp->stats.luck+value; if (new_luck >= -100 && new_luck <= 100) { op->stats.luck += value; tmp->stats.luck = new_luck; } } else { if (!tmp->stats.luck) { return; } /* Randomly change the players luck. Basically, we move it * back neutral (if greater>0, subtract, otherwise add) */ if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { int diff = tmp->stats.luck > 0 ? -1 : 1; op->stats.luck += diff; tmp->stats.luck += diff; } } } } /** * Subtracts stat-bonuses given by the class which the player has chosen. * * @param op * object which must be a player with contr not NULL. */ void remove_statbonus(object *op) { op->stats.Str -= op->arch->clone.stats.Str; op->stats.Dex -= op->arch->clone.stats.Dex; op->stats.Con -= op->arch->clone.stats.Con; op->stats.Wis -= op->arch->clone.stats.Wis; op->stats.Pow -= op->arch->clone.stats.Pow; op->stats.Cha -= op->arch->clone.stats.Cha; op->stats.Int -= op->arch->clone.stats.Int; op->contr->orig_stats.Str -= op->arch->clone.stats.Str; op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; op->contr->orig_stats.Con -= op->arch->clone.stats.Con; op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; op->contr->orig_stats.Int -= op->arch->clone.stats.Int; } /** * Adds stat-bonuses given by the class which the player has chosen. * * @param op * object which must be a player with contr not NULL. */ void add_statbonus(object *op) { op->stats.Str += op->arch->clone.stats.Str; op->stats.Dex += op->arch->clone.stats.Dex; op->stats.Con += op->arch->clone.stats.Con; op->stats.Wis += op->arch->clone.stats.Wis; op->stats.Pow += op->arch->clone.stats.Pow; op->stats.Cha += op->arch->clone.stats.Cha; op->stats.Int += op->arch->clone.stats.Int; op->contr->orig_stats.Str += op->arch->clone.stats.Str; op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; op->contr->orig_stats.Con += op->arch->clone.stats.Con; op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; op->contr->orig_stats.Int += op->arch->clone.stats.Int; } /** * Complement to fix_object() for player. * Figure out the players sp/mana/hp totals. Also do encumberance and various speeds. * @param op object being fixed, must not be NULL. * @param ac current ac, may be adjusted. * @param wc current wc, may be adjusted. * @param grace_obj praying skill, can be NULL. * @param mana_obj spell-casting skill, can be NULL. * @param wc_obj applied combat skill, can be NULL. * @param weapon_speed current weapon's speed. * @param added_speed speed bonus from items. */ static void fix_player(object *op, int *ac, int *wc, const object *grace_obj, const object *mana_obj, const object *wc_obj, int weapon_speed, float added_speed) { int pl_level, i; float character_load = 0.0, maxhp, tmpf; if (op->type != PLAYER) return; check_stat_bounds(&(op->stats), MIN_STAT, settings.max_stat); pl_level = op->level; if (pl_level < 1) pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ /* * We store maxhp as a float to hold any fractional hp bonuses, * (eg, 2.5 con bonus). While it may seem simpler to just * do a get_con_bonus() * min(level,10), there is also a 1 hp/level * minimum (including bonus), se we have to do the logic on a * level basis. */ maxhp = 0.0; for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) { tmpf = op->contr->levhp[i]+get_con_bonus(op->stats.Con); /* always get at least 1 hp/level */ if (tmpf < 1.0) tmpf = 1.0; maxhp += tmpf; } /* Add 0.5 so that this rounds normally - the cast just drops the * fraction, so 1.5 becomes 1. */ op->stats.maxhp = (int)(maxhp + 0.5); if (op->level > 10) op->stats.maxhp += 2 * (op->level - 10); op->stats.maxhp += op->arch->clone.stats.maxhp; if (op->stats.hp > op->stats.maxhp) op->stats.hp = op->stats.maxhp; /* Sp gain is controlled by the level of the player's * relevant experience object (mana_obj, see above) */ /* set maxsp */ if (!mana_obj || !mana_obj->level) { op->stats.maxsp = 1; } else { float sp_tmp = 0.0, mana_bonus; int mana_lvl_max; mana_lvl_max = (mana_obj->level >10 ? 10: mana_obj->level); mana_bonus = (2.0*get_sp_bonus(op->stats.Pow)+get_sp_bonus(op->stats.Int)) / 3.0; for (i = 1; i <= mana_lvl_max; i++) { float stmp; stmp = op->contr->levsp[i] + mana_bonus; /* Got some extra bonus at first level */ if (i == 1) stmp += mana_bonus; if (stmp < 1.0) stmp = 1.0; sp_tmp += stmp; } op->stats.maxsp = (int)sp_tmp+op->arch->clone.stats.maxsp; if (mana_obj->level > 10) op->stats.maxsp += 2 * (mana_obj->level - 10); } /* Characters can get their sp supercharged via rune of transferrance */ if (op->stats.sp > op->stats.maxsp*2) op->stats.sp = op->stats.maxsp*2; /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ if (!grace_obj || !grace_obj->level) { op->stats.maxgrace = 1; } else { /* store grace in a float - this way, the divisions below don't create * big jumps when you go from level to level - with int's, it then * becomes big jumps when the sums of the bonuses jump to the next * step of 8 - with floats, even fractional ones are useful. */ float sp_tmp = 0.0, grace_bonus; grace_bonus = (get_grace_bonus(op->stats.Pow)+2.0*get_grace_bonus(op->stats.Wis)) / 3.0; for (i = 1; i <= grace_obj->level && i <= 10; i++) { float grace_tmp = op->contr->levgrace[i] + grace_bonus; /* Got some extra bonus at first level */ if (i == 1) grace_tmp += grace_bonus; if (grace_tmp < 1.0) grace_tmp = 1.0; sp_tmp += grace_tmp; } op->stats.maxgrace = (int)sp_tmp+op->arch->clone.stats.maxgrace; /* two grace points per level after 11 */ if (grace_obj->level > 10) op->stats.maxgrace += 2 * (grace_obj->level - 10); } /* No limit on grace vs maxgrace */ if (op->contr->braced) { (*ac) += 2; (*wc) += 4; } else (*ac) -= get_dex_bonus(op->stats.Dex); /* In new exp/skills system, wc bonuses are related to * the players level in a relevant exp object (wc_obj) * not the general player level -b.t. * I changed this slightly so that wc bonuses are better * than before. This is to balance out the fact that * the player no longer gets a personal weapon w/ 1 * improvement every level, now its fighterlevel/5. So * we give the player a bonus here in wc and dam * to make up for the change. Note that I left the * monster bonus the same as before. -b.t. */ if (wc_obj && wc_obj->level >= 1) { const char *wc_in = object_get_value(wc_obj, "wc_increase_rate"); int wc_increase_rate; wc_increase_rate = wc_in?atoi(wc_in):5; assert(wc_increase_rate != 0); (*wc) -= get_thaco_bonus(op->stats.Str); (*wc) -= (wc_obj->level-1)/wc_increase_rate; op->stats.dam += (wc_obj->level-1)/4; } else { (*wc) -= (((op->level-1)/5)+get_thaco_bonus(op->stats.Str)); } op->stats.dam += get_dam_bonus(op->stats.Str); if (op->stats.dam < 1) op->stats.dam = 1; op->speed = MAX_PLAYER_SPEED+get_speed_bonus(op->stats.Dex); if (settings.search_items && op->contr->search_str[0]) op->speed -= 0.25; if (op->attacktype == 0) op->attacktype = op->arch->clone.attacktype; /* First block is for encumbrance of the player */ /* The check for FREE_PLAYER_LOAD_PERCENT < 1.0 is really a safety. One would * think that it should never be the case if that is set to 1.0, that carrying * would be above the limit. But it could be if character is weakened and * was otherwise at limit. Without that safety, could get divide by zeros. */ if (op->carrying > (get_weight_limit(op->stats.Str)*FREE_PLAYER_LOAD_PERCENT) && (FREE_PLAYER_LOAD_PERCENT < 1.0)) { int extra_weight = op->carrying-get_weight_limit(op->stats.Str)*FREE_PLAYER_LOAD_PERCENT; character_load = (float)extra_weight/(float)(get_weight_limit(op->stats.Str)*(1.0-FREE_PLAYER_LOAD_PERCENT)); /* character_load is used for weapon speed below, so sanitize value */ if (character_load >= 1.0) character_load = 1.0; /* If a character is fully loaded, they will always get cut down to min * speed no matter what their dex. Note that magic is below, so * still helps out. */ if (op->speed > MAX_PLAYER_SPEED) op->speed -= character_load*(op->speed-MIN_PLAYER_SPEED); else op->speed -= character_load*(MAX_PLAYER_SPEED-MIN_PLAYER_SPEED); } /* This block is for weapon speed */ op->weapon_speed = BASE_WEAPON_SPEED+get_speed_bonus(op->stats.Dex)-weapon_speed/20.0+added_speed/10.0; if (wc_obj) { op->weapon_speed += 0.005*wc_obj->level; } else op->weapon_speed += 0.005*op->level; /* character_load=1.0 means character is fully loaded, 0.0 is unloaded. Multiplying * by 0.2 for penalty is purely arbitrary, but slows things down without completely * stopping them. */ op->weapon_speed -= character_load*0.2; if (op->weapon_speed < 0.05) op->weapon_speed = 0.05; /* It is quite possible that a player's spell costing might have changed, * so we will check that now. */ esrv_update_spells(op->contr); } /** * Updates all abilities given by applied objects in the inventory * of the given object. * * This functions starts from base values (archetype or player object) * and then adjusts them according to what the player/monster has equipped. * * Note that a player always has stats reset to their initial value. * * July 95 - inserted stuff to handle new skills/exp system - b.t. * spell system split, grace points now added to system --peterm * * November 2006: max armor speed is always taken into account, no exception. * * @param op * object to reset. * * @todo * this function is too long, and should be cleaned / split. */ void fix_object(object *op) { int i; float max = 9, added_speed = 0, speed_reduce_from_disease = 1; int weapon_speed = 0; int best_wc = 0, best_ac = 0, wc = 0, ac = 0; int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; const object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL; /* First task is to clear all the values back to their original values */ if (op->type == PLAYER) { for (i = 0; i < NUM_STATS; i++) { set_attr_value(&(op->stats), i, get_attr_value(&(op->contr->orig_stats), i)); set_attr_value(&(op->contr->applied_stats), i, 0); } if (settings.spell_encumbrance == TRUE) op->contr->encumbrance = 0; op->attacktype = 0; op->contr->digestion = 0; op->contr->gen_hp = 0; op->contr->gen_sp = 0; op->contr->gen_grace = 0; op->contr->gen_sp_armour = 10; op->contr->item_power = 0; /* Don't clobber all the range_ values. range_golem otherwise * gets reset for no good reason, and we don't want to reset * range_magic (what spell is readied). These three below * well get filled in based on what the player has equipped. */ op->contr->ranges[range_bow] = NULL; op->contr->ranges[range_misc] = NULL; op->contr->ranges[range_skill] = NULL; } /* If player */ memcpy(op->body_used, op->body_info, sizeof(op->body_info)); if (op->slaying != NULL) { free_string(op->slaying); op->slaying = NULL; } if (!QUERY_FLAG(op, FLAG_WIZ)) { CLEAR_FLAG(op, FLAG_XRAYS); CLEAR_FLAG(op, FLAG_MAKE_INVIS); } CLEAR_FLAG(op, FLAG_LIFESAVE); CLEAR_FLAG(op, FLAG_STEALTH); CLEAR_FLAG(op, FLAG_BLIND); CLEAR_FLAG(op, FLAG_CONFUSED); if (!QUERY_FLAG(&op->arch->clone, FLAG_REFL_SPELL)) CLEAR_FLAG(op, FLAG_REFL_SPELL); if (!QUERY_FLAG(&op->arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG(op, FLAG_REFL_MISSILE); if (!QUERY_FLAG(&op->arch->clone, FLAG_UNDEAD)) CLEAR_FLAG(op, FLAG_UNDEAD); if (!QUERY_FLAG(&op->arch->clone, FLAG_SEE_IN_DARK)) CLEAR_FLAG(op, FLAG_SEE_IN_DARK); CLEAR_FLAG(op, FLAG_PROBE); op->path_attuned = op->arch->clone.path_attuned; op->path_repelled = op->arch->clone.path_repelled; op->path_denied = op->arch->clone.path_denied; op->glow_radius = op->arch->clone.glow_radius; op->move_type = op->arch->clone.move_type; op->chosen_skill = NULL; /* initializing resistances from the values in player/monster's * archetype clone */ memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); for (i = 0; i < NROFATTACKS; i++) { if (op->resist[i] > 0) prot[i] = op->resist[i], vuln[i] = 0; else vuln[i] = -(op->resist[i]), prot[i] = 0; potion_resist[i] = 0; } wc = op->arch->clone.stats.wc; op->stats.dam = op->arch->clone.stats.dam; /* for players which cannot use armour, they gain AC -1 per 3 levels, * plus a small amount of physical resist, those poor suckers. ;) * the fact that maxlevel is factored in could be considered sort of bogus - * we should probably give them some bonus and cap it off - otherwise, * basically, if a server updates its max level, these playes may find * that their protection from physical goes down */ if (!QUERY_FLAG(op, FLAG_USE_ARMOUR) && op->type == PLAYER) { ac = MAX(-10, op->arch->clone.stats.ac-op->level/3); prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; } else ac = op->arch->clone.stats.ac; op->stats.luck = op->arch->clone.stats.luck; op->speed = op->arch->clone.speed; /* OK - we've reset most all the objects attributes to sane values. * now go through and make adjustments for what the player has equipped. */ FOR_INV_PREPARE(op, tmp) { /* See note in map.c:update_position about making this additive * since light sources are never applied, need to put check here. */ if (tmp->glow_radius > op->glow_radius) op->glow_radius = tmp->glow_radius; /* This happens because apply_potion calls change_abil with the potion * applied so we can tell the player what chagned. But change_abil * then calls this function. */ if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) continue; /* For some things, we don't care what is equipped */ if (tmp->type == SKILL) { /* Want to take the highest skill here. */ if (IS_MANA_SKILL(tmp->subtype)) { if (!mana_obj) mana_obj = tmp; else if (tmp->level > mana_obj->level) mana_obj = tmp; } if (IS_GRACE_SKILL(tmp->subtype)) { if (!grace_obj) grace_obj = tmp; else if (tmp->level > grace_obj->level) grace_obj = tmp; } } /* Container objects are not meant to adjust a players, but other applied * objects need to make adjustments. * This block should handle all player specific changes * The check for Praying is a bit of a hack - god given bonuses are put * in the praying skill, and the player should always get those. * It also means we need to put in additional checks for applied below, * because the skill shouldn't count against body positions being used * up, etc. */ if ((QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { if (op->type == PLAYER) { if (tmp->type == BOW) op->contr->ranges[range_bow] = tmp; if (tmp->type == WAND || tmp->type == ROD) op->contr->ranges[range_misc] = tmp; for (i = 0; i < NUM_STATS; i++) { int8_t value; value = get_attr_value(&(tmp->stats), i); change_attr_value(&(op->stats), i, value); if (strcmp(tmp->arch->clone.name, ARCH_DEPLETION) != 0) change_attr_value(&(op->contr->applied_stats), i, value); } /* For this temporary calculation, allow wider range of stat - if we have * having that gives +5 and different object that gives -5 and stat * is maxed, we don't want different results based on order of * inventory. */ check_stat_bounds(&(tmp->stats), -settings.max_stat, 2*settings.max_stat); /* these are the items that currently can change digestion, regeneration, * spell point recovery and mana point recovery. Seems sort of an arbitary * list, but other items store other info into stats array. */ switch (tmp->type) { case WEAPON: case ARMOUR: case HELMET: case SHIELD: case RING: case BOOTS: case GLOVES: case AMULET: case GIRDLE: case BRACERS: case CLOAK: case DISEASE: case FORCE: case SKILL: op->contr->digestion += tmp->stats.food; op->contr->gen_hp += tmp->stats.hp; op->contr->gen_sp += tmp->stats.sp; op->contr->gen_grace += tmp->stats.grace; op->contr->gen_sp_armour += tmp->gen_sp_armour; /*FALLTHROUGH*/ /* Bow and skill utils need to update item_power specifically. * This should fix bug #648 * Daniel Hawkins 2017-08-09 */ case BOW: case SKILL_TOOL: op->contr->item_power += tmp->item_power; break; } } /* if this is a player */ /* Update slots used for items */ if (QUERY_FLAG(tmp, FLAG_APPLIED)) { for (i = 0; i < NUM_BODY_LOCATIONS; i++) op->body_used[i] += tmp->body_info[i]; } if (tmp->type == SYMPTOM && tmp->last_sp) { /* Should take the worst disease of the bunch */ if (((float)tmp->last_sp/100.0) < speed_reduce_from_disease) speed_reduce_from_disease = (float)tmp->last_sp/100.0; } /* Pos. and neg. protections are counted seperate (-> pro/vuln). * (Negative protections are calculated extactly like positive.) * Resistance from potions are treated special as well. If there's * more than one potion-effect, the bigger prot.-value is taken. */ if (tmp->type != POTION) { for (i = 0; i < NROFATTACKS; i++) { /* Potential for cursed potions, in which case we just can use * a straight MAX, as potion_resist is initialized to zero. */ if (tmp->type == POTION_RESIST_EFFECT) { if (potion_resist[i]) potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); else potion_resist[i] = tmp->resist[i]; } else if (tmp->resist[i] > 0) prot[i] += ((100-prot[i])*tmp->resist[i])/100; else if (tmp->resist[i] < 0) vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; } } /* There may be other things that should not adjust the attacktype */ if (tmp->type != BOW && tmp->type != SYMPTOM) op->attacktype |= tmp->attacktype; op->path_attuned |= tmp->path_attuned; op->path_repelled |= tmp->path_repelled; op->path_denied |= tmp->path_denied; op->stats.luck += tmp->stats.luck; op->move_type |= tmp->move_type; if (QUERY_FLAG(tmp, FLAG_LIFESAVE)) SET_FLAG(op, FLAG_LIFESAVE); if (QUERY_FLAG(tmp, FLAG_REFL_SPELL)) SET_FLAG(op, FLAG_REFL_SPELL); if (QUERY_FLAG(tmp, FLAG_REFL_MISSILE)) SET_FLAG(op, FLAG_REFL_MISSILE); if (QUERY_FLAG(tmp, FLAG_STEALTH)) SET_FLAG(op, FLAG_STEALTH); if (QUERY_FLAG(tmp, FLAG_XRAYS)) SET_FLAG(op, FLAG_XRAYS); if (QUERY_FLAG(tmp, FLAG_BLIND)) SET_FLAG(op, FLAG_BLIND); if (QUERY_FLAG(tmp, FLAG_SEE_IN_DARK)) SET_FLAG(op, FLAG_SEE_IN_DARK); if (QUERY_FLAG(tmp, FLAG_PROBE)) SET_FLAG(op, FLAG_PROBE); // Items can make the wielder confused. if (QUERY_FLAG(tmp, FLAG_CONFUSED)) SET_FLAG(op, FLAG_CONFUSED); if (QUERY_FLAG(tmp, FLAG_UNDEAD) && !QUERY_FLAG(&op->arch->clone, FLAG_UNDEAD)) SET_FLAG(op, FLAG_UNDEAD); if (QUERY_FLAG(tmp, FLAG_MAKE_INVIS)) { SET_FLAG(op, FLAG_MAKE_INVIS); op->invisible = 1; } if (tmp->stats.exp && tmp->type != SKILL) { added_speed += (float)tmp->stats.exp/3.0; } switch (tmp->type) { /* skills modifying the character -b.t. */ /* for all skills and skill granting objects */ case SKILL: if (!QUERY_FLAG(tmp, FLAG_APPLIED)) break; if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj = tmp; if (op->chosen_skill) { LOG(llevDebug, "fix_object, op %s has multiple skills applied\n", op->name); } op->chosen_skill = tmp; if (tmp->stats.dam > 0) { /* skill is a 'weapon' */ if (!QUERY_FLAG(op, FLAG_READY_WEAPON)) weapon_speed = (int)WEAPON_SPEED(tmp); if (weapon_speed < 0) weapon_speed = 0; op->stats.dam += tmp->stats.dam*(1+(op->chosen_skill->level/9)); op->stats.dam += tmp->magic; } if (tmp->stats.wc) wc -= (tmp->stats.wc+tmp->magic); if (tmp->slaying != NULL) { if (op->slaying != NULL) free_string(op->slaying); add_refcount(op->slaying = tmp->slaying); } if (tmp->stats.ac) ac -= (tmp->stats.ac+tmp->magic); if (settings.spell_encumbrance == TRUE && op->type == PLAYER) op->contr->encumbrance += (int)3*tmp->weight/1000; if (op->type == PLAYER) op->contr->ranges[range_skill] = op; break; case SKILL_TOOL: if (op->chosen_skill) { LOG(llevDebug, "fix_object, op %s has multiple skills applied\n", op->name); } op->chosen_skill = tmp; if (op->type == PLAYER) op->contr->ranges[range_skill] = op; break; case SHIELD: if (settings.spell_encumbrance == TRUE && op->type == PLAYER) op->contr->encumbrance += (int)tmp->weight/2000; /* fall through */ case RING: case AMULET: case GIRDLE: case HELMET: case BOOTS: case GLOVES: case CLOAK: if (tmp->stats.wc) wc -= tmp->stats.wc; if (tmp->stats.dam) op->stats.dam += (tmp->stats.dam+tmp->magic); if (tmp->stats.ac) ac -= (tmp->stats.ac+tmp->magic); break; case WEAPON: wc -= tmp->stats.wc; if (tmp->stats.ac && tmp->stats.ac+tmp->magic > 0) ac -= tmp->stats.ac+tmp->magic; op->stats.dam += (tmp->stats.dam+tmp->magic); weapon_speed = ((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; if (weapon_speed < 0) weapon_speed = 0; if (tmp->slaying != NULL) { if (op->slaying != NULL) free_string(op->slaying); add_refcount(op->slaying = tmp->slaying); } /* If there is desire that two handed weapons should do * extra strength damage, this is where the code should * go. */ op->current_weapon = tmp; if (settings.spell_encumbrance == TRUE && op->type == PLAYER) op->contr->encumbrance += (int)3*tmp->weight/1000; break; case ARMOUR: /* Only the best of these three are used: */ if (settings.spell_encumbrance == TRUE && op->type == PLAYER) op->contr->encumbrance += (int)tmp->weight/1000; /* ARMOUR falls through to here */ /* fall through */ case BRACERS: case FORCE: // Code simplification to reduce branching -- we don't need to sub/add ac and wc all the time. // Daniel Hawkins 2018-05-28 if (tmp->stats.wc) { // Since we are alreay here, make sure wc stacking also occurs for serpentman players. if (tmp->type == BRACERS && op->type == PLAYER && op->arch->name && strcmp(op->arch->name, "serpentman_player") == 0) { // Apply ac from bracers directly. // This also grants the side effect that armor and bracer ac are separate for serpentmen, // But that should be better than the extra bracers being mostly useless. wc -= tmp->stats.wc; } else if (best_wc < tmp->stats.wc) { wc += best_wc; best_wc = tmp->stats.wc; wc -= tmp->stats.wc; } } if (tmp->stats.ac) { /* * If we have a serpentman player, then we do bracers differently * to allow for both bracers they equip to apply to ac, instead of only the best. * * Daniel Hawkins 2018-05-28 */ if (tmp->type == BRACERS && op->type == PLAYER && op->arch->name && strcmp(op->arch->name, "serpentman_player") == 0) { // Apply ac from bracers directly. // This also grants the side effect that armor and bracer ac are separate for serpentmen, // But that should be better than the extra bracers being mostly useless. ac -= tmp->stats.ac+tmp->magic; } else if (best_ac < tmp->stats.ac+tmp->magic) { ac += best_ac; /* Remove last bonus */ best_ac = tmp->stats.ac+tmp->magic; ac -= (tmp->stats.ac+tmp->magic); } } if (tmp->stats.dam && tmp->type == BRACERS) op->stats.dam += (tmp->stats.dam+tmp->magic); if (ARMOUR_SPEED(tmp) && ARMOUR_SPEED(tmp)/10.0 < max) max = ARMOUR_SPEED(tmp)/10.0; break; } /* switch tmp->type */ } /* item is equipped */ } FOR_INV_FINISH(); /* for loop of items */ /* We've gone through all the objects the player has equipped. For many things, we * have generated intermediate values which we now need to assign. */ /* 'total resistance = total protections - total vulnerabilities'. * If there is an uncursed potion in effect, granting more protection * than that, we take: 'total resistance = resistance from potion'. * If there is a cursed (and no uncursed) potion in effect, we take * 'total resistance = vulnerability from cursed potion'. */ for (i = 0; i < NROFATTACKS; i++) { op->resist[i] = prot[i]-vuln[i]; if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) op->resist[i] = potion_resist[i]; } fix_player(op, &ac, &wc, grace_obj, mana_obj, wc_obj, weapon_speed, added_speed); op->speed = op->speed*speed_reduce_from_disease; /* Max is determined by armour */ if (op->speed > max) op->speed = max; op->speed += added_speed/10.0; /* Put a lower limit on speed. Note with this speed, you move once every * 20 ticks or so. This amounts to once every 3 seconds of realtime. */ if (op->speed < 0.05 && op->type == PLAYER) op->speed = 0.05; /* * A lower limit should also apply to monsters. By ensuring speeds are * loaded in as positive, we can properly do this. Otherwise, slow effects * either push the monster's speed to be more negative (if we leave the input * speed as negative) or can reduce the speed by more than the monster's speed, * making it turn negative (if we load speeds as positive always). * * For whatever reason, op->type is 0 for some monsters, making FLAG_MONSTER * the useful information that indicates whether it is a monster or not. * * MIN_ACTIVE_SPEED is super low, so make our speed threshold be about .005 instead */ if (op->speed < MIN_ACTIVE_SPEED*500 && QUERY_FLAG(op, FLAG_MONSTER)) { // If added_speed is less than zero, we're probably working with a slow effect. if (added_speed >= 0) LOG(llevInfo, "fix_object: Monster %s has negative speed of %f.\n", op->name ? op->name : "(null)", op->speed); op->speed = MIN_ACTIVE_SPEED*500; } /* I want to limit the power of small monsters with big weapons: */ if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam*3) op->stats.dam = op->arch->clone.stats.dam*3; /* Prevent overflows of wc - best you can get is ABS(120) - this * should be more than enough - remember, AC is also in 8 bits, * so its value is the same. */ if (wc > 120) wc = 120; else if (wc < -120) wc = -120; op->stats.wc = wc; if (ac > 120) ac = 120; else if (ac < -120) ac = -120; op->stats.ac = ac; /* if for some reason the creature doesn't have any move type, * give them walking as a default. * The second case is a special case - to more closely mimic the * old behaviour - if your flying, your not walking - just * one or the other. */ if (op->move_type == 0) op->move_type = MOVE_WALK; else if (op->move_type&(MOVE_FLY_LOW|MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; object_update_speed(op); } /** * Returns true if the given player is a legal class. * The function to add and remove class-bonuses to the stats doesn't * check if the stat becomes negative, thus this function * merely checks that all stats are 1 or more, and returns * false otherwise. * * @param op * object to check. * @return * 1 if allowed, 0 else. */ int allowed_class(const object *op) { return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; } /** * Set the new dragon name after gaining levels or * changing ability focus (later this can be extended to * eventually change the player's face and animation) * * Note that the title is written to 'own_title' in the * player struct. This should be changed to 'ext_title' * as soon as clients support this! * Please, anyone, write support for 'ext_title'. * * @param pl * player's object to change. * @param abil * dragon's innate abilities. * @param skin * dragon's skin. */ void set_dragon_name(object *pl, const object *abil, const object *skin) { int atnr = -1; /* attacknumber of highest level */ int level = 0; /* highest level */ int i; /* Perhaps do something more clever? */ if (!abil || !skin) return; /* first, look for the highest level */ for (i = 0; i < NROFATTACKS; i++) { if (atnr_is_dragon_enabled(i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr])) { level = abil->resist[i]; atnr = i; } } /* now if there are equals at highest level, pick the one with focus, or else at random */ if (atnr_is_dragon_enabled(abil->stats.exp) && abil->resist[abil->stats.exp] >= level) atnr = abil->stats.exp; level = (int)(level/5.); /* now set the new title */ if (pl->contr != NULL) { player_set_dragon_title(pl->contr, level, attacks[atnr], skin->resist[atnr]); } } /** * This function is called when a dragon-player gains * an overall level. Here, the dragon might gain new abilities * or change the ability-focus. * * @param who * dragon's object. */ static void dragon_level_gain(object *who) { object *abil = NULL; /* pointer to dragon ability force*/ object *skin = NULL; /* pointer to dragon skin force*/ /* now grab the 'dragon_ability'-forces from the player's inventory */ abil = object_find_by_type_and_arch_name(who, FORCE, "dragon_ability_force"); skin = object_find_by_type_and_arch_name(who, FORCE, "dragon_skin_force"); /* if the force is missing -> bail out */ if (abil == NULL) return; /* The ability_force keeps track of maximum level ever achieved. * New abilties can only be gained by surpassing this max level */ if (who->level > abil->level) { /* increase our focused ability */ int lev = ++(abil->resist[abil->stats.exp]); if (lev > 0) { /* try to hand out a new ability-gift * if not the right level, this will handout nothing. */ dragon_ability_gain(who, (int)abil->stats.exp, lev); } if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { /* apply new ability focus */ draw_ext_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_RACE, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]); abil->stats.exp = abil->last_eat; abil->last_eat = 0; } abil->level = who->level; } /* last but not least, set the new title for the dragon */ set_dragon_name(who, abil, skin); } /** * Given the skill name skill_name, we find the skill * archetype/object, set appropriate values, and insert it into * the object (op) that is passed. * * We return the skill - this makes it easier for calling functions that * want to do something with it immediately. * * @param op * object to which to give the skill. Must not be NULL. * @param skill_name * skill to give. Must not be NULL. * @return * newly created skill, or NULL if failure (logger with error level). * * @note * this doesn't check whether the object already has the skill or not. */ object *give_skill_by_name(object *op, const char *skill_name) { object *skill_obj; archetype *skill_arch; skill_arch = get_archetype_by_skill_name(skill_name, SKILL); if (!skill_arch) { LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); return NULL; } skill_obj = arch_to_object(skill_arch); /* never returns NULL. */ /* clear the flag - exp goes into this bucket, but player * still doesn't know it. */ CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); skill_obj->stats.exp = 0; skill_obj->level = 1; object_insert_in_ob(skill_obj, op); if (op->contr) { link_player_skills(op); } return skill_obj; } /** * For the new exp system. we are concerned with * whether the player gets more hp, sp and new levels. * Note this this function should only be called for players. Monsters * don't really gain levels * * Will tell the player about changed levels. * A single call will handle mutiple level changes to one object from one effect. * The only difference between this and the recursive version is this cannot handle * a level that both increases and decreases simultaneously. * * @param who * player, must not be NULL. * @param op * what we are checking to gain the level (eg, skill), can be NULL. */ void player_lvl_adj(object *who, object *op) { char buf[MAX_BUF]; assert(who); if (!op) /* when rolling stats */ op = who; if (op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1, who->expmul)) { do{ op->level++; if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) dragon_level_gain(who); /* Only roll these if it is the player (who) that gained the level */ if (op == who && (who->level < 11) && who->type == PLAYER) { who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); who->contr->levgrace[who->level] = die_roll(2, 2, who, PREFER_HIGH)-1; } fix_object(who); // TODO: Call this only once per function call? if (op->level > 1) { if (op->type != PLAYER) snprintf(buf, sizeof(buf), "You are now level %d in the %s skill.", op->level, op->name); else snprintf(buf, sizeof(buf), "You are now level %d.", op->level); draw_ext_info(NDI_UNIQUE|NDI_RED, 0, who, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_LEVEL_GAIN, buf); } } while (op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1, who->expmul)); /* To increase more levels */ } else if (op->level > 1 && op->stats.exp < level_exp(op->level, who->expmul)) { do{ op->level--; fix_object(who); // TODO: Call this only once per function call? if (op->type != PLAYER) snprintf(buf, sizeof(buf), "You are now level %d in the %s skill.", op->level, op->name); else snprintf(buf, sizeof(buf), "You are now level %d.", op->level); draw_ext_info(NDI_UNIQUE|NDI_RED, 0, who, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_LEVEL_LOSS, buf); } while (op->level > 1 && op->stats.exp < level_exp(op->level, who->expmul)); /* To decrease more levels */ } } /** * Returns how much experience is needed for a player to become * the given level. level should really never exceed max_level * * @param level * level player wants to reach * @param expmul * penality/bonus for experience. */ int64_t level_exp(int level, double expmul) { if (level > settings.max_level) return expmul*levels[settings.max_level]; return expmul*levels[level]; } /** * Returns the level for a given exp. * * @param exp * experince points to look up in the level table */ int exp_level(int64_t exp) { int level = 1; while ( level < settings.max_level && levels[level+1] <= exp ) ++level; return level; } /** * Ensure that the permanent experience requirements in an exp object are met. * This really just checks 'op to make sure the perm_exp value is within * proper range. Note that the checking of what is passed through * has been reduced. Since there is now a proper field for perm_exp, * this can now work on a much larger set of objects. * * @param op * object to check. */ void calc_perm_exp(object *op) { if (op->total_exp < op->stats.exp) op->total_exp = op->stats.exp; /* Cap permanent experience. */ if (op->total_exp < 0) op->total_exp = 0; else if (op->total_exp > MAX_EXPERIENCE * 100 / settings.permanent_exp_ratio) op->total_exp = MAX_EXPERIENCE * 100 / settings.permanent_exp_ratio; } /** * Find a skill by name using the last_skill_ob list. Assume last_skill_ob * was correctly updated before. * * This is defined here rather than server/skill_util.c because things * defined in libserver.a are not available when libcommon.a is linked. */ object* find_applied_skill_by_name(const object* op, const char* name) { for (int i = 0; i < MAX_SKILLS; i++) { if (op->contr->last_skill_ob[i] != NULL) { // Skill objects can be removed without updating last_skill_ob. Clean // them up here if that's the case. if (QUERY_FLAG(op->contr->last_skill_ob[i], FLAG_REMOVED)) { LOG(llevDebug, "pruning removed object from last_skill_ob\n"); op->contr->last_skill_ob[i] = NULL; continue; } if (op->contr->last_skill_ob[i]->skill != NULL) { if (!strcmp(op->contr->last_skill_ob[i]->skill, name)) { return op->contr->last_skill_ob[i]; } } else { LOG(llevError, "%s's skill object %s does not have a skill name\n", op->name, op->contr->last_skill_ob[i]->name); } } } return NULL; } /** * Add experience to a player - exp should only be positive. * Updates permanent exp for the skill we are adding to. * * @param op * object we add exp to. * @param exp * experience to gain. Can be 0, but not that useful to call in that case... * @param skill_name * skill to add exp to. Can be NULL, in which case exp increases the players general * total, but not any particular skill. * @param flag * what to do if the player doesn't have the skill. Combination of @ref SK_EXP_xxx "SK_EXP_xxx" flags. */ static void add_player_exp(object *op, int64_t exp, const char *skill_name, int flag) { object *skill_obj = NULL; int64_t limit, exp_to_add; int64_t added_skill_exp, added_skill_total_exp; /* prevents some forms of abuse. */ if (op->contr->braced) exp = exp/5; /* Try to find the matching skill. * We do a shortcut/time saving mechanism first - see if it matches * chosen_skill. This means we don't need to search through * the players inventory. */ if (skill_name) { if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp(skill_name, op->chosen_skill->skill)) skill_obj = op->chosen_skill; else { skill_obj = find_applied_skill_by_name(op, skill_name); /* Player doesn't have the skill. Check to see what to do, and give * it to the player if necessary */ if (!skill_obj) { if (flag == SK_EXP_NONE) return; else if (flag == SK_EXP_ADD_SKILL) skill_obj = give_skill_by_name(op, skill_name); } } } /* Basically, you can never gain more experience in one shot * than half what you need to gain for next level. */ exp_to_add = exp; /* * Make sure we aren't trying to go backwards when we hit maximum level, * but make sure we can still add to our permanent experience. * * -- Daniel Hawkins 2015-05-24 */ if (op->level == settings.max_level) limit = levels[op->level] / 2; else limit = (levels[op->level+1]-levels[op->level])/2; if (exp_to_add > limit) exp_to_add = limit; if (skill_obj) { exp_to_add = exp; /* * Make sure we aren't trying to go backwards when we hit maximum level, * but make sure we can still add to our permanent experience. * * -- Daniel Hawkins 2015-05-24 */ if (skill_obj->level == settings.max_level) limit = levels[skill_obj->level] / 2; else limit = (levels[skill_obj->level+1]-levels[skill_obj->level])/2; if (exp_to_add > limit) exp_to_add = limit; added_skill_exp = skill_obj->stats.exp; ADD_EXP(skill_obj->stats.exp, exp_to_add); added_skill_exp = skill_obj->stats.exp - added_skill_exp; if (settings.permanent_exp_ratio) { added_skill_total_exp = skill_obj->total_exp; ADD_TOTALEXP(skill_obj->total_exp, exp_to_add); added_skill_total_exp = skill_obj->total_exp - added_skill_total_exp; calc_perm_exp(skill_obj); } player_lvl_adj(op, skill_obj); } else { added_skill_exp = added_skill_total_exp = exp_to_add; } ADD_EXP(op->stats.exp, (float)added_skill_exp*(skill_obj ? skill_obj->expmul : 1)); if (settings.permanent_exp_ratio) { ADD_TOTALEXP(op->total_exp, (float)added_skill_total_exp*(skill_obj ? skill_obj->expmul : 1)); calc_perm_exp(op); } player_lvl_adj(op, NULL); } /** * This function checks to make sure that object 'op' can * lose 'exp' experience. It basically makes * adjustments based on permanent exp and the like. * This function should always be used for losing experience - * the 'exp' value passed should be positive - this is the * amount that should get subtract from the player. * * @param op * object from which to subtract. * @param exp * experience to lose. * @return * the amount of exp object 'op' can in fact lose - */ int64_t check_exp_loss(const object *op, int64_t exp) { int64_t del_exp; if (exp > op->stats.exp) exp = op->stats.exp; if (settings.permanent_exp_ratio) { del_exp = (op->stats.exp-PERM_EXP(op->total_exp))*PERM_EXP_MAX_LOSS_RATIO; if (del_exp < 0) del_exp = 0; if (exp > del_exp) exp = del_exp; } return exp; } /** * Returns the maximum experience the object can gain or lose. * * @param op * object which will be the victim. * @param exp * experience to gain or lose. * @return * maximum value op can gain or lose (can be positive or negative). */ int64_t check_exp_adjust(const object *op, int64_t exp) { if (exp < 0) return check_exp_loss(op, exp); else return MIN(exp, MAX_EXPERIENCE-op->stats.exp); } /** * Subtracts experience from player. * * Eg, if we figure the player is losing 10% * of his total exp, what happens is he loses 10% from all his skills. * Note that if permanent exp is used, player may not in fact lose * as much as listed. Eg, if player has gotten reduced to the point * where everything is at the minimum perm exp, he would lose nothing. * * @param op * victim we want to substract from * @param exp * value to substract. Should be positive. * @param skill * skill to substract exp from. Can be NULL. * @param flag * if ::SK_SUBTRACT_SKILL_EXP and skill is set, only subtract from the matching skill. Otherwise, * this subtracts a portion from all skills the player has. * * @todo * check whether flag is necessary, can't it be only based on skill==null? */ static void subtract_player_exp(object *op, int64_t exp, const char *skill, int flag) { float fraction = (float)exp/(float)op->stats.exp; int64_t del_exp; FOR_INV_PREPARE(op, tmp) if (tmp->type == SKILL && tmp->stats.exp) { if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { del_exp = check_exp_loss(tmp, exp); tmp->stats.exp -= del_exp; player_lvl_adj(op, tmp); } else if (flag != SK_SUBTRACT_SKILL_EXP) { /* only want to process other skills if we are not trying * to match a specific skill. */ del_exp = check_exp_loss(tmp, tmp->stats.exp*fraction); tmp->stats.exp -= del_exp; player_lvl_adj(op, tmp); } } FOR_INV_FINISH(); if (flag != SK_SUBTRACT_SKILL_EXP) { del_exp = check_exp_loss(op, exp); op->stats.exp -= del_exp; player_lvl_adj(op, NULL); } } /** * Changes experience to a player/monster. This * does bounds checking to make sure we don't overflow the max exp. * * The exp passed is typically not modified much by this function - * it is assumed the caller has modified the exp as needed. * skill_name is the skill that should get the exp added. * flag is what to do if player doesn't have the skill. * these last two values are only used for players. * * @param op * victim to alter. * @param exp * experience to gain (positive) or lose (negative). * @param skill_name * skill to change. Can be NULL. * @param flag * @li if experience gain, what to do if player doesn't have the skill * @li if experience loss, whether to remove from all skills or only specified skill * @see share_exp() for a party-aware version. */ void change_exp(object *op, int64_t exp, const char *skill_name, int flag) { /* safety */ if (!op) { LOG(llevError, "change_exp() called for null object!\n"); return; } /* if no change in exp, just return - most of the below code * won't do anything if the value is 0 anyways. */ if (exp == 0) return; /* Monsters are easy - we just adjust their exp - we * don't adjust level, since in most cases it is unrelated to * the exp they have - the monsters exp represents what its * worth. */ if (op->type != PLAYER && op->type != WEAPON) { /* Sanity check */ if (!QUERY_FLAG(op, FLAG_ALIVE)) return; /* reset exp to max allowed value. We subtract from * MAX_EXPERIENCE to prevent overflows. If the player somehow has * more than max exp, just return. */ if (exp > 0 && (op->stats.exp > (MAX_EXPERIENCE-exp))) { exp = MAX_EXPERIENCE-op->stats.exp; if (exp < 0) return; } op->stats.exp += exp; } else if (op->type == WEAPON) { /* Weapons -- this allows us to make magic weapons that get stronger the more they are used. */ // Handle adding exp -- Don't use level because other stuff already uses that. // The caller should determine what percentage of base exp this is. ADD_TOTALEXP(op->total_exp, exp); if (exp > 0) { // Check for a level-up while (level_exp(op->item_power+1, 1) < op->total_exp) { ++(op->item_power); } } else { /* Removing exp allows for the weapon's power to be reset if needed. */ // Recalculate level while (level_exp(op->item_power, 1) > op->total_exp) { --(op->item_power); } } } else { /* Players only */ if (exp > 0) add_player_exp(op, exp, skill_name, flag); else subtract_player_exp(op, FABS(exp), skill_name, flag); } } /** * Applies a death penalty experience, the size of this is defined by the * settings death_penalty_percentage and death_penalty_levels, and by the * amount of permenent experience, whichever gives the lowest loss. * * @param op * victim of the penalty. Must not be NULL. */ void apply_death_exp_penalty(object *op) { int64_t loss; int64_t percentage_loss; /* defined by the setting 'death_penalty_percent' */ int64_t level_loss; /* defined by the setting 'death_penalty_levels */ FOR_INV_PREPARE(op, tmp) if (tmp->type == SKILL && tmp->stats.exp) { percentage_loss = tmp->stats.exp*settings.death_penalty_ratio/100; level_loss = tmp->stats.exp-levels[MAX(0, tmp->level-settings.death_penalty_level)]; /* With the revised exp system, you can get cases where * losing several levels would still require that you have more * exp than you currently have - this is true if the levels * tables is a lot harder. */ if (level_loss < 0) level_loss = 0; loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); tmp->stats.exp -= loss; player_lvl_adj(op, tmp); } FOR_INV_FINISH(); percentage_loss = op->stats.exp*settings.death_penalty_ratio/100; level_loss = op->stats.exp-levels[MAX(0, op->level-settings.death_penalty_level)]; if (level_loss < 0) level_loss = 0; loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); op->stats.exp -= loss; player_lvl_adj(op, NULL); } /** * This function takes an object (monster/player, op), and * determines if it makes a basic save throw by looking at the * save_throw table. * * @param op * potential victim. * @param level * the effective level to make the save at * @param bonus * any plus/bonus (typically based on resistance to particular attacktype). * @return * 1 if op makes his save, 0 if he failed */ int did_make_save(const object *op, int level, int bonus) { if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; if ((random_roll(1, 20, op, PREFER_HIGH)+bonus) < savethrow[level]) return 0; return 1; } /** * Gives experience to a player/monster, sharing it with party if applicable. * This does bounds checking to make sure we don't overflow the max exp. * * The exp passed is typically not modified much by this function - * it is assumed the caller has modified the exp as needed. * * This is merely a wrapper for change_exp(). * * @param op * victim to alter. * @param exp * experience to gain (positive) or lose (negative). * @param skill * skill to change. Can be NULL. * @param flag * @li if experience gain, what to do if player doesn't have the skill * @li if experience loss, whether to remove from all skills or only specified skill * @note * flag only applies to op, not other players in same party. */ void share_exp(object *op, int64_t exp, const char *skill, int flag) { int shares = 0, count = 0; player *pl; partylist *party; if (op->type != PLAYER || op->contr->party == NULL) { change_exp(op, exp, skill, 0); return; } party = op->contr->party; for (pl = first_player; pl != NULL; pl = pl->next) { if (party && pl->ob->contr->party == party && on_same_map(pl->ob, op)) { count++; shares += (pl->ob->level+4); } } assert(shares > 0); if (count == 1 || shares > exp) change_exp(op, exp, skill, flag); else { int64_t share = exp/shares, given = 0, nexp; for (pl = first_player; pl != NULL; pl = pl->next) { if (party && pl->ob->contr->party == party && on_same_map(pl->ob, op)) { nexp = (pl->ob->level+4)*share; change_exp(pl->ob, nexp, skill, SK_EXP_TOTAL); given += nexp; } } exp -= given; /* give any remainder to the player */ change_exp(op, exp, skill, flag); } } int get_cha_bonus(int stat) { return int_bonuses[INT_CHA_BONUS][get_index(stat, settings.max_stat)]; } int get_dex_bonus(int stat) { return int_bonuses[INT_DEX_BONUS][get_index(stat, settings.max_stat)]; } int get_thaco_bonus(int stat) { return int_bonuses[INT_THAC0_BONUS][get_index(stat, settings.max_stat)]; } uint32_t get_weight_limit(int stat) { return int_bonuses[INT_WEIGHT_LIMIT][get_index(stat, settings.max_stat)]; } int get_learn_spell(int stat) { return int_bonuses[INT_LEARN_SPELL][get_index(stat, settings.max_stat)]; } int get_cleric_chance(int stat) { return int_bonuses[INT_CLERIC_CHANCE][get_index(stat, settings.max_stat)]; } int get_turn_bonus(int stat) { return int_bonuses[INT_TURN_BONUS][get_index(stat, settings.max_stat)]; } int get_dam_bonus(int stat) { return int_bonuses[INT_DAM_BONUS][get_index(stat, settings.max_stat)]; } float get_speed_bonus(int stat) { return float_bonuses[FLOAT_DEX_BONUS][get_index(stat, settings.max_stat)]; } int get_fear_bonus(int stat) { return int_bonuses[INT_FEAR_BONUS][get_index(stat, settings.max_stat)]; } static float get_con_bonus(int stat) { return float_bonuses[FLOAT_CON_BONUS][get_index(stat, settings.max_stat)]; } static float get_sp_bonus(int stat) { return float_bonuses[FLOAT_SP_BONUS][get_index(stat, settings.max_stat)]; } static float get_grace_bonus(int stat) { return float_bonuses[FLOAT_GRACE_BONUS][get_index(stat, settings.max_stat)]; } /** * Limits a stat value to [0..max_index]. * @param stat * index of the stat to get. * @param max_index * the maximum index (inclusive). * @return the limited index. */ static size_t get_index(int stat, size_t max_index) { size_t index; if (stat < 0) { return 0; } index = (size_t)stat; return MIN(index, max_index); } /** * This loads up a stat table from the file - basically, * it keeps processing until it gets the closing brace. * * @param bonuses * an array will be allocated and the bonus put into this allocated * array. * @param fp * File to load the data from. * @param bonus_name * Used purely for error messages to make it easier to identify * where in the file an error is. * * @return * 0 on success, 1 on error. In general, the error * will be too many or too few bonus values. */ static int load_table_int(int **bonuses, FILE *fp, char *bonus_name) { char buf[MAX_BUF], *cp; int on_stat = 0, tmp_bonus; *bonuses = calloc(settings.max_stat+1, sizeof(int)); while (fgets(buf, MAX_BUF-1, fp) != NULL) { if (buf[0] == '#') continue; /* Skip over empty lines */ if (buf[0] == '\n') continue; /* Do not care about opening brace */ if (buf[0] == '{') continue; if (buf[0] == '}') { if ((on_stat-1) != settings.max_stat) { LOG(llevError,"Number of bonus does not match max stat (%d!=%d, bonus=%s)\n", on_stat, settings.max_stat, bonus_name); return 1; } else return 0; } /* If not any of the above values, must be the stat table, * or so we hope. */ cp = buf; while (*cp != 0) { /* Skip over any non numbers */ while (!isdigit(*cp) && *cp!='.' && *cp!='-' && *cp!='+' && *cp != 0) cp++; if (*cp == 0) break; tmp_bonus = atoi(cp); if (on_stat > settings.max_stat) { LOG(llevError,"Number of bonus entries exceed max stat (line=%s, bonus=%s)\n", buf, bonus_name); return 1; } (*bonuses)[on_stat] = tmp_bonus; on_stat++; /* Skip over any digits, as that is the number we just processed */ while ((isdigit(*cp) || *cp=='-' || *cp=='+') && *cp != 0) cp++; } } /* This should never happen - we should always get the closing brace */ LOG(llevError,"Reached end of file without getting close brace? bonus=%s\n", bonus_name); return 1; } /** * This loads up a stat table from the file - basically, * it keeps processing until it gets the closing brace. * * @param bonuses * an array will be allocated and the bonus put into this allocated * array. * @param fp * File to load the data from. * @param bonus_name * Used purely for error messages to make it easier to identify * where in the file an error is. * * @return * 0 on success, 1 on error. In general, the error * will be too many or too few bonus values. */ static int load_table_float(float **bonuses, FILE *fp, char *bonus_name) { char buf[MAX_BUF], *cp; int on_stat = 0; float tmp_bonus; *bonuses = calloc(settings.max_stat+1, sizeof(float)); while (fgets(buf, MAX_BUF-1, fp) != NULL) { if (buf[0] == '#') continue; /* Skip over empty lines */ if (buf[0] == '\n') continue; /* Do not care about opening brace */ if (buf[0] == '{') continue; if (buf[0] == '}') { if ((on_stat-1) != settings.max_stat) { LOG(llevError,"Number of bonus does not match max stat (%d!=%d, bonus=%s)\n", on_stat, settings.max_stat, bonus_name); return 1; } else return 0; } /* If not any of the above values, must be the stat table, * or so we hope. */ cp = buf; while (*cp != 0) { /* Skip over any non numbers */ while (!isdigit(*cp) && *cp!='.' && *cp!='-' && *cp!='+' && *cp != 0) cp++; if (*cp == 0) break; tmp_bonus = atof(cp); if (on_stat > settings.max_stat) { LOG(llevError,"Number of bonus entries exceed max stat (line=%s, bonus=%s)\n", buf, bonus_name); return 1; } (*bonuses)[on_stat] = tmp_bonus; on_stat++; /* Skip over any digits, as that is the number we just processed * since this is floats, also skip over any dots. */ while ((isdigit(*cp) || *cp=='-' || *cp=='+' || *cp=='.') && *cp != 0) cp++; } } /* This should never happen - we should always get the closing brace */ LOG(llevError,"Reached end of file without getting close brace? bonus=%s\n", bonus_name); return 1; } /** * This loads statistic bonus/penalties from the stat_bonus file. * If reload is false (eg, this is initial start time load), * then any error becomes fatal, as system needs working * bonuses. * * @param reload * If set, this is reloading new values - this can be useful for * real time adjustment of stat bonuses - however, it also has some * more restraints - in particular, max_stat can not decrease (that could * be made to work but is more work) and also errors are not fatal - it * will just use the old stat bonus tables in the case of any errors. * TODO: add code that uses reload * * @note * will call exit() if file is invalid or not found. */ void init_stats(int reload) { char buf[MAX_BUF], *cp; int error=0, i, oldmax = settings.max_stat; FILE *fp; float *new_float_bonuses[NUM_FLOAT_BONUSES]; int *new_int_bonuses[NUM_INT_BONUSES]; snprintf(buf, sizeof(buf), "%s/stat_bonus", settings.confdir); memset(new_int_bonuses, 0, NUM_INT_BONUSES * sizeof(int)); memset(new_float_bonuses, 0, NUM_FLOAT_BONUSES * sizeof(float)); if ((fp = fopen(buf, "r")) == NULL) { LOG(llevError, "Fatal error: could not open experience table (%s)\n", buf); if (reload) return; else exit(1); } while (fgets(buf, MAX_BUF-1, fp) != NULL) { if (buf[0] == '#') continue; /* eliminate newline */ if ((cp = strrchr(buf, '\n')) != NULL) *cp = '\0'; /* Skip over empty lines */ if (buf[0] == 0) continue; /* Skip over leading spaces */ cp = buf; while (isspace(*cp) && *cp != 0) cp++; if (!strncasecmp(cp, "max_stat", 8)) { int newmax = atoi(cp+8); /* newmax must be at least MIN_STAT and we do not currently * cupport decrease max stat on the fly - why this might be possible, * bounds checking for all objects would be needed, potentionally resetting * them. * If this is a reload, then on error, we just return without doing work. * If this is initial load, having an invalid stat range is an error, so * exit the program. */ if (newmax < MIN_STAT || newmax < settings.max_stat) { LOG(llevError, "Got invalid max_stat (%d) from stat_bonus file\n", newmax); fclose(fp); if (reload) return; else exit(1); } settings.max_stat = newmax; continue; } /* max_stat needs to be set before any of the bonus values - we * need to know how large to make the array. */ if (settings.max_stat == 0) { LOG(llevError, "Got bonus line or otherwise unknown value before max stat! (%s)\n", buf); fclose(fp); if (reload) { return; } else { exit(1); } } for (i=0; i #include int is_type_valid(uint8_t type) { if (type >= OBJECT_TYPE_MAX) return 0; switch (type){ case 11: case 12: case 19: case 25: case 35: case 38: case 44: case 47: case 61: case 63: case 76: case 78: case 81: case 84: case 86: case 88: case 89: case 96: case 97: case 107: case 108: case 110: case 117: case 118: case 119: case 120: case 125: case 126: case 127: case 128: case 129: case 131: case 132: case 133: case 134: case 135: case 136: case 137: case 140: case 141: case 142: case 143: case 144: case 145: case 146: case 147: case 148: case 149: case 151: case 152: case 153: return 0; } return 1; } crossfire-1.75.0/common/loader.c000644 001751 001751 00000606702 13777710013 017406 0ustar00kevinzkevinz000000 000000 #line 3 "loader.c" #define YY_INT_ALIGNED short int /* A lexical scanner generated by flex */ #define FLEX_SCANNER #define YY_FLEX_MAJOR_VERSION 2 #define YY_FLEX_MINOR_VERSION 5 #define YY_FLEX_SUBMINOR_VERSION 37 #if YY_FLEX_SUBMINOR_VERSION > 0 #define FLEX_BETA #endif /* First, we deal with platform-specific or compiler-specific issues. */ #if defined(__FreeBSD__) #ifndef __STDC_LIMIT_MACROS #define __STDC_LIMIT_MACROS #endif #include #include #else #define __dead2 #endif /* begin standard C headers. */ #include #include #include #include /* end standard C headers. */ /* flex integer type definitions */ #ifndef FLEXINT_H #define FLEXINT_H /* C99 systems have . Non-C99 systems may or may not. */ #if defined(__FreeBSD__) || \ (defined (__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) /* C99 says to define __STDC_LIMIT_MACROS before including stdint.h, * if you want the limit (max/min) macros for int types. */ #ifndef __STDC_LIMIT_MACROS #define __STDC_LIMIT_MACROS 1 #endif #include typedef int8_t flex_int8_t; typedef uint8_t flex_uint8_t; typedef int16_t flex_int16_t; typedef uint16_t flex_uint16_t; typedef int32_t flex_int32_t; typedef uint32_t flex_uint32_t; #else typedef signed char flex_int8_t; typedef short int flex_int16_t; typedef int flex_int32_t; typedef unsigned char flex_uint8_t; typedef unsigned short int flex_uint16_t; typedef unsigned int flex_uint32_t; /* Limits of integral types. */ #ifndef INT8_MIN #define INT8_MIN (-128) #endif #ifndef INT16_MIN #define INT16_MIN (-32767-1) #endif #ifndef INT32_MIN #define INT32_MIN (-2147483647-1) #endif #ifndef INT8_MAX #define INT8_MAX (127) #endif #ifndef INT16_MAX #define INT16_MAX (32767) #endif #ifndef INT32_MAX #define INT32_MAX (2147483647) #endif #ifndef UINT8_MAX #define UINT8_MAX (255U) #endif #ifndef UINT16_MAX #define UINT16_MAX (65535U) #endif #ifndef UINT32_MAX #define UINT32_MAX (4294967295U) #endif #endif /* ! C99 */ #endif /* ! FLEXINT_H */ #ifdef __cplusplus /* The "const" storage-class-modifier is valid. */ #define YY_USE_CONST #else /* ! __cplusplus */ /* C99 requires __STDC__ to be defined as 1. */ #if defined (__STDC__) #define YY_USE_CONST #endif /* defined (__STDC__) */ #endif /* ! __cplusplus */ #ifdef YY_USE_CONST #define yyconst const #else #define yyconst #endif /* Returned upon end-of-file. */ #define YY_NULL 0 /* Promotes a possibly negative, possibly signed char to an unsigned * integer for use as an array index. If the signed char is negative, * we want to instead treat it as an 8-bit unsigned char, hence the * double cast. */ #define YY_SC_TO_UI(c) ((unsigned int) (unsigned char) c) /* Enter a start condition. This macro really ought to take a parameter, * but we do it the disgusting crufty way forced on us by the ()-less * definition of BEGIN. */ #define BEGIN (yy_start) = 1 + 2 * /* Translate the current start state into a value that can be later handed * to BEGIN to return to the state. The YYSTATE alias is for lex * compatibility. */ #define YY_START (((yy_start) - 1) / 2) #define YYSTATE YY_START /* Action number for EOF rule of a given start state. */ #define YY_STATE_EOF(state) (YY_END_OF_BUFFER + state + 1) /* Special action meaning "start processing a new file". */ #define YY_NEW_FILE yyrestart(yyin ) #define YY_END_OF_BUFFER_CHAR 0 /* Size of default input buffer. */ #ifndef YY_BUF_SIZE #define YY_BUF_SIZE 16384 #endif /* The state buf must be large enough to hold one state per character in the main buffer. */ #define YY_STATE_BUF_SIZE ((YY_BUF_SIZE + 2) * sizeof(yy_state_type)) #ifndef YY_TYPEDEF_YY_BUFFER_STATE #define YY_TYPEDEF_YY_BUFFER_STATE typedef struct yy_buffer_state *YY_BUFFER_STATE; #endif #ifndef YY_TYPEDEF_YY_SIZE_T #define YY_TYPEDEF_YY_SIZE_T typedef size_t yy_size_t; #endif extern yy_size_t yyleng; extern FILE *yyin, *yyout; #define EOB_ACT_CONTINUE_SCAN 0 #define EOB_ACT_END_OF_FILE 1 #define EOB_ACT_LAST_MATCH 2 #define YY_LESS_LINENO(n) /* Return all but the first "n" matched characters back to the input stream. */ #define yyless(n) \ do \ { \ /* Undo effects of setting up yytext. */ \ int yyless_macro_arg = (n); \ YY_LESS_LINENO(yyless_macro_arg);\ *yy_cp = (yy_hold_char); \ YY_RESTORE_YY_MORE_OFFSET \ (yy_c_buf_p) = yy_cp = yy_bp + yyless_macro_arg - YY_MORE_ADJ; \ YY_DO_BEFORE_ACTION; /* set up yytext again */ \ } \ while ( 0 ) #define unput(c) yyunput( c, (yytext_ptr) ) #ifndef YY_STRUCT_YY_BUFFER_STATE #define YY_STRUCT_YY_BUFFER_STATE struct yy_buffer_state { FILE *yy_input_file; char *yy_ch_buf; /* input buffer */ char *yy_buf_pos; /* current position in input buffer */ /* Size of input buffer in bytes, not including room for EOB * characters. */ yy_size_t yy_buf_size; /* Number of characters read into yy_ch_buf, not including EOB * characters. */ yy_size_t yy_n_chars; /* Whether we "own" the buffer - i.e., we know we created it, * and can realloc() it to grow it, and should free() it to * delete it. */ int yy_is_our_buffer; /* Whether this is an "interactive" input source; if so, and * if we're using stdio for input, then we want to use getc() * instead of fread(), to make sure we stop fetching input after * each newline. */ int yy_is_interactive; /* Whether we're considered to be at the beginning of a line. * If so, '^' rules will be active on the next match, otherwise * not. */ int yy_at_bol; int yy_bs_lineno; /**< The line count. */ int yy_bs_column; /**< The column count. */ /* Whether to try to fill the input buffer when we reach the * end of it. */ int yy_fill_buffer; int yy_buffer_status; #define YY_BUFFER_NEW 0 #define YY_BUFFER_NORMAL 1 /* When an EOF's been seen but there's still some text to process * then we mark the buffer as YY_EOF_PENDING, to indicate that we * shouldn't try reading from the input source any more. We might * still have a bunch of tokens to match, though, because of * possible backing-up. * * When we actually see the EOF, we change the status to "new" * (via yyrestart()), so that the user can continue scanning by * just pointing yyin at a new input file. */ #define YY_BUFFER_EOF_PENDING 2 }; #endif /* !YY_STRUCT_YY_BUFFER_STATE */ /* Stack of input buffers. */ static size_t yy_buffer_stack_top = 0; /**< index of top of stack. */ static size_t yy_buffer_stack_max = 0; /**< capacity of stack. */ static YY_BUFFER_STATE * yy_buffer_stack = 0; /**< Stack as an array. */ /* We provide macros for accessing buffer states in case in the * future we want to put the buffer states in a more general * "scanner state". * * Returns the top of the stack, or NULL. */ #define YY_CURRENT_BUFFER ( (yy_buffer_stack) \ ? (yy_buffer_stack)[(yy_buffer_stack_top)] \ : NULL) #define yy_current_buffer YY_CURRENT_BUFFER /* Same as previous macro, but useful when we know that the buffer stack is not * NULL or when we need an lvalue. For internal use only. */ #define YY_CURRENT_BUFFER_LVALUE (yy_buffer_stack)[(yy_buffer_stack_top)] /* yy_hold_char holds the character lost when yytext is formed. */ static char yy_hold_char; static yy_size_t yy_n_chars; /* number of characters read into yy_ch_buf */ yy_size_t yyleng; /* Points to current character in buffer. */ static char *yy_c_buf_p = (char *) 0; static int yy_init = 0; /* whether we need to initialize */ static int yy_start = 0; /* start state number */ /* Flag which is used to allow yywrap()'s to do buffer switches * instead of setting up a fresh yyin. A bit of a hack ... */ static int yy_did_buffer_switch_on_eof; void yyrestart (FILE *input_file ); void yy_switch_to_buffer (YY_BUFFER_STATE new_buffer ); YY_BUFFER_STATE yy_create_buffer (FILE *file,int size ); void yy_delete_buffer (YY_BUFFER_STATE b ); void yy_flush_buffer (YY_BUFFER_STATE b ); void yypush_buffer_state (YY_BUFFER_STATE new_buffer ); void yypop_buffer_state (void ); static void yyensure_buffer_stack (void ); static void yy_load_buffer_state (void ); static void yy_init_buffer (YY_BUFFER_STATE b,FILE *file ); #define YY_FLUSH_BUFFER yy_flush_buffer(YY_CURRENT_BUFFER ) YY_BUFFER_STATE yy_scan_buffer (char *base,yy_size_t size ); YY_BUFFER_STATE yy_scan_string (yyconst char *yy_str ); YY_BUFFER_STATE yy_scan_bytes (yyconst char *bytes,yy_size_t len ); void *yyalloc (yy_size_t ); void *yyrealloc (void *,yy_size_t ); void yyfree (void * ); #define yy_new_buffer yy_create_buffer #define yy_set_interactive(is_interactive) \ { \ if ( ! YY_CURRENT_BUFFER ){ \ yyensure_buffer_stack (); \ YY_CURRENT_BUFFER_LVALUE = \ yy_create_buffer(yyin,YY_BUF_SIZE ); \ } \ YY_CURRENT_BUFFER_LVALUE->yy_is_interactive = is_interactive; \ } #define yy_set_bol(at_bol) \ { \ if ( ! YY_CURRENT_BUFFER ){\ yyensure_buffer_stack (); \ YY_CURRENT_BUFFER_LVALUE = \ yy_create_buffer(yyin,YY_BUF_SIZE ); \ } \ YY_CURRENT_BUFFER_LVALUE->yy_at_bol = at_bol; \ } #define YY_AT_BOL() (YY_CURRENT_BUFFER_LVALUE->yy_at_bol) /* Begin user sect3 */ #define yywrap() 1 #define YY_SKIP_YYWRAP typedef unsigned char YY_CHAR; FILE *yyin = (FILE *) 0, *yyout = (FILE *) 0; typedef int yy_state_type; extern int yylineno; int yylineno = 1; extern char *yytext; #define yytext_ptr yytext static yy_state_type yy_get_previous_state (void ); static yy_state_type yy_try_NUL_trans (yy_state_type current_state ); static int yy_get_next_buffer (void ); static void yy_fatal_error (yyconst char msg[] ) __dead2; /* Done after the current pattern has been matched and before the * corresponding action - sets up yytext. */ #define YY_DO_BEFORE_ACTION \ (yytext_ptr) = yy_bp; \ yyleng = (size_t) (yy_cp - yy_bp); \ (yy_hold_char) = *yy_cp; \ *yy_cp = '\0'; \ (yy_c_buf_p) = yy_cp; #define YY_NUM_RULES 228 #define YY_END_OF_BUFFER 229 /* This struct is not used in this scanner, but its presence is necessary. */ struct yy_trans_info { flex_int32_t yy_verify; flex_int32_t yy_nxt; }; static yyconst flex_int16_t yy_accept[2072] = { 0, 227, 227, 3, 3, 6, 6, 0, 0, 229, 227, 225, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 3, 3, 3, 6, 6, 6, 228, 228, 227, 227, 226, 227, 225, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 3, 3, 3, 3, 6, 6, 6, 6, 0, 225, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 52, 52, 227, 53, 53, 3, 6, 51, 51, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 20, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 39, 39, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 1, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 41, 41, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 50, 50, 227, 227, 227, 227, 227, 227, 3, 6, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 36, 36, 227, 227, 34, 34, 227, 227, 227, 227, 227, 49, 49, 227, 227, 33, 33, 227, 227, 227, 45, 45, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 37, 37, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 4, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 19, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 38, 38, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 32, 32, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 35, 35, 114, 114, 227, 3, 6, 227, 227, 227, 227, 227, 15, 15, 227, 227, 227, 227, 227, 227, 227, 216, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 31, 31, 48, 48, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 119, 119, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 8, 8, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 54, 54, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 13, 13, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 57, 57, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 3, 6, 227, 71, 71, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 43, 43, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 55, 55, 227, 69, 69, 227, 227, 227, 227, 40, 40, 42, 42, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 218, 218, 227, 227, 227, 227, 227, 227, 227, 11, 11, 227, 142, 142, 227, 227, 227, 25, 25, 227, 227, 227, 227, 70, 70, 227, 227, 227, 30, 30, 227, 227, 227, 227, 227, 227, 227, 61, 61, 227, 227, 227, 227, 227, 138, 138, 3, 2, 6, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 178, 178, 227, 179, 179, 227, 227, 227, 227, 188, 188, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 7, 7, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 109, 109, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 108, 108, 189, 189, 73, 73, 227, 227, 227, 227, 62, 62, 227, 6, 5, 227, 227, 227, 227, 72, 72, 227, 227, 227, 227, 227, 205, 205, 180, 180, 227, 227, 209, 209, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 104, 104, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 22, 22, 227, 227, 227, 227, 227, 227, 85, 85, 227, 227, 227, 81, 81, 227, 227, 227, 9, 9, 86, 86, 227, 227, 126, 126, 227, 227, 75, 75, 227, 227, 227, 204, 204, 227, 227, 227, 227, 227, 227, 227, 227, 121, 121, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 14, 14, 227, 227, 227, 227, 227, 227, 227, 176, 176, 58, 58, 227, 227, 227, 227, 227, 115, 115, 227, 227, 227, 227, 227, 227, 227, 16, 16, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 96, 96, 227, 227, 227, 227, 227, 227, 227, 227, 227, 63, 63, 227, 102, 102, 227, 227, 175, 175, 227, 227, 227, 227, 227, 217, 217, 227, 227, 89, 89, 227, 227, 227, 227, 227, 227, 227, 227, 199, 199, 227, 227, 139, 139, 193, 193, 227, 227, 227, 227, 194, 194, 227, 227, 227, 227, 227, 24, 24, 227, 227, 140, 140, 227, 227, 59, 59, 227, 44, 44, 227, 227, 82, 82, 227, 227, 227, 227, 227, 227, 227, 113, 113, 227, 203, 203, 227, 227, 227, 227, 227, 227, 227, 227, 47, 47, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 120, 120, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 94, 94, 227, 227, 227, 227, 227, 227, 18, 18, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 207, 207, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 177, 177, 125, 125, 227, 227, 56, 56, 227, 227, 90, 90, 227, 227, 227, 227, 227, 227, 68, 68, 227, 227, 227, 227, 227, 92, 92, 227, 227, 192, 192, 227, 227, 227, 227, 227, 21, 21, 227, 214, 214, 227, 227, 227, 83, 83, 227, 227, 80, 80, 87, 87, 88, 88, 227, 227, 227, 227, 227, 227, 224, 224, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 29, 29, 227, 227, 227, 103, 103, 227, 227, 118, 118, 46, 46, 227, 227, 227, 227, 227, 227, 124, 124, 227, 64, 64, 227, 93, 93, 227, 106, 106, 227, 227, 208, 208, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 100, 100, 191, 191, 227, 227, 227, 227, 227, 99, 99, 122, 122, 227, 227, 227, 23, 23, 227, 227, 79, 79, 78, 78, 227, 174, 174, 227, 227, 227, 227, 17, 17, 227, 227, 227, 227, 227, 227, 227, 101, 101, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 26, 26, 227, 105, 105, 227, 227, 211, 211, 227, 127, 127, 227, 227, 10, 10, 227, 227, 227, 227, 227, 227, 227, 133, 133, 227, 227, 227, 227, 227, 227, 227, 227, 227, 215, 215, 12, 12, 227, 227, 227, 227, 198, 198, 227, 227, 227, 227, 74, 74, 227, 201, 201, 227, 98, 98, 227, 227, 227, 227, 227, 227, 227, 227, 141, 141, 144, 144, 227, 227, 67, 67, 227, 202, 202, 227, 227, 227, 227, 153, 153, 227, 227, 227, 151, 151, 227, 227, 227, 227, 227, 227, 227, 161, 161, 149, 149, 227, 227, 227, 227, 227, 227, 227, 227, 227, 158, 158, 227, 227, 227, 227, 213, 213, 227, 143, 143, 227, 227, 227, 227, 227, 227, 227, 186, 186, 227, 227, 227, 227, 227, 227, 136, 136, 227, 227, 227, 227, 212, 212, 227, 227, 220, 220, 227, 227, 227, 227, 227, 227, 227, 222, 222, 117, 117, 227, 183, 183, 227, 227, 60, 60, 227, 227, 227, 227, 65, 65, 227, 227, 227, 227, 227, 169, 169, 227, 165, 165, 227, 227, 164, 164, 227, 227, 154, 154, 227, 227, 227, 227, 227, 227, 148, 148, 227, 227, 227, 227, 227, 181, 181, 227, 223, 223, 110, 110, 227, 28, 28, 227, 227, 227, 227, 227, 227, 206, 206, 227, 227, 132, 132, 227, 227, 185, 185, 227, 227, 227, 227, 107, 107, 123, 123, 137, 137, 227, 227, 227, 184, 184, 182, 182, 227, 227, 116, 116, 227, 97, 97, 66, 66, 227, 227, 227, 112, 112, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 157, 157, 227, 227, 95, 95, 227, 227, 227, 227, 227, 130, 130, 210, 210, 227, 134, 134, 131, 131, 129, 129, 135, 135, 227, 227, 227, 227, 227, 227, 190, 190, 227, 197, 197, 227, 219, 219, 227, 227, 227, 227, 163, 163, 172, 172, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 227, 173, 173, 200, 200, 227, 227, 227, 227, 195, 195, 227, 227, 128, 128, 111, 111, 227, 227, 227, 227, 156, 156, 167, 167, 168, 168, 170, 170, 227, 159, 159, 147, 147, 227, 227, 227, 227, 145, 145, 227, 227, 76, 76, 227, 187, 187, 196, 196, 227, 227, 152, 152, 227, 227, 227, 227, 227, 227, 227, 227, 227, 221, 221, 84, 84, 227, 227, 227, 227, 227, 227, 227, 27, 27, 227, 77, 77, 227, 227, 150, 150, 227, 160, 160, 155, 155, 91, 91, 146, 146, 162, 162, 166, 166, 227, 171, 171, 0 } ; static yyconst flex_int32_t yy_ec[256] = { 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 4, 5, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 1, 1, 1, 32, 33, 1, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 } ; static yyconst flex_int32_t yy_meta[60] = { 0, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 } ; static yyconst flex_int16_t yy_base[2409] = { 0, 0, 32, 89, 90, 91, 92, 93, 94, 3780, 0, 3781, 3776, 0, 123, 89, 172, 129, 171, 113, 128, 180, 172, 82, 224, 187, 217, 229, 239, 178, 280, 325, 163, 98, 285, 118, 3776, 0, 4, 156, 0, 5, 186, 3781, 6, 0, 3774, 3781, 10, 0, 250, 227, 228, 222, 249, 236, 254, 299, 294, 271, 317, 277, 278, 291, 307, 297, 315, 323, 324, 335, 342, 331, 345, 334, 342, 338, 340, 355, 338, 340, 3774, 356, 370, 3742, 360, 351, 354, 359, 376, 368, 384, 414, 377, 389, 385, 379, 3741, 388, 394, 400, 399, 403, 393, 398, 414, 399, 434, 423, 429, 445, 442, 442, 454, 437, 433, 476, 467, 454, 460, 443, 444, 462, 461, 498, 473, 478, 474, 3771, 502, 482, 3770, 497, 3769, 0, 11, 0, 500, 0, 12, 0, 506, 16, 3781, 3768, 503, 493, 504, 507, 512, 514, 523, 510, 514, 514, 515, 534, 516, 3736, 526, 526, 552, 545, 557, 536, 537, 561, 3766, 554, 559, 544, 17, 571, 562, 566, 568, 574, 553, 577, 3734, 579, 3764, 568, 3763, 587, 624, 573, 567, 573, 595, 601, 606, 602, 611, 617, 3731, 618, 630, 610, 626, 628, 20, 630, 620, 677, 636, 638, 3730, 621, 647, 638, 666, 661, 663, 668, 3760, 677, 681, 674, 678, 3728, 671, 3727, 679, 667, 689, 675, 684, 686, 3757, 696, 693, 717, 704, 3756, 688, 694, 711, 724, 731, 729, 731, 734, 724, 741, 3724, 722, 3723, 3753, 728, 738, 734, 3752, 3751, 0, 3750, 722, 0, 3749, 735, 737, 0, 3748, 728, 747, 753, 746, 3747, 750, 754, 3715, 3714, 753, 742, 753, 3713, 790, 743, 770, 3743, 780, 774, 3742, 769, 786, 794, 792, 783, 3741, 795, 789, 3740, 800, 784, 790, 22, 3781, 3739, 789, 3738, 3737, 798, 795, 795, 3705, 812, 802, 823, 0, 3735, 815, 3734, 824, 832, 832, 835, 848, 838, 842, 844, 846, 836, 858, 3702, 843, 3701, 846, 841, 24, 3731, 858, 3699, 850, 846, 847, 850, 852, 849, 26, 3698, 28, 3781, 261, 852, 856, 890, 890, 899, 893, 892, 3728, 902, 898, 3696, 889, 897, 898, 3695, 3694, 3693, 3723, 3722, 896, 908, 909, 896, 915, 912, 917, 908, 912, 906, 3690, 903, 920, 0, 3720, 921, 909, 928, 927, 950, 944, 3719, 933, 3687, 954, 949, 943, 3717, 956, 963, 944, 957, 964, 963, 946, 0, 3716, 955, 963, 3684, 3714, 3713, 953, 954, 959, 975, 3712, 957, 959, 974, 3711, 979, 970, 981, 984, 970, 998, 992, 0, 1011, 1013, 1002, 1003, 1017, 1004, 1015, 1002, 1013, 1009, 0, 3710, 1015, 1005, 0, 3709, 1007, 1024, 1019, 1025, 1017, 0, 3708, 1029, 1019, 0, 3707, 1015, 1027, 1019, 0, 3706, 1026, 3705, 3704, 1037, 1043, 1043, 1049, 3703, 1063, 1067, 1062, 0, 3702, 1064, 1059, 1066, 1067, 1068, 1057, 1064, 1068, 1074, 1064, 1065, 1079, 1065, 1071, 1072, 3670, 1110, 3700, 1090, 105, 3781, 3699, 3698, 1083, 1092, 1085, 1096, 3697, 3696, 1095, 108, 3781, 1157, 3695, 1107, 1123, 1106, 1114, 1117, 1109, 1127, 1132, 1127, 1132, 3694, 1118, 1130, 1139, 3662, 1140, 1117, 1170, 1142, 1132, 0, 3692, 3691, 1143, 284, 1170, 1159, 1157, 1178, 1169, 1171, 3690, 1175, 3689, 1177, 1183, 3657, 1195, 1173, 3656, 1189, 3686, 1176, 0, 3685, 1181, 1194, 3684, 3652, 1182, 3682, 1188, 1205, 1207, 1210, 1200, 3681, 1211, 1213, 1208, 1228, 0, 3680, 0, 3679, 3678, 1223, 1214, 1213, 3677, 1226, 1220, 1234, 0, 3676, 1236, 1224, 1229, 1230, 1236, 1245, 1228, 0, 1232, 1233, 1241, 1243, 1247, 1247, 1256, 1265, 1266, 1262, 1273, 1269, 3644, 1279, 1265, 1272, 3674, 3642, 3672, 1284, 1280, 1276, 3640, 3670, 0, 3669, 0, 3668, 1280, 1274, 3636, 1294, 3666, 1296, 1289, 1295, 1300, 1300, 1292, 1292, 1295, 1297, 1295, 1303, 1310, 1306, 1310, 1322, 1322, 1328, 1321, 1337, 1340, 1324, 1339, 1329, 3665, 1325, 0, 3664, 3663, 1334, 1326, 1352, 1353, 3662, 3661, 1339, 1346, 1347, 1357, 1354, 1336, 0, 3660, 1350, 1353, 1376, 1379, 1366, 3628, 1374, 1377, 1380, 1394, 1391, 0, 3658, 3657, 1377, 1378, 1399, 1376, 1377, 1384, 1401, 1402, 1385, 1396, 0, 3656, 1405, 3655, 1400, 1395, 3623, 1416, 3653, 1393, 1397, 3652, 1414, 3651, 1407, 1415, 1427, 3650, 1424, 1429, 1420, 1427, 3649, 1440, 1446, 1437, 3648, 1448, 1436, 0, 3647, 1451, 3646, 3645, 3644, 1443, 3643, 1433, 1440, 3642, 1445, 3641, 110, 1457, 1458, 0, 3640, 1450, 1464, 1464, 3639, 1451, 1448, 1461, 1459, 1461, 3638, 3637, 1469, 1463, 3636, 3604, 1485, 1489, 1476, 1483, 3603, 3602, 1489, 3601, 1493, 1506, 1500, 1503, 1504, 3631, 1496, 3630, 1503, 1498, 1501, 1510, 3629, 1492, 1503, 1518, 1517, 0, 3628, 1521, 3627, 1518, 1517, 1519, 1530, 1529, 1530, 1535, 1524, 1523, 1530, 1528, 1551, 3595, 1538, 1555, 1540, 1552, 1544, 1565, 1548, 1568, 1570, 3625, 0, 3624, 1567, 0, 3623, 1551, 1569, 1563, 1572, 0, 3622, 0, 3621, 3620, 1569, 1567, 1577, 3619, 1570, 1585, 1571, 3618, 3617, 1586, 1583, 3616, 1579, 1595, 3615, 1592, 1594, 1593, 3614, 3613, 1588, 1594, 3581, 1611, 1599, 1606, 1605, 1606, 3611, 1604, 1612, 0, 3610, 1612, 1628, 1670, 1604, 3609, 1607, 1622, 0, 3608, 3607, 0, 3606, 1611, 1720, 1718, 0, 3605, 1722, 1714, 1709, 1709, 0, 3604, 3603, 3602, 1708, 0, 3601, 1708, 1728, 1715, 3600, 3599, 3598, 1715, 0, 3597, 3596, 1711, 1718, 3595, 1722, 0, 3594, 112, 3781, 114, 3562, 1725, 1735, 1735, 3592, 3591, 1726, 1728, 1732, 1733, 3590, 3589, 1741, 3557, 3587, 1746, 1736, 1738, 1725, 3586, 1742, 1779, 3585, 1762, 3584, 1769, 1759, 3583, 1781, 1768, 0, 3582, 1786, 0, 3581, 1782, 1775, 1793, 1776, 0, 3580, 3579, 1774, 1776, 1786, 1771, 3578, 1794, 1795, 1796, 1783, 3577, 1803, 1787, 3576, 3575, 1805, 1793, 1816, 1815, 3574, 1833, 1833, 1834, 1822, 1834, 3573, 1839, 1831, 3572, 3571, 1835, 1827, 1860, 3570, 3569, 1832, 1845, 3568, 3567, 1826, 1830, 1846, 3566, 3565, 1841, 1848, 3564, 1842, 3563, 3562, 3530, 3560, 1848, 0, 3559, 3558, 1855, 1855, 1853, 1856, 1840, 1853, 1858, 3557, 3556, 1880, 1877, 1889, 1880, 1882, 1893, 1885, 1897, 1898, 1887, 1895, 1900, 1891, 1895, 1901, 1910, 1940, 1902, 1896, 1913, 3555, 0, 3554, 1911, 1911, 3553, 1944, 1928, 1950, 1946, 1946, 1945, 1947, 3552, 3551, 1943, 1943, 3550, 1941, 0, 3549, 0, 3548, 0, 3547, 1956, 3546, 1946, 1947, 0, 3545, 1952, 150, 3781, 1950, 3544, 1962, 1958, 0, 3543, 3542, 1963, 1948, 1946, 1963, 0, 3541, 0, 3540, 1950, 1955, 0, 3539, 1957, 1981, 1995, 3538, 3537, 1990, 1987, 1991, 2006, 2005, 2004, 3536, 2001, 3535, 2002, 1996, 3534, 3533, 3532, 2004, 2009, 3531, 3530, 2006, 2008, 3529, 3528, 2008, 2001, 3496, 0, 3526, 2019, 3525, 2020, 2021, 3524, 2025, 2013, 3523, 3522, 2027, 3521, 2018, 2015, 3520, 3519, 2024, 2034, 2041, 2052, 3518, 2057, 3517, 0, 3516, 3515, 2044, 3514, 3513, 2063, 3512, 0, 3511, 2042, 2055, 3510, 0, 3509, 2070, 2063, 3508, 0, 3507, 0, 3506, 3505, 3504, 0, 3503, 2068, 3502, 0, 3501, 2062, 3500, 2052, 0, 3499, 2070, 2066, 2063, 3498, 2062, 2072, 2066, 3497, 0, 3496, 2066, 2058, 2073, 2076, 2075, 2069, 2077, 2078, 2081, 2108, 2104, 2116, 2100, 2119, 2116, 2121, 2106, 2111, 2123, 2116, 2109, 2124, 2124, 2115, 2109, 2126, 2121, 2120, 2138, 3495, 2135, 2132, 0, 3494, 3493, 2137, 2129, 2131, 3492, 2153, 2156, 0, 3491, 0, 3490, 3489, 3488, 3487, 2164, 2160, 0, 3486, 2170, 2171, 2152, 2164, 3485, 3484, 2156, 0, 3483, 3482, 2176, 3481, 2177, 3480, 2167, 2171, 3479, 2184, 3478, 0, 3477, 3445, 2173, 2164, 2174, 2175, 2172, 2182, 2183, 2193, 0, 3475, 2182, 0, 3474, 2183, 2192, 0, 3473, 3472, 3471, 2193, 2194, 3470, 0, 3469, 2192, 2217, 0, 3468, 3467, 2213, 2210, 2228, 3466, 3465, 3464, 2227, 0, 3463, 2220, 2219, 0, 3462, 0, 3461, 2222, 3460, 2231, 3459, 0, 3458, 3457, 3456, 2218, 2233, 2236, 0, 3455, 3454, 3453, 0, 3452, 2231, 3451, 0, 3450, 2228, 0, 3449, 3448, 3447, 0, 3446, 3445, 2226, 3444, 3443, 3442, 3441, 2218, 0, 3440, 2240, 0, 3439, 2237, 2235, 3438, 2233, 3437, 2245, 2248, 2241, 0, 3436, 2235, 2250, 2257, 3435, 2258, 2279, 2281, 2272, 2284, 2273, 2285, 2284, 2278, 2273, 2282, 2290, 2287, 2294, 2280, 2294, 2281, 2285, 2277, 2298, 2299, 2297, 2306, 2289, 2290, 2287, 2297, 2303, 0, 3434, 2315, 2338, 3433, 2329, 2339, 3432, 3431, 2331, 3430, 3429, 3428, 0, 3427, 2322, 2325, 3426, 2341, 3425, 3393, 0, 3423, 3422, 3421, 3420, 2335, 3419, 2345, 3418, 2345, 2336, 3417, 2349, 0, 3416, 2349, 2339, 3415, 2348, 2349, 2342, 2353, 2347, 2344, 2357, 3383, 3413, 0, 3412, 0, 3411, 3410, 2345, 0, 3409, 2360, 2360, 0, 3408, 2345, 3407, 2352, 2386, 2370, 3406, 0, 3405, 3404, 3403, 2391, 3402, 2393, 0, 3401, 3400, 3399, 0, 3398, 3397, 2394, 2396, 2400, 3396, 0, 3395, 2400, 0, 3394, 2399, 3393, 3392, 0, 3391, 2400, 3390, 0, 3389, 0, 3388, 0, 3387, 2401, 2402, 3386, 3385, 3384, 2393, 0, 3383, 2405, 3382, 2405, 3381, 2398, 2403, 3380, 2394, 2402, 3379, 2411, 2411, 2399, 3378, 2398, 2400, 2413, 2417, 2422, 2417, 2425, 3377, 3376, 2432, 2438, 2431, 2437, 3344, 2453, 2445, 2449, 2445, 3374, 3342, 2446, 2457, 2451, 0, 3372, 3371, 2459, 3370, 0, 3369, 3368, 3367, 0, 3366, 0, 3365, 2460, 3333, 3363, 2462, 3362, 2451, 0, 3361, 3360, 0, 3359, 2463, 0, 3358, 3357, 0, 3356, 2458, 2450, 0, 3355, 2461, 2473, 2454, 3354, 2471, 3353, 2465, 2466, 2467, 2472, 3352, 2490, 3351, 3350, 3349, 2492, 2492, 2493, 3348, 2489, 2495, 2505, 2515, 0, 3347, 0, 3346, 3345, 3344, 3343, 3342, 3341, 0, 3340, 0, 3339, 2513, 3338, 2506, 0, 3337, 2507, 3336, 0, 3335, 0, 3334, 2506, 0, 3333, 2503, 2508, 3332, 3331, 0, 3330, 2505, 3329, 3328, 2520, 3327, 2520, 2521, 0, 3326, 2518, 2516, 3325, 3324, 2518, 3323, 3322, 2512, 2527, 3321, 2513, 2515, 3320, 2517, 3319, 3318, 2535, 2534, 2549, 2551, 2547, 3317, 2542, 2565, 2555, 3316, 2549, 2558, 3315, 2568, 3314, 3313, 0, 3312, 3311, 0, 3310, 3309, 2559, 0, 3308, 2578, 0, 3307, 2555, 2572, 0, 3306, 2565, 3305, 2568, 2563, 3304, 2564, 2565, 0, 3303, 3302, 3301, 2572, 2582, 3300, 2573, 3299, 2587, 2564, 0, 3298, 0, 3297, 3296, 2584, 3295, 3294, 0, 3293, 3292, 2576, 2587, 2587, 0, 3291, 3290, 0, 3289, 3288, 0, 3287, 3286, 3285, 3284, 2608, 3283, 2619, 3282, 2601, 0, 3281, 0, 3280, 96, 101, 0, 103, 116, 0, 148, 2608, 2605, 2612, 152, 0, 154, 155, 2613, 156, 0, 158, 2617, 2610, 160, 2624, 2625, 163, 2623, 0, 193, 0, 197, 2624, 2629, 2617, 2635, 2617, 200, 2612, 2638, 229, 0, 244, 2626, 2629, 245, 258, 0, 265, 310, 0, 311, 400, 2629, 405, 2632, 2626, 2634, 2627, 0, 409, 463, 489, 600, 2644, 619, 620, 0, 622, 665, 706, 883, 1092, 0, 1093, 2645, 2655, 0, 1133, 2667, 1134, 1147, 1151, 2665, 2666, 2664, 0, 1152, 0, 1198, 1631, 0, 1641, 1642, 1644, 0, 1645, 2668, 1646, 1648, 1649, 0, 1654, 1657, 2661, 1663, 2677, 1665, 0, 1666, 2683, 0, 1667, 2670, 2667, 0, 1671, 1755, 1796, 0, 2581, 2685, 2669, 2672, 2687, 2680, 2688, 0, 2697, 2690, 2684, 2701, 2695, 2699, 0, 2704, 2705, 0, 2706, 0, 2714, 2687, 0, 2725, 2720, 2718, 2724, 2733, 2734, 2735, 0, 2736, 2737, 2738, 0, 2739, 2740, 2741, 0, 2742, 2743, 2737, 2739, 2738, 0, 2747, 0, 2748, 0, 2749, 2735, 2751, 2735, 0, 2753, 0, 2754, 2755, 2735, 0, 2759, 2761, 0, 2762, 0, 2763, 2764, 2765, 2766, 0, 2767, 2745, 2752, 2751, 2771, 2775, 2764, 2777, 2779, 2781, 2782, 2779, 2784, 2785, 0, 2787, 2780, 2779, 0, 2790, 2781, 2783, 2793, 2790, 2795, 0, 2799, 0, 2800, 2801, 0, 2802, 0, 2803, 0, 2805, 0, 2806, 2789, 2808, 2788, 2810, 2812, 2813, 0, 2814, 2787, 0, 2818, 2821, 0, 2823, 2824, 2813, 2826, 2819, 0, 2828, 0, 2829, 2807, 2831, 2832, 2833, 2834, 2821, 2838, 2839, 2836, 2829, 2834, 2821, 2845, 2824, 0, 2847, 0, 2848, 2833, 2850, 2851, 2852, 0, 2854, 2856, 2857, 0, 2859, 0, 2860, 2843, 2862, 2848, 2837, 0, 2866, 0, 2867, 0, 2871, 0, 2873, 2863, 0, 2876, 0, 2878, 2872, 2874, 2864, 2882, 0, 2883, 2876, 2885, 0, 2886, 2887, 0, 2888, 0, 2890, 2892, 2877, 0, 2895, 2881, 2897, 2881, 2899, 2900, 2901, 2902, 2904, 2905, 0, 2906, 0, 2910, 2911, 2913, 2914, 2905, 2916, 2917, 2918, 0, 2919, 2920, 0, 2921, 2923, 2925, 0, 2927, 2928, 0, 2929, 0, 2930, 0, 2931, 0, 2932, 0, 2933, 0, 2934, 2935, 0, 2936, 3781, 2945, 2947, 2949, 2951, 2938, 2953, 2939, 2940, 2941, 2942, 2943, 2955, 2956, 2957, 2958, 2959, 2960, 2961, 2962, 2963, 2964, 2965, 2966, 2967, 2968, 2969, 2970, 2971, 2972, 2973, 2974, 2975, 2976, 2977, 2978, 2979, 2980, 2981, 2982, 2983, 2984, 2985, 2986, 2987, 2988, 2989, 2990, 2991, 2992, 2993, 2994, 2995, 2996, 2997, 2998, 2999, 3000, 3001, 3002, 3003, 3004, 3005, 3006, 3007, 3008, 3009, 3010, 3011, 3012, 3013, 3014, 3015, 3016, 3017, 3018, 3019, 3020, 3021, 3022, 3023, 3024, 3025, 3026, 3027, 3028, 3029, 3030, 3031, 3032, 3033, 3034, 3035, 3036, 3037, 3038, 3039, 3040, 3041, 3042, 3043, 3044, 3045, 3046, 3047, 3048, 3049, 3050, 3051, 3052, 3053, 3054, 3055, 3056, 3057, 3058, 3059, 3060, 3061, 3062, 3063, 3064, 3065, 3066, 3067, 3068, 3069, 3070, 3071, 3072, 3073, 3074, 3075, 3076, 3077, 3078, 3079, 3080, 3081, 3082, 3083, 3084, 3085, 3086, 3087, 3088, 3089, 3090, 3091, 3092, 3093, 3094, 3095, 3096, 3097, 3098, 3099, 3100, 3101, 3102, 3103, 3104, 3105, 3106, 3107, 3108, 3109, 3110, 3111, 3112, 3113, 3114, 3115, 3116, 3117, 3118, 3119, 3120, 3121, 3122, 3123, 3124, 3125, 3126, 3127, 3128, 3129, 3130, 3131, 3132, 3133, 3134, 3135, 3136, 3137, 3138, 3139, 3140, 3141, 3142, 3143, 3144, 3145, 3146, 3147, 3148, 3149, 3150, 3151, 3152, 3153, 3154, 3155, 3156, 3157, 3158, 3159, 3160, 3161, 3162, 3163, 3164, 3165, 3166, 3167, 3168, 3169, 3170, 3171, 3172, 3173, 3174, 3175, 3176, 3177, 3178, 3179, 3180, 3181, 3182, 3183, 3184, 3185, 3186, 3187, 3188, 3189, 3190, 3191, 3192, 3193, 3194, 3195, 3196, 3197, 3198, 3199, 3200, 3201, 3202, 3203, 3204, 3205, 3206, 3207, 3208, 3209, 3210, 3211, 3212, 3213, 3214, 3215, 3216, 3217, 3218, 3219, 3220, 3221, 3222, 3223, 3224, 3225, 3226, 3227, 3228, 3229, 3230, 3231, 3232, 3233, 3234, 3235, 3236, 3237, 3238, 3239, 3240, 3241, 3242, 3243, 3244, 3245, 3246, 3247, 3248, 3249, 3250, 3251, 3252, 3253, 3254, 3255, 3256, 3257, 3258, 3259, 3260, 3261, 3262, 3263, 3264, 3265, 3266, 3267, 3268, 3269, 3270, 3271, 3272, 3273, 3274, 3275, 3276, 3277, 3278, 3279, 3280 } ; static yyconst flex_int16_t yy_def[2409] = { 0, 2072, 2071, 2073, 2073, 2074, 2074, 2075, 2075, 2071, 2076, 2071, 2077, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2078, 2078, 2078, 2079, 2079, 2079, 2071, 2071, 2076, 2077, 2071, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2080, 2076, 2081, 2078, 2078, 2078, 2078, 2079, 2079, 2079, 2079, 2071, 2071, 2082, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2083, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2084, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2085, 2076, 2076, 2076, 2076, 2076, 2080, 2080, 2076, 2081, 2081, 2078, 2079, 2082, 2082, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2086, 2076, 2076, 2087, 2076, 2076, 2076, 2076, 2076, 2088, 2076, 2076, 2089, 2076, 2076, 2076, 2076, 2071, 2090, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2083, 2083, 2076, 2091, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2071, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2092, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2084, 2084, 2076, 2076, 2076, 2076, 2076, 2076, 2093, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2085, 2085, 2076, 2076, 2076, 2094, 2095, 2076, 2078, 2079, 2076, 2076, 2076, 2076, 2076, 2096, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2097, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2086, 2086, 2076, 2076, 2087, 2087, 2076, 2076, 2076, 2076, 2076, 2088, 2088, 2076, 2076, 2089, 2089, 2076, 2076, 2076, 2090, 2090, 2076, 2098, 2099, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2091, 2091, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2071, 2100, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2071, 2076, 2101, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2102, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2092, 2092, 2103, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2093, 2093, 2076, 2076, 2076, 2076, 2076, 2104, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2094, 2094, 2095, 2095, 2076, 2078, 2079, 2076, 2105, 2076, 2076, 2076, 2096, 2096, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2097, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2098, 2098, 2099, 2099, 2076, 2076, 2076, 2076, 2106, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2107, 2076, 2100, 2100, 2108, 2076, 2076, 2076, 2076, 2109, 2110, 2076, 2076, 2076, 2076, 2076, 2076, 2101, 2101, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2102, 2102, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2103, 2103, 2076, 2111, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2112, 2076, 2113, 2076, 2076, 2076, 2114, 2076, 2076, 2076, 2076, 2115, 2076, 2076, 2076, 2116, 2076, 2076, 2104, 2104, 2076, 2076, 2076, 2076, 2076, 2117, 2076, 2076, 2076, 2076, 2118, 2078, 2079, 2076, 2105, 2105, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2119, 2076, 2120, 2076, 2076, 2076, 2076, 2121, 2076, 2076, 2076, 2076, 2106, 2106, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2107, 2107, 2076, 2108, 2108, 2076, 2076, 2076, 2076, 2109, 2109, 2110, 2110, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2122, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2111, 2111, 2076, 2076, 2071, 2076, 2123, 2076, 2076, 2112, 2112, 2076, 2113, 2113, 2076, 2076, 2076, 2114, 2114, 2076, 2076, 2076, 2076, 2115, 2115, 2076, 2076, 2076, 2116, 2116, 2076, 2076, 2076, 2124, 2125, 2126, 2076, 2117, 2117, 2076, 2076, 2076, 2127, 2076, 2118, 2118, 2078, 2071, 2079, 2076, 2076, 2076, 2076, 2128, 2076, 2076, 2076, 2076, 2076, 2129, 2130, 2076, 2076, 2131, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2119, 2119, 2076, 2120, 2120, 2076, 2076, 2076, 2076, 2121, 2121, 2076, 2076, 2076, 2076, 2076, 2132, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2133, 2076, 2076, 2076, 2076, 2076, 2134, 2076, 2076, 2076, 2135, 2076, 2076, 2076, 2136, 2137, 2076, 2076, 2138, 2076, 2076, 2139, 2076, 2076, 2076, 2122, 2122, 2140, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2141, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2123, 2123, 2076, 2076, 2142, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2143, 2144, 2076, 2076, 2076, 2076, 2124, 2124, 2125, 2125, 2126, 2126, 2076, 2145, 2076, 2076, 2127, 2127, 2076, 2079, 2071, 2076, 2076, 2076, 2076, 2128, 2128, 2146, 2076, 2076, 2076, 2076, 2129, 2129, 2130, 2130, 2076, 2076, 2131, 2131, 2076, 2076, 2076, 2076, 2147, 2076, 2076, 2076, 2076, 2076, 2076, 2148, 2076, 2149, 2076, 2076, 2150, 2076, 2076, 2076, 2076, 2076, 2151, 2076, 2076, 2152, 2076, 2076, 2076, 2076, 2132, 2132, 2076, 2076, 2076, 2076, 2153, 2076, 2076, 2154, 2155, 2076, 2076, 2076, 2076, 2156, 2076, 2076, 2076, 2076, 2076, 2157, 2076, 2076, 2158, 2158, 2159, 2076, 2076, 2160, 2076, 2161, 2162, 2162, 2076, 2076, 2163, 2164, 2164, 2076, 2076, 2076, 2165, 2165, 2166, 2166, 2076, 2076, 2167, 2167, 2076, 2168, 2169, 2169, 2076, 2170, 2076, 2171, 2171, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2172, 2173, 2173, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2174, 2076, 2076, 2175, 2175, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2176, 2176, 2177, 2177, 2076, 2076, 2178, 2076, 2076, 2179, 2179, 2076, 2076, 2076, 2076, 2180, 2076, 2076, 2181, 2181, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2182, 2183, 2183, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2184, 2184, 2076, 2185, 2185, 2076, 2076, 2186, 2186, 2187, 2188, 2076, 2076, 2189, 2190, 2190, 2076, 2076, 2191, 2191, 2192, 2076, 2076, 2076, 2076, 2193, 2076, 2076, 2194, 2194, 2076, 2076, 2195, 2195, 2196, 2196, 2076, 2197, 2076, 2076, 2198, 2198, 2199, 2076, 2076, 2076, 2076, 2200, 2200, 2076, 2201, 2202, 2202, 2076, 2203, 2204, 2204, 2076, 2205, 2205, 2076, 2076, 2206, 2206, 2207, 2076, 2076, 2208, 2209, 2210, 2076, 2211, 2211, 2076, 2212, 2212, 2076, 2076, 2076, 2076, 2213, 2076, 2076, 2076, 2214, 2214, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2215, 2215, 2076, 2076, 2216, 2076, 2076, 2076, 2217, 2076, 2076, 2218, 2219, 2220, 2220, 2076, 2076, 2076, 2076, 2076, 2076, 2221, 2221, 2222, 2076, 2223, 2076, 2224, 2076, 2225, 2076, 2076, 2226, 2076, 2227, 2227, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2228, 2228, 2229, 2229, 2076, 2076, 2230, 2230, 2076, 2076, 2231, 2231, 2076, 2076, 2076, 2076, 2076, 2232, 2233, 2233, 2234, 2076, 2076, 2076, 2076, 2235, 2235, 2076, 2236, 2237, 2237, 2238, 2076, 2076, 2076, 2239, 2240, 2240, 2076, 2241, 2241, 2076, 2242, 2243, 2244, 2244, 2076, 2245, 2246, 2246, 2247, 2247, 2248, 2248, 2076, 2076, 2076, 2076, 2249, 2076, 2250, 2250, 2076, 2076, 2076, 2076, 2076, 2076, 2251, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2252, 2252, 2076, 2076, 2253, 2254, 2254, 2076, 2255, 2256, 2256, 2257, 2257, 2076, 2076, 2258, 2076, 2259, 2076, 2260, 2260, 2261, 2262, 2262, 2076, 2263, 2263, 2076, 2264, 2264, 2076, 2076, 2265, 2265, 2076, 2076, 2076, 2266, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2267, 2268, 2076, 2076, 2076, 2076, 2269, 2076, 2076, 2076, 2076, 2270, 2270, 2271, 2271, 2272, 2076, 2273, 2076, 2274, 2275, 2275, 2276, 2276, 2076, 2076, 2076, 2277, 2277, 2076, 2076, 2278, 2278, 2279, 2279, 2076, 2280, 2280, 2076, 2076, 2281, 2282, 2283, 2283, 2076, 2076, 2284, 2076, 2285, 2076, 2076, 2286, 2286, 2076, 2076, 2287, 2076, 2076, 2076, 2288, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2289, 2290, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2291, 2076, 2076, 2076, 2076, 2292, 2076, 2293, 2293, 2294, 2295, 2295, 2076, 2076, 2296, 2296, 2076, 2297, 2297, 2076, 2076, 2298, 2298, 2076, 2299, 2076, 2076, 2076, 2076, 2076, 2300, 2300, 2076, 2301, 2076, 2076, 2076, 2076, 2302, 2076, 2076, 2303, 2303, 2304, 2304, 2305, 2076, 2076, 2076, 2306, 2306, 2076, 2076, 2076, 2076, 2307, 2307, 2308, 2309, 2309, 2310, 2311, 2311, 2076, 2312, 2076, 2076, 2313, 2076, 2076, 2076, 2314, 2314, 2315, 2315, 2076, 2316, 2317, 2317, 2076, 2318, 2318, 2076, 2076, 2076, 2076, 2287, 2287, 2319, 2076, 2320, 2321, 2321, 2076, 2076, 2322, 2076, 2076, 2323, 2076, 2324, 2324, 2325, 2325, 2076, 2076, 2076, 2076, 2076, 2326, 2076, 2076, 2076, 2327, 2327, 2076, 2076, 2328, 2076, 2329, 2329, 2330, 2331, 2331, 2332, 2076, 2333, 2076, 2076, 2076, 2076, 2334, 2334, 2076, 2076, 2335, 2076, 2076, 2336, 2337, 2337, 2076, 2076, 2338, 2076, 2339, 2339, 2076, 2076, 2340, 2340, 2076, 2341, 2342, 2343, 2076, 2076, 2076, 2344, 2344, 2345, 2345, 2346, 2347, 2347, 2348, 2076, 2349, 2349, 2076, 2350, 2076, 2351, 2352, 2352, 2353, 2076, 2076, 2076, 2354, 2355, 2355, 2076, 2356, 2356, 2076, 2076, 2357, 2357, 2076, 2076, 2358, 2358, 2076, 2076, 2076, 2076, 2076, 2076, 2359, 2359, 2076, 2076, 2360, 2076, 2076, 2361, 2361, 2362, 2363, 2363, 2332, 2332, 2076, 2333, 2333, 2076, 2076, 2076, 2076, 2364, 2365, 2366, 2366, 2076, 2367, 2368, 2368, 2369, 2370, 2371, 2371, 2372, 2076, 2076, 2076, 2373, 2373, 2374, 2374, 2375, 2375, 2076, 2076, 2076, 2346, 2346, 2348, 2348, 2376, 2076, 2350, 2350, 2377, 2351, 2351, 2353, 2353, 2076, 2378, 2076, 2354, 2354, 2076, 2076, 2076, 2379, 2380, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2076, 2360, 2360, 2076, 2076, 2362, 2362, 2076, 2076, 2076, 2076, 2381, 2364, 2364, 2365, 2365, 2382, 2367, 2367, 2369, 2369, 2370, 2370, 2372, 2372, 2076, 2076, 2076, 2076, 2383, 2076, 2376, 2376, 2076, 2377, 2377, 2384, 2378, 2378, 2385, 2076, 2076, 2076, 2379, 2379, 2380, 2380, 2076, 2386, 2387, 2388, 2389, 2076, 2390, 2391, 2076, 2076, 2076, 2076, 2392, 2076, 2381, 2381, 2382, 2382, 2076, 2393, 2076, 2394, 2383, 2383, 2395, 2076, 2384, 2384, 2385, 2385, 2076, 2396, 2076, 2076, 2386, 2386, 2387, 2387, 2388, 2388, 2389, 2389, 2076, 2390, 2390, 2391, 2391, 2076, 2076, 2076, 2076, 2392, 2392, 2076, 2076, 2393, 2393, 2397, 2394, 2394, 2395, 2395, 2398, 2076, 2396, 2396, 2076, 2076, 2076, 2076, 2076, 2076, 2399, 2076, 2400, 2397, 2397, 2398, 2398, 2076, 2076, 2401, 2076, 2402, 2403, 2404, 2399, 2399, 2405, 2400, 2400, 2406, 2407, 2401, 2401, 2076, 2402, 2402, 2403, 2403, 2404, 2404, 2405, 2405, 2406, 2406, 2407, 2407, 2408, 2408, 2408, 0, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071 } ; static yyconst flex_int16_t yy_nxt[3841] = { 0, 2071, 48, 11, 12, 49, 134, 138, 141, 135, 139, 142, 48, 134, 138, 49, 135, 139, 141, 294, 295, 142, 339, 340, 294, 295, 484, 485, 495, 496, 339, 340, 13, 10, 10, 11, 12, 10, 14, 15, 16, 17, 18, 19, 20, 21, 22, 10, 23, 24, 25, 26, 27, 28, 10, 29, 30, 31, 32, 33, 34, 35, 36, 10, 13, 10, 14, 15, 16, 17, 18, 19, 20, 21, 22, 10, 23, 24, 25, 26, 27, 28, 10, 29, 30, 31, 32, 33, 34, 35, 36, 10, 11, 11, 11, 11, 11, 11, 1810, 57, 39, 85, 42, 1812, 125, 1716, 58, 484, 485, 59, 495, 496, 886, 887, 886, 887, 1047, 1048, 1813, 72, 130, 38, 38, 41, 41, 44, 44, 57, 39, 85, 42, 50, 125, 73, 58, 65, 74, 59, 75, 66, 51, 131, 52, 67, 53, 76, 54, 72, 55, 56, 1719, 77, 1047, 1048, 1817, 68, 1725, 1819, 1822, 50, 1730, 73, 1826, 65, 74, 1830, 75, 66, 51, 131, 52, 67, 53, 76, 54, 136, 55, 56, 60, 77, 69, 81, 123, 68, 106, 61, 78, 124, 107, 62, 70, 82, 63, 91, 79, 1739, 83, 84, 64, 1741, 71, 80, 1838, 136, 108, 140, 60, 92, 69, 81, 123, 93, 106, 61, 78, 124, 107, 62, 70, 82, 63, 91, 79, 94, 83, 84, 64, 95, 71, 80, 86, 1841, 108, 140, 87, 92, 98, 96, 88, 93, 97, 145, 146, 147, 89, 102, 1752, 1845, 99, 103, 90, 94, 143, 104, 100, 95, 101, 148, 86, 105, 1846, 150, 87, 498, 98, 96, 88, 1758, 97, 145, 146, 147, 89, 102, 149, 144, 99, 103, 90, 151, 156, 104, 100, 160, 101, 148, 684, 105, 109, 150, 110, 126, 161, 127, 499, 128, 111, 112, 113, 129, 114, 115, 149, 144, 154, 116, 117, 151, 156, 152, 162, 160, 1848, 1761, 155, 165, 109, 685, 110, 126, 161, 127, 153, 128, 111, 112, 113, 129, 114, 115, 163, 164, 154, 116, 117, 118, 157, 152, 162, 119, 158, 159, 155, 165, 166, 120, 167, 168, 121, 169, 153, 170, 171, 172, 173, 122, 174, 175, 163, 164, 176, 177, 178, 118, 157, 179, 181, 119, 158, 159, 185, 186, 166, 120, 167, 168, 121, 169, 187, 170, 171, 172, 173, 122, 174, 175, 188, 189, 176, 177, 178, 190, 191, 179, 181, 182, 197, 183, 185, 186, 198, 200, 1850, 201, 199, 202, 187, 1853, 204, 205, 206, 1770, 208, 209, 188, 189, 210, 207, 211, 190, 191, 212, 213, 182, 197, 183, 192, 214, 198, 200, 193, 201, 199, 202, 217, 194, 204, 205, 206, 195, 208, 209, 215, 196, 210, 207, 211, 218, 219, 212, 213, 220, 221, 216, 192, 214, 222, 226, 193, 227, 223, 234, 217, 194, 224, 1858, 235, 195, 236, 237, 215, 196, 238, 231, 225, 218, 219, 232, 228, 220, 221, 216, 239, 244, 222, 226, 229, 227, 223, 234, 233, 1859, 224, 230, 235, 245, 236, 237, 246, 250, 238, 231, 225, 255, 240, 232, 251, 241, 248, 258, 239, 244, 242, 252, 229, 259, 249, 262, 233, 243, 263, 230, 264, 245, 265, 266, 246, 250, 267, 268, 269, 255, 240, 270, 251, 241, 248, 258, 271, 272, 242, 252, 273, 259, 249, 262, 274, 243, 263, 276, 264, 277, 265, 266, 278, 280, 267, 268, 269, 281, 285, 270, 286, 287, 291, 292, 271, 272, 282, 293, 273, 279, 298, 296, 274, 299, 283, 276, 300, 277, 288, 303, 284, 280, 301, 304, 306, 309, 285, 297, 286, 322, 291, 292, 289, 323, 282, 293, 324, 279, 298, 311, 1861, 299, 283, 325, 300, 302, 288, 303, 284, 326, 301, 304, 306, 309, 327, 297, 328, 322, 312, 1863, 1865, 323, 1778, 329, 324, 330, 332, 311, 313, 314, 315, 325, 336, 316, 337, 317, 338, 326, 341, 318, 333, 334, 327, 342, 328, 349, 350, 319, 320, 352, 321, 329, 335, 330, 332, 353, 313, 314, 315, 354, 336, 316, 337, 317, 338, 1866, 341, 318, 333, 334, 355, 342, 356, 349, 350, 319, 320, 352, 321, 357, 335, 343, 358, 353, 344, 360, 345, 354, 361, 363, 364, 362, 366, 346, 368, 369, 347, 370, 355, 348, 356, 371, 372, 373, 376, 377, 1867, 357, 381, 343, 358, 383, 344, 360, 345, 384, 361, 363, 364, 362, 366, 346, 368, 369, 347, 370, 385, 348, 386, 371, 372, 373, 376, 377, 378, 387, 381, 388, 379, 383, 380, 389, 390, 384, 391, 392, 394, 398, 399, 400, 403, 404, 405, 406, 385, 407, 386, 408, 410, 412, 413, 416, 378, 387, 417, 388, 379, 418, 380, 389, 390, 428, 391, 392, 394, 398, 399, 400, 403, 404, 405, 406, 429, 407, 409, 408, 410, 412, 413, 416, 432, 433, 417, 436, 437, 418, 420, 421, 438, 428, 439, 440, 422, 443, 423, 444, 447, 448, 449, 424, 429, 425, 426, 452, 427, 455, 456, 457, 432, 433, 459, 436, 437, 460, 420, 421, 438, 461, 439, 440, 422, 443, 423, 444, 447, 448, 449, 424, 462, 425, 426, 452, 427, 455, 456, 457, 465, 466, 459, 467, 468, 460, 470, 471, 472, 461, 473, 474, 476, 469, 480, 482, 477, 483, 487, 489, 462, 490, 491, 492, 475, 493, 494, 500, 465, 466, 478, 467, 468, 501, 470, 471, 472, 1869, 473, 474, 476, 469, 480, 482, 477, 483, 487, 489, 502, 490, 491, 492, 475, 493, 494, 500, 504, 505, 478, 506, 507, 501, 510, 511, 513, 503, 514, 515, 522, 508, 523, 524, 525, 526, 527, 528, 502, 530, 531, 532, 534, 535, 536, 529, 504, 505, 537, 506, 507, 538, 510, 511, 513, 503, 514, 515, 522, 508, 523, 524, 525, 526, 527, 528, 539, 530, 531, 532, 534, 535, 536, 529, 540, 541, 537, 544, 546, 538, 547, 548, 550, 551, 552, 553, 554, 555, 556, 557, 558, 564, 565, 566, 539, 567, 569, 570, 571, 574, 575, 576, 540, 541, 577, 544, 546, 578, 547, 548, 550, 551, 552, 553, 554, 555, 556, 557, 558, 564, 565, 566, 579, 567, 569, 570, 571, 574, 575, 576, 580, 582, 577, 584, 585, 578, 586, 587, 588, 589, 590, 591, 592, 593, 594, 595, 596, 597, 598, 599, 579, 583, 600, 601, 602, 603, 604, 605, 580, 582, 610, 584, 585, 611, 586, 587, 588, 589, 590, 591, 592, 593, 594, 595, 596, 597, 598, 599, 612, 583, 600, 601, 602, 603, 604, 605, 613, 615, 610, 616, 617, 611, 618, 619, 620, 621, 622, 623, 624, 625, 626, 627, 628, 629, 630, 631, 612, 632, 1870, 1784, 639, 643, 644, 645, 613, 615, 646, 616, 617, 649, 618, 619, 620, 621, 622, 623, 624, 625, 626, 627, 628, 629, 630, 631, 634, 632, 635, 636, 639, 643, 644, 645, 657, 658, 646, 659, 660, 649, 637, 1788, 1875, 661, 662, 663, 664, 665, 666, 670, 671, 672, 674, 675, 634, 1877, 635, 636, 679, 1879, 1797, 667, 657, 658, 680, 659, 660, 683, 637, 650, 651, 661, 662, 663, 664, 665, 666, 670, 671, 672, 674, 675, 676, 652, 686, 677, 679, 653, 654, 667, 687, 688, 680, 689, 690, 683, 691, 650, 651, 678, 693, 695, 696, 698, 700, 702, 1799, 704, 705, 706, 676, 652, 686, 677, 709, 653, 654, 712, 687, 688, 713, 689, 690, 714, 691, 715, 716, 678, 693, 695, 696, 718, 700, 702, 699, 704, 705, 706, 719, 720, 721, 723, 709, 724, 725, 712, 728, 729, 713, 731, 732, 714, 730, 715, 716, 733, 735, 736, 737, 718, 738, 739, 740, 734, 741, 742, 719, 720, 721, 723, 743, 724, 725, 744, 728, 729, 745, 731, 732, 746, 730, 747, 748, 733, 735, 736, 737, 749, 738, 739, 740, 750, 741, 742, 751, 753, 754, 755, 743, 759, 760, 744, 761, 764, 745, 765, 767, 746, 770, 747, 748, 771, 772, 773, 774, 749, 775, 776, 777, 750, 778, 779, 751, 753, 754, 755, 780, 759, 760, 781, 761, 764, 782, 765, 767, 783, 770, 784, 785, 771, 772, 773, 774, 786, 775, 776, 777, 787, 778, 779, 788, 789, 791, 792, 780, 793, 794, 781, 797, 800, 782, 790, 801, 783, 802, 784, 785, 803, 808, 809, 810, 786, 815, 816, 811, 787, 817, 813, 788, 789, 791, 792, 812, 793, 794, 814, 797, 800, 818, 790, 801, 819, 802, 820, 822, 803, 808, 809, 810, 823, 815, 816, 811, 824, 817, 813, 825, 826, 828, 829, 812, 830, 831, 814, 832, 833, 818, 834, 835, 819, 836, 820, 822, 837, 842, 838, 843, 823, 845, 847, 848, 824, 851, 854, 825, 826, 828, 829, 855, 830, 831, 856, 832, 833, 839, 834, 835, 859, 836, 860, 861, 837, 842, 838, 843, 862, 845, 847, 848, 865, 851, 854, 866, 867, 870, 871, 855, 872, 876, 856, 879, 880, 883, 888, 889, 859, 890, 860, 861, 881, 891, 892, 894, 862, 895, 896, 897, 865, 898, 901, 866, 867, 870, 871, 902, 872, 876, 905, 879, 880, 883, 888, 889, 906, 890, 907, 908, 911, 891, 892, 894, 913, 895, 896, 897, 916, 898, 901, 914, 917, 918, 921, 902, 924, 925, 905, 926, 927, 930, 931, 932, 906, 933, 907, 908, 911, 934, 915, 936, 913, 937, 938, 939, 916, 940, 941, 914, 917, 918, 921, 942, 924, 925, 943, 926, 927, 930, 931, 932, 944, 933, 945, 946, 947, 934, 915, 936, 949, 937, 938, 939, 950, 940, 941, 951, 952, 953, 954, 942, 955, 956, 943, 957, 959, 960, 961, 962, 944, 963, 945, 946, 947, 965, 966, 967, 949, 969, 970, 971, 950, 974, 975, 951, 952, 953, 954, 977, 955, 956, 978, 957, 959, 960, 961, 962, 980, 963, 981, 982, 986, 965, 966, 967, 987, 969, 970, 971, 989, 974, 975, 990, 991, 992, 993, 977, 995, 996, 978, 997, 1884, 1015, 1018, 1019, 980, 1021, 981, 982, 986, 998, 1802, 1886, 987, 1887, 1806, 1890, 989, 1891, 1893, 990, 991, 992, 993, 1812, 995, 996, 1895, 997, 999, 1015, 1018, 1019, 1897, 1021, 1900, 1819, 1822, 998, 45, 45, 1826, 45, 45, 1000, 1001, 1002, 1003, 1004, 1005, 1006, 1007, 1008, 45, 45, 1009, 1010, 45, 45, 1011, 45, 45, 1012, 1013, 45, 45, 1014, 45, 45, 45, 45, 45, 1000, 1001, 1002, 1003, 1004, 1005, 1006, 1007, 1008, 45, 45, 1009, 1010, 45, 45, 1011, 45, 45, 1012, 1013, 45, 45, 1014, 45, 45, 45, 1022, 1023, 1024, 1025, 1026, 1027, 1030, 1031, 1032, 1033, 1040, 1042, 1043, 1046, 1050, 1051, 1052, 1056, 1057, 1058, 1059, 1064, 1068, 1069, 1070, 1071, 1073, 1904, 1022, 1023, 1024, 1025, 1026, 1027, 1030, 1031, 1032, 1033, 1040, 1042, 1043, 1046, 1050, 1051, 1052, 1056, 1057, 1058, 1059, 1064, 1068, 1069, 1070, 1071, 1073, 1074, 1075, 1080, 1082, 1083, 1085, 1086, 1087, 1088, 1089, 1090, 1092, 1094, 1905, 1095, 1096, 1097, 1076, 1077, 1100, 1101, 1102, 1078, 1103, 1105, 1106, 1109, 1110, 1074, 1075, 1080, 1082, 1083, 1085, 1086, 1087, 1088, 1089, 1111, 1092, 1094, 1091, 1095, 1096, 1097, 1076, 1077, 1100, 1101, 1102, 1078, 1103, 1105, 1106, 1109, 1110, 1112, 1114, 1115, 1116, 1117, 1118, 1120, 1121, 1125, 1126, 1111, 1132, 1133, 1137, 1138, 1139, 1144, 1145, 1148, 1154, 1157, 1127, 1158, 1159, 1160, 1161, 1162, 1163, 1112, 1114, 1115, 1116, 1117, 1118, 1120, 1121, 1125, 1126, 1128, 1132, 1133, 1137, 1138, 1139, 1144, 1145, 1148, 1154, 1157, 1167, 1158, 1159, 1160, 1161, 1162, 1163, 1168, 1169, 1170, 1171, 1173, 1174, 1175, 1181, 1182, 1172, 1128, 1178, 1183, 1176, 1186, 1179, 1184, 1187, 1188, 1189, 1177, 1167, 1193, 1185, 1180, 1194, 1195, 1197, 1168, 1169, 1170, 1171, 1173, 1174, 1175, 1181, 1182, 1172, 1198, 1178, 1183, 1176, 1186, 1179, 1184, 1187, 1188, 1189, 1177, 1190, 1193, 1185, 1180, 1194, 1195, 1197, 1191, 1201, 1202, 1203, 1204, 1205, 1206, 1192, 1207, 1212, 1198, 1213, 1215, 1216, 1219, 1220, 1221, 1222, 1224, 1225, 1228, 1190, 1229, 1230, 1231, 1232, 1233, 1234, 1191, 1201, 1202, 1203, 1204, 1205, 1206, 1192, 1207, 1212, 1235, 1213, 1215, 1216, 1219, 1220, 1221, 1222, 1224, 1225, 1228, 1236, 1229, 1230, 1231, 1232, 1233, 1234, 1240, 1241, 1242, 1243, 1245, 1248, 1251, 1254, 1255, 1246, 1235, 1244, 1247, 1260, 1261, 1265, 1266, 1270, 1271, 1273, 1275, 1236, 1276, 1279, 1280, 1285, 1287, 1288, 1240, 1241, 1242, 1243, 1245, 1248, 1251, 1254, 1255, 1246, 1292, 1244, 1247, 1260, 1261, 1265, 1266, 1270, 1271, 1273, 1275, 1293, 1276, 1279, 1280, 1285, 1287, 1288, 1294, 1295, 1298, 1302, 1306, 1309, 1310, 1313, 1315, 1319, 1292, 1322, 1325, 1326, 1327, 1328, 1330, 1331, 1332, 1335, 1336, 1293, 1337, 1338, 1339, 1340, 1341, 1342, 1294, 1295, 1298, 1302, 1306, 1309, 1310, 1343, 1315, 1319, 1314, 1322, 1325, 1326, 1327, 1328, 1330, 1331, 1332, 1335, 1336, 1344, 1337, 1338, 1339, 1340, 1341, 1342, 1345, 1348, 1346, 1350, 1351, 1352, 1353, 1343, 1354, 1347, 1355, 1356, 1357, 1358, 1359, 1360, 1349, 1361, 1362, 1363, 1364, 1344, 1365, 1366, 1369, 1370, 1372, 1373, 1345, 1348, 1346, 1350, 1351, 1352, 1353, 1374, 1354, 1347, 1355, 1356, 1357, 1358, 1359, 1360, 1349, 1361, 1362, 1363, 1364, 1376, 1365, 1366, 1369, 1370, 1372, 1373, 1377, 1382, 1383, 1384, 1385, 1386, 1387, 1374, 1391, 1393, 1395, 1397, 1398, 1400, 1404, 1405, 1406, 1407, 1408, 1409, 1410, 1376, 1411, 1412, 1413, 1414, 1419, 1420, 1377, 1382, 1383, 1384, 1385, 1386, 1387, 1423, 1391, 1393, 1395, 1397, 1398, 1400, 1404, 1405, 1406, 1407, 1408, 1409, 1410, 1424, 1411, 1412, 1413, 1414, 1419, 1420, 1427, 1428, 1429, 1436, 1437, 1438, 1439, 1423, 1442, 1447, 1448, 1449, 1453, 1456, 1461, 1469, 1470, 1471, 1472, 1430, 1474, 1424, 1477, 1431, 1478, 1479, 1480, 1481, 1427, 1428, 1429, 1436, 1437, 1438, 1439, 1482, 1442, 1447, 1448, 1449, 1453, 1456, 1461, 1469, 1470, 1471, 1472, 1430, 1474, 1484, 1477, 1431, 1478, 1479, 1480, 1481, 1485, 1486, 1487, 1488, 1489, 1490, 1491, 1482, 1492, 1493, 1494, 1495, 1496, 1497, 1498, 1499, 1500, 1501, 1502, 1503, 1504, 1484, 1505, 1506, 1507, 1508, 1509, 1510, 1485, 1486, 1487, 1488, 1489, 1490, 1491, 1511, 1492, 1493, 1494, 1495, 1496, 1497, 1498, 1499, 1500, 1501, 1502, 1503, 1504, 1512, 1505, 1506, 1507, 1508, 1509, 1510, 1513, 1516, 1517, 1521, 1527, 1528, 1530, 1511, 1538, 1541, 1544, 1545, 1548, 1549, 1550, 1552, 1553, 1554, 1555, 1556, 1557, 1512, 1558, 1562, 1563, 1564, 1565, 1567, 1513, 1516, 1517, 1521, 1527, 1528, 1530, 1570, 1538, 1541, 1544, 1545, 1548, 1549, 1550, 1552, 1553, 1554, 1555, 1556, 1557, 1568, 1558, 1562, 1563, 1564, 1565, 1567, 1576, 1569, 1578, 1584, 1585, 1586, 1589, 1570, 1590, 1595, 1598, 1599, 1604, 1605, 1607, 1609, 1610, 1613, 1614, 1616, 1617, 1568, 1618, 1620, 1621, 1622, 1623, 1624, 1576, 1569, 1578, 1584, 1585, 1586, 1589, 1625, 1590, 1595, 1598, 1599, 1604, 1605, 1607, 1609, 1610, 1613, 1614, 1616, 1617, 1626, 1618, 1620, 1621, 1622, 1623, 1624, 1629, 1630, 1631, 1632, 1634, 1635, 1636, 1625, 1637, 1640, 1641, 1642, 1644, 1650, 1654, 1657, 1661, 1658, 1663, 1664, 1665, 1626, 1666, 1667, 1670, 1672, 1673, 1674, 1629, 1630, 1631, 1632, 1634, 1635, 1636, 1675, 1637, 1640, 1641, 1642, 1644, 1650, 1654, 1657, 1661, 1658, 1663, 1664, 1665, 1684, 1666, 1667, 1670, 1672, 1673, 1674, 1677, 1678, 1685, 1686, 1689, 1690, 1691, 1675, 1692, 1701, 1703, 1704, 1706, 1707, 1708, 1713, 1717, 1720, 1721, 1722, 1723, 1684, 1727, 1731, 1732, 1734, 1735, 1737, 1677, 1678, 1685, 1686, 1689, 1690, 1691, 1742, 1692, 1701, 1703, 1704, 1706, 1707, 1708, 1713, 1717, 1720, 1721, 1722, 1723, 1743, 1727, 1731, 1732, 1734, 1735, 1737, 1744, 1745, 1746, 1748, 1749, 1750, 1753, 1742, 1754, 1756, 1763, 1764, 1766, 1767, 1830, 1768, 1771, 1772, 1774, 1775, 1779, 1743, 1780, 1782, 1785, 1786, 1789, 1793, 1744, 1745, 1746, 1748, 1749, 1750, 1753, 1794, 1754, 1756, 1763, 1795, 1766, 1767, 1765, 1768, 1771, 1772, 1774, 1775, 1779, 1804, 1780, 1782, 1785, 1786, 1789, 1793, 1807, 1809, 1814, 1815, 1816, 1820, 1823, 1794, 1824, 1827, 1828, 1795, 1831, 1832, 1833, 1834, 1835, 1836, 1839, 1840, 1842, 1804, 1843, 1851, 1854, 1855, 1856, 1857, 1807, 1809, 1814, 1815, 1816, 1820, 1823, 1862, 1824, 1827, 1828, 1871, 1831, 1832, 1833, 1834, 1835, 1836, 1839, 1840, 1842, 1872, 1843, 1851, 1854, 1855, 1856, 1857, 1873, 1880, 1881, 1882, 1888, 1896, 1898, 1862, 1901, 1902, 1903, 1871, 1906, 1907, 1908, 1909, 1910, 1911, 1838, 1912, 1913, 1872, 1915, 1916, 1917, 1845, 1919, 1848, 1873, 1880, 1881, 1882, 1888, 1896, 1898, 1850, 1901, 1902, 1903, 1920, 1906, 1907, 1908, 1909, 1910, 1911, 1853, 1912, 1913, 1921, 1922, 1916, 1917, 1923, 1924, 1926, 1928, 1861, 1929, 1931, 1865, 1933, 1935, 1869, 1937, 1938, 1939, 1940, 1875, 1877, 1879, 1941, 1942, 1943, 1884, 1886, 1945, 1921, 1922, 1946, 1890, 1923, 1948, 1893, 1895, 1949, 1951, 1952, 1900, 1953, 1954, 1955, 1957, 1938, 1939, 1940, 1959, 1960, 1961, 1941, 1962, 1943, 1963, 1964, 1965, 1966, 1967, 1946, 1915, 1968, 1969, 1919, 1970, 1971, 1972, 1973, 1975, 1953, 1954, 1955, 1926, 1928, 1977, 1931, 1933, 1960, 1935, 1937, 1978, 1979, 1980, 1981, 1965, 1983, 1984, 1945, 1985, 1968, 1969, 1948, 1970, 1971, 1987, 1973, 1951, 1989, 1990, 1991, 1992, 1957, 1959, 1993, 1995, 1997, 1999, 2001, 1978, 2002, 1980, 2004, 2006, 2007, 2008, 2009, 1985, 2010, 2012, 2013, 1975, 1977, 2014, 2016, 2017, 2019, 1990, 1983, 1992, 2021, 2022, 1993, 1987, 1989, 2023, 2025, 2026, 2002, 2027, 1995, 1997, 2007, 2008, 2009, 1999, 2010, 2001, 2013, 2028, 2004, 2014, 2006, 2029, 2030, 2031, 2032, 2012, 2033, 2034, 2016, 2036, 2019, 2023, 2021, 2026, 2038, 2027, 2039, 2025, 2040, 2041, 2042, 2043, 2044, 2045, 2047, 2028, 2048, 2050, 2036, 2029, 2030, 2031, 2038, 2051, 2033, 2052, 2054, 2055, 2057, 2059, 2061, 2047, 2063, 2050, 2039, 2065, 2040, 2067, 2042, 2054, 2068, 2057, 2059, 2061, 2063, 2065, 2067, 2070, 2070, 45, 133, 137, 253, 256, 260, 2055, 10, 10, 37, 37, 40, 40, 43, 43, 46, 46, 307, 374, 396, 430, 434, 441, 445, 450, 463, 519, 542, 560, 562, 572, 581, 606, 608, 640, 655, 668, 681, 710, 726, 768, 795, 798, 804, 806, 840, 849, 852, 857, 863, 868, 877, 884, 919, 922, 928, 983, 1016, 1034, 1036, 1038, 1044, 1053, 1060, 1062, 1066, 1098, 1122, 1130, 1135, 1140, 1142, 1146, 1150, 1155, 1165, 1199, 1208, 1210, 1217, 1226, 1238, 1249, 1252, 1256, 1263, 1267, 1277, 1281, 1283, 1289, 1296, 1122, 1300, 1304, 1307, 1130, 1311, 1135, 1140, 1142, 1146, 1320, 1150, 1323, 1155, 1333, 1165, 1367, 1199, 1208, 1210, 1380, 1217, 1388, 1226, 1401, 1238, 1249, 1252, 1256, 1415, 1417, 1421, 1263, 1267, 1425, 1433, 1277, 1281, 1283, 1440, 1289, 1444, 1296, 1451, 1300, 1454, 1304, 1307, 1311, 1459, 1463, 1465, 1467, 1320, 1323, 1475, 1333, 1367, 1514, 1519, 1523, 1525, 1380, 1388, 1533, 1536, 1539, 1542, 1546, 1401, 1415, 1417, 1421, 1425, 1571, 1433, 1573, 1440, 1580, 1444, 1582, 1587, 1451, 1454, 1591, 1593, 1459, 1596, 1463, 1465, 1467, 1602, 1475, 1611, 1514, 1645, 1519, 1648, 1523, 1525, 1652, 1655, 1533, 1659, 1536, 1539, 1542, 1546, 1668, 1679, 1681, 1687, 1571, 1573, 1693, 1696, 1699, 1580, 1582, 1587, 1591, 1593, 1596, 1709, 1711, 1602, 1715, 1718, 1611, 1724, 1729, 1738, 1740, 1751, 1757, 1645, 1760, 1648, 1652, 1655, 1659, 1769, 1668, 1777, 1783, 1679, 1681, 1787, 1687, 1693, 1796, 1696, 1798, 1699, 1801, 1805, 1709, 1711, 1811, 1715, 1718, 1818, 1821, 1729, 1825, 1829, 1738, 1740, 1837, 1751, 1844, 1757, 1847, 1760, 1849, 1852, 1769, 1860, 1864, 1777, 1868, 1783, 1787, 1874, 1876, 1878, 1796, 1798, 1883, 1801, 1885, 1805, 1889, 1892, 1811, 1894, 1899, 1818, 1821, 1825, 1829, 1837, 1914, 1844, 1918, 1847, 1925, 1927, 1860, 1930, 1864, 1932, 1934, 1868, 1936, 1874, 1876, 1878, 1944, 1947, 1950, 1956, 1958, 1974, 1976, 1982, 1986, 1988, 1994, 1996, 1998, 2000, 2003, 2005, 2011, 2015, 2018, 2020, 2024, 2035, 2037, 2046, 2049, 2053, 2056, 2058, 2060, 2062, 2064, 2066, 2069, 1712, 1710, 1808, 1806, 1803, 1802, 1800, 1700, 1799, 1697, 1797, 1694, 1792, 1688, 1791, 1790, 1788, 1682, 1680, 1784, 1781, 1778, 1776, 1669, 1773, 1770, 1660, 1656, 1653, 1762, 1649, 1761, 1646, 1759, 1758, 1755, 1752, 1747, 1741, 1739, 1736, 1733, 1730, 1728, 1726, 1725, 1612, 1719, 1716, 1714, 1603, 1712, 1710, 1597, 1594, 1592, 1705, 1588, 1702, 1583, 1581, 1700, 1698, 1697, 1695, 1694, 1574, 1572, 1688, 1683, 1682, 1680, 1676, 1671, 1669, 1547, 1543, 1662, 1540, 1537, 1660, 1534, 1656, 1653, 1651, 1526, 1524, 1649, 1647, 1520, 1646, 1643, 1515, 1639, 1638, 1633, 1628, 1627, 1619, 1615, 1612, 1608, 1606, 1476, 1603, 1601, 1600, 1468, 1466, 1464, 1597, 1460, 1594, 1592, 1455, 1452, 1588, 1583, 1445, 1581, 1579, 1441, 1577, 1575, 1574, 1434, 1572, 1566, 1426, 1422, 1561, 1418, 1416, 1560, 1559, 1551, 1402, 1547, 1543, 1540, 1537, 1535, 1534, 1389, 1532, 1531, 1529, 1381, 1526, 1524, 1522, 1520, 1518, 1515, 1368, 1483, 1334, 1476, 1473, 1324, 1321, 1468, 1466, 1464, 1462, 1460, 1312, 1458, 1457, 1308, 1305, 1455, 1301, 1452, 1450, 1297, 1446, 1445, 1290, 1443, 1441, 1284, 1282, 1278, 1435, 1434, 1432, 1426, 1268, 1264, 1422, 1418, 1416, 1257, 1253, 1250, 1403, 1239, 1402, 1399, 1396, 1394, 1392, 1227, 1390, 1389, 1218, 1381, 1379, 1378, 1211, 1209, 1375, 1371, 1200, 1368, 1166, 1334, 1329, 1156, 1324, 1151, 1321, 1147, 1318, 1317, 1143, 1141, 1316, 1136, 1312, 1131, 1308, 1305, 1303, 1301, 1123, 1299, 1297, 1291, 1290, 1286, 1284, 1282, 1278, 1274, 1099, 1272, 1269, 1268, 1264, 1262, 1259, 1258, 1257, 1253, 1250, 1239, 1237, 1067, 1063, 1061, 1227, 1054, 1223, 1045, 1218, 1039, 1037, 1035, 1214, 1211, 1209, 1200, 1017, 1196, 1166, 1164, 1156, 984, 1153, 1152, 1151, 1149, 1147, 1143, 1141, 1136, 1134, 1131, 1129, 1124, 1123, 1119, 1113, 1108, 1107, 1104, 1099, 1093, 929, 923, 920, 1084, 1081, 1079, 1072, 1067, 1065, 1063, 1061, 1055, 1054, 1049, 885, 1045, 1041, 878, 1039, 1037, 1035, 869, 1029, 1028, 864, 858, 853, 1020, 850, 1017, 841, 994, 988, 985, 984, 979, 976, 973, 972, 968, 964, 807, 805, 799, 796, 958, 948, 935, 769, 929, 923, 920, 912, 910, 909, 904, 903, 900, 899, 893, 727, 885, 882, 878, 875, 874, 873, 711, 869, 864, 858, 853, 850, 846, 844, 841, 682, 827, 669, 821, 656, 807, 805, 799, 641, 796, 769, 766, 609, 607, 763, 762, 758, 757, 756, 752, 573, 727, 722, 563, 561, 717, 711, 708, 707, 543, 703, 701, 697, 694, 692, 682, 520, 673, 669, 656, 648, 647, 642, 641, 638, 633, 464, 614, 609, 607, 451, 446, 442, 435, 431, 573, 568, 563, 561, 559, 397, 549, 545, 543, 375, 533, 521, 520, 518, 517, 516, 512, 509, 497, 488, 486, 481, 479, 464, 308, 458, 454, 453, 451, 446, 442, 435, 431, 419, 415, 414, 411, 261, 257, 254, 402, 401, 397, 395, 393, 382, 375, 367, 365, 359, 351, 331, 310, 308, 305, 290, 275, 261, 257, 254, 247, 203, 184, 180, 47, 132, 47, 2071, 9, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071 } ; static yyconst flex_int16_t yy_chk[3841] = { 0, 0, 13, 1, 1, 13, 38, 41, 44, 38, 41, 44, 48, 134, 138, 48, 134, 138, 141, 170, 170, 141, 200, 200, 294, 294, 327, 327, 337, 337, 339, 339, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 4, 5, 6, 7, 8, 1713, 15, 4, 23, 6, 1714, 33, 1716, 15, 484, 484, 15, 495, 495, 723, 723, 886, 886, 888, 888, 1717, 19, 35, 3, 4, 5, 6, 7, 8, 15, 4, 23, 6, 14, 33, 19, 15, 17, 19, 15, 20, 17, 14, 35, 14, 17, 14, 20, 14, 19, 14, 14, 1719, 20, 1047, 1047, 1723, 17, 1725, 1726, 1728, 14, 1730, 19, 1733, 17, 19, 1736, 20, 17, 14, 35, 14, 17, 14, 20, 14, 39, 14, 14, 16, 20, 18, 22, 32, 17, 29, 16, 21, 32, 29, 16, 18, 22, 16, 25, 21, 1739, 22, 22, 16, 1741, 18, 21, 1747, 39, 29, 42, 16, 25, 18, 22, 32, 25, 29, 16, 21, 32, 29, 16, 18, 22, 16, 25, 21, 26, 22, 22, 16, 26, 18, 21, 24, 1750, 29, 42, 24, 25, 27, 26, 24, 25, 26, 51, 52, 53, 24, 28, 1752, 1755, 27, 28, 24, 26, 50, 28, 27, 26, 27, 54, 24, 28, 1756, 55, 24, 341, 27, 26, 24, 1758, 26, 51, 52, 53, 24, 28, 54, 50, 27, 28, 24, 56, 59, 28, 27, 61, 27, 54, 523, 28, 30, 55, 30, 34, 62, 34, 341, 34, 30, 30, 30, 34, 30, 30, 54, 50, 58, 30, 30, 56, 59, 57, 63, 61, 1759, 1761, 58, 65, 30, 523, 30, 34, 62, 34, 57, 34, 30, 30, 30, 34, 30, 30, 64, 64, 58, 30, 30, 31, 60, 57, 63, 31, 60, 60, 58, 65, 66, 31, 67, 68, 31, 69, 57, 70, 71, 72, 73, 31, 74, 75, 64, 64, 76, 77, 78, 31, 60, 79, 81, 31, 60, 60, 84, 85, 66, 31, 67, 68, 31, 69, 86, 70, 71, 72, 73, 31, 74, 75, 87, 88, 76, 77, 78, 89, 90, 79, 81, 82, 92, 82, 84, 85, 92, 93, 1762, 94, 92, 95, 86, 1764, 97, 98, 99, 1770, 100, 101, 87, 88, 102, 99, 102, 89, 90, 103, 104, 82, 92, 82, 91, 105, 92, 93, 91, 94, 92, 95, 107, 91, 97, 98, 99, 91, 100, 101, 106, 91, 102, 99, 102, 107, 108, 103, 104, 109, 110, 106, 91, 105, 111, 113, 91, 114, 112, 117, 107, 91, 112, 1771, 118, 91, 119, 120, 106, 91, 121, 116, 112, 107, 108, 116, 115, 109, 110, 106, 122, 124, 111, 113, 115, 114, 112, 117, 116, 1772, 112, 115, 118, 125, 119, 120, 126, 129, 121, 116, 112, 131, 123, 116, 129, 123, 128, 136, 122, 124, 123, 129, 115, 140, 128, 144, 116, 123, 145, 115, 146, 125, 147, 148, 126, 129, 149, 150, 151, 131, 123, 152, 129, 123, 128, 136, 153, 154, 123, 129, 155, 140, 128, 144, 156, 123, 145, 158, 146, 159, 147, 148, 160, 161, 149, 150, 151, 162, 163, 152, 164, 165, 167, 168, 153, 154, 162, 169, 155, 160, 172, 171, 156, 173, 162, 158, 174, 159, 165, 176, 162, 161, 175, 177, 179, 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1284, 1282, 1278, 1275, 1274, 1273, 1269, 1268, 1264, 1262, 1259, 1258, 1257, 1253, 1250, 1240, 1239, 1237, 1235, 1232, 1230, 1228, 1227, 1224, 1223, 1218, 1214, 1213, 1212, 1211, 1209, 1205, 1201, 1200, 1196, 1166, 1164, 1160, 1156, 1153, 1151, 1149, 1147, 1145, 1144, 1143, 1141, 1139, 1136, 1134, 1131, 1129, 1127, 1126, 1124, 1123, 1121, 1119, 1114, 1113, 1110, 1108, 1107, 1104, 1101, 1099, 1097, 1094, 1093, 1090, 1089, 1086, 1085, 1084, 1081, 1079, 1072, 1071, 1067, 1063, 1061, 1055, 1054, 1050, 1045, 1041, 1039, 1037, 1035, 1032, 1029, 1028, 1020, 1017, 1015, 994, 993, 985, 984, 981, 980, 979, 978, 976, 973, 972, 968, 967, 964, 963, 959, 958, 955, 949, 944, 943, 940, 935, 930, 929, 923, 920, 916, 913, 911, 908, 903, 902, 900, 899, 894, 893, 889, 885, 882, 879, 878, 875, 874, 873, 869, 866, 865, 864, 858, 853, 851, 850, 846, 841, 837, 831, 828, 827, 823, 820, 817, 816, 812, 808, 807, 805, 799, 796, 794, 784, 771, 769, 763, 758, 756, 750, 748, 747, 742, 741, 738, 737, 731, 727, 722, 720, 717, 715, 714, 713, 711, 707, 703, 698, 694, 692, 689, 687, 684, 682, 670, 669, 662, 656, 648, 647, 642, 641, 638, 614, 612, 609, 607, 605, 604, 600, 599, 598, 594, 573, 568, 564, 563, 561, 555, 549, 547, 546, 543, 540, 538, 535, 532, 530, 521, 520, 513, 509, 498, 493, 492, 487, 486, 482, 480, 464, 459, 454, 453, 451, 446, 442, 435, 431, 411, 407, 402, 401, 400, 397, 388, 384, 382, 375, 371, 360, 359, 358, 357, 356, 352, 349, 338, 330, 328, 324, 322, 310, 308, 303, 299, 298, 296, 290, 287, 281, 278, 274, 270, 269, 266, 261, 257, 254, 252, 251, 247, 246, 244, 233, 228, 221, 219, 214, 206, 194, 182, 180, 178, 166, 157, 143, 132, 130, 127, 96, 83, 80, 46, 36, 12, 9, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071, 2071 } ; static yy_state_type yy_last_accepting_state; static char *yy_last_accepting_cpos; extern int yy_flex_debug; int yy_flex_debug = 0; /* The intent behind this definition is that it'll catch * any uses of REJECT which flex missed. */ #define REJECT reject_used_but_not_detected #define yymore() yymore_used_but_not_detected #define YY_MORE_ADJ 0 #define YY_RESTORE_YY_MORE_OFFSET char *yytext; #line 1 "loader.l" #line 2 "loader.l" /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. object_sub/add_weight will transcend the environment updating the carrying variable. */ #include "global.h" #include #include "loader.h" #include "newserver.h" #include "sproto.h" #include "stringbuffer.h" #define YY_DECL int lex_load(int *depth, object **items, int maxdepth, int map_flags, int linemode) static char *yval(void); static int lex_error; static char msgbuf[HUGE_BUF]; size_t msglen = 0, total_msglen = 0; static char lorebuf[HUGE_BUF]; /** * 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 - your * 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. * * @todo * is this still required? it's used, but can it happen? */ const char *const 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 }; /** Utility macro to transform a bit into a flag. */ #define SET_OR_CLEAR_FLAG(op, flag, val) \ { if (val) SET_FLAG(op, flag); else CLEAR_FLAG(op, flag); } /** * SET_RESIST is really only really needed for transition code. We normally * don't care about multiple values overwriting each other, but this is * to catch items that have multiple protection/immune/vulnerable. * This can be simplified later on to just do the set after all the archs * and maps have been updated. * We always keep the last value because otherwise the value from the * arch may take precedence. * Unfortunately, we will report warnings here simply because an object has * been modified from the arch. */ #define SET_RESIST(op, type, val) op->resist[type] = val; /** Next value as integer. */ #define IVAL atoi(yval()) /** Next value as float. */ #define FVAL atof(yval()) extern int arch_init; extern int artifact_init; /** * Keep track of whether we're currently inside an object...end block. This * might have been better designed as a separate start condition, but was * added to give a warning when an object started before the previous ended. */ static bool seen_object = false; /** * Fills in the body information for one slot. * * @param op * object * @param params * the body part, which should be in the ::body_locations structure. */ static void set_body_info(object *op, char *params) { int i; char *cp; /* go to first space character */ for (cp = params; !isspace(*cp); cp++) ; *cp++ = 0; /* null it out */ for (i = 0; i < NUM_BODY_LOCATIONS; i++) { if (!strcmp(params, body_locations[i].save_name)) { op->body_info[i] = atoi(cp); return; /* Only one line passed in params */ } } LOG(llevError, "set_body_info called with bogus params: %s\n", params); } /** * 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. * * @param op * object to check. */ static void check_loaded_object(object *op) { if (artifact_init) /* Artifacts are special beasts, let's not check them. */ return; if (!is_type_valid(op->type)) { LOG(llevError, "Invalid type %d for %s\n", op->type, op->arch ? op->arch->name : op->name); op->type = 0; } /* We do some specialized handling to handle legacy cases of name_pl. * If the object doesn't have a name_pl, we just use the object name - * this isn't perfect (things won't be properly pluralized), but works to * that degree (5 heart is still quite understandable). But the case we * also have to catch is if this object is not using the normal name for * the object. In that case, we also want to use the loaded name. * Otherwise, what happens is that the the plural name will lose * information (appear as just 'hearts' and not 'goblins heart') */ if (op->arch && op->name != op->arch->clone.name && op->name_pl == op->arch->clone.name_pl) { if (op->name_pl) { free_string(op->name_pl); op->name_pl = NULL; } } if (!op->name_pl && op->name) op->name_pl = add_string(op->name); /* objects now have a materialname. try to patch it in */ if (!(IS_WEAPON(op) && op->level > 0)) { set_materialname(op); } /* 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->name); } 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->name, op->body_info[1], op->skill); } } /* 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 = create_archetype_by_object_name(op->slaying); object_insert_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->name, op->stats.hp, op->stats.maxhp); } 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!) */ object_set_flag_inv(op, FLAG_IS_A_TEMPLATE); } /* if the item is identified, ensure we got the correct face */ if (QUERY_FLAG(op, FLAG_IDENTIFIED)) object_give_identified_properties(op); /* Here we'll handle custom monsters. In order to handle them correctly, especially in the fix_object * method, we'll create a new temporary archetype containing defined values. * Of course this doesn't apply when loading archetypes or artifacts. */ if (arch_init == 0 && artifact_init == 0 && QUERY_FLAG(op, FLAG_MONSTER) && op->arch && !object_can_merge(op, &op->arch->clone)) { archetype *temp = get_archetype_struct(); temp->reference_count++; temp->name = add_string(op->arch->name); temp->tail_x = op->arch->tail_x; temp->tail_y = op->arch->tail_y; object_copy(op, &temp->clone); temp->clone.inv = NULL; temp->clone.env = NULL; temp->clone.x = 0; temp->clone.y = 0; temp->clone.map = NULL; if (FABS(temp->clone.speed) > MIN_ACTIVE_SPEED) { /* Clone has a speed, so need to clear that because it isn't on a map. * But we need to keep the value, because otherwise the customized object * will have no speed (fix_player() will use the 0 value). So set it * to zero, call object_update_speed() to remove it from active list, then * set its speed back to the original. */ temp->clone.speed = 0; object_update_speed(&temp->clone); temp->clone.speed = op->speed; } temp->more = op->arch->more; op->arch = temp; /* LOG(llevDebug, "created temporary archetype for %s at %d,%d\n", op->name, op->x, op->y); */ } } /** * This extracts the key/value from the yytext field - * calls object_set_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. * * @param op * object in which to insert the value. */ 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. */ object_set_value(op, key, NULL, TRUE); return; } } if (*cp == '\0') { object_set_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? */ object_set_value(op, key, NULL, TRUE); return; } /* Now looking for the value. Skip over whitespace. */ for (; isspace(*cp); cp++) { if (*cp == '\0') { /* Guess not. */ object_set_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? */ object_set_value(op, key, NULL, TRUE); return; } *end = '\0'; } object_set_value(op, key, value, TRUE); } /** * Handles the different move types an object can have. * * @param mt * field for which we are computing the value, will be set to the result of parsing. * @param params * string containing the definition of the move type to parse. * @param prefix * string to be displayed in case the move type is invalid, must not be NULL. */ static void set_move(MoveType *mt, char *params, const char *prefix) { 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< #endif #ifndef YY_EXTRA_TYPE #define YY_EXTRA_TYPE void * #endif static int yy_init_globals (void ); /* Accessor methods to globals. These are made visible to non-reentrant scanners for convenience. */ int yylex_destroy (void ); int yyget_debug (void ); void yyset_debug (int debug_flag ); YY_EXTRA_TYPE yyget_extra (void ); void yyset_extra (YY_EXTRA_TYPE user_defined ); FILE *yyget_in (void ); void yyset_in (FILE * in_str ); FILE *yyget_out (void ); void yyset_out (FILE * out_str ); yy_size_t yyget_leng (void ); char *yyget_text (void ); int yyget_lineno (void ); void yyset_lineno (int line_number ); /* Macros after this point can all be overridden by user definitions in * section 1. */ #ifndef YY_SKIP_YYWRAP #ifdef __cplusplus extern "C" int yywrap (void ); #else extern int yywrap (void ); #endif #endif #ifndef yytext_ptr static void yy_flex_strncpy (char *,yyconst char *,int ); #endif #ifdef YY_NEED_STRLEN static int yy_flex_strlen (yyconst char * ); #endif #ifndef YY_NO_INPUT #ifdef __cplusplus static int yyinput (void ); #else static int input (void ); #endif #endif static int yy_start_stack_ptr = 0; static int yy_start_stack_depth = 0; static int *yy_start_stack = NULL; static void yy_push_state (int new_state ); static void yy_pop_state (void ); /* Amount of stuff to slurp up with each read. */ #ifndef YY_READ_BUF_SIZE #define YY_READ_BUF_SIZE 8192 #endif /* Copy whatever the last rule matched to the standard output. */ #ifndef ECHO /* This used to be an fputs(), but since the string might contain NUL's, * we now use fwrite(). */ #define ECHO do { if (fwrite( yytext, yyleng, 1, yyout )) {} } while (0) #endif /* Gets input and stuffs it into "buf". number of characters read, or YY_NULL, * is returned in "result". */ #ifndef YY_INPUT #define YY_INPUT(buf,result,max_size) \ if ( YY_CURRENT_BUFFER_LVALUE->yy_is_interactive ) \ { \ int c = '*'; \ size_t n; \ for ( n = 0; n < max_size && \ (c = getc( yyin )) != EOF && c != '\n'; ++n ) \ buf[n] = (char) c; \ if ( c == '\n' ) \ buf[n++] = (char) c; \ if ( c == EOF && ferror( yyin ) ) \ YY_FATAL_ERROR( "input in flex scanner failed" ); \ result = n; \ } \ else \ { \ errno=0; \ while ( (result = fread(buf, 1, max_size, yyin))==0 && ferror(yyin)) \ { \ if( errno != EINTR) \ { \ YY_FATAL_ERROR( "input in flex scanner failed" ); \ break; \ } \ errno=0; \ clearerr(yyin); \ } \ }\ \ #endif /* No semi-colon after return; correct usage is to write "yyterminate();" - * we don't want an extra ';' after the "return" because that will cause * some compilers to complain about unreachable statements. */ #ifndef yyterminate #define yyterminate() return YY_NULL #endif /* Number of entries by which start-condition stack grows. */ #ifndef YY_START_STACK_INCR #define YY_START_STACK_INCR 25 #endif /* Report a fatal error. */ #ifndef YY_FATAL_ERROR #define YY_FATAL_ERROR(msg) yy_fatal_error( msg ) #endif /* end tables serialization structures and prototypes */ /* Default declaration of generated scanner - a define so the user can * easily add parameters. */ #ifndef YY_DECL #define YY_DECL_IS_OURS 1 extern int yylex (void); #define YY_DECL int yylex (void) #endif /* !YY_DECL */ /* Code executed at the beginning of each rule, after yytext and yyleng * have been set up. */ #ifndef YY_USER_ACTION #define YY_USER_ACTION #endif /* Code executed at the end of each rule. */ #ifndef YY_BREAK #define YY_BREAK break; #endif #define YY_RULE_SETUP \ if ( yyleng > 0 ) \ YY_CURRENT_BUFFER_LVALUE->yy_at_bol = \ (yytext[yyleng - 1] == '\n'); \ YY_USER_ACTION /** The main scanner function which does all the work. */ YY_DECL { yy_state_type yy_current_state; char *yy_cp, *yy_bp; int yy_act; #line 592 "loader.l" /* Declare some local variables */ int ismore = 0; object *op = items[*depth]; lex_error = 0; #line 2850 "loader.c" if ( !(yy_init) ) { (yy_init) = 1; #ifdef YY_USER_INIT YY_USER_INIT; #endif if ( ! (yy_start) ) (yy_start) = 1; /* first start state */ if ( ! yyin ) yyin = stdin; if ( ! yyout ) yyout = stdout; if ( ! YY_CURRENT_BUFFER ) { yyensure_buffer_stack (); YY_CURRENT_BUFFER_LVALUE = yy_create_buffer(yyin,YY_BUF_SIZE ); } yy_load_buffer_state( ); } while ( 1 ) /* loops until end-of-file is reached */ { yy_cp = (yy_c_buf_p); /* Support of yytext. */ *yy_cp = (yy_hold_char); /* yy_bp points to the position in yy_ch_buf of the start of * the current run. */ yy_bp = yy_cp; yy_current_state = (yy_start); yy_current_state += YY_AT_BOL(); yy_match: do { YY_CHAR yy_c = yy_ec[YY_SC_TO_UI(*yy_cp)] ; if ( yy_accept[yy_current_state] ) { (yy_last_accepting_state) = yy_current_state; (yy_last_accepting_cpos) = yy_cp; } while ( yy_chk[yy_base[yy_current_state] + yy_c] != yy_current_state ) { yy_current_state = (int) yy_def[yy_current_state]; if ( yy_current_state >= 2072 ) yy_c = yy_meta[(unsigned int) yy_c]; } yy_current_state = yy_nxt[yy_base[yy_current_state] + (unsigned int) yy_c]; ++yy_cp; } while ( yy_current_state != 2071 ); yy_cp = (yy_last_accepting_cpos); yy_current_state = (yy_last_accepting_state); yy_find_action: yy_act = yy_accept[yy_current_state]; YY_DO_BEFORE_ACTION; do_action: /* This label is used only to access EOF actions. */ switch ( yy_act ) { /* beginning of action switch */ case 0: /* must back up */ /* undo the effects of YY_DO_BEFORE_ACTION */ *yy_cp = (yy_hold_char); yy_cp = (yy_last_accepting_cpos); yy_current_state = (yy_last_accepting_state); goto yy_find_action; case 1: *yy_cp = (yy_hold_char); /* undo effects of setting up yytext */ (yy_c_buf_p) = yy_cp -= 1; YY_DO_BEFORE_ACTION; /* set up yytext again */ YY_RULE_SETUP #line 603 "loader.l" { BEGIN(MESSAGE); msgbuf[0] = '\0'; msglen = 0; total_msglen = 0;} YY_BREAK case 2: *yy_cp = (yy_hold_char); /* undo effects of setting up yytext */ (yy_c_buf_p) = yy_cp -= 1; YY_DO_BEFORE_ACTION; /* set up yytext again */ YY_RULE_SETUP #line 604 "loader.l" { BEGIN(INITIAL); object_set_msg(op, msgbuf); /* Just print a warning so we can be reasonably safe * about not overflowing the buffer. */ if (total_msglen > (HUGE_BUF / 2)) LOG(llevDebug, "warning: msg in '%s' on %s is very long (%lu " "characters)\n", op->name, op->map != NULL ? op->map->path : "no map", (unsigned long)total_msglen); } YY_BREAK case 3: YY_RULE_SETUP #line 617 "loader.l" { safe_strcat(msgbuf, yytext, &msglen, HUGE_BUF); safe_strcat(msgbuf, "\n", &msglen, HUGE_BUF); total_msglen += strlen(yytext)+1; } YY_BREAK case 4: *yy_cp = (yy_hold_char); /* undo effects of setting up yytext */ (yy_c_buf_p) = yy_cp -= 1; YY_DO_BEFORE_ACTION; /* set up yytext again */ YY_RULE_SETUP #line 622 "loader.l" { BEGIN(LORE); lorebuf[0] = '\0'; } YY_BREAK case 5: *yy_cp = (yy_hold_char); /* undo effects of setting up yytext */ (yy_c_buf_p) = yy_cp -= 1; YY_DO_BEFORE_ACTION; /* set up yytext again */ YY_RULE_SETUP #line 623 "loader.l" { BEGIN(INITIAL); op->lore = add_string(lorebuf); /* Just print a warning so we can be reasonably safe * about not overflowing the buffer. */ if (strlen(op->lore) > (HUGE_BUF/2)) LOG(llevDebug, "\n\tWarning lore length > %d (max allowed=%d): %lu\n>%.80s<\n", HUGE_BUF/2, HUGE_BUF, (unsigned long)strlen(op->lore), op->lore); } YY_BREAK case 6: YY_RULE_SETUP #line 632 "loader.l" { strcat(lorebuf, yytext); strcat(lorebuf, "\n"); } YY_BREAK case 7: YY_RULE_SETUP #line 634 "loader.l" { char *yv = yval(); if (*yv == '\0') { LOG(llevError, "Object lacks name.\n"); return LL_IGNORED; } if (seen_object) { LOG(llevError, "An object started before the 'end' of object %s.\n", (op->arch && op->arch->name) ? op->arch->name : "(no name)"); } if (!arch_init) { LOG(llevError, "Got object info when not in arch_init (%s)?\n", yv); } else { if (op->arch != NULL) op->arch->name = add_string(yv); op->name = add_string(yv); } seen_object = true; } YY_BREAK case 8: YY_RULE_SETUP #line 654 "loader.l" { char *yv = yval(); if (*yv == '\0') LOG(llevError, "Name without val\n"); else FREE_AND_COPY(op->name, yv); } YY_BREAK case 9: YY_RULE_SETUP #line 662 "loader.l" { char *yv = yval(); if (*yv == '\0') LOG(llevError, "Name without val\n"); else FREE_AND_COPY(op->name_pl, yv); } YY_BREAK case 10: YY_RULE_SETUP #line 670 "loader.l" { char *yv = yval(); if (*yv == '\0') LOG(llevError, "Anim suffix without val\n"); else FREE_AND_COPY(op->anim_suffix, yv); } YY_BREAK case 11: YY_RULE_SETUP #line 678 "loader.l" FREE_AND_COPY(op->skill, yval()); YY_BREAK case 12: YY_RULE_SETUP #line 679 "loader.l" { char *yv = yval(); if (*yv == '\0') LOG(llevError, "Custom name without val\n"); else FREE_AND_COPY(op->custom_name, yv); } YY_BREAK case 13: YY_RULE_SETUP #line 687 "loader.l" FREE_AND_COPY(op->race, yval()); YY_BREAK case 14: YY_RULE_SETUP #line 688 "loader.l" FREE_AND_COPY(op->slaying, yval()); YY_BREAK case 15: YY_RULE_SETUP #line 689 "loader.l" { if (op->arch) { /* Here an object must be inserted into another object, during archetypes, artifact or map loading. The logic is as follow: - in linemode, we are loading artifacts, so just increase depth, next calls will work on object in inventory, and insertion in previous object done in the "end" part - when not in linemode, two cases: - arch_init is not set, then we are loading a map - arch_init is set, we are loading archetypes, discard the object, it'll be handled in a second pass */ object *tmp; char *yv = yval(); tmp = object_new(); tmp->arch = try_find_archetype(yv); if (tmp->arch != NULL) object_copy(&tmp->arch->clone, tmp); else { if (tmp->name) free_string(tmp->name); /* record the name of the broken object */ tmp->name = add_string(yv); } strcpy(msgbuf, ""); strcpy(lorebuf, ""); msglen = 0; total_msglen = 0; (*depth)++; items[*depth] = tmp; if (linemode == 0) { lex_load(depth, items, maxdepth, map_flags, linemode); (*depth)--; if (tmp->arch && (arch_init == 0)) { /* Map loading, object into another object*/ object_insert_in_ob(tmp, op); } else { /* Archetypes loading or invalid object in a map */ if (arch_init == 0) LOG(llevDebug, "Discarding object without arch: %s\n", tmp->name ? tmp->name : "(null)"); object_free_drop_inventory(tmp); } } } else { /* Here we are loading an object in a map, on a spot, not * in another object's inventory */ char *yv = yval(); op->arch = try_find_archetype(yv); if (op->arch != NULL) object_copy(&op->arch->clone, op); else if (!arch_init) { if (op->name) free_string(op->name); /* record the name of the broken object */ op->name = add_string(yv); } } } YY_BREAK case 16: YY_RULE_SETUP #line 753 "loader.l" { const char *yv = yval(); const artifact *art = find_artifact(op, yv); if (art == NULL) { LOG(llevError, "can't find artifact %s [%d]\n for loading", yv, op->type); } else { give_artifact_abilities(op, art->item); } } YY_BREAK case 17: YY_RULE_SETUP #line 763 "loader.l" op->other_arch = try_find_archetype(yval()); YY_BREAK case 18: YY_RULE_SETUP #line 764 "loader.l" { if (strcmp (yval(), "NONE") == 0) { op->animation = NULL; CLEAR_FLAG (op, FLAG_ANIMATE); } else { op->animation = find_animation (yval()); SET_FLAG (op, FLAG_ANIMATE); } } YY_BREAK case 19: *yy_cp = (yy_hold_char); /* undo effects of setting up yytext */ (yy_c_buf_p) = yy_cp -= 1; YY_DO_BEFORE_ACTION; /* set up yytext again */ YY_RULE_SETUP #line 774 "loader.l" { /* We need to record that this is a multipart object, * so the calling function can glue things back together */ ismore = 1; } YY_BREAK case 20: *yy_cp = (yy_hold_char); /* undo effects of setting up yytext */ (yy_c_buf_p) = yy_cp -= 1; YY_DO_BEFORE_ACTION; /* set up yytext again */ YY_RULE_SETUP #line 780 "loader.l" { seen_object = false; check_loaded_object(op); if (linemode) { /* Linemode is only set for artifact loading. */ if ((*depth) > 0) { /* Object we finished is in another object's inventory */ object_insert_in_ob(items[*depth], items[(*depth)-1]); } return LL_NORMAL; } if (ismore) return LL_MORE; else return LL_NORMAL; } YY_BREAK case 21: YY_RULE_SETUP #line 796 "loader.l" op->last_heal = IVAL; YY_BREAK case 22: YY_RULE_SETUP #line 797 "loader.l" op->last_sp = IVAL; YY_BREAK case 23: YY_RULE_SETUP #line 798 "loader.l" op->last_grace = IVAL; YY_BREAK case 24: YY_RULE_SETUP #line 799 "loader.l" op->last_eat = IVAL; YY_BREAK case 25: YY_RULE_SETUP #line 800 "loader.l" { op->speed = FVAL; if (!(map_flags&MAP_STYLE)) { if (op->speed < 0) { op->speed_left = op->speed_left-RANDOM()%100/100.0; op->speed = -op->speed; // Make this always positive } object_update_speed(op); } } YY_BREAK case 26: YY_RULE_SETUP #line 810 "loader.l" op->speed_left = FVAL; YY_BREAK case 27: YY_RULE_SETUP #line 812 "loader.l" op->weapon_speed_left = FVAL; YY_BREAK case 28: YY_RULE_SETUP #line 813 "loader.l" op->weapon_speed = FVAL; YY_BREAK case 29: YY_RULE_SETUP #line 815 "loader.l" { op->move_slow |= MOVE_WALK; op->move_slow_penalty = FVAL; } YY_BREAK case 30: YY_RULE_SETUP #line 819 "loader.l" { char *y = yval(); if (*y == '\0') LOG(llevError, "Title without value.\n"); else FREE_AND_COPY(op->title, y); } YY_BREAK case 31: YY_RULE_SETUP #line 828 "loader.l" { const char *name = yval(); op->face = find_face(yval(), NULL); if (op->face == NULL) LOG(llevError, "couldn't find face %s for %s\n", name, op->arch ? op->arch->name : op->name); } YY_BREAK case 32: YY_RULE_SETUP #line 834 "loader.l" op->stats.Str = IVAL; YY_BREAK case 33: YY_RULE_SETUP #line 835 "loader.l" op->stats.Dex = IVAL; YY_BREAK case 34: YY_RULE_SETUP #line 836 "loader.l" op->stats.Con = IVAL; YY_BREAK case 35: YY_RULE_SETUP #line 837 "loader.l" op->stats.Wis = IVAL; YY_BREAK case 36: YY_RULE_SETUP #line 838 "loader.l" op->stats.Cha = IVAL; YY_BREAK case 37: YY_RULE_SETUP #line 839 "loader.l" op->stats.Int = IVAL; YY_BREAK case 38: YY_RULE_SETUP #line 840 "loader.l" op->stats.Pow = IVAL; YY_BREAK case 39: YY_RULE_SETUP #line 841 "loader.l" op->stats.hp = IVAL; YY_BREAK case 40: YY_RULE_SETUP #line 842 "loader.l" op->stats.maxhp = IVAL; YY_BREAK case 41: YY_RULE_SETUP #line 843 "loader.l" op->stats.sp = IVAL; YY_BREAK case 42: YY_RULE_SETUP #line 844 "loader.l" op->stats.maxsp = IVAL; YY_BREAK case 43: YY_RULE_SETUP #line 845 "loader.l" op->stats.grace = IVAL; YY_BREAK case 44: YY_RULE_SETUP #line 846 "loader.l" op->stats.maxgrace = IVAL; YY_BREAK case 45: YY_RULE_SETUP #line 847 "loader.l" op->stats.exp = atoll(yval()); YY_BREAK case 46: YY_RULE_SETUP #line 848 "loader.l" op->total_exp = atoll(yval()); YY_BREAK case 47: YY_RULE_SETUP #line 849 "loader.l" op->total_exp = (atoll(yval()) * 100 / settings.permanent_exp_ratio); YY_BREAK case 48: YY_RULE_SETUP #line 850 "loader.l" op->stats.food = IVAL; YY_BREAK case 49: YY_RULE_SETUP #line 851 "loader.l" op->stats.dam = IVAL; YY_BREAK case 50: YY_RULE_SETUP #line 852 "loader.l" op->stats.wc = IVAL; YY_BREAK case 51: YY_RULE_SETUP #line 853 "loader.l" op->stats.ac = IVAL; YY_BREAK case 52: YY_RULE_SETUP #line 854 "loader.l" { op->x = IVAL; op->ox= op->x; } YY_BREAK case 53: YY_RULE_SETUP #line 855 "loader.l" { op->y = IVAL; op->oy= op->y; } YY_BREAK case 54: YY_RULE_SETUP #line 856 "loader.l" op->nrof= atol(yval()); YY_BREAK case 55: YY_RULE_SETUP #line 857 "loader.l" op->level = IVAL; YY_BREAK case 56: YY_RULE_SETUP #line 858 "loader.l" op->direction = IVAL; YY_BREAK case 57: YY_RULE_SETUP #line 859 "loader.l" op->type = IVAL; YY_BREAK case 58: YY_RULE_SETUP #line 860 "loader.l" op->subtype = IVAL; YY_BREAK case 59: YY_RULE_SETUP #line 861 "loader.l" op->material = IVAL; YY_BREAK case 60: YY_RULE_SETUP #line 862 "loader.l" { char *yv = yval(); if (*yv == '\0') LOG(llevError, "Materialname without val\n"); else FREE_AND_COPY(op->materialname, yv); } YY_BREAK case 61: YY_RULE_SETUP #line 871 "loader.l" op->value = IVAL; YY_BREAK case 62: YY_RULE_SETUP #line 872 "loader.l" { op->weight = atol(yval()); if (op->weight == 0) { SET_FLAG(op, FLAG_NO_PICK); } } YY_BREAK case 63: YY_RULE_SETUP #line 878 "loader.l" op->carrying = atol(yval()); YY_BREAK case 64: YY_RULE_SETUP #line 879 "loader.l" op->attacktype = IVAL; YY_BREAK case 65: YY_RULE_SETUP #line 880 "loader.l" op->path_attuned = IVAL; YY_BREAK case 66: YY_RULE_SETUP #line 881 "loader.l" op->path_repelled = IVAL; YY_BREAK case 67: YY_RULE_SETUP #line 882 "loader.l" op->path_denied = IVAL; YY_BREAK case 68: YY_RULE_SETUP #line 883 "loader.l" op->invisible = IVAL; YY_BREAK case 69: YY_RULE_SETUP #line 884 "loader.l" op->magic = IVAL; YY_BREAK case 70: YY_RULE_SETUP #line 885 "loader.l" op->state = IVAL; YY_BREAK case 71: YY_RULE_SETUP #line 886 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_ALIVE, IVAL); YY_BREAK case 72: YY_RULE_SETUP #line 887 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_APPLIED, IVAL); YY_BREAK case 73: YY_RULE_SETUP #line 888 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_UNPAID, IVAL); YY_BREAK case 74: YY_RULE_SETUP #line 889 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_ANIMATE, IVAL); YY_BREAK case 75: YY_RULE_SETUP #line 890 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_NO_PICK, IVAL); YY_BREAK case 76: YY_RULE_SETUP #line 891 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_CLIENT_ANIM_SYNC, IVAL); YY_BREAK case 77: YY_RULE_SETUP #line 892 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_CLIENT_ANIM_RANDOM, IVAL); YY_BREAK /* These are the new values */ case 78: YY_RULE_SETUP #line 896 "loader.l" set_move(&op->move_block, yval(), "block"); YY_BREAK case 79: YY_RULE_SETUP #line 897 "loader.l" set_move(&op->move_allow, yval(), "allow"); YY_BREAK case 80: YY_RULE_SETUP #line 898 "loader.l" set_move(&op->move_type, yval(), "type"); YY_BREAK case 81: YY_RULE_SETUP #line 899 "loader.l" set_move(&op->move_on, yval(), "on"); YY_BREAK case 82: YY_RULE_SETUP #line 900 "loader.l" set_move(&op->move_off, yval(), "off"); YY_BREAK case 83: YY_RULE_SETUP #line 901 "loader.l" set_move(&op->move_slow, yval(), "slow"); YY_BREAK case 84: YY_RULE_SETUP #line 902 "loader.l" op->move_slow_penalty = FVAL; YY_BREAK case 85: YY_RULE_SETUP #line 905 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_MONSTER, IVAL); YY_BREAK case 86: YY_RULE_SETUP #line 906 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_NEUTRAL, IVAL); YY_BREAK case 87: YY_RULE_SETUP #line 907 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_NO_ATTACK, IVAL); YY_BREAK case 88: YY_RULE_SETUP #line 908 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_NO_DAMAGE, IVAL); YY_BREAK case 89: YY_RULE_SETUP #line 909 "loader.l" { if (IVAL) { SET_FLAG(op, FLAG_FRIENDLY); if (op->type != PLAYER) { LOG(llevDebug, " Adding friendly object %s.\n", op->name); add_friendly_object(op); } } else CLEAR_FLAG(op, FLAG_FRIENDLY); } YY_BREAK case 90: YY_RULE_SETUP #line 920 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_GENERATOR, IVAL); YY_BREAK case 91: YY_RULE_SETUP #line 921 "loader.l" SET_OR_CLEAR_FLAG (op, FLAG_CONTENT_ON_GEN, IVAL); YY_BREAK case 92: YY_RULE_SETUP #line 922 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_IS_THROWN, IVAL); YY_BREAK case 93: YY_RULE_SETUP #line 923 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_AUTO_APPLY, IVAL); YY_BREAK case 94: YY_RULE_SETUP #line 924 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_TREASURE, IVAL); YY_BREAK case 95: YY_RULE_SETUP #line 925 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_SEE_INVISIBLE, IVAL); YY_BREAK case 96: YY_RULE_SETUP #line 926 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_CAN_ROLL, IVAL); YY_BREAK case 97: YY_RULE_SETUP #line 927 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_OVERLAY_FLOOR, IVAL); YY_BREAK case 98: YY_RULE_SETUP #line 928 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_IS_TURNABLE, IVAL); YY_BREAK case 99: YY_RULE_SETUP #line 929 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_IS_USED_UP, IVAL); YY_BREAK case 100: YY_RULE_SETUP #line 930 "loader.l" { if (IVAL) { SET_FLAG(op, FLAG_IDENTIFIED); CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); } else CLEAR_FLAG(op, FLAG_IDENTIFIED); } YY_BREAK case 101: YY_RULE_SETUP #line 938 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_REFLECTING, IVAL); YY_BREAK case 102: YY_RULE_SETUP #line 939 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_CHANGING, IVAL); YY_BREAK case 103: YY_RULE_SETUP #line 940 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_SPLITTING, IVAL); YY_BREAK case 104: YY_RULE_SETUP #line 941 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_HITBACK, IVAL); YY_BREAK case 105: YY_RULE_SETUP #line 942 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_STARTEQUIP, IVAL); YY_BREAK case 106: YY_RULE_SETUP #line 943 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_BLOCKSVIEW, IVAL); YY_BREAK case 107: YY_RULE_SETUP #line 944 "loader.l" { /* This field is used by Gridarta, so it's not an error. */ } YY_BREAK case 108: YY_RULE_SETUP #line 945 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_UNDEAD, IVAL); YY_BREAK case 109: YY_RULE_SETUP #line 946 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_SCARED, IVAL); YY_BREAK case 110: YY_RULE_SETUP #line 947 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_UNAGGRESSIVE, IVAL); YY_BREAK case 111: YY_RULE_SETUP #line 948 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_REFL_MISSILE, IVAL); YY_BREAK case 112: YY_RULE_SETUP #line 949 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_REFL_SPELL, IVAL); YY_BREAK case 113: YY_RULE_SETUP #line 950 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_NO_MAGIC, IVAL); YY_BREAK case 114: YY_RULE_SETUP #line 951 "loader.l" { 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); } } YY_BREAK case 115: YY_RULE_SETUP #line 963 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_WAS_WIZ, IVAL); YY_BREAK case 116: YY_RULE_SETUP #line 964 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_NO_FIX_PLAYER, IVAL); YY_BREAK case 117: YY_RULE_SETUP #line 965 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_IS_LIGHTABLE, IVAL); YY_BREAK case 118: YY_RULE_SETUP #line 966 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_TEAR_DOWN, IVAL); YY_BREAK case 119: YY_RULE_SETUP #line 967 "loader.l" op->stats.luck = IVAL; YY_BREAK case 120: YY_RULE_SETUP #line 968 "loader.l" op->run_away = IVAL; YY_BREAK case 121: YY_RULE_SETUP #line 969 "loader.l" op->pick_up = IVAL; YY_BREAK case 122: YY_RULE_SETUP #line 970 "loader.l" op->item_power = IVAL; YY_BREAK case 123: YY_RULE_SETUP #line 971 "loader.l" op->gen_sp_armour = IVAL; YY_BREAK case 124: YY_RULE_SETUP #line 972 "loader.l" op->anim_speed = IVAL; YY_BREAK case 125: YY_RULE_SETUP #line 973 "loader.l" op->weight_limit = IVAL; YY_BREAK case 126: YY_RULE_SETUP #line 974 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_NO_DROP, IVAL); YY_BREAK case 127: YY_RULE_SETUP #line 975 "loader.l" op->will_apply = IVAL; YY_BREAK case 128: YY_RULE_SETUP #line 976 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_RANDOM_MOVE, IVAL); YY_BREAK case 129: YY_RULE_SETUP #line 977 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_USE_SHIELD, IVAL); YY_BREAK case 130: YY_RULE_SETUP #line 978 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_CAST_SPELL, IVAL); YY_BREAK case 131: YY_RULE_SETUP #line 979 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_USE_SCROLL, IVAL); YY_BREAK case 132: YY_RULE_SETUP #line 980 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_USE_RANGE, IVAL); YY_BREAK case 133: YY_RULE_SETUP #line 981 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_USE_BOW, IVAL); YY_BREAK case 134: YY_RULE_SETUP #line 982 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_USE_ARMOUR, IVAL); YY_BREAK case 135: YY_RULE_SETUP #line 983 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_USE_WEAPON, IVAL); YY_BREAK case 136: YY_RULE_SETUP #line 984 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_USE_RING, IVAL); YY_BREAK case 137: YY_RULE_SETUP #line 985 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_READY_BOW, IVAL); YY_BREAK case 138: YY_RULE_SETUP #line 986 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_XRAYS, IVAL); YY_BREAK case 139: YY_RULE_SETUP #line 987 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_IS_FLOOR, IVAL); YY_BREAK case 140: YY_RULE_SETUP #line 988 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_LIFESAVE, IVAL); YY_BREAK case 141: YY_RULE_SETUP #line 989 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_NO_STRENGTH, IVAL); YY_BREAK case 142: YY_RULE_SETUP #line 990 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_SLEEP, IVAL); YY_BREAK case 143: YY_RULE_SETUP #line 991 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_STAND_STILL, IVAL); YY_BREAK case 144: YY_RULE_SETUP #line 992 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_ONLY_ATTACK, IVAL); YY_BREAK case 145: YY_RULE_SETUP #line 994 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_ACTIVATE_ON_PUSH, IVAL); YY_BREAK case 146: YY_RULE_SETUP #line 995 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_ACTIVATE_ON_RELEASE, IVAL); YY_BREAK /* Start of various attacktypes */ case 147: YY_RULE_SETUP #line 998 "loader.l" SET_RESIST(op, ATNR_PHYSICAL, IVAL); YY_BREAK case 148: YY_RULE_SETUP #line 999 "loader.l" SET_RESIST(op, ATNR_MAGIC, IVAL); YY_BREAK case 149: YY_RULE_SETUP #line 1000 "loader.l" SET_RESIST(op, ATNR_FIRE, IVAL); YY_BREAK case 150: YY_RULE_SETUP #line 1001 "loader.l" SET_RESIST(op, ATNR_ELECTRICITY, IVAL); YY_BREAK case 151: YY_RULE_SETUP #line 1002 "loader.l" SET_RESIST(op, ATNR_COLD, IVAL); YY_BREAK case 152: YY_RULE_SETUP #line 1003 "loader.l" SET_RESIST(op, ATNR_CONFUSION, IVAL); YY_BREAK case 153: YY_RULE_SETUP #line 1004 "loader.l" SET_RESIST(op, ATNR_ACID, IVAL); YY_BREAK case 154: YY_RULE_SETUP #line 1005 "loader.l" SET_RESIST(op, ATNR_DRAIN, IVAL); YY_BREAK case 155: YY_RULE_SETUP #line 1006 "loader.l" SET_RESIST(op, ATNR_WEAPONMAGIC, IVAL); YY_BREAK case 156: YY_RULE_SETUP #line 1007 "loader.l" SET_RESIST(op, ATNR_GHOSTHIT, IVAL); YY_BREAK case 157: YY_RULE_SETUP #line 1008 "loader.l" SET_RESIST(op, ATNR_POISON, IVAL); YY_BREAK case 158: YY_RULE_SETUP #line 1009 "loader.l" SET_RESIST(op, ATNR_SLOW, IVAL); YY_BREAK case 159: YY_RULE_SETUP #line 1010 "loader.l" SET_RESIST(op, ATNR_PARALYZE, IVAL); YY_BREAK case 160: YY_RULE_SETUP #line 1011 "loader.l" SET_RESIST(op, ATNR_TURN_UNDEAD, IVAL); YY_BREAK case 161: YY_RULE_SETUP #line 1012 "loader.l" SET_RESIST(op, ATNR_FEAR, IVAL); YY_BREAK case 162: YY_RULE_SETUP #line 1013 "loader.l" SET_RESIST(op, ATNR_CANCELLATION, IVAL); YY_BREAK case 163: YY_RULE_SETUP #line 1014 "loader.l" SET_RESIST(op, ATNR_DEPLETE, IVAL); YY_BREAK case 164: YY_RULE_SETUP #line 1015 "loader.l" SET_RESIST(op, ATNR_DEATH, IVAL); YY_BREAK case 165: YY_RULE_SETUP #line 1016 "loader.l" SET_RESIST(op, ATNR_CHAOS, IVAL); YY_BREAK case 166: YY_RULE_SETUP #line 1017 "loader.l" SET_RESIST(op, ATNR_COUNTERSPELL, IVAL); YY_BREAK case 167: YY_RULE_SETUP #line 1018 "loader.l" SET_RESIST(op, ATNR_GODPOWER, IVAL); YY_BREAK case 168: YY_RULE_SETUP #line 1019 "loader.l" SET_RESIST(op, ATNR_HOLYWORD, IVAL); YY_BREAK case 169: YY_RULE_SETUP #line 1020 "loader.l" SET_RESIST(op, ATNR_BLIND, IVAL); YY_BREAK case 170: YY_RULE_SETUP #line 1021 "loader.l" SET_RESIST(op, ATNR_INTERNAL, IVAL); YY_BREAK case 171: YY_RULE_SETUP #line 1022 "loader.l" SET_RESIST(op, ATNR_LIFE_STEALING, IVAL); YY_BREAK case 172: YY_RULE_SETUP #line 1023 "loader.l" SET_RESIST(op, ATNR_DISEASE, IVAL); YY_BREAK case 173: YY_RULE_SETUP #line 1024 "loader.l" op->attack_movement = IVAL; YY_BREAK case 174: YY_RULE_SETUP #line 1025 "loader.l" op->move_status = IVAL; YY_BREAK case 175: YY_RULE_SETUP #line 1026 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_CONFUSED, IVAL); YY_BREAK case 176: YY_RULE_SETUP #line 1027 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_STEALTH, IVAL); YY_BREAK case 177: YY_RULE_SETUP #line 1028 "loader.l" add_button_link(op, op->map, IVAL); YY_BREAK case 178: YY_RULE_SETUP #line 1029 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_CURSED, IVAL); YY_BREAK case 179: YY_RULE_SETUP #line 1030 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_DAMNED, IVAL); YY_BREAK case 180: YY_RULE_SETUP #line 1031 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_BLESSED, IVAL); YY_BREAK case 181: YY_RULE_SETUP #line 1032 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_SEE_ANYWHERE, IVAL); YY_BREAK case 182: YY_RULE_SETUP #line 1033 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL, IVAL); YY_BREAK case 183: YY_RULE_SETUP #line 1034 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_KNOWN_CURSED, IVAL); YY_BREAK case 184: YY_RULE_SETUP #line 1035 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_KNOWN_BLESSED, IVAL); YY_BREAK case 185: YY_RULE_SETUP #line 1036 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_CAN_USE_SKILL, IVAL); YY_BREAK case 186: YY_RULE_SETUP #line 1037 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_BEEN_APPLIED, IVAL); YY_BREAK case 187: YY_RULE_SETUP #line 1038 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_READY_SCROLL, IVAL); YY_BREAK case 188: YY_RULE_SETUP #line 1039 "loader.l" op->expmul = FVAL; YY_BREAK case 189: YY_RULE_SETUP #line 1040 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_UNIQUE, IVAL); YY_BREAK case 190: YY_RULE_SETUP #line 1041 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_MAKE_INVIS, IVAL); YY_BREAK case 191: YY_RULE_SETUP #line 1042 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_INV_LOCKED, IVAL); YY_BREAK case 192: YY_RULE_SETUP #line 1043 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_IS_WOODED, IVAL); YY_BREAK case 193: YY_RULE_SETUP #line 1044 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_IS_HILLY, IVAL); YY_BREAK case 194: YY_RULE_SETUP #line 1045 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_IS_WATER, IVAL); YY_BREAK case 195: YY_RULE_SETUP #line 1046 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_READY_SKILL, IVAL); YY_BREAK case 196: YY_RULE_SETUP #line 1047 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_READY_WEAPON, IVAL); YY_BREAK case 197: YY_RULE_SETUP #line 1048 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT, IVAL); YY_BREAK case 198: YY_RULE_SETUP #line 1049 "loader.l" op->glow_radius = IVAL; YY_BREAK case 199: YY_RULE_SETUP #line 1050 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_BLIND, IVAL); YY_BREAK case 200: YY_RULE_SETUP #line 1051 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_SEE_IN_DARK, IVAL); YY_BREAK case 201: YY_RULE_SETUP #line 1052 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_IS_CAULDRON, IVAL); YY_BREAK case 202: YY_RULE_SETUP #line 1053 "loader.l" op->randomitems = find_treasurelist(yval()); YY_BREAK case 203: YY_RULE_SETUP #line 1054 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_NO_STEAL, IVAL); YY_BREAK case 204: YY_RULE_SETUP #line 1055 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_ONE_HIT, IVAL); YY_BREAK case 205: YY_RULE_SETUP #line 1056 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_BERSERK, IVAL); YY_BREAK case 206: YY_RULE_SETUP #line 1058 "loader.l" { /* Some archetypes have these values in them */ } YY_BREAK case 207: YY_RULE_SETUP #line 1059 "loader.l" { /* Probably the pupland archetypes - I imagined */ } YY_BREAK case 208: YY_RULE_SETUP #line 1060 "loader.l" { /* That these are for the new combat code */ } YY_BREAK case 209: YY_RULE_SETUP #line 1061 "loader.l" { /* just ignore for now */ } YY_BREAK case 210: YY_RULE_SETUP #line 1062 "loader.l" { } YY_BREAK case 211: YY_RULE_SETUP #line 1063 "loader.l" op->weapontype = IVAL; YY_BREAK case 212: YY_RULE_SETUP #line 1064 "loader.l" op->casting_time = FVAL; YY_BREAK case 213: YY_RULE_SETUP #line 1065 "loader.l" op->smoothlevel = IVAL; YY_BREAK case 214: YY_RULE_SETUP #line 1066 "loader.l" { if (IVAL) op->map_layer = IVAL; else { int i; char *cp = yval(); for (i = 0; i < MAP_LAYERS; i++) { if (!strcasecmp(cp, map_layer_name[i])) { op->map_layer = i; break; } } if (i == MAP_LAYERS) { LOG(llevError, "Invalid map_layer name found: %s\n", cp); } } } YY_BREAK case 215: YY_RULE_SETUP #line 1084 "loader.l" op->client_type = IVAL; YY_BREAK case 216: YY_RULE_SETUP #line 1085 "loader.l" set_body_info(op, yytext); YY_BREAK case 217: YY_RULE_SETUP #line 1086 "loader.l" op->duration = IVAL; YY_BREAK case 218: YY_RULE_SETUP #line 1087 "loader.l" op->range = IVAL; YY_BREAK case 219: YY_RULE_SETUP #line 1088 "loader.l" op->range_modifier = IVAL; YY_BREAK case 220: YY_RULE_SETUP #line 1089 "loader.l" op->dam_modifier = IVAL; YY_BREAK case 221: YY_RULE_SETUP #line 1090 "loader.l" op->duration_modifier = IVAL; YY_BREAK case 222: YY_RULE_SETUP #line 1091 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_IS_BUILDABLE, IVAL); YY_BREAK case 223: YY_RULE_SETUP #line 1092 "loader.l" op->sound_chance = IVAL; YY_BREAK case 224: YY_RULE_SETUP #line 1093 "loader.l" SET_OR_CLEAR_FLAG(op, FLAG_PARALYZED, IVAL); YY_BREAK case 225: /* rule 225 can match eol */ YY_RULE_SETUP #line 1095 "loader.l" { /* ignore empty lines, newlines we don't do above */ } YY_BREAK case 226: /* rule 226 can match eol */ YY_RULE_SETUP #line 1096 "loader.l" { } YY_BREAK case YY_STATE_EOF(INITIAL): case YY_STATE_EOF(MESSAGE): case YY_STATE_EOF(LORE): case YY_STATE_EOF(SCRIPT): #line 1098 "loader.l" { /* 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; } YY_BREAK case 227: YY_RULE_SETUP #line 1104 "loader.l" { add_key_value(op); } YY_BREAK case 228: YY_RULE_SETUP #line 1105 "loader.l" ECHO; YY_BREAK #line 4353 "loader.c" case YY_END_OF_BUFFER: { /* Amount of text matched not including the EOB char. */ int yy_amount_of_matched_text = (int) (yy_cp - (yytext_ptr)) - 1; /* Undo the effects of YY_DO_BEFORE_ACTION. */ *yy_cp = (yy_hold_char); YY_RESTORE_YY_MORE_OFFSET if ( YY_CURRENT_BUFFER_LVALUE->yy_buffer_status == YY_BUFFER_NEW ) { /* We're scanning a new file or input source. It's * possible that this happened because the user * just pointed yyin at a new source and called * yylex(). If so, then we have to assure * consistency between YY_CURRENT_BUFFER and our * globals. Here is the right place to do so, because * this is the first action (other than possibly a * back-up) that will match for the new input source. */ (yy_n_chars) = YY_CURRENT_BUFFER_LVALUE->yy_n_chars; YY_CURRENT_BUFFER_LVALUE->yy_input_file = yyin; YY_CURRENT_BUFFER_LVALUE->yy_buffer_status = YY_BUFFER_NORMAL; } /* Note that here we test for yy_c_buf_p "<=" to the position * of the first EOB in the buffer, since yy_c_buf_p will * already have been incremented past the NUL character * (since all states make transitions on EOB to the * end-of-buffer state). Contrast this with the test * in input(). */ if ( (yy_c_buf_p) <= &YY_CURRENT_BUFFER_LVALUE->yy_ch_buf[(yy_n_chars)] ) { /* This was really a NUL. */ yy_state_type yy_next_state; (yy_c_buf_p) = (yytext_ptr) + yy_amount_of_matched_text; yy_current_state = yy_get_previous_state( ); /* Okay, we're now positioned to make the NUL * transition. We couldn't have * yy_get_previous_state() go ahead and do it * for us because it doesn't know how to deal * with the possibility of jamming (and we don't * want to build jamming into it because then it * will run more slowly). */ yy_next_state = yy_try_NUL_trans( yy_current_state ); yy_bp = (yytext_ptr) + YY_MORE_ADJ; if ( yy_next_state ) { /* Consume the NUL. */ yy_cp = ++(yy_c_buf_p); yy_current_state = yy_next_state; goto yy_match; } else { yy_cp = (yy_last_accepting_cpos); yy_current_state = (yy_last_accepting_state); goto yy_find_action; } } else switch ( yy_get_next_buffer( ) ) { case EOB_ACT_END_OF_FILE: { (yy_did_buffer_switch_on_eof) = 0; if ( yywrap( ) ) { /* Note: because we've taken care in * yy_get_next_buffer() to have set up * yytext, we can now set up * yy_c_buf_p so that if some total * hoser (like flex itself) wants to * call the scanner after we return the * YY_NULL, it'll still work - another * YY_NULL will get returned. */ (yy_c_buf_p) = (yytext_ptr) + YY_MORE_ADJ; yy_act = YY_STATE_EOF(YY_START); goto do_action; } else { if ( ! (yy_did_buffer_switch_on_eof) ) YY_NEW_FILE; } break; } case EOB_ACT_CONTINUE_SCAN: (yy_c_buf_p) = (yytext_ptr) + yy_amount_of_matched_text; yy_current_state = yy_get_previous_state( ); yy_cp = (yy_c_buf_p); yy_bp = (yytext_ptr) + YY_MORE_ADJ; goto yy_match; case EOB_ACT_LAST_MATCH: (yy_c_buf_p) = &YY_CURRENT_BUFFER_LVALUE->yy_ch_buf[(yy_n_chars)]; yy_current_state = yy_get_previous_state( ); yy_cp = (yy_c_buf_p); yy_bp = (yytext_ptr) + YY_MORE_ADJ; goto yy_find_action; } break; } default: YY_FATAL_ERROR( "fatal flex scanner internal error--no action found" ); } /* end of action switch */ } /* end of scanning one token */ } /* end of yylex */ /* yy_get_next_buffer - try to read in a new buffer * * Returns a code representing an action: * EOB_ACT_LAST_MATCH - * EOB_ACT_CONTINUE_SCAN - continue scanning from current position * EOB_ACT_END_OF_FILE - end of file */ static int yy_get_next_buffer (void) { char *dest = YY_CURRENT_BUFFER_LVALUE->yy_ch_buf; char *source = (yytext_ptr); int number_to_move, i; int ret_val; if ( (yy_c_buf_p) > &YY_CURRENT_BUFFER_LVALUE->yy_ch_buf[(yy_n_chars) + 1] ) YY_FATAL_ERROR( "fatal flex scanner internal error--end of buffer missed" ); if ( YY_CURRENT_BUFFER_LVALUE->yy_fill_buffer == 0 ) { /* Don't try to fill the buffer, so this is an EOF. */ if ( (yy_c_buf_p) - (yytext_ptr) - YY_MORE_ADJ == 1 ) { /* We matched a single character, the EOB, so * treat this as a final EOF. */ return EOB_ACT_END_OF_FILE; } else { /* We matched some text prior to the EOB, first * process it. */ return EOB_ACT_LAST_MATCH; } } /* Try to read more data. */ /* First move last chars to start of buffer. */ number_to_move = (int) ((yy_c_buf_p) - (yytext_ptr)) - 1; for ( i = 0; i < number_to_move; ++i ) *(dest++) = *(source++); if ( YY_CURRENT_BUFFER_LVALUE->yy_buffer_status == YY_BUFFER_EOF_PENDING ) /* don't do the read, it's not guaranteed to return an EOF, * just force an EOF */ YY_CURRENT_BUFFER_LVALUE->yy_n_chars = (yy_n_chars) = 0; else { yy_size_t num_to_read = YY_CURRENT_BUFFER_LVALUE->yy_buf_size - number_to_move - 1; while ( num_to_read <= 0 ) { /* Not enough room in the buffer - grow it. */ /* just a shorter name for the current buffer */ YY_BUFFER_STATE b = YY_CURRENT_BUFFER_LVALUE; int yy_c_buf_p_offset = (int) ((yy_c_buf_p) - b->yy_ch_buf); if ( b->yy_is_our_buffer ) { yy_size_t new_size = b->yy_buf_size * 2; if ( new_size <= 0 ) b->yy_buf_size += b->yy_buf_size / 8; else b->yy_buf_size *= 2; b->yy_ch_buf = (char *) /* Include room in for 2 EOB chars. */ yyrealloc((void *) b->yy_ch_buf,b->yy_buf_size + 2 ); } else /* Can't grow it, we don't own it. */ b->yy_ch_buf = 0; if ( ! b->yy_ch_buf ) YY_FATAL_ERROR( "fatal error - scanner input buffer overflow" ); (yy_c_buf_p) = &b->yy_ch_buf[yy_c_buf_p_offset]; num_to_read = YY_CURRENT_BUFFER_LVALUE->yy_buf_size - number_to_move - 1; } if ( num_to_read > YY_READ_BUF_SIZE ) num_to_read = YY_READ_BUF_SIZE; /* Read in more data. */ YY_INPUT( (&YY_CURRENT_BUFFER_LVALUE->yy_ch_buf[number_to_move]), (yy_n_chars), num_to_read ); YY_CURRENT_BUFFER_LVALUE->yy_n_chars = (yy_n_chars); } if ( (yy_n_chars) == 0 ) { if ( number_to_move == YY_MORE_ADJ ) { ret_val = EOB_ACT_END_OF_FILE; yyrestart(yyin ); } else { ret_val = EOB_ACT_LAST_MATCH; YY_CURRENT_BUFFER_LVALUE->yy_buffer_status = YY_BUFFER_EOF_PENDING; } } else ret_val = EOB_ACT_CONTINUE_SCAN; if ((yy_size_t) ((yy_n_chars) + number_to_move) > YY_CURRENT_BUFFER_LVALUE->yy_buf_size) { /* Extend the array by 50%, plus the number we really need. */ yy_size_t new_size = (yy_n_chars) + number_to_move + ((yy_n_chars) >> 1); YY_CURRENT_BUFFER_LVALUE->yy_ch_buf = (char *) yyrealloc((void *) YY_CURRENT_BUFFER_LVALUE->yy_ch_buf,new_size ); if ( ! YY_CURRENT_BUFFER_LVALUE->yy_ch_buf ) YY_FATAL_ERROR( "out of dynamic memory in yy_get_next_buffer()" ); } (yy_n_chars) += number_to_move; YY_CURRENT_BUFFER_LVALUE->yy_ch_buf[(yy_n_chars)] = YY_END_OF_BUFFER_CHAR; YY_CURRENT_BUFFER_LVALUE->yy_ch_buf[(yy_n_chars) + 1] = YY_END_OF_BUFFER_CHAR; (yytext_ptr) = &YY_CURRENT_BUFFER_LVALUE->yy_ch_buf[0]; return ret_val; } /* yy_get_previous_state - get the state just before the EOB char was reached */ static yy_state_type yy_get_previous_state (void) { yy_state_type yy_current_state; char *yy_cp; yy_current_state = (yy_start); yy_current_state += YY_AT_BOL(); for ( yy_cp = (yytext_ptr) + YY_MORE_ADJ; yy_cp < (yy_c_buf_p); ++yy_cp ) { YY_CHAR yy_c = (*yy_cp ? yy_ec[YY_SC_TO_UI(*yy_cp)] : 1); if ( yy_accept[yy_current_state] ) { (yy_last_accepting_state) = yy_current_state; (yy_last_accepting_cpos) = yy_cp; } while ( yy_chk[yy_base[yy_current_state] + yy_c] != yy_current_state ) { yy_current_state = (int) yy_def[yy_current_state]; if ( yy_current_state >= 2072 ) yy_c = yy_meta[(unsigned int) yy_c]; } yy_current_state = yy_nxt[yy_base[yy_current_state] + (unsigned int) yy_c]; } return yy_current_state; } /* yy_try_NUL_trans - try to make a transition on the NUL character * * synopsis * next_state = yy_try_NUL_trans( current_state ); */ static yy_state_type yy_try_NUL_trans (yy_state_type yy_current_state ) { int yy_is_jam; char *yy_cp = (yy_c_buf_p); YY_CHAR yy_c = 1; if ( yy_accept[yy_current_state] ) { (yy_last_accepting_state) = yy_current_state; (yy_last_accepting_cpos) = yy_cp; } while ( yy_chk[yy_base[yy_current_state] + yy_c] != yy_current_state ) { yy_current_state = (int) yy_def[yy_current_state]; if ( yy_current_state >= 2072 ) yy_c = yy_meta[(unsigned int) yy_c]; } yy_current_state = yy_nxt[yy_base[yy_current_state] + (unsigned int) yy_c]; yy_is_jam = (yy_current_state == 2071); return yy_is_jam ? 0 : yy_current_state; } #ifndef YY_NO_INPUT #ifdef __cplusplus static int yyinput (void) #else static int input (void) #endif { int c; *(yy_c_buf_p) = (yy_hold_char); if ( *(yy_c_buf_p) == YY_END_OF_BUFFER_CHAR ) { /* yy_c_buf_p now points to the character we want to return. * If this occurs *before* the EOB characters, then it's a * valid NUL; if not, then we've hit the end of the buffer. */ if ( (yy_c_buf_p) < &YY_CURRENT_BUFFER_LVALUE->yy_ch_buf[(yy_n_chars)] ) /* This was really a NUL. */ *(yy_c_buf_p) = '\0'; else { /* need more input */ yy_size_t offset = (yy_c_buf_p) - (yytext_ptr); ++(yy_c_buf_p); switch ( yy_get_next_buffer( ) ) { case EOB_ACT_LAST_MATCH: /* This happens because yy_g_n_b() * sees that we've accumulated a * token and flags that we need to * try matching the token before * proceeding. But for input(), * there's no matching to consider. * So convert the EOB_ACT_LAST_MATCH * to EOB_ACT_END_OF_FILE. */ /* Reset buffer status. */ yyrestart(yyin ); /*FALLTHROUGH*/ case EOB_ACT_END_OF_FILE: { if ( yywrap( ) ) return EOF; if ( ! (yy_did_buffer_switch_on_eof) ) YY_NEW_FILE; #ifdef __cplusplus return yyinput(); #else return input(); #endif } case EOB_ACT_CONTINUE_SCAN: (yy_c_buf_p) = (yytext_ptr) + offset; break; } } } c = *(unsigned char *) (yy_c_buf_p); /* cast for 8-bit char's */ *(yy_c_buf_p) = '\0'; /* preserve yytext */ (yy_hold_char) = *++(yy_c_buf_p); YY_CURRENT_BUFFER_LVALUE->yy_at_bol = (c == '\n'); return c; } #endif /* ifndef YY_NO_INPUT */ /** Immediately switch to a different input stream. * @param input_file A readable stream. * * @note This function does not reset the start condition to @c INITIAL . */ void yyrestart (FILE * input_file ) { if ( ! YY_CURRENT_BUFFER ){ yyensure_buffer_stack (); YY_CURRENT_BUFFER_LVALUE = yy_create_buffer(yyin,YY_BUF_SIZE ); } yy_init_buffer(YY_CURRENT_BUFFER,input_file ); yy_load_buffer_state( ); } /** Switch to a different input buffer. * @param new_buffer The new input buffer. * */ void yy_switch_to_buffer (YY_BUFFER_STATE new_buffer ) { /* TODO. We should be able to replace this entire function body * with * yypop_buffer_state(); * yypush_buffer_state(new_buffer); */ yyensure_buffer_stack (); if ( YY_CURRENT_BUFFER == new_buffer ) return; if ( YY_CURRENT_BUFFER ) { /* Flush out information for old buffer. */ *(yy_c_buf_p) = (yy_hold_char); YY_CURRENT_BUFFER_LVALUE->yy_buf_pos = (yy_c_buf_p); YY_CURRENT_BUFFER_LVALUE->yy_n_chars = (yy_n_chars); } YY_CURRENT_BUFFER_LVALUE = new_buffer; yy_load_buffer_state( ); /* We don't actually know whether we did this switch during * EOF (yywrap()) processing, but the only time this flag * is looked at is after yywrap() is called, so it's safe * to go ahead and always set it. */ (yy_did_buffer_switch_on_eof) = 1; } static void yy_load_buffer_state (void) { (yy_n_chars) = YY_CURRENT_BUFFER_LVALUE->yy_n_chars; (yytext_ptr) = (yy_c_buf_p) = YY_CURRENT_BUFFER_LVALUE->yy_buf_pos; yyin = YY_CURRENT_BUFFER_LVALUE->yy_input_file; (yy_hold_char) = *(yy_c_buf_p); } /** Allocate and initialize an input buffer state. * @param file A readable stream. * @param size The character buffer size in bytes. When in doubt, use @c YY_BUF_SIZE. * * @return the allocated buffer state. */ YY_BUFFER_STATE yy_create_buffer (FILE * file, int size ) { YY_BUFFER_STATE b; b = (YY_BUFFER_STATE) yyalloc(sizeof( struct yy_buffer_state ) ); if ( ! b ) YY_FATAL_ERROR( "out of dynamic memory in yy_create_buffer()" ); b->yy_buf_size = size; /* yy_ch_buf has to be 2 characters longer than the size given because * we need to put in 2 end-of-buffer characters. */ b->yy_ch_buf = (char *) yyalloc(b->yy_buf_size + 2 ); if ( ! b->yy_ch_buf ) YY_FATAL_ERROR( "out of dynamic memory in yy_create_buffer()" ); b->yy_is_our_buffer = 1; yy_init_buffer(b,file ); return b; } /** Destroy the buffer. * @param b a buffer created with yy_create_buffer() * */ void yy_delete_buffer (YY_BUFFER_STATE b ) { if ( ! b ) return; if ( b == YY_CURRENT_BUFFER ) /* Not sure if we should pop here. */ YY_CURRENT_BUFFER_LVALUE = (YY_BUFFER_STATE) 0; if ( b->yy_is_our_buffer ) yyfree((void *) b->yy_ch_buf ); yyfree((void *) b ); } /* Initializes or reinitializes a buffer. * This function is sometimes called more than once on the same buffer, * such as during a yyrestart() or at EOF. */ static void yy_init_buffer (YY_BUFFER_STATE b, FILE * file ) { int oerrno = errno; yy_flush_buffer(b ); b->yy_input_file = file; b->yy_fill_buffer = 1; /* If b is the current buffer, then yy_init_buffer was _probably_ * called from yyrestart() or through yy_get_next_buffer. * In that case, we don't want to reset the lineno or column. */ if (b != YY_CURRENT_BUFFER){ b->yy_bs_lineno = 1; b->yy_bs_column = 0; } b->yy_is_interactive = file ? (isatty( fileno(file) ) > 0) : 0; errno = oerrno; } /** Discard all buffered characters. On the next scan, YY_INPUT will be called. * @param b the buffer state to be flushed, usually @c YY_CURRENT_BUFFER. * */ void yy_flush_buffer (YY_BUFFER_STATE b ) { if ( ! b ) return; b->yy_n_chars = 0; /* We always need two end-of-buffer characters. The first causes * a transition to the end-of-buffer state. The second causes * a jam in that state. */ b->yy_ch_buf[0] = YY_END_OF_BUFFER_CHAR; b->yy_ch_buf[1] = YY_END_OF_BUFFER_CHAR; b->yy_buf_pos = &b->yy_ch_buf[0]; b->yy_at_bol = 1; b->yy_buffer_status = YY_BUFFER_NEW; if ( b == YY_CURRENT_BUFFER ) yy_load_buffer_state( ); } /** Pushes the new state onto the stack. The new state becomes * the current state. This function will allocate the stack * if necessary. * @param new_buffer The new state. * */ void yypush_buffer_state (YY_BUFFER_STATE new_buffer ) { if (new_buffer == NULL) return; yyensure_buffer_stack(); /* This block is copied from yy_switch_to_buffer. */ if ( YY_CURRENT_BUFFER ) { /* Flush out information for old buffer. */ *(yy_c_buf_p) = (yy_hold_char); YY_CURRENT_BUFFER_LVALUE->yy_buf_pos = (yy_c_buf_p); YY_CURRENT_BUFFER_LVALUE->yy_n_chars = (yy_n_chars); } /* Only push if top exists. Otherwise, replace top. */ if (YY_CURRENT_BUFFER) (yy_buffer_stack_top)++; YY_CURRENT_BUFFER_LVALUE = new_buffer; /* copied from yy_switch_to_buffer. */ yy_load_buffer_state( ); (yy_did_buffer_switch_on_eof) = 1; } /** Removes and deletes the top of the stack, if present. * The next element becomes the new top. * */ void yypop_buffer_state (void) { if (!YY_CURRENT_BUFFER) return; yy_delete_buffer(YY_CURRENT_BUFFER ); YY_CURRENT_BUFFER_LVALUE = NULL; if ((yy_buffer_stack_top) > 0) --(yy_buffer_stack_top); if (YY_CURRENT_BUFFER) { yy_load_buffer_state( ); (yy_did_buffer_switch_on_eof) = 1; } } /* Allocates the stack if it does not exist. * Guarantees space for at least one push. */ static void yyensure_buffer_stack (void) { yy_size_t num_to_alloc; if (!(yy_buffer_stack)) { /* First allocation is just for 2 elements, since we don't know if this * scanner will even need a stack. We use 2 instead of 1 to avoid an * immediate realloc on the next call. */ num_to_alloc = 1; (yy_buffer_stack) = (struct yy_buffer_state**)yyalloc (num_to_alloc * sizeof(struct yy_buffer_state*) ); if ( ! (yy_buffer_stack) ) YY_FATAL_ERROR( "out of dynamic memory in yyensure_buffer_stack()" ); memset((yy_buffer_stack), 0, num_to_alloc * sizeof(struct yy_buffer_state*)); (yy_buffer_stack_max) = num_to_alloc; (yy_buffer_stack_top) = 0; return; } if ((yy_buffer_stack_top) >= ((yy_buffer_stack_max)) - 1){ /* Increase the buffer to prepare for a possible push. */ int grow_size = 8 /* arbitrary grow size */; num_to_alloc = (yy_buffer_stack_max) + grow_size; (yy_buffer_stack) = (struct yy_buffer_state**)yyrealloc ((yy_buffer_stack), num_to_alloc * sizeof(struct yy_buffer_state*) ); if ( ! (yy_buffer_stack) ) YY_FATAL_ERROR( "out of dynamic memory in yyensure_buffer_stack()" ); /* zero only the new slots.*/ memset((yy_buffer_stack) + (yy_buffer_stack_max), 0, grow_size * sizeof(struct yy_buffer_state*)); (yy_buffer_stack_max) = num_to_alloc; } } /** Setup the input buffer state to scan directly from a user-specified character buffer. * @param base the character buffer * @param size the size in bytes of the character buffer * * @return the newly allocated buffer state object. */ YY_BUFFER_STATE yy_scan_buffer (char * base, yy_size_t size ) { YY_BUFFER_STATE b; if ( size < 2 || base[size-2] != YY_END_OF_BUFFER_CHAR || base[size-1] != YY_END_OF_BUFFER_CHAR ) /* They forgot to leave room for the EOB's. */ return 0; b = (YY_BUFFER_STATE) yyalloc(sizeof( struct yy_buffer_state ) ); if ( ! b ) YY_FATAL_ERROR( "out of dynamic memory in yy_scan_buffer()" ); b->yy_buf_size = size - 2; /* "- 2" to take care of EOB's */ b->yy_buf_pos = b->yy_ch_buf = base; b->yy_is_our_buffer = 0; b->yy_input_file = 0; b->yy_n_chars = b->yy_buf_size; b->yy_is_interactive = 0; b->yy_at_bol = 1; b->yy_fill_buffer = 0; b->yy_buffer_status = YY_BUFFER_NEW; yy_switch_to_buffer(b ); return b; } /** Setup the input buffer state to scan a string. The next call to yylex() will * scan from a @e copy of @a str. * @param yystr a NUL-terminated string to scan * * @return the newly allocated buffer state object. * @note If you want to scan bytes that may contain NUL values, then use * yy_scan_bytes() instead. */ YY_BUFFER_STATE yy_scan_string (yyconst char * yystr ) { return yy_scan_bytes(yystr,strlen(yystr) ); } /** Setup the input buffer state to scan the given bytes. The next call to yylex() will * scan from a @e copy of @a bytes. * @param yybytes the byte buffer to scan * @param _yybytes_len the number of bytes in the buffer pointed to by @a bytes. * * @return the newly allocated buffer state object. */ YY_BUFFER_STATE yy_scan_bytes (yyconst char * yybytes, yy_size_t _yybytes_len ) { YY_BUFFER_STATE b; char *buf; yy_size_t n; yy_size_t i; /* Get memory for full buffer, including space for trailing EOB's. */ n = _yybytes_len + 2; buf = (char *) yyalloc(n ); if ( ! buf ) YY_FATAL_ERROR( "out of dynamic memory in yy_scan_bytes()" ); for ( i = 0; i < _yybytes_len; ++i ) buf[i] = yybytes[i]; buf[_yybytes_len] = buf[_yybytes_len+1] = YY_END_OF_BUFFER_CHAR; b = yy_scan_buffer(buf,n ); if ( ! b ) YY_FATAL_ERROR( "bad buffer in yy_scan_bytes()" ); /* It's okay to grow etc. this buffer, and we should throw it * away when we're done. */ b->yy_is_our_buffer = 1; return b; } static void yy_push_state (int new_state ) { if ( (yy_start_stack_ptr) >= (yy_start_stack_depth) ) { yy_size_t new_size; (yy_start_stack_depth) += YY_START_STACK_INCR; new_size = (yy_start_stack_depth) * sizeof( int ); if ( ! (yy_start_stack) ) (yy_start_stack) = (int *) yyalloc(new_size ); else (yy_start_stack) = (int *) yyrealloc((void *) (yy_start_stack),new_size ); if ( ! (yy_start_stack) ) YY_FATAL_ERROR( "out of memory expanding start-condition stack" ); } (yy_start_stack)[(yy_start_stack_ptr)++] = YY_START; BEGIN(new_state); } static void yy_pop_state (void) { if ( --(yy_start_stack_ptr) < 0 ) YY_FATAL_ERROR( "start-condition stack underflow" ); BEGIN((yy_start_stack)[(yy_start_stack_ptr)]); } #ifndef YY_EXIT_FAILURE #define YY_EXIT_FAILURE 2 #endif static void yy_fatal_error (yyconst char* msg ) { (void) fprintf( stderr, "%s\n", msg ); exit( YY_EXIT_FAILURE ); } /* Redefine yyless() so it works in section 3 code. */ #undef yyless #define yyless(n) \ do \ { \ /* Undo effects of setting up yytext. */ \ int yyless_macro_arg = (n); \ YY_LESS_LINENO(yyless_macro_arg);\ yytext[yyleng] = (yy_hold_char); \ (yy_c_buf_p) = yytext + yyless_macro_arg; \ (yy_hold_char) = *(yy_c_buf_p); \ *(yy_c_buf_p) = '\0'; \ yyleng = yyless_macro_arg; \ } \ while ( 0 ) /* Accessor methods (get/set functions) to struct members. */ /** Get the current line number. * */ int yyget_lineno (void) { return yylineno; } /** Get the input stream. * */ FILE *yyget_in (void) { return yyin; } /** Get the output stream. * */ FILE *yyget_out (void) { return yyout; } /** Get the length of the current token. * */ yy_size_t yyget_leng (void) { return yyleng; } /** Get the current token. * */ char *yyget_text (void) { return yytext; } /** Set the current line number. * @param line_number * */ void yyset_lineno (int line_number ) { yylineno = line_number; } /** Set the input stream. This does not discard the current * input buffer. * @param in_str A readable stream. * * @see yy_switch_to_buffer */ void yyset_in (FILE * in_str ) { yyin = in_str ; } void yyset_out (FILE * out_str ) { yyout = out_str ; } int yyget_debug (void) { return yy_flex_debug; } void yyset_debug (int bdebug ) { yy_flex_debug = bdebug ; } static int yy_init_globals (void) { /* Initialization is the same as for the non-reentrant scanner. * This function is called from yylex_destroy(), so don't allocate here. */ (yy_buffer_stack) = 0; (yy_buffer_stack_top) = 0; (yy_buffer_stack_max) = 0; (yy_c_buf_p) = (char *) 0; (yy_init) = 0; (yy_start) = 0; (yy_start_stack_ptr) = 0; (yy_start_stack_depth) = 0; (yy_start_stack) = NULL; /* Defined in main.c */ #ifdef YY_STDINIT yyin = stdin; yyout = stdout; #else yyin = (FILE *) 0; yyout = (FILE *) 0; #endif /* For future reference: Set errno on error, since we are called by * yylex_init() */ return 0; } /* yylex_destroy is for both reentrant and non-reentrant scanners. */ int yylex_destroy (void) { /* Pop the buffer stack, destroying each element. */ while(YY_CURRENT_BUFFER){ yy_delete_buffer(YY_CURRENT_BUFFER ); YY_CURRENT_BUFFER_LVALUE = NULL; yypop_buffer_state(); } /* Destroy the stack itself. */ yyfree((yy_buffer_stack) ); (yy_buffer_stack) = NULL; /* Destroy the start condition stack. */ yyfree((yy_start_stack) ); (yy_start_stack) = NULL; /* Reset the globals. This is important in a non-reentrant scanner so the next time * yylex() is called, initialization will occur. */ yy_init_globals( ); return 0; } /* * Internal utility routines. */ #ifndef yytext_ptr static void yy_flex_strncpy (char* s1, yyconst char * s2, int n ) { int i; for ( i = 0; i < n; ++i ) s1[i] = s2[i]; } #endif #ifdef YY_NEED_STRLEN static int yy_flex_strlen (yyconst char * s ) { int n; for ( n = 0; s[n]; ++n ) ; return n; } #endif void *yyalloc (yy_size_t size ) { return (void *) malloc( size ); } void *yyrealloc (void * ptr, yy_size_t size ) { /* The cast to (char *) in the following accommodates both * implementations that use char* generic pointers, and those * that use void* generic pointers. It works with the latter * because both ANSI C and C++ allow castless assignment from * any pointer type to void*, and deal with argument conversions * as though doing an assignment. */ return (void *) realloc( (char *) ptr, size ); } void yyfree (void * ptr ) { free( (char *) ptr ); /* see yyrealloc() for (char *) cast */ } #define YYTABLES_NAME "yytables" #line 1105 "loader.l" /** * Returns the next token for lex. * 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(void) { 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. * * @param fp * file pointer from which to read. * @param op * where to read the data. * @param bufstate * used to determine various file attributes: * @li LO_REPATE (0): We are reading from the same buffer as the last call. * @li LO_LINEMODE (1): file that is being read from is multi purpose (ie, other functions * will also be reading from this (treasure file, artifacts.) * @li LO_NEWFILE (2): This is the first read from a particular file, so the buffers should be reset. * @li LO_NOREAD (3): Reset the buffers, but don't read from it. (op can be null) * @param map_flags * combination of @ref MAP_xxx flags, though only MAP_STYLE is used. * @return * @li LL_NORMAL if object was read. * @li LL_EOF if an error occured. * @li LL_MORE if this is a multipart object. */ int load_object(FILE *fp, object *op, int bufstate, int map_flags) { int retval; char inbuf[VERY_BIG_BUF]; #define MAXDEPTH 10 object *items[MAXDEPTH]; int depth = 0; items[0] = op, strcpy(msgbuf, ""); msglen = 0; total_msglen = 0; 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; } else if (bufstate == LO_LINEMODE) { YY_BUFFER_STATE yybufstate; yy_delete_buffer(YY_CURRENT_BUFFER); while (fgets(inbuf, VERY_BIG_BUF-3, fp)) { yybufstate = yy_scan_string(inbuf); retval = lex_load(&depth, items, MAXDEPTH, map_flags, 1); yy_delete_buffer(yybufstate); if (retval == LL_NORMAL) { if (depth == 0) return retval; else depth--; } } LOG(llevDebug, "Got eof while scanning strings\n"); return LL_EOF; } retval = lex_load(&depth, items, MAXDEPTH, map_flags, 0); /* 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. * * @param op * object to alter. * @param buf * modifications to apply. * @return * ? * @todo * document return value. */ int set_variable(object *op, const char *buf) { YY_BUFFER_STATE yybufstate, yycurbuf = YY_CURRENT_BUFFER; int retval, depth; object *items[MAXDEPTH]; strcpy(msgbuf, ""); msglen = 0; total_msglen = 0; strcpy(lorebuf, ""); items[0] = op; depth = 0; yy_push_state(INITIAL); yybufstate = yy_scan_string(buf); retval = lex_load(&depth, items, MAXDEPTH, 0, 0); yy_switch_to_buffer(yycurbuf); yy_delete_buffer(yybufstate); yy_pop_state(); return retval; } /* Start of C code */ /** * Frees all memory allocated by the loader. */ void free_loader(void) { yy_delete_buffer(YY_CURRENT_BUFFER); /* Comment out this yylex_destroy(), as it results in link errors * on linux */ /* yylex_destroy();*/ } crossfire-1.75.0/common/Makefile.am000644 001751 001751 00000001503 13777704220 020017 0ustar00kevinzkevinz000000 000000 noinst_LIBRARIES = libcross.a libcross_a_SOURCES = \ anim.c \ arch.c\ arch_types_valid.c \ artifact.c\ button.c\ cf_random.c \ dialog.c \ exp.c\ friend.c\ holy.c\ info.c\ image.c \ init.c\ item.c\ languages.c\ links.c\ living.c\ loader.l\ logger.c\ los.c\ map.c\ ob_methods.c \ ob_types.c \ object.c\ output_file.c \ path.c\ porting.c\ player.c\ re-cmp.c\ readable.c\ recipe.c\ region.c\ shstr.c\ stringbuffer.c\ time.c\ treasure.c\ utils.c EXTRA_DIST = README is_valid_types_gen.pl AM_CPPFLAGS = -I$(top_srcdir)/include -DDATADIR=\"$(pkgdatadir)\" -DCONFDIR=\"$(pkgconfdir)\" \ -DLIBDIR=\"$(pkglibdir)\" -DLOCALDIR=\"$(pkgstatedir)\" AM_LFLAGS = -i -B CLEANFILES = loader.c arch_types_valid.c arch_types_valid.c: is_valid_types_gen.pl ../include/object.h $(PERL) is_valid_types_gen.pl crossfire-1.75.0/common/info.c000644 001751 001751 00000007117 13777704220 017071 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ #include "global.h" #include /** * @file * The functions in this file are purely mean to generate information * in differently formatted output, mainly about monsters. */ /** * Writes num ones and zeros to the given string based on the * bits variable. * * @param bits * variable to convert to binary string * @param num * number of bits to dump. Values above 32 will be ignored. * @param str * string to write to. Must be long enough. * * @note * no check is done whether str has enough space to write or not. * Final \\0 is appended to str. */ static void bitstostring(long bits, int num, char *str) { int i, j = 0; if (num > 32) num = 32; for (i = 0; i < num; i++) { if (i && (i%3) == 0) { str[i+j] = ' '; j++; } if (bits&1) str[i+j] = '1'; else str[i+j] = '0'; bits >>= 1; } str[i+j] = '\0'; return; } /** * Dump to standard out the abilities of all monsters. */ void dump_abilities(void) { archetype *at; char *name; for (at = first_archetype; at; at = at->next) { const char *gen_name = ""; archetype *gen; if (!QUERY_FLAG(&at->clone, FLAG_MONSTER)) continue; /* Get rid of e.g. multiple black puddings */ if (QUERY_FLAG(&at->clone, FLAG_CHANGING)) continue; for (gen = first_archetype; gen; gen = gen->next) { if (gen->clone.other_arch && gen->clone.other_arch == at) { gen_name = gen->name; break; } } name = stringbuffer_finish(describe_item(&at->clone, NULL, 0, NULL)); printf("%-16s|%6"FMT64"|%4d|%3d|%s|%s|%s\n", at->clone.name, at->clone.stats.exp, at->clone.stats.hp, at->clone.stats.ac, name, at->name, gen_name); free(name); } } /** * As dump_abilities(), but with an alternative way of output. */ void print_monsters(void) { archetype *at; object *op; char attbuf[34]; int i; printf(" | | | | | attack | resistances |\n"); printf("monster | hp |dam| ac | wc |pmf ecw adw gpd ptf|phy mag fir ele cld cfs acd drn wmg ght poi slo par tud fer cnc dep dth chs csp gpw hwd bln int | exp | new exp |\n"); printf("---------------------------------------------------------------------------------------------------------------------------------------------------\n"); for (at = first_archetype; at != NULL; at = at->next) { op = arch_to_object(at); if (QUERY_FLAG(op, FLAG_MONSTER)) { bitstostring((long)op->attacktype, NROFATTACKS, attbuf); printf("%-15s|%5d|%3d|%4d|%4d|%s|", op->arch->name, op->stats.maxhp, op->stats.dam, op->stats.ac, op->stats.wc, attbuf); for (i = 0; i < NROFATTACKS; i++) printf("%4d", op->resist[i]); printf("|%8"FMT64"|%9"FMT64"|\n", op->stats.exp, new_exp(op)); } object_free_drop_inventory(op); } } crossfire-1.75.0/common/item.c000644 001751 001751 00000142151 13777704220 017072 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * Those functions deal with objects in general, including description, body location, and such. * * @todo * put const char *instead of char *when possible. */ #include "global.h" #include #include #include #include #include "living.h" #include "spells.h" /** * The ordering of this is actually doesn't make a difference * However, for ease of use, new entries should go at the end * so those people that debug the code that get used to something * being in the location 4 don't get confused. * * The ordering in save_name, use_name, nonuse_name. * save_name is the name used to load/save it from files. It should * match that of the doc/Developers/objects. The only * real limitation is that it shouldn't have spaces or other characters * that may mess up the match code. It must also start with body_ * use_name is how we describe the location if we can use it. * nonuse_name is how we describe it if we can't use it. I think * the values below will make it pretty clear how those work out * They are basically there to make life a little easier - if a character * examines an item and it says it goes on 'your arm', its pretty clear * they can use it. See the last sample (commented out) for a dragon * Note that using the term 'human' may not be very accurate, humanoid * may be better. * Basically, for the use/nonuse, the code does something like: * "This item goes %s\n", with the use/nonuse values filling in the %s */ body_locations_struct body_locations[NUM_BODY_LOCATIONS] = { { "body_range", "in your range slot", "in a human's range slot" }, { "body_arm", "on your arm", "on a human's arm" }, { "body_torso", "on your body", "on a human's torso" }, { "body_head", "on your head", "on a human's head" }, { "body_neck", "around your neck", "around a humans neck" }, { "body_skill", "in your skill slot", "in a human's skill slot" }, { "body_finger", "on your finger", "on a human's finger" }, { "body_shoulder", "around your shoulders", "around a human's shoulders" }, { "body_foot", "on your feet", "on a human's feet" }, { "body_hand", "on your hands", "on a human's hands" }, { "body_wrist", "around your wrists", "around a human's wrist" }, { "body_waist", "around your waist", "around a human's waist" }, { "body_leg", "around your legs", "around a human's legs" }, /*{"body_dragon_torso", "your body", "a dragon's body"} */ }; /** * The following is a large table of item types, the fields are: * item number, item name, item name (plural), and two numbers that are the skills * used to identify them. Anytime a new item type is added or removed, this list * should be altered to reflect that. The defines for the numerical values are in * define.h */ static const typedata item_types[] = { { 0, "none", "none", 0, 0 }, { PLAYER, "player", "players", 0, 0 }, { ROD, "rod", "rods", SK_THAUMATURGY, 0 }, { TREASURE, "treasure", "treasure", 0, 0 }, { POTION, "potion", "potions", SK_ALCHEMY, 0 }, { FOOD, "food", "food", SK_WOODSMAN, 0 }, { POISON, "poison", "poisons", SK_ALCHEMY, 0 }, { BOOK, "book", "books", SK_LITERACY, 0 }, { CLOCK, "clock", "clocks", 0, 0 }, { ARROW, "arrow", "arrows", SK_BOWYER, 0 }, { BOW, "bow", "bows", SK_BOWYER, 0 }, { WEAPON, "weapon", "weapons", SK_SMITHERY, 0 }, { ARMOUR, "armour", "armour", SK_SMITHERY, 0 }, { PEDESTAL, "pedestal", "pedestals", 0, 0 }, { ALTAR, "altar", "altars", 0, 0 }, { LOCKED_DOOR, "locked door", "locked doors", 0, 0 }, { SPECIAL_KEY, "special key", "special keys", 0, 0 }, { MAP, "map", "maps", 0, 0 }, { DOOR, "door", "doors", 0, 0 }, { KEY, "key", "keys", 0, 0 }, { TIMED_GATE, "timed_gate", "timed_gates", 0, 0 }, { TRIGGER, "trigger", "triggers", 0, 0 }, { GRIMREAPER, "grimreaper", "grimreapers", 0, 0 }, { MAGIC_EAR, "magic ear", "magic ears", 0, 0 }, { TRIGGER_BUTTON, "trigger button", "trigger buttons", 0, 0 }, { TRIGGER_ALTAR, "trigger altar", "trigger altars", 0, 0 }, { TRIGGER_PEDESTAL, "trigger pedestal", "trigger pedestals", 0, 0 }, { SHIELD, "shield", "shields", SK_SMITHERY, 0 }, { HELMET, "helmet", "helmets", SK_SMITHERY, 0 }, { MONEY, "money", "money", 0, 0 }, { CLASS, "class", "classes", 0, 0 }, { AMULET, "amulet", "amulets", SK_JEWELER, 0 }, { PLAYERMOVER, "player mover", "player movers", 0, 0 }, { TELEPORTER, "teleporter", "teleporters", 0, 0 }, { CREATOR, "creator", "creators", 0, 0 }, { SKILL, "skill", "skills", 0, 0 }, { EARTHWALL, "earthwall", "earthwalls", 0, 0 }, { GOLEM, "golem", "golems", 0, 0 }, { THROWN_OBJ, "projectile", "projectiles", 0, 0 }, { BLINDNESS, "blindness", "blindness", 0, 0 }, { GOD, "god", "gods", 0, 0 }, { DETECTOR, "detector", "detectors", 0, 0 }, { TRIGGER_MARKER, "trigger marker", "trigger markers", 0, 0 }, { DEAD_OBJECT, "dead object", "dead objects", 0, 0 }, { DRINK, "drink", "drinks", SK_WOODSMAN, SK_ALCHEMY }, { MARKER, "marker", "markers", 0, 0 }, { HOLY_ALTAR, "holy altar", "holy altars", 0, 0 }, { PLAYER_CHANGER, "player changer", "player changers", 0, 0 }, { BATTLEGROUND, "battleground", "battlegrounds", 0, 0 }, { PEACEMAKER, "peacemaker", "peacemakers", 0, 0 }, { GEM, "gem", "gems", SK_JEWELER, 0 }, { FIREWALL, "firewall", "firewalls", 0, 0 }, { CHECK_INV, "inventory checker", "inventory checkers", 0, 0 }, { MOOD_FLOOR, "mood floor", "mood floors", 0, 0 }, { EXIT, "exit", "exits", 0, 0 }, { ENCOUNTER, "encounter", "encounters", 0, 0 }, { SHOP_FLOOR, "shop floor", "shop floors", 0, 0 }, { SHOP_MAT, "shop mat", "shop mats", 0, 0 }, { RING, "ring", "rings", SK_JEWELER, 0 }, { FLOOR, "floor", "floors", 0, 0 }, { FLESH, "flesh", "flesh", SK_WOODSMAN, 0 }, { INORGANIC, "inorganic", "inorganics", SK_ALCHEMY, 0 }, { SKILL_TOOL, "skill tool", "skill tools", 0, 0 }, { LIGHTER, "lighter", "lighters", 0, 0 }, { WALL, "wall", "walls", 0, 0 }, { MISC_OBJECT, "bric-a-brac", "bric-a-brac", 0, 0 }, { MONSTER, "monster", "monsters", 0, 0 }, { LAMP, "lamp", "lamps", 0, 0 }, { DUPLICATOR, "duplicator", "duplicators", 0, 0 }, { SPELLBOOK, "spellbook", "spellbooks", SK_LITERACY, 0 }, { CLOAK, "cloak", "cloaks", SK_SMITHERY, 0 }, { SPINNER, "spinner", "spinners", 0, 0 }, { GATE, "gate", "gates", 0, 0 }, { BUTTON, "button", "buttons", 0, 0 }, { CF_HANDLE, "cf handle", "cf handles", 0, 0 }, { HOLE, "hole", "holes", 0, 0 }, { TRAPDOOR, "trapdoor", "trapdoors", 0, 0 }, { SIGN, "sign", "signs", 0, 0 }, { BOOTS, "boots", "boots", SK_SMITHERY, 0 }, { GLOVES, "gloves", "gloves", SK_SMITHERY, 0 }, { SPELL, "spell", "spells", 0, 0 }, { SPELL_EFFECT, "spell effect", "spell effects", 0, 0 }, { CONVERTER, "converter", "converters", 0, 0 }, { BRACERS, "bracers", "bracers", SK_SMITHERY, 0 }, { POISONING, "poisoning", "poisonings", 0, 0 }, { SAVEBED, "savebed", "savebeds", 0, 0 }, { WAND, "wand", "wands", SK_THAUMATURGY, 0 }, { SCROLL, "scroll", "scrolls", SK_LITERACY, 0 }, { DIRECTOR, "director", "directors", 0, 0 }, { GIRDLE, "girdle", "girdles", SK_SMITHERY, 0 }, { FORCE, "force", "forces", 0, 0 }, { POTION_RESIST_EFFECT, "potion effect", "potion effects", 0, 0 }, { CLOSE_CON, "closed container", "closed container", SK_ALCHEMY, 0 }, { CONTAINER, "container", "containers", SK_ALCHEMY, 0 }, { ARMOUR_IMPROVER, "armour improver", "armour improvers", SK_LITERACY, 0 }, { WEAPON_IMPROVER, "weapon improver", "weapon improvers", SK_LITERACY, 0 }, { SKILLSCROLL, "skillscroll", "skillscrolls", SK_LITERACY, 0 }, { DEEP_SWAMP, "deep swamp", "deep swamps", 0, 0 }, { IDENTIFY_ALTAR, "identify altar", "identify altars", 0, 0 }, { SHOP_INVENTORY, "inventory list", "inventory lists", 0, 0 }, { RUNE, "rune", "runes", 0, 0 }, { TRAP, "trap", "traps", 0, 0 }, { POWER_CRYSTAL, "power_crystal", "power_crystals", SK_THAUMATURGY, 0 }, { CORPSE, "corpse", "corpses", 0, 0 }, { DISEASE, "disease", "diseases", 0, 0 }, { SYMPTOM, "symptom", "symptoms", 0, 0 }, { BUILDER, "item builder", "item builders", 0, 0 }, { MATERIAL, "building material", "building materials", 0, 0 }, { MIMIC, "mimic", "mimics", SK_ALCHEMY, 0 }, }; /** Number of items in ::item_types array. */ static const int item_types_size = sizeof(item_types)/sizeof(*item_types); /** This curve may be too steep. But the point is that there should * be tough choices - there is no real point to this if everyone can * wear whatever they want with no worries. Perhaps having the steep * curve is good (maybe even steeper), but allowing players to * have 2 * level instead. Ideally, top level characters should only be * able to use 2-3 of the most powerful items. * note that this table is only really used for program generated items - * custom objects can use whatever they want. */ static const int enc_to_item_power[] = { 0, 0, 1, 2, 3, 4, /* 5 */ 5, 7, 9, 11, 13, /* 10 */ 15, 18, 21, 24, 27, /* 15 */ 30, 35, 40, 45, 50 /* 20 */ }; int get_power_from_ench(int ench) { if (ench < 0) ench = 0; if (ench > (int)(sizeof(enc_to_item_power)/sizeof(*enc_to_item_power)-1)) ench = sizeof(enc_to_item_power)/sizeof(*enc_to_item_power)-1; return enc_to_item_power[ench]; } static int bits_set(uint32_t x, int start, int end) { int enc = 0; for (int i = start; i < end; i++) { if (x&(1<stats, i); /* This protection logic is pretty flawed. 20% fire resistance * is much more valuable than 20% confusion, or 20% slow, or * several others. Start at 1 - ignore physical - all that normal * armour shouldn't be counted against */ tmp = 0; for (i = 1; i < NROFATTACKS; i++) tmp += op->resist[i]; /* Add/substract 10 so that the rounding works out right */ if (tmp > 0) enc += (tmp+10)/20; else if (tmp < 0) enc += (tmp-10)/20; enc += op->magic; /* For each attacktype a weapon has, one more encantment. Start at 1 - * physical doesn't count against total. */ if (op->type == WEAPON) { enc += bits_set(op->attacktype, 1, NROFATTACKS); if (op->slaying) enc += 2; /* What it slays is probably more relevent */ } /* Items the player can equip */ 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)) { enc += op->stats.food; /* sustenance */ enc += op->stats.hp; /* hp regen */ enc += op->stats.sp; /* mana regen */ enc += op->stats.grace; /* grace regen */ enc += op->stats.exp; /* speed bonus */ } enc += op->stats.luck; /* Do spell paths now */ enc += bits_set(op->path_attuned, 1, NRSPELLPATHS); enc -= bits_set(op->path_repelled, 1, NRSPELLPATHS); enc -= 2*bits_set(op->path_denied, 1, NRSPELLPATHS); if (QUERY_FLAG(op, FLAG_LIFESAVE)) enc += 5; if (QUERY_FLAG(op, FLAG_REFL_SPELL)) enc += 3; if (QUERY_FLAG(op, FLAG_REFL_MISSILE)) enc += 2; if (QUERY_FLAG(op, FLAG_STEALTH)) enc += 1; if (QUERY_FLAG(op, FLAG_XRAYS)) enc += 2; if (QUERY_FLAG(op, FLAG_SEE_IN_DARK)) enc += 1; if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) enc += 1; return get_power_from_ench(enc); } /** * @param itemtype * item type for which to return typedata. * @return * typedata that has a number equal to itemtype, if there * isn't one, returns NULL */ const typedata *get_typedata(int itemtype) { int i; for (i = 0; i < item_types_size; i++) if (item_types[i].number == itemtype) return &item_types[i]; return NULL; } /** * @param name * item name for which to return typedata. Singular form is preferred. * @return * typedata that has a name equal to itemtype, if there * isn't one, return the plural name that matches, if there still isn't * one return NULL * * @note * will emit an Info if found by plural form. */ const typedata *get_typedata_by_name(const char *name) { int i; for (i = 0; i < item_types_size; i++) if (!strcmp(item_types[i].name, name)) return &item_types[i]; for (i = 0; i < item_types_size; i++) if (!strcmp(item_types[i].name_pl, name)) { LOG(llevInfo, "get_typedata_by_name: I have been sent the plural %s, the singular form %s is preffered\n", name, item_types[i].name); return &item_types[i]; } return NULL; } /** * Generates the visible naming for resistances. * * @param op * object we want information about. * @param newline * If TRUE, we don't put parens around the description * but do put a newline at the end. Useful when dumping to files * @param use_media_tags * if non-zero, then media tags (colors and such) are inserted in the description. * This enables the player to more easily see some things. * @param buf * buffer that will receive the description. Can be NULL. * @return buf, a new StringBuffer the caller should free if buf was NULL. */ StringBuffer *describe_resistance(const object *op, int newline, int use_media_tags, StringBuffer *buf) { int tmpvar; if (buf == NULL) buf = stringbuffer_new(); for (tmpvar = 0; tmpvar < NROFATTACKS; tmpvar++) { if (op->resist[tmpvar] && (op->type != FLESH || atnr_is_dragon_enabled(tmpvar) == 1)) { if (use_media_tags) { if (resist_color[tmpvar] != NULL) { stringbuffer_append_printf(buf, "[color=%s]", resist_color[tmpvar]); } if (op->resist[tmpvar] == 100 || op->resist[tmpvar] == -100) { stringbuffer_append_string(buf, "[ul]"); } } if (!newline) stringbuffer_append_printf(buf, "(%s %+d)", resist_plus[tmpvar], op->resist[tmpvar]); else stringbuffer_append_printf(buf, "%s %d\n", resist_plus[tmpvar], op->resist[tmpvar]); if (use_media_tags) { if (op->resist[tmpvar] == 100 || op->resist[tmpvar] == -100) { stringbuffer_append_string(buf, "[/ul]"); } if (resist_color[tmpvar] != NULL) { stringbuffer_append_string(buf, "[/color]"); } } } } return buf; } /** * Formats the item's weight. * @param op * object we want the weight of. * @param[out] buf * buffer to write to. * @param size * buffer size. */ void query_weight(const object *op, char *buf, size_t size) { int32_t i = NROF(op)*op->weight+op->carrying; if (op->weight < 0) snprintf(buf, size, " "); else if (i%1000) snprintf(buf, size, "%6.1f", i/1000.0); else snprintf(buf, size, "%4d ", i/1000); } /** * Describes a ring or amulet, or a skill. * @param op * item to describe, must be RING, AMULET or SKILL. * @param use_media_tags * if non-zero, then media tags (colors and such) are inserted in the description. * This enables the player to more easily see some things. * @param buf * buffer that will contain the description. If NULL a new one is created. * @return buf, or a new StringBuffer the caller should free if buf was NULL. * @todo why does this also describe a SKILL? */ static StringBuffer *ring_desc(const object *op, int use_media_tags, StringBuffer *buf) { int attr, val; size_t len; assert(op != NULL); assert(op->type == RING || op->type == AMULET || op->type == SKILL); if (buf == NULL) buf = stringbuffer_new(); len = stringbuffer_length(buf); if (!QUERY_FLAG(op, FLAG_IDENTIFIED)) return buf; for (attr = 0; attr < NUM_STATS; attr++) { if ((val = get_attr_value(&(op->stats), attr)) != 0) { stringbuffer_append_printf(buf, "(%s%+d)", short_stat_name[attr], val); } } if (op->stats.exp) stringbuffer_append_printf(buf, "(speed %+"FMT64")", op->stats.exp); if (op->stats.wc) stringbuffer_append_printf(buf, "(wc%+d)", op->stats.wc); if (op->stats.dam) stringbuffer_append_printf(buf, "(dam%+d)", op->stats.dam); if (op->stats.ac) stringbuffer_append_printf(buf, "(ac%+d)", op->stats.ac); describe_resistance(op, 0, use_media_tags, buf); if (op->stats.food != 0) stringbuffer_append_printf(buf, "(sustenance%+d)", op->stats.food); if (op->stats.grace) stringbuffer_append_printf(buf, "(grace%+d)", op->stats.grace); if (op->stats.sp && op->type != SKILL) stringbuffer_append_printf(buf, "(magic%+d)", op->stats.sp); if (op->stats.hp) stringbuffer_append_printf(buf, "(regeneration%+d)", op->stats.hp); if (op->stats.luck) stringbuffer_append_printf(buf, "(luck%+d)", op->stats.luck); if (QUERY_FLAG(op, FLAG_LIFESAVE)) stringbuffer_append_printf(buf, "(lifesaving)"); if (QUERY_FLAG(op, FLAG_REFL_SPELL)) stringbuffer_append_printf(buf, "(reflect spells)"); if (QUERY_FLAG(op, FLAG_REFL_MISSILE)) stringbuffer_append_printf(buf, "(reflect missiles)"); if (QUERY_FLAG(op, FLAG_STEALTH)) stringbuffer_append_printf(buf, "(stealth)"); if (op->glow_radius) stringbuffer_append_string(buf, "(glowing)"); describe_spellpath_attenuation("Attuned", op->path_attuned, buf); describe_spellpath_attenuation("Repelled", op->path_repelled, buf); describe_spellpath_attenuation("Denied", op->path_denied, buf); /* item_power is done by the caller */ /* if (op->item_power) snprintf(buf+strlen(buf), size-strlen(buf), "(item_power %+d)", op->item_power);*/ if (stringbuffer_length(buf) == len && op->type != SKILL) stringbuffer_append_string(buf, "of adornment"); return buf; } /** * query_short_name(object) is similar to query_name(), but doesn't * contain any information about object status (worn/cursed/etc.) * * @param op * object to describe. * @param buf * buffer which will contain the name. Must not be NULL. * @param size * buffer length. */ void query_short_name(const object *op, char *buf, size_t size) { size_t len = 0; if (op->name == NULL) { snprintf(buf, size, "(null)"); return; } if (!op->nrof && !op->weight && !op->title && !is_magical(op)) { strlcpy(buf, op->name, size); /* To speed things up (or make things slower?) */ return; } buf[0] = '\0'; if (op->nrof <= 1) safe_strcat(buf, op->name, &len, size); else safe_strcat(buf, op->name_pl, &len, size); if (op->title && QUERY_FLAG(op, FLAG_IDENTIFIED)) { safe_strcat(buf, " ", &len, size); safe_strcat(buf, op->title, &len, size); } switch (op->type) { case SPELLBOOK: case SCROLL: case WAND: case ROD: if (QUERY_FLAG(op, FLAG_IDENTIFIED) || QUERY_FLAG(op, FLAG_BEEN_APPLIED)) { if (!op->title && (op->inv)) { safe_strcat(buf, " of ", &len, size); safe_strcat(buf, op->inv->name, &len, size); } if (op->type != SPELLBOOK) { snprintf(buf+len, size-len, " (lvl %d)", op->level); len += strlen(buf+len); } } break; case SKILL: case AMULET: case RING: if (!op->title) { /* If ring has a title, full description isn't so useful */ char* desc; desc = stringbuffer_finish(ring_desc(op, 0, NULL)); if (desc[0]) { safe_strcat(buf, " ", &len, size); safe_strcat(buf, desc, &len, size); } free(desc); } break; default: if (op->magic && (QUERY_FLAG(op, FLAG_BEEN_APPLIED) || is_identified(op))) { snprintf(buf+len, size-len, " %+d", op->magic); len += strlen(buf+len); } } } /** * Describes an item. * * @param op * item to describe. Must not be NULL. * @param buf * buffer that will contain the description. * @param size * size of buffer. */ void query_name(const object *op, char *buf, size_t size) { size_t len = 0; buf[0] = '\0'; /* * Since len is initialized to zero, but is not changed * up to this point, I see no reason to have buf+len and size-len; * buf and size should suffice, since we're just adding and * subtracting zero here, anyway. * * SilverNexus 2014-06-04 */ query_short_name(op, buf, size); len = strlen(buf); if (QUERY_FLAG(op, FLAG_INV_LOCKED)) safe_strcat(buf, " *", &len, size); if (op->type == CONTAINER && ((op->env && op->env->container == op) || (!op->env && QUERY_FLAG(op, FLAG_APPLIED)))) safe_strcat(buf, " (open)", &len, size); if (QUERY_FLAG(op, FLAG_KNOWN_CURSED)) { if (QUERY_FLAG(op, FLAG_DAMNED)) safe_strcat(buf, " (damned)", &len, size); else if (QUERY_FLAG(op, FLAG_CURSED)) safe_strcat(buf, " (cursed)", &len, size); } if (QUERY_FLAG(op, FLAG_BLESSED) && QUERY_FLAG(op, FLAG_KNOWN_BLESSED)) safe_strcat(buf, " (blessed)", &len, size); /* Basically, if the object is known magical (detect magic spell on it), * and it isn't identified, print out the fact that * it is magical. Assume that the detect magical spell will only set * KNOWN_MAGICAL if the item actually is magical. * * Changed in V 0.91.4 - still print that the object is magical even * if it has been applied. Equipping an item does not tell full * abilities, especially for artifact items. */ if (QUERY_FLAG(op, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(op, FLAG_IDENTIFIED)) safe_strcat(buf, " (magic)", &len, size); if (QUERY_FLAG(op, FLAG_APPLIED)) { switch (op->type) { case BOW: case WAND: case ROD: safe_strcat(buf, " (readied)", &len, size); break; case WEAPON: safe_strcat(buf, " (wielded)", &len, size); break; case ARMOUR: case HELMET: case SHIELD: case RING: case BOOTS: case GLOVES: case AMULET: case GIRDLE: case BRACERS: case CLOAK: safe_strcat(buf, " (worn)", &len, size); break; case CONTAINER: safe_strcat(buf, " (active)", &len, size); break; case SKILL: default: safe_strcat(buf, " (applied)", &len, size); } } if (QUERY_FLAG(op, FLAG_UNPAID)) safe_strcat(buf, " (unpaid)", &len, size); } /** * Query a short name for the item. * * This is a lot like query_name(), but we * don't include the item count or item status. Used for inventory sorting * and sending to client. * If plural is set, we generate the plural name of this. * * @param op * item we want the name of. * @param plural * whether to get the singular or plural name * @param buf * buffer that will contain the object's name. Must not be NULL. * @param size * buffer's length */ void query_base_name(const object *op, int plural, char *buf, size_t size) { size_t len; if ((!plural && !op->name) || (plural && !op->name_pl)) { strncpy(buf, "(null)", size); return; } if (!op->nrof && !op->weight && !op->title && !is_magical(op)) { strncpy(buf, op->name, size); /* To speed things up (or make things slower?) */ return; } buf[0] = '\0'; strlcpy(buf, plural ? op->name_pl : op->name, size); len = strlen(buf); if (op->title && QUERY_FLAG(op, FLAG_IDENTIFIED)) { safe_strcat(buf, " ", &len, size); safe_strcat(buf, op->title, &len, size); } switch (op->type) { case SPELLBOOK: case SCROLL: case WAND: case ROD: if (QUERY_FLAG(op, FLAG_IDENTIFIED) || QUERY_FLAG(op, FLAG_BEEN_APPLIED)) { if (!op->title && (op->inv)) { safe_strcat(buf, " of ", &len, size); safe_strcat(buf, op->inv->name, &len, size); } if (op->type != SPELLBOOK) { snprintf(buf+len, size-len, " (lvl %d)", op->level); len += strlen(buf+len); } } break; case SKILL: case AMULET: case RING: if (!op->title) { /* If ring has a title, full description isn't so useful */ char* s; s = stringbuffer_finish(ring_desc(op, 0, NULL)); if (s[0]) { safe_strcat(buf, " ", &len, size); safe_strcat(buf, s, &len, size); } free(s); } break; default: if (op->magic && (QUERY_FLAG(op, FLAG_BEEN_APPLIED) || is_identified(op))) { snprintf(buf+strlen(buf), size-strlen(buf), " %+d", op->magic); } } } /** * Describes a monster. * * @param op * monster to describe. Must not be NULL, and must have FLAG_MONSTER or be a PLAYER. * @param use_media_tags * if non-zero, then media tags (colors and such) are inserted in the description. * This enables the player to more easily see some things. * @param buf * buffer that will contain the description. Can be NULL. * @return buf, or a new StringBuffer the caller should clear if buf was NULL. * * @todo * Rename to describe_living (or equivalent) since called for player too. * Fix weird sustenance logic. */ StringBuffer *describe_monster(const object *op, int use_media_tags, StringBuffer *buf) { assert(op != NULL); assert(QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER); if (buf == NULL) buf = stringbuffer_new(); /* Note that the resolution this provides for players really isn't * very good. Any player with a speed greater than .67 will * fall into the 'lightning fast movement' category. */ if (FABS(op->speed) > MIN_ACTIVE_SPEED) { switch ((int)((FABS(op->speed))*15)) { case 0: stringbuffer_append_string(buf, "(very slow movement)"); break; case 1: stringbuffer_append_string(buf, "(slow movement)"); break; case 2: stringbuffer_append_string(buf, "(normal movement)"); break; case 3: case 4: stringbuffer_append_string(buf, "(fast movement)"); break; case 5: case 6: stringbuffer_append_string(buf, "(very fast movement)"); break; case 7: case 8: case 9: case 10: stringbuffer_append_string(buf, "(extremely fast movement)"); break; default: stringbuffer_append_string(buf, "(lightning fast movement)"); break; } } if (QUERY_FLAG(op, FLAG_UNDEAD)) stringbuffer_append_string(buf, "(undead)"); if (QUERY_FLAG(op, FLAG_SEE_INVISIBLE)) stringbuffer_append_string(buf, "(see invisible)"); if (QUERY_FLAG(op, FLAG_USE_WEAPON)) stringbuffer_append_string(buf, "(wield weapon)"); if (QUERY_FLAG(op, FLAG_USE_BOW)) stringbuffer_append_string(buf, "(archer)"); if (QUERY_FLAG(op, FLAG_USE_ARMOUR)) stringbuffer_append_string(buf, "(wear armour)"); if (QUERY_FLAG(op, FLAG_USE_RING)) stringbuffer_append_string(buf, "(wear ring)"); if (QUERY_FLAG(op, FLAG_USE_SCROLL)) stringbuffer_append_string(buf, "(read scroll)"); if (QUERY_FLAG(op, FLAG_USE_RANGE)) stringbuffer_append_string(buf, "(fires wand/rod/horn)"); if (QUERY_FLAG(op, FLAG_CAN_USE_SKILL)) stringbuffer_append_string(buf, "(skill user)"); if (QUERY_FLAG(op, FLAG_CAST_SPELL)) stringbuffer_append_string(buf, "(spellcaster)"); if (QUERY_FLAG(op, FLAG_FRIENDLY)) stringbuffer_append_string(buf, "(friendly)"); if (QUERY_FLAG(op, FLAG_UNAGGRESSIVE)) stringbuffer_append_string(buf, "(unaggressive)"); if (QUERY_FLAG(op, FLAG_HITBACK)) stringbuffer_append_string(buf, "(hitback)"); if (QUERY_FLAG(op, FLAG_STEALTH)) stringbuffer_append_string(buf, "(stealthy)"); if (op->randomitems != NULL) { treasure *t; int first = 1; for (t = op->randomitems->items; t != NULL; t = t->next) if (t->item && (t->item->clone.type == SPELL)) { if (first) { first = 0; stringbuffer_append_string(buf, "(Spell abilities:)"); } stringbuffer_append_printf(buf, "(%s)", t->item->clone.name); } } if (op->type == PLAYER) { if (op->contr->digestion) { if (op->contr->digestion != 0) stringbuffer_append_printf(buf, "(sustenance%+d)", op->contr->digestion); } if (op->contr->gen_grace) { stringbuffer_append_printf(buf, "(grace%+d)", op->contr->gen_grace); } if (op->contr->gen_sp) { stringbuffer_append_printf(buf, "(magic%+d)", op->contr->gen_sp); } if (op->contr->gen_hp) { stringbuffer_append_printf(buf, "(regeneration%+d)", op->contr->gen_hp); } if (op->stats.luck) { stringbuffer_append_printf(buf, "(luck%+d)", op->stats.luck); } } /* describe attacktypes */ if (is_dragon_pl(op)) { /* for dragon players display the attacktypes from clawing skill * Break apart the for loop - move the comparison checking down - * this makes it more readable. */ object *tmp; tmp = object_find_by_type_and_name(op, SKILL, "clawing"); if (tmp && tmp->attacktype != 0) { describe_attacktype("Claws", tmp->attacktype, buf); } else { describe_attacktype("Attacks", op->attacktype, buf); } } else { describe_attacktype("Attacks", op->attacktype, buf); } describe_spellpath_attenuation("Attuned", op->path_attuned &~ op->path_denied, buf); describe_spellpath_attenuation("Repelled", op->path_repelled &~ op->path_denied, buf ); describe_spellpath_attenuation("Denied", op->path_denied, buf); describe_resistance(op, 0, use_media_tags, buf); return buf; } /** * Describes an item, in all its details. * * \li If it is a monster, lots of information about its abilities * will be returned. * \li If it is an item, lots of information about which abilities * will be gained about its user will be returned. * \li If it is a player, it writes out the current abilities * of the player, which is usually gained by the items applied. * * It would be really handy to actually pass another object * pointer on who is examining this object. Then, you could reveal * certain information depending on what the examiner knows, eg, * wouldn't need to use the SEE_INVISIBLE flag to know it is * a dragon player examining food. Could have things like * a dwarven axe, in which the full abilities are only known to * dwarves, etc. * * Add 'owner' who is the person examining this object. * owner can be null if no one is being associated with this * item (eg, debug dump or the like) * * @param op * object to describe. Must not be NULL. * @param owner * player examining the object. * @param use_media_tags * if non-zero, then media tags (colors and such) are inserted in the description. * This enables the player to more easily see some things. * @param buf * buffer that will contain the description. Can be NULL. * @return buf, or new StringBuffer the caller must free if buf was NULL. * * @note * This function is really much more complicated than it should * be, because different objects have different meanings * for the same field (eg, wands use 'food' for charges). This * means these special cases need to be worked out. * * @todo * Check whether owner is really needed. */ StringBuffer *describe_item(const object *op, const object *owner, int use_media_tags, StringBuffer *buf) { int identified, i; if (buf == NULL) buf = stringbuffer_new(); if (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) { return describe_monster(op, use_media_tags, buf); } /* figure this out once, instead of making multiple calls to is_identified. * also makes the code easier to read. */ if (is_identified(op)) { identified = 1; } else { stringbuffer_append_string(buf, "(unidentified)"); identified = 0; } switch (op->type) { case BOW: case ARROW: case WAND: case ROD: case WEAPON: case ARMOUR: case HELMET: case SHIELD: case BOOTS: case GLOVES: case GIRDLE: case BRACERS: case CLOAK: case SKILL_TOOL: break; /* We have more information to do below this switch */ case LAMP: break; /* just so we get the "glowing" part. */ case FOOD: case FLESH: case DRINK: if (identified || QUERY_FLAG(op, FLAG_BEEN_APPLIED)) { stringbuffer_append_printf(buf, "(food+%d)", op->stats.food); if (op->type == FLESH && op->last_eat > 0 && atnr_is_dragon_enabled(op->last_eat)) { stringbuffer_append_printf(buf, "(%s metabolism)", change_resist_msg[op->last_eat]); } if (!QUERY_FLAG(op, FLAG_CURSED)) { if (op->stats.hp) stringbuffer_append_string(buf, "(heals)"); if (op->stats.sp) stringbuffer_append_string(buf, "(spellpoint regen)"); } else { if (op->stats.hp) stringbuffer_append_string(buf, "(damages)"); if (op->stats.sp) stringbuffer_append_string(buf, "(spellpoint depletion)"); } } break; case SKILL: case RING: case AMULET: if (op->item_power) { stringbuffer_append_printf(buf, "(item_power %+d)", op->item_power); } ring_desc(op, use_media_tags, buf); return buf; default: return buf; } /* Down here, we more further describe equipment type items. * only describe them if they have been identified or the like. */ if (identified || QUERY_FLAG(op, FLAG_BEEN_APPLIED)) { int attr, val; for (attr = 0; attr < NUM_STATS; attr++) { if ((val = get_attr_value(&(op->stats), attr)) != 0) { stringbuffer_append_printf(buf, "(%s%+d)", short_stat_name[attr], val); } } if (op->glow_radius) stringbuffer_append_string(buf, "(glowing)"); switch (op->type) { case FLESH: break; default: if (op->stats.exp) { stringbuffer_append_printf(buf, "(speed %+"FMT64")", op->stats.exp); } break; } switch (op->type) { case BOW: case ARROW: case GIRDLE: case HELMET: case SHIELD: case BOOTS: case GLOVES: case WEAPON: case SKILL: case RING: case AMULET: case ARMOUR: case BRACERS: case FORCE: case CLOAK: if (op->stats.wc) { stringbuffer_append_printf(buf, "(wc%+d)", op->stats.wc); } if (op->stats.dam) { stringbuffer_append_printf(buf, "(dam%+d)", op->stats.dam); } if (op->stats.ac) { stringbuffer_append_printf(buf, "(ac%+d)", op->stats.ac); } if ((op->type == WEAPON || op->type == BOW) && op->level > 0) { stringbuffer_append_printf(buf, "(improved %d/%d)", op->last_eat, op->level); } break; default: break; } if (QUERY_FLAG(op, FLAG_XRAYS)) stringbuffer_append_string(buf, "(xray-vision)"); if (QUERY_FLAG(op, FLAG_SEE_IN_DARK)) stringbuffer_append_string(buf, "(infravision)"); /* levitate was what is was before, so we'll keep it */ if (op->move_type&MOVE_FLY_LOW) stringbuffer_append_string(buf, "(levitate)"); if (op->move_type&MOVE_FLY_HIGH) stringbuffer_append_string(buf, "(fly)"); if (op->move_type&MOVE_SWIM) stringbuffer_append_string(buf, "(swim)"); /* walking is presumed as 'normal', so doesn't need mentioning */ if (op->item_power) { stringbuffer_append_printf(buf, "(item_power %+d)", op->item_power); } } /* End if identified or applied */ /* This blocks only deals with fully identified object. * it is intentional that this is not an 'else' from a above - * in this way, information is added. */ if (identified) { int more_info = 0; switch (op->type) { case ROD: /* These use stats.sp for spell selection and stats.food */ case BOW: /* and stats.hp for spell-point regeneration... */ case ARROW: case WAND: case FOOD: case FLESH: case DRINK: more_info = 0; break; /* Armor type objects */ case ARMOUR: case HELMET: case SHIELD: case BOOTS: case GLOVES: case GIRDLE: case BRACERS: case CLOAK: if (ARMOUR_SPEED(op)) { stringbuffer_append_printf(buf, "(Max speed %1.2f)", ARMOUR_SPEED(op)/10.0); } if (ARMOUR_SPELLS(op)) { stringbuffer_append_printf(buf, "(Spell regen penalty %d)", ARMOUR_SPELLS(op)); } more_info = 1; break; case WEAPON: /* Calculate it the same way fix_object does so the results * make sense. */ i = (WEAPON_SPEED(op)*2-op->magic)/2; if (i < 0) i = 0; stringbuffer_append_printf(buf, "(weapon speed %d)", i); more_info = 1; break; } if (more_info) { if (op->stats.food) { if (op->stats.food != 0) stringbuffer_append_printf(buf, "(sustenance%+d)", op->stats.food); } if (op->stats.grace) { stringbuffer_append_printf(buf, "(grace%+d)", op->stats.grace); } if (op->stats.sp) { stringbuffer_append_printf(buf, "(magic%+d)", op->stats.sp); } if (op->stats.hp) { stringbuffer_append_printf(buf, "(regeneration%+d)", op->stats.hp); } } if (op->stats.luck) { stringbuffer_append_printf(buf, "(luck%+d)", op->stats.luck); } if (QUERY_FLAG(op, FLAG_LIFESAVE)) stringbuffer_append_string(buf, "(lifesaving)"); if (QUERY_FLAG(op, FLAG_REFL_SPELL)) stringbuffer_append_string(buf, "(reflect spells)"); if (QUERY_FLAG(op, FLAG_REFL_MISSILE)) stringbuffer_append_string(buf, "(reflect missiles)"); if (QUERY_FLAG(op, FLAG_STEALTH)) stringbuffer_append_string(buf, "(stealth)"); if (op->slaying != NULL && op->type != FOOD) { stringbuffer_append_printf(buf, "(slay %s)", op->slaying); } describe_attacktype("Attacks", op->attacktype, buf); /* resistance on flesh is only visible for dragons. If * non flesh, everyone can see its resistances */ if (op->type != FLESH || (owner && is_dragon_pl(owner))) { describe_resistance(op, 0, 1, buf); } describe_spellpath_attenuation("Attuned", op->path_attuned &~ op->path_denied, buf); describe_spellpath_attenuation("Repelled", op->path_repelled &~ op->path_denied, buf); describe_spellpath_attenuation("Denied", op->path_denied, buf); } return buf; } /** * Checks whether object is magical. * * A magical item is one that * increases/decreases any abilities, provides a resistance, * has a generic magical bonus, or is an artifact. * * @param op * item to check. * @return * true if the item is magical. */ int is_magical(const object *op) { int i; /* living creatures are considered non magical */ if (QUERY_FLAG(op, FLAG_ALIVE)) return 0; /* This is a test for it being an artifact, as artifacts have titles */ if (op->title != NULL) return 1; /* Handle rings and amulets specially. If they change any of these * values, it means they are magical. */ if ((op->type == AMULET || op->type == RING) && (op->stats.ac || op->stats.food || op->stats.exp || op->stats.dam || op->stats.wc || op->stats.sp || op->stats.hp || op->stats.luck)) return 1; /* Check for stealty, speed, flying, or just plain magic in the boots */ /* Presume any boots that have a move_type are special. */ if (op->type == BOOTS && ((QUERY_FLAG(op, FLAG_STEALTH) || op->move_type || op->stats.exp))) return 1; /* Take care of amulet/shield that reflects spells/missiles */ if ((op->type == AMULET || op->type == SHIELD) && (QUERY_FLAG(op, FLAG_REFL_SPELL) || QUERY_FLAG(op, FLAG_REFL_MISSILE))) return 1; /* Take care of helmet of xrays */ if (op->type == HELMET && QUERY_FLAG(op, FLAG_XRAYS)) return 1; /* Potions & rods are always magical. Wands/staves are also magical, * assuming they still have any charges left. */ if (op->type == POTION || op->type == ROD || (op->type == WAND && op->stats.food)) return 1; /* if something gives a protection, either positive or negative, its magical */ /* This is really a pretty bad hack - as of now, ATNR_PHYSICAL is 0, * so this always works out fine. */ for (i = ATNR_PHYSICAL+1; i < NROFATTACKS; i++) if (op->resist[i]) return 1; /* Physical protection is expected on some item types, so they should * not be considered magical. */ if (op->resist[ATNR_PHYSICAL] && op->type != HELMET && op->type != SHIELD && op->type != BOOTS && op->type != GLOVES && op->type != ARMOUR) return 1; /* power crystal, spellbooks, and scrolls are always magical. */ if (op->magic || op->type == POWER_CRYSTAL || op->type == SPELLBOOK || op->type == SCROLL || op->type == GIRDLE) return 1; /* Check to see if it increases/decreases any stats */ for (i = 0; i < NUM_STATS; i++) if (get_attr_value(&(op->stats), i) != 0) return 1; /* If it doesn't fall into any of the above categories, must * be non magical. */ return 0; } /** * Return true if this item's type is one that cares about whether or not it's * been identified -- e.g. money and walls don't care (they are considered to * be "always identified" no matter what FLAG_IDENTIFIED says) but weapons and * scrolls do. * In practice, this means anything with at least one identifyskill in the * typedata, or skill tools (which have no identifyskill, but can still be IDed * using magic). * * @param op * Object to check. * @return * True if the object can be identified. * @todo * Ideally, this distinction would be meaningless and we'd just always check * FLAG_IDENTIFIED, and assume that items that shouldn't ever need to be * identified will always have the flag set. In practice we can't reliably * make that assumption. */ int is_identifiable_type(const object *op) { /* Special case -- skill tools don't have an associated identification * skill but still need IDing. TODO: we should probably have per-tool ID * skills, e.g. thievery for lockpicks and thaumaturgy for talismans, but * currently there's no good way to do this because the identifyskill is * tied to the itemtype rather than to the arch. */ if (op->type == SKILL_TOOL) return true; /* Sometimes an itemtype has no associated typedata?! */ const typedata *td = get_typedata(op->type); return td && td->identifyskill; } /** * Return true if the item is identified, either because it is of a type that * doesn't ever need identification (e.g. money), or because it has * FLAG_IDENTIFIED set. * Uses is_identifiable_type() to distinguish between the two cases. * * @param op * Object to check. * @return * true if the item has been identified, or doesn't need identification. */ int is_identified(const object *op) { return !is_identifiable_type(op) || QUERY_FLAG(op, FLAG_IDENTIFIED); } /** * Ensure op has all its "identified" properties set. * @param op object to process. */ void object_give_identified_properties(object *op) { sstring key; key = object_get_value(op, "identified_face"); if (key != NULL) { op->face = find_face(key, op->face); /* if the face is defined, clean the animation, because else * the face can be lost ; if an animation is defined, it'll be * processed later on */ CLEAR_FLAG(op, FLAG_CLIENT_ANIM_RANDOM); CLEAR_FLAG(op, FLAG_CLIENT_ANIM_SYNC); op->anim_speed = 0; op->animation = 0; object_set_value(op, "identified_face", NULL, 0); } if (object_get_value(op, "identified_anim_random") != NULL) { SET_FLAG(op, FLAG_CLIENT_ANIM_RANDOM); object_set_value(op, "identified_anim_random", NULL, 0); } key = object_get_value(op, "identified_anim_speed"); if (key != NULL) { op->anim_speed = atoi(key); op->last_anim = 1; object_set_value(op, "identified_anim_speed", NULL, 0); } key = object_get_value(op, "identified_animation"); if (key != NULL) { op->animation = find_animation(key); if (!QUERY_FLAG(op, FLAG_IS_TURNABLE)) SET_FLAG(op, FLAG_ANIMATE); animate_object(op, op->facing); object_set_value(op, "identified_animation", NULL, 0); } key = object_get_value(op, "identified_name"); if (key != NULL) { FREE_AND_COPY(op->name, key); object_set_value(op, "identified_name", NULL, 0); } key = object_get_value(op, "identified_name_pl"); if (key != NULL) { FREE_AND_COPY(op->name_pl, key); object_set_value(op, "identified_name_pl", NULL, 0); } } /** * Identifies an item. * Supposed to fix face-values as well here, but later. * Note - this may merge op with other object, so * this function returns either the merged object * or the original if no merge happened. * * @param op * item to identify. Can be already identified without ill effects. * @retval object * The identify object - this may vary from op if the object was * merged. */ object *identify(object *op) { object *pl, *op1; SET_FLAG(op, FLAG_IDENTIFIED); CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); CLEAR_FLAG(op, FLAG_NO_SKILL_IDENT); object_give_identified_properties(op); /* * We want autojoining of equal objects: */ if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) SET_FLAG(op, FLAG_KNOWN_CURSED); if (QUERY_FLAG(op, FLAG_BLESSED)) SET_FLAG(op, FLAG_KNOWN_BLESSED); if (op->type == POTION) { if (op->inv && op->randomitems) { if (op->title) free_string(op->title); op->title = add_refcount(op->inv->name); } else if (op->arch) { free_string(op->name); op->name = add_refcount(op->arch->clone.name); free_string(op->name_pl); op->name_pl = add_refcount(op->arch->clone.name_pl); } } if (op->map) { /* If the object is on a map, make sure we update its face. * Also send name and such information to a player standing on it. */ object *player = map_find_by_type(op->map, op->x, op->y, PLAYER); object_update(op, UP_OBJ_FACE); op1 = object_merge(op, GET_MAP_TOP(op->map, op->x, op->y)); if (op1) op = op1; if (player) esrv_update_item(UPD_FACE | UPD_NAME | UPD_FLAGS, player, op); } else { pl = object_get_player_container(op->env); op1 = object_merge(op, op->env->inv); if (op1) op = op1; if (pl) /* A lot of the values can change from an update - might as well send * it all. */ esrv_update_item(UPD_ALL, pl, op); } return op; } crossfire-1.75.0/common/output_file.c000644 001751 001751 00000004527 13523072042 020464 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ #include #include #include #include "global.h" #include "logger.h" #include "output_file.h" /** * The extension for temporary files that is appended to the original output * filename during write operations. */ #define TMP_EXT ".tmp" FILE *of_open(OutputFile *of, const char *fname) { char *fname_tmp; FILE *f; fname_tmp = malloc(strlen(fname)+sizeof(TMP_EXT)); if (fname_tmp == NULL) { LOG(llevError, "%s: out of memory\n", fname); return NULL; } sprintf(fname_tmp, "%s%s", fname, TMP_EXT); remove(fname_tmp); f = fopen(fname_tmp, "w"); if (f == NULL) { LOG(llevError, "%s: %s\n", fname_tmp, strerror(errno)); free(fname_tmp); return NULL; } of->fname = strdup_local(fname); if (of->fname == NULL) { LOG(llevError, "%s: out of memory\n", fname); free(fname_tmp); fclose(f); return NULL; } of->fname_tmp = fname_tmp; of->file = f; return f; } int of_close(OutputFile *of) { if (ferror(of->file)) { LOG(llevError, "%s: write error\n", of->fname); fclose(of->file); remove(of->fname_tmp); free(of->fname_tmp); free(of->fname); return 0; } if (fclose(of->file) != 0) { LOG(llevError, "%s: %s\n", of->fname, strerror(errno)); remove(of->fname_tmp); free(of->fname_tmp); free(of->fname); return 0; } if (rename(of->fname_tmp, of->fname) != 0) { LOG(llevError, "%s: cannot rename from %s: %s\n", of->fname, of->fname_tmp, strerror(errno)); remove(of->fname_tmp); free(of->fname_tmp); free(of->fname); return 0; } free(of->fname_tmp); free(of->fname); return 1; } void of_cancel(OutputFile *of) { fclose(of->file); remove(of->fname_tmp); free(of->fname_tmp); free(of->fname); } crossfire-1.75.0/common/player.c000644 001751 001751 00000017543 13775114567 017445 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * Player-structure related functions. */ #include "global.h" #include #include /** * Clears data in player structure. * * Socket isn't touched. Nor is anything that doesn't need to be freed. So you * may need to do a memset() to clear out values. * * @param pl * player to clear. Pointer is still valid, and can be reused for "play again". */ void clear_player(player *pl) { client_spell *info; client_spell *next; /* Clear item stack (used by DMs only) */ free(pl->stack_items); pl->stack_position = 0; info = pl->spell_state; while (info) { next = info->next; free(info); info = next; } if (pl->unarmed_skill) FREE_AND_CLEAR_STR(pl->unarmed_skill); } /** * Frees player structure, including pointed object (through object_free_drop_inventory()). * * @param pl * player to clear. Pointer is invalid after this call. */ void free_player(player *pl) { if (first_player != pl) { player *prev = first_player; while (prev != NULL && prev->next != NULL && prev->next != pl) prev = prev->next; if (prev->next != pl) { LOG(llevError, "Free_player: Can't find previous player.\n"); exit(1); } prev->next = pl->next; } else first_player = pl->next; if (pl->ob != NULL) { if (!QUERY_FLAG(pl->ob, FLAG_REMOVED)) object_remove(pl->ob); object_free_drop_inventory(pl->ob); } clear_player(pl); free(pl->socket.faces_sent); free(pl); } /** * Determine if the attacktype represented by the * specified attack-number is enabled for dragon players. * A dragon player (quetzal) can gain resistances for * all enabled attacktypes. * * @param attacknr * attacktype to check * @return * TRUE if player can gain resistances in that, FALSE else. */ int atnr_is_dragon_enabled(int attacknr) { if (attacknr == ATNR_MAGIC || attacknr == ATNR_FIRE || attacknr == ATNR_ELECTRICITY || attacknr == ATNR_COLD || attacknr == ATNR_ACID || attacknr == ATNR_POISON) return 1; return 0; } /** * Checks if player is a dragon. * * @param op * player to check. Can be NULL. * @return * TRUE if the adressed object 'ob' is a player of the dragon race. */ int is_dragon_pl(const object *op) { if (op != NULL && op->type == PLAYER && op->arch != NULL && op->arch->clone.race != NULL && strcmp(op->arch->clone.race, "dragon") == 0) return 1; return 0; } /** * Gets the (client-side) spell state for specified spell. Will be created to empty state if not found. * * @note * will fatal() in case of memory allocation failure. * @param pl * player we're handling. * @param spell * spell for which to search data. * @return * state information for that spell. */ client_spell *get_client_spell_state(player *pl, object *spell) { client_spell *info = pl->spell_state; while (info) { if (info->spell == spell) return info; info = info->next; } /* * Why take the time to malloc() and then memset()? * Just calloc and its good to go! */ info = (client_spell *)calloc(1, sizeof(client_spell)); if (info == NULL) fatal(OUT_OF_MEMORY); info->next = pl->spell_state; info->spell = spell; pl->spell_state = info; return info; } /** * Tests if a player is a wraith. * * @param op * player to check. * @return * true if the adressed object 'ob' is a wraith player, false else. */ int is_wraith_pl(object *op) { return op != NULL && op->type == PLAYER && op->arch != NULL && object_find_by_name(op, "wraith feed") != NULL; } /** * Checks if player is a wraith without the 'wraith feed' skill. * * @param op * player to check. * @return * true if the adressed object 'ob' is an old wraith player, false else. */ int is_old_wraith_pl(object *op) { return op != NULL && op->type == PLAYER && op->arch != NULL && object_find_by_name(op, "Wraith_Force") != NULL && !is_wraith_pl(op); } /** * Updates the title of a dragon player to reflect the current level, attack * type, and resistances. * * @param pl * the player to update * @param level * the dragon's current level * @param attack * the dragon's current attack focus * @param skin_resist * the dragon's skin resistance for attack */ void player_set_dragon_title(struct pl *pl, int level, const char *attack, int skin_resist) { if (level == 0) snprintf(pl->title, sizeof(pl->title), "%s hatchling", attack); else if (level == 1) snprintf(pl->title, sizeof(pl->title), "%s wyrm", attack); else if (level == 2) snprintf(pl->title, sizeof(pl->title), "%s wyvern", attack); else if (level == 3) snprintf(pl->title, sizeof(pl->title), "%s dragon", attack); /* special titles for extra high resistance! */ else if (skin_resist > 80) snprintf(pl->title, sizeof(pl->title), "legendary %s dragon", attack); else if (skin_resist > 50) snprintf(pl->title, sizeof(pl->title), "ancient %s dragon", attack); else snprintf(pl->title, sizeof(pl->title), "big %s dragon", attack); pl->own_title[0] = '\0'; } /** * Returns the player's title. The returned title is never empty and includes a * "the" prefix if necessary. * * @param pl * the player to return the title of * @param buf * returns the title * @param bufsize * the size of buf in byte */ void player_get_title(const struct pl *pl, char *buf, size_t bufsize) { if (pl->own_title[0] == '\0') snprintf(buf, bufsize, "the %s", pl->title); else strlcpy(buf, pl->own_title, bufsize); } /** * Returns whether the player has a custom title. * * @param pl * the player to check * @return * whether the player has a custom title */ int player_has_own_title(const struct pl *pl) { return pl->own_title[0] != '\0'; } /** * Returns the player's own title. The returned value must not be modified and * points into the player structure. * * @param pl * the player * @return * the own title */ const char *player_get_own_title(const struct pl *pl) { return pl->own_title; } /** * Sets the custom title. * * @param pl * the player to modify * @param title * the new title to set; empty string to unset */ void player_set_own_title(struct pl *pl, const char *title) { strlcpy(pl->own_title, title, sizeof(pl->own_title)); replace_unprintable_chars(pl->own_title); } /** * This function goes through the player inventory and sets * up the last_skills[] array in the player object. * The last_skills[] is used to more quickly lookup skills - * mostly used for sending exp. * This function should be called anytime the player gains a skill. * * @param op * player to link skills for. Must be a player. */ void link_player_skills(object *op) { int skill; FOR_INV_PREPARE(op, tmp) { if (tmp->type == SKILL) { for (skill = 0; skill < MAX_SKILLS; skill++) { if (op->contr->last_skill_ob[skill] == NULL) { /* Didn't find the skill, so add it */ op->contr->last_skill_ob[skill] = tmp; op->contr->last_skill_exp[skill] = -1; break; } if (op->contr->last_skill_ob[skill] == tmp) { /* Skill already linked, nothing to do */ break; } } } } FOR_INV_FINISH(); } crossfire-1.75.0/common/treasure.c000644 001751 001751 00000156712 13777704220 017776 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * Everything concerning treasures. * @see page_treasure_list */ /** * TREASURE_DEBUG does some checking on the treasurelists after loading. * It is useful for finding bugs in the treasures file. Since it only * slows the startup some (and not actual game play), it is by default * left on */ #define TREASURE_DEBUG #include "global.h" #include #include #include #include "loader.h" #include "sproto.h" #include "treasure.h" /** * Resistances which can show up on rings and amulets. * If you want to weight things so certain resistances show up more often than * others, just add more entries in the table for the protections you want to * show up. */ static int resist_table[] = { ATNR_PHYSICAL, ATNR_MAGIC, ATNR_FIRE, ATNR_ELECTRICITY, ATNR_COLD, ATNR_CONFUSION, ATNR_ACID, ATNR_DRAIN, ATNR_GHOSTHIT, ATNR_POISON, ATNR_SLOW, ATNR_PARALYZE, ATNR_TURN_UNDEAD, ATNR_FEAR, ATNR_DEPLETE, ATNR_DEATH, ATNR_HOLYWORD, ATNR_BLIND, ATNR_LIFE_STEALING, ATNR_DISEASE }; /** Number of items in ::resist_table. */ #define num_resist_table 19 static void change_treasure(treasure *t, object *op); /* overrule default values */ static int special_potion(object *op); static void fix_flesh_item(object *item, const object *donor); extern const char *const spell_mapping[]; /** * Initialize global archtype pointers: */ void init_archetype_pointers(void) { if (ring_arch == NULL) ring_arch = find_archetype("ring"); if (amulet_arch == NULL) amulet_arch = find_archetype("amulet"); if (crown_arch == NULL) crown_arch = find_archetype("crown"); } /** * Allocate and return the pointer to an empty treasurelist structure. * * @return * new structure, blanked, never NULL. * * @note * will call fatal() if memory allocation error. * @ingroup page_treasure_list */ static treasurelist *get_empty_treasurelist(void) { treasurelist *tl = (treasurelist *)malloc(sizeof(treasurelist)); if (tl == NULL) fatal(OUT_OF_MEMORY); memset(tl, 0, sizeof(treasurelist)); return tl; } /** * Allocate and return the pointer to an empty treasure structure. * * @return * new structure, blanked, never NULL. * * @note * will call fatal() if memory allocation error. * @ingroup page_treasure_list */ static treasure *get_empty_treasure(void) { treasure *t = (treasure *)calloc(1, sizeof(treasure)); if (t == NULL) fatal(OUT_OF_MEMORY); t->item = NULL; t->name = NULL; t->next = NULL; t->next_yes = NULL; t->next_no = NULL; t->chance = 100; t->magic = 0; t->nrof = 0; return t; } /** * Reads one treasure from the file, including the 'yes', 'no' and 'more' options. * * @param fp * file to read from. * @param[out] line * position in file. * @return * read structure, never NULL. * * @todo * check if change_name is still used, and remove it if no. * @ingroup page_treasure_list */ static treasure *load_treasure(FILE *fp, int *line) { char buf[MAX_BUF], *cp, variable[MAX_BUF]; treasure *t = get_empty_treasure(); int value; nroftreasures++; while (fgets(buf, MAX_BUF, fp) != NULL) { (*line)++; if (*buf == '#') continue; if ((cp = strchr(buf, '\n')) != NULL) *cp = '\0'; cp = buf; while (isspace(*cp)) /* Skip blanks */ cp++; if (sscanf(cp, "arch %s", variable)) { if ((t->item = find_archetype(variable)) == NULL) { LOG(llevError, "Treasure lacks archetype: %s\n", variable); fatal(SEE_LAST_ERROR); } } else if (sscanf(cp, "list %s", variable)) t->name = add_string(variable); else if (sscanf(cp, "change_name %s", variable)) t->change_arch.name = add_string(variable); else if (sscanf(cp, "change_title %s", variable)) t->change_arch.title = add_string(variable); else if (sscanf(cp, "change_slaying %s", variable)) t->change_arch.slaying = add_string(variable); else if (sscanf(cp, "chance %d", &value)) t->chance = (uint8_t)value; else if (sscanf(cp, "nrof %d", &value)) t->nrof = (uint16_t)value; else if (sscanf(cp, "magic %d", &value)) t->magic = (uint8_t)value; else if (!strcmp(cp, "yes")) t->next_yes = load_treasure(fp, line); else if (!strcmp(cp, "no")) t->next_no = load_treasure(fp, line); else if (!strcmp(cp, "end")) return t; else if (!strcmp(cp, "more")) { t->next = load_treasure(fp, line); return t; } else LOG(llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, t->name ? t->name : "null", *line); } LOG(llevError, "treasure lacks 'end'.\n"); fatal(SEE_LAST_ERROR); return t; } #ifdef TREASURE_DEBUG /** * Checks if a treasure if valid. Will also check its yes and no options. * * Will LOG() to error. * * @param t * treasure to check. * @param tl * needed only so that the treasure name can be printed out. * @ingroup page_treasure_list */ static void check_treasurelist(const treasure *t, const treasurelist *tl) { if (t->item == NULL && t->name == NULL) LOG(llevError, "Treasurelist %s has element with no name or archetype\n", tl->name); if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) LOG(llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", tl->name); /* find_treasurelist will print out its own error message */ if (t->name && strcmp(t->name, "NONE")) find_treasurelist(t->name); if (t->next) check_treasurelist(t->next, tl); if (t->next_yes) check_treasurelist(t->next_yes, tl); if (t->next_no) check_treasurelist(t->next_no, tl); } #endif /** * Opens LIBDIR/treasure and reads all treasure-declarations from it. * Each treasure is parsed with the help of load_treasure(). * * Will LOG() if file can't be accessed. * @ingroup page_treasure_list */ void load_treasures(void) { FILE *fp; char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF]; treasurelist *previous = NULL; treasure *t; int line = 0; snprintf(filename, sizeof(filename), "%s/%s", settings.datadir, settings.treasures); if ((fp = fopen(filename, "r")) == NULL) { LOG(llevError, "Can't open treasure file.\n"); return; } while (fgets(buf, MAX_BUF, fp) != NULL) { line++; if (*buf == '#') continue; if (sscanf(buf, "treasureone %s\n", name) || sscanf(buf, "treasure %s\n", name)) { treasurelist *tl = get_empty_treasurelist(); tl->name = add_string(name); if (previous == NULL) first_treasurelist = tl; else previous->next = tl; previous = tl; tl->items = load_treasure(fp, &line); /* This is a one of the many items on the list should be generated. * Add up the chance total, and check to make sure the yes & no * fields of the treasures are not being used. */ if (!strncmp(buf, "treasureone", 11)) { for (t = tl->items; t != NULL; t = t->next) { #ifdef TREASURE_DEBUG if (t->next_yes || t->next_no) { LOG(llevError, "Treasure %s is one item, but on treasure %s\n", tl->name, t->item ? t->item->name : t->name); LOG(llevError, " the next_yes or next_no field is set\n"); } #endif tl->total_chance += t->chance; } } } else LOG(llevError, "Treasure-list didn't understand: %s, line %d\n", buf, line); } fclose(fp); #ifdef TREASURE_DEBUG /* Perform some checks on how valid the treasure data actually is. * verify that list transitions work (ie, the list that it is supposed * to transition to exists). Also, verify that at least the name * or archetype is set for each treasure element. */ for (previous = first_treasurelist; previous != NULL; previous = previous->next) check_treasurelist(previous->items, previous); #endif } /** * Searches for the given treasurelist in the globally linked list * of treasurelists which has been built by load_treasures(). * * Will LOG() to error if not found. * * @param name * treasure list to search. * @return * match, or NULL if treasurelist doesn't exist or is 'none'. * @ingroup page_treasure_list */ treasurelist *find_treasurelist(const char *name) { const char *tmp = find_string(name); treasurelist *tl; /* Special cases - randomitems of none is to override default. If * first_treasurelist is null, it means we are on the first pass of * of loading archetyps, so for now, just return - second pass will * init these values. */ if (!strcmp(name, "none") || (!first_treasurelist)) return NULL; if (tmp != NULL) for (tl = first_treasurelist; tl != NULL; tl = tl->next) if (tmp == tl->name) return tl; LOG(llevError, "Couldn't find treasurelist %s\n", name); return NULL; } /** * Inserts generated treasure where it should go. * * @param op * treasure just generated. * @param creator * for which object the treasure is being generated. * @param flags * combination of @ref GT_xxx values. * @ingroup page_treasure_list */ static void put_treasure(object *op, object *creator, int flags) { /* Bit of a hack - spells should never be put onto the map. The entire * treasure stuff is a problem - there is no clear idea of knowing * this is the original object, or if this is an object that should be created * by another object. */ if (flags>_ENVIRONMENT && op->type != SPELL) { SET_FLAG(op, FLAG_OBJ_ORIGINAL); object_insert_in_map_at(op, creator->map, op, INS_NO_MERGE|INS_NO_WALK_ON, creator->x, creator->y); } else op = object_insert_in_ob(op, creator); } /** * if there are change_xxx commands in the treasure, we include the changes * in the generated object * * @param t * treasure. * @param op * actual generated treasure. * @ingroup page_treasure_list */ static void change_treasure(treasure *t, object *op) { /* CMD: change_name xxxx */ if (t->change_arch.name) { FREE_AND_COPY(op->name, t->change_arch.name); /* not great, but better than something that is completely wrong */ FREE_AND_COPY(op->name_pl, t->change_arch.name); } if (t->change_arch.title) { if (op->title) free_string(op->title); op->title = add_string(t->change_arch.title); } if (t->change_arch.slaying) { if (op->slaying) free_string(op->slaying); op->slaying = add_string(t->change_arch.slaying); } } /** * Creates all the treasures. * * @param t * what to generate. * @param op * for who to generate the treasure. * @param flag * combination of @ref GT_xxx values. * @param difficulty * map difficulty. * @param tries * to avoid infinite recursion. * @ingroup page_treasure_list */ static void create_all_treasures(treasure *t, object *op, int flag, int difficulty, int tries) { object *tmp; if ((int)t->chance >= 100 || (RANDOM()%100+1) < t->chance) { if (t->name) { if (strcmp(t->name, "NONE") && difficulty >= t->magic) create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); } else { if (t->item->clone.invisible != 0 || !(flag>_INVISIBLE)) { tmp = arch_to_object(t->item); if (t->nrof && tmp->nrof <= 1) tmp->nrof = RANDOM()%((int)t->nrof)+1; fix_generated_item(tmp, op, difficulty, t->magic, flag); change_treasure(t, tmp); put_treasure(tmp, op, flag); } } if (t->next_yes != NULL) create_all_treasures(t->next_yes, op, flag, difficulty, tries); } else if (t->next_no != NULL) create_all_treasures(t->next_no, op, flag, difficulty, tries); if (t->next != NULL) create_all_treasures(t->next, op, flag, difficulty, tries); } /** * Creates one treasure from the list. * * @param tl * what to generate. * @param op * for who to generate the treasure. * @param flag * combination of @ref GT_xxx values. * @param difficulty * map difficulty. * @param tries * to avoid infinite recursion. * * @note * can abort() if treasure has errors. * @ingroup page_treasure_list */ static void create_one_treasure(treasurelist *tl, object *op, int flag, int difficulty, int tries) { int value = RANDOM()%tl->total_chance; treasure *t; if (tries++ > 100) { LOG(llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); return; } for (t = tl->items; t != NULL; t = t->next) { value -= t->chance; if (value < 0) break; } if (!t || value >= 0) { LOG(llevError, "create_one_treasure: got null object or not able to find treasure\n"); abort(); return; } if (t->name) { if (!strcmp(t->name, "NONE")) return; if (difficulty >= t->magic) create_treasure(find_treasurelist(t->name), op, flag, difficulty, tries); else if (t->nrof) create_one_treasure(tl, op, flag, difficulty, tries); return; } if ((t->item) && (flag>_ONLY_GOOD)) { /* Generate only good items, damnit !*/ if (QUERY_FLAG(&(t->item->clone), FLAG_CURSED) || QUERY_FLAG(&(t->item->clone), FLAG_DAMNED)) { create_one_treasure(tl, op, flag, difficulty, tries+1); return; } } if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) { object *tmp = arch_to_object(t->item); if (!tmp) return; if (t->nrof && tmp->nrof <= 1) tmp->nrof = RANDOM()%((int)t->nrof)+1; fix_generated_item(tmp, op, difficulty, t->magic, flag); change_treasure(t, tmp); put_treasure(tmp, op, flag); } } /** * This calls the appropriate treasure creation function. * * @param t * what to generate. * @param op * for who to generate the treasure. * @param flag * combination of @ref GT_xxx values. * @param difficulty * map difficulty. * @param tries * to avoid infinite recursion. * @ingroup page_treasure_list */ void create_treasure(treasurelist *t, object *op, int flag, int difficulty, int tries) { if (tries++ > 100) { LOG(llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); return; } if (t->total_chance) create_one_treasure(t, op, flag, difficulty, tries); else create_all_treasures(t->items, op, flag, difficulty, tries); } /** * Generate a treasure from a list generating a single item. * This is similar to the old generate treasure function. However, * it instead takes a treasurelist. It is really just a wrapper around * create_treasure(). We create a dummy object that the treasure gets * inserted into, and then return that treasure. * * @warning an error will be LOG()ed if more than one item is generated. * * @param t * treasure list to generate from. * @param difficulty * treasure difficulty. * @return * generated treasure. Can be NULL if no suitable treasure was found. * @ingroup page_treasure_list */ object *generate_treasure(treasurelist *t, int difficulty) { object *ob = object_new(), *tmp; create_treasure(t, ob, 0, difficulty, 0); /* Don't want to free the object we are about to return */ tmp = ob->inv; if (tmp != NULL) object_remove(tmp); if (ob->inv) { LOG(llevError, "In generate treasure, created multiple objects.\n"); } object_free_drop_inventory(ob); return tmp; } /** * Calculate the appropriate level for wands staves and scrolls. * * This code presumes that op has had its spell object created (in op->inv) * * @param op * item we're trying to get the level of * @param difficulty * map difficulty. * @param retmult * if 1, return the multiplier, not the level, for computing value * @return * generated level, 0 if invalid item. */ static int level_for_item(const object *op, int difficulty, int retmult) { int level, mult, olevel; if (!op->inv) { LOG(llevError, "level_for_item: Object %s has no inventory!\n", op->name); return 0; } level = op->inv->level; /* Basically, we set mult to the lowest spell increase attribute that is * not zero - zero's mean no modification is done, so we don't want those. * given we want non zero results, we can't just use a few MIN's here. */ mult = op->inv->dam_modifier; if (op->inv->range_modifier && (op->inv->range_modifier < mult || mult == 0)) mult = op->inv->range_modifier; if (op->inv->duration_modifier && (op->inv->duration_modifier < mult || mult == 0)) mult = op->inv->duration_modifier; if (mult == 0) mult = 5; if (retmult) return mult; olevel = mult*rndm(0, difficulty)+level; if (olevel > MAX_SPELLITEM_LEVEL) olevel = MAX_SPELLITEM_LEVEL; return olevel; } /** * Based upon the specified difficulty and upon the difftomagic_list array, * a random magical bonus is returned. This is a new way of calculating the chance for an item to have * a specific magical bonus * The array has two arguments, the difficulty of the level, and the * magical bonus "wanted". */ static const int difftomagic_list[DIFFLEVELS][MAXMAGIC+1] = { /*chance of magic difficulty*/ /* +0 +1 +2 +3 +4 */ { 94, 3, 2, 1, 0 }, /*1*/ { 94, 3, 2, 1, 0 }, /*2*/ { 94, 3, 2, 1, 0 }, /*3*/ { 94, 3, 2, 1, 0 }, /*4*/ { 94, 3, 2, 1, 0 }, /*5*/ { 90, 4, 3, 2, 1 }, /*6*/ { 90, 4, 3, 2, 1 }, /*7*/ { 90, 4, 3, 2, 1 }, /*8*/ { 90, 4, 3, 2, 1 }, /*9*/ { 90, 4, 3, 2, 1 }, /*10*/ { 85, 6, 4, 3, 2 }, /*11*/ { 85, 6, 4, 3, 2 }, /*12*/ { 85, 6, 4, 3, 2 }, /*13*/ { 85, 6, 4, 3, 2 }, /*14*/ { 85, 6, 4, 3, 2 }, /*15*/ { 81, 8, 5, 4, 3 }, /*16*/ { 81, 8, 5, 4, 3 }, /*17*/ { 81, 8, 5, 4, 3 }, /*18*/ { 81, 8, 5, 4, 3 }, /*19*/ { 81, 8, 5, 4, 3 }, /*20*/ { 75, 10, 6, 5, 4 }, /*21*/ { 75, 10, 6, 5, 4 }, /*22*/ { 75, 10, 6, 5, 4 }, /*23*/ { 75, 10, 6, 5, 4 }, /*24*/ { 75, 10, 6, 5, 4 }, /*25*/ { 70, 12, 7, 6, 5 }, /*26*/ { 70, 12, 7, 6, 5 }, /*27*/ { 70, 12, 7, 6, 5 }, /*28*/ { 70, 12, 7, 6, 5 }, /*29*/ { 70, 12, 7, 6, 5 }, /*30*/ { 70, 9, 8, 7, 6 }, /*31*/ { 70, 9, 8, 7, 6 }, /*32*/ { 70, 9, 8, 7, 6 }, /*33*/ { 70, 9, 8, 7, 6 }, /*34*/ { 70, 9, 8, 7, 6 }, /*35*/ { 70, 6, 9, 8, 7 }, /*36*/ { 70, 6, 9, 8, 7 }, /*37*/ { 70, 6, 9, 8, 7 }, /*38*/ { 70, 6, 9, 8, 7 }, /*39*/ { 70, 6, 9, 8, 7 }, /*40*/ { 70, 3, 10, 9, 8 }, /*41*/ { 70, 3, 10, 9, 8 }, /*42*/ { 70, 3, 10, 9, 8 }, /*43*/ { 70, 3, 10, 9, 8 }, /*44*/ { 70, 3, 10, 9, 8 }, /*45*/ { 70, 2, 9, 10, 9 }, /*46*/ { 70, 2, 9, 10, 9 }, /*47*/ { 70, 2, 9, 10, 9 }, /*48*/ { 70, 2, 9, 10, 9 }, /*49*/ { 70, 2, 9, 10, 9 }, /*50*/ { 70, 2, 7, 11, 10 }, /*51*/ { 70, 2, 7, 11, 10 }, /*52*/ { 70, 2, 7, 11, 10 }, /*53*/ { 70, 2, 7, 11, 10 }, /*54*/ { 70, 2, 7, 11, 10 }, /*55*/ { 70, 2, 5, 12, 11 }, /*56*/ { 70, 2, 5, 12, 11 }, /*57*/ { 70, 2, 5, 12, 11 }, /*58*/ { 70, 2, 5, 12, 11 }, /*59*/ { 70, 2, 5, 12, 11 }, /*60*/ { 70, 2, 3, 13, 12 }, /*61*/ { 70, 2, 3, 13, 12 }, /*62*/ { 70, 2, 3, 13, 12 }, /*63*/ { 70, 2, 3, 13, 12 }, /*64*/ { 70, 2, 3, 13, 12 }, /*65*/ { 70, 2, 3, 12, 13 }, /*66*/ { 70, 2, 3, 12, 13 }, /*67*/ { 70, 2, 3, 12, 13 }, /*68*/ { 70, 2, 3, 12, 13 }, /*69*/ { 70, 2, 3, 12, 13 }, /*70*/ { 70, 2, 3, 11, 14 }, /*71*/ { 70, 2, 3, 11, 14 }, /*72*/ { 70, 2, 3, 11, 14 }, /*73*/ { 70, 2, 3, 11, 14 }, /*74*/ { 70, 2, 3, 11, 14 }, /*75*/ { 70, 2, 3, 10, 15 }, /*76*/ { 70, 2, 3, 10, 15 }, /*77*/ { 70, 2, 3, 10, 15 }, /*78*/ { 70, 2, 3, 10, 15 }, /*79*/ { 70, 2, 3, 10, 15 }, /*80*/ { 70, 2, 3, 9, 16 }, /*81*/ { 70, 2, 3, 9, 16 }, /*82*/ { 70, 2, 3, 9, 16 }, /*83*/ { 70, 2, 3, 9, 16 }, /*84*/ { 70, 2, 3, 9, 16 }, /*85*/ { 70, 2, 3, 8, 17 }, /*86*/ { 70, 2, 3, 8, 17 }, /*87*/ { 70, 2, 3, 8, 17 }, /*88*/ { 70, 2, 3, 8, 17 }, /*89*/ { 70, 2, 3, 8, 17 }, /*90*/ { 70, 2, 3, 7, 18 }, /*91*/ { 70, 2, 3, 7, 18 }, /*92*/ { 70, 2, 3, 7, 18 }, /*93*/ { 70, 2, 3, 7, 18 }, /*94*/ { 70, 2, 3, 7, 18 }, /*95*/ { 70, 2, 3, 6, 19 }, /*96*/ { 70, 2, 3, 6, 19 }, /*97*/ { 70, 2, 3, 6, 19 }, /*98*/ { 70, 2, 3, 6, 19 }, /*99*/ { 70, 2, 3, 6, 19 }, /*100*/ { 70, 2, 3, 6, 19 }, /*101*/ { 70, 2, 3, 6, 19 }, /*101*/ { 70, 2, 3, 6, 19 }, /*102*/ { 70, 2, 3, 6, 19 }, /*103*/ { 70, 2, 3, 6, 19 }, /*104*/ { 70, 2, 3, 6, 19 }, /*105*/ { 70, 2, 3, 6, 19 }, /*106*/ { 70, 2, 3, 6, 19 }, /*107*/ { 70, 2, 3, 6, 19 }, /*108*/ { 70, 2, 3, 6, 19 }, /*109*/ { 70, 2, 3, 6, 19 }, /*110*/ { 70, 2, 3, 6, 19 }, /*111*/ { 70, 2, 3, 6, 19 }, /*112*/ { 70, 2, 3, 6, 19 }, /*113*/ { 70, 2, 3, 6, 19 }, /*114*/ { 70, 2, 3, 6, 19 }, /*115*/ { 70, 2, 3, 6, 19 }, /*116*/ { 70, 2, 3, 6, 19 }, /*117*/ { 70, 2, 3, 6, 19 }, /*118*/ { 70, 2, 3, 6, 19 }, /*119*/ { 70, 2, 3, 6, 19 }, /*120*/ { 70, 2, 3, 6, 19 }, /*121*/ { 70, 2, 3, 6, 19 }, /*122*/ { 70, 2, 3, 6, 19 }, /*123*/ { 70, 2, 3, 6, 19 }, /*124*/ { 70, 2, 3, 6, 19 }, /*125*/ { 70, 2, 3, 6, 19 }, /*126*/ { 70, 2, 3, 6, 19 }, /*127*/ { 70, 2, 3, 6, 19 }, /*128*/ { 70, 2, 3, 6, 19 }, /*129*/ { 70, 2, 3, 6, 19 }, /*130*/ { 70, 2, 3, 6, 19 }, /*131*/ { 70, 2, 3, 6, 19 }, /*132*/ { 70, 2, 3, 6, 19 }, /*133*/ { 70, 2, 3, 6, 19 }, /*134*/ { 70, 2, 3, 6, 19 }, /*135*/ { 70, 2, 3, 6, 19 }, /*136*/ { 70, 2, 3, 6, 19 }, /*137*/ { 70, 2, 3, 6, 19 }, /*138*/ { 70, 2, 3, 6, 19 }, /*139*/ { 70, 2, 3, 6, 19 }, /*140*/ { 70, 2, 3, 6, 19 }, /*141*/ { 70, 2, 3, 6, 19 }, /*142*/ { 70, 2, 3, 6, 19 }, /*143*/ { 70, 2, 3, 6, 19 }, /*144*/ { 70, 2, 3, 6, 19 }, /*145*/ { 70, 2, 3, 6, 19 }, /*146*/ { 70, 2, 3, 6, 19 }, /*147*/ { 70, 2, 3, 6, 19 }, /*148*/ { 70, 2, 3, 6, 19 }, /*149*/ { 70, 2, 3, 6, 19 }, /*150*/ { 70, 2, 3, 6, 19 }, /*151*/ { 70, 2, 3, 6, 19 }, /*152*/ { 70, 2, 3, 6, 19 }, /*153*/ { 70, 2, 3, 6, 19 }, /*154*/ { 70, 2, 3, 6, 19 }, /*155*/ { 70, 2, 3, 6, 19 }, /*156*/ { 70, 2, 3, 6, 19 }, /*157*/ { 70, 2, 3, 6, 19 }, /*158*/ { 70, 2, 3, 6, 19 }, /*159*/ { 70, 2, 3, 6, 19 }, /*160*/ { 70, 2, 3, 6, 19 }, /*161*/ { 70, 2, 3, 6, 19 }, /*162*/ { 70, 2, 3, 6, 19 }, /*163*/ { 70, 2, 3, 6, 19 }, /*164*/ { 70, 2, 3, 6, 19 }, /*165*/ { 70, 2, 3, 6, 19 }, /*166*/ { 70, 2, 3, 6, 19 }, /*167*/ { 70, 2, 3, 6, 19 }, /*168*/ { 70, 2, 3, 6, 19 }, /*169*/ { 70, 2, 3, 6, 19 }, /*170*/ { 70, 2, 3, 6, 19 }, /*171*/ { 70, 2, 3, 6, 19 }, /*172*/ { 70, 2, 3, 6, 19 }, /*173*/ { 70, 2, 3, 6, 19 }, /*174*/ { 70, 2, 3, 6, 19 }, /*175*/ { 70, 2, 3, 6, 19 }, /*176*/ { 70, 2, 3, 6, 19 }, /*177*/ { 70, 2, 3, 6, 19 }, /*178*/ { 70, 2, 3, 6, 19 }, /*179*/ { 70, 2, 3, 6, 19 }, /*180*/ { 70, 2, 3, 6, 19 }, /*181*/ { 70, 2, 3, 6, 19 }, /*182*/ { 70, 2, 3, 6, 19 }, /*183*/ { 70, 2, 3, 6, 19 }, /*184*/ { 70, 2, 3, 6, 19 }, /*185*/ { 70, 2, 3, 6, 19 }, /*186*/ { 70, 2, 3, 6, 19 }, /*187*/ { 70, 2, 3, 6, 19 }, /*188*/ { 70, 2, 3, 6, 19 }, /*189*/ { 70, 2, 3, 6, 19 }, /*190*/ { 70, 2, 3, 6, 19 }, /*191*/ { 70, 2, 3, 6, 19 }, /*192*/ { 70, 2, 3, 6, 19 }, /*193*/ { 70, 2, 3, 6, 19 }, /*194*/ { 70, 2, 3, 6, 19 }, /*195*/ { 70, 2, 3, 6, 19 }, /*196*/ { 70, 2, 3, 6, 19 }, /*197*/ { 70, 2, 3, 6, 19 }, /*198*/ { 70, 2, 3, 6, 19 }, /*199*/ { 70, 2, 3, 6, 19 }, /*200*/ }; /** This is used when determining the magical bonus created on specific maps. * * @param difficulty * difficulty. * @return * random magic bonus. */ static int magic_from_difficulty(int difficulty) { int percent, loop; difficulty--; if (difficulty < 0) difficulty = 0; if (difficulty >= DIFFLEVELS) difficulty = DIFFLEVELS-1; percent = RANDOM()%100; for (loop = 0; loop < (MAXMAGIC+1); ++loop) { percent -= difftomagic_list[difficulty][loop]; if (percent < 0) break; } if (loop == (MAXMAGIC+1)) { LOG(llevError, "Warning, table for difficulty %d bad.\n", difficulty); loop = 0; } /* LOG(llevDebug, "Chose magic %d for difficulty %d\n", loop, difficulty);*/ return (RANDOM()%3) ? loop : -loop; } /** * Sets magical bonus in an object, and recalculates the effect on * the armour variable, and the effect on speed of armour. * This function doesn't work properly, should add use of archetypes * to make it truly absolute. * * @param op * object we're modifying. * @param magic * magic modifier. */ void set_abs_magic(object *op, int magic) { if (!magic) return; op->magic = magic; if (op->arch) { if (op->type == ARMOUR) ARMOUR_SPEED(op) = (ARMOUR_SPEED(&op->arch->clone)*(100+magic*10))/100; if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ magic = (-magic); op->weight = (op->arch->clone.weight*(100-magic*10))/100; } else { if (op->type == ARMOUR) ARMOUR_SPEED(op) = (ARMOUR_SPEED(op)*(100+magic*10))/100; if (magic < 0 && !(RANDOM()%3)) /* You can't just check the weight always */ magic = (-magic); op->weight = (op->weight*(100-magic*10))/100; } } /** * Sets a random magical bonus in the given object based upon * the given difficulty, and the given max possible bonus. * * Item will be cursed if magic is megative. * * @param difficulty * difficulty we want the item to be. * @param op * the object. * @param max_magic * what should be the maximum magic of the item. * @param flags * combination of @ref GT_xxx flags. */ static void set_magic(int difficulty, object *op, int max_magic, int flags) { int i; i = magic_from_difficulty(difficulty); if ((flags>_ONLY_GOOD) && i < 0) i = -i; if (i > max_magic) i = max_magic; set_abs_magic(op, i); if (i < 0) SET_FLAG(op, FLAG_CURSED); } /** * Randomly adds one magical ability to the given object. * * Modified for Partial Resistance in many ways: * 1) Since rings can have multiple bonuses, if the same bonus * is rolled again, increase it - the bonuses now stack with * other bonuses previously rolled and ones the item might natively have. * 2) Add code to deal with new PR method. * * Changes the item's value. * * @param op * ring or amulet to change. * @param bonus * bonus to add to item. */ static void set_ring_bonus(object *op, int bonus) { int r = RANDOM()%(bonus > 0 ? 25 : 11); if (op->type == AMULET) { if (!(RANDOM()%21)) r = 20+RANDOM()%2; else { if (RANDOM()&2) r = 10; else r = 11+RANDOM()%9; } } switch (r) { /* Redone by MSW 2000-11-26 to have much less code. Also, * bonuses and penalties will stack and add to existing values. * of the item. */ case 0: case 1: case 2: case 3: case 4: case 5: case 6: set_attr_value(&op->stats, r, (signed char)(bonus+get_attr_value(&op->stats, r))); break; case 7: op->stats.dam += bonus; break; case 8: op->stats.wc += bonus; break; case 9: op->stats.food += bonus; /* hunger/sustenance */ break; case 10: op->stats.ac += bonus; break; /* Item that gives protections/vulnerabilities */ case 11: case 12: case 13: case 14: case 15: case 16: case 17: case 18: case 19: { int b = 5+FABS(bonus), val, resist = RANDOM()%num_resist_table; /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ val = 10+RANDOM()%b+RANDOM()%b+RANDOM()%b+RANDOM()%b; /* Cursed items need to have higher negative values to equal out with * positive values for how protections work out. Put another * little random element in since that they don't always end up with * even values. */ if (bonus < 0) val = 2*-val-RANDOM()%b; if (val > 35) val = 35; /* Upper limit */ b = 0; while (op->resist[resist_table[resist]] != 0 && b++ < 4) { resist = RANDOM()%num_resist_table; } if (b == 4) return; /* Not able to find a free resistance */ op->resist[resist_table[resist]] = val; /* We should probably do something more clever here to adjust value * based on how good a resistance we gave. */ break; } case 20: if (op->type == AMULET) { SET_FLAG(op, FLAG_REFL_SPELL); op->value *= 11; } else { op->stats.hp = 1; /* regenerate hit points */ op->value *= 4; } break; case 21: if (op->type == AMULET) { SET_FLAG(op, FLAG_REFL_MISSILE); op->value *= 9; } else { op->stats.sp = 1; /* regenerate spell points */ op->value *= 3; } break; case 22: op->stats.exp += bonus; /* Speed! */ op->value = (op->value*2)/3; break; } if (bonus > 0) op->value *= 2*bonus; else op->value = -(op->value*2*bonus)/3; } /** * get_magic(diff) will return a random number between 0 and 4. * diff can be any value above 2. The higher the diff-variable, the * higher is the chance of returning a low number. * It is only used in fix_generated_treasure() to set bonuses on * rings and amulets. * Another scheme is used to calculate the magic of weapons and armours. */ static int get_magic(int diff) { int i; if (diff < 3) diff = 3; for (i = 0; i < 4; i++) if (RANDOM()%diff) return i; return 4; } /** * Adjust trap difficulty to the map. * The default traps are too strong for wimpy level 1 players, and * unthreatening to anyone of high level * * @param trap * trap to adjust. * @param difficulty * map difficulty. */ static void trap_adjust(object *trap, int difficulty) { int i; /* now we set the trap level to match the difficulty of the level * the formula below will give a level from 1 to (2*difficulty) with * a peak probability at difficulty */ trap->level = rndm(0, difficulty-1)+rndm(0, difficulty-1); if (trap->level < 1) trap->level = 1; /* set the hiddenness of the trap, similar formula to above */ trap->stats.Cha = rndm(0, 19)+rndm(0, difficulty-1)+rndm(0, difficulty-1); if (!trap->other_arch && !trap->inv) { /* set the damage of the trap. * we get 0-4 pts of damage per level of difficulty of the map in * the trap */ trap->stats.dam = 0; for (i = 0; i < difficulty; i++) trap->stats.dam += rndm(0, 4); /* the poison trap special case */ if (trap->attacktype&AT_POISON) { trap->stats.dam = rndm(0, difficulty-1); if (trap->stats.dam < 1) trap->stats.dam = 1; } /* so we get an appropriate amnt of exp for AT_DEATH traps */ if (trap->attacktype&AT_DEATH) trap->stats.dam = 127; } } #define DICE2 (get_magic(2) == 2 ? 2 : 1) #define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) /** * fix_generated_item(): This is called after an item is generated, in * order to set it up right. This produced magical bonuses, puts spells * into scrolls/books/wands, makes it unidentified, hides the value, etc. * * 4/28/96 added creator object from which op may now inherit properties based on * op->type. Right now, which stuff the creator passes on is object type * dependant. I know this is a spagetti manuever, but is there a cleaner * way to do this? b.t. * * @param op * object to fix. * @param creator * for who op was created. Can be NULL. * @param difficulty * difficulty level. * @param max_magic * maximum magic for the item. * @param flags * @li ::GT_ENVIRONMENT: if not set, calls fix_flesh_item(). * @li ::GT_STARTEQUIP: Sets ::FLAG_STARTEQUIP on item if appropriate, or clears the item's * value. * @li ::GT_MINIMAL: Does minimal processing on the object - just enough to make it * a working object - don't change magic, value, etc, but set it material * type as appropriate, for objects that need spell objects, set those, etc */ void fix_generated_item(object *op, object *creator, int difficulty, int max_magic, int flags) { int was_magic = op->magic, num_enchantments = 0, save_item_power; if (!creator || creator->type == op->type) creator = op; /* safety & to prevent polymorphed objects giving attributes */ /* If we make an artifact, this information will be destroyed */ save_item_power = op->item_power; op->item_power = 0; if (op->randomitems && op->type != SPELL) { create_treasure(op->randomitems, op, flags, difficulty, 0); if (!op->inv) LOG(llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", op->name); /* So the treasure doesn't get created again */ op->randomitems = NULL; } if (difficulty < 1) difficulty = 1; if (!(flags>_MINIMAL)) { if (op->arch == crown_arch) { set_magic(difficulty > 25 ? 30 : difficulty+5, op, max_magic, flags); num_enchantments = calc_item_power(op); generate_artifact(op, difficulty); } else { if (!op->magic && max_magic) set_magic(difficulty, op, max_magic, flags); num_enchantments = calc_item_power(op); if ((!was_magic && !(RANDOM()%CHANCE_FOR_ARTIFACT)) || op->type == ROD || difficulty >= 999) generate_artifact(op, difficulty); } /* Object was made an artifact. Calculate its item_power rating. * the item_power in the object is what the artifact adds. */ if (op->title) { /* if save_item_power is set, then most likely we started with an * artifact and have added new abilities to it - this is rare, but * but I have seen things like 'strange rings of fire'. So just * figure out the power from the base power plus what this one adds. * Note that since item_power is not quite linear, this actually * ends up being somewhat of a bonus. */ if (save_item_power) op->item_power = save_item_power+get_power_from_ench(op->item_power); else op->item_power += get_power_from_ench(num_enchantments); } else if (save_item_power) { /* restore the item_power field to the object if we haven't changed * it. we don't care about num_enchantments - that will basically * just have calculated some value from the base attributes of the * archetype. */ op->item_power = save_item_power; } else { /* item_power was zero. This is suspicious, as it may be because it * was never previously calculated. Let's compute a value and see if * it is non-zero. If it indeed is, then assign it as the new * item_power value. * - gros, 21th of July 2006. */ op->item_power = calc_item_power(op); save_item_power = op->item_power; /* Just in case it would get used * again below */ } } else { /* If flag is GT_MINIMAL, we want to restore item power */ op->item_power = save_item_power; } /* materialtype modifications. Note we allow this on artifacts. */ set_materialname(op); if (flags>_MINIMAL) { if (op->type == POTION) /* Handle healing and magic power potions */ if (op->stats.sp && !op->randomitems) { object *tmp; tmp = create_archetype(spell_mapping[op->stats.sp]); object_insert_in_ob(tmp, op); op->stats.sp = 0; } } else if (!op->title) { /* Only modify object if not special */ switch (op->type) { case WEAPON: case ARMOUR: case SHIELD: case HELMET: case CLOAK: if (QUERY_FLAG(op, FLAG_CURSED) && !(RANDOM()%4)) set_ring_bonus(op, -DICE2); break; case BRACERS: if (!(RANDOM()%(QUERY_FLAG(op, FLAG_CURSED) ? 5 : 20))) { set_ring_bonus(op, QUERY_FLAG(op, FLAG_CURSED) ? -DICE2 : DICE2); if (!QUERY_FLAG(op, FLAG_CURSED)) op->value *= 3; } break; case POTION: { int too_many_tries = 0, is_special = 0; /* Handle healing and magic power potions */ if (op->stats.sp && !op->randomitems) { object *tmp; tmp = create_archetype(spell_mapping[op->stats.sp]); object_insert_in_ob(tmp, op); op->stats.sp = 0; } while (!(is_special = special_potion(op)) && !op->inv) { generate_artifact(op, difficulty); if (too_many_tries++ > 10) break; } /* don't want to change value for healing/magic power potions, * since the value set on those is already correct. */ if (op->inv && op->randomitems) { /* value multiplier is same as for scrolls */ op->value = (op->value*op->inv->value); op->level = op->inv->level/2+RANDOM()%difficulty+RANDOM()%difficulty; } else { FREE_AND_COPY(op->name, "potion"); FREE_AND_COPY(op->name_pl, "potions"); } if (!(flags>_ONLY_GOOD) && RANDOM()%2) SET_FLAG(op, FLAG_CURSED); break; } case AMULET: if (op->arch == amulet_arch) op->value *= 5; /* Since it's not just decoration */ /* fall through */ case RING: if (op->arch == NULL) { object_remove(op); object_free_drop_inventory(op); op = NULL; break; } if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact!*/ break; if (GET_ANIM_ID(op)) SET_ANIMATION(op, RANDOM()%((int)NUM_ANIMATIONS(op))); if (!(flags>_ONLY_GOOD) && !(RANDOM()%3)) SET_FLAG(op, FLAG_CURSED); set_ring_bonus(op, QUERY_FLAG(op, FLAG_CURSED) ? -DICE2 : DICE2); if (op->type != RING) /* Amulets have only one ability */ break; if (!(RANDOM()%4)) { int d = (RANDOM()%2 || QUERY_FLAG(op, FLAG_CURSED)) ? -DICE2 : DICE2; if (d > 0) op->value *= 3; set_ring_bonus(op, d); if (!(RANDOM()%4)) { int d = (RANDOM()%3 || QUERY_FLAG(op, FLAG_CURSED)) ? -DICE2 : DICE2; if (d > 0) op->value *= 5; set_ring_bonus(op, d); } } break; case BOOK: /* Is it an empty book?, if yes lets make a special * msg for it, and tailor its properties based on the * creator and/or map level we found it on. */ if (!op->msg && RANDOM()%10) { /* set the book level properly */ if (creator->level == 0 || QUERY_FLAG(creator, FLAG_ALIVE)) { if (op->map && op->map->difficulty) op->level = RANDOM()%(op->map->difficulty)+RANDOM()%10+1; else op->level = RANDOM()%20+1; } else op->level = RANDOM()%creator->level; tailor_readable_ob(op, creator->stats.sp); /* books w/ info are worth more! */ if (op->msg != NULL) op->value *= ((op->level > 10 ? op->level : (op->level+1)/2)*((strlen(op->msg)/250)+1)); /* creator related stuff */ if (creator->slaying && !op->slaying) /* for check_inv floors */ op->slaying = add_string(creator->slaying); /* add exp so reading it gives xp (once)*/ op->stats.exp = op->value > 10000 ? op->value/5 : op->value/10; } /* for library, chained books. Note that some monsters have * no_pick set - we don't want to set no pick in that case. */ if (QUERY_FLAG(creator, FLAG_NO_PICK) && !QUERY_FLAG(creator, FLAG_MONSTER)) SET_FLAG(op, FLAG_NO_PICK); break; case SPELLBOOK: op->value = op->value*op->inv->value; /* add exp so learning gives xp */ op->level = op->inv->level; op->stats.exp = op->value; /* some more fun */ if (!(flags>_ONLY_GOOD) && rndm(1, 100) <= 5) { if (rndm(1, 6) <= 1) SET_FLAG(op, FLAG_DAMNED); else SET_FLAG(op, FLAG_CURSED); } else if (rndm(1, 100) <= 1) { SET_FLAG(op, FLAG_BLESSED); } break; case WAND: /* nrof in the treasure list is number of charges, * not number of wands. So copy that into food (charges), * and reset nrof. */ op->stats.food = op->inv->nrof; op->nrof = 1; /* If the spell changes by level, choose a random level * for it, and adjust price. If the spell doesn't * change by level, just set the wand to the level of * the spell, and value calculation is simpler. */ if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) { op->level = level_for_item(op, difficulty, 0); op->value = op->value*op->inv->value*(op->level+50)/(op->inv->level+50); } else { op->level = op->inv->level; op->value = op->value*op->inv->value; } break; case ROD: op->level = level_for_item(op, difficulty, 0); rod_adjust(op); break; case SCROLL: op->level = level_for_item(op, difficulty, 0); op->value = op->value*op->inv->value*(op->level+50)/(op->inv->level+50); /* add exp so reading them properly gives xp */ op->stats.exp = op->value/5; op->nrof = op->inv->nrof; /* some more fun */ if (!(flags>_ONLY_GOOD) && rndm(1, 100) <= 20) { if (rndm(1, 6) <= 1) SET_FLAG(op, FLAG_DAMNED); else SET_FLAG(op, FLAG_CURSED); } else if (rndm(1, 100) <= 2) { SET_FLAG(op, FLAG_BLESSED); } break; case RUNE: trap_adjust(op, difficulty); break; case TRAP: trap_adjust(op, difficulty); break; } /* switch type */ } if (flags>_STARTEQUIP) { if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG(op, FLAG_IS_THROWN)) SET_FLAG(op, FLAG_STARTEQUIP); else if (op->type != MONEY) op->value = 0; } if (!(flags>_ENVIRONMENT)) fix_flesh_item(op, creator); } /** * For debugging purposes. Dumps all treasures recursively (see below). */ static void dump_monster_treasure_rec(const char *name, treasure *t, int depth) { treasurelist *tl; int i; if (depth > 100) return; while (t != NULL) { if (t->name != NULL) { for (i = 0; i < depth; i++) fprintf(logfile, " "); fprintf(logfile, "{ (list: %s)\n", t->name); tl = find_treasurelist(t->name); dump_monster_treasure_rec(name, tl->items, depth+2); for (i = 0; i < depth; i++) fprintf(logfile, " "); fprintf(logfile, "} (end of list: %s)\n", t->name); } else { for (i = 0; i < depth; i++) fprintf(logfile, " "); if (t->item->clone.type == FLESH) fprintf(logfile, "%s's %s\n", name, t->item->clone.name); else fprintf(logfile, "%s\n", t->item->clone.name); } if (t->next_yes != NULL) { for (i = 0; i < depth; i++) fprintf(logfile, " "); fprintf(logfile, " (if yes)\n"); dump_monster_treasure_rec(name, t->next_yes, depth+1); } if (t->next_no != NULL) { for (i = 0; i < depth; i++) fprintf(logfile, " "); fprintf(logfile, " (if no)\n"); dump_monster_treasure_rec(name, t->next_no, depth+1); } t = t->next; } } /** * For debugging purposes. Dumps all treasures for a given monster. * Created originally by Raphael Quinet for debugging the alchemy code. */ void dump_monster_treasure(const char *name) { archetype *at; int found; found = 0; fprintf(logfile, "\n"); for (at = first_archetype; at != NULL; at = at->next) if (!strcasecmp(at->clone.name, name) && at->clone.title == NULL) { fprintf(logfile, "treasures for %s (arch: %s)\n", at->clone.name, at->name); if (at->clone.randomitems != NULL) dump_monster_treasure_rec(at->clone.name, at->clone.randomitems->items, 1); else fprintf(logfile, "(nothing)\n"); fprintf(logfile, "\n"); found++; } if (found == 0) fprintf(logfile, "No objects have the name %s!\n\n", name); } /** * Objects of type FLESH are similar to type * FOOD, except they inherit properties (name, food value, etc). * based on the original owner (or 'donor' if you like). -b.t. * @param item FLESH item to fix based on the donor. * @param donor what monster will give item. */ static void fix_flesh_item(object *item, const object *donor) { char tmpbuf[MAX_BUF]; int i; if (item->type == FLESH && donor && QUERY_FLAG(donor, FLAG_MONSTER)) { /* change the name */ snprintf(tmpbuf, sizeof(tmpbuf), "%s's %s", donor->name, item->name); FREE_AND_COPY(item->name, tmpbuf); snprintf(tmpbuf, sizeof(tmpbuf), "%s's %s", donor->name, item->name_pl); FREE_AND_COPY(item->name_pl, tmpbuf); /* store original arch in other_arch */ if (!item->other_arch) { if (!donor->arch->reference_count) { item->other_arch = donor->arch; } else { /* If dealing with custom monsters, other_arch still needs to * point back to the original. Otherwise what happens * is that other_arch points at the custom archetype, but * that can be freed. Reference count doesn't work because * the loader will not be able to resolve the other_arch at * load time (server may has restarted, etc.) */ archetype *original = find_archetype(donor->arch->name); if (original) item->other_arch = original; else { LOG(llevError, "could not find original archetype %s for custom monster!\n", donor->arch->name); abort(); } } } /* weight is FLESH weight/100 * donor */ if ((item->weight = (signed long)(((double)item->weight/(double)100.0)*(double)donor->weight)) == 0) item->weight = 1; /* value is multiplied by level of donor */ item->value *= isqrt(donor->level*2); /* food value */ item->stats.food += (donor->stats.hp/100)+donor->stats.Con; /* flesh items inherit some abilities of donor, but not full effect. */ for (i = 0; i < NROFATTACKS; i++) item->resist[i] = donor->resist[i]/2; /* item inherits donor's level and exp (important for dragons) */ item->level = donor->level; item->stats.exp = donor->stats.exp; /* if donor has some attacktypes, the flesh is poisonous */ if (donor->attacktype&AT_POISON) item->type = POISON; if (donor->attacktype&AT_ACID) item->stats.hp = -1*item->stats.food; SET_FLAG(item, FLAG_NO_STEAL); /* attempt to change the face - will take a face named "donor's arch"_"item's face". We ignore the animation for now */ if (item->face != NULL) { const Face *face; snprintf(tmpbuf, sizeof(tmpbuf), "%s_%s", donor->arch->name, item->face->name); face = find_face(tmpbuf, NULL); if (face != NULL) { item->face = face; } } } } /** * Check if object is a special potion. * * @param op * object to check. * @return * 1 if op is a special potion (resistance, attribute, ...), 0 else. */ static int special_potion(object *op) { int i; if (op->attacktype) return 1; if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) return 1; for (i = 0; i < NROFATTACKS; i++) if (op->resist[i]) return 1; return 0; } /** * Frees a treasure, including its yes, no and next items. * * @param t * treasure to free. Pointer is free()d too, so becomes invalid. */ static void free_treasurestruct(treasure *t) { if (t->next) free_treasurestruct(t->next); if (t->next_yes) free_treasurestruct(t->next_yes); if (t->next_no) free_treasurestruct(t->next_no); free(t); } /** * Free all treasure-related memory. */ void free_all_treasures(void) { treasurelist *tl, *next; for (tl = first_treasurelist; tl != NULL; tl = next) { next = tl->next; if (tl->name) free_string(tl->name); if (tl->items) free_treasurestruct(tl->items); free(tl); } } /** * This is the function that does the actual work for treasurelist_find_matching_type(). * See notes below on what we are doing here. Note that the logic here follows * that of create_all_treasures(), except we do not care about difficulty * or chances. * * @param t * treasure entry we are working on. * @param type * object type we are matching against. * @param olp * linked list pointer, may be null. * @param tries * For each depth, increases by one. This is needed because treasurelists * can loop back on each other (A->B, B->C, C->A), so we needto make sure * we do not get in an infinite loop. * * @return * linked list of entries. This may be NULL if nothing is found. */ static objectlink *treasure_find_matching_type(treasure *t, int type, objectlink *olp, int tries) { objectlink *nolp = olp; /* I do not think this should get logged - since we are processing all * possibilities, this could happen pretty often. */ if (tries++ > 100) { return olp; } if (t->name) { if (strcmp(t->name, "NONE")) { /* Look up treasurelist and then process - this is safer * as if for some reason the treasurelist does not exist, * this will just skip over it harmlessly. */ treasurelist *tl = find_treasurelist(t->name); if (tl) nolp = treasure_find_matching_type(tl->items, type, nolp, tries); } } else { if (t->item->clone.type == type) { nolp = get_objectlink(); nolp->next = olp; nolp->ob = &t->item->clone; } } if (t->next_yes != NULL) { nolp = treasure_find_matching_type(t->next_yes, type, nolp, tries); } if (t->next_no != NULL) { nolp = treasure_find_matching_type(t->next_no, type, nolp, tries); } if (t->next != NULL) { nolp = treasure_find_matching_type(t->next, type, nolp, tries); } return nolp; } /** * This function looks at the passed in treasurelist and returns all * objects on it, or on treasurelists it references, of matching * type. The oblinkpt linked list will return a pointer to all * the archetype clones. * This is useful for functions that need to examine treasurelists * and potentially revoke or add a partial set of items on the list. * This removes the need of other functions to have their own parsing * logic of treasurelists. * Note that this will return all objects that may show up on the * the treasurelist of matching type. This does not look at difficulty, * yes/no combinations, etc. In general, functions that call this should * have some idea of what the treasurelist may be/what it may have on it. * The contents of the linked list may not be unique - it is entirely * possible that due to treasurelist traversals, the same item shows up * multiple times, and there is no check here for that. * The order of items on the returned linked list should not be taken * to be meaningful in any way - based on different processing algorithms, * the results could change. As of this writing, order is reverse from * that of the treasurelists, simply because that is fastest way to process them. * * @param randomitems * The treasurelist to examine. * @param type * the object type (arch->clone.type) to match against. * @param traverse * If true, then this will process any treasurelists that this treasurelist points * to, and so on. * * @return oblinkpt * linked list containing pointers to the arch->clone fields. Those objects * should not be altered in any way, and must be copied to a new object * before being used. the returned oblinkpt must be freed with free_objectlink(), * otherwise, this will result in a memory leak. */ objectlink * treasurelist_find_matching_type(const treasurelist *randomitems, int type, int traverse) { objectlink *olp; olp=treasure_find_matching_type(randomitems->items, type, NULL, 0); return olp; } crossfire-1.75.0/common/ob_methods.c000644 001751 001751 00000011652 13775114612 020256 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * Those functions deal with the object/type system. */ #include #include #include #include /* * The following functions are meant for calling methods. No actual behavoir * logic should be contained in this code. Code in the common/ directory should * be used for logic common to all types, and should always be called by * individual method code (i.e. all apply methods should call 'can_apply' from * common/). Defaults for all types should not be put here either, as that code * belongs in the common/ directory also, referenced to by base_type. */ /** * Apply an object by running an event hook or an object method. Consider * using apply_manual() instead of this function if the applier should check * for apply restrictions. * @param op The object to apply * @param applier The object that executes the apply action * @param aflags Special (always apply/unapply) flags * @retval 0 A player or monster can't apply objects of that type * @retval 1 has been applied, or there was an error applying the object * @retval 2 objects of that type can't be applied if not in inventory */ method_ret ob_apply(object *op, object *applier, int aflags) { method_ret ret; ob_methods *methods; /* Lauwenmark: Handle for plugin apply event */ if (execute_event(op, EVENT_APPLY, applier, NULL, NULL, SCRIPT_FIX_ALL) != 0) return METHOD_OK; for (methods = &type_methods[op->type]; methods; methods = methods->fallback) { if (methods->apply) { ret = methods->apply(methods, op, applier, aflags); if (ret != METHOD_UNHANDLED) return ret; } } return METHOD_UNHANDLED; } /** * Processes an object, giving it the opportunity to move or react. * Note: The return value of ob_process doesn't seem to be used anymore. * @param op The object to process * @retval METHOD_UNHANDLED if the process method does not exist for that objec, */ method_ret ob_process(object *op) { method_ret ret; ob_methods *methods; for (methods = &type_methods[op->type]; methods; methods = methods->fallback) { if (methods->process) { ret = methods->process(methods, op); if (ret != METHOD_UNHANDLED) return ret; } } return METHOD_UNHANDLED; } /** * Returns the description of an object, as seen by the given observer. * @param op The object to describe * @param observer The object to which the description is made * @param use_media_tags whether to add media tags or not on the description * @param buf Buffer that will contain the description * @param size Size of buf * @return * buf. */ char *ob_describe(const object *op, const object *observer, int use_media_tags, char *buf, size_t size) { ob_methods *methods; for (methods = &type_methods[op->type]; methods; methods = methods->fallback) { if (methods->describe) { methods->describe(methods, op, observer, use_media_tags, buf, size); return buf; } } buf[0] = '\0'; return buf; } /** * Makes an object move on top of another one. * @param op The object over which to move * @param victim The object moving over op * @param originator The object that is the cause of the move * @retval METHOD_UNHANDLED if the process method does not exist for that object */ method_ret ob_move_on(object *op, object *victim, object *originator) { method_ret ret; ob_methods *methods; for (methods = &type_methods[op->type]; methods; methods = methods->fallback) { if (methods->move_on) { ret = methods->move_on(methods, op, victim, originator); if (ret != METHOD_UNHANDLED) return ret; } } return METHOD_UNHANDLED; } /** * An object is triggered by another one. * @param op The object being triggered * @param cause The object that is the cause of the trigger * @param state trigger state, 0 for released, other for pushed * @retval METHOD_UNHANDLED if the process method does not exist for that object * @todo check the exact state values/meaning */ method_ret ob_trigger(object *op, object *cause, int state) { method_ret ret; ob_methods *methods; for (methods = &type_methods[op->type]; methods; methods = methods->fallback) { if (methods->trigger) { ret = methods->trigger(methods, op, cause, state); if (ret != METHOD_UNHANDLED) return ret; } } return METHOD_UNHANDLED; } crossfire-1.75.0/lib/arch/000755 001751 001751 00000000000 13777710121 016154 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/lib/animations000644 001751 001751 00000255141 13777710066 017344 0ustar00kevinzkevinz000000 000000 anim CSword CSword.113 CSword.114 CSword.115 CSword.116 CSword.117 CSword.118 CSword.119 CSword.116 CSword.11A CSword.11B CSword.11C CSword.111 CSword.112 mina anim Cwyvern Cwyvern.x31 Cwyvern.x32 Cwyvern.x71 Cwyvern.x72 facings 2 mina anim DK facings 2 Bk.x11 Bk.x12 Bk.x13 Bk.x14 Bk.x71 Bk.x72 Bk.x73 Bk.x74 mina anim DShield DShield.111 DShield.112 mina anim DShieldm DShield.111 DShield.112 DShield.111 DShield.112 DShield.111 DShield.113 mina anim DShieldms DShield.111 DShield.112 DShield.111 DShield.113 mina anim DShields DShield.111 DShield.112 DShield.111 DShield.112 DShield.111 DShield.113 mina anim EDK facings 2 Bk.x11 Bk.x12 Bk.x13 Bk.x14 Bk.x11 Bk.x12 Bk.x13 Bk.x14 Bk.x11 Bk.x12 Bk.x13 Bk.x14 Bk.x11 Bk.x12 Bk.x15 Bk.x14 Bk.x71 Bk.x72 Bk.x73 Bk.x74 Bk.x71 Bk.x72 Bk.x73 Bk.x74 Bk.x71 Bk.x72 Bk.x73 Bk.x74 Bk.x71 Bk.x72 Bk.x75 Bk.x74 mina anim Ixalovh witch_water.111 witch_water.112 mina anim Nimground3_purple Nimground3_purple.111 Nimground3_purple.112 Nimground3_purple.113 Nimground3_purple.114 Nimground3_purple.111 Nimground3_purple.111 Nimground3_purple.111 mina anim Pdragon_mail Pdragonmail.111 Pdragonmail.112 mina anim acid acid.111 acid.112 acid.113 acid.114 acid.115 mina anim acid_pool acid_pool.111 acid_pool.112 mina anim acid_sphere acidsphere.111 acidsphere.112 acidsphere.113 acidsphere.114 acidsphere.113 acidsphere.112 mina anim acid_spit acidspit.111 acidspit.111 acidspit.121 acidspit.131 acidspit.141 acidspit.151 acidspit.161 acidspit.171 acidspit.181 mina anim air_elemental elem_air.111 elem_air.112 mina anim air_witch witch_air.111 witch_air.112 mina anim alchemist_class facings 4 alchemist.111 alchemist.112 alchemist.131 alchemist.132 alchemist.151 alchemist.152 alchemist.171 alchemist.172 mina anim alchemy_diamond_converter lava.111 lava.112 lava.113 lava.114 lava.115 polymorph.111 lava.114 polymorph.112 polymorph.113 polymorph.114 gem.111 mina anim alchemy_pearl_converter lava.111 lava.112 lava.113 lava.114 lava.115 polymorph.111 lava.114 polymorph.112 polymorph.113 polymorph.114 pearl.111 mina anim alchemy_ruby_converter lava.111 lava.112 lava.113 lava.114 lava.115 polymorph.111 lava.114 polymorph.112 polymorph.113 polymorph.114 ruby.111 mina anim altar altar.111 altar.112 mina anim altar_gorokh altargoro.111 altargoro.112 altargoro.111 altargoro.113 mina anim altar_ruggilli altarrugg.111 altarrugg.112 altarrugg.113 altarrugg.114 altarrugg.115 altarrugg.116 mina anim altar_sorig altarsori.111 altarsori.112 altarsori.113 altarsori.114 altarsori.115 altarsori.116 mina anim altar_trigger altar.111 altar.112 mina anim altar_valriel altarvalr.111 altarvalr.112 altarvalr.111 altarvalr.113 mina anim altar_valriel_intervention altarvalr_intervention.111 altarvalr_intervention.112 altarvalr_intervention.113 altarvalr_intervention.114 altarvalr_intervention.115 mina anim amethyst amethyst.111 amethyst.112 mina anim amulet amulet.111 amulet_dark.111 amulet_darkmagenta.111 amulet_darkred.111 amulet_magenta.111 amulet_red.111 mina anim angel facings 4 angel.111 angel.112 angel.131 angel.132 angel.151 angel.152 angel.171 angel.172 mina anim angel_sword facings 4 angel.111 angel_sword.111 angel_sword.112 angel_sword.111 angel.131 angel_sword.131 angel_sword.132 angel_sword.131 angel.151 angel_sword.151 angel_sword.152 angel_sword.151 angel.171 angel_sword.171 angel_sword.172 angel_sword.171 mina anim ant ant.111 ant.112 mina anim ant_larvae ant_larvae.111 ant_larvae.112 mina anim ape facings 2 ape.131 ape.132 ape.171 ape.172 mina anim archangel archangel.x11 archangel.x12 archangel.x13 mina anim archblack archblack.111 archblack.112 archblack.113 archblack.114 archblack.113 archblack.112 mina anim archon archon.111 archon.222 archon.333 archon.444 mina anim armless_cook facings 4 armless_cook.111 armless_cook.131 armless_cook.151 armless_cook.171 mina anim armour_troll2 armourtroll2.111 armourtroll2.112 mina anim arrow arrow.101 arrow.111 arrow.121 arrow.131 arrow.141 arrow.151 arrow.161 arrow.171 arrow.181 mina anim arrow_fire arrow_fire.101 arrow_fire.111 arrow_fire.121 arrow_fire.131 arrow_fire.141 arrow_fire.151 arrow_fire.161 arrow_fire.171 arrow_fire.181 mina anim arrow_frost arrow_frost.101 arrow_frost.111 arrow_frost.121 arrow_frost.131 arrow_frost.141 arrow_frost.151 arrow_frost.161 arrow_frost.171 arrow_frost.181 mina anim arrow_lightning arrow_lightning.101 arrow_lightning.111 arrow_lightning.121 arrow_lightning.131 arrow_lightning.141 arrow_lightning.151 arrow_lightning.161 arrow_lightning.171 arrow_lightning.181 mina anim arrow_magic arrow_magic.101 arrow_magic.111 arrow_magic.121 arrow_magic.131 arrow_magic.141 arrow_magic.151 arrow_magic.161 arrow_magic.171 arrow_magic.181 mina anim arrow_paralysis arrow_paralysis.101 arrow_paralysis.111 arrow_paralysis.121 arrow_paralysis.131 arrow_paralysis.141 arrow_paralysis.151 arrow_paralysis.161 arrow_paralysis.171 arrow_paralysis.181 mina anim arrow_poison arrow_poison.101 arrow_poison.111 arrow_poison.121 arrow_poison.131 arrow_poison.141 arrow_poison.151 arrow_poison.161 arrow_poison.171 arrow_poison.181 mina anim arrow_slay_dragon arrow_slay_dragon.101 arrow_slay_dragon.111 arrow_slay_dragon.121 arrow_slay_dragon.131 arrow_slay_dragon.141 arrow_slay_dragon.151 arrow_slay_dragon.161 arrow_slay_dragon.171 arrow_slay_dragon.181 mina anim asteroid asteroid.112 asteroid.111 asteroid.121 asteroid.131 asteroid.141 asteroid.151 asteroid.161 asteroid.171 asteroid.181 mina anim avatar facings 2 avatar.131 avatar.132 avatar.171 avatar.172 mina anim baby_dragon baby_drag.111 baby_drag.112 baby_drag.113 mina anim bagpipe bagpipe.111 bagpipe.112 bagpipe.113 bagpipe.114 bagpipe.115 bagpipe.116 bagpipe.117 bagpipe.118 bagpipe.119 bagpipe.11A mina anim ball_lightning ball_lightning.111 ball_lightning.222 ball_lightning.333 ball_lightning.444 mina anim banishment banishment.111 banishment.112 banishment.113 mina anim banshee banshee.111 banshee.112 mina anim barbarian facings 4 barbarian.111 barbarian.131 barbarian.151 barbarian.171 mina anim barbarian_class facings 4 barbarian.111 barbarian.112 barbarian.131 barbarian.132 barbarian.151 barbarian.152 barbarian.171 barbarian.172 mina anim barrack_l barrack_l.x11 barrack_l.x12 mina anim barrack_u barrack_u.x11 barrack_u.x12 mina anim baslic facings 2 baslic.x31 baslic.x32 baslic.x71 baslic.x72 mina anim bat bat.111 bat.112 bat.113 mina anim bear bear.x31 bear.x32 bear.x71 bear.x72 facings 2 mina anim bee bee.111 bee.112 mina anim beehive beehive.111 beehive.112 mina anim behemoth facings 2 behemoth.x31 behemoth.x32 behemoth.x33 behemoth.x32 behemoth.x71 behemoth.x72 behemoth.x73 behemoth.x72 mina anim beholder facings 2 beholder.111 beholder.112 beholder.113 beholder.114 beholder.151 beholder.152 beholder.153 beholder.154 mina anim beholder_leader_arc beholder_leader.111 beholder_leader.112 beholder_leader.111 beholder_leader.112 mina anim belzebub belzebub.x11 belzebub.x11 belzebub.x12 belzebub.x12 belzebub.x11 belzebub.x11 mina anim big_demon facings 2 big_demon.x31 big_demon.x71 mina anim big_dragon facings 2 dragon.x71 dragon.x72 dragon.x73 dragon.x74 dragon.x31 dragon.x32 dragon.x33 dragon.x34 mina anim big_dragon_ancient facings 2 dragon_ac.x71 dragon_ac.x72 dragon_ac.x73 dragon_ac.x74 dragon_ac.x31 dragon_ac.x32 dragon_ac.x33 dragon_ac.x34 mina anim big_dragon_spellcasting dragon_spellcasting.x71 dragon_spellcasting.x72 dragon_spellcasting.x73 dragon_spellcasting.x31 dragon_spellcasting.x32 dragon_spellcasting.x33 facings 2 mina anim big_elec elec_dr.x11 elec_dr.x12 elec_dr.x11 elec_dr.x12 elec_dr.x11 elec_dr.x12 mina anim big_elec_spellcasting elec_dr_spellcasting.x11 elec_dr_spellcasting.x12 elec_dr_spellcasting.x13 facings 1 mina anim big_wiz big_wiz.x11 big_wiz.x12 big_wiz.x13 big_wiz.x14 big_wiz.x15 big_wiz.x15 big_wiz.x14 big_wiz.x13 big_wiz.x12 mina anim bigblue_wiz bigblue_wiz.x11 bigblue_wiz.x12 bigblue_wiz.x13 bigblue_wiz.x14 bigblue_wiz.x15 bigblue_wiz.x15 bigblue_wiz.x14 bigblue_wiz.x13 bigblue_wiz.x12 mina anim bird facings 4 bird.111 bird.112 bird.131 bird.132 bird.151 bird.152 bird.171 bird.172 mina anim black_dragon1 facings 2 pl_dragon_bl.151 pl_dragon_bl.152 pl_dragon_bl.171 pl_dragon_bl.172 mina anim black_dragon2 facings 2 black_dragon2.151 black_dragon2.152 black_dragon2.171 black_dragon2.172 mina anim black_pudding bpudding.111 bpudding.112 mina anim black_pudding_grow bpudding_g.111 bpudding_g.112 bpudding_g.113 bpudding_g.114 bpudding_g.115 bpudding_g.116 bpudding_g.117 bpudding_g.118 bpudding_g.119 mina anim black_pudding_split bpudding_s.111 bpudding_s.112 bpudding_s.113 bpudding_s.114 mina anim bless_effect bless_effect.111 bless_effect.112 bless_effect.113 bless_effect.114 bless_effect.115 bless_effect.116 mina anim blob blob.111 blob.112 blob.113 blob.112 mina anim block_door_closed stoneblock.115 stoneblock.114 stoneblock.113 stoneblock.112 stoneblock.111 earthwall.111 mina anim block_door_open stoneblock.115 stoneblock.114 stoneblock.113 stoneblock.112 stoneblock.111 earthwall.111 mina anim blood_sea blood_sea.111 blood_sea.112 blood_sea.113 blood_sea.114 blood_sea.113 blood_sea.112 mina anim blue_dragon1 pl_dragon_blue.151 pl_dragon_blue.152 pl_dragon_blue.171 pl_dragon_blue.172 facings 2 mina anim blue_dragon2 facings 2 blue_dragon2.151 blue_dragon2.152 blue_dragon2.171 blue_dragon2.172 mina anim bluesphere bluesphere.111 bluesphere.112 bluesphere.113 bluesphere.114 mina anim bolt bolt.101 bolt.111 bolt.121 bolt.131 bolt.141 bolt.151 bolt.161 bolt.171 bolt.181 mina anim bolt_fire bolt_fire.101 bolt_fire.111 bolt_fire.121 bolt_fire.131 bolt_fire.141 bolt_fire.151 bolt_fire.161 bolt_fire.171 bolt_fire.181 mina anim bolt_frost bolt_frost.101 bolt_frost.111 bolt_frost.121 bolt_frost.131 bolt_frost.141 bolt_frost.151 bolt_frost.161 bolt_frost.171 bolt_frost.181 mina anim bolt_lightning bolt_lightning.101 bolt_lightning.111 bolt_lightning.121 bolt_lightning.131 bolt_lightning.141 bolt_lightning.151 bolt_lightning.161 bolt_lightning.171 bolt_lightning.181 mina anim bolt_magic bolt_magic.101 bolt_magic.111 bolt_magic.121 bolt_magic.131 bolt_magic.141 bolt_magic.151 bolt_magic.161 bolt_magic.171 bolt_magic.181 mina anim bolt_poison bolt_poison.101 bolt_poison.111 bolt_poison.121 bolt_poison.131 bolt_poison.141 bolt_poison.151 bolt_poison.161 bolt_poison.171 bolt_poison.181 mina anim bolt_slay_dragon bolt_slay_dragon.101 bolt_slay_dragon.111 bolt_slay_dragon.121 bolt_slay_dragon.131 bolt_slay_dragon.141 bolt_slay_dragon.151 bolt_slay_dragon.161 bolt_slay_dragon.171 bolt_slay_dragon.181 mina anim bomb bomb.111 bomb.111 bomb.112 bomb.112 bomb.113 bomb.113 bomb.114 bomb.114 bomb.114 mina anim bone_drake bone_drake.x11 bone_drake.x12 mina anim bone_head bone_head.111 bone_head.112 bone_head.113 bone_head.112 mina anim brazier brazier.111 brazier.112 brazier.113 brazier.114 mina anim brdaxe1 brdaxe_1.111 brdaxe_1.114 brdaxe_1.111 brdaxe_1.111 brdaxe_1.112 brdaxe_1.112 brdaxe_1.113 brdaxe_1.113 brdaxe_1.114 mina anim breeder_ant breeder_ant.x11 breeder_ant.x11 breeder_ant.x12 mina anim broo broo.111 broo.112 broo.113 broo.112 mina anim bullet bullet.112 bullet.111 bullet.121 bullet.131 bullet.141 bullet.151 bullet.161 bullet.171 bullet.181 mina anim bullet_mania bullet.111 bullet.121 bullet.131 bullet.141 bullet.151 bullet.161 bullet.171 bullet.181 mina anim burning_fountain burning_fountain.111 burning_fountain.112 burning_fountain.113 mina anim burningtail burningtail.111 burningtail.112 burningtail.113 mina anim burningwall_0 burningwall_0.111 burningwall_0.112 mina anim burningwall_1_1 burningwall_4.111 burningwall_4.112 mina anim burningwall_1_2 burningwall_1.111 burningwall_1.112 mina anim burningwall_1_3 burningwall_8.111 burningwall_8.112 mina anim burningwall_1_4 burningwall_2.111 burningwall_2.112 mina anim burningwall_2_1_1 burningwall_5.111 burningwall_5.112 mina anim burningwall_2_1_2 burningwall_A.111 burningwall_A.112 mina anim burningwall_2_2_1 burningwall_3.111 burningwall_3.112 mina anim burningwall_2_2_2 burningwall_6.111 burningwall_6.112 mina anim burningwall_2_2_3 burningwall_C.111 burningwall_C.112 mina anim burningwall_2_2_4 burningwall_9.111 burningwall_9.112 mina anim burningwall_3_1 burningwall_B.111 burningwall_B.112 mina anim burningwall_3_2 burningwall_7.111 burningwall_7.112 mina anim burningwall_3_3 burningwall_E.111 burningwall_E.112 mina anim burningwall_3_4 burningwall_D.111 burningwall_D.112 mina anim burningwall_4 burningwall_F.111 burningwall_F.112 mina anim burnout burnout.111 burnout.111 burnout.112 burnout.112 burnout.111 burnout.111 burnout.113 burnout.113 burnout.111 burnout.111 burnout.112 burnout.112 burnout.111 burnout.111 burnout.113 burnout.113 burnout.111 burnout.111 burnout.114 burnout.115 burnout.116 burnout.117 burnout.118 burnout.119 burnout.11A burnout.11B burnout.11C burnout.11D burnout.11E burnout.11F burnout.11G burnout.11H burnout.11J burnout.11K burnout.11L burnout.11M burnout.11N burnout.11O burnout.11P burnout.11Q burnout.11R mina anim button_handle handle.111 handle.112 mina anim button_lever lever.111 lever.112 mina anim button_plate button_big.111 button_big.112 mina anim button_small button_sma.111 button_sma.112 mina anim button_trigger button_sma.111 button_sma.112 mina anim byakie byakie.x11 byakie.x12 mina anim c_knight c_knight.111 c_knight.112 mina anim c_man facings 4 man.151 man.131 man.151 man.171 mina anim c_minor_priest facings 2 c_priest.131 c_priest.132 c_priest.171 c_priest.172 mina anim c_priest facings 2 c_priest.131 c_priest.132 c_priest.171 c_priest.172 mina anim c_sage facings 4 sage.111 sage.131 sage.151 sage.171 mina anim c_woman facings 4 woman.151 woman.131 woman.151 woman.171 mina anim campfire campfire.111 campfire.112 campfire.113 campfire.114 mina anim cancellation cancellation.111 cancellation.112 cancellation.113 mina anim castle_a castle_a.x11 castle_a.x12 mina anim castle_a_northwest castle_a_northwest.x11 castle_a_northwest.x12 mina anim castle_a_western castle_a_western.x11 castle_a_western.x12 mina anim cause_wounds cause.111 cause.112 cause.111 mina anim centipede facings 8 centipede.111 centipede.112 centipede.113 centipede.114 centipede.121 centipede.122 centipede.123 centipede.124 centipede.131 centipede.132 centipede.133 centipede.134 centipede.141 centipede.142 centipede.143 centipede.144 centipede.151 centipede.152 centipede.153 centipede.154 centipede.161 centipede.162 centipede.163 centipede.164 centipede.171 centipede.172 centipede.173 centipede.174 centipede.181 centipede.182 centipede.183 centipede.184 mina anim centipede_r centipede_r.111 centipede_r.112 centipede_r.113 mina anim chalice chalice.111 chalice.111 chalice.111 chalice.112 chalice.113 chalice.114 mina anim chalice_bro chalice_bro.111 chalice_bro.111 chalice_bro.111 chalice_bro.112 chalice_bro.113 chalice_bro.114 mina anim chalice_cop chalice_cop.111 chalice_cop.111 chalice_cop.111 chalice_cop.112 chalice_cop.113 chalice_cop.114 mina anim chalice_iro chalice_iro.111 chalice_iro.111 chalice_iro.111 chalice_iro.112 chalice_iro.113 chalice_iro.114 mina anim chalice_plat chalice_plat.111 chalice_plat.111 chalice_plat.111 chalice_plat.112 chalice_plat.113 chalice_plat.114 mina anim chalice_sil chalice_sil.111 chalice_sil.111 chalice_sil.111 chalice_sil.112 chalice_sil.113 chalice_sil.114 mina anim chalice_tin chalice_tin.111 chalice_tin.111 chalice_tin.111 chalice_tin.112 chalice_tin.113 chalice_tin.114 mina anim chandelier_2 chandelier_2.111 chandelier_2.112 chandelier_2.113 chandelier_2.114 mina anim chandelier_2_copper chandelier_2_copper.111 chandelier_2_copper.112 chandelier_2_copper.113 chandelier_2_copper.114 mina anim chaos explosion.111 burnout.11O fireball.111 ball_lightning.111 icestorm.111 confusion.111 acid_pool.111 poisoncloud.111 slow.111 paralyse.111 fear.111 mina anim chaos_ball explosion.111 burnout.11O fireball.111 ball_lightning.111 icestorm.111 confusion.111 acid_pool.111 poisoncloud.111 slow.111 paralyse.111 fear.111 mina anim chaos_dragon facings 2 chaos_dragon.x71 chaos_dragon.x72 chaos_dragon.x73 chaos_dragon.x74 chaos_dragon.x31 chaos_dragon.x32 chaos_dragon.x33 chaos_dragon.x34 mina anim charm_aura charm_aura.111 charm_aura.112 charm_aura.113 mina anim charwoman facings 2 charwoman.131 charwoman.132 charwoman.171 charwoman.172 mina anim chest_1_mimic chest_1_mimic.111 chest_1_mimic.112 mina anim chest_valriel_2 chest_valriel_1.111 chest_valriel_1.112 chest_valriel_1.113 chest_valriel_1.114 mina anim chicken facings 2 chicken.131 chicken.132 chicken.171 chicken.172 mina anim chinese_dragon facings 2 chinese_dr.x71 chinese_dr.x72 chinese_dr.x73 chinese_dr.x72 chinese_dr.x31 chinese_dr.x32 chinese_dr.x33 chinese_dr.x32 mina anim chinese_dragon_spellcasting chinese_dr_spellcasting.x71 chinese_dr_spellcasting.x72 chinese_dr_spellcasting.x71 chinese_dr_spellcasting.x72 chinese_dr_spellcasting.x31 chinese_dr_spellcasting.x32 chinese_dr_spellcasting.x31 chinese_dr_spellcasting.x32 facings 2 mina anim cleric facings 4 cleric.111 cleric.131 cleric.151 cleric.171 mina anim cleric_class facings 4 cleric.111 cleric.112 cleric.131 cleric.132 cleric.151 cleric.152 cleric.171 cleric.172 mina anim clock clock.111 clock.112 mina anim clock_ag clock_ag.111 clock_ag.112 mina anim clock_cw clock_cw.111 clock_cw.112 mina anim clock_grand clock_grand.111 clock_grand.112 mina anim close_chest_valriel_2 chest_valriel_1.111 chest_valriel_1.112 chest_valriel_1.113 chest_valriel_1.114 mina anim cobra cobra.x11 cobra.x12 cobra.x13 cobra.x12 mina anim cold_dragon facings 2 cold_drag.171 cold_drag.172 cold_drag.131 cold_drag.132 mina anim coldmagma coldmagma.111 coldmagma.111 coldmagma.111 coldmagma.112 coldmagma.111 coldmagma.111 coldmagma.112 coldmagma.112 coldmagma.112 coldmagma.111 coldmagma.112 coldmagma.112 mina anim collar collar.111 collar.112 collar.113 collar.112 mina anim color_spray explosion.111 burnout.11O fireball.111 ball_lightning.111 icestorm.111 confusion.111 acid_pool.111 poisoncloud.111 slow.111 paralyse.111 fear.111 mina anim confusion confusion.111 confusion.112 confusion.113 confusion.114 mina anim conjurer conjurer.111 conjurer.112 conjurer.113 conjurer.112 mina anim conjurer2 conjurer.111 conjurer.112 conjurer.113 conjurer.112 mina anim counterwall counterwall.111 counterwall.112 counterwall.111 counterwall.112 counterwall.121 counterwall.122 counterwall.131 counterwall.132 counterwall.141 counterwall.142 counterwall.111 counterwall.112 counterwall.121 counterwall.122 counterwall.131 counterwall.132 counterwall.141 counterwall.142 mina anim crawling_chaos crawling_chaos.111 crawling_chaos.112 crawling_chaos.113 mina anim cure_disease_effect cure_disease_effect.111 cure_disease_effect.112 cure_disease_effect.113 cure_disease_effect.114 cure_disease_effect.115 cure_disease_effect.116 cure_disease_effect.117 mina anim curse_effect curse_effect.111 curse_effect.112 curse_effect.113 curse_effect.114 curse_effect.115 curse_effect.116 mina anim cwall_closed_1 cwallsec.111 cwallsec.112 cwallsec.113 cwallsec.114 cwallsec.115 cwallsec.116 cwallsec.117 cwallsec.118 mina anim cwall_open_1 cwallsec.111 cwallsec.112 cwallsec.113 cwallsec.114 cwallsec.115 cwallsec.116 cwallsec.117 cwallsec.118 mina anim cwallmural1_closed_1 cwallsec_mural_1.111 cwallsec_mural_1.112 cwallsec_mural_1.113 cwallsec_mural_1.114 cwallsec_mural_1.115 cwallsec_mural_1.116 cwallsec_mural_1.117 cwallsec_mural_1.118 mina anim cwallmural1_open_1 cwallsec_mural_1.111 cwallsec_mural_1.112 cwallsec_mural_1.113 cwallsec_mural_1.114 cwallsec_mural_1.115 cwallsec_mural_1.116 cwallsec_mural_1.117 cwallsec_mural_1.118 mina anim cyclops facings 2 cyclops.x71 cyclops.x72 cyclops.x31 cyclops.x32 mina anim dagger_f dagger_f.111 dagger_f.112 dagger_f.113 dagger_f.114 mina anim dancing_girl dancing_girl.111 dancing_girl.112 dancing_girl.113 mina anim dancingsword dancingsword.111 dancingsword.112 dancingsword.111 dancingsword.113 mina anim dark_elf dark_elf.111 dark_elf.112 mina anim dark_elf2 facings 2 dark_elf2.131 dark_elf2.132 dark_elf2.171 dark_elf2.172 mina anim darkblade darkblade.111 darkblade.112 darkblade.113 darkblade.114 darkblade.115 darkblade.116 darkblade.117 darkblade.116 darkblade.115 darkblade.114 darkblade.113 darkblade.112 darkblade.111 mina anim darkness blocked.111 blocked.111 blocked.111 mina anim dave facings 2 dave.111 dave.112 dave.113 dave.151 dave.152 dave.153 mina anim deathshead deathshead.111 deathshead.112 deathshead.113 deathshead.114 mina anim deathtree deathtree.111 deathtree.112 deathtree.113 deathtree.114 deathtree.115 mina anim deep_sea deep_sea.111 deep_sea.112 deep_sea.113 deep_sea.114 deep_sea.113 deep_sea.112 mina anim deep_swamp deep_swamp.111 deep_swamp.112 mina anim demilich demilich.111 demilich.112 demilich.111 demilich.113 demilich.111 mina anim demon_lord demon_lord.x11 demon_lord.x12 mina anim demonbane demonbane.111 demonbane.112 demonbane.113 demonbane.114 demonbane.115 demonbane.116 demonbane.117 demonbane.118 demonbane.119 mina anim destruction destruction.111 destruction.112 destruction.113 destruction.114 mina anim detect_magic det_magic.111 det_magic.112 det_magic.113 mina anim detect_monster det_magic.111 det_magic.112 det_magic.113 mina anim detector pedestal.112 pedestal.111 mina anim devil devil.111 devil.112 mina anim devil_gen devil_gen.111 devil_gen.112 devil_gen.113 devil_gen.114 devil_gen.115 devil_gen.116 devil_gen.117 devil_gen.118 mina anim dice dice.111 dice.112 dice.113 mina anim dim_torch torch_lit1.111 torch_lit2.111 mina anim dire_wolf dwolf.171 dwolf.171 dwolf.172 dwolf.131 dwolf.131 dwolf.132 facings 2 mina anim dire_wolf_sire dwolf.171 dwolf.171 dwolf.172 dwolf.131 dwolf.131 dwolf.132 facings 2 mina anim director_1 director.111 director.112 director.113 mina anim director_2 director.121 director.122 director.123 director.124 director.125 mina anim director_3 director.131 director.132 director.133 mina anim director_4 director.141 director.142 director.143 director.144 director.145 mina anim director_5 director.151 director.152 director.153 mina anim director_6 director.161 director.162 director.163 director.164 director.165 mina anim director_7 director.171 director.172 director.173 mina anim director_8 director.181 director.182 director.183 director.184 director.185 mina anim director_turn director.111 director.112 director.113 director.121 director.123 director.125 director.131 director.132 director.133 director.141 director.143 director.145 director.151 director.152 director.153 director.161 director.163 director.165 director.171 director.172 director.173 director.181 director.183 director.185 mina anim disgusting_puddle icor.111 icor.112 icor.113 icor.114 icor.111 icor.112 icor.113 icor.114 icor.111 icor.112 icor.113 icor.114 icor.111 icor.112 icor.113 icor.114 icor.111 icor.112 icor.113 icor.114 icor.111 icor.112 icor.113 icor.114 icor.111 icor.112 icor.113 icor.114 icor.111 icor.112 icor.113 icor.114 icor.115 icor.116 icor.117 icor.118 icor.119 icor.11A icor.11B icor.11C mina anim divine_shock ball_lightning.111 ball_lightning.222 ball_lightning.333 ball_lightning.444 mina anim djinn facings 2 djinn.x31 djinn.x32 djinn.x71 djinn.x72 mina anim djinn_magenta facings 2 djinn_magenta.x11 djinn_magenta.x12 djinn_magenta.x21 djinn_magenta.x22 mina anim djinn_magenta_big facings 2 djinn_magenta_big.x11 djinn_magenta_big.x12 djinn_magenta_big.x21 djinn_magenta_big.x22 mina anim dog facings 2 dog.131 dog.132 dog.133 dog.132 dog.171 dog.172 dog.173 dog.172 mina anim dragonman facings 2 dragonman.x31 dragonman.x32 dragonman.x33 dragonman.x32 dragonman.x71 dragonman.x72 dragonman.x73 dragonman.x72 mina anim drake facings 2 drake.111 drake.112 drake.113 drake.112 drake.211 drake.212 drake.213 drake.212 mina anim dread dread.x11 dread.x12 dread.x13 dread.x14 dread.x15 dread.x16 mina anim dust_effect dust_effect.111 dust_effect.112 dust_effect.113 mina anim dwarf dwarf.111 dwarf.112 mina anim dwarf_player facings 4 dwarf_p.111 dwarf_p.112 dwarf_p.131 dwarf_p.132 dwarf_p.151 dwarf_p.152 dwarf_p.171 dwarf_p.172 mina anim dwarf_player_class_barbarian facings 4 dwarf_player_class_barbarian.111 dwarf_player_class_barbarian.112 dwarf_player_class_barbarian.131 dwarf_player_class_barbarian.132 dwarf_player_class_barbarian.151 dwarf_player_class_barbarian.152 dwarf_player_class_barbarian.171 dwarf_player_class_barbarian.172 mina anim dwarf_priest dwarf_pr.111 dwarf_pr.112 dwarf_pr.113 mina anim dwarf_wiz dwarf_wiz.111 dwarf_wiz.112 dwarf_wiz.113 mina anim earth_elemental elem_earth.111 elem_earth.112 mina anim earth_witch witch_earth.111 witch_earth.112 mina anim earthwall earthwall.111 earthwall.112 earthwall.113 blank.111 mina anim elec_dragon facings 2 elec_drag.171 elec_drag.172 elec_drag.131 elec_drag.132 mina anim elem_dust elem_dust.111 elem_dust.112 mina anim elem_fire_black elem_fire_black.111 elem_fire_black.112 mina anim elf facings 4 elf.111 elf.131 elf.151 elf.171 mina anim elf_1 elf_1.111 elf_1.112 elf_1.113 elf_1.112 mina anim elf_guard elf_guard.111 elf_guard.112 elf_guard.113 mina anim elf_lass elf_lass.111 elf_lass.112 mina anim elf_man elf_lad.111 elf_lad.112 mina anim elf_player facings 4 elf.111 elf.112 elf.131 elf.132 elf.151 elf.152 elf.171 elf.172 mina anim elf_player_class_ranger facings 4 elf_player_class_ranger.111 elf_player_class_ranger.112 elf_player_class_ranger.131 elf_player_class_ranger.132 elf_player_class_ranger.151 elf_player_class_ranger.152 elf_player_class_ranger.171 elf_player_class_ranger.172 mina anim emerald emerald.111 emerald.112 mina anim enchantment enchantment.111 enchantment.112 enchantment.113 enchantment.114 enchantment.115 mina anim ent ent.x11 ent.x11 ent.x11 ent.x12 ent.x12 ent.x13 ent.x13 ent.x12 mina anim evil_ice evil_ice.111 evil_ice.112 evil_ice.113 evil_ice.114 mina anim evil_master1 evil_master.111 evil_master.112 mina anim evil_master2 evil_master2.111 evil_master2.112 mina anim evil_master3 evil_master3.111 evil_master3.112 mina anim evil_master4 facings 2 evil_master4.111 evil_master4.112 mina anim evoker_class evoker.111 evoker.112 evoker.131 evoker.132 evoker.151 evoker.152 evoker.171 evoker.172 facings 4 mina anim exit exit.111 exit.113 exit.115 exit.117 mina anim explosion explosion.111 explosion.112 explosion.113 mina anim explosion2 explosion2.111 explosion2.112 explosion2.113 mina anim faerie_dragon facings 2 fae_drag.171 fae_drag.172 fae_drag.131 fae_drag.132 mina anim farmer farmer.111 farmer.112 mina anim fear fear.111 fear.112 fear.113 mina anim fenx_player facings 4 fenx.111 fenx.112 fenx.131 fenx.132 fenx.151 fenx.152 fenx.171 fenx.172 mina anim fenx_player_bow facings 4 fenx_bow.111 fenx_bow.112 fenx_bow.113 fenx_bow.131 fenx_bow.132 fenx_bow.133 fenx_bow.151 fenx_bow.152 fenx_bow.153 fenx_bow.171 fenx_bow.172 fenx_bow.173 mina anim fenx_player_class_warrior facings 4 fenx_class_warrior.111 fenx_class_warrior.112 fenx_class_warrior.131 fenx_class_warrior.132 fenx_class_warrior.151 fenx_class_warrior.152 fenx_class_warrior.171 fenx_class_warrior.172 mina anim fenx_player_double_sword facings 4 fenx_double_sword.111 fenx_double_sword.112 fenx_double_sword.111 fenx_double_sword.131 fenx_double_sword.132 fenx_double_sword.131 fenx_double_sword.151 fenx_double_sword.152 fenx_double_sword.151 fenx_double_sword.171 fenx_double_sword.172 fenx_double_sword.171 mina anim fenx_player_karate facings 4 fenx_karate.110 fenx_karate.111 fenx_karate.110 fenx_karate.130 fenx_karate.131 fenx_karate.130 fenx_karate.150 fenx_karate.151 fenx_karate.150 fenx_karate.170 fenx_karate.171 fenx_karate.170 mina anim fenx_player_praying facings 4 fenx_praying.110 fenx_praying.111 fenx_praying.110 fenx_praying.130 fenx_praying.131 fenx_praying.130 fenx_praying.150 fenx_praying.151 fenx_praying.150 fenx_praying.170 fenx_praying.171 fenx_praying.170 mina anim fenx_player_punching facings 4 fenx_punching.110 fenx_punching.111 fenx_punching.112 fenx_punching.130 fenx_punching.131 fenx_punching.132 fenx_punching.150 fenx_punching.151 fenx_punching.152 fenx_punching.170 fenx_punching.171 fenx_punching.172 mina anim fenx_player_read_scroll facings 4 fenx_read_scroll.111 fenx_read_scroll.112 fenx_read_scroll.113 fenx_read_scroll.131 fenx_read_scroll.132 fenx_read_scroll.133 fenx_read_scroll.151 fenx_read_scroll.152 fenx_read_scroll.153 fenx_read_scroll.171 fenx_read_scroll.172 fenx_read_scroll.173 mina anim fenx_player_singing facings 4 fenx_singing.110 fenx_singing.111 fenx_singing.112 fenx_singing.130 fenx_singing.131 fenx_singing.132 fenx_singing.150 fenx_singing.151 fenx_singing.152 fenx_singing.170 fenx_singing.171 fenx_singing.172 mina anim fenx_player_spellcasting facings 4 fenx_spellcasting.111 fenx_spellcasting.112 fenx_spellcasting.111 fenx_spellcasting.131 fenx_spellcasting.132 fenx_spellcasting.131 fenx_spellcasting.151 fenx_spellcasting.152 fenx_spellcasting.151 fenx_spellcasting.171 fenx_spellcasting.172 fenx_spellcasting.171 mina anim fenx_player_sword facings 4 fenx_sword.111 fenx_sword.112 fenx_sword.111 fenx_sword.131 fenx_sword.132 fenx_sword.131 fenx_sword.151 fenx_sword.152 fenx_sword.151 fenx_sword.171 fenx_sword.172 fenx_sword.171 mina anim fiend fiend.111 fiend.112 mina anim fighter fighter.111 fighter.112 fighter.113 fighter.112 mina anim fire_dragon facings 2 fire_drag.171 fire_drag.172 fire_drag.131 fire_drag.132 mina anim fire_elemental elem_fire.111 elem_fire.112 mina anim fire_permanent burnout.111 burnout.112 burnout.113 burnout.114 burnout.115 burnout.116 burnout.117 burnout.118 burnout.119 mina anim fire_witch witch_fire.111 witch_fire.112 mina anim fireball fireball.111 fireball.112 fireball.113 mina anim firebolt firebolt.111 firebolt.111 firebolt.121 firebolt.131 firebolt.141 firebolt.151 firebolt.161 firebolt.171 firebolt.181 mina anim fireborn fireborn.111 fireborn.222 fireborn.333 fireborn.444 mina anim fireborn_player fireborn.111 fireborn.222 fireborn.333 fireborn.444 mina anim firebrand firebrand.111 firebrand.112 firebrand.113 mina anim firebreath fireball.111 fireball.112 fireball.113 mina anim firebullet firebullet.111 firebullet.111 firebullet.121 firebullet.131 firebullet.141 firebullet.151 firebullet.161 firebullet.171 firebullet.181 mina anim fireplace fireplace.111 fireplace.112 fireplace.113 mina anim firepot firepot.111 firepot.112 firepot.113 firepot.114 mina anim firestar firestar.111 firestar.112 firestar.111 firestar.112 firestar.111 firestar.112 firestar.113 mina anim flaming_tower flamingtower.x11 flamingtower.x12 flamingtower.x13 flamingtower.x11 flamingtower.x14 flamingtower.x13 flamingtower.x12 flamingtower.x14 flamingtower.x11 flamingtower.x13 flamingtower.x14 flamingtower.x12 mina anim fly_ant facings 2 fly_ant.131 fly_ant.132 fly_ant.171 fly_ant.172 mina anim fog fog.111 fog.112 fog.111 fog.111 fog.112 fog.111 fog.111 fog.112 fog.111 mina anim fog_wall fog.111 fog.112 fog.111 mina anim fogexit fog.111 empty.111 fog.111 fog.112 fog.111 fog.112 fog.111 empty.111 empty.111 mina anim forge forge.111 forge.112 forge.113 mina anim forked_lightning lightning.111 lightning.111 lightning.121 lightning.131 lightning.141 lightning.151 lightning.161 lightning.171 lightning.181 mina anim fountain fountain.111 fountain.112 fountain.113 mina anim frost_hammer frost_hammer.111 frost_hammer.112 frost_hammer.113 frost_hammer.114 mina anim frostbolt frostbolt.111 frostbolt.111 frostbolt.121 frostbolt.131 frostbolt.141 frostbolt.151 frostbolt.161 frostbolt.171 frostbolt.181 mina anim fungus fungus.111 fungus.112 fungus.113 fungus.114 fungus.115 mina anim g_worm facings 2 g_worm.x31 g_worm.x32 g_worm.x71 g_worm.x72 mina anim gaelotroll facings 2 gaelotroll.x31 gaelotroll.x32 gaelotroll.x33 gaelotroll.x32 gaelotroll.x31 gaelotroll.x32 gaelotroll.x33 gaelotroll.x32 gaelotroll.x71 gaelotroll.x72 gaelotroll.x73 gaelotroll.x72 gaelotroll.x71 gaelotroll.x72 gaelotroll.x73 gaelotroll.x72 mina anim gardengnome gardengnome.111 gardengnome.112 mina anim gargoyle gargoyle.111 gargoyle.112 gargoyle.111 gargoyle.112 gargoyle.111 mina anim gateTrg1 gate_1.111 gate_1.112 gate_1.113 gate_1.114 gate_1.115 gate_1.116 gate_1.117 mina anim gateTrg2 gate_2.111 gate_2.112 gate_2.113 gate_2.113 gate_2.114 gate_2.114 gate_2.115 gate_2.115 mina anim gate_closed_1 gate_1.111 gate_1.112 gate_1.113 gate_1.114 gate_1.115 gate_1.116 gate_1.117 mina anim gate_closed_2 gate_2.111 gate_2.112 gate_2.113 gate_2.113 gate_2.114 gate_2.114 gate_2.115 gate_2.115 mina anim gate_open_1 gate_1.111 gate_1.112 gate_1.113 gate_1.114 gate_1.115 gate_1.116 gate_1.117 mina anim gate_open_2 gate_2.111 gate_2.112 gate_2.113 gate_2.113 gate_2.114 gate_2.114 gate_2.115 gate_2.115 mina anim gem gem.111 gem.112 mina anim generic_rune generic_rune.111 generic_rune.111 mina anim ggate_closed gard_gate.114 gard_gate.113 gard_gate.112 gard_gate.111 mina anim ggate_open gard_gate.114 gard_gate.113 gard_gate.112 gard_gate.111 mina anim ghast ghast.111 ghast.112 ghast.113 mina anim ghost facings 4 ghost.111 ghost.112 ghost.131 ghost.132 ghost.151 ghost.152 ghost.171 ghost.172 mina anim giant giant.x11 giant.x12 mina anim giant_bat giant_bat.111 giant_bat.112 giant_bat.113 mina anim giant_chief giant_chief.x11 giant_chief.x12 mina anim giant_leader giant_leader.x11 giant_leader.x12 mina anim giantrat facings 2 giantrat.x31 giantrat.x32 giantrat.x33 giantrat.x32 giantrat.x31 giantrat.x71 giantrat.x72 giantrat.x73 giantrat.x72 giantrat.x71 mina anim girdle_con girdle_con.111 girdle_con.112 mina anim girdle_dam girdle_dam.111 girdle_dam.112 mina anim girdle_str girdle_str.111 girdle_str.112 girdle_str.113 girdle_str.114 mina anim girdle_strcon gir_strcon.111 gir_strcon.112 mina anim glovesofsun glovesofsun.111 glovesofsun.112 glovesofsun.113 mina anim glue glue.111 glue.112 mina anim gnoll gnoll.111 gnoll.112 mina anim gnoll_chief_arc gnoll_chief.111 gnoll_chief.111 mina anim gnoll_leader_arc gnoll_leader.111 gnoll_leader.111 mina anim gnome gnome.111 gnome.112 mina anim gnome2 gnome2.111 gnome2.112 mina anim gnome_player facings 4 gnome_p.111 gnome_p.112 gnome_p.131 gnome_p.132 gnome_p.151 gnome_p.152 gnome_p.171 gnome_p.172 mina anim goblin facings 4 goblin.111 goblin.112 goblin.131 goblin.132 goblin.151 goblin.152 goblin.171 goblin.172 mina anim goblin_chief_arc goblin_chief.111 goblin_chief.111 mina anim goblin_leader_arc facings 4 goblin_leader.111 goblin_leader.112 goblin_leader.131 goblin_leader.132 goblin_leader.151 goblin_leader.152 goblin_leader.171 goblin_leader.172 mina anim god_finger god_finger.111 god_finger.112 mina anim god_power god_power.111 god_power.112 god_power.113 god_power.114 god_power.113 god_power.114 mina anim goldflagstone goldflagstone.111 flagstone.111 mina anim goldfloor goldfloor.111 woodfloor.111 mina anim goldfloor2 goldfloor2.111 woodfloor2.111 mina anim goldgrass goldgrass.111 grass.111 mina anim golem golem.111 golem.112 mina anim golem_necro gol.x11 gol.x12 mina anim golem_red golem_red.111 golem_red.112 mina anim goose facings 2 goose.171 goose.172 goose.131 goose.132 mina anim gr_hellhound facings 2 greater_hellhound.131 greater_hellhound.132 greater_hellhound.133 greater_hellhound.132 greater_hellhound.171 greater_hellhound.172 greater_hellhound.173 greater_hellhound.172 mina anim gram gram.111 gram.112 gram.113 gram.114 mina anim grate_closed_1 grate_1.111 grate_1.112 grate_1.113 grate_1.114 grate_1.115 grate_1.116 grate_1.117 grate_1.118 mina anim grate_closed_2 grate_2.111 grate_2.112 grate_2.113 grate_2.114 grate_2.115 grate_2.116 grate_2.117 grate_2.118 mina anim grate_open_1 grate_1.111 grate_1.112 grate_1.113 grate_1.114 grate_1.115 grate_1.116 grate_1.117 grate_1.118 mina anim grate_open_2 grate_2.111 grate_2.112 grate_2.113 grate_2.114 grate_2.115 grate_2.116 grate_2.117 grate_2.118 mina anim greater_dwarven_guard greater_dwarven_guard.111 greater_dwarven_guard.112 mina anim green_dragon1 facings 2 pl_dragon_g.151 pl_dragon_g.152 pl_dragon_g.171 pl_dragon_g.172 mina anim green_dragon2 facings 2 green_dragon2.151 green_dragon2.152 green_dragon2.171 green_dragon2.172 mina anim green_slime greenslime.111 greenslime.112 mina anim grey_dragon facings 2 grey_drag.171 grey_drag.172 grey_drag.131 grey_drag.132 mina anim grimreaper grimreaper.111 grimreaper.112 grimreaper.113 grimreaper.114 mina anim gryphon facings 2 gryphon.x31 gryphon.x32 gryphon.x33 gryphon.x34 gryphon.x33 gryphon.x32 gryphon.x71 gryphon.x72 gryphon.x73 gryphon.x74 gryphon.x73 gryphon.x72 mina anim gu_horn gu_horn.111 gu_horn.112 gu_horn.113 gu_horn.114 gu_horn.115 mina anim h_kobold h_kobold.111 h_kobold.112 mina anim halfling halfling.151 halfling.152 mina anim halfling2 halfling2.151 halfling2.152 mina anim halfling3 halfling3.151 halfling3.152 mina anim halfling_p facings 4 halfling.151 halfling.131 halfling.111 halfling.171 mina anim halfling_player facings 4 halfling.111 halfling.112 halfling.131 halfling.132 halfling.151 halfling.152 halfling.171 halfling.172 mina anim hammer_2 hammer_2.101 hammer_2.111 hammer_2.121 hammer_2.131 hammer_2.141 hammer_2.151 hammer_2.161 hammer_2.171 hammer_2.181 mina anim hangingfirepot hangingfirepot.111 hangingfirepot.112 hangingfirepot.113 hangingfirepot.114 mina anim healing healing.111 healing.112 healing.113 healing.114 healing.115 mina anim hedge hedge.111 hedge.112 hedge.113 blank.111 mina anim hellhound facings 2 hellhound.131 hellhound.132 hellhound.133 hellhound.132 hellhound.171 hellhound.172 hellhound.173 hellhound.172 mina anim helmetxray helmetxray.111 helmetxray.112 mina anim highangel highangel.111 highangel.112 highangel.113 highangel.114 highangel.115 highangel.116 highangel.117 highangel.118 mina anim holy_avenger holyave.111 holyave.112 holyave.113 holyave.114 holyave.115 holyave.116 holyave.117 holyave.118 holyave.119 holyave.11A holyave.11B holyave.11C mina anim holy_effect holy_effect.111 holy_effect.112 holy_effect.113 mina anim holy_priest holy_priest.111 holy_priest.211 mina anim holy_servant golem.111 golem.112 mina anim holy_word holy_word.111 holy_word.112 holy_word.113 mina anim holy_wrath holy_wrath.111 holy_wrath.112 holy_wrath.113 mina anim horn2 horn2.111 horn2.112 mina anim horn2_aggravation horn2_aggravation.111 horn2_aggravation.112 mina anim horn2_eorlingas horn2_eorlingas.111 horn2_eorlingas.112 mina anim horn2_fire horn2_fire.111 horn2_fire.112 mina anim horn2_fools horn2_fools.111 horn2_fools.112 mina anim horn2_frost horn2_frost.111 horn2_frost.112 mina anim horn2_plenty horn2_plenty.111 horn2_plenty.112 mina anim horn2_sirens horn2_sirens.111 horn2_sirens.112 mina anim horse facings 1 horse.171 horse.131 mina anim human facings 4 human.111 human.131 human.151 human.171 mina anim human_player facings 4 human.111 human.112 human.131 human.132 human.151 human.152 human.171 human.172 mina anim icestorm icestorm.111 icestorm.112 icestorm.113 mina anim icor icor.111 icor.112 icor.113 icor.114 icor.111 icor.112 icor.113 icor.114 icor.111 icor.112 icor.113 icor.114 icor.111 icor.112 icor.113 icor.114 icor.111 icor.112 icor.113 icor.114 icor.111 icor.112 icor.113 icor.114 icor.111 icor.112 icor.113 icor.114 icor.111 icor.112 icor.113 icor.114 icor.115 icor.116 icor.117 icor.118 icor.119 icor.11A icor.11B icor.11C mina anim idaten idaten.111 idaten.112 mina anim igateTrg1 iron_gate1.111 iron_gate1.112 iron_gate1.113 iron_gate1.114 iron_gate1.115 iron_gate1.116 iron_gate1.117 iron_gate1.118 mina anim igateTrg2 iron_gate2.111 iron_gate2.112 iron_gate2.113 iron_gate2.114 iron_gate2.115 iron_gate2.116 mina anim igate_closed_1 iron_gate1.111 iron_gate1.112 iron_gate1.113 iron_gate1.114 iron_gate1.115 iron_gate1.116 iron_gate1.117 iron_gate1.118 mina anim igate_closed_2 iron_gate2.111 iron_gate2.112 iron_gate2.113 iron_gate2.114 iron_gate2.115 iron_gate2.116 mina anim igate_open_1 iron_gate1.111 iron_gate1.112 iron_gate1.113 iron_gate1.114 iron_gate1.115 iron_gate1.116 iron_gate1.117 iron_gate1.118 mina anim igate_open_2 iron_gate2.111 iron_gate2.112 iron_gate2.113 iron_gate2.114 iron_gate2.115 iron_gate2.116 mina anim imp facings 2 imp.171 imp.131 mina anim insect_plague ant.111 ant.112 ant.111 ant.112 mina anim jessyb jessyb.x11 jessyb.x12 jessyb.x13 jessyb.x12 mina anim keep keep.x11 keep.x12 mina anim killer_bee killerbee.111 killerbee.112 mina anim knight knight.111 knight.112 knight.113 knight.114 knight.115 mina anim kobold kobold.111 kobold.112 mina anim lamestar firestar.111 firestar.112 firestar.111 firestar.112 firestar.111 firestar.112 firestar.113 mina anim lamia facings 2 lamia.x31 lamia.x32 lamia.x71 lamia.x72 mina anim lamppost lampost.111 lampost.112 mina anim lava lava.111 lava.112 lava.113 lava.114 lava.115 mina anim lava_s lava_s.113 lava_s.112 lava_s.111 mina anim lava_sea lava_sea.111 lava_sea.112 lava_sea.113 lava_sea.114 mina anim lava_sea1 lava_sea.111 lava_sea.112 lava_sea.113 lava_sea.114 mina anim lbullet lbullet.111 lbullet.111 lbullet.121 lbullet.131 lbullet.141 lbullet.151 lbullet.161 lbullet.171 lbullet.181 mina anim lbulletwall lbull_wall.111 lbull_wall.121 lbull_wall.131 lbull_wall.141 lbull_wall.151 lbull_wall.161 lbull_wall.171 lbull_wall.181 mina anim leech facings 2 leech.131 leech.132 leech.133 leech.132 leech.171 leech.172 leech.173 leech.172 mina anim lesser_dwarven_guard lesser_dwarven_guard.111 lesser_dwarven_guard.112 mina anim levitate_effect levitate_effect.111 levitate_effect.112 levitate_effect.113 mina anim lg_speedball speedball.111 speedball.112 mina anim lich facings 2 lich.111 lich.112 lich.113 lich.151 lich.152 lich.153 mina anim light sunspear.111 sunspear.112 sunspear.113 sunspear.111 sunspear.112 sunspear.113 sunspear.111 sunspear.112 sunspear.113 sunspear.111 sunspear.112 sunspear.113 mina anim lightning lightning.111 lightning.111 lightning.121 lightning.131 lightning.141 lightning.151 lightning.161 lightning.171 lightning.181 mina anim lightningwall_t light_wall.111 light_wall.121 light_wall.131 light_wall.141 light_wall.151 light_wall.161 light_wall.171 light_wall.181 mina anim liteangel liteangel.111 liteangel.112 liteangel.113 liteangel.114 mina anim living_chaos liv_chaos.111 liv_chaos.444 liv_chaos.222 liv_chaos.333 mina anim lokanth facings 2 lokanth.131 lokanth.132 lokanth.171 lokanth.172 mina anim loose_magic loose_magic.111 loose_magic.112 loose_magic.113 loose_magic.114 mina anim lord_e lord_e.111 lord_e.112 mina anim luggage luggage.111 luggage.112 luggage.113 luggage.114 luggage.115 luggage.116 luggage.117 luggage.118 mina anim mabu mabu.x11 mabu.x12 mabu.x13 mabu.x12 mina anim madman madman.111 madman.112 mina anim mage facings 4 mage.111 mage.131 mage.151 mage.171 mina anim magi_staff magi_staff.111 magi_staff.112 magi_staff.113 magi_staff.112 mina anim magic_bow magic_bow.111 magic_bow.112 magic_bow.113 magic_bow.114 mina anim magic_missile magic_miss.131 magic_miss.131 magic_miss.151 magic_miss.141 magic_miss.161 magic_miss.111 magic_miss.171 magic_miss.121 magic_miss.181 mina anim magic_portal magic_portal.11K magic_portal.11J magic_portal.11I magic_portal.11H magic_portal.11G magic_portal.11F magic_portal.11E magic_portal.11B magic_portal.11A magic_portal.119 magic_portal.118 magic_portal.117 magic_portal.116 magic_portal.115 magic_portal.113 magic_portal.114 magic_portal.111 magic_portal.112 magic_portal.111 magic_portal.112 magic_portal.111 magic_portal.112 magic_portal.111 magic_portal.112 magic_portal.111 magic_portal.112 magic_portal.111 magic_portal.112 magic_portal.111 magic_portal.112 magic_portal.113 magic_portal.114 magic_portal.113 magic_portal.114 magic_portal.113 magic_portal.114 magic_portal.113 magic_portal.114 magic_portal.115 magic_portal.116 magic_portal.115 magic_portal.116 magic_portal.117 magic_portal.118 magic_portal.119 magic_portal.11A magic_portal.11B magic_portal.11C magic_portal.11D magic_portal.11C magic_portal.11D magic_portal.11E magic_portal.11F magic_portal.11G magic_portal.11H magic_portal.11I magic_portal.11J magic_portal.11K magic_portal.11L magic_portal.11M mina anim magma magma.111 magma.111 magma.111 magma.111 magma.111 magma.112 magma.112 magma.112 magma.112 magma.113 magma.113 magma.113 magma.113 magma.113 magma.114 magma.114 magma.114 magma.114 magma.114 magma.114 mina anim major_chaos explosion.111 burnout.11O fireball.111 ball_lightning.111 icestorm.111 confusion.111 acid_pool.111 poisoncloud.111 slow.111 paralyse.111 fear.111 mina anim man facings 4 man.151 man.131 man.151 man.171 mina anim man2 facings 4 man2.151 man2.131 man2.151 man2.171 mina anim manaball manaball.111 manaball.112 manaball.113 manaball.114 mina anim manablast manablast.111 manablast.112 manablast.113 manablast.114 mina anim manabolt facings 8 manabolt.111 manabolt.121 manabolt.131 manabolt.141 manabolt.151 manabolt.161 manabolt.171 manabolt.181 mina anim manabullet manabullet.111 manabullet.111 manabullet.121 manabullet.131 manabullet.141 manabullet.151 manabullet.161 manabullet.171 manabullet.181 mina anim manhole manhole.111 manhole.112 manhole.113 manhole.114 mina anim masamune masamune.113 masamune.112 masamune.111 masamune.114 masamune.114 mina anim mastif facings 2 mastif.131 mastif.132 mastif.133 mastif.132 mastif.171 mastif.172 mastif.173 mastif.172 mina anim mdemon facings 1 mdemon.x11 mdemon.x12 mina anim mdoor_closed_1 wdoor.111 wdoor.112 wdoor.113 wdoor.114 mina anim mdoor_closed_2 sdoor.111 sdoor.112 sdoor.113 sdoor.114 mina anim mdoor_open_1 wdoor.111 wdoor.112 wdoor.113 wdoor.114 mina anim mdoor_open_2 sdoor.111 sdoor.112 sdoor.113 sdoor.114 mina anim merchant facings 4 merchant.111 merchant.171 merchant.111 merchant.131 mina anim mercury fix_mercury.111 fix_mercury.112 mina anim mesangel mesangel.111 mesangel.112 mesangel.113 mesangel.114 mina anim meteor burnout.111 burnout.112 burnout.113 burnout.114 burnout.115 burnout.116 burnout.117 burnout.118 burnout.119 mina anim mine_secret_1_1 minedoor_4.x19 minedoor_4.x18 minedoor_4.x17 minedoor_4.x16 minedoor_4.x15 minedoor_4.x14 minedoor_4.x13 minedoor_4.x12 minedoor_4.x11 mina anim mine_secret_1_2 minedoor_4.x19 minedoor_4.x18 minedoor_4.x17 minedoor_4.x16 minedoor_4.x15 minedoor_4.x14 minedoor_4.x13 minedoor_4.x12 minedoor_4.x11 mina anim mine_secret_2_1 minedoor_8.x19 minedoor_8.x18 minedoor_8.x17 minedoor_8.x16 minedoor_8.x15 minedoor_8.x14 minedoor_8.x13 minedoor_8.x12 minedoor_8.x11 mina anim mine_secret_2_2 minedoor_8.x19 minedoor_8.x18 minedoor_8.x17 minedoor_8.x16 minedoor_8.x15 minedoor_8.x14 minedoor_8.x13 minedoor_8.x12 minedoor_8.x11 mina anim mithril mithril.111 mithril.112 mithril.113 mithril.114 mina anim mithril_ar_ele mithril_ar_ele.111 mithril_ar_ele.111 mithril_ar_ele.112 mithril_ar_ele.112 mithril_ar_ele.113 mithril_ar_ele.113 mina anim mithril_chainmail mithril_ar.111 mithril_ar.112 mithril_ar.113 mina anim monk_class facings 4 monk.111 monk.112 monk.131 monk.132 monk.151 monk.152 monk.171 monk.172 mina anim mountain_dwarf_class facings 4 mountain_dwarf.111 mountain_dwarf.112 mountain_dwarf.131 mountain_dwarf.132 mountain_dwarf.151 mountain_dwarf.152 mountain_dwarf.171 mountain_dwarf.172 mina anim mouse mouse.111 mouse.112 mina anim mover_1 director.111 director.112 director.113 mina anim mover_2 director.121 director.122 director.123 director.124 director.125 mina anim mover_3 director.131 director.132 director.133 mina anim mover_4 director.141 director.142 director.143 director.144 director.145 mina anim mover_5 director.151 director.152 director.153 mina anim mover_6 director.161 director.162 director.163 director.164 director.165 mina anim mover_7 director.171 director.172 director.173 mina anim mover_8 director.181 director.182 director.183 director.184 director.185 mina anim mover_turn director.111 director.112 director.113 director.121 director.123 director.125 director.131 director.132 director.133 director.141 director.143 director.145 director.151 director.152 director.153 director.161 director.163 director.165 director.171 director.172 director.173 director.181 director.183 director.185 mina anim mudman mudman.111 mudman.112 mina anim mushman1 facings 4 mushman1.111 mushman1.112 mushman1.131 mushman1.132 mushman1.151 mushman1.152 mushman1.171 mushman1.172 mina anim mvsdoor_closed mvsdoor.111 mvsdoor.112 mvsdoor.113 mvsdoor.114 mina anim mvsdoor_open mvsdoor.111 mvsdoor.112 mvsdoor.113 mvsdoor.114 mina anim mvwdoor_closed mvwdoor.111 mvwdoor.112 mvwdoor.113 mvwdoor.114 mina anim mvwdoor_open mvwdoor.111 mvwdoor.112 mvwdoor.113 mvwdoor.114 mina anim mystic_fist mystic_fist.111 mystic_fist.112 mystic_fist.113 mina anim nazgul nazgul.111 nazgul.112 mina anim necromancer necro.111 necro.112 mina anim negaball negaball.111 negaball.222 negaball.333 negaball.444 mina anim negabolt negabolt.111 negabolt.111 negabolt.121 negabolt.131 negabolt.141 negabolt.151 negabolt.161 negabolt.171 negabolt.181 mina anim neko facings 2 neko.111 neko.112 neko.113 neko.114 neko.115 neko.116 neko.117 neko.118 mina anim nightmare nightmare.111 nightmare.112 mina anim ninja facings 4 ninja.111 ninja.131 ninja.151 ninja.171 mina anim ninja2 ninja_2.111 ninja_2.112 ninja_2.113 ninja_2.112 mina anim ninja_class facings 4 ninja.111 ninja.112 ninja.131 ninja.132 ninja.151 ninja.152 ninja.171 ninja.172 mina anim northman northman.111 northman.111 northman.112 northman.112 mina anim northman_player facings 4 viking.111 viking.112 viking.131 viking.132 viking.151 viking.152 viking.171 viking.172 mina anim nun facings 4 nun.151 nun.131 nun.151 nun.171 mina anim odoorm2_closed_1 odoorm2.114 odoorm2.113 odoorm2.112 odoorm2.111 mina anim odoorm2_open_1 odoorm2.114 odoorm2.113 odoorm2.112 odoorm2.111 mina anim odoorm2bg_closed_1 odoorm2bg.114 odoorm2bg.113 odoorm2bg.112 odoorm2bg.111 mina anim odoorm2bg_open_1 odoorm2bg.114 odoorm2bg.113 odoorm2bg.112 odoorm2bg.111 mina anim odoorm2rw_closed_1 odoorm2rw.114 odoorm2rw.113 odoorm2rw.112 odoorm2rw.111 mina anim odoorm2rw_open_1 odoorm2rw.114 odoorm2rw.113 odoorm2rw.112 odoorm2rw.111 mina anim odoorn2_closed_1 odoorn2.114 odoorn2.113 odoorn2.112 odoorn2.111 mina anim odoorn2_open_1 odoorn2.114 odoorn2.113 odoorn2.112 odoorn2.111 mina anim ogre ogre.111 ogre.112 mina anim ogre_chief_arc ogre_chief.111 ogre_chief.111 mina anim ogre_leader_arc ogre_leader.111 ogre_leader.111 mina anim ogre_r ogre_r.111 ogre_r.112 mina anim oil_sea oil_sea.111 oil_sea.112 oil_sea.113 oil_sea.114 oil_sea.113 oil_sea.112 mina anim oil_sea_ultra_viscous oil_sea.111 oil_sea.112 oil_sea.113 oil_sea.114 oil_sea.113 oil_sea.112 mina anim ologhi ologhi.111 ologhi.112 mina anim orc orc.111 orc.112 mina anim orc_chief_arc orc_chief.111 orc_chief.112 mina anim orc_leader_arc orc_leader.111 orc_leader.112 mina anim paladin_class facings 4 paladin.111 paladin.112 paladin.131 paladin.132 paladin.151 paladin.152 paladin.171 paladin.172 mina anim panther facings 2 panther.131 panther.132 panther.133 panther.171 panther.172 panther.173 mina anim para_air para_air.111 para_air.112 para_air.113 para_air.114 mina anim para_earth para_earth.111 para_earth.112 para_earth.113 para_earth.112 mina anim para_fire para_fire.111 para_fire.112 mina anim para_ice facings 8 para_ice.111 para_ice.112 para_ice.113 para_ice.114 para_ice.115 para_ice.116 para_ice.117 para_ice.118 para_ice.121 para_ice.122 para_ice.123 para_ice.124 para_ice.125 para_ice.126 para_ice.127 para_ice.128 para_ice.131 para_ice.132 para_ice.133 para_ice.134 para_ice.135 para_ice.136 para_ice.137 para_ice.138 para_ice.141 para_ice.142 para_ice.143 para_ice.144 para_ice.145 para_ice.146 para_ice.147 para_ice.148 para_ice.151 para_ice.152 para_ice.153 para_ice.154 para_ice.155 para_ice.156 para_ice.157 para_ice.158 para_ice.161 para_ice.162 para_ice.163 para_ice.164 para_ice.165 para_ice.166 para_ice.167 para_ice.168 para_ice.171 para_ice.172 para_ice.173 para_ice.174 para_ice.175 para_ice.176 para_ice.177 para_ice.178 para_ice.181 para_ice.182 para_ice.183 para_ice.184 para_ice.185 para_ice.186 para_ice.187 para_ice.188 mina anim para_lava para_lava.111 para_lava.112 para_lava.113 para_lava.112 mina anim para_lightning para_light.111 para_light.112 para_light.113 mina anim para_mud para_mud.111 para_mud.112 para_mud.113 para_mud.114 para_mud.115 para_mud.114 para_mud.113 para_mud.112 mina anim para_water para_water.111 para_water.112 para_water.113 mina anim paralyze paralyse.111 paralyse.112 paralyse.113 mina anim pearl pearl.111 pearl.112 mina anim pedestal pedestal.112 pedestal.111 mina anim pedestal_trigger pedestal.112 pedestal.111 mina anim perm_magic_portal magic_portal.111 magic_portal.112 mina anim permanent_acid acid.111 acid.112 acid.113 acid.114 acid.115 mina anim permanent_lava lava.111 lava.112 lava.113 lava.114 lava.115 mina anim pet_necro pet_necro.111 pet_necro.112 mina anim phil_phosphorus phil_phos.111 phil_phos.112 phil_phos.113 mina anim phil_salt phil_salt.111 phil_salt.112 phil_salt.113 mina anim phil_sulphur phil_sulphur.111 phil_sulphur.112 phil_sulphur.113 mina anim pirate pirate.111 pirate.112 mina anim pirate_lass pir_lass.111 pir_lass.112 mina anim pit_closed hole.111 hole.112 hole.113 hole.114 hole.115 hole.116 hole.117 hole.118 hole.119 hole.11A mina anim pit_open hole.111 hole.112 hole.113 hole.114 hole.115 hole.116 hole.117 hole.118 hole.119 hole.11A mina anim pit_white-pink-c-marble_111_closed hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 white-pink-c-marble.111 mina anim pit_white-pink-c-marble_111_open hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 white-pink-c-marble.111 mina anim pit_white-pink-c-marble_112_closed hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 white-pink-c-marble.112 mina anim pit_white-pink-c-marble_112_open hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 white-pink-c-marble.112 mina anim pit_white-pink-c-marble_113_closed hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 white-pink-c-marble.113 mina anim pit_white-pink-c-marble_113_open hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 white-pink-c-marble.113 mina anim pit_white-pink-c-marble_114_closed hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 white-pink-c-marble.114 mina anim pit_white-pink-c-marble_114_open hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 white-pink-c-marble.114 mina anim pit_white-red-c-marble_111_closed hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 white-red-c-marble.111 mina anim pit_white-red-c-marble_111_open hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 hole_white-any-c-marble.111 white-red-c-marble.111 mina anim pit_white-red-c-marble_112_closed hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 white-red-c-marble.112 mina anim pit_white-red-c-marble_112_open hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 hole_white-any-c-marble.112 white-red-c-marble.112 mina anim pit_white-red-c-marble_113_closed hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 white-red-c-marble.113 mina anim pit_white-red-c-marble_113_open hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 hole_white-any-c-marble.113 white-red-c-marble.113 mina anim pit_white-red-c-marble_114_closed hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 white-red-c-marble.114 mina anim pit_white-red-c-marble_114_open hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 hole_white-any-c-marble.114 white-red-c-marble.114 mina anim pixie pixie.111 pixie.112 pixie.111 pixie.112 pixie.111 blank.111 blank.111 mina anim pl_dragon_bl pl_dragon_bl.111 pl_dragon_bl.112 pl_dragon_bl.131 pl_dragon_bl.132 pl_dragon_bl.151 pl_dragon_bl.152 pl_dragon_bl.171 pl_dragon_bl.172 facings 4 mina anim pl_dragon_bl_spellcasting facings 4 pl_dragon_bl_spellcasting.111 pl_dragon_bl_spellcasting.112 pl_dragon_bl_spellcasting.113 pl_dragon_bl_spellcasting.131 pl_dragon_bl_spellcasting.132 pl_dragon_bl_spellcasting.133 pl_dragon_bl_spellcasting.151 pl_dragon_bl_spellcasting.152 pl_dragon_bl_spellcasting.153 pl_dragon_bl_spellcasting.171 pl_dragon_bl_spellcasting.172 pl_dragon_bl_spellcasting.173 mina anim pl_dragon_blue pl_dragon_blue.111 pl_dragon_blue.112 pl_dragon_blue.131 pl_dragon_blue.132 pl_dragon_blue.151 pl_dragon_blue.152 pl_dragon_blue.171 pl_dragon_blue.172 facings 4 mina anim pl_dragon_blue_spellcasting facings 4 pl_dragon_blue_spellcasting.111 pl_dragon_blue_spellcasting.112 pl_dragon_blue_spellcasting.113 pl_dragon_blue_spellcasting.131 pl_dragon_blue_spellcasting.132 pl_dragon_blue_spellcasting.133 pl_dragon_blue_spellcasting.151 pl_dragon_blue_spellcasting.152 pl_dragon_blue_spellcasting.153 pl_dragon_blue_spellcasting.171 pl_dragon_blue_spellcasting.172 pl_dragon_blue_spellcasting.173 mina anim pl_dragon_g pl_dragon_g.111 pl_dragon_g.112 pl_dragon_g.131 pl_dragon_g.132 pl_dragon_g.151 pl_dragon_g.152 pl_dragon_g.171 pl_dragon_g.172 facings 4 mina anim pl_dragon_g_spellcasting pl_dragon_g_spellcasting.111 pl_dragon_g_spellcasting.112 pl_dragon_g_spellcasting.113 pl_dragon_g_spellcasting.131 pl_dragon_g_spellcasting.132 pl_dragon_g_spellcasting.133 pl_dragon_g_spellcasting.151 pl_dragon_g_spellcasting.152 pl_dragon_g_spellcasting.153 pl_dragon_g_spellcasting.171 pl_dragon_g_spellcasting.172 pl_dragon_g_spellcasting.173 facings 4 mina anim pl_dragon_r facings 4 pl_dragon_r.111 pl_dragon_r.112 pl_dragon_r.131 pl_dragon_r.132 pl_dragon_r.151 pl_dragon_r.152 pl_dragon_r.171 pl_dragon_r.172 mina anim pl_dragon_r_spellcasting facings 4 pl_dragon_r_spellcasting.111 pl_dragon_r_spellcasting.112 pl_dragon_r_spellcasting.113 pl_dragon_r_spellcasting.131 pl_dragon_r_spellcasting.132 pl_dragon_r_spellcasting.133 pl_dragon_r_spellcasting.151 pl_dragon_r_spellcasting.152 pl_dragon_r_spellcasting.153 pl_dragon_r_spellcasting.171 pl_dragon_r_spellcasting.172 pl_dragon_r_spellcasting.173 mina anim pl_half_orc facings 4 pl_half_orc.111 pl_half_orc.112 pl_half_orc.131 pl_half_orc.132 pl_half_orc.151 pl_half_orc.152 pl_half_orc.171 pl_half_orc.172 mina anim player_changer teleporter.111 teleporter.112 teleporter.113 mina anim poison_fog poisoncloud.111 poisoncloud.112 poisoncloud.113 mina anim poison_fog_sign poisoncloud.111 poisoncloud.112 poisoncloud.113 mina anim poisonbullet poisonbullet.111 poisonbullet.111 poisonbullet.121 poisonbullet.131 poisonbullet.141 poisonbullet.151 poisonbullet.161 poisonbullet.171 poisonbullet.181 mina anim poisoncloud poisoncloud.111 poisoncloud.112 poisoncloud.113 mina anim polarbear polarbear.x31 polarbear.x32 polarbear.x71 polarbear.x72 facings 2 mina anim polymorph polymorph.111 polymorph.112 polymorph.113 polymorph.114 mina anim postman facings 2 postman.131 postman.132 postman.171 postman.172 mina anim power_crystal power_crystal.111 power_crystal.112 power_crystal.113 power_crystal.114 mina anim priest facings 4 priest.111 priest.131 priest.151 priest.171 mina anim priest_class facings 4 priest.111 priest.112 priest.131 priest.132 priest.151 priest.152 priest.171 priest.172 mina anim princess princess.111 princess.112 princess.113 princess.112 mina anim prisoner prisoner.111 prisoner.111 prisoner.111 prisoner.111 prisoner.112 prisoner.112 mina anim protection protection.111 protection.112 protection.113 protection.114 protection.115 protection.116 protection.117 mina anim protection_cold_effect protection_cold_effect.111 protection_cold_effect.112 protection_cold_effect.113 protection_cold_effect.114 protection_cold_effect.115 protection_cold_effect.116 mina anim protection_electricity_effect protection_electricity_effect.111 protection_electricity_effect.112 protection_electricity_effect.113 protection_electricity_effect.114 protection_electricity_effect.115 protection_electricity_effect.116 mina anim protection_fire_effect protection_fire_effect.111 protection_fire_effect.112 protection_fire_effect.113 protection_fire_effect.114 protection_fire_effect.115 protection_fire_effect.116 mina anim protection_poison_effect protection_poison_effect.111 protection_poison_effect.112 protection_poison_effect.113 protection_poison_effect.114 protection_poison_effect.115 protection_poison_effect.116 mina anim pup facings 2 pup.131 pup.132 pup.133 pup.132 pup.131 pup.171 pup.172 pup.173 pup.172 pup.171 mina anim purple_worm facings 2 purple_worm.x31 purple_worm.x71 mina anim pyromaniac pyromaniac.111 pyromaniac.112 pyromaniac.113 pyromaniac.114 mina anim quaathu quaathu.x11 quaathu.x12 mina anim quetzalcoatl_player facings 2 quetzalcoatl.131 quetzalcoatl.132 quetzalcoatl.171 quetzalcoatl.172 mina anim quicksilver_sea quicksilver_sea.111 quicksilver_sea.112 quicksilver_sea.113 quicksilver_sea.114 quicksilver_sea.113 quicksilver_sea.112 mina anim raas facings 2 raas.171 raas.131 mina anim rage_effect rage_effect.111 rage_effect.112 rage_effect.113 rage_effect.114 rage_effect.115 rage_effect.116 mina anim rain rain.111 rain.112 rain.113 rain.114 mina anim ranger_class facings 4 ranger.111 ranger.112 ranger.131 ranger.132 ranger.151 ranger.152 ranger.171 ranger.172 mina anim red_dragon1 facings 2 pl_dragon_r.151 pl_dragon_r.152 pl_dragon_r.171 pl_dragon_r.172 mina anim red_dragon2 facings 2 red_dragon2.151 red_dragon2.152 red_dragon2.171 red_dragon2.172 mina anim redweak_wall_3 redcwall_w_0.111 redcwall_w_0.112 redcwall_w_0.113 redcwall_w_0.114 redcwall_w_0.115 redcwall_w_0.116 redcwall_w_0.117 redcwall_w_0.118 redcwall_w_0.119 redcwall_w_0.11A mina anim redweak_wall_4 redcwall_w_1.111 redcwall_w_1.112 redcwall_w_1.113 redcwall_w_1.114 redcwall_w_1.115 redcwall_w_1.116 redcwall_w_1.117 redcwall_w_1.118 redcwall_w_1.119 mina anim reflector reflector.111 reflector.112 reflector.113 reflector.112 mina anim ring ring.111 ring.112 ring.113 ring.114 ring.115 ring.116 mina anim ring_acid ring_acid.111 ring_acid.112 ring_acid.111 mina anim ring_ancient_magic ring_ancient_magic.111 ring_ancient_magic.112 ring_ancient_magic.111 mina anim ring_doom ring_doom.111 ring_doom.112 ring_doom.111 mina anim ring_fire ring_fire.111 ring_fire.112 ring_fire.111 mina anim ring_high_magic ring_high_magic.111 ring_high_magic.112 ring_high_magic.111 mina anim ring_ice ring_ice.111 ring_ice.112 ring_ice.111 mina anim ring_magic ring_magic.111 ring_magic.112 ring_magic.111 mina anim ring_nodrain ring_drain.111 ring_drain.112 ring_drain.113 ring_drain.114 mina anim ring_saint ring_saint.111 ring_saint.112 ring_saint.111 mina anim ring_storm ring_storm.111 ring_storm.112 ring_storm.111 mina anim ring_thieves ring_thieves.111 ring_thieves.112 ring_thieves.111 mina anim ring_woe ring_woe.111 ring_woe.112 ring_woe.111 mina anim robe_midnight robe_midnight.111 robe_midnight.112 robe_midnight.113 mina anim rod_heavy rod_heavy.111 rod_heavy.112 rod_heavy.113 mina anim rod_light rod_light.111 rod_light.112 rod_light.113 mina anim ruby ruby.111 ruby.112 mina anim rune_antimagic rune_antimagic.111 rune_antimagic.111 mina anim rune_ball_lightning rune_blightning.111 rune_blightning.111 mina anim rune_blast rune_blast.111 explosion.111 mina anim rune_burning_hands rune_fire.111 fireball.111 mina anim rune_confusion rune_confusion.111 confusion.111 mina anim rune_create_bomb rune_bomb.111 rune_bomb.111 mina anim rune_death rune_death.111 rune_death.111 mina anim rune_dragonbreath rune_fire.111 fireball.111 mina anim rune_drain_magic drain_magic.111 drain_magic.111 mina anim rune_fire rune_fire.111 fireball.111 mina anim rune_frost rune_frost.111 icestorm.111 mina anim rune_heal rune_heal.111 rune_heal.111 mina anim rune_icestorm rune_icestorm.111 icestorm.111 mina anim rune_large_fireball rune_fireball.111 rune_fireball.111 mina anim rune_large_icestorm rune_icestorm.111 icestorm.111 mina anim rune_medium_fireball rune_fireball.111 rune_fireball.111 mina anim rune_paralysis rune_paralysis.111 rune_paralysis.112 mina anim rune_poison_cloud rune_pcloud.111 poisoncloud.111 mina anim rune_regenerate_spellpoints rune_sp_res.111 rune_sp_res.111 mina anim rune_restoration rune_heal.111 rune_heal.111 mina anim rune_shock rune_shock.111 rune_shock.111 mina anim rune_small_lightning rune_lightning.111 rune_lightning.111 mina anim rune_spark rune_spark.111 rune_spark.111 mina anim rune_summon_air_elemental rune_summon_air.111 rune_summon_air.111 mina anim rune_summon_devil rune_summon.111 rune_summon.111 mina anim rune_summon_earth_elemental rune_sum_earth.111 rune_sum_earth.111 mina anim rune_summon_fire_elemental rune_sum_fire.111 rune_sum_fire.111 mina anim rune_summon_water_elemental rune_sum_water.111 rune_sum_water.111 mina anim rune_transferrence rune_transfer.111 rune_transfer.111 mina anim rustmonster facings 2 rustmonste.131 rustmonste.132 rustmonste.171 rustmonste.172 mina anim s_barrack_up s_barrack_u.x11 s_barrack_u.x12 mina anim s_barrack_up_2 s_barrack_u.x11 s_barrack_u.x12 mina anim s_mastif facings 2 s_mastif.131 s_mastif.132 s_mastif.133 s_mastif.132 s_mastif.171 s_mastif.172 s_mastif.173 s_mastif.172 mina anim s_wyvern facings 2 s_wyvern.x31 s_wyvern.x32 s_wyvern.x71 s_wyvern.x72 mina anim sage facings 4 sage.111 sage.131 sage.151 sage.171 mina anim sailing_big_galleon facings 2 biggalleon.x11 biggalleon.x71 mina anim sailing_galleon facings 1 galleon.111 mina anim sandy sandy.112 sandy.113 sandy.114 sandy.115 sandy.114 sandy.113 sandy.112 mina anim sapphire sapphire.111 sapphire.112 mina anim scorpion scorpion.111 scorpion.112 mina anim sea sea.111 sea.112 sea.113 sea.114 sea.113 sea.112 mina anim serp_man facings 2 serp_man.131 serp_man.132 serp_man.171 serp_man.172 mina anim serp_priest facings 2 serp_priest.131 serp_priest.171 mina anim serpent facings 2 serpent.x31 serpent.x32 serpent.x71 serpent.x72 mina anim serpentman_player facings 4 serpentman.111 serpentman.112 serpentman.131 serpentman.132 serpentman.151 serpentman.152 serpentman.171 serpentman.172 mina anim shadow shadow.111 shadow.112 mina anim shadow_dragon facings 2 shadow_dragon.x31 shadow_dragon.x61 mina anim shadowpup facings 2 panther.131 panther.132 blank.111 panther.133 blank.111 panther.171 panther.172 blank.111 panther.173 blank.111 mina anim shadowtiger facings 2 shadowtiger.x31 shadowtiger.x32 shadowtiger.x33 shadowtiger.x34 shadowtiger.x32 blank.111 blank.111 blank.111 blank.111 blank.111 shadowtiger.x31 blank.111 blank.111 blank.111 shadowtiger.x71 shadowtiger.x72 shadowtiger.x73 shadowtiger.x74 shadowtiger.x72 blank.111 blank.111 blank.111 blank.111 blank.111 shadowtiger.x71 blank.111 blank.111 blank.111 mina anim shallow_sea shallow_sea.111 shallow_sea.112 shallow_sea.113 shallow_sea.114 shallow_sea.113 shallow_sea.112 mina anim sheep facings 1 sheep.131 sheep.171 mina anim shell shell.112 shell.111 shell.121 shell.131 shell.141 shell.151 shell.161 shell.171 shell.181 mina anim shield_gaea earth_shield.111 earth_shield.112 earth_shield.113 earth_shield.114 earth_shield.113 earth_shield.112 mina anim shining_finger shining_finger.111 shining_finger.112 mina anim shockwave explosion.111 explosion.112 explosion.113 mina anim shovel_1 shovel_1.111 shovel_1.112 shovel_1.113 shovel_1.114 shovel_1.115 mina anim siegfried siegfried.111 siegfried.112 mina anim skeletalmage skeletalmage.111 skeletalmage.112 skeletalmage.113 skeletalmage.112 mina anim skeleton skeleton.111 skeleton.112 mina anim skeleton_chief_arc skeleton_chief.111 skeleton_chief.111 mina anim skeleton_leader_arc skeleton_leader.111 skeleton_leader.111 mina anim skree facings 2 skree.x31 skree.x32 skree.x33 skree.x71 skree.x72 skree.x73 mina anim skull skull.111 skull.112 mina anim skullcleaver skullcleav.111 skullcleav.112 skullcleav.113 skullcleav.114 mina anim slime slime.111 slime.112 slime.113 mina anim slimecrawler slimecrawler.111 slimecrawler.112 slimecrawler.113 slimecrawler.112 mina anim slotmachine1 slotmachine1.111 slotmachine1.112 mina anim slotmachine2 slotmachine2.111 slotmachine2.112 mina anim slotmachine3 slotmachine3.111 slotmachine3.112 mina anim slow slow.111 slow.112 slow.113 mina anim slug facings 2 slug.x31 slug.x32 slug.x71 slug.x72 mina anim small_troll smalltroll.111 smalltroll.112 mina anim smallt_green smallt_green.111 smallt_green.112 mina anim smover_1 pmarrow.111 pmarrow.112 pmarrow.113 mina anim smover_2 pmarrow.121 pmarrow.122 pmarrow.123 pmarrow.124 pmarrow.125 mina anim smover_3 pmarrow.131 pmarrow.132 pmarrow.133 mina anim smover_4 pmarrow.141 pmarrow.142 pmarrow.143 pmarrow.144 pmarrow.145 mina anim smover_5 pmarrow.151 pmarrow.152 pmarrow.153 mina anim smover_6 pmarrow.161 pmarrow.162 pmarrow.163 pmarrow.164 pmarrow.165 mina anim smover_7 pmarrow.171 pmarrow.172 pmarrow.173 mina anim smover_8 pmarrow.181 pmarrow.182 pmarrow.183 pmarrow.184 pmarrow.185 mina anim smover_turn pmarrow.111 pmarrow.112 pmarrow.113 pmarrow.121 pmarrow.123 pmarrow.125 pmarrow.131 pmarrow.132 pmarrow.133 pmarrow.141 pmarrow.143 pmarrow.145 pmarrow.151 pmarrow.152 pmarrow.153 pmarrow.161 pmarrow.163 pmarrow.165 pmarrow.171 pmarrow.172 pmarrow.173 pmarrow.181 pmarrow.183 pmarrow.185 mina anim snake snake.111 snake.112 snake.113 mina anim snake_golem snake.111 snake.112 mina anim snow_c snow_c.111 snow_c.112 snow_c.113 snow_c.114 mina anim snowball snowball.111 snowball.111 snowball.121 snowball.131 snowball.141 snowball.151 snowball.161 snowball.171 snowball.181 mina anim snowstorm icestorm.111 icestorm.112 icestorm.113 mina anim sorcerer_class sorcerer.111 sorcerer.112 sorcerer.131 sorcerer.132 sorcerer.151 sorcerer.152 sorcerer.171 sorcerer.172 facings 4 mina anim sorcerer_hat sorcerer_hat.111 sorcerer_hat.112 sorcerer_hat.113 mina anim sparkshower sparkshower.111 sparkshower.112 sparkshower.113 mina anim spear spear.101 spear.111 spear.121 spear.131 spear.141 spear.151 spear.161 spear.171 spear.181 mina anim spear_ixalovh spear_ixalovh.111 spear_ixalovh.112 spear_ixalovh.113 mina anim speedball speedball.111 speedball.112 mina anim speedballwall speedbwall.111 speedbwall.112 mina anim speedboots speedboots.111 speedboots.112 speedboots.113 speedboots.112 mina anim spell_blocked spell_blocked.111 spell_blocked.112 spell_blocked.113 mina anim spell_bungle spell_bungle.111 spell_bungle.112 spell_bungle.113 mina anim sphinx facings 2 sphinx.x31 sphinx.x71 mina anim spider facings 8 spider.111 spider.112 spider.113 spider.114 spider.121 spider.122 spider.123 spider.124 spider.131 spider.132 spider.133 spider.134 spider.141 spider.142 spider.143 spider.144 spider.151 spider.152 spider.153 spider.154 spider.161 spider.162 spider.163 spider.164 spider.171 spider.172 spider.173 spider.174 spider.181 spider.182 spider.183 spider.184 mina anim spider_gen spider_web.111 spider_web.112 mina anim spider_web spider_web.111 spider_web.112 mina anim spike_closed spike.122 spike.121 spike.119 spike.118 spike.117 spike.116 spike.115 spike.114 spike.113 spike.112 spike.111 mina anim spike_hidden spike.110 spike.119 spike.118 spike.117 spike.116 spike.115 spike.114 spike.113 spike.112 spike.111 mina anim spike_moving spike.122 spike.121 spike.120 spike.119 spike.118 spike.117 spike.116 spike.115 spike.114 spike.113 spike.112 spike.111 mina anim spike_open spike.122 spike.121 spike.119 spike.118 spike.117 spike.116 spike.115 spike.114 spike.113 spike.112 spike.111 mina anim spikes_closed spikes.119 spikes.118 spikes.117 spikes.116 spikes.115 spikes.114 spikes.113 spikes.112 spikes.111 mina anim spikes_hidden spikes.110 spikes.118 spikes.117 spikes.116 spikes.115 spikes.114 spikes.113 spikes.112 spikes.111 mina anim spikes_moving spikes.119 spikes.118 spikes.117 spikes.116 spikes.115 spikes.114 spikes.113 spikes.112 spikes.111 mina anim spikes_open spikes.119 spikes.118 spikes.117 spikes.116 spikes.115 spikes.114 spikes.113 spikes.112 spikes.111 mina anim spinner_-135 spinner.111 spinner.113 spinner.115 spinner.117 spinner.119 spinner.11B spinner.11D mina anim spinner_-45 spinner.111 spinner.112 spinner.113 spinner.114 spinner.115 spinner.116 spinner.117 spinner.118 spinner.119 spinner.11A spinner.11B spinner.11C spinner.11D mina anim spinner_-90 spinner.111 spinner.112 spinner.113 spinner.114 spinner.115 spinner.116 spinner.117 spinner.118 spinner.119 spinner.11A spinner.11B spinner.11C spinner.11D mina anim spinner_135 spinner.11D spinner.11B spinner.119 spinner.117 spinner.115 spinner.113 spinner.111 mina anim spinner_180 spinner.111 spinner.114 spinner.117 spinner.11A spinner.11D mina anim spinner_45 spinner.11D spinner.11C spinner.11B spinner.11A spinner.119 spinner.118 spinner.117 spinner.116 spinner.115 spinner.114 spinner.113 spinner.112 spinner.111 mina anim spinner_90 spinner.11D spinner.11C spinner.11B spinner.11A spinner.119 spinner.118 spinner.117 spinner.116 spinner.115 spinner.114 spinner.113 spinner.112 spinner.111 mina anim spit_ant facings 2 spit_ant.131 spit_ant.132 spit_ant.131 spit_ant.132 spit_ant.133 spit_ant.132 spit_ant.171 spit_ant.172 spit_ant.171 spit_ant.172 spit_ant.173 spit_ant.172 mina anim spock spock.111 spock.112 mina anim staff staff.111 staff.111 staff.111 staff.111 staff.112 staff.113 staff.114 staff.115 staff.114 staff.113 staff.112 staff.111 mina anim stalker stalker.112 stalker.111 stalker.112 blank.111 stalker.112 stalker.111 stalker.112 blank.111 blank.111 blank.111 mina anim steambolt steam.111 steam.112 steam.111 steam.112 mina anim sting sting.111 sting.112 sting.113 sting.114 sting.113 sting.112 mina anim stove stove.111 stove.112 stove.113 mina anim stwall_closed_1 stwallsec.111 stwallsec.112 stwallsec.113 stwallsec.114 stwallsec.115 stwallsec.116 stwallsec.117 stwallsec.118 mina anim stwall_open_1 stwallsec.111 stwallsec.112 stwallsec.113 stwallsec.114 stwallsec.115 stwallsec.116 stwallsec.117 stwallsec.118 mina anim stwallblue_closed_1 stwallbluesec.111 stwallbluesec.112 stwallbluesec.113 stwallbluesec.114 stwallbluesec.115 stwallbluesec.116 stwallbluesec.117 stwallbluesec.118 mina anim stwallblue_open_1 stwallbluesec.111 stwallbluesec.112 stwallbluesec.113 stwallbluesec.114 stwallbluesec.115 stwallbluesec.116 stwallbluesec.117 stwallbluesec.118 mina anim stwallmossy_closed_1 stwallmossysec.111 stwallmossysec.112 stwallmossysec.113 stwallmossysec.114 stwallmossysec.115 stwallmossysec.116 stwallmossysec.117 stwallmossysec.118 mina anim stwallmossy_open_1 stwallmossysec.111 stwallmossysec.112 stwallmossysec.113 stwallmossysec.114 stwallmossysec.115 stwallmossysec.116 stwallmossysec.117 stwallmossysec.118 mina anim stwallred_closed_1 stwallredsec.111 stwallredsec.112 stwallredsec.113 stwallredsec.114 stwallredsec.115 stwallredsec.116 stwallredsec.117 stwallredsec.118 mina anim stwallred_open_1 stwallredsec.111 stwallredsec.112 stwallredsec.113 stwallredsec.114 stwallredsec.115 stwallredsec.116 stwallredsec.117 stwallredsec.118 mina anim sunspear sunspear.111 sunspear.112 sunspear.113 mina anim swashbuckler facings 4 swashbuckl.111 swashbuckl.151 swashbuckl.171 swashbuckl.131 mina anim swashbuckler_class facings 4 swashbuckl.111 swashbuckl.112 swashbuckl.131 swashbuckl.132 swashbuckl.152 swashbuckl.151 swashbuckl.171 swashbuckl.172 mina anim t_dagger t_dagger.101 t_dagger.111 t_dagger.121 t_dagger.131 t_dagger.141 t_dagger.151 t_dagger.161 t_dagger.171 t_dagger.181 mina anim tear_gaea tear.111 tear.112 tear.113 tear.114 mina anim teleporter teleporter.111 teleporter.112 teleporter.113 mina anim temp_fog fog.111 fog.112 fog.111 fog.111 fog.112 fog.111 fog.111 fog.112 fog.111 mina anim tentacle blank.111 blank.111 blank.111 tentacle.111 tentacle.112 tentacle.113 tentacle.112 tentacle.111 mina anim tentacle2 tentacle2.111 tentacle2.112 tentacle2.113 tentacle2.112 tentacle2.111 blank.111 blank.111 blank.111 mina anim thewheel_short_ccwise-back thewheel_short.111 thewheel_short.111 thewheel_short.111 thewheel_short.111 thewheel_short.111 thewheel_short.112 thewheel_short.113 thewheel_short.114 thewheel_short.115 thewheel_short.115 thewheel_short.115 thewheel_short.114 thewheel_short.113 thewheel_short.113 thewheel_short.112 thewheel_short.111 thewheel_short.111 thewheel_short.111 mina anim thewheel_tall_2_ccwise-back thewheel_tall.x11 thewheel_tall.x11 thewheel_tall.x11 thewheel_tall.x11 thewheel_tall.x11 thewheel_tall.x12 thewheel_tall.x13 thewheel_tall.x14 thewheel_tall.x15 thewheel_tall.x15 thewheel_tall.x15 thewheel_tall.x14 thewheel_tall.x13 thewheel_tall.x13 thewheel_tall.x12 thewheel_tall.x11 thewheel_tall.x11 thewheel_tall.x11 mina anim thewheel_tall_ccwise-back thewheel_tall.x11 thewheel_tall.x11 thewheel_tall.x11 thewheel_tall.x11 thewheel_tall.x11 thewheel_tall.x12 thewheel_tall.x13 thewheel_tall.x14 thewheel_tall.x15 thewheel_tall.x15 thewheel_tall.x15 thewheel_tall.x14 thewheel_tall.x13 thewheel_tall.x13 thewheel_tall.x12 thewheel_tall.x11 thewheel_tall.x11 thewheel_tall.x11 mina anim thief facings 4 thief.111 thief.131 thief.151 thief.171 mina anim thief_1 facings 4 thief.111 thief.131 thief.151 thief.171 mina anim thief_class facings 4 thief.111 thief.112 thief.131 thief.132 thief.151 thief.152 thief.171 thief.172 mina anim thundar_bolt thunder_bolt.101 thunder_bolt.111 thunder_bolt.121 thunder_bolt.131 thunder_bolt.141 thunder_bolt.151 thunder_bolt.161 thunder_bolt.171 thunder_bolt.181 mina anim titan facings 2 titan.x71 titan.x72 titan.x73 titan.x73 titan.x72 titan.x71 titan.x31 titan.x32 titan.x33 titan.x33 titan.x32 titan.x31 mina anim torch_1 torch_lit1.111 torch_lit2.111 mina anim torch_cyan torch_cyan.111 torch_cyan.112 mina anim torch_indigo torch_indigo.111 torch_indigo.112 mina anim torch_vermilion torch_vermilion.111 torch_vermilion.112 mina anim town_portal magic_portal.111 magic_portal.112 mina anim town_portal_failed magic_portal_failed.111 magic_portal_failed.112 magic_portal_failed.113 magic_portal_failed.114 magic_portal_failed.115 magic_portal_failed.116 magic_portal_failed.117 magic_portal_failed.118 mina anim town_portal_open magic_portal.11M magic_portal.11L magic_portal.11K magic_portal.11J magic_portal.11I magic_portal.11H magic_portal.11G magic_portal.11F magic_portal.11E magic_portal.11D magic_portal.11C magic_portal.11B magic_portal.11A magic_portal.119 magic_portal.118 magic_portal.117 magic_portal.116 magic_portal.115 magic_portal.114 magic_portal.113 magic_portal.112 magic_portal.111 mina anim trap trap.111 trap.111 mina anim trap_blades blades.111 blades.111 mina anim trap_diseased_needle needle.111 needle.111 mina anim trap_needle needle.111 needle.111 mina anim trap_rocks falling_rocks.111 falling_rocks.111 mina anim trap_spike_pit spiked_pit.111 spiked_pit.111 mina anim trap_spikes2 tspikes.111 tspikes.111 mina anim trapdoor_1 trapdoor_1.111 hole.111 mina anim trapdoor_2 trapdoor_2.111 hole.111 mina anim trapdoor_3 trapdoor_3.111 hole.111 mina anim trapdoor_4 trapdoor_4.111 hole.111 mina anim trident trident.101 trident.111 trident.121 trident.131 trident.141 trident.151 trident.161 trident.171 trident.181 mina anim trigger handle.111 handle.112 mina anim troll troll.x11 troll.x12 troll.x13 troll.x12 mina anim troll_player facings 4 troll_p.111 troll_p.112 troll_p.131 troll_p.132 troll_p.151 troll_p.152 troll_p.171 troll_p.172 mina anim turn_undead turnundead.111 turnundead.112 turnundead.113 mina anim turningboat facings 8 turningboat.x11 turningboat.x21 turningboat.x31 turningboat.x41 turningboat.x51 turningboat.x61 turningboat.x71 turningboat.x81 mina anim u_horn u_horn.111 u_horn.112 u_horn.113 u_horn.114 u_horn.115 mina anim uk_sd uk_sd.111 uk_sd.112 uk_sd.113 uk_sd.114 uk_sd.115 uk_sd.116 uk_sd.117 mina anim unicorn facings 2 unicorn.x31 unicorn.x32 unicorn.x33 unicorn.x71 unicorn.x72 unicorn.x73 mina anim unusual_kobold unusual_kobold.111 unusual_kobold.112 mina anim uw_sword uw_sword.111 uw_sword.112 uw_sword.113 uw_sword.114 uw_sword.115 mina anim vampire vampire.111 vampire.111 vampire.112 vampire.112 vampire.112 vampire.112 mina anim viking facings 4 viking.111 viking.131 viking.151 viking.171 mina anim violin violin.111 violin.112 violin.113 violin.114 violin.115 violin.116 violin.117 violin.119 violin.11A violin.11B violin.11C violin.11D mina anim vitriol_pool v_pool.111 v_pool.112 mina anim vitriol_splash v_splash.111 v_splash.112 mina anim wand wand.112 wand.113 mina anim war_ant facings 2 war_ant.131 war_ant.132 war_ant.171 war_ant.172 mina anim warlock_class facings 4 mage.111 mage.112 mage.131 mage.132 mage.151 mage.152 mage.171 mage.172 mina anim warrior facings 4 warrior.111 warrior.131 warrior.151 warrior.171 mina anim warrior_1 warrior.111 warrior.131 warrior.151 warrior.171 facings 4 mina anim warrior_blue facings 4 warrior_blue.111 warrior_blue.112 warrior_blue.131 warrior_blue.132 warrior_blue.151 warrior_blue.152 warrior_blue.171 warrior_blue.172 mina anim warrior_class facings 4 warrior.111 warrior.112 warrior.131 warrior.132 warrior.151 warrior.152 warrior.171 warrior.172 mina anim warrior_green facings 4 warrior_green.111 warrior_green.112 warrior_green.131 warrior_green.132 warrior_green.151 warrior_green.152 warrior_green.171 warrior_green.172 mina anim warrior_grey facings 4 warrior_grey.111 warrior_grey.112 warrior_grey.131 warrior_grey.132 warrior_grey.151 warrior_grey.152 warrior_grey.171 warrior_grey.172 mina anim warrior_lblue facings 4 warrior_lblue.111 warrior_lblue.112 warrior_lblue.131 warrior_lblue.132 warrior_lblue.151 warrior_lblue.152 warrior_lblue.171 warrior_lblue.172 mina anim warrior_red facings 4 warrior_red.111 warrior_red.112 warrior_red.131 warrior_red.132 warrior_red.151 warrior_red.152 warrior_red.171 warrior_red.172 mina anim water_elemental elem_water.111 elem_water.112 mina anim water_witch witch_water.111 witch_water.112 mina anim wave wave.111 wave.112 wave.113 mina anim wdsm wdsm.111 wdsm.112 wdsm.113 mina anim weak_wall_1 awall_w_0.111 awall_w_0.112 awall_w_0.113 awall_w_0.114 awall_w_0.115 awall_w_0.116 awall_w_0.117 mina anim weak_wall_2 awall_w_1.111 awall_w_1.112 awall_w_1.113 awall_w_1.114 awall_w_1.115 awall_w_1.116 awall_w_1.117 awall_w_1.118 awall_w_1.119 awall_w_1.11A mina anim weak_wall_3 cwall_w_0.111 cwall_w_0.112 cwall_w_0.113 cwall_w_0.114 cwall_w_0.115 cwall_w_0.116 cwall_w_0.117 cwall_w_0.118 cwall_w_0.119 cwall_w_0.11A mina anim weak_wall_4 cwall_w_1.111 cwall_w_1.112 cwall_w_1.113 cwall_w_1.114 cwall_w_1.115 cwall_w_1.116 cwall_w_1.117 cwall_w_1.118 cwall_w_1.119 mina anim weak_wall_5 bwall_w_0.111 bwall_w_0.112 bwall_w_0.113 bwall_w_0.114 bwall_w_0.115 bwall_w_0.116 bwall_w_0.117 mina anim weak_wall_6 bwall_w_1.111 bwall_w_1.112 bwall_w_1.113 bwall_w_1.114 bwall_w_1.115 bwall_w_1.116 bwall_w_1.117 mina anim westcwall_closed_1 westcwallsec.111 westcwallsec.112 westcwallsec.113 westcwallsec.114 westcwallsec.115 westcwallsec.116 westcwallsec.117 westcwallsec.118 mina anim westcwall_open_1 westcwallsec.111 westcwallsec.112 westcwallsec.113 westcwallsec.114 westcwallsec.115 westcwallsec.116 westcwallsec.117 westcwallsec.118 mina anim westweak_wall_3 westcwall_w_0.111 westcwall_w_0.112 westcwall_w_0.113 westcwall_w_0.114 westcwall_w_0.115 westcwall_w_0.116 westcwall_w_0.117 westcwall_w_0.118 westcwall_w_0.119 westcwall_w_0.11A mina anim westweak_wall_4 westcwall_w_1.111 westcwall_w_1.112 westcwall_w_1.113 westcwall_w_1.114 westcwall_w_1.115 westcwall_w_1.116 westcwall_w_1.117 westcwall_w_1.118 westcwall_w_1.119 mina anim whim facings 8 whim.111 whim.112 whim.121 whim.122 whim.131 whim.132 whim.141 whim.142 whim.151 whim.152 whim.161 whim.162 whim.171 whim.172 whim.181 whim.182 mina anim whirlwind_exit elem_air.111 elem_air.112 empty.111 elem_air.111 elem_air.112 empty.111 empty.111 mina anim wight wight.111 wight.112 wight.113 wight.114 mina anim windstorm windstorm.111 windstorm.112 windstorm.113 mina anim witch_chaos facings 4 witch_air.111 witch_air.112 witch_chaos.112 witch_chaos.111 witch_earth.111 witch_earth.112 witch_chaos.112 witch_chaos.111 witch_water.111 witch_water.112 witch_chaos.112 witch_chaos.111 witch_fire.111 witch_fire.112 witch_chaos.112 witch_chaos.111 mina anim wiz_hat wiz_hat.111 wiz_hat.112 wiz_hat.113 mina anim wizard facings 4 wizard.111 wizard.131 wizard.151 wizard.171 mina anim wizard_blue facings 4 wizard_blue.111 wizard_blue.131 wizard_blue.151 wizard_blue.171 mina anim wizard_class facings 4 wizard.111 wizard.112 wizard.131 wizard.132 wizard.152 wizard.153 wizard.171 wizard.172 mina anim wizard_green facings 4 wizard_green.111 wizard_green.131 wizard_green.151 wizard_green.171 mina anim wizard_tower wizard_tower.x11 wizard_tower.x12 wizard_tower.x13 mina anim wizard_white facings 4 wizard_white.111 wizard_white.131 wizard_white.151 wizard_white.171 mina anim wizard_yellow facings 4 wizard_yellow.111 wizard_yellow.131 wizard_yellow.151 wizard_yellow.171 mina anim wolf wolf.171 wolf.171 wolf.172 wolf.131 wolf.131 wolf.132 facings 2 mina anim woman facings 4 woman.151 woman.131 woman.151 woman.171 mina anim woman2 woman2.111 woman2.112 woman2.113 woman2.112 mina anim woman3 facings 3 woman3.111 woman3.112 woman3.113 mina anim work_ant facings 2 work_ant.131 work_ant.132 work_ant.171 work_ant.172 mina anim worthless_dragon facings 2 worthless_dragon.x71 worthless_dragon.x72 worthless_dragon.x73 worthless_dragon.x74 worthless_dragon.x31 worthless_dragon.x32 worthless_dragon.x33 worthless_dragon.x34 mina anim wraith wraith.111 wraith.112 wraith.113 mina anim wraith_player facings 4 wraithp.111 wraithp.112 wraithp.131 wraithp.132 wraithp.151 wraithp.152 wraithp.171 wraithp.172 mina anim wraith_player_feeding facings 4 wraith_player_feeding.111 wraith_player_feeding.112 wraith_player_feeding.113 wraith_player_feeding.131 wraith_player_feeding.132 wraith_player_feeding.133 wraith_player_feeding.151 wraith_player_feeding.152 wraith_player_feeding.153 wraith_player_feeding.171 wraith_player_feeding.172 wraith_player_feeding.173 mina anim wrathful_eye sunspear.111 sunspear.112 sunspear.113 mina anim wwall_weak_1 wwall_w_0.111 wwall_w_0.112 wwall_w_0.113 wwall_w_0.114 wwall_w_0.115 wwall_w_0.116 wwall_w_0.117 mina anim wwall_weak_2 wwall_w_1.111 wwall_w_1.112 wwall_w_1.113 wwall_w_1.114 wwall_w_1.115 wwall_w_1.116 wwall_w_1.117 mina anim wyvern facings 2 wyvern.x31 wyvern.x32 wyvern.x71 wyvern.x72 mina anim xan xan.111 xan.112 mina anim zombie zombie.111 zombie.112 zombie.113 zombie.112 mina crossfire-1.75.0/lib/crossfire.0000644 001751 001751 00017166713 13777710072 017352 0ustar00kevinzkevinz000000 000000 IMAGE 335 ./arch/system/bug.111 ‰PNG  IHDR 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! -f $(DESTDIR)$(pkgconfdir)/`basename $$i` ]; then \ echo "Installing $$i"; \ $(INSTALL_DATA) $(srcdir)/$$i $(DESTDIR)$(pkgconfdir); \ fi \ done $(mkinstalldirs) $(DESTDIR)$(pkgstatedir) for i in $(VAR_FILES) ; do \ touch $(DESTDIR)$(pkgstatedir)/$$i ; \ done @for i in account datafiles players unique-items template-maps maps; do \ if [ ! -d $(DESTDIR)$(pkgstatedir)/$$i ]; then \ echo "Creating directory $(pkgstatedir)/$$i"; \ $(mkinstalldirs) $(DESTDIR)$(pkgstatedir)/$$i; \ fi; \ done # Uninstall unchanged config/var files so make distcheck is happy # but leave changed file, so no configuration/game state is lost uninstall-local: -for i in $(CONF_FILES); do \ if test ! -f $(DESTDIR)$(pkgconfdir)/$$i ; then \ continue ; \ fi ; \ if diff -q $(srcdir)/$$i $(DESTDIR)$(pkgconfdir)/$$i ; then \ rm -f $(DESTDIR)$(pkgconfdir)/$$i ; \ fi ; \ done -for i in $(VAR_FILES) ; do \ if test ! -f $(DESTDIR)$(pkgstatedir)/$$i ; then \ continue ;\ fi ; \ if test `wc -c $(DESTDIR)$(pkgstatedir)/$$i|$(AWK) '{ print $$1 }'` -eq "0" ; then \ rm -f $(DESTDIR)$(pkgstatedir)/$$i ; \ fi ; \ done # This block makes the archive of the arch directory. archive:: $(AMTAR) -ch --exclude=dev --exclude=.svn -f ${PACKAGE}-arch-${VERSION}.tar arch libArch: tar cvf A`perl puredate.pl`.tar arch treasures gzip A`perl puredate.pl`.tar # Tell versions [3.59,3.63) of GNU make to not export all variables. # Otherwise a system limit (for SysV at least) may be exceeded. .NOEXPORT: crossfire-1.75.0/lib/help/000755 001751 001751 00000000000 13777710121 016167 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/lib/README000644 001751 001751 00000006230 13414745425 016123 0ustar00kevinzkevinz000000 000000 Generated files: ---------------- The "collect" file is a script to generate the other files in this section. To run it, one inserts a symlink to the arch directory in the current directory, and then runs "make do-collect". These files are moved into $PREFIX/share/crossfire by default. The "archetypes" file contains lots of generalized objects which makes it easier for the program to use similar items over and over again. The "smooth" file contains data for the tile smoothing feature. The "animations" file contains named animations. The "bmaps" file contains as list of which face name is associated with which face number. The "bmaps.paths" file contains as list of which image path is associated with which face number. The "crossfire.0" and "crossfire.1" files contain all of the image files from the archetypes. The "faces" file contains a list of what magicmap colors are associated with which image faces. The "treasures.bld" file contains all kinds of randomized treasure. This file is created the "treasures" file in addition to the archetypes. Non-generated game data files: ------------------------------ These files are moved into $PREFIX/share/crossfire by default. The "treasures" file contains all kinds of randomized treasure, to be used when an archetype is generated from the "archetypes" file. The "artifacts" file defines artifacts, which are modified versions of normal objects, which randomly appear. The "image_info" file defines different tilesets. The "messages" file contains messages to be inserted in random books. The "formulae" file contains "alchemy formulae" for alchemy and other crafting skills. The "races" file contains a list of defined races (archetypes don't have to use those races though), it also serves as a summoning list file. The "attackmess" file contains messages for players to recieve when they hit something or are hit by something. The "materials" file defines named materials. The "def_help" file contains the help message to display to players when they type the "help" command with no parameter. The "help" directory contains entries for the "help" command. The "wizhelp" directory contains entries for the "help" command for dm commands. The directory "adm", if it is here, contains administrive scripts and their log-files. Settings files: --------------- These files are moved into $PREFIX/etc/crossfire by default. The "motd" file contains any messages to the players as they connect. In the motd you can also use mediaTags, as defined in ../doc/mediaTags. The "news" is intended for server news, and it is also displayed to players as they commect. mediaTags can be used as in the motd. The "rules" is intended for server rules, and it is also displayed to players as they commect. mediaTags can be used as in the motd. The "forbid" file, us for settings times that playing on the server is disallowed. The "ban_file" file contains a list of users or sites that are banned from the server. The "dm_file" file contains a list of which users/passwords/hosts are allowed dm access. The "exp_table" file contains the table of how much experience is required for each level. The "settings" file contains settings for the server crossfire-1.75.0/lib/def_help000644 001751 001751 00000000224 13414745244 016730 0ustar00kevinzkevinz000000 000000 How to use help: 'help topics (list of help topics) 'help commands (list of valid commands) 'help (help on a topic or command) crossfire-1.75.0/lib/Makefile.am000644 001751 001751 00000006025 13777704220 017301 0ustar00kevinzkevinz000000 000000 pkgstatedir = @pkgstatedir@ pkgconfdir = @pkgconfdir@ dist_noinst_SCRIPTS = collect util.pl dist_pkgdata_DATA = \ arch/artifacts \ arch/attackmess \ arch/formulae \ arch/image_info \ arch/materials \ arch/messages \ arch/races \ def_help \ animations archetypes bmaps.paths crossfire.0 crossfire.1 faces smooth treasures CONF_FILES = \ config/ban_file \ config/dm_file \ config/exp_table \ config/forbid \ config/metaserver2 \ config/motd \ config/news \ config/rules \ config/settings \ config/stat_bonus VAR_FILES = highscore banish_file bookarch temp.maps clockdata EXTRA_DIST = README .collect-stamp $(CONF_FILES) helpdir=$(pkgdatadir)/help dist_help_DATA = help/*.en help/*.fr wizhelpdir=$(pkgdatadir)/wizhelp dist_wizhelp_DATA = wizhelp/*.en wizhelp/*.fr admdir=$(pkgdatadir)/adm dist_adm_SCRIPTS = adm/archsearch.pl adm/collect_images.pl i18ndir=$(pkgdatadir)/i18n dist_i18n_DATA = i18n/messages.en \ i18n/messages.fr MAINTAINERCLEANFILES = archetypes faces .collect-stamp \ animations smooth treasures bmaps.paths crossfire.0 crossfire.1 PERL = @PERL@ crossfire.0: bmaps.paths $(PERL) $(srcdir)/adm/collect_images.pl -src $(srcdir) -png .collect-stamp: touch .collect-stamp do-collect: $(PERL) -I$(srcdir) collect $(builddir)/arch $(PERL) $(srcdir)/adm/collect_images.pl -src $(srcdir) -png archonly: $(PERL) -I$(srcdir) collect $(builddir)/arch ARCHONLY archetypes faces animations bmaps.paths smooth: .collect-stamp touch .collect-stamp $(MAKE) do-collect install-data-local: archetypes crossfire.0 faces animations smooth collect util.pl @$(NORMAL_INSTALL) $(mkinstalldirs) $(DESTDIR)$(pkgconfdir) for i in $(CONF_FILES); do \ if [ ! -f $(DESTDIR)$(pkgconfdir)/`basename $$i` ]; then \ echo "Installing $$i"; \ $(INSTALL_DATA) $(srcdir)/$$i $(DESTDIR)$(pkgconfdir); \ fi \ done $(mkinstalldirs) $(DESTDIR)$(pkgstatedir) for i in $(VAR_FILES) ; do \ touch $(DESTDIR)$(pkgstatedir)/$$i ; \ done @for i in account datafiles players unique-items template-maps maps; do \ if [ ! -d $(DESTDIR)$(pkgstatedir)/$$i ]; then \ echo "Creating directory $(pkgstatedir)/$$i"; \ $(mkinstalldirs) $(DESTDIR)$(pkgstatedir)/$$i; \ fi; \ done # Uninstall unchanged config/var files so make distcheck is happy # but leave changed file, so no configuration/game state is lost uninstall-local: -for i in $(CONF_FILES); do \ if test ! -f $(DESTDIR)$(pkgconfdir)/$$i ; then \ continue ; \ fi ; \ if diff -q $(srcdir)/$$i $(DESTDIR)$(pkgconfdir)/$$i ; then \ rm -f $(DESTDIR)$(pkgconfdir)/$$i ; \ fi ; \ done -for i in $(VAR_FILES) ; do \ if test ! -f $(DESTDIR)$(pkgstatedir)/$$i ; then \ continue ;\ fi ; \ if test `wc -c $(DESTDIR)$(pkgstatedir)/$$i|$(AWK) '{ print $$1 }'` -eq "0" ; then \ rm -f $(DESTDIR)$(pkgstatedir)/$$i ; \ fi ; \ done # This block makes the archive of the arch directory. archive:: $(AMTAR) -ch --exclude=dev --exclude=.svn -f ${PACKAGE}-arch-${VERSION}.tar arch libArch: tar cvf A`perl puredate.pl`.tar arch treasures gzip A`perl puredate.pl`.tar crossfire-1.75.0/lib/bmaps.paths000644 001751 001751 00001027457 13777710066 017432 0ustar00kevinzkevinz000000 000000 # This file is generated by collect, do not edit \00000 ./arch/system/bug.111 \00001 ./arch/monster/giant/DreadKnight/Bk.x11 \00002 ./arch/monster/giant/DreadKnight/Bk.x12 \00003 ./arch/monster/giant/DreadKnight/Bk.x13 \00004 ./arch/monster/giant/DreadKnight/Bk.x14 \00005 ./arch/monster/giant/DreadKnight/Bk.x15 \00006 ./arch/monster/giant/DreadKnight/Bk.x71 \00007 ./arch/monster/giant/DreadKnight/Bk.x72 \00008 ./arch/monster/giant/DreadKnight/Bk.x73 \00009 ./arch/monster/giant/DreadKnight/Bk.x74 \00010 ./arch/monster/giant/DreadKnight/Bk.x75 \00011 ./arch/weapon/artifact/ChaosSword/CSword.111 \00012 ./arch/weapon/artifact/ChaosSword/CSword.112 \00013 ./arch/weapon/artifact/ChaosSword/CSword.113 \00014 ./arch/weapon/artifact/ChaosSword/CSword.114 \00015 ./arch/weapon/artifact/ChaosSword/CSword.115 \00016 ./arch/weapon/artifact/ChaosSword/CSword.116 \00017 ./arch/weapon/artifact/ChaosSword/CSword.117 \00018 ./arch/weapon/artifact/ChaosSword/CSword.118 \00019 ./arch/weapon/artifact/ChaosSword/CSword.119 \00020 ./arch/weapon/artifact/ChaosSword/CSword.11A \00021 ./arch/weapon/artifact/ChaosSword/CSword.11B \00022 ./arch/weapon/artifact/ChaosSword/CSword.11C \00023 ./arch/monster/dragon/Cwyvern.x31 \00024 ./arch/monster/dragon/Cwyvern.x32 \00025 ./arch/monster/dragon/Cwyvern.x71 \00026 ./arch/monster/dragon/Cwyvern.x72 \00027 ./arch/armour/shield/DShield.111 \00028 ./arch/armour/shield/DShield.112 \00029 ./arch/armour/shield/DShield.113 \00030 ./arch/monster/demon/GreatDemon/GreatDemon.x11 \00031 ./arch/ground/nimground/Nimground3_purple.111 \00032 ./arch/ground/nimground/Nimground3_purple.112 \00033 ./arch/ground/nimground/Nimground3_purple.113 \00034 ./arch/ground/nimground/Nimground3_purple.114 \00035 ./arch/armour/mail/Pdragonmail.111 \00036 ./arch/armour/mail/Pdragonmail.112 \00037 ./arch/road/a_bridge/a_bridge1.111 \00038 ./arch/road/a_bridge/a_bridge2.111 \00039 ./arch/construct/town/a_civic.x11 \00040 ./arch/construct/town/a_civic2.x11 \00041 ./arch/monster/humanoid/Arabic/a_guard_h.111 \00042 ./arch/monster/humanoid/Arabic/a_guard_l.111 \00043 ./arch/monster/humanoid/Arabic/a_guard_m.111 \00044 ./arch/armour/helmet/a_helmet.111 \00045 ./arch/monster/humanoid/Arabic/a_priest.111 \00046 ./arch/monster/humanoid/Arabic/a_townsman.111 \00047 ./arch/monster/humanoid/Arabic/a_townsman2.111 \00048 ./arch/monster/humanoid/Arabic/a_townsman3.111 \00049 ./arch/ground/acid.111 \00050 ./arch/ground/acid.112 \00051 ./arch/ground/acid.113 \00052 ./arch/ground/acid.114 \00053 ./arch/ground/acid.115 \00054 ./arch/ground/smooth/acid_S.111 \00055 ./arch/ground/smooth/acid_S.112 \00056 ./arch/ground/smooth/acid_S.113 \00057 ./arch/ground/smooth/acid_S.114 \00058 ./arch/ground/smooth/acid_S.115 \00059 ./arch/monster/acid/acid_pool.111 \00060 ./arch/monster/acid/acid_pool.112 \00061 ./arch/monster/acid/acidsphere.111 \00062 ./arch/monster/acid/acidsphere.112 \00063 ./arch/monster/acid/acidsphere.113 \00064 ./arch/monster/acid/acidsphere.114 \00065 ./arch/misc/acidspit.111 \00066 ./arch/misc/acidspit.121 \00067 ./arch/misc/acidspit.131 \00068 ./arch/misc/acidspit.141 \00069 ./arch/misc/acidspit.151 \00070 ./arch/misc/acidspit.161 \00071 ./arch/misc/acidspit.171 \00072 ./arch/misc/acidspit.181 \00073 ./arch/floor/Afloor/afloor.131 \00074 ./arch/floor/Afloor/afloor.171 \00075 ./arch/floor/Afloor/afloor_blue.131 \00076 ./arch/floor/Afloor/afloor_blue.171 \00077 ./arch/floor/Afloor/afloor_magenta.131 \00078 ./arch/floor/Afloor/afloor_magenta.171 \00079 ./arch/floor/Afloor/ahole.131 \00080 ./arch/floor/Afloor/ahole.171 \00081 ./arch/floor/Afloor/ahole_blue.131 \00082 ./arch/floor/Afloor/ahole_blue.171 \00083 ./arch/floor/Afloor/ahole_magenta.131 \00084 ./arch/floor/Afloor/ahole_magenta.171 \00085 ./arch/player/class/Wizardry/alchemist.111 \00086 ./arch/player/class/Wizardry/alchemist.112 \00087 ./arch/player/class/Wizardry/alchemist.131 \00088 ./arch/player/class/Wizardry/alchemist.132 \00089 ./arch/player/class/Wizardry/alchemist.151 \00090 ./arch/player/class/Wizardry/alchemist.152 \00091 ./arch/player/class/Wizardry/alchemist.171 \00092 ./arch/player/class/Wizardry/alchemist.172 \00093 ./arch/connect/altar.111 \00094 ./arch/connect/altar.112 \00095 ./arch/gods/altars/altardevo.111 \00096 ./arch/gods/altars/altargaea.111 \00097 ./arch/gods/altars/altargnarg.111 \00098 ./arch/gods/altars/altargoro.111 \00099 ./arch/gods/altars/altargoro.112 \00100 ./arch/gods/altars/altargoro.113 \00101 ./arch/gods/altars/altarixalovh.111 \00102 ./arch/gods/altars/altarlyth.111 \00103 ./arch/gods/altars/altarmostr.111 \00104 ./arch/gods/altars/altarnone.111 \00105 ./arch/gods/altars/altarrugg.111 \00106 ./arch/gods/altars/altarrugg.112 \00107 ./arch/gods/altars/altarrugg.113 \00108 ./arch/gods/altars/altarrugg.114 \00109 ./arch/gods/altars/altarrugg.115 \00110 ./arch/gods/altars/altarrugg.116 \00111 ./arch/gods/altars/altarsori.111 \00112 ./arch/gods/altars/altarsori.112 \00113 ./arch/gods/altars/altarsori.113 \00114 ./arch/gods/altars/altarsori.114 \00115 ./arch/gods/altars/altarsori.115 \00116 ./arch/gods/altars/altarsori.116 \00117 ./arch/gods/altars/altarvalk.111 \00118 ./arch/gods/altars/altarvalr.111 \00119 ./arch/gods/altars/altarvalr.112 \00120 ./arch/gods/altars/altarvalr.113 \00121 ./arch/gods/altars/altarvalr_intervention.111 \00122 ./arch/gods/altars/altarvalr_intervention.112 \00123 ./arch/gods/altars/altarvalr_intervention.113 \00124 ./arch/gods/altars/altarvalr_intervention.114 \00125 ./arch/gods/altars/altarvalr_intervention.115 \00126 ./arch/jewel/amber_coin.111 \00127 ./arch/shop/amberium_converter.111 \00128 ./arch/shop/ambolt.111 \00129 ./arch/jewel/gems/amethyst.111 \00130 ./arch/jewel/gems/amethyst.112 \00131 ./arch/jewel/gems/amethyst_exceptional.111 \00132 ./arch/jewel/gems/amethyst_flawless.111 \00133 ./arch/talisman/amulet.111 \00134 ./arch/talisman/amulet_aethereality.111 \00135 ./arch/talisman/amulet_calling_death.111 \00136 ./arch/talisman/amulet_dark.111 \00137 ./arch/talisman/amulet_darkmagenta.111 \00138 ./arch/talisman/amulet_darkred.111 \00139 ./arch/talisman/amulet_deflection.111 \00140 ./arch/talisman/amulet_destruction.111 \00141 ./arch/talisman/amulet_empowerement.111 \00142 ./arch/talisman/amulet_free_action.111 \00143 ./arch/talisman/amulet_gray.111 \00144 ./arch/talisman/amulet_holiness.111 \00145 ./arch/talisman/amulet_lif.111 \00146 ./arch/talisman/amulet_magenta.111 \00147 ./arch/talisman/amulet_magi.111 \00148 ./arch/talisman/amulet_power.111 \00149 ./arch/talisman/amulet_red.111 \00150 ./arch/talisman/amulet_shielded_mind.111 \00151 ./arch/talisman/amulet_shielding.111 \00152 ./arch/talisman/amulet_sorrow.111 \00153 ./arch/talisman/amulet_sustenance.111 \00154 ./arch/talisman/amulet_unholiness.111 \00155 ./arch/talisman/amulet_white.111 \00156 ./arch/misc/anchor.111 \00157 ./arch/monster/angel/angel.111 \00158 ./arch/monster/angel/angel.112 \00159 ./arch/monster/angel/angel.131 \00160 ./arch/monster/angel/angel.132 \00161 ./arch/monster/angel/angel.151 \00162 ./arch/monster/angel/angel.152 \00163 ./arch/monster/angel/angel.171 \00164 ./arch/monster/angel/angel.172 \00165 ./arch/monster/angel/angel_sword.111 \00166 ./arch/monster/angel/angel_sword.112 \00167 ./arch/monster/angel/angel_sword.131 \00168 ./arch/monster/angel/angel_sword.132 \00169 ./arch/monster/angel/angel_sword.151 \00170 ./arch/monster/angel/angel_sword.152 \00171 ./arch/monster/angel/angel_sword.171 \00172 ./arch/monster/angel/angel_sword.172 \00173 ./arch/monster/angel/angelknight.x11 \00174 ./arch/system/mood_floors/angry_floor.111 \00175 ./arch/monster/insect/ant/ant.111 \00176 ./arch/monster/insect/ant/ant.112 \00177 ./arch/monster/insect/ant/ant_egg.111 \00178 ./arch/monster/insect/ant/ant_gen.111 \00179 ./arch/monster/insect/ant/ant_larvae.111 \00180 ./arch/monster/insect/ant/ant_larvae.112 \00181 ./arch/monster/animal/ape.131 \00182 ./arch/monster/animal/ape.132 \00183 ./arch/monster/animal/ape.171 \00184 ./arch/monster/animal/ape.172 \00185 ./arch/food/produce/apple.111 \00186 ./arch/food/produce/apple_eighth.111 \00187 ./arch/food/produce/apple_fourth.111 \00188 ./arch/food/produce/apple_half.111 \00189 ./arch/monster/angel/archangel.x11 \00190 ./arch/monster/angel/archangel.x12 \00191 ./arch/monster/angel/archangel.x13 \00192 ./arch/exit/archblack.111 \00193 ./arch/exit/archblack.112 \00194 ./arch/exit/archblack.113 \00195 ./arch/exit/archblack.114 \00196 ./arch/exit/archgold.111 \00197 ./arch/exit/archgreen.111 \00198 ./arch/monster/chaos/archon.111 \00199 ./arch/monster/chaos/archon.222 \00200 ./arch/monster/chaos/archon.333 \00201 ./arch/monster/chaos/archon.444 \00202 ./arch/exit/archtree.111 \00203 ./arch/exit/archwood.111 \00204 ./arch/flesh/human/arm.111 \00205 ./arch/monster/humanoid/Human/armless_cook.111 \00206 ./arch/monster/humanoid/Human/armless_cook.131 \00207 ./arch/monster/humanoid/Human/armless_cook.151 \00208 ./arch/monster/humanoid/Human/armless_cook.171 \00209 ./arch/monster/troll/armourtroll2.111 \00210 ./arch/monster/troll/armourtroll2.112 \00211 ./arch/monster/troll/armourtroll3.111 \00212 ./arch/monster/troll/armourtroll4.111 \00213 ./arch/weapon/bow/arrow.101 \00214 ./arch/weapon/bow/arrow.111 \00215 ./arch/weapon/bow/arrow.121 \00216 ./arch/weapon/bow/arrow.131 \00217 ./arch/weapon/bow/arrow.141 \00218 ./arch/weapon/bow/arrow.151 \00219 ./arch/weapon/bow/arrow.161 \00220 ./arch/weapon/bow/arrow.171 \00221 ./arch/weapon/bow/arrow.181 \00222 ./arch/weapon/bow/arrow_fire.101 \00223 ./arch/weapon/bow/arrow_fire.111 \00224 ./arch/weapon/bow/arrow_fire.121 \00225 ./arch/weapon/bow/arrow_fire.131 \00226 ./arch/weapon/bow/arrow_fire.141 \00227 ./arch/weapon/bow/arrow_fire.151 \00228 ./arch/weapon/bow/arrow_fire.161 \00229 ./arch/weapon/bow/arrow_fire.171 \00230 ./arch/weapon/bow/arrow_fire.181 \00231 ./arch/weapon/bow/arrow_frost.101 \00232 ./arch/weapon/bow/arrow_frost.111 \00233 ./arch/weapon/bow/arrow_frost.121 \00234 ./arch/weapon/bow/arrow_frost.131 \00235 ./arch/weapon/bow/arrow_frost.141 \00236 ./arch/weapon/bow/arrow_frost.151 \00237 ./arch/weapon/bow/arrow_frost.161 \00238 ./arch/weapon/bow/arrow_frost.171 \00239 ./arch/weapon/bow/arrow_frost.181 \00240 ./arch/weapon/bow/arrow_lightning.101 \00241 ./arch/weapon/bow/arrow_lightning.111 \00242 ./arch/weapon/bow/arrow_lightning.121 \00243 ./arch/weapon/bow/arrow_lightning.131 \00244 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./arch/weapon/bow/bolt_magic.111 \00699 ./arch/weapon/bow/bolt_magic.121 \00700 ./arch/weapon/bow/bolt_magic.131 \00701 ./arch/weapon/bow/bolt_magic.141 \00702 ./arch/weapon/bow/bolt_magic.151 \00703 ./arch/weapon/bow/bolt_magic.161 \00704 ./arch/weapon/bow/bolt_magic.171 \00705 ./arch/weapon/bow/bolt_magic.181 \00706 ./arch/weapon/bow/bolt_poison.101 \00707 ./arch/weapon/bow/bolt_poison.111 \00708 ./arch/weapon/bow/bolt_poison.121 \00709 ./arch/weapon/bow/bolt_poison.131 \00710 ./arch/weapon/bow/bolt_poison.141 \00711 ./arch/weapon/bow/bolt_poison.151 \00712 ./arch/weapon/bow/bolt_poison.161 \00713 ./arch/weapon/bow/bolt_poison.171 \00714 ./arch/weapon/bow/bolt_poison.181 \00715 ./arch/misc/item/bolt_silk.111 \00716 ./arch/weapon/bow/bolt_slay_dragon.101 \00717 ./arch/weapon/bow/bolt_slay_dragon.111 \00718 ./arch/weapon/bow/bolt_slay_dragon.121 \00719 ./arch/weapon/bow/bolt_slay_dragon.131 \00720 ./arch/weapon/bow/bolt_slay_dragon.141 \00721 ./arch/weapon/bow/bolt_slay_dragon.151 \00722 ./arch/weapon/bow/bolt_slay_dragon.161 \00723 ./arch/weapon/bow/bolt_slay_dragon.171 \00724 ./arch/weapon/bow/bolt_slay_dragon.181 \00725 ./arch/spell/Bomb/bomb.111 \00726 ./arch/spell/Bomb/bomb.112 \00727 ./arch/spell/Bomb/bomb.113 \00728 ./arch/spell/Bomb/bomb.114 \00729 ./arch/monster/dragon/bone_drake/bone_drake.x11 \00730 ./arch/monster/dragon/bone_drake/bone_drake.x12 \00731 ./arch/monster/demon/bone_head.111 \00732 ./arch/monster/demon/bone_head.112 \00733 ./arch/monster/demon/bone_head.113 \00734 ./arch/armour/helmet/bone_helm.111 \00735 ./arch/weapon/artifact/bonecrush.111 \00736 ./arch/misc/bones1.111 \00737 ./arch/misc/bones2.111 \00738 ./arch/misc/bones3.111 \00739 ./arch/misc/bones4.111 \00740 ./arch/misc/bones5.111 \00741 ./arch/readable/book_clasp.111 \00742 ./arch/readable/book_read.111 \00743 ./arch/readable/guide/book_red.111 \00744 ./arch/misc/Container/bookshelf.111 \00745 ./arch/misc/Container/bookshelf2.111 \00746 ./arch/misc/Container/bookshelf_bottom.111 \00747 ./arch/misc/Container/bookshelf_left.111 \00748 ./arch/misc/Container/bookshelf_right.111 \00749 ./arch/food/booze.111 \00750 ./arch/food/boozebottle_empty.111 \00751 ./arch/misc/boulder.111 \00752 ./arch/misc/bouquet.111 \00753 ./arch/weapon/bow/bow.111 \00754 ./arch/monster/acid/bpudding.111 \00755 ./arch/monster/acid/bpudding.112 \00756 ./arch/monster/acid/bpudding_g.111 \00757 ./arch/monster/acid/bpudding_g.112 \00758 ./arch/monster/acid/bpudding_g.113 \00759 ./arch/monster/acid/bpudding_g.114 \00760 ./arch/monster/acid/bpudding_g.115 \00761 ./arch/monster/acid/bpudding_g.116 \00762 ./arch/monster/acid/bpudding_g.117 \00763 ./arch/monster/acid/bpudding_g.118 \00764 ./arch/monster/acid/bpudding_g.119 \00765 ./arch/monster/acid/bpudding_s.111 \00766 ./arch/monster/acid/bpudding_s.112 \00767 ./arch/monster/acid/bpudding_s.113 \00768 ./arch/monster/acid/bpudding_s.114 \00769 ./arch/armour/bracers/bracers_ac.111 \00770 ./arch/armour/bracers/bracersdex.111 \00771 ./arch/flesh/generic/brain.111 \00772 ./arch/river/branch_125.111 \00773 ./arch/river/branch_125.211 \00774 ./arch/river/branch_135.111 \00775 ./arch/river/branch_137.111 \00776 ./arch/river/branch_145.111 \00777 ./arch/river/branch_145.211 \00778 ./arch/river/branch_156.111 \00779 ./arch/river/branch_156.211 \00780 ./arch/river/branch_157.111 \00781 ./arch/river/branch_158.111 \00782 ./arch/river/branch_158.211 \00783 ./arch/river/branch_237.111 \00784 ./arch/river/branch_237.211 \00785 ./arch/river/branch_347.111 \00786 ./arch/river/branch_347.211 \00787 ./arch/river/branch_357.111 \00788 ./arch/river/branch_367.111 \00789 ./arch/river/branch_367.211 \00790 ./arch/river/branch_378.111 \00791 ./arch/river/branch_378.211 \00792 ./arch/jewel/bars/brassbar.111 \00793 ./arch/light/brazier.111 \00794 ./arch/light/brazier.112 \00795 ./arch/light/brazier.113 \00796 ./arch/light/brazier.114 \00797 ./arch/weapon/axe/brdaxe_1.111 \00798 ./arch/weapon/axe/brdaxe_1.112 \00799 ./arch/weapon/axe/brdaxe_1.113 \00800 ./arch/weapon/axe/brdaxe_1.114 \00801 ./arch/monster/insect/ant/breeder_ant.x11 \00802 ./arch/monster/insect/ant/breeder_ant.x12 \00803 ./arch/ground/brefjell.111 \00804 ./arch/river/bridge_15.111 \00805 ./arch/river/bridge_37.111 \00806 ./arch/road/bridgemoat/bridge_m0.111 \00807 ./arch/road/bridgemoat/bridge_m1.111 \00808 ./arch/jewel/bars/bronzebar.111 \00809 ./arch/monster/misc/broo.111 \00810 ./arch/monster/misc/broo.112 \00811 ./arch/monster/misc/broo.113 \00812 ./arch/ground/Wood/brush.111 \00813 ./arch/weapon/sword/bsword_1.111 \00814 ./arch/weapon/sword/bsword_2.111 \00815 ./arch/construct/town/building10_east.x11 \00816 ./arch/construct/town/building1_east.111 \00817 ./arch/construct/town/building2_east.x11 \00818 ./arch/construct/town/building3_east.x11 \00819 ./arch/construct/town/building4_east.x11 \00820 ./arch/construct/town/building5_east.x11 \00821 ./arch/construct/town/building6_east.x11 \00822 ./arch/construct/town/building7_east.x11 \00823 ./arch/construct/town/building8_east.x11 \00824 ./arch/construct/town/building9_east.x11 \00825 ./arch/wall/bulletwall/bul_wall_0.111 \00826 ./arch/wall/bulletwall/bul_wall_1.111 \00827 ./arch/wall/bulletwall/bul_wall_2.111 \00828 ./arch/wall/bulletwall/bul_wall_3.111 \00829 ./arch/wall/bulletwall/bul_wall_4.111 \00830 ./arch/wall/bulletwall/bul_wall_5.111 \00831 ./arch/wall/bulletwall/bul_wall_6.111 \00832 ./arch/wall/bulletwall/bul_wall_7.111 \00833 ./arch/wall/bulletwall/bul_wall_8.111 \00834 ./arch/spell/Bullet/bullet.111 \00835 ./arch/spell/Bullet/bullet.112 \00836 ./arch/spell/Bullet/bullet.121 \00837 ./arch/spell/Bullet/bullet.131 \00838 ./arch/spell/Bullet/bullet.141 \00839 ./arch/spell/Bullet/bullet.151 \00840 ./arch/spell/Bullet/bullet.161 \00841 ./arch/spell/Bullet/bullet.171 \00842 ./arch/spell/Bullet/bullet.181 \00843 ./arch/construct/bungalow.111 \00844 ./arch/planes/fire/burning_barn.x11 \00845 ./arch/planes/fire/burning_cathedral.x11 \00846 ./arch/planes/fire/burning_church.x11 \00847 ./arch/planes/fire/burning_collesium.x11 \00848 ./arch/planes/fire/burning_courthouse.x11 \00849 ./arch/planes/fire/burning_fort.x11 \00850 ./arch/planes/fire/burning_fort_sym.111 \00851 ./arch/planes/fire/burning_fountain.111 \00852 ./arch/planes/fire/burning_fountain.112 \00853 ./arch/planes/fire/burning_fountain.113 \00854 ./arch/planes/fire/burning_guild.x11 \00855 ./arch/planes/fire/burning_house_1.111 \00856 ./arch/planes/fire/burning_house_larg.x11 \00857 ./arch/planes/fire/burning_house_long.x11 \00858 ./arch/planes/fire/burning_house_up.x11 \00859 ./arch/planes/fire/burning_housesmall.111 \00860 ./arch/planes/fire/burning_l_shop1.x11 \00861 ./arch/planes/fire/burning_market1.111 \00862 ./arch/planes/fire/burning_market2.111 \00863 ./arch/planes/fire/burning_market3.111 \00864 ./arch/planes/fire/burning_shrine.111 \00865 ./arch/planes/fire/burning_smalltemple.111 \00866 ./arch/planes/fire/burning_store_alch.x11 \00867 ./arch/planes/fire/burning_store_armo.x11 \00868 ./arch/planes/fire/burning_store_gene.x11 \00869 ./arch/planes/fire/burning_store_magi.x11 \00870 ./arch/planes/fire/burning_store_weap.x11 \00871 ./arch/planes/fire/burning_stronghold.x11 \00872 ./arch/planes/fire/burning_t_house2.x11 \00873 ./arch/planes/fire/burning_temple1.x11 \00874 ./arch/gods/items/burning_tail/burningtail.111 \00875 ./arch/gods/items/burning_tail/burningtail.112 \00876 ./arch/gods/items/burning_tail/burningtail.113 \00877 ./arch/planes/fire/burningwall/burningwall_0.111 \00878 ./arch/planes/fire/burningwall/burningwall_0.112 \00879 ./arch/planes/fire/burningwall/burningwall_1.111 \00880 ./arch/planes/fire/burningwall/burningwall_1.112 \00881 ./arch/planes/fire/burningwall/burningwall_2.111 \00882 ./arch/planes/fire/burningwall/burningwall_2.112 \00883 ./arch/planes/fire/burningwall/burningwall_3.111 \00884 ./arch/planes/fire/burningwall/burningwall_3.112 \00885 ./arch/planes/fire/burningwall/burningwall_4.111 \00886 ./arch/planes/fire/burningwall/burningwall_4.112 \00887 ./arch/planes/fire/burningwall/burningwall_5.111 \00888 ./arch/planes/fire/burningwall/burningwall_5.112 \00889 ./arch/planes/fire/burningwall/burningwall_6.111 \00890 ./arch/planes/fire/burningwall/burningwall_6.112 \00891 ./arch/planes/fire/burningwall/burningwall_7.111 \00892 ./arch/planes/fire/burningwall/burningwall_7.112 \00893 ./arch/planes/fire/burningwall/burningwall_8.111 \00894 ./arch/planes/fire/burningwall/burningwall_8.112 \00895 ./arch/planes/fire/burningwall/burningwall_9.111 \00896 ./arch/planes/fire/burningwall/burningwall_9.112 \00897 ./arch/planes/fire/burningwall/burningwall_A.111 \00898 ./arch/planes/fire/burningwall/burningwall_A.112 \00899 ./arch/planes/fire/burningwall/burningwall_B.111 \00900 ./arch/planes/fire/burningwall/burningwall_B.112 \00901 ./arch/planes/fire/burningwall/burningwall_C.111 \00902 ./arch/planes/fire/burningwall/burningwall_C.112 \00903 ./arch/planes/fire/burningwall/burningwall_D.111 \00904 ./arch/planes/fire/burningwall/burningwall_D.112 \00905 ./arch/planes/fire/burningwall/burningwall_E.111 \00906 ./arch/planes/fire/burningwall/burningwall_E.112 \00907 ./arch/planes/fire/burningwall/burningwall_F.111 \00908 ./arch/planes/fire/burningwall/burningwall_F.112 \00909 ./arch/spell/Burnout/burnout.111 \00910 ./arch/spell/Burnout/burnout.112 \00911 ./arch/spell/Burnout/burnout.113 \00912 ./arch/spell/Burnout/burnout.114 \00913 ./arch/spell/Burnout/burnout.115 \00914 ./arch/spell/Burnout/burnout.116 \00915 ./arch/spell/Burnout/burnout.117 \00916 ./arch/spell/Burnout/burnout.118 \00917 ./arch/spell/Burnout/burnout.119 \00918 ./arch/spell/Burnout/burnout.11A \00919 ./arch/spell/Burnout/burnout.11B \00920 ./arch/spell/Burnout/burnout.11C \00921 ./arch/spell/Burnout/burnout.11D \00922 ./arch/spell/Burnout/burnout.11E \00923 ./arch/spell/Burnout/burnout.11F \00924 ./arch/spell/Burnout/burnout.11G \00925 ./arch/spell/Burnout/burnout.11H \00926 ./arch/spell/Burnout/burnout.11J \00927 ./arch/spell/Burnout/burnout.11K \00928 ./arch/spell/Burnout/burnout.11L \00929 ./arch/spell/Burnout/burnout.11M \00930 ./arch/spell/Burnout/burnout.11N \00931 ./arch/spell/Burnout/burnout.11O \00932 ./arch/spell/Burnout/burnout.11P \00933 ./arch/spell/Burnout/burnout.11Q \00934 ./arch/spell/Burnout/burnout.11R \00935 ./arch/weapon/sword/butterflysword_1.111 \00936 ./arch/weapon/sword/butterflysword_2.111 \00937 ./arch/connect/button_big.111 \00938 ./arch/connect/button_big.112 \00939 ./arch/connect/button_sma.111 \00940 ./arch/connect/button_sma.112 \00941 ./arch/wall/bwall/bwall_0.111 \00942 ./arch/wall/bwall/bwall_1.111 \00943 ./arch/wall/bwall/bwall_2.111 \00944 ./arch/wall/bwall/bwall_3.111 \00945 ./arch/wall/bwall/bwall_4.111 \00946 ./arch/wall/bwall/bwall_5.111 \00947 ./arch/wall/bwall/bwall_6.111 \00948 ./arch/wall/bwall/bwall_7.111 \00949 ./arch/wall/bwall/bwall_8.111 \00950 ./arch/wall/bwall/bwall_9.111 \00951 ./arch/wall/bwall/bwall_A.111 \00952 ./arch/wall/bwall/bwall_B.111 \00953 ./arch/wall/bwall/bwall_C.111 \00954 ./arch/wall/bwall/bwall_D.111 \00955 ./arch/wall/bwall/bwall_E.111 \00956 ./arch/wall/bwall/bwall_F.111 \00957 ./arch/wall/bwall/bwall_hole_5.111 \00958 ./arch/wall/bwall/bwall_hole_A.111 \00959 ./arch/wall/bwall/bwall_w_0.111 \00960 ./arch/wall/bwall/bwall_w_0.112 \00961 ./arch/wall/bwall/bwall_w_0.113 \00962 ./arch/wall/bwall/bwall_w_0.114 \00963 ./arch/wall/bwall/bwall_w_0.115 \00964 ./arch/wall/bwall/bwall_w_0.116 \00965 ./arch/wall/bwall/bwall_w_0.117 \00966 ./arch/wall/bwall/bwall_w_1.111 \00967 ./arch/wall/bwall/bwall_w_1.112 \00968 ./arch/wall/bwall/bwall_w_1.113 \00969 ./arch/wall/bwall/bwall_w_1.114 \00970 ./arch/wall/bwall/bwall_w_1.115 \00971 ./arch/wall/bwall/bwall_w_1.116 \00972 ./arch/wall/bwall/bwall_w_1.117 \00973 ./arch/monster/giant/byakie/byakie.x11 \00974 ./arch/monster/giant/byakie/byakie.x12 \00975 ./arch/monster/misc/c_knight.111 \00976 ./arch/monster/misc/c_knight.112 \00977 ./arch/monster/misc/c_priest.131 \00978 ./arch/monster/misc/c_priest.132 \00979 ./arch/monster/misc/c_priest.171 \00980 ./arch/monster/misc/c_priest.172 \00981 ./arch/food/produce/cabbage.111 \00982 ./arch/food/cake.111 \00983 ./arch/system/mood_floors/calm_floor.111 \00984 ./arch/misc/Camp/campfire.111 \00985 ./arch/misc/Camp/campfire.112 \00986 ./arch/misc/Camp/campfire.113 \00987 ./arch/misc/Camp/campfire.114 \00988 ./arch/misc/Camp/campfire_out.111 \00989 ./arch/spell/Bolt/cancellation.111 \00990 ./arch/spell/Bolt/cancellation.112 \00991 ./arch/spell/Bolt/cancellation.113 \00992 ./arch/misc/cannon_0.111 \00993 ./arch/misc/cannon_1.111 \00994 ./arch/misc/cannon_2.111 \00995 ./arch/misc/cannon_3.111 \00996 ./arch/misc/cannon_4.111 \00997 ./arch/misc/cannon_5.111 \00998 ./arch/misc/cannon_6.111 \00999 ./arch/misc/cannon_7.111 \01000 ./arch/misc/cannon_8.111 \01001 ./arch/construct/keep/capitalhold_east.x11 \01002 ./arch/construct/keep/capitalhold_west.x11 \01003 ./arch/food/caramel.111 \01004 ./arch/readable/card.111 \01005 ./arch/readable/card_crown.111 \01006 ./arch/readable/card_cup.111 \01007 ./arch/readable/card_dragon.111 \01008 ./arch/readable/card_ring.111 \01009 ./arch/readable/card_skull.111 \01010 ./arch/readable/card_sword.111 \01011 ./arch/food/produce/carrot.111 \01012 ./arch/misc/Container/carton_box_1.111 \01013 ./arch/misc/Container/carton_box_1_open.111 \01014 ./arch/construct/castle/castle.111 \01015 ./arch/construct/castle/castle_a.x11 \01016 ./arch/construct/castle/castle_a.x12 \01017 ./arch/construct/castle/castle_a_east.x11 \01018 ./arch/construct/castle/castle_a_northwest.x11 \01019 ./arch/construct/castle/castle_a_northwest.x12 \01020 ./arch/construct/castle/castle_a_western.x11 \01021 ./arch/construct/castle/castle_a_western.x12 \01022 ./arch/construct/castle/castle_west.111 \01023 ./arch/construct/temple/cathedral.x11 \01024 ./arch/crafting/Container/cauldron.111 \01025 ./arch/crafting/Container/cauldron_open.111 \01026 ./arch/spell/Bullet/cause.111 \01027 ./arch/spell/Bullet/cause.112 \01028 ./arch/wall/cave/cave1.111 \01029 ./arch/wall/cave/cave10.111 \01030 ./arch/wall/cave/cave11.111 \01031 ./arch/wall/cave/cave12.111 \01032 ./arch/wall/cave/cave13.111 \01033 ./arch/wall/cave/cave14.111 \01034 ./arch/wall/cave/cave15.111 \01035 ./arch/wall/cave/cave16.111 \01036 ./arch/wall/cave/cave17.111 \01037 ./arch/wall/cave/cave18.111 \01038 ./arch/wall/cave/cave19.111 \01039 ./arch/wall/cave/cave2.111 \01040 ./arch/wall/cave/cave20.111 \01041 ./arch/wall/cave/cave21.111 \01042 ./arch/wall/cave/cave22.111 \01043 ./arch/wall/cave/cave23.111 \01044 ./arch/wall/cave/cave24.111 \01045 ./arch/wall/cave/cave25.111 \01046 ./arch/wall/cave/cave3.111 \01047 ./arch/wall/cave/cave4.111 \01048 ./arch/wall/cave/cave5.111 \01049 ./arch/wall/cave/cave6.111 \01050 ./arch/wall/cave/cave7.111 \01051 ./arch/wall/cave/cave8.111 \01052 ./arch/wall/cave/cave9.111 \01053 ./arch/wall/cave/cave_0.111 \01054 ./arch/wall/cave/cave_1.111 \01055 ./arch/wall/cave/cave_10.111 \01056 ./arch/wall/cave/cave_11.111 \01057 ./arch/wall/cave/cave_12.111 \01058 ./arch/wall/cave/cave_13.111 \01059 ./arch/wall/cave/cave_14.111 \01060 ./arch/wall/cave/cave_15.111 \01061 ./arch/wall/cave/cave_16.111 \01062 ./arch/wall/cave/cave_17.111 \01063 ./arch/wall/cave/cave_18.111 \01064 ./arch/wall/cave/cave_19.111 \01065 ./arch/wall/cave/cave_2.111 \01066 ./arch/wall/cave/cave_20.111 \01067 ./arch/wall/cave/cave_21.111 \01068 ./arch/wall/cave/cave_22.111 \01069 ./arch/wall/cave/cave_23.111 \01070 ./arch/wall/cave/cave_24.111 \01071 ./arch/wall/cave/cave_3.111 \01072 ./arch/wall/cave/cave_4.111 \01073 ./arch/wall/cave/cave_5.111 \01074 ./arch/wall/cave/cave_6.111 \01075 ./arch/wall/cave/cave_7.111 \01076 ./arch/wall/cave/cave_8.111 \01077 ./arch/wall/cave/cave_9.111 \01078 ./arch/exit/Up_down/cave_stair_up_2.111 \01079 ./arch/monster/insect/centipede/centipede.111 \01080 ./arch/monster/insect/centipede/centipede.112 \01081 ./arch/monster/insect/centipede/centipede.113 \01082 ./arch/monster/insect/centipede/centipede.114 \01083 ./arch/monster/insect/centipede/centipede.121 \01084 ./arch/monster/insect/centipede/centipede.122 \01085 ./arch/monster/insect/centipede/centipede.123 \01086 ./arch/monster/insect/centipede/centipede.124 \01087 ./arch/monster/insect/centipede/centipede.131 \01088 ./arch/monster/insect/centipede/centipede.132 \01089 ./arch/monster/insect/centipede/centipede.133 \01090 ./arch/monster/insect/centipede/centipede.134 \01091 ./arch/monster/insect/centipede/centipede.141 \01092 ./arch/monster/insect/centipede/centipede.142 \01093 ./arch/monster/insect/centipede/centipede.143 \01094 ./arch/monster/insect/centipede/centipede.144 \01095 ./arch/monster/insect/centipede/centipede.151 \01096 ./arch/monster/insect/centipede/centipede.152 \01097 ./arch/monster/insect/centipede/centipede.153 \01098 ./arch/monster/insect/centipede/centipede.154 \01099 ./arch/monster/insect/centipede/centipede.161 \01100 ./arch/monster/insect/centipede/centipede.162 \01101 ./arch/monster/insect/centipede/centipede.163 \01102 ./arch/monster/insect/centipede/centipede.164 \01103 ./arch/monster/insect/centipede/centipede.171 \01104 ./arch/monster/insect/centipede/centipede.172 \01105 ./arch/monster/insect/centipede/centipede.173 \01106 ./arch/monster/insect/centipede/centipede.174 \01107 ./arch/monster/insect/centipede/centipede.181 \01108 ./arch/monster/insect/centipede/centipede.182 \01109 ./arch/monster/insect/centipede/centipede.183 \01110 ./arch/monster/insect/centipede/centipede.184 \01111 ./arch/monster/insect/centipede/centipede_r.111 \01112 ./arch/monster/insect/centipede/centipede_r.112 \01113 ./arch/monster/insect/centipede/centipede_r.113 \01114 ./arch/ground/Winter/cforest1.111 \01115 ./arch/ground/Winter/cforest2.111 \01116 ./arch/ground/Winter/cforest3.111 \01117 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\01170 ./arch/misc/chalice_cop.112 \01171 ./arch/misc/chalice_cop.113 \01172 ./arch/misc/chalice_cop.114 \01173 ./arch/misc/chalice_iro.111 \01174 ./arch/misc/chalice_iro.112 \01175 ./arch/misc/chalice_iro.113 \01176 ./arch/misc/chalice_iro.114 \01177 ./arch/misc/chalice_plat.111 \01178 ./arch/misc/chalice_plat.112 \01179 ./arch/misc/chalice_plat.113 \01180 ./arch/misc/chalice_plat.114 \01181 ./arch/misc/chalice_sil.111 \01182 ./arch/misc/chalice_sil.112 \01183 ./arch/misc/chalice_sil.113 \01184 ./arch/misc/chalice_sil.114 \01185 ./arch/misc/chalice_tin.111 \01186 ./arch/misc/chalice_tin.112 \01187 ./arch/misc/chalice_tin.113 \01188 ./arch/misc/chalice_tin.114 \01189 ./arch/light/chandelier_1.x11 \01190 ./arch/light/chandelier_2.111 \01191 ./arch/light/chandelier_2.112 \01192 ./arch/light/chandelier_2.113 \01193 ./arch/light/chandelier_2.114 \01194 ./arch/light/chandelier_2_copper.111 \01195 ./arch/light/chandelier_2_copper.112 \01196 ./arch/light/chandelier_2_copper.113 \01197 ./arch/light/chandelier_2_copper.114 \01198 ./arch/monster/dragon/Chaos_Dra/chaos_dragon.x31 \01199 ./arch/monster/dragon/Chaos_Dra/chaos_dragon.x32 \01200 ./arch/monster/dragon/Chaos_Dra/chaos_dragon.x33 \01201 ./arch/monster/dragon/Chaos_Dra/chaos_dragon.x34 \01202 ./arch/monster/dragon/Chaos_Dra/chaos_dragon.x71 \01203 ./arch/monster/dragon/Chaos_Dra/chaos_dragon.x72 \01204 ./arch/monster/dragon/Chaos_Dra/chaos_dragon.x73 \01205 ./arch/monster/dragon/Chaos_Dra/chaos_dragon.x74 \01206 ./arch/spell/MoodChange/charm_aura.111 \01207 ./arch/spell/MoodChange/charm_aura.112 \01208 ./arch/spell/MoodChange/charm_aura.113 \01209 ./arch/system/mood_floors/charm_floor.111 \01210 ./arch/monster/humanoid/Human/charwoman.131 \01211 ./arch/monster/humanoid/Human/charwoman.132 \01212 ./arch/monster/humanoid/Human/charwoman.171 \01213 ./arch/monster/humanoid/Human/charwoman.172 \01214 ./arch/system/mood_floors/check_floor.111 \01215 ./arch/connect/check_inv.111 \01216 ./arch/misc/Container/checkbook.111 \01217 ./arch/construct/roof/chemney_1.111 \01218 ./arch/construct/roof/chemney_2.111 \01219 ./arch/monster/angel/cherub.111 \01220 ./arch/construct/house/chess_club.111 \01221 ./arch/misc/Container/chest_1.111 \01222 ./arch/monster/mimic/chest_1_mimic.111 \01223 ./arch/monster/mimic/chest_1_mimic.112 \01224 ./arch/misc/Container/chest_blue_1.111 \01225 ./arch/misc/Container/chest_green_1.111 \01226 ./arch/misc/Container/chest_jade_1.111 \01227 ./arch/misc/Container/chest_pink_1.111 \01228 ./arch/misc/Container/chest_red_1.111 \01229 ./arch/misc/Container/chest_valriel_1.111 \01230 ./arch/misc/Container/chest_valriel_1.112 \01231 ./arch/misc/Container/chest_valriel_1.113 \01232 ./arch/misc/Container/chest_valriel_1.114 \01233 ./arch/misc/Container/chest_white_1.111 \01234 ./arch/misc/Container/chest_yellow_1.111 \01235 ./arch/monster/animal/farmyard/chicken.131 \01236 ./arch/monster/animal/farmyard/chicken.132 \01237 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./arch/spell/MagicWall/counterwall.141 \01374 ./arch/spell/MagicWall/counterwall.142 \01375 ./arch/monster/humanoid/Human/courier.111 \01376 ./arch/monster/humanoid/Human/courierblue.111 \01377 ./arch/monster/humanoid/Human/couriergreen.111 \01378 ./arch/monster/humanoid/Human/couriermagenta.111 \01379 ./arch/monster/humanoid/Human/courierorange.111 \01380 ./arch/monster/humanoid/Human/courierpurple.111 \01381 ./arch/monster/humanoid/Human/courierturquoise.111 \01382 ./arch/monster/humanoid/Human/courieryellow.111 \01383 ./arch/construct/town/courthouse.x11 \01384 ./arch/misc/cplate.111 \01385 ./arch/ground/Stone/crater.111 \01386 ./arch/monster/misc/crawl/crawling_chaos.111 \01387 ./arch/monster/misc/crawl/crawling_chaos.112 \01388 ./arch/monster/misc/crawl/crawling_chaos.113 \01389 ./arch/shop/crea_serp_c.111 \01390 ./arch/system/creator.111 \01391 ./arch/monster/humanoid/Human/crone.111 \01392 ./arch/weapon/bow/crossbow.111 \01393 ./arch/readable/crossroad.111 \01394 ./arch/armour/helmet/crown.111 \01395 ./arch/armour/helmet/crown2.111 \01396 ./arch/armour/helmet/crown_dark.111 \01397 ./arch/armour/helmet/crown_gray.111 \01398 ./arch/armour/helmet/crown_r.111 \01399 ./arch/armour/helmet/crown_white.111 \01400 ./arch/misc/crystalball.111 \01401 ./arch/weapon/club/cudgel.111 \01402 ./arch/spell/Healing/cure_disease_effect.111 \01403 ./arch/spell/Healing/cure_disease_effect.112 \01404 ./arch/spell/Healing/cure_disease_effect.113 \01405 ./arch/spell/Healing/cure_disease_effect.114 \01406 ./arch/spell/Healing/cure_disease_effect.115 \01407 ./arch/spell/Healing/cure_disease_effect.116 \01408 ./arch/spell/Healing/cure_disease_effect.117 \01409 ./arch/spell/BlessCurse/curse_effect.111 \01410 ./arch/spell/BlessCurse/curse_effect.112 \01411 ./arch/spell/BlessCurse/curse_effect.113 \01412 ./arch/spell/BlessCurse/curse_effect.114 \01413 ./arch/spell/BlessCurse/curse_effect.115 \01414 ./arch/spell/BlessCurse/curse_effect.116 \01415 ./arch/wall/cwall/cwall_0.111 \01416 ./arch/wall/cwall/cwall_1.111 \01417 ./arch/wall/cwall/cwall_2.111 \01418 ./arch/wall/cwall/cwall_3.111 \01419 ./arch/wall/cwall/cwall_4.111 \01420 ./arch/wall/cwall/cwall_5.111 \01421 ./arch/wall/cwall/cwall_6.111 \01422 ./arch/wall/cwall/cwall_7.111 \01423 ./arch/wall/cwall/cwall_8.111 \01424 ./arch/wall/cwall/cwall_9.111 \01425 ./arch/wall/cwall/cwall_A.111 \01426 ./arch/wall/cwall/cwall_B.111 \01427 ./arch/wall/cwall/cwall_C.111 \01428 ./arch/wall/cwall/cwall_D.111 \01429 ./arch/wall/cwall/cwall_E.111 \01430 ./arch/wall/cwall/cwall_F.111 \01431 ./arch/wall/cwall/cwall_beigemarble.111 \01432 ./arch/wall/cwall/cwall_bluemarblemedium.111 \01433 ./arch/wall/cwall/cwall_cyanmarble.111 \01434 ./arch/wall/cwall/cwall_cyanmarbledark.111 \01435 ./arch/wall/cwall/cwall_graymarble.111 \01436 ./arch/wall/cwall/cwall_greenmarble.111 \01437 ./arch/wall/cwall/cwall_greenmarblemedium.111 \01438 ./arch/wall/cwall/cwall_magentamarble.111 \01439 ./arch/wall/cwall/cwall_marble.111 \01440 ./arch/wall/cwall/cwall_mural_1.111 \01441 ./arch/wall/cwall/cwall_mural_1.112 \01442 ./arch/wall/cwall/cwall_mural_1.113 \01443 ./arch/wall/cwall/cwall_mural_1.114 \01444 ./arch/wall/cwall/cwall_mural_end_1.111 \01445 ./arch/wall/cwall/cwall_mural_end_1.112 \01446 ./arch/wall/cwall/cwall_pinkmarble.111 \01447 ./arch/wall/cwall/cwall_w_0.111 \01448 ./arch/wall/cwall/cwall_w_0.112 \01449 ./arch/wall/cwall/cwall_w_0.113 \01450 ./arch/wall/cwall/cwall_w_0.114 \01451 ./arch/wall/cwall/cwall_w_0.115 \01452 ./arch/wall/cwall/cwall_w_0.116 \01453 ./arch/wall/cwall/cwall_w_0.117 \01454 ./arch/wall/cwall/cwall_w_0.118 \01455 ./arch/wall/cwall/cwall_w_0.119 \01456 ./arch/wall/cwall/cwall_w_0.11A \01457 ./arch/wall/cwall/cwall_w_1.111 \01458 ./arch/wall/cwall/cwall_w_1.112 \01459 ./arch/wall/cwall/cwall_w_1.113 \01460 ./arch/wall/cwall/cwall_w_1.114 \01461 ./arch/wall/cwall/cwall_w_1.115 \01462 ./arch/wall/cwall/cwall_w_1.116 \01463 ./arch/wall/cwall/cwall_w_1.117 \01464 ./arch/wall/cwall/cwall_w_1.118 \01465 ./arch/wall/cwall/cwall_w_1.119 \01466 ./arch/connect/cwallsec.111 \01467 ./arch/connect/cwallsec.112 \01468 ./arch/connect/cwallsec.113 \01469 ./arch/connect/cwallsec.114 \01470 ./arch/connect/cwallsec.115 \01471 ./arch/connect/cwallsec.116 \01472 ./arch/connect/cwallsec.117 \01473 ./arch/connect/cwallsec.118 \01474 ./arch/connect/cwallsec_mural_1.111 \01475 ./arch/connect/cwallsec_mural_1.112 \01476 ./arch/connect/cwallsec_mural_1.113 \01477 ./arch/connect/cwallsec_mural_1.114 \01478 ./arch/connect/cwallsec_mural_1.115 \01479 ./arch/connect/cwallsec_mural_1.116 \01480 ./arch/connect/cwallsec_mural_1.117 \01481 ./arch/connect/cwallsec_mural_1.118 \01482 ./arch/floor/inlayed/cyan-beige-c-marble.111 \01483 ./arch/floor/inlayed/cyan-beige-c-marble.112 \01484 ./arch/floor/inlayed/cyan-beige-c-marble.113 \01485 ./arch/floor/inlayed/cyan-beige-c-marble.114 \01486 ./arch/ground/Wood/cyanbrush.111 \01487 ./arch/ground/cyangrass.111 \01488 ./arch/ground/smooth/cyangrass_S.111 \01489 ./arch/ground/cyangrasspond.111 \01490 ./arch/floor/cyanmarble.111 \01491 ./arch/monster/giant/cyclops/cyclops.x31 \01492 ./arch/monster/giant/cyclops/cyclops.x32 \01493 ./arch/monster/giant/cyclops/cyclops.x71 \01494 ./arch/monster/giant/cyclops/cyclops.x72 \01495 ./arch/misc/d_statue.111 \01496 ./arch/weapon/sword/dagger.111 \01497 ./arch/weapon/artifact/Fdagger/dagger_f.111 \01498 ./arch/weapon/artifact/Fdagger/dagger_f.112 \01499 ./arch/weapon/artifact/Fdagger/dagger_f.113 \01500 ./arch/weapon/artifact/Fdagger/dagger_f.114 \01501 ./arch/weapon/sword/dagger_r.111 \01502 ./arch/monster/humanoid/Arabic/dancing_girl.111 \01503 ./arch/monster/humanoid/Arabic/dancing_girl.112 \01504 ./arch/monster/humanoid/Arabic/dancing_girl.113 \01505 ./arch/monster/misc/dancingsword.111 \01506 ./arch/monster/misc/dancingsword.112 \01507 ./arch/monster/misc/dancingsword.113 \01508 ./arch/system/dark1.111 \01509 ./arch/system/dark2.111 \01510 ./arch/system/dark3.111 \01511 ./arch/monster/humanoid/Elf/dark_elf.111 \01512 ./arch/monster/humanoid/Elf/dark_elf.112 \01513 ./arch/monster/humanoid/Elf/dark_elf.131 \01514 ./arch/monster/humanoid/Elf/dark_elf.132 \01515 ./arch/monster/humanoid/Elf/dark_elf.171 \01516 ./arch/monster/humanoid/Elf/dark_elf.172 \01517 ./arch/monster/humanoid/Elf/dark_elf2.131 \01518 ./arch/monster/humanoid/Elf/dark_elf2.132 \01519 ./arch/monster/humanoid/Elf/dark_elf2.171 \01520 ./arch/monster/humanoid/Elf/dark_elf2.172 \01521 ./arch/construct/Palace/dark_palace.x11 \01522 ./arch/weapon/artifact/Darkblade/darkblade.111 \01523 ./arch/weapon/artifact/Darkblade/darkblade.112 \01524 ./arch/weapon/artifact/Darkblade/darkblade.113 \01525 ./arch/weapon/artifact/Darkblade/darkblade.114 \01526 ./arch/weapon/artifact/Darkblade/darkblade.115 \01527 ./arch/weapon/artifact/Darkblade/darkblade.116 \01528 ./arch/weapon/artifact/Darkblade/darkblade.117 \01529 ./arch/ground/Wood/darkforest.111 \01530 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\01802 ./arch/construct/house/draughts_house.x11 \01803 ./arch/monster/beholder/dread.x11 \01804 ./arch/monster/beholder/dread.x12 \01805 ./arch/monster/beholder/dread.x13 \01806 ./arch/monster/beholder/dread.x14 \01807 ./arch/monster/beholder/dread.x15 \01808 ./arch/monster/beholder/dread.x16 \01809 ./arch/armour/mail/dress1.111 \01810 ./arch/armour/mail/dress2.111 \01811 ./arch/armour/mail/dress3.111 \01812 ./arch/misc/Container/dresser.111 \01813 ./arch/misc/Container/dresser2.111 \01814 ./arch/misc/Container/dresser2_cw.111 \01815 ./arch/misc/Container/dresser_cw.111 \01816 ./arch/ground/Winter/drifts.111 \01817 ./arch/ground/Winter/drifts2.111 \01818 ./arch/wall/dun/dun_0.111 \01819 ./arch/wall/dun/dun_1.111 \01820 ./arch/wall/dun/dun_10.111 \01821 ./arch/wall/dun/dun_11.111 \01822 ./arch/wall/dun/dun_12.111 \01823 ./arch/wall/dun/dun_13.111 \01824 ./arch/wall/dun/dun_14.111 \01825 ./arch/wall/dun/dun_15.111 \01826 ./arch/wall/dun/dun_16.111 \01827 ./arch/wall/dun/dun_17.111 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./arch/construct/keep/keep.x11 \03118 ./arch/construct/keep/keep.x12 \03119 ./arch/construct/keep/keep_sym.111 \03120 ./arch/door/key1.111 \03121 ./arch/door/Locked/key2.111 \03122 ./arch/door/Locked/key_blue.111 \03123 ./arch/door/Locked/key_brown.111 \03124 ./arch/door/Locked/key_darkgray.111 \03125 ./arch/door/Locked/key_darkgreen.111 \03126 ./arch/door/Locked/key_gray.111 \03127 ./arch/door/Locked/key_green.111 \03128 ./arch/door/Locked/key_magenta.111 \03129 ./arch/door/Locked/key_red.111 \03130 ./arch/misc/Container/key_ring.111 \03131 ./arch/door/Locked/key_white.111 \03132 ./arch/monster/insect/bee/killerbee.111 \03133 ./arch/monster/insect/bee/killerbee.112 \03134 ./arch/armour/shield/kite_shield.111 \03135 ./arch/monster/humanoid/Guard/knight.111 \03136 ./arch/monster/humanoid/Guard/knight.112 \03137 ./arch/monster/humanoid/Guard/knight.113 \03138 ./arch/monster/humanoid/Guard/knight.114 \03139 ./arch/monster/humanoid/Guard/knight.115 \03140 ./arch/system/knowledge/knowledge_generic.111 \03141 ./arch/system/knowledge/knowledge_gods.111 \03142 ./arch/system/knowledge/knowledge_messages.111 \03143 ./arch/system/knowledge/knowledge_monsters.111 \03144 ./arch/system/knowledge/knowledge_recipes.111 \03145 ./arch/monster/goblin/kobold.111 \03146 ./arch/monster/goblin/kobold.112 \03147 ./arch/monster/goblin/kobold_gen.111 \03148 ./arch/armour/helmet/kog.111 \03149 ./arch/construct/town/l_shop1.x11 \03150 ./arch/exit/Ladder/ladder2_do.111 \03151 ./arch/exit/Ladder/ladder2_up.111 \03152 ./arch/exit/Ladder/ladder_down.111 \03153 ./arch/exit/Ladder/ladder_up.111 \03154 ./arch/monster/misc/lamia/lamia.x31 \03155 ./arch/monster/misc/lamia/lamia.x32 \03156 ./arch/monster/misc/lamia/lamia.x71 \03157 ./arch/monster/misc/lamia/lamia.x72 \03158 ./arch/light/lampost.111 \03159 ./arch/light/lampost.112 \03160 ./arch/light/lantern.111 \03161 ./arch/light/lantern2.111 \03162 ./arch/light/lantern2_off.111 \03163 ./arch/light/lantern_off.111 \03164 ./arch/armour/mail/lapron.111 \03165 ./arch/door/large_hdoor.111 \03166 ./arch/door/large_vdoor.111 \03167 ./arch/ground/Stone/largestone.111 \03168 ./arch/ground/lava.111 \03169 ./arch/ground/lava.112 \03170 ./arch/ground/lava.113 \03171 ./arch/ground/lava.114 \03172 ./arch/ground/lava.115 \03173 ./arch/ground/smooth/lava_S.111 \03174 ./arch/ground/smooth/lava_S.112 \03175 ./arch/ground/smooth/lava_S.113 \03176 ./arch/ground/smooth/lava_S.114 \03177 ./arch/ground/smooth/lava_S.115 \03178 ./arch/planes/fire/lava/lava_blake_0.111 \03179 ./arch/planes/fire/lava/lava_blake_1.111 \03180 ./arch/planes/fire/lava/lava_blake_2.111 \03181 ./arch/planes/fire/lava/lava_blake_3.111 \03182 ./arch/planes/fire/lava/lava_blake_4.111 \03183 ./arch/planes/fire/lava/lava_blake_5.111 \03184 ./arch/planes/fire/lava/lava_blake_6.111 \03185 ./arch/planes/fire/lava/lava_blake_7.111 \03186 ./arch/planes/fire/lava/lava_blake_8.111 \03187 ./arch/planes/fire/lava/lava_blake_9.111 \03188 ./arch/planes/fire/lava/lava_blake_A.111 \03189 ./arch/planes/fire/lava/lava_blake_B.111 \03190 ./arch/planes/fire/lava/lava_blake_C.111 \03191 ./arch/planes/fire/lava/lava_blake_D.111 \03192 ./arch/planes/fire/lava/lava_blake_E.111 \03193 ./arch/planes/fire/lava/lava_blake_F.111 \03194 ./arch/planes/fire/lava/lava_branch_125.111 \03195 ./arch/planes/fire/lava/lava_branch_125.211 \03196 ./arch/planes/fire/lava/lava_branch_135.111 \03197 ./arch/planes/fire/lava/lava_branch_137.111 \03198 ./arch/planes/fire/lava/lava_branch_145.111 \03199 ./arch/planes/fire/lava/lava_branch_145.211 \03200 ./arch/planes/fire/lava/lava_branch_156.111 \03201 ./arch/planes/fire/lava/lava_branch_156.211 \03202 ./arch/planes/fire/lava/lava_branch_157.111 \03203 ./arch/planes/fire/lava/lava_branch_158.111 \03204 ./arch/planes/fire/lava/lava_branch_158.211 \03205 ./arch/planes/fire/lava/lava_branch_237.111 \03206 ./arch/planes/fire/lava/lava_branch_237.211 \03207 ./arch/planes/fire/lava/lava_branch_347.111 \03208 ./arch/planes/fire/lava/lava_branch_347.211 \03209 ./arch/planes/fire/lava/lava_branch_357.111 \03210 ./arch/planes/fire/lava/lava_branch_367.111 \03211 ./arch/planes/fire/lava/lava_branch_367.211 \03212 ./arch/planes/fire/lava/lava_branch_378.111 \03213 ./arch/planes/fire/lava/lava_branch_378.211 \03214 ./arch/planes/fire/lava/lava_bridge_15.111 \03215 ./arch/planes/fire/lava/lava_bridge_37.111 \03216 ./arch/planes/fire/lava/lava_ford_ns.111 \03217 ./arch/planes/fire/lava/lava_ford_we.111 \03218 ./arch/planes/fire/lava/lava_river_14.111 \03219 ./arch/planes/fire/lava/lava_river_15.111 \03220 ./arch/planes/fire/lava/lava_river_16.111 \03221 ./arch/planes/fire/lava/lava_river_25.111 \03222 ./arch/planes/fire/lava/lava_river_26.111 \03223 ./arch/planes/fire/lava/lava_river_26.211 \03224 ./arch/planes/fire/lava/lava_river_26.311 \03225 ./arch/planes/fire/lava/lava_river_27.111 \03226 ./arch/planes/fire/lava/lava_river_36.111 \03227 ./arch/planes/fire/lava/lava_river_37.111 \03228 ./arch/planes/fire/lava/lava_river_38.111 \03229 ./arch/planes/fire/lava/lava_river_47.111 \03230 ./arch/planes/fire/lava/lava_river_48.111 \03231 ./arch/planes/fire/lava/lava_river_48.211 \03232 ./arch/planes/fire/lava/lava_river_48.311 \03233 ./arch/planes/fire/lava/lava_river_58.111 \03234 ./arch/weapon/artifact/Lslasher/lava_s.111 \03235 ./arch/weapon/artifact/Lslasher/lava_s.112 \03236 ./arch/weapon/artifact/Lslasher/lava_s.113 \03237 ./arch/planes/fire/lava/lava_sea.111 \03238 ./arch/planes/fire/lava/lava_sea.112 \03239 ./arch/planes/fire/lava/lava_sea.113 \03240 ./arch/planes/fire/lava/lava_sea.114 \03241 ./arch/planes/fire/lava_well.111 \03242 ./arch/wall/lbulletwall/lbull_wall.101 \03243 ./arch/wall/lbulletwall/lbull_wall.111 \03244 ./arch/wall/lbulletwall/lbull_wall.121 \03245 ./arch/wall/lbulletwall/lbull_wall.131 \03246 ./arch/wall/lbulletwall/lbull_wall.141 \03247 ./arch/wall/lbulletwall/lbull_wall.151 \03248 ./arch/wall/lbulletwall/lbull_wall.161 \03249 ./arch/wall/lbulletwall/lbull_wall.171 \03250 ./arch/wall/lbulletwall/lbull_wall.181 \03251 ./arch/spell/Bullet/lbullet.111 \03252 ./arch/spell/Bullet/lbullet.121 \03253 ./arch/spell/Bullet/lbullet.131 \03254 ./arch/spell/Bullet/lbullet.141 \03255 ./arch/spell/Bullet/lbullet.151 \03256 ./arch/spell/Bullet/lbullet.161 \03257 ./arch/spell/Bullet/lbullet.171 \03258 ./arch/spell/Bullet/lbullet.181 \03259 ./arch/door/Locked/ldoor1.111 \03260 ./arch/door/Locked/ldoor2.111 \03261 ./arch/door/Locked/ldoor_blue1.111 \03262 ./arch/door/Locked/ldoor_blue2.111 \03263 ./arch/door/Locked/ldoor_brown1.111 \03264 ./arch/door/Locked/ldoor_brown2.111 \03265 ./arch/door/Locked/ldoor_darkgray1.111 \03266 ./arch/door/Locked/ldoor_darkgray2.111 \03267 ./arch/door/Locked/ldoor_darkgreen1.111 \03268 ./arch/door/Locked/ldoor_darkgreen2.111 \03269 ./arch/door/Locked/ldoor_green1.111 \03270 ./arch/door/Locked/ldoor_green2.111 \03271 ./arch/door/Locked/ldoor_magenta1.111 \03272 ./arch/door/Locked/ldoor_magenta2.111 \03273 ./arch/door/Locked/ldoor_red1.111 \03274 ./arch/door/Locked/ldoor_red2.111 \03275 ./arch/door/Locked/ldoor_white1.111 \03276 ./arch/door/Locked/ldoor_white2.111 \03277 ./arch/inorganic/lead.111 \03278 ./arch/armour/helmet/lead_fullhelmet.111 \03279 ./arch/armour/mail/lead_scale_mail.111 \03280 ./arch/armour/shield/lead_shield.111 \03281 ./arch/jewel/bars/leadbar.111 \03282 ./arch/crafting/Materials/leather.111 \03283 ./arch/armour/mail/leather_ar.111 \03284 ./arch/crafting/Materials/leather_black.111 \03285 ./arch/crafting/Materials/leather_strips.111 \03286 ./arch/crafting/Materials/leather_white.111 \03287 ./arch/monster/animal/leech/leech.131 \03288 ./arch/monster/animal/leech/leech.132 \03289 ./arch/monster/animal/leech/leech.133 \03290 ./arch/monster/animal/leech/leech.171 \03291 ./arch/monster/animal/leech/leech.172 \03292 ./arch/monster/animal/leech/leech.173 \03293 ./arch/flesh/human/leg.111 \03294 ./arch/food/leg_mutton.111 \03295 ./arch/monster/humanoid/Dwarf/lesser_dwarven_guard.111 \03296 ./arch/monster/humanoid/Dwarf/lesser_dwarven_guard.112 \03297 ./arch/readable/letter.111 \03298 ./arch/armour/boots/lev_boots.111 \03299 ./arch/connect/lever.111 \03300 ./arch/connect/lever.112 \03301 ./arch/spell/Change_Ability/levitate_effect.111 \03302 ./arch/spell/Change_Ability/levitate_effect.112 \03303 ./arch/spell/Change_Ability/levitate_effect.113 \03304 ./arch/monster/undead/lich.111 \03305 ./arch/monster/undead/lich.112 \03306 ./arch/monster/undead/lich.113 \03307 ./arch/monster/undead/lich.151 \03308 ./arch/monster/undead/lich.152 \03309 ./arch/monster/undead/lich.153 \03310 ./arch/flesh/misc/lich_dust.111 \03311 ./arch/light/light_bulb_1.111 \03312 ./arch/light/light_bulb_2.111 \03313 ./arch/light/light_bulb_3.111 \03314 ./arch/light/light_bulb_4.111 \03315 ./arch/wall/lightningwall/light_wall.101 \03316 ./arch/wall/lightningwall/light_wall.111 \03317 ./arch/wall/lightningwall/light_wall.121 \03318 ./arch/wall/lightningwall/light_wall.131 \03319 ./arch/wall/lightningwall/light_wall.141 \03320 ./arch/wall/lightningwall/light_wall.151 \03321 ./arch/wall/lightningwall/light_wall.161 \03322 ./arch/wall/lightningwall/light_wall.171 \03323 ./arch/wall/lightningwall/light_wall.181 \03324 ./arch/floor/lightgreenmarble.111 \03325 ./arch/construct/tower/lighthouse.x11 \03326 ./arch/construct/tower/lighthouse_northwest.x11 \03327 ./arch/construct/tower/lighthouse_west.x11 \03328 ./arch/floor/inlayed/lightmagent-green-p-marble.111 \03329 ./arch/floor/inlayed/lightmagent-green-p-marble.112 \03330 ./arch/floor/inlayed/lightmagent-green-p-marble.113 \03331 ./arch/floor/inlayed/lightmagent-green-p-marble.114 \03332 ./arch/floor/inlayed/lightmagent-green-p-marble.121 \03333 ./arch/floor/inlayed/lightmagent-green-p-marble.122 \03334 ./arch/floor/inlayed/lightmagent-green-p-marble.123 \03335 ./arch/floor/inlayed/lightmagent-green-p-marble.124 \03336 ./arch/floor/lightmagentamarble.111 \03337 ./arch/spell/Bolt/lightning.111 \03338 ./arch/spell/Bolt/lightning.121 \03339 ./arch/spell/Bolt/lightning.131 \03340 ./arch/spell/Bolt/lightning.141 \03341 ./arch/spell/Bolt/lightning.151 \03342 ./arch/spell/Bolt/lightning.161 \03343 ./arch/spell/Bolt/lightning.171 \03344 ./arch/spell/Bolt/lightning.181 \03345 ./arch/weapon/bow/lightning_bow.111 \03346 ./arch/monster/angel/liteangel.111 \03347 ./arch/monster/angel/liteangel.112 \03348 ./arch/monster/angel/liteangel.113 \03349 ./arch/monster/angel/liteangel.114 \03350 ./arch/monster/chaos/liv_chaos.111 \03351 ./arch/monster/chaos/liv_chaos.222 \03352 ./arch/monster/chaos/liv_chaos.333 \03353 ./arch/monster/chaos/liv_chaos.444 \03354 ./arch/flesh/generic/liver.111 \03355 ./arch/weapon/chained/lmornstar.111 \03356 ./arch/food/loaf.111 \03357 ./arch/door/locked_hwooddoor.111 \03358 ./arch/door/locked_vwooddoor.111 \03359 ./arch/skills/Skill_Tools/lockpicks.111 \03360 ./arch/monster/misc/lokanth/lokanth.131 \03361 ./arch/monster/misc/lokanth/lokanth.132 \03362 ./arch/monster/misc/lokanth/lokanth.171 \03363 ./arch/monster/misc/lokanth/lokanth.172 \03364 ./arch/weapon/bow/longbow.111 \03365 ./arch/transport/longship.x11 \03366 ./arch/wall/longtable/longtable_0.111 \03367 ./arch/wall/longtable/longtable_1.111 \03368 ./arch/wall/longtable/longtable_2.111 \03369 ./arch/wall/longtable/longtable_3.111 \03370 ./arch/wall/longtable/longtable_4.111 \03371 ./arch/wall/longtable/longtable_5.111 \03372 ./arch/wall/longtable/longtable_6.111 \03373 ./arch/wall/longtable/longtable_7.111 \03374 ./arch/wall/longtable/longtable_8.111 \03375 ./arch/wall/longtable/longtable_9.111 \03376 ./arch/wall/longtable/longtable_A.111 \03377 ./arch/wall/longtable/longtable_B.111 \03378 ./arch/wall/longtable/longtable_C.111 \03379 ./arch/wall/longtable/longtable_D.111 \03380 ./arch/wall/longtable/longtable_E.111 \03381 ./arch/wall/longtable/longtable_F.111 \03382 ./arch/spell/Bullet/loose_magic.111 \03383 ./arch/spell/Bullet/loose_magic.112 \03384 ./arch/spell/Bullet/loose_magic.113 \03385 ./arch/spell/Bullet/loose_magic.114 \03386 ./arch/monster/humanoid/lord_e.111 \03387 ./arch/monster/humanoid/lord_e.112 \03388 ./arch/armour/boots/low_boots.111 \03389 ./arch/weapon/misc/lspear.111 \03390 ./arch/inorganic/lstone.111 \03391 ./arch/weapon/sword/lsword.111 \03392 ./arch/misc/Container/luggage.111 \03393 ./arch/misc/Container/luggage.112 \03394 ./arch/misc/Container/luggage.113 \03395 ./arch/misc/Container/luggage.114 \03396 ./arch/misc/Container/luggage.115 \03397 ./arch/misc/Container/luggage.116 \03398 ./arch/misc/Container/luggage.117 \03399 ./arch/misc/Container/luggage.118 \03400 ./arch/armour/shield/lunar_shield.111 \03401 ./arch/construct/temple/lyth_temple.111 \03402 ./arch/construct/temple/lythander_cathedral.x11 \03403 ./arch/construct/temple/lythander_church.x11 \03404 ./arch/monster/giant/mabu.x11 \03405 ./arch/monster/giant/mabu.x12 \03406 ./arch/monster/giant/mabu.x13 \03407 ./arch/weapon/mace/mace_1.111 \03408 ./arch/weapon/mace/mace_2.111 \03409 ./arch/misc/machine.x11 \03410 ./arch/monster/humanoid/madman.111 \03411 ./arch/monster/humanoid/madman.112 \03412 ./arch/monster/humanoid/madman_gen.111 \03413 ./arch/player/class/Warrior/mage.111 \03414 ./arch/player/class/Warrior/mage.112 \03415 ./arch/player/class/Warrior/mage.131 \03416 ./arch/player/class/Warrior/mage.132 \03417 ./arch/player/class/Warrior/mage.151 \03418 ./arch/player/class/Warrior/mage.152 \03419 ./arch/player/class/Warrior/mage.171 \03420 ./arch/player/class/Warrior/mage.172 \03421 ./arch/floor/magentamarble.111 \03422 ./arch/floor/magentamarblemedium.111 \03423 ./arch/weapon/artifact/magi_staff.111 \03424 ./arch/weapon/artifact/magi_staff.112 \03425 ./arch/weapon/artifact/magi_staff.113 \03426 ./arch/weapon/bow/magic_bow.111 \03427 ./arch/weapon/bow/magic_bow.112 \03428 ./arch/weapon/bow/magic_bow.113 \03429 ./arch/weapon/bow/magic_bow.114 \03430 ./arch/connect/magic_ear.111 \03431 ./arch/spell/MagicMissile/magic_miss.111 \03432 ./arch/spell/MagicMissile/magic_miss.121 \03433 ./arch/spell/MagicMissile/magic_miss.131 \03434 ./arch/spell/MagicMissile/magic_miss.141 \03435 ./arch/spell/MagicMissile/magic_miss.151 \03436 ./arch/spell/MagicMissile/magic_miss.161 \03437 ./arch/spell/MagicMissile/magic_miss.171 \03438 ./arch/spell/MagicMissile/magic_miss.181 \03439 ./arch/exit/magic_portal/magic_portal.111 \03440 ./arch/exit/magic_portal/magic_portal.112 \03441 ./arch/exit/magic_portal/magic_portal.113 \03442 ./arch/exit/magic_portal/magic_portal.114 \03443 ./arch/exit/magic_portal/magic_portal.115 \03444 ./arch/exit/magic_portal/magic_portal.116 \03445 ./arch/exit/magic_portal/magic_portal.117 \03446 ./arch/exit/magic_portal/magic_portal.118 \03447 ./arch/exit/magic_portal/magic_portal.119 \03448 ./arch/exit/magic_portal/magic_portal.11A \03449 ./arch/exit/magic_portal/magic_portal.11B \03450 ./arch/exit/magic_portal/magic_portal.11C \03451 ./arch/exit/magic_portal/magic_portal.11D \03452 ./arch/exit/magic_portal/magic_portal.11E \03453 ./arch/exit/magic_portal/magic_portal.11F \03454 ./arch/exit/magic_portal/magic_portal.11G \03455 ./arch/exit/magic_portal/magic_portal.11H \03456 ./arch/exit/magic_portal/magic_portal.11I \03457 ./arch/exit/magic_portal/magic_portal.11J \03458 ./arch/exit/magic_portal/magic_portal.11K \03459 ./arch/exit/magic_portal/magic_portal.11L \03460 ./arch/exit/magic_portal/magic_portal.11M \03461 ./arch/exit/magic_portal/magic_portal_failed.111 \03462 ./arch/exit/magic_portal/magic_portal_failed.112 \03463 ./arch/exit/magic_portal/magic_portal_failed.113 \03464 ./arch/exit/magic_portal/magic_portal_failed.114 \03465 ./arch/exit/magic_portal/magic_portal_failed.115 \03466 ./arch/exit/magic_portal/magic_portal_failed.116 \03467 ./arch/exit/magic_portal/magic_portal_failed.117 \03468 ./arch/exit/magic_portal/magic_portal_failed.118 \03469 ./arch/armour/cloak/magic_resist.111 \03470 ./arch/misc/magic_whistle.111 \03471 ./arch/connect/magicmouth.111 \03472 ./arch/planes/fire/magma.111 \03473 ./arch/planes/fire/magma.112 \03474 ./arch/planes/fire/magma.113 \03475 ./arch/planes/fire/magma.114 \03476 ./arch/misc/magnifier.111 \03477 ./arch/misc/Container/mailbox.111 \03478 ./arch/monster/humanoid/Human/man.131 \03479 ./arch/monster/humanoid/Human/man.151 \03480 ./arch/monster/humanoid/Human/man.171 \03481 ./arch/monster/humanoid/Human/man2.131 \03482 ./arch/monster/humanoid/Human/man2.151 \03483 ./arch/monster/humanoid/Human/man2.171 \03484 ./arch/spell/Bullet/manaball.111 \03485 ./arch/spell/Bullet/manaball.112 \03486 ./arch/spell/Bullet/manaball.113 \03487 ./arch/spell/Bullet/manaball.114 \03488 ./arch/spell/Cone/manablast.111 \03489 ./arch/spell/Cone/manablast.112 \03490 ./arch/spell/Cone/manablast.113 \03491 ./arch/spell/Cone/manablast.114 \03492 ./arch/spell/Bolt/manabolt.111 \03493 ./arch/spell/Bolt/manabolt.121 \03494 ./arch/spell/Bolt/manabolt.131 \03495 ./arch/spell/Bolt/manabolt.141 \03496 ./arch/spell/Bolt/manabolt.151 \03497 ./arch/spell/Bolt/manabolt.161 \03498 ./arch/spell/Bolt/manabolt.171 \03499 ./arch/spell/Bolt/manabolt.181 \03500 ./arch/spell/Bullet/manabullet.111 \03501 ./arch/spell/Bullet/manabullet.121 \03502 ./arch/spell/Bullet/manabullet.131 \03503 ./arch/spell/Bullet/manabullet.141 \03504 ./arch/spell/Bullet/manabullet.151 \03505 ./arch/spell/Bullet/manabullet.161 \03506 ./arch/spell/Bullet/manabullet.171 \03507 ./arch/spell/Bullet/manabullet.181 \03508 ./arch/connect/Hole/manhole.111 \03509 ./arch/connect/Hole/manhole.112 \03510 ./arch/connect/Hole/manhole.113 \03511 ./arch/connect/Hole/manhole.114 \03512 ./arch/system/map.111 \03513 ./arch/floor/marble.111 \03514 ./arch/floor/marble_blgr.111 \03515 ./arch/construct/town/market1.111 \03516 ./arch/construct/town/market1_east.111 \03517 ./arch/construct/town/market2.111 \03518 ./arch/construct/town/market2_east.111 \03519 ./arch/construct/town/market3.111 \03520 ./arch/construct/town/market3_east.111 \03521 ./arch/ground/marsh.111 \03522 ./arch/ground/smooth/marsh_S.111 \03523 ./arch/weapon/artifact/Masamune/masamune.111 \03524 ./arch/weapon/artifact/Masamune/masamune.112 \03525 ./arch/weapon/artifact/Masamune/masamune.113 \03526 ./arch/weapon/artifact/Masamune/masamune.114 \03527 ./arch/monster/animal/Dog/mastif.131 \03528 ./arch/monster/animal/Dog/mastif.132 \03529 ./arch/monster/animal/Dog/mastif.133 \03530 ./arch/monster/animal/Dog/mastif.171 \03531 ./arch/monster/animal/Dog/mastif.172 \03532 ./arch/monster/animal/Dog/mastif.173 \03533 ./arch/indoor/mat.111 \03534 ./arch/mapbuilding/mb_burningfountain.111 \03535 ./arch/mapbuilding/mb_lavawell.111 \03536 ./arch/mapbuilding/mbaltar_none.111 \03537 ./arch/mapbuilding/mbbed_save.111 \03538 ./arch/mapbuilding/mbblackmarble.111 \03539 ./arch/mapbuilding/mbbook.111 \03540 ./arch/mapbuilding/mbbrazier.111 \03541 ./arch/mapbuilding/mbbutton.111 \03542 ./arch/mapbuilding/mbdwall_0.111 \03543 ./arch/mapbuilding/mbewall_0.111 \03544 ./arch/mapbuilding/mbfireplace.111 \03545 ./arch/mapbuilding/mbfirepot.111 \03546 ./arch/mapbuilding/mbforge_bench.111 \03547 ./arch/mapbuilding/mbfountain.111 \03548 ./arch/mapbuilding/mbgreenmarble.111 \03549 ./arch/mapbuilding/mbhammer.111 \03550 ./arch/mapbuilding/mbiron_gate1.111 \03551 ./arch/mapbuilding/mbiron_gate2.111 \03552 ./arch/mapbuilding/mbiron_gate_inv1.111 \03553 ./arch/mapbuilding/mbiron_gate_inv2.111 \03554 ./arch/mapbuilding/mbjeweler_bench.111 \03555 ./arch/mapbuilding/mbkitchen_stove.111 \03556 ./arch/mapbuilding/mblever.111 \03557 ./arch/mapbuilding/mblightmagentamarble.111 \03558 ./arch/mapbuilding/mbmarble.111 \03559 ./arch/mapbuilding/mbpedestal.111 \03560 ./arch/mapbuilding/mbpinkmarble.111 \03561 ./arch/mapbuilding/mbredcwall_0.111 \03562 ./arch/mapbuilding/mbsign.111 \03563 ./arch/mapbuilding/mbstove.111 \03564 ./arch/mapbuilding/mbswall_0.111 \03565 ./arch/mapbuilding/mbtanbench.111 \03566 ./arch/mapbuilding/mbthaumaturgy_desk.111 \03567 ./arch/mapbuilding/mbwall.111 \03568 ./arch/mapbuilding/mbwestcwall_0.111 \03569 ./arch/mapbuilding/mbwindow.111 \03570 ./arch/mapbuilding/mbwoodfloor.111 \03571 ./arch/mapbuilding/mbwoodfloor2.111 \03572 ./arch/mapbuilding/mbworkbench.111 \03573 ./arch/monster/demon/medium_demon/mdemon.x11 \03574 ./arch/monster/demon/medium_demon/mdemon.x12 \03575 ./arch/ground/Stone/mediumston.111 \03576 ./arch/monster/humanoid/Arabic/merchant.111 \03577 ./arch/monster/humanoid/Arabic/merchant.131 \03578 ./arch/monster/humanoid/Arabic/merchant.171 \03579 ./arch/inorganic/mercury.111 \03580 ./arch/monster/angel/mesangel.111 \03581 ./arch/monster/angel/mesangel.112 \03582 ./arch/monster/angel/mesangel.113 \03583 ./arch/monster/angel/mesangel.114 \03584 ./arch/armour/mail/metalrobe.111 \03585 ./arch/spell/Bullet/meteor.111 \03586 ./arch/inorganic/min_oil.111 \03587 ./arch/wall/mine/mine_0.111 \03588 ./arch/wall/mine/mine_1.111 \03589 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\03686 ./arch/player/class/Warrior/Dwarf/mountain_dwarf.171 \03687 ./arch/player/class/Warrior/Dwarf/mountain_dwarf.172 \03688 ./arch/ground/Weather/mountain_foilage.111 \03689 ./arch/weapon/artifact/mournblade.111 \03690 ./arch/monster/animal/mouse.111 \03691 ./arch/monster/animal/mouse.112 \03692 ./arch/monster/animal/mouse_gen.111 \03693 ./arch/monster/misc/mudman.111 \03694 ./arch/monster/misc/mudman.112 \03695 ./arch/monster/animal/mushman1.111 \03696 ./arch/monster/animal/mushman1.112 \03697 ./arch/monster/animal/mushman1.131 \03698 ./arch/monster/animal/mushman1.132 \03699 ./arch/monster/animal/mushman1.151 \03700 ./arch/monster/animal/mushman1.152 \03701 ./arch/monster/animal/mushman1.171 \03702 ./arch/monster/animal/mushman1.172 \03703 ./arch/food/produce/mushroom_1.111 \03704 ./arch/food/produce/mushroom_2.111 \03705 ./arch/food/produce/mushroom_3.111 \03706 ./arch/connect/Doors/mvsdoor.111 \03707 ./arch/connect/Doors/mvsdoor.112 \03708 ./arch/connect/Doors/mvsdoor.113 \03709 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\03734 ./arch/spell/Bolt/negabolt.171 \03735 ./arch/spell/Bolt/negabolt.181 \03736 ./arch/monster/animal/Neko/neko.111 \03737 ./arch/monster/animal/Neko/neko.112 \03738 ./arch/monster/animal/Neko/neko.113 \03739 ./arch/monster/animal/Neko/neko.114 \03740 ./arch/monster/animal/Neko/neko.115 \03741 ./arch/monster/animal/Neko/neko.116 \03742 ./arch/monster/animal/Neko/neko.117 \03743 ./arch/monster/animal/Neko/neko.118 \03744 ./arch/misc/neko_kago.111 \03745 ./arch/monster/undead/nightmare.111 \03746 ./arch/monster/undead/nightmare.112 \03747 ./arch/weapon/sword/nineringsword.111 \03748 ./arch/player/class/Thief/ninja.111 \03749 ./arch/player/class/Thief/ninja.112 \03750 ./arch/player/class/Thief/ninja.131 \03751 ./arch/player/class/Thief/ninja.132 \03752 ./arch/player/class/Thief/ninja.151 \03753 ./arch/player/class/Thief/ninja.152 \03754 ./arch/player/class/Thief/ninja.171 \03755 ./arch/player/class/Thief/ninja.172 \03756 ./arch/monster/humanoid/Class/ninja_2.111 \03757 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./arch/random/randomMin.111 \04365 ./arch/random/randomOre.111 \04366 ./arch/random/randomPlt.111 \04367 ./arch/random/randomPoti.111 \04368 ./arch/random/randomRead.111 \04369 ./arch/random/randomScro.111 \04370 ./arch/random/randomShie.111 \04371 ./arch/random/randomSpel.111 \04372 ./arch/random/randomTali.111 \04373 ./arch/random/randomTrea.111 \04374 ./arch/random/randomWeal.111 \04375 ./arch/random/randomWeap.111 \04376 ./arch/random/random_tree_green.111 \04377 ./arch/player/class/Warrior/ranger.111 \04378 ./arch/player/class/Warrior/ranger.112 \04379 ./arch/player/class/Warrior/ranger.131 \04380 ./arch/player/class/Warrior/ranger.132 \04381 ./arch/player/class/Warrior/ranger.151 \04382 ./arch/player/class/Warrior/ranger.152 \04383 ./arch/player/class/Warrior/ranger.171 \04384 ./arch/player/class/Warrior/ranger.172 \04385 ./arch/weapon/sword/rapier.111 \04386 ./arch/monster/humanoid/Dragon/red_dragon2.151 \04387 ./arch/monster/humanoid/Dragon/red_dragon2.152 \04388 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\04672 ./arch/skills/Skill_Scrolls/scroll_literacy.111 \04673 ./arch/skills/Skill_Scrolls/scroll_missile_weapon.111 \04674 ./arch/skills/Skill_Scrolls/scroll_one_handed_weapon.111 \04675 ./arch/skills/Skill_Scrolls/scroll_oratory.111 \04676 ./arch/skills/Skill_Scrolls/scroll_praying.111 \04677 ./arch/skills/Skill_Scrolls/scroll_punching.111 \04678 ./arch/skills/Skill_Scrolls/scroll_pyromancy.111 \04679 ./arch/skills/Skill_Scrolls/scroll_sense_curse.111 \04680 ./arch/skills/Skill_Scrolls/scroll_sense_magic.111 \04681 ./arch/skills/Skill_Scrolls/scroll_set_traps.111 \04682 ./arch/skills/Skill_Scrolls/scroll_singing.111 \04683 ./arch/skills/Skill_Scrolls/scroll_smithing.111 \04684 ./arch/skills/Skill_Scrolls/scroll_sorcery.111 \04685 ./arch/skills/Skill_Scrolls/scroll_stealing.111 \04686 ./arch/skills/Skill_Scrolls/scroll_summoning.111 \04687 ./arch/skills/Skill_Scrolls/scroll_thaumaturgy.111 \04688 ./arch/skills/Skill_Scrolls/scroll_throwing.111 \04689 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./arch/exit/sewer_access.112 \04739 ./arch/floor/sewerfloor.111 \04740 ./arch/weapon/chained/sflail_1.111 \04741 ./arch/ground/smooth/sgrass.111 \04742 ./arch/ground/smooth/sgrass_S.111 \04743 ./arch/monster/elemental/Shadow/shadow.111 \04744 ./arch/monster/elemental/Shadow/shadow.112 \04745 ./arch/monster/dragon/Shadow_Dra/shadow_dragon.x31 \04746 ./arch/monster/dragon/Shadow_Dra/shadow_dragon.x61 \04747 ./arch/monster/animal/shadowtiger/shadowtiger.x31 \04748 ./arch/monster/animal/shadowtiger/shadowtiger.x32 \04749 ./arch/monster/animal/shadowtiger/shadowtiger.x33 \04750 ./arch/monster/animal/shadowtiger/shadowtiger.x34 \04751 ./arch/monster/animal/shadowtiger/shadowtiger.x71 \04752 ./arch/monster/animal/shadowtiger/shadowtiger.x72 \04753 ./arch/monster/animal/shadowtiger/shadowtiger.x73 \04754 ./arch/monster/animal/shadowtiger/shadowtiger.x74 \04755 ./arch/ground/shallow_sea.111 \04756 ./arch/ground/shallow_sea.112 \04757 ./arch/ground/shallow_sea.113 \04758 ./arch/ground/shallow_sea.114 \04759 ./arch/ground/smooth/shallow_sea_S.111 \04760 ./arch/ground/smooth/shallow_sea_S.112 \04761 ./arch/ground/smooth/shallow_sea_S.113 \04762 ./arch/ground/smooth/shallow_sea_S.114 \04763 ./arch/weapon/axe/shaxe_1.111 \04764 ./arch/monster/animal/farmyard/sheep.131 \04765 ./arch/monster/animal/farmyard/sheep.171 \04766 ./arch/flesh/misc/sheepskin.111 \04767 ./arch/spell/Bullet/Shell/shell.111 \04768 ./arch/spell/Bullet/Shell/shell.112 \04769 ./arch/spell/Bullet/Shell/shell.121 \04770 ./arch/spell/Bullet/Shell/shell.131 \04771 ./arch/spell/Bullet/Shell/shell.141 \04772 ./arch/spell/Bullet/Shell/shell.151 \04773 ./arch/spell/Bullet/Shell/shell.161 \04774 ./arch/spell/Bullet/Shell/shell.171 \04775 ./arch/spell/Bullet/Shell/shell.181 \04776 ./arch/spell/Wand/shellhorn1.111 \04777 ./arch/spell/Wand/shellhorn2.111 \04778 ./arch/armour/shield/shield.111 \04779 ./arch/armour/shield/shield2.111 \04780 ./arch/armour/shield/shield_imana.111 \04781 ./arch/armour/gauntlets/shining_finger.111 \04782 ./arch/armour/gauntlets/shining_finger.112 \04783 ./arch/misc/shipswheel.111 \04784 ./arch/weapon/chained/shootingstar.111 \04785 ./arch/shop/Floors/shop_alchemy.111 \04786 ./arch/shop/Floors/shop_amule.111 \04787 ./arch/shop/Floors/shop_armou.111 \04788 ./arch/shop/Floors/shop_books.111 \04789 ./arch/mapbuilding/shop_building.111 \04790 ./arch/shop/Floors/shop_empty.111 \04791 ./arch/shop/Floors/shop_food.111 \04792 ./arch/shop/Floors/shop_gems.111 \04793 ./arch/shop/Floors/shop_gener.111 \04794 ./arch/shop/Floors/shop_mat.111 \04795 ./arch/shop/Floors/shop_mineral.111 \04796 ./arch/shop/Floors/shop_potio.111 \04797 ./arch/shop/Floors/shop_random.111 \04798 ./arch/shop/Floors/shop_ring.111 \04799 ./arch/shop/Floors/shop_scrol.111 \04800 ./arch/shop/Floors/shop_speci.111 \04801 ./arch/shop/Floors/shop_throw.111 \04802 ./arch/shop/Floors/shop_wands.111 \04803 ./arch/shop/Floors/shop_weapo.111 \04804 ./arch/weapon/misc/shovel_1.111 \04805 ./arch/weapon/misc/shovel_1.112 \04806 ./arch/weapon/misc/shovel_1.113 \04807 ./arch/weapon/misc/shovel_1.114 \04808 ./arch/weapon/misc/shovel_1.115 \04809 ./arch/construct/temple/shrine.111 \04810 ./arch/construct/temple/shrine_east.x11 \04811 ./arch/construct/temple/shrine_east_r.x11 \04812 ./arch/weapon/misc/sickle_1.111 \04813 ./arch/weapon/sword/sicklesword.111 \04814 ./arch/monster/humanoid/siegfried.111 \04815 ./arch/monster/humanoid/siegfried.112 \04816 ./arch/readable/sign.111 \04817 ./arch/readable/sign_e.111 \04818 ./arch/readable/sign_w.111 \04819 ./arch/shop/silver_converter.111 \04820 ./arch/crafting/Materials/silver_filings.111 \04821 ./arch/jewel/ores/silver_frost.111 \04822 ./arch/jewel/bars/silverbar.111 \04823 ./arch/jewel/silverblock.111 \04824 ./arch/jewel/silvercoin.111 \04825 ./arch/jewel/silverround.111 \04826 ./arch/monster/undead/Skeletal_mage/skeletalmage.111 \04827 ./arch/monster/undead/Skeletal_mage/skeletalmage.112 \04828 ./arch/monster/undead/Skeletal_mage/skeletalmage.113 \04829 ./arch/monster/undead/skeleton.111 \04830 ./arch/monster/undead/skeleton.112 \04831 ./arch/monster/undead/skeleton_chief.111 \04832 ./arch/monster/undead/skeleton_leader.111 \04833 ./arch/flesh/human/skin.111 \04834 ./arch/monster/undead/skree/skree.x31 \04835 ./arch/monster/undead/skree/skree.x32 \04836 ./arch/monster/undead/skree/skree.x33 \04837 ./arch/monster/undead/skree/skree.x71 \04838 ./arch/monster/undead/skree/skree.x72 \04839 ./arch/monster/undead/skree/skree.x73 \04840 ./arch/monster/undead/skree/skree_claw.111 \04841 ./arch/monster/undead/skull.111 \04842 ./arch/monster/undead/skull.112 \04843 ./arch/monster/undead/skull_gen.111 \04844 ./arch/weapon/artifact/skullcleav.111 \04845 ./arch/weapon/artifact/skullcleav.112 \04846 ./arch/weapon/artifact/skullcleav.113 \04847 ./arch/weapon/artifact/skullcleav.114 \04848 ./arch/misc/sky/sky.111 \04849 ./arch/ground/sky/sky.x11 \04850 ./arch/floor/slate_b.111 \04851 ./arch/floor/slate_r.111 \04852 ./arch/floor/slate_w.111 \04853 ./arch/monster/humanoid/Arabic/slave.111 \04854 ./arch/system/mood_floors/sleep_floor.111 \04855 ./arch/wall/slevel/slevel_0.111 \04856 ./arch/wall/slevel/slevel_1.111 \04857 ./arch/wall/slevel/slevel_2.111 \04858 ./arch/wall/slevel/slevel_3.111 \04859 ./arch/wall/slevel/slevel_4.111 \04860 ./arch/wall/slevel/slevel_5.111 \04861 ./arch/wall/slevel/slevel_6.111 \04862 ./arch/wall/slevel/slevel_7.111 \04863 ./arch/wall/slevel/slevel_8.111 \04864 ./arch/wall/slevel/slevel_9.111 \04865 ./arch/wall/slevel/slevel_A.111 \04866 ./arch/wall/slevel/slevel_B.111 \04867 ./arch/wall/slevel/slevel_C.111 \04868 ./arch/wall/slevel/slevel_D.111 \04869 ./arch/wall/slevel/slevel_E.111 \04870 ./arch/wall/slevel/slevel_F.111 \04871 ./arch/crafting/Tools/slicingknife.111 \04872 ./arch/monster/acid/slime.111 \04873 ./arch/monster/acid/slime.112 \04874 ./arch/monster/acid/slime.113 \04875 ./arch/monster/acid/slimecrawler/slimecrawler.111 \04876 ./arch/monster/acid/slimecrawler/slimecrawler.112 \04877 ./arch/monster/acid/slimecrawler/slimecrawler.113 \04878 ./arch/connect/Casino/slotmachine1.111 \04879 ./arch/connect/Casino/slotmachine1.112 \04880 ./arch/connect/Casino/slotmachine2.111 \04881 ./arch/connect/Casino/slotmachine2.112 \04882 ./arch/connect/Casino/slotmachine3.111 \04883 ./arch/connect/Casino/slotmachine3.112 \04884 ./arch/spell/Cone/slow.111 \04885 ./arch/spell/Cone/slow.112 \04886 ./arch/spell/Cone/slow.113 \04887 ./arch/monster/giant/slug/slug.x31 \04888 ./arch/monster/giant/slug/slug.x32 \04889 ./arch/monster/giant/slug/slug.x71 \04890 ./arch/monster/giant/slug/slug.x72 \04891 ./arch/monster/giant/slug/slug_slime.111 \04892 ./arch/construct/town/slum1.x11 \04893 ./arch/construct/town/slum2.x11 \04894 ./arch/construct/town/slum3.x11 \04895 ./arch/armour/shield/small_shie.111 \04896 ./arch/misc/smallicecube.111 \04897 ./arch/exit/smallpark.111 \04898 ./arch/ground/Stone/smallstone.111 \04899 ./arch/monster/troll/smallt_green.111 \04900 ./arch/monster/troll/smallt_green.112 \04901 ./arch/construct/house/smalltemple.111 \04902 ./arch/construct/house/smalltemple2.111 \04903 ./arch/monster/troll/smalltroll.111 \04904 ./arch/monster/troll/smalltroll.112 \04905 ./arch/shop/smith.111 \04906 ./arch/monster/animal/snake.111 \04907 ./arch/monster/animal/snake.112 \04908 ./arch/monster/animal/snake.113 \04909 ./arch/ground/Winter/snow.111 \04910 ./arch/ground/Winter/snow2.111 \04911 ./arch/ground/Winter/snow3.111 \04912 ./arch/ground/Winter/snow4.111 \04913 ./arch/ground/Winter/snow5.111 \04914 ./arch/ground/smooth/snow5_S.111 \04915 ./arch/ground/Weather/snow_c.111 \04916 ./arch/ground/Weather/snow_c.112 \04917 ./arch/ground/Weather/snow_c.113 \04918 ./arch/ground/Weather/snow_c.114 \04919 ./arch/spell/Bullet/snowball.111 \04920 ./arch/spell/Bullet/snowball.121 \04921 ./arch/spell/Bullet/snowball.131 \04922 ./arch/spell/Bullet/snowball.141 \04923 ./arch/spell/Bullet/snowball.151 \04924 ./arch/spell/Bullet/snowball.161 \04925 ./arch/spell/Bullet/snowball.171 \04926 ./arch/spell/Bullet/snowball.181 \04927 ./arch/ground/Winter/snowroad.111 \04928 ./arch/ground/Winter/snowroad2.111 \04929 ./arch/player/class/Wizardry/sorcerer.111 \04930 ./arch/player/class/Wizardry/sorcerer.112 \04931 ./arch/player/class/Wizardry/sorcerer.131 \04932 ./arch/player/class/Wizardry/sorcerer.132 \04933 ./arch/player/class/Wizardry/sorcerer.151 \04934 ./arch/player/class/Wizardry/sorcerer.152 \04935 ./arch/player/class/Wizardry/sorcerer.171 \04936 ./arch/player/class/Wizardry/sorcerer.172 \04937 ./arch/spell/SpellBook/sorcerer_book.111 \04938 ./arch/player/class/Wizardry/sorcerer_hat.111 \04939 ./arch/player/class/Wizardry/sorcerer_hat.112 \04940 ./arch/player/class/Wizardry/sorcerer_hat.113 \04941 ./arch/construct/temple/sorig_cathedral.x11 \04942 ./arch/construct/temple/sorig_church.x11 \04943 ./arch/construct/temple/sorig_temple.111 \04944 ./arch/ground/Winter/spalm.111 \04945 ./arch/ground/Winter/spalms1.111 \04946 ./arch/ground/Winter/spalms2.111 \04947 ./arch/spell/Cone/sparkshower.111 \04948 ./arch/spell/Cone/sparkshower.112 \04949 ./arch/spell/Cone/sparkshower.113 \04950 ./arch/weapon/misc/spear.101 \04951 ./arch/weapon/misc/spear.111 \04952 ./arch/weapon/misc/spear.121 \04953 ./arch/weapon/misc/spear.131 \04954 ./arch/weapon/misc/spear.141 \04955 ./arch/weapon/misc/spear.151 \04956 ./arch/weapon/misc/spear.161 \04957 ./arch/weapon/misc/spear.171 \04958 ./arch/weapon/misc/spear.181 \04959 ./arch/gods/items/spear_ixalovh.111 \04960 ./arch/gods/items/spear_ixalovh.112 \04961 ./arch/gods/items/spear_ixalovh.113 \04962 ./arch/monster/undead/spectre.111 \04963 ./arch/system/speech.111 \04964 ./arch/spell/SummonMonster/speedball.111 \04965 ./arch/spell/SummonMonster/speedball.112 \04966 ./arch/armour/boots/speedboots.111 \04967 ./arch/armour/boots/speedboots.112 \04968 ./arch/armour/boots/speedboots.113 \04969 ./arch/wall/speedbwall/speedbwall.111 \04970 ./arch/wall/speedbwall/speedbwall.112 \04971 ./arch/spell/MoodChange/spell_aggravation.111 \04972 ./arch/spell/Misc/spell_alchemy.111 \04973 ./arch/spell/AnimateWeapon/spell_animate_weapon.111 \04974 ./arch/spell/Rune/spell_antimagic_rune.111 \04975 ./arch/spell/Change_Ability/spell_armour.111 \04976 ./arch/spell/Bullet/spell_asteroid.111 \04977 ./arch/spell/MovingBall/spell_ball_lightning.111 \04978 ./arch/spell/Cone/spell_banishment.111 \04979 ./arch/spell/BlessCurse/spell_bless.111 \04980 ./arch/spell/Misc/spell_blocked.111 \04981 ./arch/spell/Misc/spell_blocked.112 \04982 ./arch/spell/Misc/spell_blocked.113 \04983 ./arch/spell/MagicWall/spell_build_bullet_wall.111 \04984 ./arch/spell/MagicWall/spell_build_director.111 \04985 ./arch/spell/MagicWall/spell_build_fireball_wall.111 \04986 ./arch/spell/MagicWall/spell_build_lightning_wall.111 \04987 ./arch/spell/Swarm/spell_bullet_storm.111 \04988 ./arch/spell/Swarm/spell_bullet_swarm.111 \04989 ./arch/spell/Misc/spell_bungle.111 \04990 ./arch/spell/Misc/spell_bungle.112 \04991 ./arch/spell/Misc/spell_bungle.113 \04992 ./arch/spell/Cone/spell_burning_hands.111 \04993 ./arch/spell/Golem/spell_call_holy_servant.111 \04994 ./arch/spell/Bolt/spell_cancellation.111 \04995 ./arch/spell/Disease/spell_cause_anthrax.111 \04996 ./arch/spell/Disease/spell_cause_black_death.111 \04997 ./arch/spell/Disease/spell_cause_cold.111 \04998 ./arch/spell/Bullet/spell_cause_critical_wounds.111 \04999 ./arch/spell/Disease/spell_cause_flu.111 \05000 ./arch/spell/Bullet/spell_cause_heavy_wounds.111 \05001 ./arch/spell/Disease/spell_cause_leprosy.111 \05002 ./arch/spell/Bullet/spell_cause_light_wounds.111 \05003 ./arch/spell/Swarm/spell_cause_many_wounds.111 \05004 ./arch/spell/Bullet/spell_cause_medium_wounds.111 \05005 ./arch/spell/Disease/spell_cause_rabies.111 \05006 ./arch/spell/Disease/spell_cause_red_death.111 \05007 ./arch/spell/Disease/spell_cause_smallpox.111 \05008 ./arch/spell/Disease/spell_cause_typhoid.111 \05009 ./arch/spell/Disease/spell_cause_white_death.111 \05010 ./arch/spell/Misc/spell_charging.111 \05011 ./arch/spell/Change_Ability/spell_charisma.111 \05012 ./arch/spell/MoodChange/spell_charm_monsters.111 \05013 ./arch/spell/Cone/spell_color_spray.111 \05014 ./arch/spell/Bullet/spell_comet.111 \05015 ./arch/spell/MoodChange/spell_command_undead.111 \05016 ./arch/spell/MoodChange/spell_conflict.111 \05017 ./arch/spell/Change_Ability/spell_confusion.111 \05018 ./arch/spell/Misc/spell_consecrate.111 \05019 ./arch/spell/Change_Ability/spell_constitution.111 \05020 ./arch/spell/Cone/spell_counterspell.111 \05021 ./arch/spell/MagicWall/spell_counterwall.111 \05022 ./arch/spell/Bomb/spell_create_bomb.111 \05023 ./arch/spell/MagicWall/spell_create_earth_wall.111 \05024 ./arch/spell/MagicWall/spell_create_fire_wall.111 \05025 ./arch/spell/Misc/spell_create_food.111 \05026 ./arch/spell/MagicWall/spell_create_frost_wall.111 \05027 ./arch/spell/Misc/spell_create_missile.111 \05028 ./arch/spell/MagicWall/spell_create_pool_of_chaos.111 \05029 ./arch/spell/Healing/spell_cure_blindness.111 \05030 ./arch/spell/Healing/spell_cure_confusion.111 \05031 ./arch/spell/Healing/spell_cure_disease.111 \05032 ./arch/spell/Healing/spell_cure_poison.111 \05033 ./arch/spell/BlessCurse/spell_curse.111 \05034 ./arch/spell/Golem/spell_dancing_sword.111 \05035 ./arch/spell/Change_Ability/spell_dark_vision.111 \05036 ./arch/spell/MagicWall/spell_darkness.111 \05037 ./arch/spell/Misc/spell_daylight.111 \05038 ./arch/spell/Change_Ability/spell_defense.111 \05039 ./arch/spell/Misc/spell_destruction.111 \05040 ./arch/spell/Detect/spell_detect_curse.111 \05041 ./arch/spell/Detect/spell_detect_evil.111 \05042 ./arch/spell/Detect/spell_detect_magic.111 \05043 ./arch/spell/Detect/spell_detect_monster.111 \05044 ./arch/spell/Change_Ability/spell_dexterity.111 \05045 ./arch/spell/Misc/spell_dimension_door.111 \05046 ./arch/spell/Misc/spell_disarm.111 \05047 ./arch/spell/MovingBall/spell_divine_shock.111 \05048 ./arch/spell/Cone/spell_dragonbreath.111 \05049 ./arch/spell/Misc/spell_earth_to_dust.111 \05050 ./arch/spell/spell_evocation.111 \05051 ./arch/spell/Cone/spell_face_of_death.111 \05052 ./arch/spell/Misc/spell_faery_fire.111 \05053 ./arch/spell/Cone/spell_fear.111 \05054 ./arch/spell/Smite/spell_finger_of_death.111 \05055 ./arch/spell/Bolt/spell_firebolt.111 \05056 ./arch/spell/Rune/spell_firetrap.111 \05057 ./arch/spell/Aura/spell_flaming_aura.111 \05058 ./arch/spell/Bolt/spell_forked_lightning.111 \05059 ./arch/spell/Bolt/spell_frostbolt.111 \05060 ./arch/spell/Rune/spell_glyph.111 \05061 ./arch/spell/Change_Ability/spell_haste.111 \05062 ./arch/spell/Healing/spell_heal.111 \05063 ./arch/spell/Bullet/spell_hellfire.111 \05064 ./arch/spell/Change_Ability/spell_heroism.111 \05065 ./arch/spell/Bullet/spell_holy_orb.111 \05066 ./arch/spell/BlessCurse/spell_holy_possession.111 \05067 ./arch/spell/Cone/spell_holy_word.111 \05068 ./arch/spell/Smite/spell_holy_wrath.111 \05069 ./arch/spell/Cone/spell_icestorm.111 \05070 ./arch/spell/Misc/spell_identify.111 \05071 ./arch/spell/Misc/spell_improved_invisibility.111 \05072 ./arch/spell/Smite/spell_insect_plague.111 \05073 ./arch/spell/Misc/spell_invisible.111 \05074 ./arch/spell/Misc/spell_invisible_to_undead.111 \05075 ./arch/spell/Change_Ability/spell_iron_skin.111 \05076 ./arch/spell/Bullet/spell_large_fireball.111 \05077 ./arch/spell/Cone/spell_large_icestorm.111 \05078 ./arch/spell/Bolt/spell_large_lightning.111 \05079 ./arch/spell/Bullet/spell_large_manaball.111 \05080 ./arch/spell/Bullet/spell_large_snowstorm.111 \05081 ./arch/spell/SummonMonster/spell_large_speedball.111 \05082 ./arch/spell/Golem/spell_lesser_golem.111 \05083 ./arch/spell/Change_Ability/spell_levitate.111 \05084 ./arch/spell/Bullet/spell_lg_magic_bullet.111 \05085 ./arch/spell/Misc/spell_light.111 \05086 ./arch/spell/Bullet/spell_magic_bullet.111 \05087 ./arch/spell/Misc/spell_magic_drain.111 \05088 ./arch/spell/Misc/spell_magic_mapping.111 \05089 ./arch/spell/MagicMissile/spell_magic_missile.111 \05090 ./arch/spell/Rune/spell_magic_rune.111 \05091 ./arch/spell/Healing/spell_major_healing.111 \05092 ./arch/spell/Cone/spell_mana_blast.111 \05093 ./arch/spell/Bolt/spell_manabolt.111 \05094 ./arch/spell/Misc/spell_marking_rune.111 \05095 ./arch/spell/Cone/spell_mass_confusion.111 \05096 ./arch/spell/Bullet/spell_medium_fireball.111 \05097 ./arch/spell/Healing/spell_medium_healing.111 \05098 ./arch/spell/Bullet/spell_medium_manaball.111 \05099 ./arch/spell/Bullet/spell_medium_snowstorm.111 \05100 ./arch/spell/Swarm/spell_meteor_swarm.111 \05101 ./arch/spell/Healing/spell_minor_healing.111 \05102 ./arch/spell/Swarm/spell_missile_swarm.111 \05103 ./arch/spell/Golem/spell_mystic_fist.111 \05104 ./arch/spell/spell_necromancy.111 \05105 ./arch/spell/Misc/spell_nightfall.111 \05106 ./arch/spell/MoodChange/spell_pacify.111 \05107 ./arch/spell/Cone/spell_paralyze.111 \05108 ./arch/spell/Cone/spell_peace.111 \05109 ./arch/spell/Rune/spell_pentagram.111 \05110 ./arch/spell/Misc/spell_perceive_self.111 \05111 ./arch/spell/Bullet/spell_poison_cloud.111 \05112 ./arch/spell/MovingBall/spell_poison_fog.111 \05113 ./arch/spell/Misc/spell_polymorph.111 \05114 ./arch/spell/spell_praying.111 \05115 ./arch/spell/Misc/spell_probe.111 \05116 ./arch/spell/Change_Ability/spell_protection_from_attack.111 \05117 ./arch/spell/Change_Ability/spell_protection_from_cancellation.111 \05118 ./arch/spell/Change_Ability/spell_protection_from_cold.111 \05119 ./arch/spell/Change_Ability/spell_protection_from_confusion.111 \05120 ./arch/spell/Change_Ability/spell_protection_from_depletion.111 \05121 ./arch/spell/Change_Ability/spell_protection_from_draining.111 \05122 ./arch/spell/Change_Ability/spell_protection_from_electricity.111 \05123 ./arch/spell/Change_Ability/spell_protection_from_fire.111 \05124 ./arch/spell/Change_Ability/spell_protection_from_magic.111 \05125 ./arch/spell/Change_Ability/spell_protection_from_paralysis.111 \05126 ./arch/spell/Change_Ability/spell_protection_from_poison.111 \05127 ./arch/spell/Change_Ability/spell_protection_from_slow.111 \05128 ./arch/spell/spell_pyromancy.111 \05129 ./arch/spell/Change_Ability/spell_rage.111 \05130 ./arch/spell/RaiseDead/spell_raise_dead.111 \05131 ./arch/spell/Healing/spell_regenerate_spellpoints.111 \05132 ./arch/spell/Change_Ability/spell_regeneration.111 \05133 ./arch/spell/RaiseDead/spell_reincarnation.111 \05134 ./arch/spell/Misc/spell_remove_curse.111 \05135 ./arch/spell/Misc/spell_remove_damnation.111 \05136 ./arch/spell/Healing/spell_restoration.111 \05137 ./arch/spell/RaiseDead/spell_resurrection.111 \05138 ./arch/spell/Smite/spell_retributive_strike.111 \05139 ./arch/spell/Rune/spell_rune_of_blasting.111 \05140 ./arch/spell/Rune/spell_rune_of_death.111 \05141 ./arch/spell/Rune/spell_rune_of_fire.111 \05142 ./arch/spell/Rune/spell_rune_of_frost.111 \05143 ./arch/spell/Rune/spell_rune_of_magic_drain.111 \05144 ./arch/spell/Rune/spell_rune_of_shocking.111 \05145 ./arch/spell/Rune/spell_rune_of_transference.111 \05146 ./arch/spell/Aura/spell_sanctuary.111 \05147 ./arch/spell/Change_Ability/spell_searing_weapon.111 \05148 ./arch/spell/Cone/spell_shockwave.111 \05149 ./arch/spell/Detect/spell_show_invisible.111 \05150 ./arch/spell/Rune/spell_sigil.111 \05151 ./arch/spell/Cone/spell_slow.111 \05152 ./arch/spell/Bullet/spell_sm_bullet.111 \05153 ./arch/spell/Bolt/spell_sm_lightning.111 \05154 ./arch/spell/Bullet/spell_small_fireball.111 \05155 ./arch/spell/Bullet/spell_small_manaball.111 \05156 ./arch/spell/Bullet/spell_small_snowstorm.111 \05157 ./arch/spell/SummonMonster/spell_small_speedball.111 \05158 ./arch/spell/spell_sorcery.111 \05159 ./arch/spell/Cone/spell_spark_shower.111 \05160 ./arch/spell/Cone/spell_spiderweb.111 \05161 ./arch/spell/AnimateWeapon/spell_staff_to_snake.111 \05162 ./arch/spell/Bolt/spell_steambolt.111 \05163 ./arch/spell/Change_Ability/spell_strength.111 \05164 ./arch/spell/Golem/spell_summon_air_elemental.111 \05165 ./arch/spell/Golem/spell_summon_avatar.111 \05166 ./arch/spell/SummonMonster/spell_summon_cult_monsters.111 \05167 ./arch/spell/Golem/spell_summon_devil.111 \05168 ./arch/spell/Golem/spell_summon_earth_elemental.111 \05169 ./arch/spell/Golem/spell_summon_fire_elemental.111 \05170 ./arch/spell/SummonMonster/spell_summon_fog.111 \05171 ./arch/spell/Golem/spell_summon_golem.111 \05172 ./arch/spell/SummonMonster/spell_summon_pet_monster.111 \05173 ./arch/spell/Golem/spell_summon_water_elemental.111 \05174 ./arch/spell/spell_summoner.111 \05175 ./arch/spell/Bolt/spell_sunspear.111 \05176 ./arch/spell/TownPortal/spell_town_portal.111 \05177 ./arch/spell/Misc/spell_transference.111 \05178 ./arch/spell/Cone/spell_turn_undead.111 \05179 ./arch/spell/Bullet/spell_vitriol.111 \05180 ./arch/spell/Cone/spell_vitriol_splash.111 \05181 ./arch/spell/MagicWall/spell_wall_of_thorns.111 \05182 ./arch/spell/Cone/spell_wave.111 \05183 ./arch/spell/Cone/spell_windstorm.111 \05184 ./arch/spell/Cone/spell_wonder.111 \05185 ./arch/spell/Misc/spell_word_of_recall.111 \05186 ./arch/spell/Cone/spell_wrathful_eye.111 \05187 ./arch/spell/Change_Ability/spell_xray.111 \05188 ./arch/monster/misc/sphinx.x31 \05189 ./arch/monster/misc/sphinx.x71 \05190 ./arch/monster/insect/spider/spider.111 \05191 ./arch/monster/insect/spider/spider.112 \05192 ./arch/monster/insect/spider/spider.113 \05193 ./arch/monster/insect/spider/spider.114 \05194 ./arch/monster/insect/spider/spider.121 \05195 ./arch/monster/insect/spider/spider.122 \05196 ./arch/monster/insect/spider/spider.123 \05197 ./arch/monster/insect/spider/spider.124 \05198 ./arch/monster/insect/spider/spider.131 \05199 ./arch/monster/insect/spider/spider.132 \05200 ./arch/monster/insect/spider/spider.133 \05201 ./arch/monster/insect/spider/spider.134 \05202 ./arch/monster/insect/spider/spider.141 \05203 ./arch/monster/insect/spider/spider.142 \05204 ./arch/monster/insect/spider/spider.143 \05205 ./arch/monster/insect/spider/spider.144 \05206 ./arch/monster/insect/spider/spider.151 \05207 ./arch/monster/insect/spider/spider.152 \05208 ./arch/monster/insect/spider/spider.153 \05209 ./arch/monster/insect/spider/spider.154 \05210 ./arch/monster/insect/spider/spider.161 \05211 ./arch/monster/insect/spider/spider.162 \05212 ./arch/monster/insect/spider/spider.163 \05213 ./arch/monster/insect/spider/spider.164 \05214 ./arch/monster/insect/spider/spider.171 \05215 ./arch/monster/insect/spider/spider.172 \05216 ./arch/monster/insect/spider/spider.173 \05217 ./arch/monster/insect/spider/spider.174 \05218 ./arch/monster/insect/spider/spider.181 \05219 ./arch/monster/insect/spider/spider.182 \05220 ./arch/monster/insect/spider/spider.183 \05221 ./arch/monster/insect/spider/spider.184 \05222 ./arch/monster/insect/spider/spider_web.111 \05223 ./arch/monster/insect/spider/spider_web.112 \05224 ./arch/connect/Gates/spike.110 \05225 ./arch/connect/Gates/spike.111 \05226 ./arch/connect/Gates/spike.112 \05227 ./arch/connect/Gates/spike.113 \05228 ./arch/connect/Gates/spike.114 \05229 ./arch/connect/Gates/spike.115 \05230 ./arch/connect/Gates/spike.116 \05231 ./arch/connect/Gates/spike.117 \05232 ./arch/connect/Gates/spike.118 \05233 ./arch/connect/Gates/spike.119 \05234 ./arch/connect/Gates/spike.120 \05235 ./arch/connect/Gates/spike.121 \05236 ./arch/connect/Gates/spike.122 \05237 ./arch/traps/spiked_pit.111 \05238 ./arch/armour/shield/spiked_shield.111 \05239 ./arch/connect/Gates/spikes.110 \05240 ./arch/connect/Gates/spikes.111 \05241 ./arch/connect/Gates/spikes.112 \05242 ./arch/connect/Gates/spikes.113 \05243 ./arch/connect/Gates/spikes.114 \05244 ./arch/connect/Gates/spikes.115 \05245 ./arch/connect/Gates/spikes.116 \05246 ./arch/connect/Gates/spikes.117 \05247 ./arch/connect/Gates/spikes.118 \05248 ./arch/connect/Gates/spikes.119 \05249 ./arch/connect/Spinner/spinner.111 \05250 ./arch/connect/Spinner/spinner.112 \05251 ./arch/connect/Spinner/spinner.113 \05252 ./arch/connect/Spinner/spinner.114 \05253 ./arch/connect/Spinner/spinner.115 \05254 ./arch/connect/Spinner/spinner.116 \05255 ./arch/connect/Spinner/spinner.117 \05256 ./arch/connect/Spinner/spinner.118 \05257 ./arch/connect/Spinner/spinner.119 \05258 ./arch/connect/Spinner/spinner.11A \05259 ./arch/connect/Spinner/spinner.11B \05260 ./arch/connect/Spinner/spinner.11C \05261 ./arch/connect/Spinner/spinner.11D \05262 ./arch/misc/spinningwheel.111 \05263 ./arch/monster/insect/ant/spit_ant.131 \05264 ./arch/monster/insect/ant/spit_ant.132 \05265 ./arch/monster/insect/ant/spit_ant.133 \05266 ./arch/monster/insect/ant/spit_ant.171 \05267 ./arch/monster/insect/ant/spit_ant.172 \05268 ./arch/monster/insect/ant/spit_ant.173 \05269 ./arch/spell/Bomb/splint.111 \05270 ./arch/monster/humanoid/Elf/spock.111 \05271 ./arch/monster/humanoid/Elf/spock.112 \05272 ./arch/weapon/sword/ssword_1.111 \05273 ./arch/weapon/sword/ssword_2.111 \05274 ./arch/spell/Wand/staff.111 \05275 ./arch/spell/Wand/staff.112 \05276 ./arch/spell/Wand/staff.113 \05277 ./arch/spell/Wand/staff.114 \05278 ./arch/spell/Wand/staff.115 \05279 ./arch/exit/Up_down/stair2_do.111 \05280 ./arch/exit/Up_down/stair2_up.111 \05281 ./arch/exit/Up_down/stair3_do.111 \05282 ./arch/exit/Up_down/stair3_gstone_do.111 \05283 ./arch/exit/Up_down/stair3_gstone_up.111 \05284 ./arch/exit/Up_down/stair3_up.111 \05285 ./arch/exit/Up_down/stair3_ystone_do.111 \05286 ./arch/exit/Up_down/stair3_ystone_up.111 \05287 ./arch/exit/Up_down/stair_down.111 \05288 ./arch/exit/Up_down/stair_down_1.111 \05289 ./arch/exit/Up_down/stair_down_2.111 \05290 ./arch/exit/Up_down/stair_down_3.111 \05291 ./arch/exit/Up_down/stair_down_4.111 \05292 ./arch/exit/Up_down/stair_up.111 \05293 ./arch/exit/Up_down/stair_up_1.111 \05294 ./arch/exit/Up_down/stair_up_2.111 \05295 ./arch/exit/Up_down/stair_up_3.111 \05296 ./arch/exit/Up_down/stair_up_4.111 \05297 ./arch/weapon/misc/stake.111 \05298 ./arch/monster/misc/stalker.111 \05299 ./arch/monster/misc/stalker.112 \05300 ./arch/monster/misc/stalkergen.111 \05301 ./arch/misc/statue.111 \05302 ./arch/misc/statue2.111 \05303 ./arch/misc/statue2_bronze.111 \05304 ./arch/misc/statue2_gold.111 \05305 ./arch/misc/statue_bronze.111 \05306 ./arch/misc/statue_gargoyle.111 \05307 ./arch/misc/statue_gold.111 \05308 ./arch/misc/statue_knight.111 \05309 ./arch/misc/statue_ruined.x11 \05310 ./arch/spell/Bolt/steam.111 \05311 ./arch/spell/Bolt/steam.112 \05312 ./arch/weapon/sword/steel_ssword_1.111 \05313 ./arch/jewel/bars/steelbar.111 \05314 ./arch/ground/steppe.111 \05315 ./arch/ground/smooth/steppe_S.111 \05316 ./arch/ground/steppelight.111 \05317 ./arch/floor/stfloor.111 \05318 ./arch/weapon/artifact/Sting/sting.111 \05319 ./arch/weapon/artifact/Sting/sting.112 \05320 ./arch/weapon/artifact/Sting/sting.113 \05321 ./arch/weapon/artifact/Sting/sting.114 \05322 ./arch/system/stipple.111 \05323 ./arch/system/stipple.112 \05324 ./arch/indoor/stolking_1.111 \05325 ./arch/indoor/stolking_2.111 \05326 ./arch/weapon/axe/stoneaxe.111 \05327 ./arch/wall/bwall/stoneblock.111 \05328 ./arch/wall/bwall/stoneblock.112 \05329 ./arch/wall/bwall/stoneblock.113 \05330 ./arch/wall/bwall/stoneblock.114 \05331 ./arch/wall/bwall/stoneblock.115 \05332 ./arch/road/stonebridge/stonebridge_0.111 \05333 ./arch/road/stonebridge/stonebridge_1.111 \05334 ./arch/road/stonebridge/stonebridge_2.111 \05335 ./arch/road/stonebridge/stonebridge_3.111 \05336 ./arch/road/stonebridge/stonebridge_4.111 \05337 ./arch/road/stonebridge/stonebridge_5.111 \05338 ./arch/road/stonebridge/stonebridge_6.111 \05339 ./arch/road/stonebridge/stonebridge_7.111 \05340 ./arch/road/stonebridge/stonebridge_8.111 \05341 ./arch/road/stonebridge/stonebridge_9.111 \05342 ./arch/road/stonebridge/stonebridge_A.111 \05343 ./arch/road/stonebridge/stonebridge_B.111 \05344 ./arch/road/stonebridge/stonebridge_C.111 \05345 ./arch/road/stonebridge/stonebridge_D.111 \05346 ./arch/road/stonebridge/stonebridge_E.111 \05347 ./arch/road/stonebridge/stonebridge_F.111 \05348 ./arch/weapon/hammer/stonehamme.111 \05349 ./arch/shop/store_alch.x11 \05350 ./arch/shop/store_armo.x11 \05351 ./arch/shop/store_armo_east.x11 \05352 ./arch/shop/store_armo_fant.x11 \05353 ./arch/shop/store_bow.x11 \05354 ./arch/shop/store_food.x11 \05355 ./arch/shop/store_gems.x11 \05356 ./arch/shop/store_gene.x11 \05357 ./arch/shop/store_gene_fant.x11 \05358 ./arch/shop/store_gene_west.x11 \05359 ./arch/shop/store_magi.x11 \05360 ./arch/shop/store_magi_east.x11 \05361 ./arch/shop/store_magi_fant.x11 \05362 ./arch/shop/store_magi_northwest.x11 \05363 ./arch/shop/store_magi_west.x11 \05364 ./arch/shop/store_weap.x11 \05365 ./arch/shop/store_weap_east.x11 \05366 ./arch/shop/store_weap_fant.x11 \05367 ./arch/weapon/artifact/stormbring.111 \05368 ./arch/crafting/Container/stove.111 \05369 ./arch/crafting/Container/stove.112 \05370 ./arch/crafting/Container/stove.113 \05371 ./arch/floor/strangefloor.111 \05372 ./arch/construct/hold/stronghold.x11 \05373 ./arch/construct/hold/stronghold_east.x11 \05374 ./arch/construct/hold/stronghold_fant.x11 \05375 ./arch/construct/hold/stronghold_fant_symmetrical.x11 \05376 ./arch/construct/hold/stronghold_northwest.x11 \05377 ./arch/construct/hold/stronghold_west.x11 \05378 ./arch/construct/hold/stronghsym.111 \05379 ./arch/wall/stwall/stwall_0.111 \05380 ./arch/wall/stwall/stwall_1.111 \05381 ./arch/wall/stwall/stwall_2.111 \05382 ./arch/wall/stwall/stwall_3.111 \05383 ./arch/wall/stwall/stwall_4.111 \05384 ./arch/wall/stwall/stwall_5.111 \05385 ./arch/wall/stwall/stwall_6.111 \05386 ./arch/wall/stwall/stwall_7.111 \05387 ./arch/wall/stwall/stwall_8.111 \05388 ./arch/wall/stwall/stwall_9.111 \05389 ./arch/wall/stwall/stwall_A.111 \05390 ./arch/wall/stwall/stwall_B.111 \05391 ./arch/wall/stwall/stwall_C.111 \05392 ./arch/wall/stwall/stwall_D.111 \05393 ./arch/wall/stwall/stwall_E.111 \05394 ./arch/wall/stwall/stwall_F.111 \05395 ./arch/wall/stwall/stwall_door_0.111 \05396 ./arch/wall/stwall/stwall_door_1.111 \05397 ./arch/wall/stwallblue/stwallblue_0.111 \05398 ./arch/wall/stwallblue/stwallblue_1.111 \05399 ./arch/wall/stwallblue/stwallblue_2.111 \05400 ./arch/wall/stwallblue/stwallblue_3.111 \05401 ./arch/wall/stwallblue/stwallblue_4.111 \05402 ./arch/wall/stwallblue/stwallblue_5.111 \05403 ./arch/wall/stwallblue/stwallblue_6.111 \05404 ./arch/wall/stwallblue/stwallblue_7.111 \05405 ./arch/wall/stwallblue/stwallblue_8.111 \05406 ./arch/wall/stwallblue/stwallblue_9.111 \05407 ./arch/wall/stwallblue/stwallblue_A.111 \05408 ./arch/wall/stwallblue/stwallblue_B.111 \05409 ./arch/wall/stwallblue/stwallblue_C.111 \05410 ./arch/wall/stwallblue/stwallblue_D.111 \05411 ./arch/wall/stwallblue/stwallblue_E.111 \05412 ./arch/wall/stwallblue/stwallblue_F.111 \05413 ./arch/wall/stwallblue/stwallblue_door_0.111 \05414 ./arch/wall/stwallblue/stwallblue_door_1.111 \05415 ./arch/connect/stwallblue_secret/stwallbluesec.111 \05416 ./arch/connect/stwallblue_secret/stwallbluesec.112 \05417 ./arch/connect/stwallblue_secret/stwallbluesec.113 \05418 ./arch/connect/stwallblue_secret/stwallbluesec.114 \05419 ./arch/connect/stwallblue_secret/stwallbluesec.115 \05420 ./arch/connect/stwallblue_secret/stwallbluesec.116 \05421 ./arch/connect/stwallblue_secret/stwallbluesec.117 \05422 ./arch/connect/stwallblue_secret/stwallbluesec.118 \05423 ./arch/wall/stwallmossy/stwallmossy_0.111 \05424 ./arch/wall/stwallmossy/stwallmossy_1.111 \05425 ./arch/wall/stwallmossy/stwallmossy_2.111 \05426 ./arch/wall/stwallmossy/stwallmossy_3.111 \05427 ./arch/wall/stwallmossy/stwallmossy_4.111 \05428 ./arch/wall/stwallmossy/stwallmossy_5.111 \05429 ./arch/wall/stwallmossy/stwallmossy_6.111 \05430 ./arch/wall/stwallmossy/stwallmossy_7.111 \05431 ./arch/wall/stwallmossy/stwallmossy_8.111 \05432 ./arch/wall/stwallmossy/stwallmossy_9.111 \05433 ./arch/wall/stwallmossy/stwallmossy_A.111 \05434 ./arch/wall/stwallmossy/stwallmossy_B.111 \05435 ./arch/wall/stwallmossy/stwallmossy_C.111 \05436 ./arch/wall/stwallmossy/stwallmossy_D.111 \05437 ./arch/wall/stwallmossy/stwallmossy_E.111 \05438 ./arch/wall/stwallmossy/stwallmossy_F.111 \05439 ./arch/wall/stwallmossy/stwallmossy_door_0.111 \05440 ./arch/wall/stwallmossy/stwallmossy_door_1.111 \05441 ./arch/connect/stwallmossy_secret/stwallmossysec.111 \05442 ./arch/connect/stwallmossy_secret/stwallmossysec.112 \05443 ./arch/connect/stwallmossy_secret/stwallmossysec.113 \05444 ./arch/connect/stwallmossy_secret/stwallmossysec.114 \05445 ./arch/connect/stwallmossy_secret/stwallmossysec.115 \05446 ./arch/connect/stwallmossy_secret/stwallmossysec.116 \05447 ./arch/connect/stwallmossy_secret/stwallmossysec.117 \05448 ./arch/connect/stwallmossy_secret/stwallmossysec.118 \05449 ./arch/wall/stwallred/stwallred_0.111 \05450 ./arch/wall/stwallred/stwallred_1.111 \05451 ./arch/wall/stwallred/stwallred_2.111 \05452 ./arch/wall/stwallred/stwallred_3.111 \05453 ./arch/wall/stwallred/stwallred_4.111 \05454 ./arch/wall/stwallred/stwallred_5.111 \05455 ./arch/wall/stwallred/stwallred_6.111 \05456 ./arch/wall/stwallred/stwallred_7.111 \05457 ./arch/wall/stwallred/stwallred_8.111 \05458 ./arch/wall/stwallred/stwallred_9.111 \05459 ./arch/wall/stwallred/stwallred_A.111 \05460 ./arch/wall/stwallred/stwallred_B.111 \05461 ./arch/wall/stwallred/stwallred_C.111 \05462 ./arch/wall/stwallred/stwallred_D.111 \05463 ./arch/wall/stwallred/stwallred_E.111 \05464 ./arch/wall/stwallred/stwallred_F.111 \05465 ./arch/wall/stwallred/stwallred_door_0.111 \05466 ./arch/wall/stwallred/stwallred_door_1.111 \05467 ./arch/connect/stwallred_secret/stwallredsec.111 \05468 ./arch/connect/stwallred_secret/stwallredsec.112 \05469 ./arch/connect/stwallred_secret/stwallredsec.113 \05470 ./arch/connect/stwallred_secret/stwallredsec.114 \05471 ./arch/connect/stwallred_secret/stwallredsec.115 \05472 ./arch/connect/stwallred_secret/stwallredsec.116 \05473 ./arch/connect/stwallred_secret/stwallredsec.117 \05474 ./arch/connect/stwallred_secret/stwallredsec.118 \05475 ./arch/connect/stwall_secret/stwallsec.111 \05476 ./arch/connect/stwall_secret/stwallsec.112 \05477 ./arch/connect/stwall_secret/stwallsec.113 \05478 ./arch/connect/stwall_secret/stwallsec.114 \05479 ./arch/connect/stwall_secret/stwallsec.115 \05480 ./arch/connect/stwall_secret/stwallsec.116 \05481 ./arch/connect/stwall_secret/stwallsec.117 \05482 ./arch/connect/stwall_secret/stwallsec.118 \05483 ./arch/wall/stwall/stwindow_0.111 \05484 ./arch/wall/stwall/stwindow_1.111 \05485 ./arch/wall/stwallblue/stwindowblue_0.111 \05486 ./arch/wall/stwallblue/stwindowblue_1.111 \05487 ./arch/wall/stwallmossy/stwindowmossy_0.111 \05488 ./arch/wall/stwallmossy/stwindowmossy_1.111 \05489 ./arch/wall/stwallred/stwindowred_0.111 \05490 ./arch/wall/stwallred/stwindowred_1.111 \05491 ./arch/skills/Skill_Tools/stylus.111 \05492 ./arch/inorganic/sulphur.111 \05493 ./arch/spell/SpellBook/summoner_book.111 \05494 ./arch/spell/Bolt/sunspear.111 \05495 ./arch/spell/Bolt/sunspear.112 \05496 ./arch/spell/Bolt/sunspear.113 \05497 ./arch/wall/swall/swall_0.111 \05498 ./arch/wall/swall/swall_1.111 \05499 ./arch/wall/swall/swall_1_half.111 \05500 ./arch/wall/swall/swall_2.111 \05501 ./arch/wall/swall/swall_2_half.111 \05502 ./arch/wall/swall/swall_3.111 \05503 ./arch/wall/swall/swall_4.111 \05504 ./arch/wall/swall/swall_4_half.111 \05505 ./arch/wall/swall/swall_5.111 \05506 ./arch/wall/swall/swall_55.111 \05507 ./arch/wall/swall/swall_6.111 \05508 ./arch/wall/swall/swall_7.111 \05509 ./arch/wall/swall/swall_8.111 \05510 ./arch/wall/swall/swall_8_half.111 \05511 ./arch/wall/swall/swall_9.111 \05512 ./arch/wall/swall/swall_A.111 \05513 ./arch/wall/swall/swall_AA.111 \05514 ./arch/wall/swall/swall_B.111 \05515 ./arch/wall/swall/swall_C.111 \05516 ./arch/wall/swall/swall_D.111 \05517 ./arch/wall/swall/swall_E.111 \05518 ./arch/wall/swall/swall_F.111 \05519 ./arch/ground/swamp.111 \05520 ./arch/ground/smooth/swamp_S.111 \05521 ./arch/player/class/Warrior/swashbuckl.111 \05522 ./arch/player/class/Warrior/swashbuckl.112 \05523 ./arch/player/class/Warrior/swashbuckl.131 \05524 ./arch/player/class/Warrior/swashbuckl.132 \05525 ./arch/player/class/Warrior/swashbuckl.151 \05526 ./arch/player/class/Warrior/swashbuckl.152 \05527 ./arch/player/class/Warrior/swashbuckl.171 \05528 ./arch/player/class/Warrior/swashbuckl.172 \05529 ./arch/weapon/sword/sword_1.111 \05530 ./arch/weapon/sword/sword_2.111 \05531 ./arch/weapon/sword/sword_3.111 \05532 ./arch/weapon/sword/sword_4.111 \05533 ./arch/weapon/sword/t_dagger.101 \05534 ./arch/weapon/sword/t_dagger.111 \05535 ./arch/weapon/sword/t_dagger.121 \05536 ./arch/weapon/sword/t_dagger.131 \05537 ./arch/weapon/sword/t_dagger.141 \05538 ./arch/weapon/sword/t_dagger.151 \05539 ./arch/weapon/sword/t_dagger.161 \05540 ./arch/weapon/sword/t_dagger.171 \05541 ./arch/weapon/sword/t_dagger.181 \05542 ./arch/construct/town/t_house1.x11 \05543 ./arch/construct/town/t_house2.x11 \05544 ./arch/construct/town/t_house2_fant.x11 \05545 ./arch/misc/t_rock.111 \05546 ./arch/weapon/misc/t_star1.111 \05547 ./arch/indoor/table_1.111 \05548 ./arch/indoor/table_1x2.111 \05549 ./arch/indoor/table_2.111 \05550 ./arch/indoor/table_2x1.111 \05551 ./arch/indoor/table_2x2.111 \05552 ./arch/indoor/table_3.111 \05553 ./arch/indoor/table_4.111 \05554 ./arch/indoor/table_burl_3.111 \05555 ./arch/indoor/table_cw_3.111 \05556 ./arch/weapon/misc/taifu_1.111 \05557 ./arch/skills/Skill_Tools/talisman.111 \05558 ./arch/skills/Skill_Tools/talisman_evocation.111 \05559 ./arch/skills/Skill_Tools/talisman_pyromancy.111 \05560 ./arch/skills/Skill_Tools/talisman_sorcery.111 \05561 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./arch/food/water_pearl.111 \05931 ./arch/food/water_ruby.111 \05932 ./arch/food/water_sapphire.111 \05933 ./arch/food/water_wise.111 \05934 ./arch/spell/Cone/wave.111 \05935 ./arch/spell/Cone/wave.112 \05936 ./arch/spell/Cone/wave.113 \05937 ./arch/food/waybread.111 \05938 ./arch/potion/wbottle_empty.111 \05939 ./arch/connect/Doors/wdoor.111 \05940 ./arch/connect/Doors/wdoor.112 \05941 ./arch/connect/Doors/wdoor.113 \05942 ./arch/connect/Doors/wdoor.114 \05943 ./arch/armour/shield/wds.111 \05944 ./arch/armour/mail/wdsm.111 \05945 ./arch/armour/mail/wdsm.112 \05946 ./arch/armour/mail/wdsm.113 \05947 ./arch/exit/well.111 \05948 ./arch/wall/cwall-west/westcityport_0.111 \05949 ./arch/wall/cwall-west/westcityport_1.111 \05950 ./arch/wall/cwall-west/westcwall_0.111 \05951 ./arch/wall/cwall-west/westcwall_1.111 \05952 ./arch/wall/cwall-west/westcwall_2.111 \05953 ./arch/wall/cwall-west/westcwall_3.111 \05954 ./arch/wall/cwall-west/westcwall_4.111 \05955 ./arch/wall/cwall-west/westcwall_5.111 \05956 ./arch/wall/cwall-west/westcwall_6.111 \05957 ./arch/wall/cwall-west/westcwall_7.111 \05958 ./arch/wall/cwall-west/westcwall_8.111 \05959 ./arch/wall/cwall-west/westcwall_9.111 \05960 ./arch/wall/cwall-west/westcwall_A.111 \05961 ./arch/wall/cwall-west/westcwall_B.111 \05962 ./arch/wall/cwall-west/westcwall_C.111 \05963 ./arch/wall/cwall-west/westcwall_D.111 \05964 ./arch/wall/cwall-west/westcwall_E.111 \05965 ./arch/wall/cwall-west/westcwall_F.111 \05966 ./arch/wall/cwall-west/westcwall_w_0.111 \05967 ./arch/wall/cwall-west/westcwall_w_0.112 \05968 ./arch/wall/cwall-west/westcwall_w_0.113 \05969 ./arch/wall/cwall-west/westcwall_w_0.114 \05970 ./arch/wall/cwall-west/westcwall_w_0.115 \05971 ./arch/wall/cwall-west/westcwall_w_0.116 \05972 ./arch/wall/cwall-west/westcwall_w_0.117 \05973 ./arch/wall/cwall-west/westcwall_w_0.118 \05974 ./arch/wall/cwall-west/westcwall_w_0.119 \05975 ./arch/wall/cwall-west/westcwall_w_0.11A \05976 ./arch/wall/cwall-west/westcwall_w_1.111 \05977 ./arch/wall/cwall-west/westcwall_w_1.112 \05978 ./arch/wall/cwall-west/westcwall_w_1.113 \05979 ./arch/wall/cwall-west/westcwall_w_1.114 \05980 ./arch/wall/cwall-west/westcwall_w_1.115 \05981 ./arch/wall/cwall-west/westcwall_w_1.116 \05982 ./arch/wall/cwall-west/westcwall_w_1.117 \05983 ./arch/wall/cwall-west/westcwall_w_1.118 \05984 ./arch/wall/cwall-west/westcwall_w_1.119 \05985 ./arch/connect/westcwallsec.111 \05986 ./arch/connect/westcwallsec.112 \05987 ./arch/connect/westcwallsec.113 \05988 ./arch/connect/westcwallsec.114 \05989 ./arch/connect/westcwallsec.115 \05990 ./arch/connect/westcwallsec.116 \05991 ./arch/connect/westcwallsec.117 \05992 ./arch/connect/westcwallsec.118 \05993 ./arch/wall/cwall-west/westcwindow_0.111 \05994 ./arch/wall/cwall-west/westcwindow_1.111 \05995 ./arch/wall/cwall-west/westguard_ho_1.111 \05996 ./arch/wall/cwall-west/westguard_ho_2.111 \05997 ./arch/wall/cwall-west/westguard_ho_4.111 \05998 ./arch/wall/cwall-west/westguard_ho_8.111 \05999 ./arch/misc/wheelbarrow.111 \06000 ./arch/monster/angel/whim.111 \06001 ./arch/monster/angel/whim.112 \06002 ./arch/monster/angel/whim.121 \06003 ./arch/monster/angel/whim.122 \06004 ./arch/monster/angel/whim.131 \06005 ./arch/monster/angel/whim.132 \06006 ./arch/monster/angel/whim.141 \06007 ./arch/monster/angel/whim.142 \06008 ./arch/monster/angel/whim.151 \06009 ./arch/monster/angel/whim.152 \06010 ./arch/monster/angel/whim.161 \06011 ./arch/monster/angel/whim.162 \06012 ./arch/monster/angel/whim.171 \06013 ./arch/monster/angel/whim.172 \06014 ./arch/monster/angel/whim.181 \06015 ./arch/monster/angel/whim.182 \06016 ./arch/floor/inlayed/white-beige-c-marble.111 \06017 ./arch/floor/inlayed/white-beige-c-marble.112 \06018 ./arch/floor/inlayed/white-beige-c-marble.113 \06019 ./arch/floor/inlayed/white-beige-c-marble.114 \06020 ./arch/floor/inlayed/white-gray-h-marble.111 \06021 ./arch/floor/inlayed/white-gray-h-marble.112 \06022 ./arch/floor/inlayed/white-gray-x-marble.111 \06023 ./arch/floor/inlayed/white-gray-x-marble.112 \06024 ./arch/floor/inlayed/white-gray-x-marble.113 \06025 ./arch/floor/inlayed/white-gray-x-marble.114 \06026 ./arch/floor/inlayed/white-gray-x-marble.115 \06027 ./arch/floor/inlayed/white-gray-x-marble.116 \06028 ./arch/floor/inlayed/white-gray-x-marble.117 \06029 ./arch/floor/inlayed/white-gray-x-marble.118 \06030 ./arch/floor/inlayed/white-gray-x-marble.119 \06031 ./arch/floor/inlayed/white-green-c-marble.111 \06032 ./arch/floor/inlayed/white-green-c-marble.112 \06033 ./arch/floor/inlayed/white-green-c-marble.113 \06034 ./arch/floor/inlayed/white-green-c-marble.114 \06035 ./arch/floor/inlayed/white-green-h-marble.111 \06036 ./arch/floor/inlayed/white-green-h-marble.112 \06037 ./arch/floor/inlayed/white-green-x-marble.111 \06038 ./arch/floor/inlayed/white-green-x-marble.112 \06039 ./arch/floor/inlayed/white-green-x-marble.113 \06040 ./arch/floor/inlayed/white-green-x-marble.114 \06041 ./arch/floor/inlayed/white-green-x-marble.115 \06042 ./arch/floor/inlayed/white-green-x-marble.116 \06043 ./arch/floor/inlayed/white-green-x-marble.117 \06044 ./arch/floor/inlayed/white-green-x-marble.118 \06045 ./arch/floor/inlayed/white-green-x-marble.119 \06046 ./arch/floor/inlayed/white-pink-c-marble.111 \06047 ./arch/floor/inlayed/white-pink-c-marble.112 \06048 ./arch/floor/inlayed/white-pink-c-marble.113 \06049 ./arch/floor/inlayed/white-pink-c-marble.114 \06050 ./arch/floor/inlayed/white-red-c-marble.111 \06051 ./arch/floor/inlayed/white-red-c-marble.112 \06052 ./arch/floor/inlayed/white-red-c-marble.113 \06053 ./arch/floor/inlayed/white-red-c-marble.114 \06054 ./arch/wall/white/white_wall_0.111 \06055 ./arch/wall/white/white_wall_1.111 \06056 ./arch/wall/white/white_wall_2.111 \06057 ./arch/wall/white/white_wall_3.111 \06058 ./arch/wall/white/white_wall_4.111 \06059 ./arch/wall/white/white_wall_5.111 \06060 ./arch/wall/white/white_wall_6.111 \06061 ./arch/wall/white/white_wall_7.111 \06062 ./arch/wall/white/white_wall_8.111 \06063 ./arch/wall/white/white_wall_9.111 \06064 ./arch/wall/white/white_wall_A.111 \06065 ./arch/wall/white/white_wall_B.111 \06066 ./arch/wall/white/white_wall_C.111 \06067 ./arch/wall/white/white_wall_D.111 \06068 ./arch/wall/white/white_wall_E.111 \06069 ./arch/wall/white/white_wall_F.111 \06070 ./arch/wall/white/white_wall_bottom.111 \06071 ./arch/wall/white/white_wall_left.111 \06072 ./arch/wall/white/white_wall_right.111 \06073 ./arch/wall/white/white_window_0.111 \06074 ./arch/wall/white/white_window_1.111 \06075 ./arch/armour/helmet/wig.111 \06076 ./arch/monster/undead/wight.111 \06077 ./arch/monster/undead/wight.112 \06078 ./arch/monster/undead/wight.113 \06079 ./arch/monster/undead/wight.114 \06080 ./arch/wall/wall/window_0.111 \06081 ./arch/wall/wall/window_1.111 \06082 ./arch/construct/window/window_2.111 \06083 ./arch/construct/window/window_3.111 \06084 ./arch/construct/window/window_4.111 \06085 ./arch/construct/window/window_arcade_1.111 \06086 ./arch/spell/Cone/windstorm.111 \06087 ./arch/spell/Cone/windstorm.112 \06088 ./arch/spell/Cone/windstorm.113 \06089 ./arch/food/wine.111 \06090 ./arch/food/winebottle_empty.111 \06091 ./arch/monster/angel/wingedhalo.111 \06092 ./arch/monster/elemental/witch_air.111 \06093 ./arch/monster/elemental/witch_air.112 \06094 ./arch/monster/chaos/witch_chaos.111 \06095 ./arch/monster/chaos/witch_chaos.112 \06096 ./arch/monster/elemental/witch_earth.111 \06097 ./arch/monster/elemental/witch_earth.112 \06098 ./arch/monster/elemental/witch_fire.111 \06099 ./arch/monster/elemental/witch_fire.112 \06100 ./arch/monster/elemental/witch_water.111 \06101 ./arch/monster/elemental/witch_water.112 \06102 ./arch/armour/helmet/wiz_hat.111 \06103 ./arch/armour/helmet/wiz_hat.112 \06104 ./arch/armour/helmet/wiz_hat.113 \06105 ./arch/player/class/Wizardry/wizard.111 \06106 ./arch/player/class/Wizardry/wizard.112 \06107 ./arch/player/class/Wizardry/wizard.131 \06108 ./arch/player/class/Wizardry/wizard.132 \06109 ./arch/player/class/Wizardry/wizard.151 \06110 ./arch/player/class/Wizardry/wizard.152 \06111 ./arch/player/class/Wizardry/wizard.153 \06112 ./arch/player/class/Wizardry/wizard.171 \06113 ./arch/player/class/Wizardry/wizard.172 \06114 ./arch/player/class/Wizardry/wizard_blue.111 \06115 ./arch/player/class/Wizardry/wizard_blue.131 \06116 ./arch/player/class/Wizardry/wizard_blue.151 \06117 ./arch/player/class/Wizardry/wizard_blue.171 \06118 ./arch/armour/gauntlets/wizard_gloves.111 \06119 ./arch/player/class/Wizardry/wizard_green.111 \06120 ./arch/player/class/Wizardry/wizard_green.131 \06121 ./arch/player/class/Wizardry/wizard_green.151 \06122 ./arch/player/class/Wizardry/wizard_green.171 \06123 ./arch/player/class/Wizardry/wizard_purple.111 \06124 ./arch/player/class/Wizardry/wizard_purple.131 \06125 ./arch/player/class/Wizardry/wizard_purple.151 \06126 ./arch/player/class/Wizardry/wizard_purple.171 \06127 ./arch/construct/tower/wizard_tower.x11 \06128 ./arch/construct/tower/wizard_tower.x12 \06129 ./arch/construct/tower/wizard_tower.x13 \06130 ./arch/player/class/Wizardry/wizard_white.111 \06131 ./arch/player/class/Wizardry/wizard_white.131 \06132 ./arch/player/class/Wizardry/wizard_white.151 \06133 ./arch/player/class/Wizardry/wizard_white.171 \06134 ./arch/player/class/Wizardry/wizard_yellow.111 \06135 ./arch/player/class/Wizardry/wizard_yellow.131 \06136 ./arch/player/class/Wizardry/wizard_yellow.151 \06137 ./arch/player/class/Wizardry/wizard_yellow.171 \06138 ./arch/system/wizardmask.111 \06139 ./arch/system/wizardmask.131 \06140 ./arch/system/wizardmask.151 \06141 ./arch/system/wizardmask.171 \06142 ./arch/misc/Container/wizdesk.111 \06143 ./arch/monster/animal/Wolf/wolf.131 \06144 ./arch/monster/animal/Wolf/wolf.132 \06145 ./arch/monster/animal/Wolf/wolf.171 \06146 ./arch/monster/animal/Wolf/wolf.172 \06147 ./arch/monster/humanoid/Human/woman.131 \06148 ./arch/monster/humanoid/Human/woman.151 \06149 ./arch/monster/humanoid/Human/woman.171 \06150 ./arch/monster/humanoid/Human/woman2.111 \06151 ./arch/monster/humanoid/Human/woman2.112 \06152 ./arch/monster/humanoid/Human/woman2.113 \06153 ./arch/monster/humanoid/Human/woman3.111 \06154 ./arch/monster/humanoid/Human/woman3.112 \06155 ./arch/monster/humanoid/Human/woman3.113 \06156 ./arch/monster/humanoid/Human/womangreenpink.131 \06157 ./arch/monster/humanoid/Human/womangreenpink.151 \06158 ./arch/monster/humanoid/Human/womangreenpink.171 \06159 ./arch/door/wooddoor_1.111 \06160 ./arch/door/wooddoor_2.111 \06161 ./arch/floor/woodfloor.111 \06162 ./arch/floor/woodfloor2.111 \06163 ./arch/floor/woodfloorvert.111 \06164 ./arch/construct/house/woodhouse.111 \06165 ./arch/floor/woodlarge.111 \06166 ./arch/floor/woodlargevertical.111 \06167 ./arch/ground/Wood/woods_1.111 \06168 ./arch/ground/Wood/woods_2.111 \06169 ./arch/ground/smooth/woods_2_S.111 \06170 ./arch/ground/Wood/woods_3.111 \06171 ./arch/ground/Wood/woods_4.111 \06172 ./arch/ground/Wood/woods_5.111 \06173 ./arch/wall/woodwall/woodwall_0.111 \06174 ./arch/wall/woodwall/woodwall_1.111 \06175 ./arch/wall/woodwall/woodwall_2.111 \06176 ./arch/wall/woodwall/woodwall_3.111 \06177 ./arch/wall/woodwall/woodwall_4.111 \06178 ./arch/wall/woodwall/woodwall_5.111 \06179 ./arch/wall/woodwall/woodwall_6.111 \06180 ./arch/wall/woodwall/woodwall_7.111 \06181 ./arch/wall/woodwall/woodwall_8.111 \06182 ./arch/wall/woodwall/woodwall_9.111 \06183 ./arch/wall/woodwall/woodwall_A.111 \06184 ./arch/wall/woodwall/woodwall_B.111 \06185 ./arch/wall/woodwall/woodwall_C.111 \06186 ./arch/wall/woodwall/woodwall_D.111 \06187 ./arch/wall/woodwall/woodwall_E.111 \06188 ./arch/wall/woodwall/woodwall_F.111 \06189 ./arch/wall/woodwall/woodwindow_0.111 \06190 ./arch/wall/woodwall/woodwindow_1.111 \06191 ./arch/monster/insect/ant/work_ant.131 \06192 ./arch/monster/insect/ant/work_ant.132 \06193 ./arch/monster/insect/ant/work_ant.171 \06194 ./arch/monster/insect/ant/work_ant.172 \06195 ./arch/crafting/Container/workbench.111 \06196 ./arch/monster/dragon/WDragon/worthless_dragon.x31 \06197 ./arch/monster/dragon/WDragon/worthless_dragon.x32 \06198 ./arch/monster/dragon/WDragon/worthless_dragon.x33 \06199 ./arch/monster/dragon/WDragon/worthless_dragon.x34 \06200 ./arch/monster/dragon/WDragon/worthless_dragon.x71 \06201 ./arch/monster/dragon/WDragon/worthless_dragon.x72 \06202 ./arch/monster/dragon/WDragon/worthless_dragon.x73 \06203 ./arch/monster/dragon/WDragon/worthless_dragon.x74 \06204 ./arch/misc/wplate.111 \06205 ./arch/monster/undead/wraith.111 \06206 ./arch/monster/undead/wraith.112 \06207 ./arch/monster/undead/wraith.113 \06208 ./arch/player/race/wraith_player_feeding.111 \06209 ./arch/player/race/wraith_player_feeding.112 \06210 ./arch/player/race/wraith_player_feeding.113 \06211 ./arch/player/race/wraith_player_feeding.131 \06212 ./arch/player/race/wraith_player_feeding.132 \06213 ./arch/player/race/wraith_player_feeding.133 \06214 ./arch/player/race/wraith_player_feeding.151 \06215 ./arch/player/race/wraith_player_feeding.152 \06216 ./arch/player/race/wraith_player_feeding.153 \06217 ./arch/player/race/wraith_player_feeding.171 \06218 ./arch/player/race/wraith_player_feeding.172 \06219 ./arch/player/race/wraith_player_feeding.173 \06220 ./arch/player/race/wraithp.111 \06221 ./arch/player/race/wraithp.112 \06222 ./arch/player/race/wraithp.131 \06223 ./arch/player/race/wraithp.132 \06224 ./arch/player/race/wraithp.151 \06225 ./arch/player/race/wraithp.152 \06226 ./arch/player/race/wraithp.171 \06227 ./arch/player/race/wraithp.172 \06228 ./arch/weapon/other/wrench.111 \06229 ./arch/wall/wwall/wwall_0.111 \06230 ./arch/wall/wwall/wwall_1.111 \06231 ./arch/wall/wwall/wwall_2.111 \06232 ./arch/wall/wwall/wwall_3.111 \06233 ./arch/wall/wwall/wwall_4.111 \06234 ./arch/wall/wwall/wwall_5.111 \06235 ./arch/wall/wwall/wwall_6.111 \06236 ./arch/wall/wwall/wwall_7.111 \06237 ./arch/wall/wwall/wwall_8.111 \06238 ./arch/wall/wwall/wwall_9.111 \06239 ./arch/wall/wwall/wwall_A.111 \06240 ./arch/wall/wwall/wwall_B.111 \06241 ./arch/wall/wwall/wwall_C.111 \06242 ./arch/wall/wwall/wwall_D.111 \06243 ./arch/wall/wwall/wwall_E.111 \06244 ./arch/wall/wwall/wwall_F.111 \06245 ./arch/wall/wwall/wwall_left.111 \06246 ./arch/wall/wwall/wwall_right.111 \06247 ./arch/wall/wwall/wwall_w_0.111 \06248 ./arch/wall/wwall/wwall_w_0.112 \06249 ./arch/wall/wwall/wwall_w_0.113 \06250 ./arch/wall/wwall/wwall_w_0.114 \06251 ./arch/wall/wwall/wwall_w_0.115 \06252 ./arch/wall/wwall/wwall_w_0.116 \06253 ./arch/wall/wwall/wwall_w_0.117 \06254 ./arch/wall/wwall/wwall_w_1.111 \06255 ./arch/wall/wwall/wwall_w_1.112 \06256 ./arch/wall/wwall/wwall_w_1.113 \06257 ./arch/wall/wwall/wwall_w_1.114 \06258 ./arch/wall/wwall/wwall_w_1.115 \06259 ./arch/wall/wwall/wwall_w_1.116 \06260 ./arch/wall/wwall/wwall_w_1.117 \06261 ./arch/wall/wwall/wwindow_0.111 \06262 ./arch/wall/wwall/wwindow_1.111 \06263 ./arch/monster/dragon/wyvern.x31 \06264 ./arch/monster/dragon/wyvern.x32 \06265 ./arch/monster/dragon/wyvern.x71 \06266 ./arch/monster/dragon/wyvern.x72 \06267 ./arch/monster/insect/xan/xan.111 \06268 ./arch/monster/insect/xan/xan.112 \06269 ./arch/monster/insect/xan/xan_gen.111 \06270 ./arch/road/yellow/yellow_0.111 \06271 ./arch/road/yellow/yellow_1.111 \06272 ./arch/road/yellow/yellow_2.111 \06273 ./arch/road/yellow/yellow_3.111 \06274 ./arch/road/yellow/yellow_4.111 \06275 ./arch/road/yellow/yellow_5.111 \06276 ./arch/road/yellow/yellow_6.111 \06277 ./arch/road/yellow/yellow_7.111 \06278 ./arch/road/yellow/yellow_8.111 \06279 ./arch/road/yellow/yellow_9.111 \06280 ./arch/road/yellow/yellow_A.111 \06281 ./arch/road/yellow/yellow_B.111 \06282 ./arch/road/yellow/yellow_C.111 \06283 ./arch/road/yellow/yellow_D.111 \06284 ./arch/road/yellow/yellow_E.111 \06285 ./arch/road/yellow/yellow_F.111 \06286 ./arch/road/yellow/yellow_ne.111 \06287 ./arch/road/yellow/yellow_nw.111 \06288 ./arch/road/yellow/yellow_se.111 \06289 ./arch/road/yellow/yellow_sw.111 \06290 ./arch/ground/Wood/ytree_1.111 \06291 ./arch/ground/Wood/ytree_2.111 \06292 ./arch/jewel/bars/zincbar.111 \06293 ./arch/monster/undead/zombie.111 \06294 ./arch/monster/undead/zombie.112 \06295 ./arch/monster/undead/zombie.113 \06296 ./arch/monster/undead/zombie_gen.111 \06297 ./arch/construct/town/zoo.x11 crossfire-1.75.0/lib/util.pl000644 001751 001751 00000002757 13414745244 016566 0ustar00kevinzkevinz000000 000000 ###################################################################### # subs ###################################################################### ### sub capitalize { local($str) = $_[0]; local($head) = ord(substr($str,0,1)); local($tail) = substr($str,1); $head = $head - 32 if $head >= 97 && $head ne '_'; return sprintf("%c%s",$head,$tail); } ### sub uncapitalize { local($str) = $_[0]; local($head) = ord(substr($str,0,1)); local($tail) = substr($str,1); $head = $head + 32 if $head <= 97 && $head ne '_'; return sprintf("%c%s",$head,$tail); } ### user debug message sub msg { print STDERR $0.": ".$_[0]."\n" if $debug; } ### sub die { $prog = &basename($0); print STDERR $prog.": ".$_[0]."\n"; exit(1); } ### sub warn { $prog = &basename($0); print STDERR $prog.": ".$_[0]."\n" if ! $nowarn; } ### sub info { $prog = &basename($0); print STDERR $prog.": ".$_[0]."\n"; } ### basename of file sub basename { local($name) = shift; local($ext) = shift; if($name =~ /.*\/.*/) { $name =~ s/.*\/(.*)$ext$/$1/; } else { $name =~ s/(.*)$ext$/$1/; } return $name; } ### sub dirname { local($name) = shift; $name =~ s/(^.*)\/.*$/$1/; return $name; } ### make uniq to array sub uniq { local(@list) = sort(@_); local($item,$prev); local(@uniq); foreach $item (@list) { push(@uniq,$item) if($item ne $prev); $prev = $item; } return @uniq; } 1; ### end of util.pl ### crossfire-1.75.0/lib/faces000644 001751 001751 00000600521 13777710066 016257 0ustar00kevinzkevinz000000 000000 # This file is generated by collect, do not edit face Bk.x11 magicmap black end face CSword.111 magicmap black end face CSword.112 magicmap black end face CSword.113 magicmap black end face CSword.114 magicmap black end face CSword.115 magicmap black end face CSword.116 magicmap black end face CSword.117 magicmap black end face CSword.118 magicmap black end face CSword.119 magicmap black end face CSword.11A magicmap black end face CSword.11B magicmap black end face CSword.11C magicmap black end face Cwyvern.x71 magicmap black end face DShield.111 magicmap black end face DShield.112 magicmap black end face DShield.113 magicmap black end face GreatDemon.x11 magicmap red end face Nimground3_purple.111 magicmap black is_floor 1 end face Nimground3_purple.112 magicmap black is_floor 1 end face Nimground3_purple.113 magicmap black is_floor 1 end face Nimground3_purple.114 magicmap black is_floor 1 end face Pdragonmail.111 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client_type 290 nrof 1 exp 6 face speedboots.111 animation speedboots anim_speed 5 client_anim_random 1 value 50000 weight 5000 type 99 material 8 resist_physical 3 body_foot -2 item_power 6 end Object bracers_ac editor_folder armour/bracers nrof 1 name bracers name_pl bracers client_type 311 type 104 face bracers_ac.111 ac 1 value 1000 material 2 weight 3000 body_wrist -2 end Object bracers_dex editor_folder armour/bracers nrof 1 name bracers name_pl bracers client_type 311 title of dexterity face bracersdex.111 type 104 Dex 2 value 65000 weight 3000 body_wrist -2 item_power 2 end Object cloak editor_folder armour/cloak name cloak name_pl cloaks client_type 281 type 87 face cloak.111 ac 0 weight 5000 value 40 material 136 nrof 1 body_shoulder -1 end Object cloak_plenty editor_folder armour/cloak name cloak name_pl cloaks client_type 281 type 87 face cloak_plenty.111 title of Plenty weight 4000 value 40000 resist_physical 1 resist_poison 5 Con 1 food 5 material 136 nrof 1 body_shoulder -1 end Object magic_resist editor_folder armour/cloak name Cloak of Magic Resistance name_pl Cloaks of Magic Resistance client_type 280 nrof 1 type 87 face magic_resist.111 ac 0 weight 5000 value 220000 startequip 1 no_steal 1 material 128 materialname astolare resist_magic 95 body_shoulder -1 item_power 4 end Object oilskin editor_folder armour/cloak name oilskin cloak name_pl oilskin cloaks client_type 280 type 87 face oilskin.111 Dex -1 ac 1 resist_physical 3 weight 1000 value 120000 material 8 nrof 1 resist_acid 70 magic -4 damned 1 body_shoulder -1 end Object serp_cloak editor_folder armour/cloak name serpent cloak name_pl serpent cloaks client_type 280 type 87 face serp_cloak.111 ac 1 weight 700 resist_poison 30 value 900 material 8 materialname snakeskin nrof 1 body_shoulder -1 item_power 2 end Object b_gauntlets editor_folder armour/gauntlets name gauntlets client_type 305 face b_gauntlet_s.111 type 100 resist_physical 2 value 6 nrof 1 material 2 materialname bronze weight 1800 body_hand -2 end Object gauntlets editor_folder armour/gauntlets name gauntlets client_type 305 face gauntlet_s.111 type 100 resist_physical 3 value 25 nrof 1 material 2 weight 1800 body_hand -2 end Object gauntlets_dex editor_folder armour/gauntlets nrof 1 name gauntlets client_type 305 title of dexterity face gauntlet_s.111 type 100 Dex 2 resist_physical 3 value 65000 material 2 weight 1800 body_hand -2 item_power 1 end Object gauntlets_str editor_folder armour/gauntlets nrof 1 name gauntlets name_pl gauntlets client_type 305 title of strength face gauntlet_s.111 type 100 Str 1 resist_physical 3 value 65000 material 2 weight 2000 body_hand -2 item_power 0 end Object gloves editor_folder armour/gauntlets name gloves client_type 301 face gloves.111 type 100 resist_physical 1 nrof 1 value 4 material 8 weight 100 body_hand -2 end Object gloves_b editor_folder armour/gauntlets name gloves client_type 301 face gloves_b.111 type 100 resist_physical 1 nrof 1 value 64 material 8 materialname black leather weight 100 body_hand -2 end Object gloves_w editor_folder armour/gauntlets name gloves client_type 301 face gloves_w.111 type 100 resist_physical 1 Cha 1 resist_blind 2 nrof 1 value 6000 material 8 materialname white leather weight 100 body_hand -2 end Object gloves_w_l editor_folder armour/gauntlets name gloves client_type 301 face gloves_w.111 type 100 resist_physical 20 Cha 1 resist_blind 20 title of light nrof 1 value 42000 material 2 materialname white steel weight 200 body_hand -2 end Object god_finger editor_folder armour/gauntlets nrof 1 name God Finger name_pl God Fingers client_type 300 type 100 face god_finger.111 animation god_finger anim_speed 10 client_anim_random 1 Str 2 Dex -1 resist_physical 3 dam +3 make_invisible 1 value 120000 material 2 weight 1800 body_hand -2 item_power 2 end Object shining_finger editor_folder armour/gauntlets nrof 1 name Shining Finger name_pl Shining Fingers client_type 300 type 100 face shining_finger.111 animation shining_finger anim_speed 10 client_anim_random 1 Str 2 resist_physical 3 dam +3 value 120000 material 2 weight 1800 body_hand -2 item_power 1 end Object thunderking_gauntlet editor_folder armour/gauntlets name thunderking's gauntlets client_type 305 face thunderking_gauntlet.111 type 100 name_pl thunderking's gauntlets weight 1900 value 85000 item_power 5 resist_physical 4 resist_electricity 40 resist_paralyze 15 Int 1 path_attuned 524296 nrof 1 material 2 body_hand -2 end Object wizard_gloves editor_folder armour/gauntlets name wizard gloves client_type 301 face wizard_gloves.111 type 100 value 55000 material 128 magic 1 ac 1 item_power 4 resist_physical 0 resist_magic 5 resist_confusion 5 resist_blind -5 Int 1 Wis 1 sp 1 path_attuned 16 nrof 1 weight 100 body_hand -2 end Object girdle_strcon editor_folder armour/girdle nrof 1 type 113 name girdle name_pl girdles client_type 321 title of fighting face gir_strcon.111 animation girdle_strcon anim_speed 10 client_anim_random 1 Str 1 Con 1 weight 2500 value 75000 material 8 body_waist -1 item_power 1 end Object girdle_con editor_folder armour/girdle nrof 1 type 113 name girdle name_pl girdles client_type 321 title of constitution face girdle_con.111 animation girdle_con anim_speed 10 client_anim_random 1 Con 2 weight 2500 value 85000 material 8 body_waist -1 item_power 1 end Object girdle_dam editor_folder armour/girdle nrof 1 type 113 name girdle name_pl girdles client_type 321 title of damage face girdle_dam.111 animation girdle_dam anim_speed 10 client_anim_random 1 dam 10 weight 2500 value 70000 material 8 body_waist -1 item_power 1 end Object girdle_str editor_folder armour/girdle nrof 1 type 113 name girdle name_pl girdles client_type 321 title of strength face girdle_str.111 animation girdle_str anim_speed 10 client_anim_random 1 Str 2 weight 2500 value 80000 material 8 body_waist -1 item_power 1 end Object a_helmet editor_folder armour/helmet name helmet name_pl helmets client_type 271 nrof 1 type 34 face a_helmet.111 weight 5000 ac 1 resist_physical 5 value 14 material 2 body_head -1 gen_sp_armour 5 end Object b_full_helmet editor_folder armour/helmet nrof 1 name full helmet name_pl full helmets client_type 271 type 34 face b_fullhelmet.111 ac 1 resist_physical 5 weight 12000 value 4 material 2 materialname bronze body_head -1 gen_sp_armour 10 end Object b_helmet editor_folder armour/helmet name helmet name_pl helmets client_type 271 nrof 1 type 34 face b_helmet.111 weight 5000 ac 1 resist_physical 3 value 4 material 2 materialname bronze body_head -1 gen_sp_armour 5 end Object b_horned_helmet editor_folder armour/helmet nrof 1 name horned helmet name_pl horned helmets client_type 271 type 34 face b_hornhelmet.111 ac 1 resist_physical 1 weight 6000 value 3 material 18 materialname bronze body_head -1 gen_sp_armour 2 end Object bighorned_helmet editor_folder armour/helmet nrof 1 name horned helmet name_pl horned helmets client_type 271 type 34 face bighorn_he.111 ac 1 resist_physical 5 weight 10000 value 22 material 18 body_head -1 gen_sp_armour 3 end Object bone_helm editor_folder armour/helmet nrof 1 name bone helm name_pl bone helms client_type 271 type 34 face bone_helm.111 ac 3 resist_physical 4 weight 8000 value 1200 material 2050 magic 1 item_power 1 resist_confusion 20 resist_fear 30 body_head -1 gen_sp_armour 2 end Object crown editor_folder armour/helmet name crown nrof 1 face crown.111 type 34 material 2 resist_physical 3 weight 12300 value 1700 name_pl crowns client_type 271 body_head -1 end Object crown_r editor_folder armour/helmet name crown nrof 1 face crown_r.111 type 34 material 2 resist_physical 3 weight 12300 value 1700 name_pl crowns client_type 271 body_head -1 end Object crown_gray editor_folder armour/helmet name crown nrof 1 face crown_gray.111 type 34 material 2 resist_physical 3 weight 12300 value 1700 name_pl crowns client_type 271 body_head -1 end Object crown_white editor_folder armour/helmet name crown nrof 1 face crown_white.111 type 34 material 2 resist_physical 3 weight 12300 value 1700 name_pl crowns client_type 271 body_head -1 end Object crown_dark editor_folder armour/helmet name crown nrof 1 face crown_dark.111 type 34 material 2 resist_physical 3 weight 12300 value 1700 name_pl crowns client_type 271 body_head -1 end Object eyeglasses editor_folder armour/helmet nrof 1 name eye glasses client_type 275 type 34 face eyeglasses.111 weight 120 value 1000 Dex 2 Cha -2 material 4 materialname glass body_head -1 end Object full_helmet editor_folder armour/helmet nrof 1 name full helmet name_pl full helmets client_type 271 type 34 face fullhelmet.111 ac 1 resist_physical 10 weight 12000 value 16 material 2 body_head -1 gen_sp_armour 10 end Object helmet editor_folder armour/helmet name helmet name_pl helmets client_type 271 nrof 1 type 34 face helmet.111 weight 5000 ac 1 resist_physical 5 value 14 material 2 body_head -1 gen_sp_armour 5 end Object helmet_of_brilliance editor_folder armour/helmet name helmet name_pl helmets client_type 270 nrof 1 title of brilliance face helmet_bri.111 type 34 weight 7000 ac 2 resist_physical 5 value 95000 Int 2 Pow 2 sp 1 body_head -1 item_power 5 end Object helmet_of_xrays editor_folder armour/helmet name helmet name_pl helmets client_type 270 nrof 1 title of xray vision face helmetxray.111 animation helmetxray anim_speed 20 client_anim_random 1 type 34 weight 6000 ac 2 resist_physical 5 value 70000 material 2 xrays 1 body_head -1 item_power 3 end Object horned_helmet editor_folder armour/helmet nrof 1 name horned helmet name_pl horned helmets client_type 271 type 34 face hornhelmet.111 ac 1 resist_physical 2 weight 6000 value 12 material 18 body_head -1 gen_sp_armour 2 end Object kog editor_folder armour/helmet name Kabuto of Geisya name_pl Kabutos of Geisya client_type 270 nrof 1 type 34 face kog.111 Wis 1 Cha 2 Int 1 weight 2000 ac 3 resist_physical 10 value 100000 material 2 body_head -1 gen_sp_armour 5 item_power 4 end Object lead_full_helmet editor_folder armour/helmet nrof 1 name full helmet name_pl full helmets title of lead client_type 271 type 34 face lead_fullhelmet.111 Dex -1 resist_physical 1 resist_acid 20 weight 17313 value 32000 material 1024 body_head -1 gen_sp_armour 13 end Object turban editor_folder armour/helmet name turban name_pl turbans client_type 272 nrof 1 type 34 face turban.111 weight 500 resist_physical 1 value 8 material 128 body_head -1 gen_sp_armour 1 end Object wig editor_folder armour/helmet name wig name_pl wigs client_type 273 nrof 1 type 34 face wig.111 weight 500 Cha 1 value 140 material 32 body_head -1 end Object wiz_hat editor_folder armour/helmet name Wizard Hat name_pl Wizard Hats client_type 270 nrof 1 type 34 face wiz_hat.111 animation wiz_hat anim_speed 10 client_anim_random 1 last_sp 12 ac 1 Int 2 sp 4 resist_fire 15 resist_cold 15 resist_drain 30 resist_slow 30 resist_paralyze 30 weight 1000 value 50000 material 128 body_head -1 item_power 10 end Object Pdragon_mail editor_folder armour/mail name Power Dragon Mail name_pl Power Dragon Mails client_type 251 nrof 1 type 16 face Pdragonmail.111 animation Pdragon_mail anim_speed 5 client_anim_random 1 last_sp 13 ac 8 material 256 resist_physical 60 weight 40000 value 990000 exp 1 resist_fire 50 resist_electricity 30 magic 4 identified 1 body_torso -1 gen_sp_armour 9 item_power 12 end Object b_plate_mail editor_folder armour/mail nrof 1 name bronze plate mail name_pl bronze plate mails client_type 252 type 16 face b_plate_mail.111 last_sp 7 material 2 materialname bronze ac 5 resist_physical 20 weight 100000 value 25 body_torso -1 gen_sp_armour 30 end Object b_scale_mail editor_folder armour/mail nrof 1 name bronze scale mail name_pl bronze scale mails client_type 253 type 16 face b_scale_mail.111 last_sp 9 material 8 materialname bronze ac 3 resist_physical 10 weight 20000 value 8 body_torso -1 gen_sp_armour 10 end Object chain_mail editor_folder armour/mail nrof 1 name chain mail name_pl chain mails client_type 253 type 16 face chainmail.111 last_sp 10 material 2 ac 4 resist_physical 30 weight 60000 value 75 body_torso -1 gen_sp_armour 15 end Object dragon_mail editor_folder armour/mail name red dragon mail name_pl red dragon mails client_type 251 nrof 1 type 16 face dragonmail.111 last_sp 13 ac 6 resist_physical 50 material 2048 materialname dragonscale weight 60000 value 50000 resist_fire 40 magic 3 identified 1 body_torso -1 gen_sp_armour 9 item_power 5 end Object blue_dragon_mail editor_folder armour/mail name blue dragon mail name_pl blue dragon mails client_type 251 nrof 1 type 16 face bluedragonmail.111 last_sp 13 ac 6 resist_physical 50 material 2048 materialname dragonscale weight 60000 value 50000 resist_electricity 40 magic 3 identified 1 body_torso -1 gen_sp_armour 9 item_power 5 end Object green_dragon_mail editor_folder armour/mail name green dragon mail name_pl green dragon mails client_type 251 nrof 1 type 16 face greendragonmail.111 last_sp 13 ac 6 resist_physical 50 material 2048 materialname dragonscale weight 60000 value 50000 resist_cold 40 magic 3 identified 1 body_torso -1 gen_sp_armour 9 item_power 5 end Object black_dragon_mail editor_folder armour/mail name black dragon mail name_pl black dragon mails client_type 251 nrof 1 type 16 face blackdragonmail.111 last_sp 13 ac 7 resist_physical 60 material 2048 materialname dragonscale weight 60000 value 50000 resist_cold 25 resist_fire 25 resist_electricity 15 magic 4 identified 1 body_torso -1 gen_sp_armour 9 item_power 8 end Object dress1 editor_folder armour/mail name white dress name_pl white dresses client_type 255 nrof 1 type 16 face dress1.111 resist_physical 1 last_sp 5 Cha 2 ac 1 weight 10000 value 10000 material 128 body_torso -1 end Object dress2 editor_folder armour/mail name blue dress name_pl blue dresses client_type 255 nrof 1 type 16 face dress2.111 last_sp 8 ac 1 Cha 1 weight 5000 value 3000 material 128 body_torso -1 end Object dress3 editor_folder armour/mail name orange dress name_pl orange dresses client_type 255 nrof 1 type 16 face dress3.111 last_sp 8 Cha 1 weight 4500 value 1000 material 128 body_torso -1 end Object elven_robe editor_folder armour/mail name Elven Robe name_pl Elven Robes client_type 256 nrof 1 type 16 face elven_robe.111 last_sp 12 ac 3 stealth 1 resist_confusion 60 Dex 4 magic 1 food 4 weight 5000 value 3000 material 128 body_torso -1 item_power 13 end Object gale editor_folder armour/mail name Gale Armour name_pl Gale Armours client_type 250 nrof 1 face gale.111 Dex 2 ac 4 resist_physical 40 speed 2.000000 type 16 resist_electricity 30 material 8 value 220000 weight 10000 last_sp 50 body_torso -1 item_power 4 end Object lapron editor_folder armour/mail name apron name_pl aprons client_type 257 type 16 face lapron.111 last_sp 11 ac 1 resist_physical 5 weight 20000 nrof 1 value 10 material 8 body_torso -1 end Object lead_scale_mail editor_folder armour/mail nrof 1 name scale mail name_pl scale mails title of lead client_type 253 type 16 face lead_scale_mail.111 last_sp 8 material 1032 ac 1 Dex -2 resist_physical 5 resist_acid 40 weight 28855 value 5000 body_torso -1 gen_sp_armour 15 end Object leather_armour editor_folder armour/mail nrof 1 name leather armor name_pl leather armors client_type 254 type 16 face leather_ar.111 last_sp 13 ac 2 resist_physical 10 weight 20000 value 40 material 8 body_torso -1 gen_sp_armour 8 end Object mithril_chainmail editor_folder armour/mail nrof 1 name mithril chainmail name_pl mithril chainmails client_type 250 type 16 material 2 materialname mithril face mithril_ar.111 animation mithril_chainmail anim_speed 10 client_anim_random 1 ac 6 resist_physical 35 last_sp 18 weight 15000 value 8000 body_torso -1 gen_sp_armour 5 item_power 1 end Object mithril_ar_ele editor_folder armour/mail nrof 1 name mithril chainmail of lightning name_pl mithril chainmails of lightning client_type 250 type 16 material 2 materialname mithril face mithril_ar_ele.111 animation mithril_ar_ele anim_speed 3 client_anim_random 1 ac 6 resist_physical 40 resist_electricity 30 Cha 1 Str 1 exp 1 magic 3 last_sp 27 weight 15000 value 4000 body_torso -1 gen_sp_armour 2 item_power 9 end Object plate_mail editor_folder armour/mail nrof 1 name plate mail name_pl plate mails client_type 252 type 16 face plate_mail.111 last_sp 7 material 2 ac 5 resist_physical 40 weight 100000 value 100 body_torso -1 gen_sp_armour 30 end Object ring_mail editor_folder armour/mail nrof 1 name hauberk name_pl hauberks client_type 253 type 16 face ring_mail.111 last_sp 10 material 2 ac 4 resist_physical 25 weight 50000 value 60 body_torso -1 gen_sp_armour 15 end Object ring_mail2 editor_folder armour/mail nrof 1 name ring mail name_pl ring mails client_type 253 type 16 face ring_mail2.111 last_sp 11 material 2 ac 4 resist_physical 20 weight 40000 value 85 body_torso -1 gen_sp_armour 15 end Object robe editor_folder armour/mail name robe name_pl robes client_type 256 nrof 1 type 16 face robe.111 last_sp 12 ac 1 weight 10000 value 30 material 128 body_torso -1 end Object robe2 editor_folder armour/mail name robe name_pl robes client_type 256 type 16 face robe2.111 last_sp 12 ac 1 nrof 1 weight 10000 value 9 material 128 body_torso -1 end Object robe_midnight editor_folder armour/mail name Midnight Robe name_pl Midnight Robes client_type 250 nrof 1 type 16 face robe_midnight.111 animation robe_midnight anim_speed 10 client_anim_random 1 ac 5 Dex 1 Int 2 Pow 2 resist_magic 30 resist_fire 20 resist_cold 20 resist_drain 20 resist_slow 20 resist_paralyze 20 resist_acid 75 resist_ghosthit -100 reflect_spell 1 magic 5 weight 5000 value 100000 material 128 body_torso -1 item_power 25 end Object scale_mail editor_folder armour/mail nrof 1 name scale mail name_pl scale mails client_type 253 type 16 face scale_mail.111 last_sp 9 material 8 ac 3 resist_physical 20 weight 20000 value 30 body_torso -1 gen_sp_armour 10 end Object tunic editor_folder armour/mail name shirt name_pl shirts client_type 256 type 16 face tunic.111 last_sp 20 weight 1000 nrof 1 value 3 material 128 body_torso -1 end Object unicorn_hide_robe editor_folder armour/mail name unicorn hide robe name_pl unicorn hide robes client_type 256 nrof 1 type 16 face unicorn_hide_robe.111 weight 7000 value 30000 material 136 last_sp 9 magic 4 item_power 7 resist_physical 5 resist_magic 10 resist_confusion 10 resist_poison -5 resist_paralyze 10 Dex 1 Int 1 Pow 1 Wis 1 luck 1 hp 3 sp 3 grace 3 body_torso -1 end Object wdsm editor_folder armour/mail name White Dragon Scale Mail name_pl White Dragon Scale Mails client_type 251 nrof 1 type 16 face wdsm.111 animation wdsm anim_speed 10 client_anim_random 1 last_sp 13 cursed 1 startequip 1 no_steal 1 ac 5 resist_physical 45 weight 5000 value 220000 resist_cold 30 resist_fire 95 magic -3 body_torso -1 gen_sp_armour 9 item_power 5 end Object DShield editor_folder armour/shield name Demonspawn Shield name_pl Demonspawn Shields client_type 260 nrof 1 type 33 material 256 materialname abyssium face DShield.111 animation DShield anim_speed 5 client_anim_random 1 msg There is an evil spirit in the shield. endmsg Cha -3 resist_fire 30 resist_drain 100 resist_ghosthit 70 ac 3 resist_physical 10 weight 25000 value 50000 body_arm -1 item_power 5 end Object DShieldm editor_folder armour/shield name Demonspawn Shield name_pl Demonspawn Shields client_type 260 nrof 1 type 33 material 256 materialname abyssium face DShield.111 animation DShieldm anim_speed 5 client_anim_random 1 msg There is a strong evil spirit in the shield trying to dominate you. endmsg Cha -3 resist_fire 30 resist_drain 100 resist_ghosthit 75 reflect_missile 1 ac 4 resist_physical 10 weight 25000 value 100000 body_arm -1 item_power 7 end Object DShieldms editor_folder armour/shield name Demonspawn Shield name_pl Demonspawn Shields client_type 260 nrof 1 type 33 material 256 materialname abyssium face DShield.111 animation DShieldms anim_speed 4 client_anim_random 1 Cha -5 msg There is a powerful evil spirit in the shield dominating your mind. You are struggling to retain control of yourself. endmsg resist_fire 30 resist_drain 100 resist_ghosthit 80 reflect_missile 1 reflect_spell 1 ac 7 resist_physical 15 weight 25000 value 300000 body_arm -1 item_power 10 end Object DShields editor_folder armour/shield name Demonspawn Shield name_pl Demonspawn Shields client_type 260 nrof 1 type 33 material 256 materialname abyssium face DShield.111 animation DShields anim_speed 5 client_anim_random 1 msg There is a strong evil spirit in the shield trying to dominate you. endmsg Cha -3 resist_fire 30 resist_drain 100 resist_ghosthit 75 ac 4 reflect_spell 1 resist_physical 10 weight 25000 value 100000 body_arm -1 item_power 8 end Object b_shield editor_folder armour/shield name shield name_pl shields client_type 261 nrof 1 material 2 materialname bronze type 33 face b_shield.111 ac 1 resist_physical 3 weight 15000 value 6 body_arm -1 end Object b_small_shield editor_folder armour/shield nrof 1 name small shield name_pl small shields client_type 261 type 33 face b_small_shie.111 ac 1 weight 11000 value 4 material 2 materialname bronze body_arm -1 end Object dragon_shield editor_folder armour/shield name dragon shield name_pl dragon shields client_type 260 nrof 1 material 2048 materialname dragonscale face dragon_shi.111 type 33 ac 1 resist_physical 8 magic 2 resist_fire 30 weight 5000 value 28000 identified 1 body_arm -1 item_power 2 end Object eyeshield editor_folder armour/shield name eyeshield name_pl eyeshields client_type 260 nrof 1 material 32 materialname organics type 33 face eyeshield.111 ac 3 resist_physical 3 resist_magic 30 weight 15000 value 30000 identified 1 body_arm -1 item_power 2 end Object frostshield editor_folder armour/shield nrof 1 name Frost Shield name_pl Frost Shields client_type 261 type 33 face frostshield.111 dam 1 ac -1 resist_fire 10 resist_physical 3 resist_cold 15 weight 2000 value 100 material 18 body_arm -1 end Object high_shield editor_folder armour/shield nrof 1 name high shield name_pl high shields client_type 261 type 33 face highshield.111 ac 1 resist_physical 8 weight 20000 value 24 material 2 body_arm -1 end Object holy_shield editor_folder armour/shield name holy shield name_pl holy shields client_type 260 nrof 1 face holyshield.111 material 2 type 33 weight 20000 value 35000 ac 4 resist_physical 10 resist_drain 100 resist_ghosthit 50 body_arm -1 item_power 6 end Object kite_shield editor_folder armour/shield name kite shield name_pl kite shields client_type 261 nrof 1 material 2 type 33 face kite_shield.111 ac 1 resist_physical 6 weight 18000 value 23 body_arm -1 end Object lead_shield editor_folder armour/shield nrof 1 name shield name_pl shields title of lead client_type 261 type 33 face lead_shield.111 Dex -1 resist_acid 15 item_power 1 weight 21641 value 3000 material 1032 materialname lead body_arm -1 end Object lunar_shield editor_folder armour/shield nrof 1 name lunar shield name_pl lunar shields client_type 261 type 33 face lunar_shield.111 weight 19000 value 240000 material 258 magic 2 ac 3 item_power 5 resist_physical 10 resist_magic 10 resist_fear 50 Dex 1 Int 1 Pow 1 Wis 1 luck 1 hp 2 sp 2 grace 2 food 2 reflect_missile 1 path_attuned 526592 body_arm -1 end Object reflector editor_folder armour/shield name polished shield name_pl polished shields client_type 260 nrof 1 type 33 material 256 face reflector.111 animation reflector anim_speed 4 client_anim_random 1 ac 3 resist_physical 5 reflect_spell 1 weight 18000 value 100000 body_arm -1 item_power 2 end Object round_shield editor_folder armour/shield nrof 1 name shield name_pl shields client_type 261 type 33 face round_shiel.111 ac 1 resist_physical 7 weight 15000 value 21 material 18 body_arm -1 end Object shield editor_folder armour/shield name shield name_pl shields client_type 261 nrof 1 material 2 type 33 face shield.111 ac 1 resist_physical 5 weight 15000 value 22 body_arm -1 end Object shield_imana editor_folder armour/shield nrof 1 name shield of indigo mana name_pl shields of indigo mana client_type 261 type 33 face shield_imana.111 weight 22000 value 24000 material 258 magic 2 ac 2 item_power 5 cursed 1 resist_physical 5 resist_magic 10 resist_fire 10 resist_electricity 10 resist_cold 10 resist_confusion 10 resist_acid 10 resist_drain 10 resist_weaponmagic 10 resist_ghosthit 10 resist_poison 10 resist_slow 10 resist_paralyze 10 resist_fear 10 resist_deplete 10 Int 2 Pow 1 Wis 1 sp 3 path_attuned 78 body_arm -1 end Object small_shield editor_folder armour/shield nrof 1 name small shield name_pl small shields client_type 261 type 33 face small_shie.111 ac 1 weight 10000 value 20 material 2 body_arm -1 end Object spiked_shield editor_folder armour/shield nrof 1 name spiked shield name_pl spiked shields client_type 261 type 33 face spiked_shield.111 dam 3 ac 1 resist_physical 3 weight 2000 value 21 material 18 body_arm -1 end Object uw_shield editor_folder armour/shield name Belzebub's shield name_pl Belzebub's shields client_type 260 nrof 1 material 256 materialname abyssium face uw_shield.111 type 33 weight 25000 value 80000 ac 4 resist_physical 15 resist_deplete 100 body_arm -1 item_power 5 end Object wds editor_folder armour/shield name White Dragon Shield name_pl White Dragon Shields client_type 260 nrof 1 face wds.111 ac 2 resist_physical 8 type 33 resist_fire 30 resist_cold 30 value 45000 weight 6000 magic 2 identified 1 body_arm -1 item_power 4 end Object slotmachine1 editor_folder connect/Casino name slotmachine slaying goldcoin food 1 type 31 exp 30 face slotmachine1.111 animation slotmachine1 is_animated 0 no_pick 1 move_on walk client_type 25041 end Object slotmachine2 editor_folder connect/Casino name slotmachine slaying goldcoin food 1 type 31 exp 30 face slotmachine2.111 animation slotmachine2 is_animated 0 no_pick 1 move_on walk client_type 25041 end Object slotmachine3 editor_folder connect/Casino name slotmachine slaying goldcoin food 1 type 31 exp 30 face slotmachine3.111 animation slotmachine3 is_animated 0 no_pick 1 move_on walk client_type 25041 end Object director_turn editor_folder connect/Director name director face director.181 animation director_turn speed 0.2 type 112 activate_on_push 1 activate_on_release 1 no_pick 1 sp 8 maxsp 1 move_on walk fly_low end Object director_1 editor_folder connect/Director name director face director.111 animation director_1 speed 0.2 type 112 activate_on_push 1 activate_on_release 1 no_pick 1 sp 1 move_on walk fly_low end Object director_2 editor_folder connect/Director name director face director.121 animation director_2 speed 0.2 type 112 activate_on_push 1 activate_on_release 1 no_pick 1 sp 2 move_on walk fly_low end Object director_3 editor_folder connect/Director name director face director.131 animation director_3 speed 0.2 type 112 activate_on_push 1 activate_on_release 1 no_pick 1 sp 3 move_on walk fly_low end Object director_4 editor_folder connect/Director name director face director.141 animation director_4 speed 0.2 type 112 activate_on_push 1 activate_on_release 1 no_pick 1 sp 4 move_on walk fly_low end Object director_5 editor_folder connect/Director name director face director.151 animation director_5 speed 0.2 type 112 activate_on_push 1 activate_on_release 1 no_pick 1 sp 5 move_on walk fly_low end Object director_6 editor_folder connect/Director name director face director.161 animation director_6 speed 0.2 type 112 activate_on_push 1 activate_on_release 1 no_pick 1 sp 6 move_on walk fly_low end Object director_7 editor_folder connect/Director name director face director.171 animation director_7 speed 0.2 type 112 activate_on_push 1 activate_on_release 1 no_pick 1 sp 7 move_on walk fly_low end Object director_8 editor_folder connect/Director name director face director.181 animation director_8 speed 0.2 type 112 activate_on_push 1 activate_on_release 1 no_pick 1 sp 8 move_on walk fly_low end Object mdoor_closed_1 editor_folder connect/Doors name wood door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face wdoor.114 animation mdoor_closed_1 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 3 maxsp 0 dam 6 end Object mdoor_closed_2 editor_folder connect/Doors name stone door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face sdoor.114 animation mdoor_closed_2 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 3 maxsp 0 dam 6 end Object mdoor_open_1 editor_folder connect/Doors name wood door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face wdoor.111 animation mdoor_open_1 is_animated 0 wc 0 dam 6 maxsp 1 end Object mdoor_open_2 editor_folder connect/Doors name stone door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face sdoor.111 animation mdoor_open_2 is_animated 0 wc 0 dam 6 maxsp 1 end Object mvsdoor_closed_1 editor_folder connect/Doors name stone door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face mvsdoor.114 animation mvsdoor_closed is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 3 maxsp 0 dam 6 end Object mvsdoor_open_1 editor_folder connect/Doors name stone door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face mvsdoor.111 animation mvsdoor_open is_animated 0 wc 0 dam 6 maxsp 1 end Object mvwdoor_closed_1 editor_folder connect/Doors name wood door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face mvwdoor.114 animation mvwdoor_closed is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 3 maxsp 0 dam 6 end Object mvwdoor_open_1 editor_folder connect/Doors name wood door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face mvwdoor.111 animation mvwdoor_open is_animated 0 wc 0 dam 6 maxsp 1 end Object odoorm2_closed_1 editor_folder connect/Doors name wood door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face odoorm2.111 animation odoorm2_closed_1 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 3 maxsp 0 dam 6 end Object odoorm2_open_1 editor_folder connect/Doors name wood door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face odoorm2.114 animation odoorm2_open_1 is_animated 0 wc 0 dam 6 maxsp 1 end Object odoorm2bg_closed_1 editor_folder connect/Doors name wood door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face odoorm2bg.111 animation odoorm2bg_closed_1 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 3 maxsp 0 dam 6 end Object odoorm2bg_open_1 editor_folder connect/Doors name wood door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face odoorm2bg.114 animation odoorm2bg_open_1 is_animated 0 wc 0 dam 6 maxsp 1 end Object odoorm2rw_closed_1 editor_folder connect/Doors name wood door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face odoorm2rw.111 animation odoorm2rw_closed_1 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 3 maxsp 0 dam 6 end Object odoorm2rw_open_1 editor_folder connect/Doors name wood door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face odoorm2rw.114 animation odoorm2rw_open_1 is_animated 0 wc 0 dam 6 maxsp 1 end Object odoorn2_closed_1 editor_folder connect/Doors name wood door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face odoorn2.111 animation odoorn2_closed_1 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 3 maxsp 0 dam 6 end Object odoorn2_open_1 editor_folder connect/Doors name wood door type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face odoorn2.114 animation odoorn2_open_1 is_animated 0 wc 0 dam 6 maxsp 1 end Object ggate_open editor_folder connect/Garden_gate name garden gate type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face gard_gate.114 animation ggate_open is_animated 0 hp 0 dam 0 maxsp 1 ac 1 wc 0 end Object ggate_closed editor_folder connect/Garden_gate name garden gate type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face gard_gate.111 animation ggate_closed is_animated 0 hp 0 dam 0 maxsp 0 ac 1 wc 3 move_block all end Object gate_open_1 editor_folder connect/Gates name gate type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face gate_1.111 animation gate_open_1 is_animated 0 wc 0 dam 1 maxsp 1 end Object gate_closed_1 editor_folder connect/Gates name gate type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face gate_1.117 animation gate_closed_1 is_animated 0 move_block all blocksview 1 wc 6 maxsp 0 dam 1 end Object gate_open_2 editor_folder connect/Gates name gate type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face gate_2.111 animation gate_open_2 is_animated 0 hp 0 dam 1 maxsp 1 end Object gate_closed_2 editor_folder connect/Gates name gate type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face gate_2.115 animation gate_closed_2 is_animated 0 move_block all blocksview 1 wc 7 dam 1 maxsp 0 end Object gateTrg1 editor_folder connect/Gates name gate type 26 activate_on_push 1 activate_on_release 1 no_pick 1 face gate_1.117 animation gateTrg1 is_animated 0 move_block all blocksview 1 wc 6 maxsp 0 dam 1 maxhp 20 hp 20 speed 0.35 value 1 end Object gateTrg2 editor_folder connect/Gates name gate type 26 activate_on_push 1 activate_on_release 1 no_pick 1 face gate_2.115 animation gateTrg2 is_animated 0 move_block all blocksview 1 wc 7 dam 1 maxsp 0 maxhp 20 hp 20 speed 0.35 value 1 end Object grate_open_1 editor_folder connect/Gates name grate type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face grate_1.111 animation grate_open_1 is_animated 0 wc 0 dam 5 maxsp 1 ac 1 end Object grate_closed_1 editor_folder connect/Gates name grate type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face grate_1.118 animation grate_closed_1 is_animated 0 move_block all wc 7 maxsp 0 dam 5 ac 1 end Object grate_open_2 editor_folder connect/Gates name grate type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face grate_2.111 animation grate_open_2 is_animated 0 hp 0 dam 5 maxsp 1 ac 1 end Object grate_closed_2 editor_folder connect/Gates name grate type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face grate_2.118 animation grate_closed_2 is_animated 0 move_block all wc 7 ac 1 dam 5 maxsp 0 end Object gratedoor_1 editor_folder connect/Gates face gratedoor1.111 blocksview 1 no_pick 1 move_block all end Object gratedoor_2 editor_folder connect/Gates face gratedoor2.111 blocksview 1 no_pick 1 move_block all end Object igateTrg1 editor_folder connect/Gates name iron gate type 26 activate_on_push 1 activate_on_release 1 no_pick 1 face iron_gate1.118 animation igateTrg1 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 7 maxsp 0 dam 6 maxhp 20 hp 20 speed 0.35 value 1 end Object igateTrg2 editor_folder connect/Gates name iron gate type 26 activate_on_push 1 activate_on_release 1 no_pick 1 face iron_gate2.116 animation igateTrg2 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 5 dam 6 maxsp 0 maxhp 20 hp 20 speed 0.35 value 1 end Object igate_closed_1 editor_folder connect/Gates name iron gate type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face iron_gate1.118 animation igate_closed_1 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 7 maxsp 0 dam 6 end Object igate_closed_2 editor_folder connect/Gates name iron gate type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face iron_gate2.116 animation igate_closed_2 is_animated 0 move_block all damned 1 no_magic 1 blocksview 1 wc 5 dam 6 maxsp 0 end Object igate_open_1 editor_folder connect/Gates name iron gate type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face iron_gate1.111 animation igate_open_1 is_animated 0 wc 0 dam 6 maxsp 1 end Object igate_open_2 editor_folder connect/Gates name iron gate type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face iron_gate2.111 animation igate_open_2 is_animated 0 hp 0 dam 6 maxsp 1 end Object spike_moving editor_folder connect/Gates name spike type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face spike.114 speed -2 animation spike_moving is_animated 0 move_block all wc 6 maxsp 0 dam 256 ac 1 end Object spike_open editor_folder connect/Gates name spike type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face spike.122 animation spike_open is_animated 0 wc 0 dam 256 maxsp 1 ac 1 end Object spike_closed editor_folder connect/Gates name spike type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face spike.111 animation spike_closed is_animated 0 move_block all wc 8 maxsp 0 dam 256 ac 1 end Object spike_hidden editor_folder connect/Gates name spike type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face spike.110 animation spike_hidden is_animated 0 wc 0 dam 256 maxsp 1 ac 1 end Object spikes_moving editor_folder connect/Gates name spikes type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face spikes.113 speed -1 animation spikes_moving is_animated 0 move_block all wc 6 maxsp 0 dam 8 ac 1 end Object spikes_open editor_folder connect/Gates name spikes type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face spikes.119 animation spikes_open is_animated 0 wc 0 dam 8 maxsp 1 ac 1 end Object spikes_closed editor_folder connect/Gates name spikes type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face spikes.111 animation spikes_closed is_animated 0 move_block all wc 8 maxsp 0 dam 8 ac 1 end Object spikes_hidden editor_folder connect/Gates name spikes type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face spikes.110 animation spikes_hidden is_animated 0 wc 0 dam 8 maxsp 1 ac 1 end Object manhole_closed_1 editor_folder connect/Hole name manhole type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face manhole.114 animation manhole is_animated 0 wc 4 end More Object manhole_closed_1a editor_folder connect/Hole face manhole.114 animation manhole x 1 end More Object manhole_closed_1b editor_folder connect/Hole face manhole.114 animation manhole y 1 end More Object manhole_closed_1c editor_folder connect/Hole face manhole.114 animation manhole x 1 y 1 end Object manhole_open_1 editor_folder connect/Hole name manhole type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face manhole.111 animation manhole is_animated 0 move_on walk wc 0 maxsp 1 end More Object manhole_open_1a editor_folder connect/Hole face manhole.111 animation manhole maxsp 1 x 1 end More Object manhole_open_1b editor_folder connect/Hole face manhole.111 animation manhole maxsp 1 y 1 end More Object manhole_open_1c editor_folder connect/Hole face manhole.111 maxsp 1 animation manhole x 1 y 1 end Object pit_closed editor_folder connect/Hole name pit type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face hole.11A animation pit_closed is_animated 0 wc 10 maxsp 0 end Object pit_open editor_folder connect/Hole name pit type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face hole.111 animation pit_open is_animated 0 move_on walk wc 0 maxsp 1 end Object pit_white-pink-c-marble_111_closed editor_folder connect/Hole name marble is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face white-pink-c-marble.111 animation pit_white-pink-c-marble_111_closed is_animated 0 wc 10 maxsp 0 end Object pit_white-pink-c-marble_111_open editor_folder connect/Hole name pit is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face hole_white-any-c-marble.111 animation pit_white-pink-c-marble_111_open is_animated 0 move_on walk wc 0 maxsp 1 end Object pit_white-pink-c-marble_112_closed editor_folder connect/Hole name marble is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face white-pink-c-marble.112 animation pit_white-pink-c-marble_112_closed is_animated 0 wc 10 maxsp 0 end Object pit_white-pink-c-marble_112_open editor_folder connect/Hole name pit is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face hole_white-any-c-marble.112 animation pit_white-pink-c-marble_112_open is_animated 0 move_on walk wc 0 maxsp 1 end Object pit_white-pink-c-marble_113_closed editor_folder connect/Hole name marble is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face white-pink-c-marble.113 animation pit_white-pink-c-marble_113_closed is_animated 0 wc 10 maxsp 0 end Object pit_white-pink-c-marble_113_open editor_folder connect/Hole name pit is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face hole_white-any-c-marble.113 animation pit_white-pink-c-marble_113_open is_animated 0 move_on walk wc 0 maxsp 1 end Object pit_white-pink-c-marble_114_closed editor_folder connect/Hole name marble is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face white-pink-c-marble.114 animation pit_white-pink-c-marble_114_closed is_animated 0 wc 10 maxsp 0 end Object pit_white-pink-c-marble_114_open editor_folder connect/Hole name pit is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face hole_white-any-c-marble.114 animation pit_white-pink-c-marble_114_open is_animated 0 move_on walk wc 0 maxsp 1 end Object pit_white-red-c-marble_111_closed editor_folder connect/Hole name marble is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face white-red-c-marble.111 animation pit_white-red-c-marble_111_closed is_animated 0 wc 10 maxsp 0 end Object pit_white-red-c-marble_111_open editor_folder connect/Hole name pit is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face hole_white-any-c-marble.111 animation pit_white-red-c-marble_111_open is_animated 0 move_on walk wc 0 maxsp 1 end Object pit_white-red-c-marble_112_closed editor_folder connect/Hole name marble is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face white-red-c-marble.112 animation pit_white-red-c-marble_112_closed is_animated 0 wc 10 maxsp 0 end Object pit_white-red-c-marble_112_open editor_folder connect/Hole name pit is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face hole_white-any-c-marble.112 animation pit_white-red-c-marble_112_open is_animated 0 move_on walk wc 0 maxsp 1 end Object pit_white-red-c-marble_113_closed editor_folder connect/Hole name marble is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face white-red-c-marble.113 animation pit_white-red-c-marble_113_closed is_animated 0 wc 10 maxsp 0 end Object pit_white-red-c-marble_113_open editor_folder connect/Hole name pit is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face hole_white-any-c-marble.113 animation pit_white-red-c-marble_113_open is_animated 0 move_on walk wc 0 maxsp 1 end Object pit_white-red-c-marble_114_closed editor_folder connect/Hole name marble is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face white-red-c-marble.114 animation pit_white-red-c-marble_114_closed is_animated 0 wc 10 maxsp 0 end Object pit_white-red-c-marble_114_open editor_folder connect/Hole name pit is_floor 1 type 94 activate_on_push 1 activate_on_release 1 no_pick 1 face hole_white-any-c-marble.114 animation pit_white-red-c-marble_114_open is_animated 0 move_on walk wc 0 maxsp 1 end Object trapdoor_1 editor_folder connect/Hole name trapdoor type 95 face trapdoor_1.111 animation trapdoor_1 move_on walk no_pick 1 weight 100000 end Object trapdoor_2 editor_folder connect/Hole name trapdoor type 95 face trapdoor_2.111 animation trapdoor_2 move_on walk no_pick 1 weight 999999 end Object trapdoor_3 editor_folder connect/Hole name trapdoor type 95 face trapdoor_3.111 animation trapdoor_3 move_on walk no_pick 1 weight 1 end Object trapdoor_4 editor_folder connect/Hole name trapdoor type 95 face trapdoor_4.111 animation trapdoor_4 move_on walk no_pick 1 weight 120000 end Object spinner_-135 editor_folder connect/Spinner name spinner face spinner.11B anim_speed 1 client_anim_random 1 type 90 no_pick 1 sp 3 move_on walk fly_low animation spinner_-135 end Object spinner_-90 editor_folder connect/Spinner name spinner face spinner.11B anim_speed 1 client_anim_random 1 type 90 no_pick 1 sp 2 move_on walk fly_low animation spinner_-90 end Object spinner_-45 editor_folder connect/Spinner name spinner face spinner.11B anim_speed 2 client_anim_random 1 type 90 no_pick 1 sp 1 move_on walk fly_low animation spinner_-45 end Object spinner_45 editor_folder connect/Spinner name spinner face spinner.111 anim_speed 2 client_anim_random 1 type 90 no_pick 1 sp -1 move_on walk fly_low animation spinner_45 end Object spinner_90 editor_folder connect/Spinner name spinner face spinner.111 anim_speed 1 client_anim_random 1 type 90 no_pick 1 sp -2 move_on walk fly_low animation spinner_90 end Object spinner_135 editor_folder connect/Spinner name spinner face spinner.111 anim_speed 1 client_anim_random 1 type 90 no_pick 1 sp -3 move_on walk fly_low animation spinner_135 end Object spinner_180 editor_folder connect/Spinner name spinner face spinner.11B anim_speed 1 client_anim_random 1 type 90 no_pick 1 sp 4 move_on walk fly_low animation spinner_180 end Object altar editor_folder connect slaying food type 18 activate_on_push 1 activate_on_release 1 face altar.111 food 10 animation altar no_pick 1 move_on walk end Object button_plate editor_folder connect name large button type 92 face button_big.111 activate_on_push 1 activate_on_release 1 animation button_plate is_animated 0 no_pick 1 weight 1000000 move_on walk move_off walk end Object button_small editor_folder connect name small button type 92 activate_on_push 1 activate_on_release 1 face button_sma.111 animation button_small is_animated 0 no_pick 1 weight 1 move_on walk move_off walk end Object check_inv editor_folder connect name check_inv invisible 1 type 64 face check_inv.111 no_pick 1 move_on walk move_off walk last_sp 1 end Object cwall_closed_1 editor_folder connect name wall type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face cwallsec.118 animation cwall_closed_1 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 7 maxsp 0 dam 6 end Object cwall_open_1 editor_folder connect name wall type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face cwallsec.111 animation cwall_open_1 is_animated 0 wc 0 dam 6 maxsp 1 end Object cwallmural1_closed_1 editor_folder connect name wall type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face cwallsec_mural_1.118 animation cwallmural1_closed_1 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 7 maxsp 0 dam 6 end Object cwallmural1_open_1 editor_folder connect name wall type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face cwallsec_mural_1.111 animation cwallmural1_open_1 is_animated 0 wc 0 dam 6 maxsp 1 end Object detector editor_folder connect name detector slaying player type 51 face pedestal.112 animation detector speed 0.5 no_pick 1 sp 1 end Object button_handle editor_folder connect name handle type 93 activate_on_push 1 activate_on_release 1 face handle.111 no_pick 1 animation button_handle client_type 25042 end Object button_lever editor_folder connect name lever type 93 activate_on_push 1 activate_on_release 1 face lever.111 no_pick 1 animation button_lever client_type 25042 end Object magic_ear editor_folder connect type 29 face magic_ear.111 msg @match sesame Click. endmsg no_pick 1 invisible 1 end Object magic_mouth editor_folder connect face magicmouth.111 type 98 subtype 54 activate_on_push 1 activate_on_release 1 move_on walk fly_low no_pick 1 invisible 1 end Object mover_turn editor_folder connect name mover face director.181 animation mover_turn invisible 1 speed 0.2 type 40 move_type walk no_pick 1 maxsp 1 move_on walk fly_low end Object mover_1 editor_folder connect name mover face director.111 animation mover_1 speed -0.2 invisible 1 type 40 move_type walk no_pick 1 sp 1 move_on walk fly_low end Object mover_2 editor_folder connect name mover face director.121 animation mover_2 invisible 1 speed -0.2 type 40 move_type walk no_pick 1 sp 2 move_on walk fly_low end Object mover_3 editor_folder connect name mover face director.131 animation mover_3 invisible 1 speed -0.2 type 40 move_type walk no_pick 1 sp 3 move_on walk fly_low end Object mover_4 editor_folder connect name mover face director.141 invisible 1 animation mover_4 speed -0.2 type 40 move_type walk no_pick 1 sp 4 move_on walk fly_low end Object mover_5 editor_folder connect name mover invisible 1 face director.151 animation mover_5 speed -0.2 type 40 move_type walk no_pick 1 sp 5 move_on walk fly_low end Object mover_6 editor_folder connect name mover invisible 1 face director.161 animation mover_6 speed -0.2 type 40 move_type walk no_pick 1 sp 6 move_on walk fly_low end Object mover_7 editor_folder connect name mover invisible 1 face director.171 animation mover_7 speed -0.2 type 40 move_type walk no_pick 1 sp 7 move_on walk fly_low end Object mover_8 editor_folder connect name mover invisible 1 face director.181 animation mover_8 speed -0.2 type 40 move_type walk no_pick 1 sp 8 move_on walk fly_low end Object pedestal editor_folder connect name pedestal slaying player type 17 activate_on_push 1 activate_on_release 1 face pedestal.112 animation pedestal no_pick 1 move_on walk move_off walk end Object stwall_closed_1 editor_folder connect/stwall_secret name stone wall type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face stwallsec.118 animation stwall_closed_1 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 7 maxsp 0 dam 6 end Object stwall_open_1 editor_folder connect/stwall_secret name stone wall type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face stwallsec.111 animation stwall_open_1 is_animated 0 wc 0 dam 6 maxsp 1 end Object stwallblue_closed_1 editor_folder connect/stwallblue_secret name stone wall type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face stwallbluesec.118 animation stwallblue_closed_1 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 7 maxsp 0 dam 6 end Object stwallblue_open_1 editor_folder connect/stwallblue_secret name stone wall type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face stwallbluesec.111 animation stwallblue_open_1 is_animated 0 wc 0 dam 6 maxsp 1 end Object stwallmossy_closed_1 editor_folder connect/stwallmossy_secret name stone wall type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face stwallmossysec.118 animation stwallmossy_closed_1 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 7 maxsp 0 dam 6 end Object stwallmossy_open_1 editor_folder connect/stwallmossy_secret name stone wall type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face stwallmossysec.111 animation stwallmossy_open_1 is_animated 0 wc 0 dam 6 maxsp 1 end Object stwallred_closed_1 editor_folder connect/stwallred_secret name stone wall type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face stwallredsec.118 animation stwallred_closed_1 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 7 maxsp 0 dam 6 end Object stwallred_open_1 editor_folder connect/stwallred_secret name stone wall type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face stwallredsec.111 animation stwallred_open_1 is_animated 0 wc 0 dam 6 maxsp 1 end Object altar_trigger editor_folder connect name altar slaying food food 5 type 31 exp 30 face altar.111 animation altar_trigger is_animated 0 no_pick 1 move_on walk end Object button_trigger editor_folder connect name button type 30 face button_sma.111 animation button_trigger is_animated 0 exp 30 no_pick 1 move_on walk move_off walk weight 1 end Object trigger editor_folder connect name trigger type 27 face handle.111 no_pick 1 animation trigger is_animated 0 exp 30 client_type 25042 end Object pedestal_trigger editor_folder connect name pedestal slaying player type 32 face pedestal.112 animation pedestal_trigger is_animated 0 exp 30 no_pick 1 move_on walk move_off walk end Object westcwall_closed_1 editor_folder connect name wall type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face westcwallsec.118 animation westcwall_closed_1 is_animated 0 move_block all no_magic 1 damned 1 blocksview 1 wc 7 maxsp 0 dam 6 end Object westcwall_open_1 editor_folder connect name wall type 91 activate_on_push 1 activate_on_release 1 no_pick 1 damned 1 no_magic 1 face westcwallsec.111 animation westcwall_open_1 is_animated 0 wc 0 dam 6 maxsp 1 end Object dark_palace editor_folder construct/Palace type 66 face dark_palace.x11 no_pick 1 client_type 25012 end More Object dark_palace_2 editor_folder construct/Palace type 66 face dark_palace.x11 x 1 no_pick 1 end More Object dark_palace_3 editor_folder construct/Palace type 66 face dark_palace.x11 x 2 no_pick 1 end More Object dark_palace_4 editor_folder construct/Palace type 66 face dark_palace.x11 x 3 no_pick 1 end More Object dark_palace_5 editor_folder construct/Palace type 66 face dark_palace.x11 y 1 no_pick 1 end More Object dark_palace_6 editor_folder construct/Palace type 66 face dark_palace.x11 x 1 y 1 no_pick 1 end More Object dark_palace_7 editor_folder construct/Palace type 66 face dark_palace.x11 x 2 y 1 no_pick 1 end More Object dark_palace_8 editor_folder construct/Palace type 66 face dark_palace.x11 x 3 y 1 no_pick 1 end More Object dark_palace_9 editor_folder construct/Palace type 66 face dark_palace.x11 y 2 no_pick 1 end More Object dark_palace_10 editor_folder construct/Palace type 66 face dark_palace.x11 x 1 y 2 no_pick 1 end More Object dark_palace_11 editor_folder construct/Palace type 66 face dark_palace.x11 x 2 y 2 no_pick 1 end More Object dark_palace_12 editor_folder construct/Palace type 66 face dark_palace.x11 x 3 y 2 no_pick 1 end Object palace editor_folder construct/Palace type 66 face palace.x11 no_pick 1 client_type 25012 end More Object palace_2 editor_folder construct/Palace type 66 face palace.x11 x 1 no_pick 1 end More Object palace_3 editor_folder construct/Palace type 66 face palace.x11 x 2 no_pick 1 end More Object palace_4 editor_folder construct/Palace type 66 face palace.x11 x 3 no_pick 1 end More Object palace_5 editor_folder construct/Palace type 66 face palace.x11 y 1 no_pick 1 end More Object palace_6 editor_folder construct/Palace type 66 face palace.x11 x 1 y 1 no_pick 1 end More Object palace_7 editor_folder construct/Palace type 66 face palace.x11 x 2 y 1 no_pick 1 end More Object palace_8 editor_folder construct/Palace type 66 face palace.x11 x 3 y 1 no_pick 1 end More Object palace_9 editor_folder construct/Palace type 66 face palace.x11 y 2 no_pick 1 end More Object palace_10 editor_folder construct/Palace type 66 face palace.x11 x 1 y 2 no_pick 1 end More Object palace_11 editor_folder construct/Palace type 66 face palace.x11 x 2 y 2 no_pick 1 end More Object palace_12 editor_folder construct/Palace type 66 face palace.x11 x 3 y 2 no_pick 1 end Object s_barn editor_folder construct/Snow type 66 face s_barn.x11 speed -0.1 no_pick 1 end More Object s_barn_2 editor_folder construct/Snow type 66 face s_barn.x11 speed -0.1 no_pick 1 x 1 end More Object s_barn_3 editor_folder construct/Snow type 66 face s_barn.x11 speed -0.1 no_pick 1 y 1 end More Object s_barn_4 editor_folder construct/Snow type 66 face s_barn.x11 speed -0.1 no_pick 1 x 1 y 1 end Object s_barrack_up editor_folder construct/Snow name s_barrack type 66 face s_barrack_u.x11 animation s_barrack_up anim_speed 1 client_anim_random 10 no_pick 1 end More Object s_barrack_up_2 editor_folder construct/Snow name s_barrack type 66 face s_barrack_u.x11 animation s_barrack_up_2 anim_speed 1 client_anim_random 10 y 1 no_pick 1 end Object s_bungalow editor_folder construct/Snow name bungalow type 66 face s_bungalow.111 no_pick 1 end Object s_castle editor_folder construct/Snow name castle type 66 face s_castle.x11 no_pick 1 end More Object s_castle_b editor_folder construct/Snow name castle type 66 face s_castle.x11 x 1 no_pick 1 end More Object s_castle_c editor_folder construct/Snow name castle type 66 face s_castle.x11 y 1 no_pick 1 end More Object s_castle_d editor_folder construct/Snow name castle type 66 face s_castle.x11 x 1 y 1 no_pick 1 end Object s_church editor_folder construct/Snow type 66 face s_church.x11 no_pick 1 end More Object s_church_2 editor_folder construct/Snow name church type 66 face s_church.x11 x 1 no_pick 1 end More Object s_church_3 editor_folder construct/Snow name church type 66 face s_church.x11 y 1 no_pick 1 end More Object s_church_4 editor_folder construct/Snow name church type 66 face s_church.x11 x 1 y 1 no_pick 1 end Object s_citytower editor_folder construct/Snow name tower type 66 face s_citytower.x11 speed -0.1 no_pick 1 end More Object s_citytower_2 editor_folder construct/Snow name s_citytower type 66 face s_citytower.x11 speed -0.1 y 1 no_pick 1 end Object s_guild editor_folder construct/Snow face s_guild.x11 type 66 no_pick 1 move_block all end More Object s_guild_2 editor_folder construct/Snow name guild face s_guild.x11 type 66 no_pick 1 move_block all x 1 end More Object s_guild_3 editor_folder construct/Snow name guild face s_guild.x11 type 66 no_pick 1 y 1 end More Object s_guild_4 editor_folder construct/Snow name guild face s_guild.x11 type 66 no_pick 1 x 1 y 1 end Object s_inn editor_folder construct/Snow name snowed inn face s_inn.x11 type 66 no_pick 1 end More Object s_inn_2 editor_folder construct/Snow name snowed inn face s_inn.x11 type 66 x 1 no_pick 1 end Object s_lighthouse editor_folder construct/Snow name Lighthouse face s_lighthouse.x11 type 66 no_pick 1 glow_radius 4 client_type 25012 end More Object s_lighthouse_2 editor_folder construct/Snow face s_lighthouse.x11 y 1 end Object treefort editor_folder construct/Treehouse name treefort type 66 face treefort.x11 no_pick 1 client_type 25012 end More Object treefort_1 editor_folder construct/Treehouse name treefort type 66 face treefort.x11 no_pick 1 x 1 end Object treefort2 editor_folder construct/Treehouse name treefort type 66 face treefort2.x11 no_pick 1 client_type 25012 end More Object treefort2_1 editor_folder construct/Treehouse name treefort type 66 face treefort2.x11 no_pick 1 y 1 end Object treefort3 editor_folder construct/Treehouse name treefort type 66 face treefort3.111 no_pick 1 client_type 25012 end Object treehouse editor_folder construct/Treehouse name treehouse type 66 face treehouse.111 no_pick 1 client_type 25012 end Object barrack_long editor_folder construct/barrack name barrack type 66 face barrack_l.x11 animation barrack_l anim_speed 10 client_anim_random 1 no_pick 1 client_type 25012 end More Object barrack_long_2 editor_folder construct/barrack name barrack type 66 face barrack_l.x11 animation barrack_l anim_speed 10 client_anim_random 1 x 1 no_pick 1 end Object barrack_small editor_folder construct/barrack name small barrack type 66 face barrack_s.111 no_pick 1 client_type 25012 end Object barrack_up editor_folder construct/barrack name barrack type 66 face barrack_u.x11 animation barrack_u anim_speed 10 client_anim_random 1 no_pick 1 client_type 25012 end More Object barrack_up_2 editor_folder construct/barrack name barrack type 66 face barrack_u.x11 animation barrack_u anim_speed 10 client_anim_random 1 y 1 no_pick 1 end Object bungalow editor_folder construct type 66 face bungalow.111 no_pick 1 client_type 25012 end Object castle editor_folder construct/castle type 66 face castle.111 no_pick 1 client_type 25012 end Object castle_a editor_folder construct/castle name castle type 66 face castle_a.x11 anim_speed 3 client_anim_random 1 animation castle_a no_pick 1 client_type 25012 end More Object castle_b editor_folder construct/castle name castle type 66 face castle_a.x11 animation castle_a x 1 no_pick 1 end More Object castle_c editor_folder construct/castle name castle type 66 face castle_a.x11 animation castle_a y 1 no_pick 1 end More Object castle_d editor_folder construct/castle name castle type 66 face castle_a.x11 animation castle_a x 1 y 1 no_pick 1 end Object castle_a_east editor_folder construct/castle name kyassuru type 66 face castle_a_east.x11 no_pick 1 client_type 25012 end More Object castle_b_east editor_folder construct/castle name kyassuru type 66 face castle_a_east.x11 x 1 no_pick 1 end More Object castle_c_east editor_folder construct/castle name kyassuru type 66 face castle_a_east.x11 y 1 no_pick 1 end More Object castle_d_east editor_folder construct/castle name kyassuru type 66 face castle_a_east.x11 x 1 y 1 no_pick 1 end Object castle_a_northwest editor_folder construct/castle name castle type 66 face castle_a_northwest.x11 anim_speed 3 client_anim_random 1 animation castle_a_northwest no_pick 1 client_type 25012 end More Object castle_b_northwest editor_folder construct/castle name castle type 66 face castle_a_northwest.x11 animation castle_a_northwest x 1 no_pick 1 end More Object castle_c_northwest editor_folder construct/castle name castle type 66 face castle_a_northwest.x11 animation castle_a_northwest y 1 no_pick 1 end More Object castle_d_northwest editor_folder construct/castle name castle type 66 face castle_a_northwest.x11 animation castle_a_northwest x 1 y 1 no_pick 1 end Object castle_a_western editor_folder construct/castle name castle type 66 face castle_a_western.x11 anim_speed 3 client_anim_random 1 animation castle_a_western no_pick 1 client_type 25012 end More Object castle_b_western editor_folder construct/castle name castle type 66 face castle_a_western.x11 animation castle_a_western x 1 no_pick 1 end More Object castle_c_western editor_folder construct/castle name castle type 66 face castle_a_western.x11 animation castle_a_western y 1 no_pick 1 end More Object castle_d_western editor_folder construct/castle name castle type 66 face castle_a_western.x11 animation castle_a_western x 1 y 1 no_pick 1 end Object castle_west editor_folder construct/castle name castle type 66 face castle_west.111 no_pick 1 client_type 25012 end Object fort editor_folder construct/fort name fortress type 66 face fort.x11 no_pick 1 client_type 25012 end More Object fort_2 editor_folder construct/fort name fortress type 66 face fort.x11 x 1 no_pick 1 end More Object fort_3 editor_folder construct/fort name fortress type 66 face fort.x11 y 1 no_pick 1 end More Object fort_4 editor_folder construct/fort name fortress type 66 face fort.x11 x 1 y 1 no_pick 1 end Object fort_sym editor_folder construct/fort name fortress type 66 face fort_sym.111 no_pick 1 client_type 25012 end Object fountain editor_folder construct/fountain name fountain face fountain.111 type 67 animation fountain move_on walk no_pick 1 anim_speed 2 client_anim_random 1 end Object darkhold editor_folder construct/hold name darkhold type 66 face darkhold.x11 no_pick 1 move_block all client_type 25012 end More Object darkhold_2 editor_folder construct/hold name darkhold type 66 face darkhold.x11 x 1 no_pick 1 move_block all end More Object darkhold_3 editor_folder construct/hold name darkhold type 66 face darkhold.x11 x 2 no_pick 1 move_block all end More Object darkhold_4 editor_folder construct/hold name darkhold type 66 face darkhold.x11 y 1 no_pick 1 move_block all end More Object darkhold_5 editor_folder construct/hold name darkhold type 66 face darkhold.x11 x 1 y 1 no_pick 1 move_block all end More Object darkhold_6 editor_folder construct/hold name darkhold type 66 face darkhold.x11 x 2 y 1 no_pick 1 move_block all end More Object darkhold_7 editor_folder construct/hold name darkhold type 66 face darkhold.x11 y 2 no_pick 1 move_block all end More Object darkhold_8 editor_folder construct/hold name darkhold type 66 face darkhold.x11 x 1 y 2 no_pick 1 move_block all end More Object darkhold_9 editor_folder construct/hold name darkhold type 66 face darkhold.x11 x 2 y 2 no_pick 1 move_block all end More Object darkhold_10 editor_folder construct/hold name darkhold type 66 face darkhold.x11 y 3 no_pick 1 move_block all end More Object darkhold_11 editor_folder construct/hold name darkhold type 66 face darkhold.x11 x 1 y 3 no_pick 1 move_block all end More Object darkhold_12 editor_folder construct/hold name darkhold type 66 face darkhold.x11 x 2 y 3 no_pick 1 move_block all end More Object darkhold_13 editor_folder construct/hold name darkhold type 66 face darkhold.x11 y 4 no_pick 1 move_block all end More Object darkhold_14 editor_folder construct/hold name darkhold type 66 face darkhold.x11 x 1 y 4 no_pick 1 end More Object darkhold_15 editor_folder construct/hold name darkhold type 66 face darkhold.x11 x 2 y 4 no_pick 1 move_block all end Object darkhold_sym editor_folder construct/hold name darkhold type 66 face darkhold_s.111 no_pick 1 client_type 25012 end Object stronghold editor_folder construct/hold type 66 face stronghold.x11 no_pick 1 move_block all client_type 25012 end More Object stronghold_2 editor_folder construct/hold name stronghold type 66 face stronghold.x11 x 1 no_pick 1 move_block all end More Object stronghold_3 editor_folder construct/hold name stronghold type 66 face stronghold.x11 x 2 no_pick 1 move_block all end More Object stronghold_4 editor_folder construct/hold name stronghold type 66 face stronghold.x11 y 1 no_pick 1 move_block all end More Object stronghold_5 editor_folder construct/hold name stronghold type 66 face stronghold.x11 x 1 y 1 no_pick 1 move_block all end More Object stronghold_6 editor_folder construct/hold name stronghold type 66 face stronghold.x11 x 2 y 1 no_pick 1 move_block all end More Object stronghold_7 editor_folder construct/hold name stronghold type 66 face stronghold.x11 y 2 no_pick 1 move_block all end More Object stronghold_8 editor_folder construct/hold name stronghold type 66 face stronghold.x11 x 1 y 2 no_pick 1 end More Object stronghold_9 editor_folder construct/hold name stronghold type 66 face stronghold.x11 x 2 y 2 no_pick 1 move_block all end Object stronghold_east editor_folder construct/hold type 66 face stronghold_east.x11 name honrui no_pick 1 move_block all client_type 25012 end More Object stronghold_2_east editor_folder construct/hold name honrui type 66 face stronghold_east.x11 x 1 no_pick 1 move_block all end More Object stronghold_3_east editor_folder construct/hold name honrui type 66 face stronghold_east.x11 x 2 no_pick 1 move_block all end More Object stronghold_4_east editor_folder construct/hold name honrui type 66 face stronghold_east.x11 y 1 no_pick 1 move_block all end More Object stronghold_5_east editor_folder construct/hold name honrui type 66 face stronghold_east.x11 x 1 y 1 no_pick 1 move_block all end More Object stronghold_6_east editor_folder construct/hold name honrui type 66 face stronghold_east.x11 x 2 y 1 no_pick 1 move_block all end More Object stronghold_7_east editor_folder construct/hold name honrui type 66 face stronghold_east.x11 y 2 no_pick 1 move_block all end More Object stronghold_8_east editor_folder construct/hold name honrui type 66 face stronghold_east.x11 x 1 y 2 no_pick 1 end More Object stronghold_9_east editor_folder construct/hold name honrui type 66 face stronghold_east.x11 x 2 y 2 no_pick 1 move_block all end Object stronghold_fant editor_folder construct/hold type 66 face stronghold_fant.x11 no_pick 1 move_block all end More Object stronghold_2_fant editor_folder construct/hold name stronghold type 66 face stronghold_fant.x11 x 1 no_pick 1 move_block all end More Object stronghold_3_fant editor_folder construct/hold name stronghold type 66 face stronghold_fant.x11 x 2 no_pick 1 move_block all end More Object stronghold_4_fant editor_folder construct/hold name stronghold type 66 face stronghold_fant.x11 y 1 no_pick 1 move_block all end More Object stronghold_5_fant editor_folder construct/hold name stronghold type 66 face stronghold_fant.x11 x 1 y 1 no_pick 1 move_block all end More Object stronghold_6_fant editor_folder construct/hold name stronghold type 66 face stronghold_fant.x11 x 2 y 1 no_pick 1 move_block all end More Object stronghold_7_fant editor_folder construct/hold name stronghold type 66 face stronghold_fant.x11 y 2 no_pick 1 move_block all end More Object stronghold_8_fant editor_folder construct/hold name stronghold type 66 face stronghold_fant.x11 x 1 y 2 no_pick 1 end More Object stronghold_9_fant editor_folder construct/hold name stronghold type 66 face stronghold_fant.x11 x 2 y 2 no_pick 1 move_block all end Object stronghold_fant_symmetrical editor_folder construct/hold type 66 face stronghold_fant_symmetrical.x11 no_pick 1 move_block all client_type 25012 end More Object stronghold_2_fant_symmetrical editor_folder construct/hold name stronghold type 66 face stronghold_fant_symmetrical.x11 x 1 no_pick 1 move_block all end More Object stronghold_3_fant_symmetrical editor_folder construct/hold name stronghold type 66 face stronghold_fant_symmetrical.x11 x 2 no_pick 1 move_block all end More Object stronghold_4_fant_symmetrical editor_folder construct/hold name stronghold type 66 face stronghold_fant_symmetrical.x11 y 1 no_pick 1 move_block all end More Object stronghold_5_fant_symmetrical editor_folder construct/hold name stronghold type 66 face stronghold_fant_symmetrical.x11 x 1 y 1 no_pick 1 move_block all end More Object stronghold_6_fant_symmetrical editor_folder construct/hold name stronghold type 66 face stronghold_fant_symmetrical.x11 x 2 y 1 no_pick 1 move_block all end More Object stronghold_7_fant_symmetrical editor_folder construct/hold name stronghold type 66 face stronghold_fant_symmetrical.x11 y 2 no_pick 1 move_block all end More Object stronghold_8_fant_symmetrical editor_folder construct/hold name stronghold type 66 face stronghold_fant_symmetrical.x11 x 1 y 2 no_pick 1 end More Object stronghold_9_fant_symmetrical editor_folder construct/hold name stronghold type 66 face stronghold_fant_symmetrical.x11 x 2 y 2 no_pick 1 move_block all end Object stronghold_northwest editor_folder construct/hold type 66 face stronghold_northwest.x11 no_pick 1 move_block all end More Object stronghold_2_northwest editor_folder construct/hold name stronghold type 66 face stronghold_northwest.x11 x 1 no_pick 1 move_block all end More Object stronghold_3_northwest editor_folder construct/hold name stronghold type 66 face stronghold_northwest.x11 x 2 no_pick 1 move_block all end More Object stronghold_4_northwest editor_folder construct/hold name stronghold type 66 face stronghold_northwest.x11 y 1 no_pick 1 move_block all end More Object stronghold_5_northwest editor_folder construct/hold name stronghold type 66 face stronghold_northwest.x11 x 1 y 1 no_pick 1 move_block all end More Object stronghold_6_northwest editor_folder construct/hold name stronghold type 66 face stronghold_northwest.x11 x 2 y 1 no_pick 1 move_block all end More Object stronghold_7_northwest editor_folder construct/hold name stronghold type 66 face stronghold_northwest.x11 y 2 no_pick 1 move_block all end More Object stronghold_8_northwest editor_folder construct/hold name stronghold type 66 face stronghold_northwest.x11 x 1 y 2 no_pick 1 end More Object stronghold_9_northwest editor_folder construct/hold name stronghold type 66 face stronghold_northwest.x11 x 2 y 2 no_pick 1 move_block all end Object stronghold_west editor_folder construct/hold type 66 face stronghold_west.x11 no_pick 1 move_block all client_type 25012 end More Object stronghold_2_west editor_folder construct/hold name stronghold type 66 face stronghold_west.x11 x 1 no_pick 1 move_block all end More Object stronghold_3_west editor_folder construct/hold name stronghold type 66 face stronghold_west.x11 x 2 no_pick 1 move_block all end More Object stronghold_4_west editor_folder construct/hold name stronghold type 66 face stronghold_west.x11 y 1 no_pick 1 move_block all end More Object stronghold_5_west editor_folder construct/hold name stronghold type 66 face stronghold_west.x11 x 1 y 1 no_pick 1 move_block all end More Object stronghold_6_west editor_folder construct/hold name stronghold type 66 face stronghold_west.x11 x 2 y 1 no_pick 1 move_block all end More Object stronghold_7_west editor_folder construct/hold name stronghold type 66 face stronghold_west.x11 y 2 no_pick 1 move_block all end More Object stronghold_8_west editor_folder construct/hold name stronghold type 66 face stronghold_west.x11 x 1 y 2 no_pick 1 end More Object stronghold_9_west editor_folder construct/hold name stronghold type 66 face stronghold_west.x11 x 2 y 2 no_pick 1 move_block all end Object stronghold_sym editor_folder construct/hold name stronghold type 66 face stronghsym.111 no_pick 1 client_type 25012 end Object chess_club editor_folder construct/house name chess club type 66 blocksview 1 face chess_club.111 no_pick 1 client_type 25012 end Object draughts_house editor_folder construct/house name Draughts House face draughts_house.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object draughts_house_2 editor_folder construct/house name Draughts House face draughts_house.x11 type 66 x 1 no_pick 1 move_block all end More Object draughts_house_3 editor_folder construct/house name Draughts House face draughts_house.x11 type 66 y 1 no_pick 1 end More Object draughts_house_4 editor_folder construct/house name Draughts House face draughts_house.x11 type 66 x 1 y 1 no_pick 1 end Object farmhouse editor_folder construct/house name farmhouse type 66 blocksview 1 face farmhouse.x11 no_pick 1 client_type 25012 end More Object farmhouse_2 editor_folder construct/house name farmhouse type 66 blocksview 1 face farmhouse.x11 x 1 no_pick 1 end Object house1_east editor_folder construct/house name sumai face house1_east.111 type 66 no_pick 1 blocksview 1 client_type 25012 end Object house2_east editor_folder construct/house name sumai face house2_east.111 type 66 no_pick 1 blocksview 1 client_type 25012 end Object house_1 editor_folder construct/house name house type 66 blocksview 1 face house_1.111 no_pick 1 client_type 25012 end Object house_1_green editor_folder construct/house name house type 66 blocksview 1 face house_1_green.111 no_pick 1 client_type 25012 end Object house_2 editor_folder construct/house name house type 66 blocksview 1 face house_2.111 no_pick 1 client_type 25012 end Object house_largish editor_folder construct/house name house type 66 blocksview 1 face house_larg.x11 no_pick 1 client_type 25012 end More Object house_largish_2 editor_folder construct/house name house type 66 blocksview 1 face house_larg.x11 no_pick 1 x 1 end Object house_larg_west editor_folder construct/house name house type 66 face house_larg_west.x11 no_pick 1 client_type 25012 end More Object house_larg_west_2 editor_folder construct/house name house type 66 face house_larg_west.x11 no_pick 1 x 1 end Object house_long editor_folder construct/house name house type 66 blocksview 1 face house_long.x11 no_pick 1 client_type 25012 end More Object house_long_2 editor_folder construct/house name house type 66 blocksview 1 face house_long.x11 x 1 no_pick 1 end Object house_up editor_folder construct/house name house type 66 blocksview 1 face house_up.x11 no_pick 1 client_type 25012 end More Object house_up_2 editor_folder construct/house name house type 66 blocksview 1 face house_up.x11 y 1 no_pick 1 end Object house_small editor_folder construct/house name small house type 66 blocksview 1 face housesmall.111 no_pick 1 client_type 25012 end Object hut editor_folder construct/house type 66 blocksview 1 face hut.111 no_pick 1 client_type 25012 end Object hut_hori editor_folder construct/house type 66 name hut face hut_hori.x11 no_pick 1 end More Object hut_hori_2 editor_folder construct/house type 66 name hut face hut_hori.x11 no_pick 1 x 1 end Object hut_vert editor_folder construct/house type 66 name hut face hut_vert.x11 no_pick 1 end More Object hut_vert_2 editor_folder construct/house type 66 name hut face hut_vert.x11 no_pick 1 y 1 end Object inn editor_folder construct/house name inn face inn.x11 type 66 blocksview 1 no_pick 1 client_type 25012 end More Object inn_2 editor_folder construct/house name inn face inn.x11 type 66 blocksview 1 x 1 no_pick 1 end Object inn_fant editor_folder construct/house name inn face inn_fant.x11 type 66 blocksview 1 no_pick 1 client_type 25012 end More Object inn_fant_2 editor_folder construct/house name inn face inn_fant.x11 type 66 blocksview 1 x 1 no_pick 1 end Object minihouse editor_folder construct/house name small house type 66 blocksview 1 face minihouse.111 no_pick 1 client_type 25012 end Object small_temple editor_folder construct/house name small temple type 66 blocksview 1 face smalltemple.111 no_pick 1 client_type 25012 end Object small_temple2 editor_folder construct/house name small temple type 66 blocksview 1 face smalltemple2.111 no_pick 1 client_type 25012 end Object tavern editor_folder construct/house name tavern face tavern.111 type 66 blocksview 1 no_pick 1 client_type 25012 end Object woodhouse editor_folder construct/house type 66 blocksview 1 face woodhouse.111 no_pick 1 client_type 25012 end Object capitalhold_east editor_folder construct/keep type 66 face capitalhold_east.x11 name keiraku honrui no_pick 1 move_block all client_type 25012 end More Object capitalhold_2_east editor_folder construct/keep name keiraku honrui type 66 face capitalhold_east.x11 x 1 no_pick 1 move_block all end More Object capitalhold_3_east editor_folder construct/keep name keiraku honrui type 66 face capitalhold_east.x11 x 2 no_pick 1 move_block all end More Object capitalhold_4_east editor_folder construct/keep name keiraku honrui type 66 face capitalhold_east.x11 y 1 no_pick 1 move_block all end More Object capitalhold_5_east editor_folder construct/keep name keiraku honrui type 66 face capitalhold_east.x11 x 1 y 1 no_pick 1 move_block all end More Object capitalhold_6_east editor_folder construct/keep name keiraku honrui type 66 face capitalhold_east.x11 x 2 y 1 no_pick 1 move_block all end More Object capitalhold_7_east editor_folder construct/keep name keiraku honrui type 66 face capitalhold_east.x11 y 2 no_pick 1 move_block all end More Object capitalhold_8_east editor_folder construct/keep name keiraku honrui type 66 face capitalhold_east.x11 x 1 y 2 no_pick 1 end More Object capitalhold_9_east editor_folder construct/keep name keiraku honrui type 66 face capitalhold_east.x11 x 2 y 2 no_pick 1 move_block all end Object capitalhold_west editor_folder construct/keep type 66 face capitalhold_west.x11 name capitalhold no_pick 1 move_block all client_type 25012 end More Object capitalhold_2_west editor_folder construct/keep name capitalhold type 66 face capitalhold_west.x11 x 1 no_pick 1 move_block all end More Object capitalhold_3_west editor_folder construct/keep name capitalhold type 66 face capitalhold_west.x11 x 2 no_pick 1 move_block all end More Object capitalhold_4_west editor_folder construct/keep name capitalhold type 66 face capitalhold_west.x11 y 1 no_pick 1 move_block all end More Object capitalhold_5_west editor_folder construct/keep name capitalhold type 66 face capitalhold_west.x11 x 1 y 1 no_pick 1 move_block all end More Object capitalhold_6_west editor_folder construct/keep name capitalhold type 66 face capitalhold_west.x11 x 2 y 1 no_pick 1 move_block all end More Object capitalhold_7_west editor_folder construct/keep name capitalhold type 66 face capitalhold_west.x11 y 2 no_pick 1 move_block all end More Object capitalhold_8_west editor_folder construct/keep name capitalhold type 66 face capitalhold_west.x11 x 1 y 2 no_pick 1 end More Object capitalhold_9_west editor_folder construct/keep name capitalhold type 66 face capitalhold_west.x11 x 2 y 2 no_pick 1 end More Object capitalhold_10_west editor_folder construct/keep name capitalhold type 66 face capitalhold_west.x11 x 3 no_pick 1 move_block all end More Object capitalhold_11_west editor_folder construct/keep name capitalhold type 66 face capitalhold_west.x11 x 3 y 1 no_pick 1 move_block all end More Object capitalhold_12_west editor_folder construct/keep name capitalhold type 66 face capitalhold_west.x11 x 3 y 2 no_pick 1 end More Object capitalhold_13_west editor_folder construct/keep name capitalhold type 66 face capitalhold_west.x11 x 4 no_pick 1 move_block all end More Object capitalhold_14_west editor_folder construct/keep name capitalhold type 66 face capitalhold_west.x11 x 4 y 1 no_pick 1 move_block all end More Object capitalhold_15_west editor_folder construct/keep name capitalhold type 66 face capitalhold_west.x11 x 4 y 2 no_pick 1 move_block all end Object keep editor_folder construct/keep type 66 face keep.x11 animation keep anim_speed 10 client_anim_random 1 no_pick 1 client_type 25012 end More Object keep_2 editor_folder construct/keep type 66 face keep.x11 animation keep anim_speed 10 client_anim_random 1 no_pick 1 x 1 end More Object keep_3 editor_folder construct/keep type 66 face keep.x11 animation keep anim_speed 10 client_anim_random 1 no_pick 1 y 1 end More Object keep_4 editor_folder construct/keep type 66 face keep.x11 animation keep anim_speed 10 client_anim_random 1 no_pick 1 x 1 y 1 end Object keep_sym editor_folder construct/keep name keep face keep_sym.111 no_pick 1 type 66 client_type 25012 end Object chemney_1 editor_folder construct/roof name chemney face chemney_1.111 map_layer fly no_pick 1 end Object chemney_2 editor_folder construct/roof name chemney face chemney_2.111 map_layer fly no_pick 1 end Object roof_1 editor_folder construct/roof name grey roof face roof_1.111 move_block all -fly_high no_pick 1 end Object roof_2 editor_folder construct/roof name grey roof face roof_2.111 move_block all -fly_high no_pick 1 end Object roof_1red editor_folder construct/roof name red roof face roof_1red.111 move_block all -fly_high no_pick 1 end Object roof_2red editor_folder construct/roof name red roof face roof_2red.111 move_block all -fly_high no_pick 1 end Object roof_1blue editor_folder construct/roof name blue roof face roof_1blue.111 move_block all -fly_high no_pick 1 end Object roof_2blue editor_folder construct/roof name blue roof face roof_2blue.111 move_block all -fly_high no_pick 1 end Object roof_1green editor_folder construct/roof name green roof face roof_1green.111 move_block all -fly_high no_pick 1 end Object roof_2green editor_folder construct/roof name green roof face roof_2green.111 move_block all -fly_high no_pick 1 end Object cathedral editor_folder construct/temple name cathedral type 66 face cathedral.x11 no_pick 1 move_block all client_type 25012 end More Object cathedral_2 editor_folder construct/temple name cathedral type 66 face cathedral.x11 x 1 no_pick 1 move_block all end More Object cathedral_3 editor_folder construct/temple name cathedral type 66 face cathedral.x11 x 2 no_pick 1 move_block all end More Object cathedral_4 editor_folder construct/temple name cathedral type 66 face cathedral.x11 y 1 no_pick 1 move_block all end More Object cathedral_5 editor_folder construct/temple name cathedral type 66 face cathedral.x11 x 1 y 1 no_pick 1 move_block all end More Object cathedral_6 editor_folder construct/temple name cathedral type 66 face cathedral.x11 x 2 y 1 no_pick 1 move_block all end More Object cathedral_7 editor_folder construct/temple name cathedral type 66 face cathedral.x11 y 2 no_pick 1 move_block all end More Object cathedral_8 editor_folder construct/temple name cathedral type 66 face cathedral.x11 x 1 y 2 no_pick 1 move_block all end More Object cathedral_9 editor_folder construct/temple name cathedral type 66 face cathedral.x11 x 2 y 2 no_pick 1 move_block all end More Object cathedral_10 editor_folder construct/temple name cathedral type 66 face cathedral.x11 y 3 no_pick 1 move_block all end More Object cathedral_11 editor_folder construct/temple name cathedral type 66 face cathedral.x11 x 1 y 3 no_pick 1 end More Object cathedral_12 editor_folder construct/temple name cathedral type 66 face cathedral.x11 x 2 y 3 no_pick 1 move_block all end Object devourers_cathedral editor_folder construct/temple name Cathedral of Devourers type 66 face devourers_cathedral.x11 no_pick 1 move_block all client_type 25012 end More Object devourers_cathedral_2 editor_folder construct/temple name Cathedral of Devourers type 66 face devourers_cathedral.x11 x 1 no_pick 1 move_block all end More Object devourers_cathedral_3 editor_folder construct/temple name Cathedral of Devourers type 66 face devourers_cathedral.x11 x 2 no_pick 1 move_block all end More Object devourers_cathedral_4 editor_folder construct/temple name Cathedral of Devourers type 66 face devourers_cathedral.x11 y 1 no_pick 1 move_block all end More Object devourers_cathedral_5 editor_folder construct/temple name Cathedral of Devourers type 66 face devourers_cathedral.x11 x 1 y 1 no_pick 1 move_block all end More Object devourers_cathedral_6 editor_folder construct/temple name Cathedral of Devourers type 66 face devourers_cathedral.x11 x 2 y 1 no_pick 1 move_block all end More Object devourers_cathedral_7 editor_folder construct/temple name Cathedral of Devourers type 66 face devourers_cathedral.x11 y 2 no_pick 1 move_block all end More Object devourers_cathedral_8 editor_folder construct/temple name Cathedral of Devourers type 66 face devourers_cathedral.x11 x 1 y 2 no_pick 1 move_block all end More Object devourers_cathedral_9 editor_folder construct/temple name Cathedral of Devourers type 66 face devourers_cathedral.x11 x 2 y 2 no_pick 1 move_block all end More Object devourers_cathedral_10 editor_folder construct/temple name Cathedral of Devourers type 66 face devourers_cathedral.x11 y 3 no_pick 1 move_block all end More Object devourers_cathedral_11 editor_folder construct/temple name Cathedral of Devourers type 66 face devourers_cathedral.x11 x 1 y 3 no_pick 1 end More Object devourers_cathedral_12 editor_folder construct/temple name Cathedral of Devourers type 66 face devourers_cathedral.x11 x 2 y 3 no_pick 1 move_block all end Object devourers_church editor_folder construct/temple name Church of Devourers type 66 face devourers_church.x11 no_pick 1 client_type 25012 end More Object devourers_church_2 editor_folder construct/temple name Church of Devourers type 66 face devourers_church.x11 x 1 no_pick 1 end More Object devourers_church_3 editor_folder construct/temple name Church of Devourers type 66 face devourers_church.x11 y 1 no_pick 1 end More Object devourers_church_4 editor_folder construct/temple name Church of Devourers type 66 face devourers_church.x11 x 1 y 1 no_pick 1 end Object devourers_temple editor_folder construct/temple name Temple of Devourers type 66 blocksview 1 face devourers_temple.111 no_pick 1 end Object gaea_cathedral editor_folder construct/temple name Cathedral of Gaea type 66 face gaea_cathedral.x11 no_pick 1 move_block all client_type 25012 end More Object gaea_cathedral_2 editor_folder construct/temple name Cathedral of Gaea type 66 face gaea_cathedral.x11 x 1 no_pick 1 move_block all end More Object gaea_cathedral_3 editor_folder construct/temple name Cathedral of Gaea type 66 face gaea_cathedral.x11 x 2 no_pick 1 move_block all end More Object gaea_cathedral_4 editor_folder construct/temple name Cathedral of Gaea type 66 face gaea_cathedral.x11 y 1 no_pick 1 move_block all end More Object gaea_cathedral_5 editor_folder construct/temple name Cathedral of Gaea type 66 face gaea_cathedral.x11 x 1 y 1 no_pick 1 move_block all end More Object gaea_cathedral_6 editor_folder construct/temple name Cathedral of Gaea type 66 face gaea_cathedral.x11 x 2 y 1 no_pick 1 move_block all end More Object gaea_cathedral_7 editor_folder construct/temple name Cathedral of Gaea type 66 face gaea_cathedral.x11 y 2 no_pick 1 move_block all end More Object gaea_cathedral_8 editor_folder construct/temple name Cathedral of Gaea type 66 face gaea_cathedral.x11 x 1 y 2 no_pick 1 move_block all end More Object gaea_cathedral_9 editor_folder construct/temple name Cathedral of Gaea type 66 face gaea_cathedral.x11 x 2 y 2 no_pick 1 move_block all end More Object gaea_cathedral_10 editor_folder construct/temple name Cathedral of Gaea type 66 face gaea_cathedral.x11 y 3 no_pick 1 move_block all end More Object gaea_cathedral_11 editor_folder construct/temple name Cathedral of Gaea type 66 face gaea_cathedral.x11 x 1 y 3 no_pick 1 end More Object gaea_cathedral_12 editor_folder construct/temple name Cathedral of Gaea type 66 face gaea_cathedral.x11 x 2 y 3 no_pick 1 move_block all end Object gaea_church editor_folder construct/temple name Church of Gaea type 66 face gaea_church.x11 no_pick 1 client_type 25012 end More Object gaea_church_2 editor_folder construct/temple name Church of Gaea type 66 face gaea_church.x11 x 1 no_pick 1 end More Object gaea_church_3 editor_folder construct/temple name Church of Gaea type 66 face gaea_church.x11 y 1 no_pick 1 end More Object gaea_church_4 editor_folder construct/temple name Church of Gaea type 66 face gaea_church.x11 x 1 y 1 no_pick 1 end Object gaea_temple editor_folder construct/temple name Temple of Gaea type 66 blocksview 1 face gaea_temple.111 no_pick 1 end Object gnarg_cathedral editor_folder construct/temple name Cathedral of Gnarg type 66 face gnarg_cathedral.x11 no_pick 1 move_block all client_type 25012 end More Object gnarg_cathedral_2 editor_folder construct/temple name Cathedral of Gnarg type 66 face gnarg_cathedral.x11 x 1 no_pick 1 move_block all end More Object gnarg_cathedral_3 editor_folder construct/temple name Cathedral of Gnarg type 66 face gnarg_cathedral.x11 x 2 no_pick 1 move_block all end More Object gnarg_cathedral_4 editor_folder construct/temple name Cathedral of Gnarg type 66 face gnarg_cathedral.x11 y 1 no_pick 1 move_block all end More Object gnarg_cathedral_5 editor_folder construct/temple name Cathedral of Gnarg type 66 face gnarg_cathedral.x11 x 1 y 1 no_pick 1 move_block all end More Object gnarg_cathedral_6 editor_folder construct/temple name Cathedral of Gnarg type 66 face gnarg_cathedral.x11 x 2 y 1 no_pick 1 move_block all end More Object gnarg_cathedral_7 editor_folder construct/temple name Cathedral of Gnarg type 66 face gnarg_cathedral.x11 y 2 no_pick 1 move_block all end More Object gnarg_cathedral_8 editor_folder construct/temple name Cathedral of Gnarg type 66 face gnarg_cathedral.x11 x 1 y 2 no_pick 1 move_block all end More Object gnarg_cathedral_9 editor_folder construct/temple name Cathedral of Gnarg type 66 face gnarg_cathedral.x11 x 2 y 2 no_pick 1 move_block all end More Object gnarg_cathedral_10 editor_folder construct/temple name Cathedral of Gnarg type 66 face gnarg_cathedral.x11 y 3 no_pick 1 move_block all end More Object gnarg_cathedral_11 editor_folder construct/temple name Cathedral of Gnarg type 66 face gnarg_cathedral.x11 x 1 y 3 no_pick 1 end More Object gnarg_cathedral_12 editor_folder construct/temple name Cathedral of Gnarg type 66 face gnarg_cathedral.x11 x 2 y 3 no_pick 1 move_block all end Object gnarg_church editor_folder construct/temple name Church of Gnarg type 66 face gnarg_church.x11 no_pick 1 client_type 25012 end More Object gnarg_church_2 editor_folder construct/temple name Church of Gnarg type 66 face gnarg_church.x11 x 1 no_pick 1 end More Object gnarg_church_3 editor_folder construct/temple name Church of Gnarg type 66 face gnarg_church.x11 y 1 no_pick 1 end More Object gnarg_church_4 editor_folder construct/temple name Church of Gnarg type 66 face gnarg_church.x11 x 1 y 1 no_pick 1 end Object gnarg_temple editor_folder construct/temple name Temple of Gnarg type 66 blocksview 1 face gnarg_temple.111 no_pick 1 end Object gorokh_cathedral editor_folder construct/temple name Cathedral of Gorokh type 66 face gorokh_cathedral.x11 no_pick 1 move_block all client_type 25012 end More Object gorokh_cathedral_2 editor_folder construct/temple name Cathedral of Gorokh type 66 face gorokh_cathedral.x11 x 1 no_pick 1 move_block all end More Object gorokh_cathedral_3 editor_folder construct/temple name Cathedral of Gorokh type 66 face gorokh_cathedral.x11 x 2 no_pick 1 move_block all end More Object gorokh_cathedral_4 editor_folder construct/temple name Cathedral of Gorokh type 66 face gorokh_cathedral.x11 y 1 no_pick 1 move_block all end More Object gorokh_cathedral_5 editor_folder construct/temple name Cathedral of Gorokh type 66 face gorokh_cathedral.x11 x 1 y 1 no_pick 1 move_block all end More Object gorokh_cathedral_6 editor_folder construct/temple name Cathedral of Gorokh type 66 face gorokh_cathedral.x11 x 2 y 1 no_pick 1 move_block all end More Object gorokh_cathedral_7 editor_folder construct/temple name Cathedral of Gorokh type 66 face gorokh_cathedral.x11 y 2 no_pick 1 move_block all end More Object gorokh_cathedral_8 editor_folder construct/temple name Cathedral of Gorokh type 66 face gorokh_cathedral.x11 x 1 y 2 no_pick 1 move_block all end More Object gorokh_cathedral_9 editor_folder construct/temple name Cathedral of Gorokh type 66 face gorokh_cathedral.x11 x 2 y 2 no_pick 1 move_block all end More Object gorokh_cathedral_10 editor_folder construct/temple name Cathedral of Gorokh type 66 face gorokh_cathedral.x11 y 3 no_pick 1 move_block all end More Object gorokh_cathedral_11 editor_folder construct/temple name Cathedral of Gorokh type 66 face gorokh_cathedral.x11 x 1 y 3 no_pick 1 end More Object gorokh_cathedral_12 editor_folder construct/temple name Cathedral of Gorokh type 66 face gorokh_cathedral.x11 x 2 y 3 no_pick 1 move_block all end Object gorokh_church editor_folder construct/temple name Church of Gorokh type 66 face gorokh_church.x11 no_pick 1 client_type 25012 end More Object gorokh_church_2 editor_folder construct/temple name Church of Gorokh type 66 face gorokh_church.x11 x 1 no_pick 1 end More Object gorokh_church_3 editor_folder construct/temple name Church of Gorokh type 66 face gorokh_church.x11 y 1 no_pick 1 end More Object gorokh_church_4 editor_folder construct/temple name Church of Gorokh type 66 face gorokh_church.x11 x 1 y 1 no_pick 1 end Object gorokh_temple editor_folder construct/temple name Temple of Gorokh type 66 blocksview 1 face gorokh_temple.111 no_pick 1 end Object ixalovh_cathedral editor_folder construct/temple name Cathedral of Ixalovh type 66 face ixalovh_cathedral.x11 no_pick 1 move_block all client_type 25012 end More Object ixalovh_cathedral_2 editor_folder construct/temple name Cathedral of Ixalovh type 66 face ixalovh_cathedral.x11 x 1 no_pick 1 move_block all end More Object ixalovh_cathedral_3 editor_folder construct/temple name Cathedral of Ixalovh type 66 face ixalovh_cathedral.x11 x 2 no_pick 1 move_block all end More Object ixalovh_cathedral_4 editor_folder construct/temple name Cathedral of Ixalovh type 66 face ixalovh_cathedral.x11 y 1 no_pick 1 move_block all end More Object ixalovh_cathedral_5 editor_folder construct/temple name Cathedral of Ixalovh type 66 face ixalovh_cathedral.x11 x 1 y 1 no_pick 1 move_block all end More Object ixalovh_cathedral_6 editor_folder construct/temple name Cathedral of Ixalovh type 66 face ixalovh_cathedral.x11 x 2 y 1 no_pick 1 move_block all end More Object ixalovh_cathedral_7 editor_folder construct/temple name Cathedral of Ixalovh type 66 face ixalovh_cathedral.x11 y 2 no_pick 1 move_block all end More Object ixalovh_cathedral_8 editor_folder construct/temple name Cathedral of Ixalovh type 66 face ixalovh_cathedral.x11 x 1 y 2 no_pick 1 move_block all end More Object ixalovh_cathedral_9 editor_folder construct/temple name Cathedral of Ixalovh type 66 face ixalovh_cathedral.x11 x 2 y 2 no_pick 1 move_block all end More Object ixalovh_cathedral_10 editor_folder construct/temple name Cathedral of Ixalovh type 66 face ixalovh_cathedral.x11 y 3 no_pick 1 move_block all end More Object ixalovh_cathedral_11 editor_folder construct/temple name Cathedral of Ixalovh type 66 face ixalovh_cathedral.x11 x 1 y 3 no_pick 1 end More Object ixalovh_cathedral_12 editor_folder construct/temple name Cathedral of Ixalovh type 66 face ixalovh_cathedral.x11 x 2 y 3 no_pick 1 move_block all end Object ixalovh_church editor_folder construct/temple name Church of Ixalovh type 66 face ixalovh_church.x11 no_pick 1 client_type 25012 end More Object ixalovh_church_2 editor_folder construct/temple name Church of Ixalovh type 66 face ixalovh_church.x11 x 1 no_pick 1 end More Object ixalovh_church_3 editor_folder construct/temple name Church of Ixalovh type 66 face ixalovh_church.x11 y 1 no_pick 1 end More Object ixalovh_church_4 editor_folder construct/temple name Church of Ixalovh type 66 face ixalovh_church.x11 x 1 y 1 no_pick 1 end Object ixalovh_temple editor_folder construct/temple name Temple of Ixalovh type 66 blocksview 1 face ixalovh_temple.111 no_pick 1 end Object lyth_temple editor_folder construct/temple name Temple of Lythander type 66 blocksview 1 face lyth_temple.111 no_pick 1 end Object lythander_cathedral editor_folder construct/temple name Cathedral of Lythander type 66 face lythander_cathedral.x11 no_pick 1 move_block all client_type 25012 end More Object lythander_cathedral_2 editor_folder construct/temple name Cathedral of Lythander type 66 face lythander_cathedral.x11 x 1 no_pick 1 move_block all end More Object lythander_cathedral_3 editor_folder construct/temple name Cathedral of Lythander type 66 face lythander_cathedral.x11 x 2 no_pick 1 move_block all end More Object lythander_cathedral_4 editor_folder construct/temple name Cathedral of Lythander type 66 face lythander_cathedral.x11 y 1 no_pick 1 move_block all end More Object lythander_cathedral_5 editor_folder construct/temple name Cathedral of Lythander type 66 face lythander_cathedral.x11 x 1 y 1 no_pick 1 move_block all end More Object lythander_cathedral_6 editor_folder construct/temple name Cathedral of Lythander type 66 face lythander_cathedral.x11 x 2 y 1 no_pick 1 move_block all end More Object lythander_cathedral_7 editor_folder construct/temple name Cathedral of Lythander type 66 face lythander_cathedral.x11 y 2 no_pick 1 move_block all end More Object lythander_cathedral_8 editor_folder construct/temple name Cathedral of Lythander type 66 face lythander_cathedral.x11 x 1 y 2 no_pick 1 move_block all end More Object lythander_cathedral_9 editor_folder construct/temple name Cathedral of Lythander type 66 face lythander_cathedral.x11 x 2 y 2 no_pick 1 move_block all end More Object lythander_cathedral_10 editor_folder construct/temple name Cathedral of Lythander type 66 face lythander_cathedral.x11 y 3 no_pick 1 move_block all end More Object lythander_cathedral_11 editor_folder construct/temple name Cathedral of Lythander type 66 face lythander_cathedral.x11 x 1 y 3 no_pick 1 end More Object lythander_cathedral_12 editor_folder construct/temple name Cathedral of Lythander type 66 face lythander_cathedral.x11 x 2 y 3 no_pick 1 move_block all end Object lythander_church editor_folder construct/temple name Church of Lythander type 66 face lythander_church.x11 no_pick 1 client_type 25012 end More Object lythander_church_2 editor_folder construct/temple name Church of Lythander type 66 face lythander_church.x11 x 1 no_pick 1 end More Object lythander_church_3 editor_folder construct/temple name Church of Lythander type 66 face lythander_church.x11 y 1 no_pick 1 end More Object lythander_church_4 editor_folder construct/temple name Church of Lythander type 66 face lythander_church.x11 x 1 y 1 no_pick 1 end Object mos_temple editor_folder construct/temple name Temple of Mostrai type 66 blocksview 1 face mos_temple.111 no_pick 1 end Object mostrai_cathedral editor_folder construct/temple name Cathedral of Mostrai type 66 face mostrai_cathedral.x11 no_pick 1 move_block all client_type 25012 end More Object mostrai_cathedral_2 editor_folder construct/temple name Cathedral of Mostrai type 66 face mostrai_cathedral.x11 x 1 no_pick 1 move_block all end More Object mostrai_cathedral_3 editor_folder construct/temple name Cathedral of Mostrai type 66 face mostrai_cathedral.x11 x 2 no_pick 1 move_block all end More Object mostrai_cathedral_4 editor_folder construct/temple name Cathedral of Mostrai type 66 face mostrai_cathedral.x11 y 1 no_pick 1 move_block all end More Object mostrai_cathedral_5 editor_folder construct/temple name Cathedral of Mostrai type 66 face mostrai_cathedral.x11 x 1 y 1 no_pick 1 move_block all end More Object mostrai_cathedral_6 editor_folder construct/temple name Cathedral of Mostrai type 66 face mostrai_cathedral.x11 x 2 y 1 no_pick 1 move_block all end More Object mostrai_cathedral_7 editor_folder construct/temple name Cathedral of Mostrai type 66 face mostrai_cathedral.x11 y 2 no_pick 1 move_block all end More Object mostrai_cathedral_8 editor_folder construct/temple name Cathedral of Mostrai type 66 face mostrai_cathedral.x11 x 1 y 2 no_pick 1 move_block all end More Object mostrai_cathedral_9 editor_folder construct/temple name Cathedral of Mostrai type 66 face mostrai_cathedral.x11 x 2 y 2 no_pick 1 move_block all end More Object mostrai_cathedral_10 editor_folder construct/temple name Cathedral of Mostrai type 66 face mostrai_cathedral.x11 y 3 no_pick 1 move_block all end More Object mostrai_cathedral_11 editor_folder construct/temple name Cathedral of Mostrai type 66 face mostrai_cathedral.x11 x 1 y 3 no_pick 1 end More Object mostrai_cathedral_12 editor_folder construct/temple name Cathedral of Mostrai type 66 face mostrai_cathedral.x11 x 2 y 3 no_pick 1 move_block all end Object mostrai_church editor_folder construct/temple name Church of Mostrai type 66 face mostrai_church.x11 no_pick 1 client_type 25012 end More Object mostrai_church_2 editor_folder construct/temple name Church of Mostrai type 66 face mostrai_church.x11 x 1 no_pick 1 end More Object mostrai_church_3 editor_folder construct/temple name Church of Mostrai type 66 face mostrai_church.x11 y 1 no_pick 1 end More Object mostrai_church_4 editor_folder construct/temple name Church of Mostrai type 66 face mostrai_church.x11 x 1 y 1 no_pick 1 end Object ruggilli_cathedral editor_folder construct/temple name Cathedral of Ruggilli type 66 face ruggilli_cathedral.x11 no_pick 1 move_block all client_type 25012 end More Object ruggilli_cathedral_2 editor_folder construct/temple name Cathedral of Ruggilli type 66 face ruggilli_cathedral.x11 x 1 no_pick 1 move_block all end More Object ruggilli_cathedral_3 editor_folder construct/temple name Cathedral of Ruggilli type 66 face ruggilli_cathedral.x11 x 2 no_pick 1 move_block all end More Object ruggilli_cathedral_4 editor_folder construct/temple name Cathedral of Ruggilli type 66 face ruggilli_cathedral.x11 y 1 no_pick 1 move_block all end More Object ruggilli_cathedral_5 editor_folder construct/temple name Cathedral of Ruggilli type 66 face ruggilli_cathedral.x11 x 1 y 1 no_pick 1 move_block all end More Object ruggilli_cathedral_6 editor_folder construct/temple name Cathedral of Ruggilli type 66 face ruggilli_cathedral.x11 x 2 y 1 no_pick 1 move_block all end More Object ruggilli_cathedral_7 editor_folder construct/temple name Cathedral of Ruggilli type 66 face ruggilli_cathedral.x11 y 2 no_pick 1 move_block all end More Object ruggilli_cathedral_8 editor_folder construct/temple name Cathedral of Ruggilli type 66 face ruggilli_cathedral.x11 x 1 y 2 no_pick 1 move_block all end More Object ruggilli_cathedral_9 editor_folder construct/temple name Cathedral of Ruggilli type 66 face ruggilli_cathedral.x11 x 2 y 2 no_pick 1 move_block all end More Object ruggilli_cathedral_10 editor_folder construct/temple name Cathedral of Ruggilli type 66 face ruggilli_cathedral.x11 y 3 no_pick 1 move_block all end More Object ruggilli_cathedral_11 editor_folder construct/temple name Cathedral of Ruggilli type 66 face ruggilli_cathedral.x11 x 1 y 3 no_pick 1 end More Object ruggilli_cathedral_12 editor_folder construct/temple name Cathedral of Ruggilli type 66 face ruggilli_cathedral.x11 x 2 y 3 no_pick 1 move_block all end Object ruggilli_church editor_folder construct/temple name Church of Ruggilli type 66 face ruggilli_church.x11 no_pick 1 client_type 25012 end More Object ruggilli_church_2 editor_folder construct/temple name Church of Ruggilli type 66 face ruggilli_church.x11 x 1 no_pick 1 end More Object ruggilli_church_3 editor_folder construct/temple name Church of Ruggilli type 66 face ruggilli_church.x11 y 1 no_pick 1 end More Object ruggilli_church_4 editor_folder construct/temple name Church of Ruggilli type 66 face ruggilli_church.x11 x 1 y 1 no_pick 1 end Object ruggilli_temple editor_folder construct/temple name Temple of Ruggilli type 66 blocksview 1 face ruggilli_temple.111 no_pick 1 end Object shrine editor_folder construct/temple name shrine face shrine.111 type 66 no_pick 1 client_type 25012 end Object shrine_east editor_folder construct/temple name ichidou type 66 face shrine_east.x11 no_pick 1 client_type 25012 end More Object shrine_east_2 editor_folder construct/temple name ichidou type 66 face shrine_east.x11 no_pick 1 y 1 end Object shrine_east_r editor_folder construct/temple name ichidou type 66 face shrine_east_r.x11 no_pick 1 client_type 25012 end More Object shrine_east_r_2 editor_folder construct/temple name ichidou type 66 face shrine_east_r.x11 no_pick 1 y 1 end Object sorig_cathedral editor_folder construct/temple name Cathedral of Sorig type 66 face sorig_cathedral.x11 no_pick 1 move_block all client_type 25012 end More Object sorig_cathedral_2 editor_folder construct/temple name Cathedral of Sorig type 66 face sorig_cathedral.x11 x 1 no_pick 1 move_block all end More Object sorig_cathedral_3 editor_folder construct/temple name Cathedral of Sorig type 66 face sorig_cathedral.x11 x 2 no_pick 1 move_block all end More Object sorig_cathedral_4 editor_folder construct/temple name Cathedral of Sorig type 66 face sorig_cathedral.x11 y 1 no_pick 1 move_block all end More Object sorig_cathedral_5 editor_folder construct/temple name Cathedral of Sorig type 66 face sorig_cathedral.x11 x 1 y 1 no_pick 1 move_block all end More Object sorig_cathedral_6 editor_folder construct/temple name Cathedral of Sorig type 66 face sorig_cathedral.x11 x 2 y 1 no_pick 1 move_block all end More Object sorig_cathedral_7 editor_folder construct/temple name Cathedral of Sorig type 66 face sorig_cathedral.x11 y 2 no_pick 1 move_block all end More Object sorig_cathedral_8 editor_folder construct/temple name Cathedral of Sorig type 66 face sorig_cathedral.x11 x 1 y 2 no_pick 1 move_block all end More Object sorig_cathedral_9 editor_folder construct/temple name Cathedral of Sorig type 66 face sorig_cathedral.x11 x 2 y 2 no_pick 1 move_block all end More Object sorig_cathedral_10 editor_folder construct/temple name Cathedral of Sorig type 66 face sorig_cathedral.x11 y 3 no_pick 1 move_block all end More Object sorig_cathedral_11 editor_folder construct/temple name Cathedral of Sorig type 66 face sorig_cathedral.x11 x 1 y 3 no_pick 1 end More Object sorig_cathedral_12 editor_folder construct/temple name Cathedral of Sorig type 66 face sorig_cathedral.x11 x 2 y 3 no_pick 1 move_block all end Object sorig_church editor_folder construct/temple name Church of Sorig type 66 face sorig_church.x11 no_pick 1 client_type 25012 end More Object sorig_church_2 editor_folder construct/temple name Church of Sorig type 66 face sorig_church.x11 x 1 no_pick 1 end More Object sorig_church_3 editor_folder construct/temple name Church of Sorig type 66 face sorig_church.x11 y 1 no_pick 1 end More Object sorig_church_4 editor_folder construct/temple name Church of Sorig type 66 face sorig_church.x11 x 1 y 1 no_pick 1 end Object sorig_temple editor_folder construct/temple name Temple of Sorig type 66 blocksview 1 face sorig_temple.111 no_pick 1 end Object temple1 editor_folder construct/temple name temple face temple1.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object temple1_2 editor_folder construct/temple name temple face temple1.x11 type 66 no_pick 1 move_block all x 1 end More Object temple1_3 editor_folder construct/temple name temple face temple1.x11 type 66 no_pick 1 y 1 end More Object temple1_4 editor_folder construct/temple name temple face temple1.x11 type 66 no_pick 1 x 1 y 1 end Object temple_ruin editor_folder construct/temple name ruined temple face temple_ruin.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object temple_ruin2 editor_folder construct/temple name ruined temple face temple_ruin.x11 type 66 no_pick 1 move_block all x 1 end More Object temple_ruin3 editor_folder construct/temple name ruined temple face temple_ruin.x11 type 66 no_pick 1 y 1 end More Object temple_ruin4 editor_folder construct/temple name ruined temple face temple_ruin.x11 type 66 no_pick 1 x 1 y 1 end Object valkyrie_cathedral editor_folder construct/temple name Cathedral of Valkyrie type 66 face valkyrie_cathedral.x11 no_pick 1 move_block all client_type 25012 end More Object valkyrie_cathedral_2 editor_folder construct/temple name Cathedral of Valkyrie type 66 face valkyrie_cathedral.x11 x 1 no_pick 1 move_block all end More Object valkyrie_cathedral_3 editor_folder construct/temple name Cathedral of Valkyrie type 66 face valkyrie_cathedral.x11 x 2 no_pick 1 move_block all end More Object valkyrie_cathedral_4 editor_folder construct/temple name Cathedral of Valkyrie type 66 face valkyrie_cathedral.x11 y 1 no_pick 1 move_block all end More Object valkyrie_cathedral_5 editor_folder construct/temple name Cathedral of Valkyrie type 66 face valkyrie_cathedral.x11 x 1 y 1 no_pick 1 move_block all end More Object valkyrie_cathedral_6 editor_folder construct/temple name Cathedral of Valkyrie type 66 face valkyrie_cathedral.x11 x 2 y 1 no_pick 1 move_block all end More Object valkyrie_cathedral_7 editor_folder construct/temple name Cathedral of Valkyrie type 66 face valkyrie_cathedral.x11 y 2 no_pick 1 move_block all end More Object valkyrie_cathedral_8 editor_folder construct/temple name Cathedral of Valkyrie type 66 face valkyrie_cathedral.x11 x 1 y 2 no_pick 1 move_block all end More Object valkyrie_cathedral_9 editor_folder construct/temple name Cathedral of Valkyrie type 66 face valkyrie_cathedral.x11 x 2 y 2 no_pick 1 move_block all end More Object valkyrie_cathedral_10 editor_folder construct/temple name Cathedral of Valkyrie type 66 face valkyrie_cathedral.x11 y 3 no_pick 1 move_block all end More Object valkyrie_cathedral_11 editor_folder construct/temple name Cathedral of Valkyrie type 66 face valkyrie_cathedral.x11 x 1 y 3 no_pick 1 end More Object valkyrie_cathedral_12 editor_folder construct/temple name Cathedral of Valkyrie type 66 face valkyrie_cathedral.x11 x 2 y 3 no_pick 1 move_block all end Object valkyrie_church editor_folder construct/temple name Church of Valkyrie type 66 face valkyrie_church.x11 no_pick 1 client_type 25012 end More Object valkyrie_church_2 editor_folder construct/temple name Church of Valkyrie type 66 face valkyrie_church.x11 x 1 no_pick 1 end More Object valkyrie_church_3 editor_folder construct/temple name Church of Valkyrie type 66 face valkyrie_church.x11 y 1 no_pick 1 end More Object valkyrie_church_4 editor_folder construct/temple name Church of Valkyrie type 66 face valkyrie_church.x11 x 1 y 1 no_pick 1 end Object valkyrie_temple editor_folder construct/temple name Temple of Valkyrie type 66 blocksview 1 face valkyrie_temple.111 no_pick 1 end Object valriel_cathedral editor_folder construct/temple name Cathedral of Valriel type 66 face valriel_cathedral.x11 no_pick 1 move_block all client_type 25012 end More Object valriel_cathedral_2 editor_folder construct/temple name Cathedral of Valriel type 66 face valriel_cathedral.x11 x 1 no_pick 1 move_block all end More Object valriel_cathedral_3 editor_folder construct/temple name Cathedral of Valriel type 66 face valriel_cathedral.x11 x 2 no_pick 1 move_block all end More Object valriel_cathedral_4 editor_folder construct/temple name Cathedral of Valriel type 66 face valriel_cathedral.x11 y 1 no_pick 1 move_block all end More Object valriel_cathedral_5 editor_folder construct/temple name Cathedral of Valriel type 66 face valriel_cathedral.x11 x 1 y 1 no_pick 1 move_block all end More Object valriel_cathedral_6 editor_folder construct/temple name Cathedral of Valriel type 66 face valriel_cathedral.x11 x 2 y 1 no_pick 1 move_block all end More Object valriel_cathedral_7 editor_folder construct/temple name Cathedral of Valriel type 66 face valriel_cathedral.x11 y 2 no_pick 1 move_block all end More Object valriel_cathedral_8 editor_folder construct/temple name Cathedral of Valriel type 66 face valriel_cathedral.x11 x 1 y 2 no_pick 1 move_block all end More Object valriel_cathedral_9 editor_folder construct/temple name Cathedral of Valriel type 66 face valriel_cathedral.x11 x 2 y 2 no_pick 1 move_block all end More Object valriel_cathedral_10 editor_folder construct/temple name Cathedral of Valriel type 66 face valriel_cathedral.x11 y 3 no_pick 1 move_block all end More Object valriel_cathedral_11 editor_folder construct/temple name Cathedral of Valriel type 66 face valriel_cathedral.x11 x 1 y 3 no_pick 1 end More Object valriel_cathedral_12 editor_folder construct/temple name Cathedral of Valriel type 66 face valriel_cathedral.x11 x 2 y 3 no_pick 1 move_block all end Object valriel_church editor_folder construct/temple name Church of Valriel type 66 face valriel_church.x11 no_pick 1 client_type 25012 end More Object valriel_church_2 editor_folder construct/temple name Church of Valriel type 66 face valriel_church.x11 x 1 no_pick 1 end More Object valriel_church_3 editor_folder construct/temple name Church of Valriel type 66 face valriel_church.x11 y 1 no_pick 1 end More Object valriel_church_4 editor_folder construct/temple name Church of Valriel type 66 face valriel_church.x11 x 1 y 1 no_pick 1 end Object valriel_temple editor_folder construct/temple name Temple of Valriel type 66 blocksview 1 face valriel_temple.111 no_pick 1 end Object city_tower editor_folder construct/tower name tower type 66 face city-tower.x11 no_pick 1 client_type 25012 end More Object city_tower_2 editor_folder construct/tower name tower type 66 face city-tower.x11 no_pick 1 y 1 end Object city_tower_east editor_folder construct/tower name tou type 66 face city_tower_east.x11 no_pick 1 client_type 25012 end More Object city_tower_east_2 editor_folder construct/tower name tou type 66 face city_tower_east.x11 no_pick 1 y 1 end Object city_tower_fant editor_folder construct/tower name tower type 66 face city_tower_fant.x11 no_pick 1 client_type 25012 end More Object city_tower_fant_2 editor_folder construct/tower name tower type 66 face city_tower_fant.x11 no_pick 1 y 1 end Object city_tower_northwest editor_folder construct/tower name tower type 66 face city_tower_northwest.x11 no_pick 1 end More Object city_tower_northwest_2 editor_folder construct/tower name tower type 66 face city_tower_northwest.x11 no_pick 1 y 1 end Object city_tower_west editor_folder construct/tower name tower type 66 face city-tower_west.x11 no_pick 1 client_type 25012 end More Object city_tower_west_2 editor_folder construct/tower name tower type 66 face city-tower_west.x11 no_pick 1 y 1 end Object lighthouse editor_folder construct/tower name Lighthouse face lighthouse.x11 type 66 no_pick 1 glow_radius 4 client_type 25012 end More Object lighthouse_2 editor_folder construct/tower face lighthouse.x11 y 1 end Object lighthouse_northwest editor_folder construct/tower name Lighthouse face lighthouse_northwest.x11 type 66 no_pick 1 glow_radius 4 client_type 25012 end More Object lighthouse_northwest_2 editor_folder construct/tower face lighthouse_northwest.x11 y 1 end Object lighthouse_west editor_folder construct/tower name Lighthouse face lighthouse_west.x11 type 66 no_pick 1 glow_radius 4 client_type 25012 end More Object lighthouse_west_2 editor_folder construct/tower face lighthouse_west.x11 y 1 end Object outpost_tower editor_folder construct/tower name outpost tower type 66 face out_tower.x11 no_pick 1 client_type 25012 end More Object outpost_tower_2 editor_folder construct/tower name outpost tower type 66 face out_tower.x11 no_pick 1 x 1 end More Object outpost_tower_3 editor_folder construct/tower name outpost tower type 66 face out_tower.x11 no_pick 1 y 1 end More Object outpost_tower_4 editor_folder construct/tower name outpost tower type 66 face out_tower.x11 no_pick 1 x 1 y 1 end Object pagoda_tower_east editor_folder construct/tower face pagoda_tower_east.x11 name tou type 66 no_pick 1 client_type 25012 end More Object pagoda_tower_2_east editor_folder construct/tower name tou face pagoda_tower_east.x11 type 66 no_pick 1 x 1 end More Object pagoda_tower_3_east editor_folder construct/tower name tou face pagoda_tower_east.x11 type 66 no_pick 1 y 1 end More Object pagoda_tower_4_east editor_folder construct/tower name tou face pagoda_tower_east.x11 type 66 no_pick 1 x 1 y 1 end More Object pagoda_tower_5_east editor_folder construct/tower name tou face pagoda_tower_east.x11 type 66 no_pick 1 y 2 end More Object pagoda_tower_6_east editor_folder construct/tower name tou face pagoda_tower_east.x11 type 66 no_pick 1 x 1 y 2 end Object ruined_tower editor_folder construct/tower name ruined tower type 66 face ruined_tower.x11 no_pick 1 client_type 25012 end More Object ruined_tower_2 editor_folder construct/tower name ruined_tower type 66 face ruined_tower.x11 no_pick 1 y 1 end Object s_tower1 editor_folder construct/tower name spiral tower face s_tower1.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object s_tower1_2 editor_folder construct/tower name spiral tower face s_tower1.x11 type 66 no_pick 1 y 1 end Object s_tower2 editor_folder construct/tower name spiral tower face s_tower2.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object s_tower2_2 editor_folder construct/tower name spiral tower face s_tower2.x11 type 66 no_pick 1 y 1 end Object s_tower2_top editor_folder construct/tower name spiral tower face s_tower2_top.x11 type 66 no_pick 1 move_block all client_type 25012 end Object tower_a editor_folder construct/tower name tower type 66 face tower_a.x11 no_pick 1 client_type 25012 end More Object tower_b editor_folder construct/tower name tower type 66 face tower_a.x11 y 1 no_pick 1 end Object tower_tob editor_folder construct/tower name tower type 66 face tower_tob.111 no_pick 1 client_type 25012 end Object tower_tob_fant editor_folder construct/tower name tower type 66 face tower_tob_fant.111 no_pick 1 client_type 25012 end Object tower_tob_northwest editor_folder construct/tower name tower type 66 face tower_tob_northwest.111 no_pick 1 end Object wizard_tower editor_folder construct/tower name tower type 66 face wizard_tower.x11 animation wizard_tower anim_speed 3 client_anim_random 1 no_pick 1 client_type 25012 end More Object wizard_tower2 editor_folder construct/tower name tower type 66 face wizard_tower.x11 animation wizard_tower anim_speed 3 client_anim_random 1 y 1 no_pick 1 end Object a_civic editor_folder construct/town name civic building face a_civic.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object a_civic_2 editor_folder construct/town name civic building face a_civic.x11 type 66 no_pick 1 move_block all x 1 end More Object a_civic_3 editor_folder construct/town name civic building face a_civic.x11 type 66 no_pick 1 x 2 end More Object a_civic_4 editor_folder construct/town name civic building face a_civic.x11 type 66 no_pick 1 y 1 end More Object a_civic_5 editor_folder construct/town name civic building face a_civic.x11 type 66 no_pick 1 x 1 y 1 end More Object a_civic_6 editor_folder construct/town name civic building face a_civic.x11 type 66 no_pick 1 x 2 y 1 end More Object a_civic_7 editor_folder construct/town name civic building face a_civic.x11 type 66 no_pick 1 y 2 end More Object a_civic_8 editor_folder construct/town name civic building face a_civic.x11 type 66 no_pick 1 x 1 y 2 end More Object a_civic_9 editor_folder construct/town name civic building face a_civic.x11 type 66 no_pick 1 x 2 y 2 end Object barn editor_folder construct/town type 66 face barn.x11 no_pick 1 client_type 25012 end More Object barn_2 editor_folder construct/town name barn type 66 face barn.x11 no_pick 1 x 1 end More Object barn_3 editor_folder construct/town name barn type 66 face barn.x11 no_pick 1 y 1 end More Object barn_4 editor_folder construct/town name barn type 66 face barn.x11 no_pick 1 x 1 y 1 end Object barn2 editor_folder construct/town name barn type 66 face barn2.x11 no_pick 1 client_type 25012 end More Object barn2_2 editor_folder construct/town name barn type 66 face barn2.x11 no_pick 1 x 1 end More Object barn2_3 editor_folder construct/town name barn type 66 face barn2.x11 no_pick 1 y 1 end More Object barn2_4 editor_folder construct/town name barn type 66 face barn2.x11 no_pick 1 x 1 y 1 end Object barn2_northwest editor_folder construct/town name barn type 66 face barn2_northwest.x11 no_pick 1 client_type 25012 end More Object barn2_northwest_2 editor_folder construct/town name barn type 66 face barn2_northwest.x11 no_pick 1 x 1 end More Object barn2_northwest_3 editor_folder construct/town name barn type 66 face barn2_northwest.x11 no_pick 1 y 1 end More Object barn2_northwest_4 editor_folder construct/town name barn type 66 face barn2_northwest.x11 no_pick 1 x 1 y 1 end Object barn_west editor_folder construct/town name barn type 66 face barn_west.x11 no_pick 1 client_type 25012 end More Object barn_west_2 editor_folder construct/town name barn type 66 face barn_west.x11 no_pick 1 x 1 end More Object barn_west_3 editor_folder construct/town name barn type 66 face barn_west.x11 no_pick 1 y 1 end More Object barn_west_4 editor_folder construct/town name barn type 66 face barn_west.x11 no_pick 1 x 1 y 1 end Object building10_east editor_folder construct/town face building10_east.x11 name tatemono type 66 no_pick 1 move_block all client_type 25012 end More Object building10_2_east editor_folder construct/town name tatemono face building10_east.x11 type 66 no_pick 1 move_block all x 1 end More Object building10_3_east editor_folder construct/town name tatemono face building10_east.x11 type 66 no_pick 1 y 1 end More Object building10_4_east editor_folder construct/town name tatemono face building10_east.x11 type 66 no_pick 1 x 1 y 1 end Object building1_east editor_folder construct/town face building1_east.111 name tatemono type 66 no_pick 1 move_block all client_type 25012 end More Object building1_2_east editor_folder construct/town name tatemono face building1_east.111 type 66 no_pick 1 move_block all x 1 end More Object building1_3_east editor_folder construct/town name tatemono face building1_east.111 type 66 no_pick 1 y 1 end More Object building1_4_east editor_folder construct/town name tatemono face building1_east.111 type 66 no_pick 1 x 1 y 1 end Object building2_east editor_folder construct/town face building2_east.x11 name tatemono type 66 no_pick 1 move_block all client_type 25012 end More Object building2_2_east editor_folder construct/town name tatemono face building2_east.x11 type 66 no_pick 1 move_block all x 1 end More Object building2_3_east editor_folder construct/town name tatemono face building2_east.x11 type 66 no_pick 1 y 1 end More Object building2_4_east editor_folder construct/town name tatemono face building2_east.x11 type 66 no_pick 1 x 1 y 1 end Object building3_east editor_folder construct/town face building3_east.x11 name tatemono type 66 no_pick 1 move_block all client_type 25012 end More Object building3_2_east editor_folder construct/town name tatemono face building3_east.x11 type 66 no_pick 1 move_block all x 1 end More Object building3_3_east editor_folder construct/town name tatemono face building3_east.x11 type 66 no_pick 1 y 1 end More Object building3_4_east editor_folder construct/town name tatemono face building3_east.x11 type 66 no_pick 1 x 1 y 1 end Object building4_east editor_folder construct/town face building4_east.x11 name tatemono type 66 no_pick 1 move_block all client_type 25012 end More Object building4_2_east editor_folder construct/town name tatemono face building4_east.x11 type 66 no_pick 1 move_block all x 1 end More Object building4_3_east editor_folder construct/town name tatemono face building4_east.x11 type 66 no_pick 1 y 1 end More Object building4_4_east editor_folder construct/town name tatemono face building4_east.x11 type 66 no_pick 1 x 1 y 1 end Object building5_east editor_folder construct/town face building5_east.x11 name tatemono type 66 no_pick 1 move_block all client_type 25012 end More Object building5_2_east editor_folder construct/town name tatemono face building5_east.x11 type 66 no_pick 1 move_block all x 1 end More Object building5_3_east editor_folder construct/town name tatemono face building5_east.x11 type 66 no_pick 1 y 1 end More Object building5_4_east editor_folder construct/town name tatemono face building5_east.x11 type 66 no_pick 1 x 1 y 1 end Object building6_east editor_folder construct/town face building6_east.x11 name tatemono type 66 no_pick 1 move_block all client_type 25012 end More Object building6_2_east editor_folder construct/town name tatemono face building6_east.x11 type 66 no_pick 1 move_block all x 1 end More Object building6_3_east editor_folder construct/town name tatemono face building6_east.x11 type 66 no_pick 1 y 1 end More Object building6_4_east editor_folder construct/town name tatemono face building6_east.x11 type 66 no_pick 1 x 1 y 1 end Object building7_east editor_folder construct/town face building7_east.x11 name tatemono type 66 no_pick 1 move_block all client_type 25012 end More Object building7_2_east editor_folder construct/town name tatemono face building7_east.x11 type 66 no_pick 1 move_block all x 1 end More Object building7_3_east editor_folder construct/town name tatemono face building7_east.x11 type 66 no_pick 1 y 1 end More Object building7_4_east editor_folder construct/town name tatemono face building7_east.x11 type 66 no_pick 1 x 1 y 1 end Object building8_east editor_folder construct/town face building8_east.x11 name tatemono type 66 no_pick 1 move_block all client_type 25012 end More Object building8_2_east editor_folder construct/town name tatemono face building8_east.x11 type 66 no_pick 1 move_block all x 1 end More Object building8_3_east editor_folder construct/town name tatemono face building8_east.x11 type 66 no_pick 1 y 1 end More Object building8_4_east editor_folder construct/town name tatemono face building8_east.x11 type 66 no_pick 1 x 1 y 1 end Object building9_east editor_folder construct/town face building9_east.x11 name tatemono type 66 no_pick 1 move_block all client_type 25012 end More Object building9_2_east editor_folder construct/town name tatemono face building9_east.x11 type 66 no_pick 1 move_block all x 1 end More Object building9_3_east editor_folder construct/town name tatemono face building9_east.x11 type 66 no_pick 1 y 1 end More Object building9_4_east editor_folder construct/town name tatemono face building9_east.x11 type 66 no_pick 1 x 1 y 1 end Object church editor_folder construct/town type 66 face church.x11 no_pick 1 client_type 25012 end More Object church_2 editor_folder construct/town name church type 66 face church.x11 x 1 no_pick 1 end More Object church_3 editor_folder construct/town name church type 66 face church.x11 y 1 no_pick 1 end More Object church_4 editor_folder construct/town name church type 66 face church.x11 x 1 y 1 no_pick 1 end Object church_fant editor_folder construct/town name church type 66 face church_fant.x11 no_pick 1 client_type 25012 end More Object church_2_fant editor_folder construct/town name church type 66 face church_fant.x11 x 1 no_pick 1 end More Object church_3_fant editor_folder construct/town name church type 66 face church_fant.x11 y 1 no_pick 1 end More Object church_4_fant editor_folder construct/town name church type 66 face church_fant.x11 x 1 y 1 no_pick 1 end Object collesium editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 client_type 25012 end More Object collesium_2 editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 x 1 end More Object collesium_3 editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 x 2 end More Object collesium_4 editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 x 3 end More Object collesium_5 editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 x 4 end More Object collesium_6 editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 y 1 end More Object collesium_7 editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 x 1 y 1 end More Object collesium_8 editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 x 2 y 1 end More Object collesium_9 editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 x 3 y 1 end More Object collesium_10 editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 x 4 y 1 end More Object collesium_11 editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 y 2 end More Object collesium_12 editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 x 1 y 2 end More Object collesium_13 editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 x 2 y 2 end More Object collesium_14 editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 x 3 y 2 end More Object collesium_15 editor_folder construct/town name collesium face collesium.x11 type 66 no_pick 1 x 4 y 2 end Object courthouse editor_folder construct/town face courthouse.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object courthouse_2 editor_folder construct/town name courthouse face courthouse.x11 type 66 no_pick 1 move_block all x 1 end More Object courthouse_3 editor_folder construct/town name courthouse face courthouse.x11 type 66 no_pick 1 y 1 end More Object courthouse_4 editor_folder construct/town name courthouse face courthouse.x11 type 66 no_pick 1 x 1 y 1 end Object Dragon Guild editor_folder construct/town face dragon_guild.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object dragon_guild_2 editor_folder construct/town name Dragon Guild face dragon_guild.x11 type 66 no_pick 1 move_block all x 1 end More Object dragon_guild_3 editor_folder construct/town name Dragon Guild face dragon_guild.x11 type 66 no_pick 1 y 1 end More Object dragon_guild_4 editor_folder construct/town name Dragon Guild face dragon_guild.x11 type 66 no_pick 1 x 1 y 1 end Object Dragon Guild 2 editor_folder construct/town face dragon_guild2.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object dragon_guild2_2 editor_folder construct/town name Dragon Guild 2 face dragon_guild2.x11 type 66 no_pick 1 move_block all x 1 end More Object dragon_guild2_3 editor_folder construct/town name Dragon Guild 2 face dragon_guild2.x11 type 66 no_pick 1 y 1 end More Object dragon_guild2_4 editor_folder construct/town name Dragon Guild 2 face dragon_guild2.x11 type 66 no_pick 1 x 1 y 1 end Object guild editor_folder construct/town face guild.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object guild_2 editor_folder construct/town name guild face guild.x11 type 66 no_pick 1 move_block all x 1 end More Object guild_3 editor_folder construct/town name guild face guild.x11 type 66 no_pick 1 y 1 end More Object guild_4 editor_folder construct/town name guild face guild.x11 type 66 no_pick 1 x 1 y 1 end Object guild2 editor_folder construct/town face guild2.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object guild2_2 editor_folder construct/town name guild2 face guild2.x11 type 66 no_pick 1 move_block all x 1 end More Object guild2_3 editor_folder construct/town name guild2 face guild2.x11 type 66 no_pick 1 y 1 end More Object guild2_4 editor_folder construct/town name guild2 face guild2.x11 type 66 no_pick 1 x 1 y 1 end Object guild2_fant editor_folder construct/town face guild2_fant.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object guild2_2_fant editor_folder construct/town name guild face guild2_fant.x11 type 66 no_pick 1 move_block all x 1 end More Object guild2_3_fant editor_folder construct/town name guild face guild2_fant.x11 type 66 no_pick 1 y 1 end More Object guild2_4_fant editor_folder construct/town name guild face guild2_fant.x11 type 66 no_pick 1 x 1 y 1 end Object guild2_northwest editor_folder construct/town face guild2_northwest.x11 type 66 no_pick 1 move_block all end More Object guild2_2_northwest editor_folder construct/town name guild face guild2_northwest.x11 type 66 no_pick 1 move_block all x 1 end More Object guild2_3_northwest editor_folder construct/town name guild face guild2_northwest.x11 type 66 no_pick 1 y 1 end More Object guild2_4_northwest editor_folder construct/town name guild face guild2_northwest.x11 type 66 no_pick 1 x 1 y 1 end Object guild2_west editor_folder construct/town face guild2_west.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object guild2_west_2 editor_folder construct/town name guild2 face guild2_west.x11 type 66 no_pick 1 move_block all x 1 end More Object guild2_west_3 editor_folder construct/town name guild2 face guild2_west.x11 type 66 no_pick 1 y 1 end More Object guild2_west_4 editor_folder construct/town name guild2 face guild2_west.x11 type 66 no_pick 1 x 1 y 1 end Object guildstorage editor_folder construct/town face guild2storage.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object guildstorage_2 editor_folder construct/town name guild storage face guild2storage.x11 type 66 no_pick 1 move_block all x 1 end More Object guildstorage_3 editor_folder construct/town name guild storage face guild2storage.x11 type 66 no_pick 1 y 1 end More Object guildstorage_4 editor_folder construct/town name guild storage face guild2storage.x11 type 66 no_pick 1 x 1 y 1 end Object guild2storage_fant editor_folder construct/town face guild2storage_fant.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object guild2storage_fant_2 editor_folder construct/town name guild storage face guild2storage_fant.x11 type 66 no_pick 1 move_block all x 1 end More Object guild2storage_fant_3 editor_folder construct/town name guild storage face guild2storage_fant.x11 type 66 no_pick 1 y 1 end More Object guildstorage_fant_4 editor_folder construct/town name guild storage face guild2storage_fant.x11 type 66 no_pick 1 x 1 y 1 end Object guild2storage_northwest editor_folder construct/town face guild2storage_northwest.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object guild2storage_northwest_2 editor_folder construct/town name guild storage face guild2storage_northwest.x11 type 66 no_pick 1 move_block all x 1 end More Object guild2storage_northwest_3 editor_folder construct/town name guild storage face guild2storage_northwest.x11 type 66 no_pick 1 y 1 end More Object guild2storage_northwest_4 editor_folder construct/town name guild storage face guild2storage_northwest.x11 type 66 no_pick 1 x 1 y 1 end Object guild2storage_west editor_folder construct/town face guild2storage_west.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object guild2storage_west_2 editor_folder construct/town name guild storage face guild2storage_west.x11 type 66 no_pick 1 move_block all x 1 end More Object guild2storage_west_3 editor_folder construct/town name guild storage face guild2storage_west.x11 type 66 no_pick 1 y 1 end More Object guild2storage_west_4 editor_folder construct/town name guild storage face guild2storage_west.x11 type 66 no_pick 1 x 1 y 1 end Object guild_fant editor_folder construct/town face guild_fant.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object guild_2_fant editor_folder construct/town name guild face guild_fant.x11 type 66 no_pick 1 move_block all x 1 end More Object guild_3_fant editor_folder construct/town name guild face guild_fant.x11 type 66 no_pick 1 y 1 end More Object guild_4_fant editor_folder construct/town name guild face guild_fant.x11 type 66 no_pick 1 x 1 y 1 end Object guild_northwest editor_folder construct/town face guild_northwest.x11 type 66 no_pick 1 move_block all end More Object guild_2_northwest editor_folder construct/town name guild face guild_northwest.x11 type 66 no_pick 1 move_block all x 1 end More Object guild_3_northwest editor_folder construct/town name guild face guild_northwest.x11 type 66 no_pick 1 y 1 end More Object guild_4_northwest editor_folder construct/town name guild face guild_northwest.x11 type 66 no_pick 1 x 1 y 1 end Object guild_west editor_folder construct/town face guild_west.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object guild_2_west editor_folder construct/town name guild face guild_west.x11 type 66 no_pick 1 move_block all x 1 end More Object guild_3_west editor_folder construct/town name guild face guild_west.x11 type 66 no_pick 1 y 1 end More Object guild_4_west editor_folder construct/town name guild face guild_west.x11 type 66 no_pick 1 x 1 y 1 end Object hovels editor_folder construct/town name houses face hovels.111 type 66 no_pick 1 client_type 25012 end Object hovels2 editor_folder construct/town name hovels face hovels2.x11 type 66 no_pick 1 client_type 25012 end More Object hovels2_2 editor_folder construct/town name hovels face hovels2.x11 type 66 no_pick 1 x 1 end More Object hovels2_3 editor_folder construct/town name hovels face hovels2.x11 type 66 no_pick 1 y 1 end More Object hovels2_4 editor_folder construct/town name hovels face hovels2.x11 type 66 no_pick 1 x 1 y 1 end Object l_shop1 editor_folder construct/town name shop face l_shop1.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object l_shop1_2 editor_folder construct/town name shop face l_shop1.x11 type 66 no_pick 1 move_block all x 1 end More Object l_shop1_3 editor_folder construct/town name shop face l_shop1.x11 type 66 no_pick 1 y 1 end More Object l_shop1_4 editor_folder construct/town name shop face l_shop1.x11 type 66 no_pick 1 x 1 y 1 end Object market1 editor_folder construct/town name market face market1.111 type 66 no_pick 1 client_type 25012 end Object market1_east editor_folder construct/town name shijou face market1_east.111 type 66 no_pick 1 blocksview 1 client_type 25012 end Object market2 editor_folder construct/town name market face market2.111 type 66 no_pick 1 client_type 25012 end Object market2_east editor_folder construct/town name shijou face market2_east.111 type 66 no_pick 1 blocksview 1 client_type 25012 end Object market3 editor_folder construct/town name market face market3.111 type 66 no_pick 1 client_type 25012 end Object market3_east editor_folder construct/town name shijou face market3_east.111 type 66 no_pick 1 blocksview 1 client_type 25012 end Object prison editor_folder construct/town face prison.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object prison_2 editor_folder construct/town name prison face prison.x11 type 66 no_pick 1 move_block all x 1 end More Object prison_3 editor_folder construct/town name prison face prison.x11 type 66 no_pick 1 y 1 end More Object prison_4 editor_folder construct/town name prison face prison.x11 type 66 no_pick 1 x 1 y 1 end Object prison_fant editor_folder construct/town name prison face prison_fant.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object prison_2_fant editor_folder construct/town name prison face prison_fant.x11 type 66 no_pick 1 move_block all x 1 end More Object prison_3_fant editor_folder construct/town name prison face prison_fant.x11 type 66 no_pick 1 y 1 end More Object prison_4_fant editor_folder construct/town name prison face prison_fant.x11 type 66 no_pick 1 x 1 y 1 end Object r_house1 editor_folder construct/town name apartments face r_house1.111 type 66 no_pick 1 client_type 25012 end Object r_house2 editor_folder construct/town name apartments face r_house2.111 type 66 no_pick 1 client_type 25012 end Object rl_house1 editor_folder construct/town name apartments face rl_house1.x11 type 66 no_pick 1 client_type 25012 end More Object rl_house1_2 editor_folder construct/town name apartments face rl_house1.x11 type 66 no_pick 1 x 1 end More Object rl_house1_3 editor_folder construct/town name apartments face rl_house1.x11 type 66 no_pick 1 y 1 end More Object rl_house1_4 editor_folder construct/town name apartments face rl_house1.x11 type 66 no_pick 1 x 1 y 1 end Object rl_house2 editor_folder construct/town name apartments face rl_house2.x11 type 66 no_pick 1 client_type 25012 end More Object rl_house2_2 editor_folder construct/town name apartments face rl_house2.x11 type 66 no_pick 1 x 1 end More Object rl_house2_3 editor_folder construct/town name apartments face rl_house2.x11 type 66 no_pick 1 y 1 end More Object rl_house2_4 editor_folder construct/town name apartments face rl_house2.x11 type 66 no_pick 1 x 1 y 1 end Object rl_house3 editor_folder construct/town name apartments face rl_house3.x11 type 66 no_pick 1 client_type 25012 end More Object rl_house3_2 editor_folder construct/town name apartments face rl_house3.x11 type 66 no_pick 1 x 1 end More Object rl_house3_3 editor_folder construct/town name apartments face rl_house3.x11 type 66 no_pick 1 y 1 end More Object rl_house3_4 editor_folder construct/town name apartments face rl_house3.x11 type 66 no_pick 1 x 1 y 1 end Object rl_house_west editor_folder construct/town name apartments face rl_house_west.x11 type 66 no_pick 1 client_type 25012 end More Object rl_house_west_2 editor_folder construct/town name apartments face rl_house_west.x11 type 66 no_pick 1 x 1 end More Object rl_house_west_3 editor_folder construct/town name apartments face rl_house_west.x11 type 66 no_pick 1 y 1 end More Object rl_house_west_4 editor_folder construct/town name apartments face rl_house_west.x11 type 66 no_pick 1 x 1 y 1 end Object s_house1 editor_folder construct/town name house face s_house1.111 type 66 no_pick 1 client_type 25012 end Object s_shop1 editor_folder construct/town name small shop face s_shop1.111 type 66 no_pick 1 client_type 25012 end Object s_shop2 editor_folder construct/town name small shop face s_shop2.111 type 66 no_pick 1 client_type 25012 end Object slum1 editor_folder construct/town name slum face slum1.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object slum1_2 editor_folder construct/town name slum face slum1.x11 type 66 no_pick 1 y 1 end Object slum2 editor_folder construct/town name slum face slum2.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object slum2_2 editor_folder construct/town name slum face slum2.x11 type 66 no_pick 1 y 1 end Object slum3 editor_folder construct/town name slum face slum3.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object slum3_2 editor_folder construct/town name slum face slum3.x11 type 66 no_pick 1 y 1 end Object t_house1 editor_folder construct/town name town house face t_house1.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object t_house1_2 editor_folder construct/town name town house face t_house1.x11 type 66 no_pick 1 move_block all x 1 end More Object t_house1_3 editor_folder construct/town name town house face t_house1.x11 type 66 no_pick 1 y 1 end More Object t_house1_4 editor_folder construct/town name town house face t_house1.x11 type 66 no_pick 1 x 1 y 1 end Object t_house2 editor_folder construct/town name town house face t_house2.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object t_house2_2 editor_folder construct/town name town house face t_house2.x11 type 66 no_pick 1 move_block all x 1 end More Object t_house2_3 editor_folder construct/town name town house face t_house2.x11 type 66 no_pick 1 y 1 end More Object t_house2_4 editor_folder construct/town name town house face t_house2.x11 type 66 no_pick 1 x 1 y 1 end Object t_house2_fant editor_folder construct/town name town house face t_house2_fant.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object t_house2_2_fant editor_folder construct/town name town house face t_house2_fant.x11 type 66 no_pick 1 move_block all x 1 end More Object t_house2_3_fant editor_folder construct/town name town house face t_house2_fant.x11 type 66 no_pick 1 y 1 end More Object t_house2_4_fant editor_folder construct/town name town house face t_house2_fant.x11 type 66 no_pick 1 x 1 y 1 end Object university editor_folder construct/town name university face university.x11 type 66 no_pick 1 client_type 25012 end More Object university_2 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 1 end More Object university_3 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 2 end More Object university_4 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 3 end More Object university_5 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 4 end More Object university_6 editor_folder construct/town name university face university.x11 type 66 no_pick 1 y 1 end More Object university_7 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 1 y 1 end More Object university_8 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 2 y 1 end More Object university_9 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 3 y 1 end More Object university_10 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 4 y 1 end More Object university_11 editor_folder construct/town name university face university.x11 type 66 no_pick 1 y 2 end More Object university_12 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 1 y 2 end More Object university_13 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 2 y 2 end More Object university_14 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 3 y 2 end More Object university_15 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 4 y 2 end More Object university_16 editor_folder construct/town name university face university.x11 type 66 no_pick 1 y 3 end More Object university_17 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 1 y 3 end More Object university_18 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 2 y 3 end More Object university_19 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 3 y 3 end More Object university_20 editor_folder construct/town name university face university.x11 type 66 no_pick 1 x 4 y 3 end Object zoo_1 editor_folder construct/town name zoo type 66 face zoo.x11 no_pick 1 client_type 25012 end More Object zoo_2 editor_folder construct/town name zoo face zoo.x11 type 66 no_pick 1 x 1 end More Object zoo_3 editor_folder construct/town name zoo type 66 face zoo.x11 no_pick 1 y 1 end More Object zoo_4 editor_folder construct/town name zoo type 66 face zoo.x11 no_pick 1 x 1 y 1 end Object intermediate_window_11 editor_folder construct/window name intermediate_window face intermediate_window_1.111 end More Object intermediate_window_12 editor_folder construct/window name intermediate_window face intermediate_window_1.111 x 1 end Object intermediate_window_21 editor_folder construct/window name intermediate_window face intermediate_window_2.111 end Object window_31 editor_folder construct/window name window face window_3.111 move_block all end More Object window_32 editor_folder construct/window name window face window_3.111 y 1 move_block all end More Object window_33 editor_folder construct/window name window face window_3.111 y 2 move_block all end Object window_21 editor_folder construct/window name window face window_2.111 move_block all end More Object window_22 editor_folder construct/window name window face window_2.111 y 1 move_block all end More Object window_23 editor_folder construct/window name window face window_2.111 y 2 move_block all end More Object window_24 editor_folder construct/window name window face window_2.111 x 1 move_block all end More Object window_25 editor_folder construct/window name window face window_2.111 x 1 y 1 move_block all end More Object window_26 editor_folder construct/window name window face window_2.111 x 1 y 2 move_block all end Object window_41 editor_folder construct/window name window face window_4.111 move_block all end More Object window_42 editor_folder construct/window name window face window_4.111 y 1 move_block all end More Object window_43 editor_folder construct/window name window face window_4.111 y 2 move_block all end More Object window_44 editor_folder construct/window name window face window_4.111 x 1 move_block all end More Object window_45 editor_folder construct/window name window face window_4.111 x 1 y 1 move_block all end More Object window_46 editor_folder construct/window name window face window_4.111 x 1 y 2 move_block all end Object window_arcade_11 editor_folder construct/window name window face window_arcade_1.111 move_block all end More Object window_arcade_12 editor_folder construct/window name window face window_arcade_1.111 y 1 move_block all end More Object window_arcade_13 editor_folder construct/window name window face window_arcade_1.111 y 2 move_block all end More Object window_arcade_14 editor_folder construct/window name window face window_arcade_1.111 y 3 end More Object window_arcade_15 editor_folder construct/window name window face window_arcade_1.111 x 1 move_block all end More Object window_arcade_16 editor_folder construct/window name window face window_arcade_1.111 x 1 y 1 move_block all end More Object window_arcade_17 editor_folder construct/window name window face window_arcade_1.111 x 1 y 2 move_block all end More Object window_arcade_18 editor_folder construct/window name window face window_arcade_1.111 x 1 y 3 end Object cauldron editor_folder crafting/Container other_arch cauldron_open face cauldron.111 type 122 material 2 weight 80000 container 800000 is_cauldron 1 Str 0 value 18000 name_pl cauldrons client_type 51 end Object bad_cauldron editor_folder crafting/Container name cracked cauldron other_arch cauldron_open face cauldron.111 type 122 material 2 weight 20000 container 800000 Str -80 value 5000 name_pl cracked cauldrons client_type 51 end Object cauldron_open editor_folder crafting/Container name close the cauldron face cauldron_open.111 type 121 no_pick 1 no_drop 1 end Object forge editor_folder crafting/Container face forge.111 animation forge anim_speed 5 client_anim_random 1 glow_radius 1 no_pick 1 type 122 material 66 weight 80000 container 800000 is_cauldron 1 Str 0 value 18000 name_pl forges client_type 51 end Object jeweler_bench editor_folder crafting/Container face jeweler_bench.111 name jeweler's workbench no_pick 1 type 122 material 16 weight 80000 container 800000 is_cauldron 1 Str 0 value 18000 name_pl jeweler's workbenches client_type 51 end Object stove editor_folder crafting/Container face stove.111 animation stove anim_speed 5 client_anim_random 1 glow_radius 1 no_pick 1 type 122 material 66 weight 80000 container 800000 is_cauldron 1 Str 0 value 18000 name_pl stoves client_type 51 end Object tanbench editor_folder crafting/Container name tanning bench face tanbench.111 no_pick 1 type 122 material 16 weight 35000 container 360000 is_cauldron 1 Str 0 value 18000 name_pl tanning benches client_type 51 end Object thaumaturg_desk editor_folder crafting/Container face thaumaturg_desk.111 name thaumaturgist's desk no_pick 1 type 122 material 16 weight 80000 container 800000 is_cauldron 1 Str 0 value 18000 name_pl thaumaturgist's desks client_type 51 end Object workbench editor_folder crafting/Container name workbench face workbench.111 no_pick 1 type 122 material 16 weight 80000 container 800000 is_cauldron 1 Str 0 value 18000 name_pl workbenches client_type 51 end Object leather editor_folder crafting/Materials face leather.111 weight 25000 name_pl leathers material 136 value 500 nrof 1 end Object leather_black editor_folder crafting/Materials name black leather face leather_black.111 weight 25000 name_pl black leathers material 136 value 1200 nrof 1 end Object leather_white editor_folder crafting/Materials name white leather face leather_white.111 weight 25000 material 136 name_pl white leathers value 1300 nrof 1 end Object leather_strips editor_folder crafting/Materials face leather_strips.111 weight 500 name leather strip name_pl leather strips material 136 value 10 nrof 1 end Object silver_filings editor_folder crafting/Materials name silver filings race gold and jewels face silver_filings.111 nrof 1 type 60 material 2 materialname silver value 1 weight 10 identified 1 name_pl silver filings client_type 2005 end Object file editor_folder crafting/Tools nrof 1 type 15 body_arm -1 face file.111 material 2 skill one handed weapons weight 1000 value 7 name file name_pl files client_type 101 attacktype 1 weapontype 1 dam -2 last_sp 10 end Object b_slicingknife editor_folder crafting/Tools nrof 1 type 15 body_arm -1 face b_slicingknife.111 material 2 materialname bronze skill one handed weapons weight 1000 value 7 name slicing knife name_pl slicing knives client_type 101 #slaying cut attacktype 1 weapontype 1 dam 1 last_sp 8 end Object slicingknife editor_folder crafting/Tools nrof 1 type 15 body_arm -1 face slicingknife.111 material 2 skill one handed weapons weight 1000 value 14 name slicing knife name_pl slicing knives client_type 101 #slaying cut attacktype 1 weapontype 1 dam 1 last_sp 8 end Object anthrax editor_folder disease name anthrax type 158 attacktype 1048576 invisible 1 wc 5 magic 1 Str -3 Con -4 Dex -3 maxhp 100 dam -5 maxgrace 23 food -1 speed 0.05 last_sp 50 maxsp 0 ac 0 last_eat 0 exp 1000 hp 1 sp 1 msg You feel feverish. Your muscles spasm oddly.... Breathing is difficult. endmsg race animal level 12 end Object arthritis editor_folder disease name arthritis type 158 invisible 1 attacktype 1048576 wc 5 magic 0 Str -1 Dex -2 maxhp 1 maxgrace -1 food -1 speed 0.001 last_sp 0 maxsp 0 ac 1 last_eat 0 exp 10000 msg Your joints are swollen. You feel weak and less dextrous. endmsg race * level 7 end Object atheletes_foot editor_folder disease name athelete's foot type 158 invisible 1 attacktype 1 wc 1 magic 1 Dex -1 maxhp 1 speed 0.005 maxgrace 10 last_sp 0 maxsp 0 ac 0 last_eat 0 exp 100 msg Your feet itch. They burn. endmsg race * level 5 end Object disease_cold editor_folder disease name cold type 158 invisible 1 attacktype 1048576 wc 20 magic 3 Con -1 Cha -1 maxhp 10 dam 1 maxgrace 6 last_grace 1 food -1 speed 0.05 last_sp 50 maxsp 0 ac 0 last_eat 0 exp 100 hp 1 sp 1 msg You develop a sniffle. endmsg race * level 2 end Object creeping_frost editor_folder disease name creeping frost title You freeze type 158 face fireball.111 no_pick 1 no_drop 1 attacktype 16 wc 3 magic 0 maxhp 0 dam -10 maxgrace 10 food -1 speed 0.1 last_sp 50 maxsp 0 ac 0 last_eat 0 last_heal 1 exp 10000 hp 1 sp 1 msg Frost creeps over your body! endmsg race * level 10 end Object creeping_frost_immunity editor_folder disease name creeping frost type 98 level 127 invisible 1 no_pick 1 no_drop 1 end Object diarrhea editor_folder disease name the runs type 158 invisible 1 attacktype 1 other_arch disgusting_puddle wc 0 magic 0 maxhp 1 dam 0 maxgrace 10 speed 0.001 last_sp 0 maxsp 0 last_eat 0 exp 100 msg You can't control your sphincter. You have a messy accident. Yuck! endmsg race * level 5 end Object disgusting_puddle editor_folder disease name stinking puddle of diarrhea type 72 face icor.111 animation disgusting_puddle is_used_up 1 speed 0.005 food 1 weight 20 nrof 1 end Object trap_diseased_needle editor_folder disease name diseased needle type 154 face needle.111 randomitems needle_diseases speed 1 hp 1 msg You are pricked by a needle! endmsg animation trap_diseased_needle level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 1 dam 10 Cha 20 end Object ebola editor_folder disease name Red Death type 158 invisible 1 attacktype 1048576 wc 30 magic -1 Str -3 last_grace 5 Con -4 Dex -2 Wis -2 Int -4 Cha -7 maxhp 5 dam -10 maxgrace 15 food -1 speed 0.05 last_sp 50 maxsp 0 ac 0 last_eat 0 exp 10000 hp 1 sp 1 msg Blood leaks out of your eyes and your pores! endmsg race * level 10 end Object egg_disease editor_folder disease name egg disease type 158 invisible 1 attacktype 1 other_arch chicken_egg wc 0 magic 0 maxhp 1 dam 0 maxgrace 5 speed 0.001 last_sp 0 maxsp 0 last_eat 0 exp 100 msg Buck, buck, buck, buck! You lay an EGG!! You feel ridiculous. endmsg race * level 5 end Object flaming_fart editor_folder disease name flaming farts type 158 invisible 1 attacktype 1 other_arch burnout wc 0 magic 0 maxhp 1 dam 0 maxgrace 10 speed 0.001 last_sp 0 maxsp 0 last_eat 0 exp 100 msg You blow a great fart. It ignites. My God, the REEK! endmsg race * level 5 end Object flu editor_folder disease name flu type 158 invisible 1 attacktype 1048576 wc 20 last_grace 1 magic 3 Str -1 Con -1 Dex -1 Wis -1 Int -1 Cha -1 maxhp 10 dam 2 maxgrace 6 food -1 speed 0.05 last_sp 50 maxsp 0 ac 0 last_eat 0 exp 100 hp 1 sp 1 msg You have aches and fever, and you feel nauseous. endmsg race * level 2 end Object immolation editor_folder disease name immolation other_arch burnout title You set fire to type 158 face fireball.111 no_pick 1 startequip 1 invisible 1 no_drop 1 attacktype 4 wc 3 magic 0 maxhp 0 dam -10 maxgrace 11 food -1 speed 0.1 last_sp 50 maxsp 0 ac 0 last_eat 0 last_heal 1 exp 10000 hp 1 sp 1 msg You burn! endmsg race *,undead level 10 last_grace 10 end Object immolation_immunity editor_folder disease name immolation startequip 1 type 98 level 127 invisible 1 no_pick 1 no_drop 1 end Object immunity editor_folder disease title immunity face bone_head.111 type 98 invisible 1 no_pick 1 no_drop 1 end Object incontinence editor_folder disease name lack of bladder control type 158 invisible 1 attacktype 1 other_arch reeking_urine wc 0 magic 0 maxhp 1 dam 0 maxgrace 20 speed 0.001 last_sp 0 maxsp 0 last_eat 0 exp 100 msg You can't control your bladder. You have a messy accident. Yuck! endmsg race * level 5 end Object reeking_urine editor_folder disease name reeking puddle of urine type 72 face residue.111 is_used_up 1 speed 0.0002 food 1 weight 20 nrof 1 end Object insanity editor_folder disease name insanity type 158 invisible 1 attacktype 32 wc 10 magic 0 Wis -1 Int -1 maxhp 1 dam 1 maxgrace -1 food -1 speed 0.001 last_sp 0 maxsp 0 ac 3 last_eat 0 exp 10000 msg You start gibbering incoherently. You forget where you are and what you were doing. endmsg race * level 15 end Object leprosy editor_folder disease name leprosy type 158 invisible 1 attacktype 1048576 other_arch leprous_skin wc 10 magic 0 Str -1 Con -1 Dex -1 Cha -2 maxhp 1 dam 1 maxgrace -1 food -1 speed 0.005 last_sp 0 maxsp 0 ac 5 last_eat 0 exp 1000 hp 1 sp 1 msg Splotches are spreading around your body. You feel disgusted with yourself. A piece of skin flakes off and falls to the ground. endmsg race * level 5 end Object leprous_skin editor_folder disease name leprous flake of skin face skin.111 type 72 food 5 weight 7 nrof 1 end Object bubonic_plague editor_folder disease name Black Death type 158 attacktype 1048576 invisible 1 wc 10 magic -1 last_grace 1 Str -3 Con -4 Dex -3 Cha -4 maxhp 7 dam -11 maxgrace 10 food -1 speed 0.05 last_sp 50 maxsp 0 ac 0 last_eat 0 exp 10000 hp 1 sp 1 msg You have aches and fever, and you feel nauseous. endmsg race human,goblin,giant,troll,animal,insect level 15 end Object pneumonic_plague editor_folder disease name pneumonic plague type 158 attacktype 1048576 invisible 1 wc 20 last_grace 1 magic 4 Str -3 Con -4 Dex -3 Cha -4 maxhp 7 dam -11 maxgrace 15 food -1 speed 0.05 last_sp 50 maxsp 0 ac 0 last_eat 0 exp 10000 hp 1 sp 1 msg You cough up some nasty green phlegm. endmsg race * level 15 end Object rabies editor_folder disease name rabies type 158 invisible 1 attacktype 1048608 other_arch puddle_of_saliva wc 10 magic 1 Str -2 Dex -2 Cha -10 maxhp 3 dam 2 maxgrace -1 food -1 speed 0.01 last_sp 50 maxsp 2 ac 2 last_eat 0 exp 5000 hp 1 sp 1 msg You notice everyone is looking at you with evil intent. You must kill them! You begin to salivate. endmsg race * level 12 end Object puddle_of_saliva editor_folder disease name puddle of froth and saliva face residue.111 is_used_up 1 speed 0.0002 type 72 food 2 weight 2 nrof 1 end Object scurvy editor_folder disease name scurvy type 158 invisible 1 attacktype 1 other_arch tooth wc 0 Con -1 magic 0 maxhp 1 dam 0 maxgrace 15 speed 0.001 last_sp 0 maxsp 0 last_eat 0 exp 100 msg You spit out a tooth. Better increase that dietary vitamin C! endmsg race * level 5 end Object smallpox editor_folder disease name smallpox type 158 invisible 1 attacktype 1048576 wc 20 last_grace 1 magic -3 Str -1 Con -4 Dex -1 maxhp 5 dam -10 maxgrace 12 food -1 speed 0.08 last_sp 0 maxsp 0 ac 0 last_eat 0 exp 10000 hp 1 sp 1 msg You have a nasty rash all over you. Are those pustules? endmsg race goblin,human,troll,giant,dwarf level 20 end Object symptom editor_folder disease face bone_head.111 type 159 invisible 1 speed 0.001 end Object tapeworms editor_folder disease name tapeworms type 158 invisible 1 attacktype 1 wc 1 magic 1 maxhp 1 maxgrace -1 food -1 speed 0.001 last_sp 0 maxsp 0 ac 0 last_eat 1 exp 100 msg You feel more hungry than usual. You also feel an urge to refer to yourself in the plural. endmsg race * level 5 end Object tooth_decay editor_folder disease name tooth decay type 158 other_arch tooth invisible 1 attacktype 1 wc 1 magic 1 Cha -1 maxhp 1 maxgrace 24 speed 0.005 last_sp 0 maxsp 0 ac 0 last_eat 0 exp 100 msg A tooth wiggles loose and falls to the ground. You should brush more. Have I mentioned that your breath is disgusting, too? endmsg race * level 5 end Object typhoid editor_folder disease name typhoid type 158 attacktype 1048576 invisible 1 wc 25 last_grace 1 magic -1 Str -3 Con -4 Dex -3 maxhp 5 dam -7 maxgrace 16 food -1 speed 0.05 last_sp 30 maxsp 0 ac 0 last_eat 0 exp 1000 hp 1 sp 1 msg You feel feverish. Your muscles spasm oddly.... Breathing is difficult. endmsg race human,goblin,giant,troll level 12 end Object warts editor_folder disease name warts type 158 invisible 1 attacktype 1 wc 1 magic 1 Cha -1 maxhp 1 maxgrace 50 speed 0.001 last_sp 0 maxsp 0 ac 0 last_eat 0 exp 100 msg You have warts. They are ugly and annoying. endmsg race * level 5 end Object door_0 editor_folder door/Door name door randomitems door move_block all blocksview 1 face door_0.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_1_1 editor_folder door/Door name door randomitems door move_block all blocksview 1 face door_1.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_1_3 editor_folder door/Door name door randomitems door move_block all blocksview 1 face door_2.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_2_2_1 editor_folder door/Door name door randomitems door move_block all blocksview 1 face door_3.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_1_2 editor_folder door/Door name door randomitems door move_block all blocksview 1 face door_4.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_2_1_1 editor_folder door/Door name door randomitems door move_block all blocksview 1 face door_5.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_2_2_2 editor_folder door/Door name door randomitems door move_block all blocksview 1 face door_6.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_3_2 editor_folder door/Door name door randomitems door move_block all blocksview 1 face door_7.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_1_4 editor_folder door/Door name door randomitems door move_block all blocksview 1 face door_8.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_2_2_4 editor_folder door/Door name door randomitems door move_block all blocksview 1 face door_9.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_2_1_2 editor_folder door/Door randomitems door name door move_block all blocksview 1 face door_A.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_3_1 editor_folder door/Door randomitems door name door move_block all blocksview 1 face door_B.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_2_2_3 editor_folder door/Door randomitems door name door move_block all blocksview 1 face door_C.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_3_4 editor_folder door/Door randomitems door name door move_block all blocksview 1 face door_D.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_3_3 editor_folder door/Door randomitems door name door move_block all blocksview 1 face door_E.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_4 editor_folder door/Door randomitems door name door move_block all blocksview 1 face door_F.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object key2 editor_folder door/Locked name strange key race keys slaying set_individual_value face key2.111 type 21 value 100 weight 100 name_pl strange keys client_type 810 end Object blue_key editor_folder door/Locked name strange key race keys slaying set_individual_value face key_blue.111 type 21 value 100 weight 100 name_pl strange keys client_type 810 end Object brown_key editor_folder door/Locked name strange key race keys slaying set_individual_value face key_brown.111 type 21 value 100 weight 100 name_pl strange keys client_type 810 end Object darkgray_key editor_folder door/Locked name strange key race keys slaying set_individual_value face key_darkgray.111 type 21 value 100 weight 100 name_pl strange keys client_type 810 end Object darkgreen_key editor_folder door/Locked name strange key race keys slaying set_individual_value face key_darkgreen.111 type 21 value 100 weight 100 name_pl strange keys client_type 810 end Object gray_key editor_folder door/Locked name strange key race keys slaying set_individual_value face key_gray.111 type 21 value 100 weight 100 name_pl strange keys client_type 810 end Object green_key editor_folder door/Locked name strange key race keys slaying set_individual_value face key_green.111 type 21 value 100 weight 100 name_pl strange keys client_type 810 end Object magenta_key editor_folder door/Locked name strange key race keys slaying set_individual_value face key_magenta.111 type 21 value 100 weight 100 name_pl strange keys client_type 810 end Object red_key editor_folder door/Locked name strange key race keys slaying set_individual_value face key_red.111 type 21 value 100 weight 100 name_pl strange keys client_type 810 end Object white_key editor_folder door/Locked name strange key race keys slaying set_individual_value face key_white.111 type 21 value 100 weight 100 name_pl strange keys client_type 810 end Object locked_door1 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor1.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_door2 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor2.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_blue_door1 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_blue1.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_blue_door2 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_blue2.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_brown_door1 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_brown1.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_brown_door2 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_brown2.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_darkgray_door1 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_darkgray1.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_darkgray_door2 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_darkgray2.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_darkgreen_door1 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_darkgreen1.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_darkgreen_door2 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_darkgreen2.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_green_door1 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_green1.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_green_door2 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_green2.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_magenta_door1 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_magenta1.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_magenta_door2 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_magenta2.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_red_door1 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_red1.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_red_door2 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_red2.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_white_door1 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_white1.111 type 20 no_pick 1 no_magic 1 damned 1 end Object locked_white_door2 editor_folder door/Locked slaying set_individual_value name locked door msg You need the special key to open this door. endmsg move_block all face ldoor_white2.111 type 20 no_pick 1 no_magic 1 damned 1 end Object key editor_folder door race keys face key1.111 nrof 1 type 24 material 2 value 10 weight 10 name_pl keys client_type 801 end Object large_hdoor1 editor_folder door name large door move_block 0 face large_hdoor.111 type 23 material 2 no_pick 1 end More Object large_hdoor2 editor_folder door name large door move_block 0 face large_hdoor.111 type 23 material 2 no_pick 1 x 1 end More Object large_hdoor3 editor_folder door name large door move_block 0 face large_hdoor.111 type 23 material 2 no_pick 1 x 2 end Object large_vdoor1 editor_folder door name large door move_block 0 face large_vdoor.111 type 23 material 2 no_pick 1 end More Object large_vdoor2 editor_folder door name large door move_block 0 face large_vdoor.111 type 23 material 2 no_pick 1 y 1 end More Object large_vdoor3 editor_folder door name large door move_block 0 face large_vdoor.111 type 23 material 2 no_pick 1 y 2 end Object lockable_hdoor editor_folder door name unlocked door move_block 0 face unlocked_hwooddoor.111 randomitems lockable_door hp 400 exp 100 ac 20 type 20 material 2 no_pick 1 level 1 lockable 1 other_arch lockable_hdoor_locked msg This door is locked. endmsg end Object lockable_hdoor_locked editor_folder door name locked door face locked_hwooddoor.111 randomitems lockable_door hp 400 exp 100 ac 20 move_block all alive 1 type 20 material 2 no_pick 1 level 1 lockable 1 other_arch lockable_hdoor msg This door is locked. endmsg end Object lockable_vdoor editor_folder door name unlocked door move_block 0 face unlocked_vwooddoor.111 randomitems lockable_door hp 400 exp 100 ac 20 type 20 material 2 no_pick 1 level 1 lockable 1 other_arch lockable_vdoor_locked msg This door is locked. endmsg end Object lockable_vdoor_locked editor_folder door name locked door face locked_vwooddoor.111 randomitems lockable_door hp 400 exp 100 ac 20 move_block all alive 1 type 20 material 2 no_pick 1 level 1 lockable 1 other_arch lockable_vdoor msg This door is locked. endmsg end Object locking_key editor_folder door race keys face key1.111 material 2 value 10 weight 10 name locking key name_pl locking keys client_type 801 randomitems locking_key end Object locking_key_apply editor_folder door face event_apply.111 type 116 subtype 1 invisible 1 no_drop 1 title Python slaying /python/items/lockable_doors.py end Object lockable_door_trigger editor_folder door face event_trigger.111 type 116 subtype 10 invisible 1 no_drop 1 title Python slaying /python/items/lockable_doors.py end Object door_1 editor_folder door name door randomitems door move_block all blocksview 1 face odoor_1.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object odoor_1_fant_blue-green editor_folder door name door randomitems door move_block all blocksview 1 face odoor_1_fant_blue-green.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object odoor_1_fant_blue-yellow editor_folder door name door randomitems door move_block all blocksview 1 face odoor_1_fant_blue-yellow.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object odoor_1_fant_brown editor_folder door name door randomitems door move_block all blocksview 1 face odoor_1_fant_brown.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object odoor_1_fant_red-white editor_folder door name door randomitems door move_block all blocksview 1 face odoor_1_fant_red-white.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object odoor_1_fant_red-yellow editor_folder door name door randomitems door move_block all blocksview 1 face odoor_1_fant_red-yellow.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_2 editor_folder door name door randomitems door move_block all blocksview 1 face odoor_2.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object odoor_2_fant_blue-green editor_folder door name door randomitems door move_block all blocksview 1 face odoor_2_fant_blue-green.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object odoor_2_fant_blue-yellow editor_folder door name door randomitems door move_block all blocksview 1 face odoor_2_fant_blue-yellow.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object odoor_2_fant_brown editor_folder door name door randomitems door move_block all blocksview 1 face odoor_2_fant_brown.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object odoor_2_fant_red-white editor_folder door name door randomitems door move_block all blocksview 1 face odoor_2_fant_red-white.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object odoor_2_fant_red-yellow editor_folder door name door randomitems door move_block all blocksview 1 face odoor_2_fant_red-yellow.111 hp 400 exp 1 ac 20 type 23 material 16 no_pick 1 alive 1 level 1 end Object door_look_1 editor_folder door name door randomitems door move_block all face wooddoor_1.111 hp 400 exp 1 ac 20 type 23 material 2 no_pick 1 alive 1 level 1 end Object door_look_2 editor_folder door name door randomitems door move_block all face wooddoor_2.111 hp 400 exp 1 ac 20 type 23 material 2 no_pick 1 alive 1 level 1 end Object ladder_bi_down editor_folder exit/Ladder name ladder going down face ladder2_do.111 type 66 no_pick 1 client_type 25012 end Object ladder_bi_up editor_folder exit/Ladder name ladder going up face ladder2_up.111 type 66 no_pick 1 client_type 25012 end Object ladder_down editor_folder exit/Ladder name ladder going down face ladder_down.111 type 66 no_pick 1 client_type 25012 end Object ladder_up editor_folder exit/Ladder name ladder going up face ladder_up.111 type 66 no_pick 1 client_type 25012 end Object pentagram_111 editor_folder exit/Pentagram name pentagram face pentagram.x11 speed 0 type 41 activate_on_push 1 activate_on_release 1 no_pick 1 end More Object pentagram_112 editor_folder exit/Pentagram name pentagram face pentagram.x11 speed 0 type 41 activate_on_push 1 activate_on_release 1 no_pick 1 x 1 end More Object pentagram_113 editor_folder exit/Pentagram name pentagram face pentagram.x11 speed 0 type 41 activate_on_push 1 activate_on_release 1 no_pick 1 x 2 end More Object pentagram_121 editor_folder exit/Pentagram name pentagram face pentagram.x11 speed 0 type 41 activate_on_push 1 activate_on_release 1 no_pick 1 y 1 end More Object pentagram_122 editor_folder exit/Pentagram name pentagram face pentagram.x11 speed 0 type 41 activate_on_push 1 activate_on_release 1 no_pick 1 y 1 x 1 end More Object pentagram_123 editor_folder exit/Pentagram name pentagram face pentagram.x11 speed 0 type 41 activate_on_push 1 activate_on_release 1 no_pick 1 y 1 x 2 end More Object pentagram_131 editor_folder exit/Pentagram name pentagram face pentagram.x11 speed 0 type 41 activate_on_push 1 activate_on_release 1 no_pick 1 y 2 end More Object pentagram_132 editor_folder exit/Pentagram name pentagram face pentagram.x11 x 1 speed 0 type 41 activate_on_push 1 activate_on_release 1 no_pick 1 y 2 end More Object pentagram_133 editor_folder exit/Pentagram name pentagram face pentagram.x11 speed 0 type 41 activate_on_push 1 activate_on_release 1 no_pick 1 x 2 y 2 end Object town_1 editor_folder exit/Town name village type 66 face jcity_0.111 no_pick 1 client_type 25012 end Object town_2 editor_folder exit/Town name small town type 66 face jcity_2.111 no_pick 1 client_type 25012 end More Object town_2.2 editor_folder exit/Town name small town type 66 face jcity_8.111 x 1 no_pick 1 end Object town_3 editor_folder exit/Town name small town type 66 face jcity_4.111 no_pick 1 client_type 25012 end More Object town_3.2 editor_folder exit/Town name small town type 66 face jcity_1.111 y 1 no_pick 1 end Object town_4 editor_folder exit/Town name medium town type 66 face jcity_6.111 no_pick 1 client_type 25012 end More Object town_4.2 editor_folder exit/Town name medium town type 66 face jcity_C.111 x 1 no_pick 1 end More Object town_4.3 editor_folder exit/Town name medium town type 66 face jcity_3.111 y 1 no_pick 1 end More Object town_4.4 editor_folder exit/Town name medium town type 66 face jcity_9.111 x 1 y 1 no_pick 1 end Object town_5 editor_folder exit/Town name city type 66 face jcity_6.111 no_pick 1 client_type 25012 end More Object town_5.2 editor_folder exit/Town name city type 66 face jcity_E.111 x 1 no_pick 1 end More Object town_5.3 editor_folder exit/Town name city type 66 face jcity_C.111 x 2 no_pick 1 end More Object town_5.4 editor_folder exit/Town name city type 66 face jcity_3.111 y 1 no_pick 1 end More Object town_5.5 editor_folder exit/Town name city type 66 face jcity_B.111 x 1 y 1 no_pick 1 end More Object town_5.6 editor_folder exit/Town name city type 66 face jcity_9.111 x 2 y 1 no_pick 1 end Object town_6 editor_folder exit/Town name city type 66 face jcity_6.111 no_pick 1 client_type 25012 end More Object town_6.2 editor_folder exit/Town name city type 66 face jcity_C.111 x 1 no_pick 1 end More Object town_6.3 editor_folder exit/Town name city type 66 face jcity_7.111 y 1 no_pick 1 end More Object town_6.4 editor_folder exit/Town name city type 66 face jcity_D.111 x 1 y 1 no_pick 1 end More Object town_6.5 editor_folder exit/Town name city type 66 face jcity_3.111 y 2 no_pick 1 end More Object town_6.6 editor_folder exit/Town name city type 66 face jcity_9.111 x 1 y 2 no_pick 1 end Object town_7 editor_folder exit/Town name large city type 66 face jcity_6.111 no_pick 1 client_type 25012 end More Object town_7.2 editor_folder exit/Town name large city type 66 face jcity_E.111 x 1 no_pick 1 end More Object town_7.3 editor_folder exit/Town name large city type 66 face jcity_C.111 x 2 no_pick 1 end More Object town_7.4 editor_folder exit/Town name large city type 66 face jcity_7.111 y 1 no_pick 1 end More Object town_7.5 editor_folder exit/Town name large city type 66 face jcity_F.111 x 1 y 1 no_pick 1 end More Object town_7.6 editor_folder exit/Town name large city type 66 face jcity_D.111 x 2 y 1 no_pick 1 end More Object town_7.7 editor_folder exit/Town name large city type 66 face jcity_3.111 y 2 no_pick 1 end More Object town_7.8 editor_folder exit/Town name large city type 66 face jcity_B.111 x 1 y 2 no_pick 1 end More Object town_7.9 editor_folder exit/Town name large city type 66 face jcity_9.111 x 2 y 2 no_pick 1 end Object cave_stair_up_2 editor_folder exit/Up_down name stairs going up face cave_stair_up_2.111 type 66 no_pick 1 client_type 25012 end Object stair2_down editor_folder exit/Up_down name stairs going down face stair2_do.111 type 66 no_pick 1 client_type 25012 end Object stair2_up editor_folder exit/Up_down name stairs going up face stair2_up.111 type 66 no_pick 1 client_type 25012 end Object stair_3_down editor_folder exit/Up_down name stairs going down face stair3_do.111 type 66 no_pick 1 client_type 25012 end Object stair3_gstone_do editor_folder exit/Up_down name stairs going down face stair3_gstone_do.111 type 66 no_pick 1 client_type 25012 end Object stair3_gstone_up editor_folder exit/Up_down name stairs going up face stair3_gstone_up.111 type 66 no_pick 1 client_type 25012 end Object stair_3_up editor_folder exit/Up_down name stairs going up face stair3_up.111 type 66 no_pick 1 client_type 25012 end Object stair3_ystone_do editor_folder exit/Up_down name stairs going down face stair3_ystone_do.111 type 66 no_pick 1 client_type 25012 end Object stair3_ystone_up editor_folder exit/Up_down name stairs going up face stair3_ystone_up.111 type 66 no_pick 1 client_type 25012 end Object stair_down editor_folder exit/Up_down name stairs going down face stair_down.111 type 66 no_pick 1 client_type 25012 end Object stair_down_1 editor_folder exit/Up_down name stairs going down face stair_down_1.111 type 66 no_pick 1 client_type 25012 end Object stair_down_2 editor_folder exit/Up_down name stairs going down face stair_down_2.111 type 66 no_pick 1 client_type 25012 end Object stair_down_3 editor_folder exit/Up_down name stairs going down face stair_down_3.111 type 66 no_pick 1 client_type 25012 end Object stair_down_4 editor_folder exit/Up_down name stairs going down face stair_down_4.111 type 66 no_pick 1 client_type 25012 end Object stair_up editor_folder exit/Up_down name stairs going up face stair_up.111 type 66 no_pick 1 client_type 25012 end Object stair_up_1 editor_folder exit/Up_down name stairs going up face stair_up_1.111 type 66 no_pick 1 client_type 25012 end Object stair_up_2 editor_folder exit/Up_down name stairs going up face stair_up_2.111 type 66 no_pick 1 client_type 25012 end Object stair_up_3 editor_folder exit/Up_down name stairs going up face stair_up_3.111 type 66 no_pick 1 client_type 25012 end Object stair_up_4 editor_folder exit/Up_down name stairs going up face stair_up_4.111 type 66 no_pick 1 client_type 25012 end Object archway editor_folder exit name archway face archwood.111 type 66 no_pick 1 client_type 25012 end Object archway_green editor_folder exit name green archway face archgreen.111 type 66 no_pick 1 client_type 25012 end Object archway_gold editor_folder exit name golden archway face archgold.111 type 66 no_pick 1 client_type 25012 end Object archway_tree editor_folder exit name archway made of tree face archtree.111 type 66 no_pick 1 client_type 25012 end Object archway_black editor_folder exit name dark archway face archblack.111 animation archblack type 66 no_pick 1 client_type 25012 anim_speed 3 client_anim_random 1 end Object bloodwell editor_folder exit type 66 face bloodwell.111 no_pick 1 client_type 25012 end Object chole_1 editor_folder exit name hole in the ground face chole_1.111 type 66 no_pick 1 client_type 25012 end Object chole_2 editor_folder exit name hole in the ground face chole_2.111 type 66 no_pick 1 client_type 25012 end Object dforest_exit editor_folder exit type 66 face darkforest.111 no_pick 1 is_floor 1 move_on walk smoothlevel 136 client_type 25012 end Object exit editor_folder exit face exit.111 anim_speed 2 client_anim_random 1 type 66 no_pick 1 animation exit move_on walk fly_low client_type 25012 end Object fogexit editor_folder exit name mysterious fog face fog.111 anim_speed 5 client_anim_random 1 type 66 no_pick 1 animation fogexit move_on walk fly_low client_type 25012 end Object hole editor_folder exit face hole1.111 type 66 no_pick 1 is_floor 1 smoothlevel 10 client_type 25012 end Object invis_exit editor_folder exit face exit.113 type 66 invisible 1 no_pick 1 move_on walk fly_low client_type 25012 end Object look_door_exit_1 editor_folder exit name door face wooddoor_1.111 type 66 no_pick 1 client_type 25012 end Object look_door_exit_2 editor_folder exit name door face wooddoor_2.111 type 66 no_pick 1 client_type 25012 end Object perm_magic_portal editor_folder exit/magic_portal name magic portal face magic_portal.111 slaying /city/city hp 15 sp 19 anim_speed 3 client_anim_random 1 type 66 no_pick 1 animation perm_magic_portal client_type 25011 end Object magic_portal editor_folder exit/magic_portal face magic_portal.11L slaying /city/city hp 15 sp 19 speed 0.3 type 66 no_pick 1 animation magic_portal is_used_up 1 food 59 changing 1 client_type 25011 end Object town_portal_failed editor_folder exit/magic_portal editor_folder exit/magic_portal name town portal face magic_portal_failed.111 animation town_portal_failed speed 1 food 8 is_used_up 1 no_pick 1 move_type fly_low end Object town_portal_open editor_folder exit/magic_portal editor_folder exit/magic_portal name town portal face magic_portal.11M animation town_portal_open speed 1 food 22 is_used_up 1 no_pick 1 end Object oakdoor editor_folder exit face oakdoor.111 type 66 no_pick 1 client_type 25012 end Object oakdoor_1 editor_folder exit name oakdoor face oakdoor_1.111 type 66 no_pick 1 client_type 25012 end Object oakdoor_2 editor_folder exit name oakdoor face oakdoor_2.111 type 66 no_pick 1 client_type 25012 end Object ruins editor_folder exit type 66 face ruins.111 no_pick 1 client_type 25012 end Object sewer_access editor_folder exit name sewer face sewer_access.111 type 66 no_pick 1 msg You open the sewer access grid and jump down. My god, you are stinking! endmsg client_type 25012 end Object sewer_access2 editor_folder exit name sewer face sewer_access.112 type 66 no_pick 1 msg You open the sewer access grid and jump down. My god, you are stinking! endmsg client_type 25012 end Object smallpark editor_folder exit name small park face smallpark.111 type 66 no_pick 1 client_type 25012 end Object teleporter editor_folder exit face teleporter.111 speed 0.1 type 41 activate_on_push 1 activate_on_release 1 no_pick 1 animation teleporter end Object volcano_high editor_folder exit name high volcano type 66 face volcano_hi.x11 no_pick 1 move_slow walk move_slow_penalty 20 blocksview 1 client_type 25012 end More Object volcano_high_2 editor_folder exit name high volcano face volcano_hi.x11 no_pick 1 x 1 move_slow walk move_slow_penalty 20 blocksview 1 type 66 end More Object volcano_high_3 editor_folder exit name high volcano face volcano_hi.x11 no_pick 1 y 1 move_slow walk move_slow_penalty 20 blocksview 1 type 66 end More Object volcano_high_4 editor_folder exit name high volcano face volcano_hi.x11 no_pick 1 x 1 y 1 move_slow walk move_slow_penalty 20 blocksview 1 type 66 end Object volcano_low editor_folder exit name volcano type 66 face volcano_lo.x11 no_pick 1 move_slow walk move_slow_penalty 15 blocksview 1 client_type 25012 end More Object volcano_low_2 editor_folder exit name volcano face volcano_lo.x11 type 66 no_pick 1 x 1 move_slow walk move_slow_penalty 15 blocksview 1 end Object well editor_folder exit type 66 face well.111 no_pick 1 client_type 25012 end Object whirlwind_exit editor_folder exit name whirl wind face elem_air.111 anim_speed 5 client_anim_random 1 type 66 no_pick 1 animation whirlwind_exit move_on walk fly_low client_type 25012 end Object demon_head editor_folder flesh/demon name head face demon_head.111 material 32 type 72 nrof 1 weight 25 value 400 name_pl heads client_type 625 end Object icor editor_folder flesh/demon nrof 1 face icor.111 animation icor is_used_up 1 used_up_message vanishes in a cloud of smoke material 32 food 40 type 72 weight 45 speed 0.03 hp -100 value 400 name_pl icors client_type 627 end Object dragonclaw editor_folder flesh/dragon name dragon's claw nrof 1 face dragon_claw.111 material 32 weight 1 value 55 name_pl dragon's claws client_type 626 end Object dragon_eye editor_folder flesh/dragon name eye nrof 1 face dragon_eye.111 material 32 type 72 weight 2 value 30 name_pl eyes client_type 625 end Object dragon_scale editor_folder flesh/dragon name red dragon scale nrof 1 type 73 face dragon_sca.111 weight 25000 name_pl red dragon scales client_type 627 end Object blue_dragon_scale editor_folder flesh/dragon name blue dragon scale nrof 1 type 73 face dragon_blue_scale.111 weight 25000 name_pl blue dragon scales client_type 627 end Object green_dragon_scale editor_folder flesh/dragon name green dragon scale nrof 1 type 73 face dragon_green_scale.111 weight 25000 name_pl green dragon scales client_type 627 end Object black_dragon_scale editor_folder flesh/dragon name black dragon scale nrof 1 type 73 face dragon_black_scale.111 weight 25000 name_pl black dragon scales client_type 627 end Object orange_dragon_scale editor_folder flesh/dragon name orange dragon scale nrof 1 type 73 face dragon_orange_scale.111 weight 25000 name_pl orange dragon scales client_type 627 end Object dragon_wing editor_folder flesh/dragon name wing nrof 1 face dragon_wing.111 material 32 type 72 weight 25 value 100 name_pl wings client_type 626 end Object big_eye editor_folder flesh/generic name eye nrof 1 face big_eye.111 material 32 type 72 food 35 weight 1 value 15 name_pl eyes client_type 625 end Object brain editor_folder flesh/generic name brain face brain.111 material 32 type 72 weight 4 value 220 nrof 1 name_pl brains client_type 627 end Object eye editor_folder flesh/generic nrof 1 face eye.111 material 32 type 72 food 1 weight 1 value 15 name_pl eyes client_type 625 end Object eyes editor_folder flesh/generic nrof 1 face eyes.111 material 32 type 72 food 1 weight 1 value 30 end Object heart editor_folder flesh/generic name heart nrof 1 face heart.111 material 32 type 72 weight 4 value 200 name_pl hearts client_type 627 end Object hide_troll editor_folder flesh/generic name hide nrof 1 face hide_troll.111 material 32 type 72 weight 25 value 300 client_type 623 end Object hide_black editor_folder flesh/generic name hide nrof 1 face hide_black.111 material 32 type 72 weight 20 value 300 client_type 623 end Object hide_brown editor_folder flesh/generic name hide nrof 1 face hide_brown.111 material 32 type 72 weight 20 value 300 client_type 623 end Object hide_grey editor_folder flesh/generic name hide nrof 1 face hide_grey.111 material 32 type 72 weight 20 value 300 client_type 623 end Object hide_white editor_folder flesh/generic name hide nrof 1 face hide_white.111 material 32 type 72 weight 20 value 300 client_type 623 end Object liver editor_folder flesh/generic name liver face liver.111 material 32 type 72 weight 4 value 120 nrof 1 name_pl livers client_type 627 end Object tongue editor_folder flesh/generic nrof 1 face tongue.111 material 32 type 72 food 2 weight 1 value 20 name_pl tongues client_type 625 end Object goblin_head editor_folder flesh/goblin nrof 1 name head face goblin_head.111 material 32 type 72 food 30 weight 25 value 15 name_pl heads client_type 625 end Object arm editor_folder flesh/human nrof 1 face arm.111 material 32 type 72 food 150 weight 8 value 10 name_pl arms client_type 626 end Object corpse editor_folder flesh/human face corpse.111 nrof 1 material 32 weight 75000 name_pl corpses client_type 622 end Object corpse1 editor_folder flesh/human face corpse1.111 nrof 1 type 7 material 32 weight 75000 name corpse name_pl corpses client_type 622 end Object corpse_pl editor_folder flesh/human face corpse1.111 nrof 1 type 157 material 32 weight 75000 resist_physical 100 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 resist_weaponmagic 100 resist_ghosthit 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_turn_undead 100 resist_fear 100 resist_cancellation 100 resist_deplete 100 resist_death 100 name_pl corpse_pls client_type 622 end Object finger editor_folder flesh/human nrof 1 face finger.111 material 32 type 72 food 1 weight 2 value 2 name_pl fingers client_type 626 end Object fl_corpse editor_folder flesh/human name corpse face corpse.111 material 32 type 72 weight 100 nrof 1 value 50 food 600 name_pl corpses client_type 622 end Object foot editor_folder flesh/human nrof 1 face foot.111 material 32 type 72 food 50 weight 5 value 10 name_pl feet client_type 626 end Object hand editor_folder flesh/human nrof 1 face hand.111 material 32 type 72 food 2 weight 3 value 10 name_pl hands client_type 626 end Object hands editor_folder flesh/human nrof 1 face hands.111 material 32 type 72 food 2 weight 6 value 20 name_pl hands client_type 626 end Object head editor_folder flesh/human nrof 1 face head.111 material 32 type 72 food 50 weight 15 value 15 name_pl heads client_type 625 end Object leg editor_folder flesh/human nrof 1 face leg.111 material 32 type 72 food 450 weight 15 value 10 name_pl legs client_type 626 end Object skin editor_folder flesh/human nrof 1 face skin.111 material 32 type 72 food 1 weight 7 value 5 name_pl skins client_type 627 end Object tooth editor_folder flesh/human nrof 1 face tooth.111 material 64 type 72 weight 1 value 10 name_pl teeth client_type 625 end Object bat_wing editor_folder flesh/misc name wing nrof 1 face bat_wing.111 material 32 type 72 weight 15 value 50 name_pl wings client_type 626 end Object beholdereye editor_folder flesh/misc name beholdereye nrof 1 face behold_eye.111 material 32 weight 2500 name_pl beholdereyes client_type 625 end Object dead_neko editor_folder flesh/misc name corpse face dead_neko.111 food 10 nrof 1 type 6 material 32 value 1 weight 650 identified 1 name_pl corpses client_type 622 end Object ectoplasm editor_folder flesh/misc nrof 1 name ectoplasm face ectoplasm.111 type 72 material 64 weight 20 value 200 food 0 identified 1 name_pl ectoplasms client_type 627 end Object insect_stinger editor_folder flesh/misc nrof 1 name stinger face insect_sting.111 type 72 material 32 weight 10 value 20 name_pl stingers client_type 627 end Object insect_wing editor_folder flesh/misc nrof 1 name wing face insect_wing.111 type 72 material 32 weight 10 value 20 name_pl wings client_type 627 end Object lich_dust editor_folder flesh/misc nrof 1 name lich dust face lich_dust.111 material 4 weight 100 value 800 identified 1 name_pl lich dusts client_type 628 end Object pix_dust editor_folder flesh/misc nrof 1 name pixie dust face pix_dust.111 material 4 weight 100 value 200 identified 1 name_pl pixie dusts client_type 628 end Object pix_wing editor_folder flesh/misc nrof 1 name wings face pix_wing.111 type 72 material 32 weight 10 value 50 name_pl wings client_type 627 end Object residue editor_folder flesh/misc nrof 1 name residue face residue.111 type 72 material 64 weight 50 value 200 food 0 identified 1 name_pl residues client_type 627 end Object serp_skin editor_folder flesh/misc name skin nrof 1 face serpent_skin.111 type 72 weight 1000 name_pl skins client_type 627 end Object sheepskin editor_folder flesh/misc name sheepskin nrof 1 face sheepskin.111 material 32 type 72 weight 30 value 100 end Object u_horn editor_folder flesh/misc anim_speed 2 animation u_horn attacktype 1 body_arm -1 client_anim_random 1 client_type 627 dam 5 face u_horn.111 hp 3 item_power 3 last_sp 5 material 2048 name unicorn horn name_pl unicorn horns nrof 1 path_attuned 256 path_repelled 393216 resist_blind 100 resist_confusion 100 resist_deplete 100 resist_poison 50 skill one handed weapons type 15 value 5000 weapontype 5 weight 10000 end Object afloor_right editor_folder floor/Afloor name a floor face afloor.131 no_pick 1 is_floor 1 end Object afloor_left editor_folder floor/Afloor name a floor face afloor.171 no_pick 1 is_floor 1 end Object ahole_right editor_folder floor/Afloor face ahole.131 type 66 no_pick 1 client_type 25012 end Object ahole_left editor_folder floor/Afloor face ahole.171 type 66 no_pick 1 client_type 25012 end Object afloor_blue_right editor_folder floor/Afloor name a floor face afloor_blue.131 no_pick 1 is_floor 1 end Object afloor_blue_left editor_folder floor/Afloor name a floor face afloor_blue.171 no_pick 1 is_floor 1 end Object ahole_blue_right editor_folder floor/Afloor face ahole_blue.131 type 66 no_pick 1 client_type 25012 end Object ahole_blue_left editor_folder floor/Afloor face ahole_blue.171 type 66 no_pick 1 client_type 25012 end Object afloor_magenta_right editor_folder floor/Afloor name a floor face afloor_magenta.131 no_pick 1 is_floor 1 end Object afloor_magenta_left editor_folder floor/Afloor name a floor face afloor_magenta.171 no_pick 1 is_floor 1 end Object ahole_magenta_right editor_folder floor/Afloor face ahole_magenta.131 type 66 no_pick 1 end Object ahole_magenta_left editor_folder floor/Afloor face ahole_magenta.171 type 66 no_pick 1 end Object beigemarble editor_folder floor face beigemarble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object blackmarble editor_folder floor face blackmarble.111 no_pick 1 is_floor 1 smoothlevel 30 end Object bluemarble editor_folder floor name bluemarble face bluemarble.111 no_pick 1 is_floor 1 smoothlevel 30 end Object bluemarblemedium editor_folder floor name bluemarble face bluemarblemedium.111 no_pick 1 is_floor 1 smoothlevel 30 end Object cloudfloor editor_folder floor name cloud face fog.111 no_pick 1 smoothlevel 1 end Object thickcloudfloor editor_folder floor name thick cloud face fog_2.111 no_pick 1 end Object cobblestones editor_folder floor face cobblesto2.111 no_pick 1 is_floor 1 smoothlevel 30 move_block boat swim end Object cobblestones2 editor_folder floor name cobblestones face cobblesto1.111 no_pick 1 is_floor 1 smoothlevel 30 move_block boat swim end Object cyanmarble editor_folder floor face cyanmarble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object dcross-red editor_folder floor name floor face dcross-red.111 no_pick 1 is_floor 1 smoothlevel 30 move_block boat swim end Object dcross-white editor_folder floor name floor face dcross-white.111 no_pick 1 is_floor 1 smoothlevel 30 move_block boat swim end Object dirtfloor editor_folder floor name dirt floor face dirtfloor.111 no_pick 1 is_floor 1 smoothlevel 16 end Object dungeon_floor editor_folder floor name stones face dung_floor.111 no_pick 1 is_floor 1 end Object fcross-blue editor_folder floor name floor face fcross-blue.111 no_pick 1 is_floor 1 smoothlevel 30 move_block boat swim end Object fcross-white editor_folder floor face fcross-white.111 name floor no_pick 1 is_floor 1 smoothlevel 30 move_block boat swim end Object fireholes_moving editor_folder floor name holes face fireholes.111 no_pick 1 speed -0.02 end Object flagstone editor_folder floor face flagstone.111 no_pick 1 is_floor 1 smoothlevel 29 end Object goldflagstone editor_folder floor name drop 10 gold coins slaying goldcoin msg Click! endmsg type 18 activate_on_push 1 activate_on_release 1 face goldflagstone.111 food 10 animation goldflagstone no_pick 1 move_on walk is_floor 1 end Object goldfloor editor_folder floor name drop 10 gold coins slaying goldcoin msg Click! endmsg type 18 activate_on_push 1 activate_on_release 1 face goldfloor.111 food 10 animation goldfloor no_pick 1 move_on walk is_floor 1 end Object goldfloor2 editor_folder floor name drop 10 gold coins slaying goldcoin msg Click! endmsg type 18 activate_on_push 1 activate_on_release 1 face goldfloor2.111 food 10 animation goldfloor2 no_pick 1 move_on walk is_floor 1 end Object graymarble editor_folder floor face graymarble.111 no_pick 1 is_floor 1 smoothlevel 30 end Object greenmarble editor_folder floor face greenmarble.111 no_pick 1 is_floor 1 smoothlevel 30 end Object greenmarblelight editor_folder floor name greenmarble face greenmarblelight.111 no_pick 1 is_floor 1 smoothlevel 30 end Object greenmarblemedium editor_folder floor name greenmarble face greenmarblemedium.111 no_pick 1 is_floor 1 smoothlevel 30 end Object beige-cyan-c-marble_111 editor_folder floor/inlayed face beige-cyan-c-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-cyan-c-marble_112 editor_folder floor/inlayed face beige-cyan-c-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-cyan-c-marble_113 editor_folder floor/inlayed face beige-cyan-c-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-cyan-c-marble_114 editor_folder floor/inlayed face beige-cyan-c-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-green-c-marble_111 editor_folder floor/inlayed face beige-green-c-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-green-c-marble_112 editor_folder floor/inlayed face beige-green-c-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-green-c-marble_113 editor_folder floor/inlayed face beige-green-c-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-green-c-marble_114 editor_folder floor/inlayed face beige-green-c-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-pink-c-marble_111 editor_folder floor/inlayed face beige-pink-c-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-pink-c-marble_112 editor_folder floor/inlayed face beige-pink-c-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-pink-c-marble_113 editor_folder floor/inlayed face beige-pink-c-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-pink-c-marble_114 editor_folder floor/inlayed face beige-pink-c-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-white-c-marble_111 editor_folder floor/inlayed face beige-white-c-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-white-c-marble_112 editor_folder floor/inlayed face beige-white-c-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-white-c-marble_113 editor_folder floor/inlayed face beige-white-c-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object beige-white-c-marble_114 editor_folder floor/inlayed face beige-white-c-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object cyan-beige-c-marble_111 editor_folder floor/inlayed face cyan-beige-c-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object cyan-beige-c-marble_112 editor_folder floor/inlayed face cyan-beige-c-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object cyan-beige-c-marble_113 editor_folder floor/inlayed face cyan-beige-c-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object cyan-beige-c-marble_114 editor_folder floor/inlayed face cyan-beige-c-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object gray-white-h-marble_111 editor_folder floor/inlayed face gray-white-h-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object gray-white-h-marble_112 editor_folder floor/inlayed face gray-white-h-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object green-beige-c-marble_111 editor_folder floor/inlayed face green-beige-c-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object green-beige-c-marble_112 editor_folder floor/inlayed face green-beige-c-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object green-beige-c-marble_113 editor_folder floor/inlayed face green-beige-c-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object green-beige-c-marble_114 editor_folder floor/inlayed face green-beige-c-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object green-white-c-marble_111 editor_folder floor/inlayed face green-white-c-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object green-white-c-marble_112 editor_folder floor/inlayed face green-white-c-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object green-white-c-marble_113 editor_folder floor/inlayed face green-white-c-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object green-white-c-marble_114 editor_folder floor/inlayed face green-white-c-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object green-white-h-marble_111 editor_folder floor/inlayed face green-white-h-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object green-white-h-marble_112 editor_folder floor/inlayed face green-white-h-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object lightmagent-green-p-marble_111 editor_folder floor/inlayed face lightmagent-green-p-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object lightmagent-green-p-marble_112 editor_folder floor/inlayed face lightmagent-green-p-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object lightmagent-green-p-marble_113 editor_folder floor/inlayed face lightmagent-green-p-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object lightmagent-green-p-marble_114 editor_folder floor/inlayed face lightmagent-green-p-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object lightmagent-green-p-marble_121 editor_folder floor/inlayed face lightmagent-green-p-marble.121 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object lightmagent-green-p-marble_122 editor_folder floor/inlayed face lightmagent-green-p-marble.122 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object lightmagent-green-p-marble_123 editor_folder floor/inlayed face lightmagent-green-p-marble.123 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object lightmagent-green-p-marble_124 editor_folder floor/inlayed face lightmagent-green-p-marble.124 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object pink-beige-c-marble_111 editor_folder floor/inlayed face pink-beige-c-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object pink-beige-c-marble_112 editor_folder floor/inlayed face pink-beige-c-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object pink-beige-c-marble_113 editor_folder floor/inlayed face pink-beige-c-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object pink-beige-c-marble_114 editor_folder floor/inlayed face pink-beige-c-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-beige-c-marble_111 editor_folder floor/inlayed face white-beige-c-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-beige-c-marble_112 editor_folder floor/inlayed face white-beige-c-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-beige-c-marble_113 editor_folder floor/inlayed face white-beige-c-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-beige-c-marble_114 editor_folder floor/inlayed face white-beige-c-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-gray-h-marble_111 editor_folder floor/inlayed face white-gray-h-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-gray-h-marble_112 editor_folder floor/inlayed face white-gray-h-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-gray-x-marble_111 editor_folder floor/inlayed face white-gray-x-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-gray-x-marble_112 editor_folder floor/inlayed face white-gray-x-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-gray-x-marble_113 editor_folder floor/inlayed face white-gray-x-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-gray-x-marble_114 editor_folder floor/inlayed face white-gray-x-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-gray-x-marble_115 editor_folder floor/inlayed face white-gray-x-marble.115 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-gray-x-marble_116 editor_folder floor/inlayed face white-gray-x-marble.116 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-gray-x-marble_117 editor_folder floor/inlayed face white-gray-x-marble.117 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-gray-x-marble_118 editor_folder floor/inlayed face white-gray-x-marble.118 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-gray-x-marble_119 editor_folder floor/inlayed face white-gray-x-marble.119 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-c-marble_111 editor_folder floor/inlayed face white-green-c-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-c-marble_112 editor_folder floor/inlayed face white-green-c-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-c-marble_113 editor_folder floor/inlayed face white-green-c-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-c-marble_114 editor_folder floor/inlayed face white-green-c-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-h-marble_111 editor_folder floor/inlayed face white-green-h-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-h-marble_112 editor_folder floor/inlayed face white-green-h-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-x-marble_111 editor_folder floor/inlayed face white-green-x-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-x-marble_112 editor_folder floor/inlayed face white-green-x-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-x-marble_113 editor_folder floor/inlayed face white-green-x-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-x-marble_114 editor_folder floor/inlayed face white-green-x-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-x-marble_115 editor_folder floor/inlayed face white-green-x-marble.115 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-x-marble_116 editor_folder floor/inlayed face white-green-x-marble.116 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-x-marble_117 editor_folder floor/inlayed face white-green-x-marble.117 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-x-marble_118 editor_folder floor/inlayed face white-green-x-marble.118 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-green-x-marble_119 editor_folder floor/inlayed face white-green-x-marble.119 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-pink-c-marble_111 editor_folder floor/inlayed face white-pink-c-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-pink-c-marble_112 editor_folder floor/inlayed face white-pink-c-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-pink-c-marble_113 editor_folder floor/inlayed face white-pink-c-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-pink-c-marble_114 editor_folder floor/inlayed face white-pink-c-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-red-c-marble_111 editor_folder floor/inlayed face white-red-c-marble.111 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-red-c-marble_112 editor_folder floor/inlayed face white-red-c-marble.112 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-red-c-marble_113 editor_folder floor/inlayed face white-red-c-marble.113 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object white-red-c-marble_114 editor_folder floor/inlayed face white-red-c-marble.114 name marble no_pick 1 is_floor 1 smoothlevel 30 end Object lightgreenmarble editor_folder floor face lightgreenmarble.111 no_pick 1 is_floor 1 smoothlevel 30 end Object lightmagentamarble editor_folder floor face lightmagentamarble.111 no_pick 1 is_floor 1 smoothlevel 30 end Object magentamarble editor_folder floor face magentamarble.111 no_pick 1 is_floor 1 smoothlevel 30 end Object magentamarblemedium editor_folder floor name magentamarble face magentamarblemedium.111 no_pick 1 is_floor 1 smoothlevel 30 end Object marble editor_folder floor face marble.111 no_pick 1 is_floor 1 smoothlevel 30 end Object marble_blgr editor_folder floor face marble_blgr.111 no_pick 1 is_floor 1 smoothlevel 30 end Object magic_banned editor_folder floor name no_magic face no_magic.111 no_pick 1 no_magic 1 invisible 1 end #for backward compatibility, this arch is named "dungeon magic" #It forbids both magic and cleric spells. Object dungeon_magic editor_folder floor name no_spells face no_spells.111 damned 1 no_pick 1 no_magic 1 invisible 1 end Object pinkmarble editor_folder floor face pinkmarble.111 no_pick 1 is_floor 1 smoothlevel 30 end Object redmarble editor_folder floor face redmarble.111 no_pick 1 is_floor 1 smoothlevel 30 end Object sewerfloor editor_folder floor name Sewer Floor face sewerfloor.111 no_pick 1 is_floor 1 end Object blackslate editor_folder floor face slate_b.111 no_pick 1 is_floor 1 smoothlevel 30 end Object whiteslate editor_folder floor face slate_w.111 no_pick 1 is_floor 1 smoothlevel 30 end Object redslate editor_folder floor face slate_r.111 no_pick 1 is_floor 1 smoothlevel 30 end Object stonefloor2 editor_folder floor face stfloor.111 no_pick 1 is_floor 1 smoothlevel 30 end Object strangefloor editor_folder floor name Strange Floor face strangefloor.111 no_pick 1 is_floor 1 end Object tile_floor editor_folder floor name tile floor face tile.111 no_pick 1 is_floor 1 end Object tile_shop editor_folder floor name tiles face shop_empty.111 no_pick 1 is_floor 1 end Object tile_tan_floor editor_folder floor name tan tile floor face tile_tan.111 no_pick 1 is_floor 1 end Object tile_white_floor editor_folder floor name white tile floor face tile_white.111 no_pick 1 is_floor 1 end Object unholy_ground editor_folder floor name unholy ground face unholy_ground.111 no_pick 1 damned 1 invisible 1 end Object woodfloor editor_folder floor name wood floor face woodfloor.111 no_pick 1 is_floor 1 smoothlevel 30 end Object woodfloor2 editor_folder floor name wood floor face woodfloor2.111 no_pick 1 is_floor 1 smoothlevel 30 end Object woodfloorvert editor_folder floor name wood floor vertical face woodfloorvert.111 no_pick 1 is_floor 1 smoothlevel 30 end Object woodlarge editor_folder floor name wood floor face woodlarge.111 no_pick 1 is_floor 1 smoothlevel 30 move_block boat swim end Object woodlgvertical editor_folder floor name wood floor vertical face woodlargevertical.111 no_pick 1 is_floor 1 smoothlevel 30 move_block boat swim end Object bag_popcorn editor_folder food name bag of popcorn face bag_popcorn.111 on_use_yield bag_empty food 75 nrof 1 type 6 material 32 value 12 weight 1500 identified 1 name_pl bags of popcorn client_type 601 end Object booze editor_folder food face booze.111 on_use_yield boozebottle_empty food 65 nrof 1 type 54 material 32 value 15 weight 10000 identified 1 name_pl boozes client_type 611 slaying vial_poison:poison end Object cake editor_folder food face cake.111 food 200 nrof 1 type 6 material 32 value 15 weight 3000 identified 1 name_pl cakes client_type 601 end Object caramel editor_folder food face caramel.111 food 65 nrof 1 type 6 material 32 value 8 weight 1500 identified 1 name_pl caramels client_type 601 end Object cheeseburger editor_folder food face ch_burger.111 food 350 nrof 1 type 6 material 32 value 35 weight 7000 identified 1 client_type 601 end Object chicken_egg editor_folder food name egg type 72 face ant_egg.111 food 80 weight 1000 nrof 1 end Object chocolate editor_folder food face chocolate.111 food 100 nrof 1 type 6 material 32 value 10 weight 2000 identified 1 name candy bar name_pl candy bars client_type 601 end Object coffee editor_folder food name cup of coffee on_use_yield coffee_empty face coffee.111 food 10 nrof 1 type 54 material 32 value 25 weight 5000 identified 1 name_pl cups of coffee client_type 601 end Object dragon_steak editor_folder food name steak face drag_steak.111 food 400 nrof 1 type 72 material 32 value 35 weight 5 identified 1 name_pl steaks client_type 624 end Object fish_1 editor_folder food name fish face fish_1.111 food 150 nrof 1 type 6 material 32 value 7 weight 3500 identified 1 name_pl fishes client_type 601 harvestable 1 harvest_race fish harvest_exp 100 harvest_level 1 harvest_tool pole end Object fish_2 editor_folder food name fish face fish_2.111 food 160 nrof 1 type 6 material 32 value 8 weight 3500 identified 1 name_pl fishes client_type 601 harvestable 1 harvest_race fish harvest_exp 100 harvest_level 1 harvest_tool pole end Object fish_3 editor_folder food name fish face fish_3.111 food 170 nrof 1 type 6 material 32 value 9 weight 3500 identified 1 name_pl fishes client_type 601 harvestable 1 harvest_race fish harvest_exp 100 harvest_level 1 harvest_tool pole end Object fish_4 editor_folder food name fish face fish_4.111 food 180 nrof 1 type 6 material 32 value 10 weight 3500 identified 1 name_pl fishes client_type 601 harvestable 1 harvest_race fish harvest_exp 100 harvest_level 1 harvest_tool pole end Object fish_5 editor_folder food name fish face fish_5.111 food 190 nrof 1 type 6 material 32 value 11 weight 3500 identified 1 name_pl fishes client_type 601 harvestable 1 harvest_race fish harvest_exp 100 harvest_level 1 harvest_tool pole end Object fish_6 editor_folder food name fish face fish_6.111 food 200 nrof 1 type 6 material 32 value 12 weight 3500 identified 1 name_pl fishes client_type 601 harvestable 1 harvest_race fish harvest_exp 100 harvest_level 1 harvest_tool pole end Object fishfood editor_folder food name cooked fish face fishfood.111 food 200 nrof 1 type 6 material 32 value 12 weight 3500 identified 1 name_pl cooked fish client_type 601 harvest_race fish harvest_exp 100 harvest_level 1 harvest_tool pole end Object food editor_folder food face food.111 food 600 nrof 1 type 6 material 32 value 45 weight 20000 identified 1 name food ration name_pl food rations client_type 601 end Object fried_egg editor_folder food name fried egg type 72 face fried_egg.111 food 100 weight 1000 nrof 1 end Object haggis editor_folder food name haggis face haggis.111 food 450 nrof 1 type 6 material 32 value 60 weight 8000 identified 1 name_pl haggises client_type 601 end Object leg_mutton editor_folder food face leg_mutton.111 food 350 nrof 1 type 6 material 32 value 35 weight 8000 identified 1 name leg of mutton name_pl legs of mutton client_type 601 end Object loaf editor_folder food name bread face loaf.111 food 180 nrof 1 type 6 material 32 value 10 weight 5000 identified 1 name_pl breads client_type 601 end Object orcchop editor_folder food name orc chop face orcchop.111 food 50 nrof 1 type 6 material 32 value 4 weight 3000 identified 1 name_pl orc chops client_type 624 end Object poison editor_folder food name booze face booze.111 on_use_yield boozebottle_empty nrof 1 type 7 material 32 weight 10000 identified 0 name_pl boozes client_type 611 cursed 1 known_cursed 0 title of poison end Object wine_poison editor_folder food name bottle of wine face wine.111 on_use_yield winebottle_empty food 75 nrof 1 type 7 material 36 value 10 weight 10000 identified 0 name_pl bottles of wine client_type 611 cursed 1 known_cursed 0 title of poison end Object w_glass_poison editor_folder food name glass of wine face w_glass.111 food 10 nrof 1 type 7 material 36 value 3 weight 3000 identified 0 name_pl glasses of wine client_type 611 cursed 1 known_cursed 0 title of poison end Object water_poison editor_folder food face water.111 on_use_yield wbottle_empty food 5 nrof 1 type 7 material 32 value 3 weight 1500 name water name_pl waters client_type 611 identified 0 cursed 1 known_cursed 0 title of poison end Object apple editor_folder food/produce client_type 601 face apple.111 food 50 identified 1 material 32 name_pl apples nrof 1 type 6 value 7 weight 2000 end Object apple_half editor_folder food/produce client_type 601 face apple_half.111 food 25 identified 1 material 32 name apple half name_pl apple halves nrof 1 type 6 value 3 weight 1000 end Object apple_fourth editor_folder food/produce client_type 601 face apple_fourth.111 food 12 identified 1 material 32 name apple fourth name_pl apple fourths nrof 1 type 6 value 1 weight 500 end Object apple_eighth editor_folder food/produce client_type 601 face apple_eighth.111 food 6 identified 1 material 32 name apple eighth name_pl apple eighths nrof 1 type 6 value 0 weight 250 end Object blackroot editor_folder food/produce name blackroot face blackroot.111 food 30 nrof 1 type 6 material 32 value 300 weight 1000 identified 1 name_pl blackroot client_type 601 end Object cabbage editor_folder food/produce face cabbage.111 food 50 nrof 1 type 6 material 32 value 7 weight 4000 identified 1 name_pl cabbages client_type 601 end Object carrot editor_folder food/produce name carrots face carrot.111 food 50 nrof 1 type 6 material 32 value 7 weight 2000 identified 1 name_pl carrots client_type 601 end Object clover editor_folder food/produce face clover.111 food 30 nrof 1 type 6 material 32 value 6 weight 1000 name_pl clovers client_type 601 end Object gen_mushroom editor_folder food/produce face gen_mushroom.111 name mouldy patch randomitems random_mushroom no_pick 1 alive 1 exp 1 level 1 ac 25 hp 1 maxhp 1 speed -1.0 invisible 1 is_used_up 1 end Object mandrake_root editor_folder food/produce name mandrake root face root.111 food 30 nrof 1 type 6 material 32 value 300 weight 1000 identified 1 name_pl mandrake roots client_type 601 end Object mint editor_folder food/produce name mint sprig face mint.111 food 30 nrof 1 type 6 material 32 value 6 weight 500 name_pl mint sprigs client_type 601 end Object mushroom_1 editor_folder food/produce name mushroom face mushroom_1.111 food 30 nrof 1 type 6 material 32 value 5 weight 1000 name_pl mushrooms client_type 601 end Object mushroom_2 editor_folder food/produce name mushroom face mushroom_2.111 nrof 1 type 6 material 32 value 6 food 35 weight 1000 name_pl mushrooms client_type 601 end Object mushroom_3 editor_folder food/produce name mushroom face mushroom_3.111 food 40 nrof 1 type 6 material 32 value 7 weight 1000 name_pl mushrooms client_type 601 end Object onion editor_folder food/produce name onion face onion.111 food 40 nrof 1 type 6 material 32 value 7 weight 1000 identified 1 name_pl onions client_type 601 end Object orange editor_folder food/produce name orange face orange.111 food 80 nrof 1 type 6 material 32 value 7 weight 2000 identified 1 name_pl oranges client_type 601 end Object pear editor_folder food/produce face pear.111 food 50 nrof 1 type 6 material 32 value 7 weight 2000 identified 1 name_pl pears client_type 601 end Object pipeweed editor_folder food/produce name pipeweed face pipeweed.111 food 30 nrof 1 type 6 material 32 value 300 weight 2000 name_pl pipeweed client_type 601 end Object potato editor_folder food/produce name potatoes face potato.111 food 70 nrof 1 type 6 material 32 value 7 weight 3000 identified 1 name_pl potatoes client_type 601 end Object rose_pink editor_folder food/produce name pink rose face rose_pink.111 food 10 nrof 1 type 6 material 32 value 60 weight 500 name_pl pink roses client_type 601 end Object rose_red editor_folder food/produce name red rose face rose_red.111 food 10 nrof 1 type 6 material 32 value 80 weight 500 name_pl red roses client_type 601 end Object rose_white editor_folder food/produce name white rose face rose_wh.111 food 10 nrof 1 type 6 material 32 value 45 weight 500 name_pl white roses client_type 601 end Object rose_yellow editor_folder food/produce name yellow rose face rose_yel.111 food 10 nrof 1 type 6 material 32 value 45 weight 500 name_pl yellow roses client_type 601 end Object rose_black editor_folder food/produce name black rose face rose_black.111 food 10 nrof 1 type 6 material 32 value 160 weight 500 name_pl black roses client_type 601 end Object tomato editor_folder food/produce name tomato face tomato.111 food 50 nrof 1 type 6 material 32 value 7 weight 2000 identified 1 name_pl tomatoes client_type 601 end Object tomato_big editor_folder food/produce name big tomato face tomato_big.111 food 100 nrof 1 type 6 material 32 value 12 weight 3000 identified 1 name_pl big tomatoes client_type 601 end Object roast_bird editor_folder food name roast bird face roast_bird.111 food 350 nrof 1 type 6 material 32 value 35 weight 12000 identified 1 name_pl roast birds client_type 601 end Object s_weasel editor_folder food name sizzling weasel on a stick face s_weasel.111 food 120 nrof 1 type 6 material 32 value 35 weight 4000 identified 1 name_pl sizzling weasels on a stick client_type 601 end Object uf6 editor_folder food face uf6.111 on_use_yield wbottle_empty food 1 nrof 1 type 54 material 32 value 155 weight 25000 name uranium hexafluoride gas name_pl uranium hexafluoride gas client_type 611 end Object w_glass editor_folder food name glass of wine face w_glass.111 on_use_yield w_glass_empty food 60 nrof 1 type 54 material 36 value 50 weight 3000 identified 1 name_pl glasses of wine client_type 611 slaying vial_poison:w_glass_poison end Object water editor_folder food face water.111 on_use_yield wbottle_empty food 5 nrof 1 type 54 material 32 value 5 weight 10000 name_pl waters client_type 611 on_use_with_vial_poison remove $1 remove $2 add water_poison end Object waybread editor_folder food face waybread.111 food 600 nrof 1 type 6 material 32 value 45 weight 5000 identified 1 name_pl waybreads client_type 601 end Object wine editor_folder food name bottle of wine face wine.111 on_use_yield winebottle_empty food 75 nrof 1 type 54 material 36 value 50 weight 10000 identified 1 name_pl bottles of wine client_type 611 slaying vial_poison:wine_poison end Object altar_devourers editor_folder gods/altars name Altar of Devourers type 56 level 100 other_arch Devourers face altardevo.111 no_pick 1 resist_physical 100 end Object altar_gaea editor_folder gods/altars name Altar of Gaea other_arch Gaea type 56 level 100 face altargaea.111 no_pick 1 end Object altar_gnarg editor_folder gods/altars name Altar of Gnarg other_arch Gnarg type 56 face altargnarg.111 no_pick 1 level 100 end Object altar_gorokh editor_folder gods/altars name Altar of Gorokh other_arch Gorokh type 56 face altargoro.111 no_pick 1 level 100 anim_speed 0.5 animation altar_gorokh speed 0.5 end Object altar_ixalovh editor_folder gods/altars name Altar of Ixalovh other_arch Ixalovh type 56 face altarixalovh.111 no_pick 1 level 100 end Object altar_lythander editor_folder gods/altars name Altar of Lythander other_arch Lythander type 56 level 100 face altarlyth.111 no_pick 1 end Object altar_mostrai editor_folder gods/altars name Altar of Mostrai other_arch Mostrai type 56 level 100 face altarmostr.111 no_pick 1 end Object altar_none editor_folder gods/altars name altar type 56 face altarnone.111 no_pick 1 end Object altar_ruggilli editor_folder gods/altars name Altar of Ruggilli other_arch Ruggilli type 56 level 100 face altarrugg.111 no_pick 1 client_anim_random 1 anim_speed 2 animation altar_ruggilli end Object altar_sorig editor_folder gods/altars name Altar of Sorig other_arch Sorig type 56 level 100 face altarsori.111 no_pick 1 client_anim_random 1 anim_speed 2 animation altar_sorig end Object altar_valkyrie editor_folder gods/altars name Altar of Valkyrie other_arch Valkyrie type 56 face altarvalk.111 no_pick 1 level 100 arch altar_valkyrie_pray_event end end Object altar_valkyrie_pray_event editor_folder gods/altars title Python slaying /python/gods/altar_valkyrie.py type 116 subtype 1 end Object altar_valriel editor_folder gods/altars name Altar of Valriel other_arch Valriel type 56 level 100 face altarvalr.111 no_pick 1 resist_physical 100 anim_speed 0.5 animation altar_valriel anim_suffix intervention speed 0.5 end Object Gnarg editor_folder gods/demihumans title Lythander type 50 face smalltroll.111 slaying faerie,dwarf race goblin,giant,troll animation small_troll is_animated 1 monster 1 move_type walk alive 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 attacktype 1024 path_attuned 131088 path_repelled 65537 resist_poison 100 resist_magic -20 hp 500 maxhp 500 ac -5 wc -3 dam 50 level 15 speed 0.25 can_use_shield 1 can_use_weapon 1 can_use_armour 1 can_cast_spell 1 msg Father of goblins, Lord Troll, Master of poisons, Patron of assassins endmsg exp 1 weight 500000 randomitems Gnarg end Object gnarg_avatar editor_folder gods/demihumans face smalltroll.111 slaying faerie,dwarf race goblin,giant,troll animation small_troll is_animated 1 monster 1 move_type walk alive 1 Str 20 Con 30 Dex 30 Int 30 Wis 30 Pow 30 attacktype 1025 path_attuned 131088 path_repelled 65792 resist_poison 100 resist_magic -10 resist_physical 40 hp 500 maxhp 500 ac 5 wc 3 dam 30 level 19 speed 0.25 can_use_shield 1 can_use_weapon 1 can_use_armour 1 can_cast_spell 1 exp 1 weight 500000 end Object gnarg_avatar_info editor_folder gods/demihumans type 8 invisible 1 name avatar other_arch gnarg_avatar end Object gnarg_general_info editor_folder gods/demihumans type 8 invisible 1 name message msg You are filled with a desire to slay all faeries and dwarfs. endmsg end Object gnarg_holy_servant_info editor_folder gods/demihumans type 8 invisible 1 name holy servant other_arch small_troll end Object Lythander editor_folder gods/demihumans title Gnarg type 50 face elf_1.111 race faerie slaying goblin,troll animation elf_1 is_animated 1 monster 1 move_type walk alive 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 attacktype 2080 resist_confusion 100 resist_acid -15 resist_poison -30 path_attuned 65552 path_denied 512 ac -7 wc -1 dam 40 hp 350 maxhp 350 level 15 speed 0.25 luck 2 stealth 1 last_sp 1 can_cast_spell 1 can_use_weapon 1 can_use_armour 1 can_use_shield 1 msg Elven god of luck, Huntsman of Goblins, Trollslayer, the Trickster endmsg exp 1 weight 500000 randomitems Lythander end Object lythander_avatar editor_folder gods/demihumans face elf_1.111 race faerie slaying goblin,troll animation elf_1 is_animated 1 monster 1 move_type walk alive 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 attacktype 33 resist_confusion 100 path_attuned 65536 path_repelled 131088 resist_physical 50 ac 3 wc 4 dam 40 hp 350 maxhp 350 level 19 speed 0.25 luck 2 stealth 1 can_cast_spell 1 can_use_weapon 1 can_use_armour 1 can_use_shield 1 exp 1 weight 500000 end Object lythander_avatar_info editor_folder gods/demihumans type 8 invisible 1 name avatar other_arch lythander_avatar end Object lythander_general_info editor_folder gods/demihumans type 8 invisible 1 name message msg You are filled with a desire to slay all goblins and trolls. endmsg end Object lythander_holy_servant_info editor_folder gods/demihumans type 8 invisible 1 name holy servant other_arch unicorn end Object Mostrai editor_folder gods/demihumans title Gnarg type 50 face dwarf.111 race dwarf slaying goblin,giant animation dwarf is_animated 1 monster 1 move_type walk alive 1 attacktype 256 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 path_attuned 18432 path_repelled 64 resist_fire 20 resist_slow -50 resist_confusion -10 ac -10 wc -6 dam 50 hp 350 maxhp 350 level 15 speed 0.20 can_cast_spell 1 can_use_weapon 1 can_use_armour 1 can_use_shield 1 msg Dwarven deity of metal smithing and warcraft, Giant basher, Delver of secrets endmsg exp 1 weight 100000 randomitems Mostrai end Object mostrai_avatar editor_folder gods/demihumans face dwarf.111 race dwarf slaying goblin,giant animation dwarf is_animated 1 monster 1 move_type walk alive 1 attacktype 256 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 path_attuned 18432 path_repelled 64 resist_fire 60 resist_physical 75 ac 1 wc 9 dam 50 hp 350 maxhp 350 level 19 speed 0.20 can_cast_spell 1 can_use_weapon 1 can_use_armour 1 can_use_shield 1 exp 1 weight 100000 end Object mostrai_avatar_info editor_folder gods/demihumans type 8 invisible 1 name avatar other_arch mostrai_avatar end Object mostrai_general_info editor_folder gods/demihumans type 8 invisible 1 name message msg You are filled with a desire to slay all goblins and giants. endmsg end Object mostrai_holy_servant_info editor_folder gods/demihumans type 8 invisible 1 name holy servant other_arch dwarf end Object Valkyrie editor_folder gods/demihumans #title Byd type 50 slaying unnatural,angel,demon,undead face knight.111 animation knight race human,troll monster 1 move_type walk alive 1 attacktype 257 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 path_denied 1048575 path_attuned 0 resist_magic 100 wc 6 dam 20 hp 350 last_sp -5 level 15 speed 0.20 can_cast_spell 0 can_use_weapon 1 can_use_armour 1 can_use_shield 1 msg the Brave, the Just, Deathbringer endmsg exp 1 weight 100000 randomitems Valkyrie end Object valkyrie_general_info editor_folder gods/demihumans type 8 invisible 1 name message msg You are filled with a desire to fight - but with honor, not with filthy magics. endmsg end Object Gaea editor_folder gods/elemental title Devourers face panther.131 race animal,bird,slime,insect,reptile,water_elemental,earth_elemental,air_elemental,fire_elemental slaying undead,unnatural animation panther is_animated 1 monster 1 move_type walk alive 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 type 50 attacktype 16384 path_attuned 65 path_denied 393216 resist_drain 100 resist_deplete 100 resist_death 100 resist_fear -15 ac -5 wc -1 dam 50 hp 500 last_heal 2 last_grace 3 maxhp 500 level 15 speed 0.18 can_cast_spell 1 can_use_armour 1 can_use_shield 1 msg Goddess of peace, Guardian of life, Mother of nature endmsg exp 1 weight 500000 randomitems Gaea end Object gaea_avatar editor_folder gods/elemental face panther.131 race animal,bird,slime,insect,reptile,water_elemental,earth_elemental,air_elemental,fire_elemental slaying undead,unnatural animation panther is_animated 1 monster 1 move_type walk alive 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 attacktype 1 path_attuned 526784 path_denied 393216 path_repelled 30 resist_drain 100 resist_deplete 100 resist_death 100 resist_fear -100 resist_physical 50 ac 5 wc 5 dam 40 hp 500 last_heal 2 last_grace 3 maxhp 500 level 19 speed 0.18 can_cast_spell 1 can_use_armour 1 can_use_shield 1 exp 1 weight 500000 end Object gaea_avatar_info editor_folder gods/elemental type 8 invisible 1 name avatar other_arch gaea_avatar end Object gaea_general_info editor_folder gods/elemental type 8 invisible 1 name message msg You are filled with a desire to slay all undead and unnatural creatures. endmsg end Object gaea_holy_servant_info editor_folder gods/elemental type 8 invisible 1 name holy servant other_arch para_earth end Object Ixalovh editor_folder gods/elemental title Ruggilli race chaotic_water_creatures slaying consuming_fire_creatures face witch_water.111 animation Ixalovh is_animated 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 monster 1 move_type walk alive 1 type 50 attacktype 17 path_attuned 16388 path_repelled 514 path_denied 65536 resist_fire -20 resist_physical 20 resist_magic 20 resist_cold 80 ac -5 wc -3 dam 60 hp 400 maxhp 400 level 15 speed 0.50 can_use_armour 1 can_use_shield 1 can_use_weapon 1 can_cast_spell 1 msg Chaos Goddess of many tentacles, Sea Serpent, Ocean Wave endmsg exp 1 weight 500000 randomitems Ixalovh end Object ixalovh_avatar editor_folder gods/elemental race chaotic_water_creatures face elem_water.111 animation water_elemental is_animated 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 monster 1 move_type walk alive 1 attacktype 17 path_attuned 131074 path_repelled 10500 path_denied 82945 resist_fire -100 resist_cold 100 resist_magic 30 resist_physical 40 ac 5 wc 11 dam 40 hp 400 maxhp 400 level 19 speed 0.50 can_use_weapon 1 can_cast_spell 1 reflect_missile 1 last_heal 1 last_eat 1 exp 1 weight 500000 end Object ixalovh_avatar_info editor_folder gods/elemental type 8 invisible 1 name avatar other_arch ixalovh_avatar end Object ixalovh_general_info editor_folder gods/elemental type 8 invisible 1 name message msg Your blood chills and you can feel the waves of the world. endmsg end Object ixalovh_holy_servant_info editor_folder gods/elemental type 8 invisible 1 name holy servant other_arch water_witch end Object Ruggilli editor_folder gods/elemental title Ixalovh race consuming_fire_creatures slaying chaotic_water_creatures face elem_fire.111 animation fire_elemental is_animated 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 monster 1 move_type walk alive 1 type 50 attacktype 5 path_attuned 131074 path_repelled 2308 path_denied 65536 resist_fire 100 resist_physical 30 resist_magic 30 resist_cold -15 ac -5 wc -3 dam 60 hp 400 maxhp 400 level 15 speed 0.50 can_use_weapon 1 can_cast_spell 1 reflect_missile 1 last_heal 1 last_eat -1 msg Chaos God of slaughter and terror, Consuming worm, Greedy gut endmsg exp 1 weight 500000 randomitems Ruggilli end Object ruggilli_avatar editor_folder gods/elemental race consuming_fire_creatures face elem_fire.111 animation fire_elemental is_animated 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 monster 1 move_type walk alive 1 attacktype 5 path_attuned 131074 path_repelled 10500 path_denied 82945 resist_fire 100 resist_cold -100 resist_magic 30 resist_physical 40 ac 5 wc 11 dam 40 hp 400 maxhp 400 level 19 speed 0.50 can_use_weapon 1 can_cast_spell 1 reflect_missile 1 last_heal 1 last_eat 1 exp 1 weight 500000 end Object ruggilli_avatar_info editor_folder gods/elemental type 8 invisible 1 name avatar other_arch ruggilli_avatar end Object ruggilli_general_info editor_folder gods/elemental type 8 invisible 1 name message msg You feel a bond with all things which are made of fire. endmsg end Object ruggilli_holy_servant_info editor_folder gods/elemental type 8 invisible 1 name holy servant other_arch dragon end Object Sorig editor_folder gods/elemental type 50 face para_light.111 race air_elemental animation para_lightning is_animated 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 monster 1 move_type walk alive 1 attacktype 8 resist_electricity 100 path_attuned 131096 path_repelled 256 path_denied 65537 ac -5 wc -1 dam 40 hp 300 maxhp 300 level 15 speed 0.40 can_cast_spell 1 can_use_weapon 1 can_use_armour 1 can_use_shield 1 msg Lord of Storms, King of Thunder and Lightning, Sky Lord endmsg exp 1 weight 1 randomitems Sorig end Object sorig_avatar editor_folder gods/elemental face para_light.111 race para_air,air_elemental,para_lightning animation para_lightning is_animated 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 monster 1 move_type walk alive 1 attacktype 8 resist_electricity 100 resist_physical 40 path_attuned 131096 path_repelled 256 path_denied 66561 ac 5 wc 5 dam 40 hp 300 maxhp 300 level 19 speed 0.40 can_cast_spell 1 can_use_weapon 1 can_use_armour 1 can_use_shield 1 exp 1 weight 1 end Object sorig_avatar_info editor_folder gods/elemental type 8 invisible 1 name avatar other_arch sorig_avatar end Object sorig_general_info editor_folder gods/elemental type 8 invisible 1 name message msg You feel a bond with all things which are made of air and lightning. endmsg end Object sorig_holy_servant_info editor_folder gods/elemental type 8 invisible 1 name holy servant other_arch para_lightning end Object bow_lythander editor_folder gods/items name Lythander's Elven Bow name_pl Lythander's Elven Bows client_type 150 race arrows face elven_bow.111 msg You look at this wonderful bow with pride. It is only granted to the best of Lythander's disciples. endmsg luck 1 sp 70 dam 30 wc 3 nrof 1 startequip 1 attacktype 1 type 14 weight 8000 magic 5 body_arm -2 skill missile weapons end Object bracers_gnarg editor_folder gods/items nrof 1 name bracers title of strength of Wargs face bracersdex.111 msg An exceptional pair of bracers. Not only do they provide the wearer with protection from cold, they also increase the wearer's damage and strength, and help heal the body from damage. A mighty gift from Gnarg sent to aid you in annihilating His enemies. endmsg type 104 Str 2 resist_physical 30 resist_cold 20 dam 15 hp 1 value 65000 weight 9000 startequip 1 name_pl bracers client_type 310 body_wrist -2 end Object burningtail editor_folder gods/items/burning_tail name Burning Tail of many lashings of Ruggilli nrof 1 last_sp 8 type 15 face burningtail.111 weapontype 6 animation burningtail anim_speed 10 client_anim_random 1 material 256 dam 40 weight 10000 value 75000 magic 15 resist_cold 25 resist_fire 15 attacktype 4101 startequip 1 name_pl Burning Tails of many lashings of Ruggilli client_type 100 body_arm -1 item_power 25 glow_radius 3 skill one handed weapons end Object shield_gaea editor_folder gods/items/earth_shield name Gaea's Shield of Earth face earth_shield.111 animation shield_gaea msg This shield is highly enchanted by the forces of life and nature. It is a personal gift from Gaea, to protect her beloved children. endmsg is_animated 1 ac 4 anim_speed 5 client_anim_random 1 nrof 1 startequip 1 type 33 resist_physical 15 resist_fire 30 resist_cold 30 resist_electricity 30 resist_ghosthit -20 weight 20000 name_pl Gaea's Shields of Earth client_type 260 body_arm -1 end Object glovesofsun editor_folder gods/items/glovesofsun name Gloves of the Sun name_pl Gloves of the Sun client_type 300 msg This pair of gloves will aid any of Gaea's most faithful in seeing her will protected. endmsg nrof 1 type 100 face glovesofsun.111 animation glovesofsun anim_speed 4 client_anim_random 1 material 8 weight 900 value 20000 attacktype 5 ac 1 dam 2 Dex 2 wc 2 magic 1 startequip 1 body_hand -2 end Object helmet_gnarg editor_folder gods/items name Gnarg's Orc Helmet name_pl Gnarg's Orc Helmets client_type 270 face bighorn_he.111 msg This helmet good protection. From mighty Gnarg it is. endmsg Dex 1 ac 3 nrof 1 startequip 1 type 34 resist_physical 20 resist_poison 30 weight 7000 gen_sp_armour 1 body_head -1 end Object horn_siren editor_folder gods/items name horn title of the Sirens face shellhorn1.111 randomitems horn_siren msg Putting this shell to your ear, you hear a strange and haunting melody. endmsg type 3 level 40 value 590 weight 1500 material 2 hp 20 maxhp 20 speed 0.2 name_pl horns startequip 1 client_type 721 body_range -1 end Object horn_waves editor_folder gods/items name horn title of Ocean Waves face shellhorn2.111 randomitems horn_waves msg Putting this shell to your ear, you hear the crashing sound of ocean waves. endmsg type 3 level 30 value 590 weight 1000 material 2 hp 24 maxhp 24 speed 0.1 name_pl horns client_type 721 startequip 1 body_range -1 end Object mail_mostrai editor_folder gods/items name Thorin's Plate Mail name_pl Thorin's Plate Mails client_type 250 face plate_mail.111 msg This shining plate mail is Mostrai's gift to the bravest of his warriors. It is highly enchanted, increasing the strength of the wearer and protecting against fire. endmsg ac 3 Str 1 nrof 1 startequip 1 type 16 resist_physical 50 resist_fire 30 weight 50000 magic 2 gen_sp_armour 9 last_sp 13 body_torso -1 item_power 4 end Object mithril_ar_ele_sorig editor_folder gods/items nrof 1 name mithril chainmail of lightning of Sorig type 16 face mithril_ar_ele.111 animation mithril_ar_ele anim_speed 3 client_anim_random 1 ac 6 resist_physical 40 resist_electricity 40 msg Sorig has granted you this fine mail. It grants great protection from electricity and physical attacks without reducing your mobility. Be warned that what Sorig gives, Sorig can take away. endmsg startequip 1 Dex 1 Str 1 exp 1 magic 5 gen_sp_armour 2 last_sp 27 weight 15000 value 4000 name_pl mithril chainmails of lightning of Sorig client_type 250 body_torso -1 item_power 10 end Object pipe_lythander editor_folder gods/items name Lythander's pipe name_pl Lythander's pipes face claypipe.111 randomitems pipe_lythander msg This pipe is the finest you have ever seen. Imagine the smoke rings you could blow with it... endmsg type 3 luck 1 material 256 hp 60 level 35 maxhp 60 speed 0.1 value 58 weight 40 client_type 721 body_range -1 startequip 1 end Object spear_ixalovh editor_folder gods/items name Ixalovh's spear nrof 1 last_sp 9 type 15 face spear_ixalovh.111 weapontype 5 animation spear_ixalovh anim_speed 10 client_anim_random 1 Pow 1 sp 1 material 256 dam 35 weight 26500 value 75000 magic 12 resist_magic 10 resist_fire 15 attacktype 17 startequip 1 name_pl Ixalovh's spears client_type 136 can_impale 1 glow_radius 2 body_arm -2 item_power 20 skill two handed weapons end Object tear_gaea editor_folder gods/items name Gaea's tear face tear.111 animation tear_gaea nrof 1 level 10 anim_speed 4 client_anim_random 1 type 5 weight 10 name_pl Gaea's tears client_type 650 arch spell_heal end end Object valkyrie_amulet_lifesave editor_folder gods/items name Valkyrie's Torc name_pl Valkyrie's Torcs title of Lifesaving face torc.111 type 39 material 12 weight 600 value 20000 lifesave 1 nrof 1 client_type 381 body_neck -1 item_power 3 startequip 1 inv_locked 1 end Object god_cure_blindness editor_folder gods/randomitems type 8 invisible 1 name heal spell slaying cure blindness end Object god_cure_confusion editor_folder gods/randomitems type 8 invisible 1 name heal spell slaying cure confusion end Object god_cure_disease editor_folder gods/randomitems type 8 invisible 1 name heal spell slaying cure disease end Object god_cure_poison editor_folder gods/randomitems type 8 invisible 1 name heal spell slaying cure poison end Object god_enchant_weapon_high editor_folder gods/randomitems name enchant weapon face blank.111 invisible 1 type 8 level 4 end Object god_enchant_weapon_low editor_folder gods/randomitems name enchant weapon face blank.111 invisible 1 type 8 level 10 end Object god_enchant_weapon_medium editor_folder gods/randomitems name enchant weapon face blank.111 invisible 1 type 8 level 6 end Object god_grace_limit_high editor_folder gods/randomitems name grace limit face god_grace_limit.111 invisible 1 type 8 grace 600 end Object god_grace_limit_insane editor_folder gods/randomitems name grace limit face god_grace_limit.111 invisible 1 type 8 grace 1000 end Object god_grace_limit_low editor_folder gods/randomitems name grace limit face god_grace_limit.111 invisible 1 type 8 grace 100 end Object god_grace_limit_medium editor_folder gods/randomitems name grace limit face god_grace_limit.111 invisible 1 type 8 grace 300 end Object god_grace_limit_wimpy editor_folder gods/randomitems name grace limit face god_grace_limit.111 invisible 1 type 8 grace 35 end Object god_heal editor_folder gods/randomitems type 8 invisible 1 name heal spell slaying heal end Object god_major_healing editor_folder gods/randomitems type 8 invisible 1 name heal spell slaying major healing end Object god_medium_healing editor_folder gods/randomitems type 8 invisible 1 name heal spell slaying medium healing end Object god_minor_healing editor_folder gods/randomitems type 8 invisible 1 name heal spell slaying minor healing end Object god_remove_curse editor_folder gods/randomitems type 8 invisible 1 name remove curse end Object god_remove_damnation editor_folder gods/randomitems type 8 invisible 1 name remove damnation end Object god_remove_depletion editor_folder gods/randomitems type 8 invisible 1 name heal depletion end Object god_restore_grace editor_folder gods/randomitems type 8 invisible 1 name restore grace end Object god_restore_hitpoints editor_folder gods/randomitems type 8 invisible 1 name restore hitpoints end Object god_restore_spellpoints_high editor_folder gods/randomitems type 8 invisible 1 name restore spellpoints maxsp 150 end Object god_restore_spellpoints_low editor_folder gods/randomitems type 8 invisible 1 name restore spellpoints maxsp 80 end Object god_restore_spellpoints_medium editor_folder gods/randomitems type 8 invisible 1 name restore spellpoints maxsp 100 end Object god_restore_spellpoints_very_high editor_folder gods/randomitems type 8 invisible 1 name restore spellpoints maxsp 200 end Object god_spellbook_protection_from_fire editor_folder gods/randomitems name prayerbook slaying protection from fire face quarto.111 type 85 skill literacy material 1 value 0 weight 5000 identified 1 startequip 1 nrof 1 end Object Devourers editor_folder gods/supernatural type 50 title Gaea face grimreaper.112 race undead animation grimreaper is_animated 1 monster 1 move_type walk alive 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 attacktype 16973824 path_attuned 393216 path_denied 65536 path_repelled 524547 resist_drain 100 resist_fear 100 resist_deplete 100 resist_death 100 resist_ghosthit 50 resist_poison 100 resist_cold 15 resist_fire -5 ac -12 wc -1 hp 350 maxhp 350 dam 50 last_eat 60 last_heal -1 level 15 speed 0.35 can_cast_spell 1 can_use_weapon 1 can_use_armour 1 can_use_shield 1 undead 1 can_see_in_dark 1 msg Soul Eaters, Harbingers of Death, Nameless Lords of the Tomb endmsg exp 1 weight 1 randomitems Devourers end Object devourers_avatar editor_folder gods/supernatural face grimreaper.112 race undead animation grimreaper is_animated 1 monster 1 move_type walk alive 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 attacktype 196752 path_attuned 262144 path_denied 590082 path_repelled 129 resist_death 100 resist_deplete 100 resist_fear 100 resist_drain 100 resist_fire -50 resist_cold 50 resist_physical 20 ac 1 wc 10 hp 350 maxhp 350 dam 40 last_eat -3 last_heal -1 level 19 speed 0.35 can_cast_spell 1 can_use_weapon 1 can_use_armour 1 can_use_shield 1 undead 1 can_see_in_dark 1 exp 1 weight 1 end Object devourers_avatar_info editor_folder gods/supernatural type 8 invisible 1 name avatar other_arch devourers_avatar end Object devourers_general_info editor_folder gods/supernatural type 8 invisible 1 name message msg You feel a bond with all things which are undead. endmsg end Object devourers_holy_servant_info editor_folder gods/supernatural type 8 invisible 1 name holy servant other_arch wight end Object Gorokh editor_folder gods/supernatural title Valriel type 50 face devil.111 slaying angel race demon animation devil is_animated 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 monster 1 move_type walk alive 1 attacktype 16384 path_attuned 131072 path_repelled 257 resist_magic 30 resist_cold -5 resist_fear 100 ac -5 wc -3 dam 50 hp 350 maxhp 350 level 15 speed 0.25 luck -1 last_heal -2 last_sp -1 can_cast_spell 1 can_use_armour 1 can_use_weapon 1 can_use_shield 1 msg Demon King, Duke of Hell, Temptor and Tormentor endmsg exp 1 weight 400000 randomitems Gorokh end Object gorokh_avatar editor_folder gods/supernatural face devil.111 slaying angel race demon animation devil is_animated 1 Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 monster 1 move_type walk alive 1 attacktype 16385 path_attuned 393216 path_denied 1025 resist_physical 50 resist_fear 100 resist_magic 20 ac 5 wc 3 dam 40 hp 350 maxhp 350 level 19 speed 0.25 can_cast_spell 1 can_use_armour 1 can_use_weapon 1 can_use_shield 1 exp 1 weight 400000 end Object gorokh_avatar_info editor_folder gods/supernatural type 8 invisible 1 name avatar other_arch gorokh_avatar end Object gorokh_general_info editor_folder gods/supernatural type 8 invisible 1 name message msg You are filled with a desire to slay all angels. endmsg end Object gorokh_holy_servant_info editor_folder gods/supernatural type 8 invisible 1 name holy servant other_arch devil end Object Valriel editor_folder gods/supernatural title Gorokh face highangel.115 slaying demon race angel animation highangel Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 is_animated 1 type 50 monster 1 move_type walk alive 1 attacktype 4194304 path_attuned 1025 path_denied 393216 resist_confusion 20 resist_blind 100 resist_fear 100 ac -7 wc -1 hp 350 maxhp 350 dam 50 level 15 speed 0.25 can_cast_spell 1 can_use_armour 1 can_use_weapon 1 can_use_shield 1 msg Lord of Angels, Duke of the Heavens, Healer and Protector endmsg exp 1 weight 100000 randomitems Valriel end Object valriel_avatar editor_folder gods/supernatural face highangel.115 slaying demon race angel animation highangel Str 30 Con 30 Dex 30 Int 30 Wis 30 Pow 30 is_animated 1 monster 1 move_type walk alive 1 attacktype 4194305 path_attuned 1025 path_denied 393216 resist_confusion 20 resist_blind 100 resist_fear 100 resist_physical 50 ac 3 wc 7 hp 350 maxhp 350 dam 40 level 19 speed 0.25 can_cast_spell 1 can_use_armour 1 can_use_weapon 1 can_use_shield 1 exp 1 weight 100000 end Object valriel_avatar_info editor_folder gods/supernatural type 8 invisible 1 name avatar other_arch valriel_avatar end Object valriel_general_info editor_folder gods/supernatural type 8 invisible 1 name message msg You are filled with a desire to slay all demons. endmsg end Object valriel_holy_servant_info editor_folder gods/supernatural type 8 invisible 1 name holy servant other_arch angel end Object valriel_player_glow editor_folder gods/supernatural name Valriel's light face highangel.115 glow_radius 9 type 98 startequip 1 invisible 1 end Object lake editor_folder ground/Lake face blake_0.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_n editor_folder ground/Lake face blake_1.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_e editor_folder ground/Lake face blake_2.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_ne editor_folder ground/Lake face blake_3.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_s editor_folder ground/Lake face blake_4.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_sn editor_folder ground/Lake face blake_5.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_se editor_folder ground/Lake face blake_6.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_nes editor_folder ground/Lake face blake_7.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_w editor_folder ground/Lake face blake_8.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_nw editor_folder ground/Lake face blake_9.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_ew editor_folder ground/Lake face blake_A.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_new editor_folder ground/Lake face blake_B.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_sw editor_folder ground/Lake face blake_C.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_nse editor_folder ground/Lake face blake_D.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_sew editor_folder ground/Lake face blake_E.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_center editor_folder ground/Lake face blake_F.111 move_block all no_pick 1 is_water 1 is_floor 1 smoothlevel 255 end Object biglake_0 editor_folder ground/Lake face blake_0.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_3_3 editor_folder ground/Lake face blake_1.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_3_4 editor_folder ground/Lake face blake_2.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_2_2_3 editor_folder ground/Lake face blake_3.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_3_1 editor_folder ground/Lake face blake_4.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_2_1_2 editor_folder ground/Lake face blake_5.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_2_2_4 editor_folder ground/Lake face blake_6.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_1_3 editor_folder ground/Lake face blake_7.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_3_2 editor_folder ground/Lake face blake_8.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_2_2_2 editor_folder ground/Lake face blake_9.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_2_1_1 editor_folder ground/Lake face blake_A.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_1_1 editor_folder ground/Lake face blake_B.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_2_2_1 editor_folder ground/Lake face blake_C.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_1_4 editor_folder ground/Lake face blake_D.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_1_2 editor_folder ground/Lake face blake_E.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object biglake_4 editor_folder ground/Lake face blake_F.111 move_block all no_pick 1 is_water 1 is_floor 1 smoothlevel 255 end Object mountain_cave editor_folder ground/Mountain name cave type 66 face moun_cave1.111 no_pick 1 is_floor 1 smoothlevel 100 client_type 25012 end Object mountain_cave2 editor_folder ground/Mountain name cave type 66 face moun_cave2.111 no_pick 1 is_floor 1 smoothlevel 100 client_type 25012 end Object mountain editor_folder ground/Mountain name mountains face mountain1.111 randomitems mountain type 67 race /terrain/mountain move_on walk no_pick 1 blocksview 1 is_hilly 1 move_slow walk move_slow_penalty 5 smoothlevel 100 is_floor 1 end Object mountain2 editor_folder ground/Mountain name high mountains face mountain2.111 randomitems mountain type 67 race /terrain/mountain move_on walk no_pick 1 is_hilly 1 move_slow walk move_slow_penalty 10 blocksview 1 smoothlevel 100 is_floor 1 end Object mountain3 editor_folder ground/Mountain name mountains face mountain3.111 randomitems mountain type 67 race /terrain/mountain move_on walk no_pick 1 blocksview 1 is_hilly 1 move_slow walk move_slow_penalty 5 end Object mountain4 editor_folder ground/Mountain name high mountains face mountain4.111 randomitems mountain type 67 race /terrain/mountain no_pick 1 move_block all blocksview 1 smoothlevel 100 is_floor 1 end Object mountain5 editor_folder ground/Mountain name very high mountains face mountain5.111 randomitems mountain type 67 race /terrain/mountain no_pick 1 move_block all blocksview 1 smoothlevel 102 is_floor 1 end Object mountain_2 editor_folder ground/Mountain name high mountain randomitems mountain face mountain_2.x11 no_pick 1 move_slow walk move_slow_penalty 20 is_hilly 1 blocksview 1 is_floor 1 end More Object mountain_2_2 editor_folder ground/Mountain name high mountain randomitems mountain face mountain_2.x11 no_pick 1 x 1 move_slow walk move_slow_penalty 20 is_hilly 1 blocksview 1 is_floor 1 end More Object mountain_2_3 editor_folder ground/Mountain name high mountain randomitems mountain face mountain_2.x11 no_pick 1 y 1 move_slow walk move_slow_penalty 20 is_hilly 1 blocksview 1 is_floor 1 end More Object mountain_2_4 editor_folder ground/Mountain name high mountain randomitems mountain face mountain_2.x11 no_pick 1 x 1 y 1 move_slow walk move_slow_penalty 20 is_hilly 1 blocksview 1 is_floor 1 end Object mountain_rubble editor_folder ground/Mountain face rubble1.111 harvest_race mountain_rubble harvest_tool pickaxe harvestable -1 harvest_level 1 harvest_exp 0 nrof 0 type 4 hp 1 material 18 value 50 weight 50000 identified 1 randomitems random_inorganic name rubble name_pl rubble client_type 51 end Object s_mountain_cave editor_folder ground/Mountain name snow cave type 66 face s_moun_cave.111 no_pick 1 is_floor 1 client_type 25012 end Object s_mountain editor_folder ground/Mountain name mountains face s_mountain.111 type 67 race /terrain/mountain move_on walk no_pick 1 blocksview 1 is_hilly 1 move_slow walk move_slow_penalty 8 is_floor 1 end Object gstone_4 editor_folder ground/Pstone name mossy rocks face gstone_4.111 no_pick 1 is_floor 1 move_slow walk move_slow_penalty 1 is_hilly 1 end Object phole_1 editor_folder ground/Pstone name hole in the sand type 66 face phole_1.111 no_pick 1 client_type 25012 end Object phole_2 editor_folder ground/Pstone name hole in the stones type 66 face phole_2.111 no_pick 1 client_type 25012 end Object phole_3 editor_folder ground/Pstone name hole in the stones type 66 face phole_3.111 no_pick 1 move_on walk client_type 25012 end Object pstone_1 editor_folder ground/Pstone name sand face pstone_1.111 no_pick 1 is_floor 1 smoothlevel 18 move_block boat swim end Object pstone_2 editor_folder ground/Pstone name stones and sand face pstone_2.111 no_pick 1 is_floor 1 smoothlevel 18 end Object pstone_3 editor_folder ground/Pstone name stones face pstone_3.111 no_pick 1 is_floor 1 smoothlevel 18 end Object pstone_4 editor_folder ground/Pstone name big stones face pstone_4.111 no_pick 1 is_floor 1 move_slow walk move_slow_penalty 1 is_hilly 1 smoothlevel 37 end Object pstone_5 editor_folder ground/Pstone name crater face pstone_5.111 no_pick 1 is_floor 1 move_slow walk move_slow_penalty 2 is_hilly 1 end Object crater editor_folder ground/Stone face crater.111 no_pick 1 move_slow walk move_slow_penalty 3 is_hilly 1 is_floor 1 smoothlevel 12 end Object large_stones editor_folder ground/Stone name stones face largestone.111 no_pick 1 move_slow walk move_slow_penalty 2 is_hilly 1 is_floor 1 smoothlevel 15 end Object medium_stones editor_folder ground/Stone name stones face mediumston.111 no_pick 1 move_slow walk move_slow_penalty 1 is_hilly 1 is_floor 1 smoothlevel 14 end Object small_stones editor_folder ground/Stone name stones face smallstone.111 no_pick 1 is_floor 1 smoothlevel 13 end Object mountain1_rivlets editor_folder ground/Weather name rivlets face mountain1_rivlets.111 no_pick 1 is_water 1 end Object mountain1_snow editor_folder ground/Weather name snow face mountain1_snow.111 no_pick 1 is_water 1 end Object mountain2_rivlets editor_folder ground/Weather name rivlets face mountain2_rivlets.111 no_pick 1 is_water 1 end Object mountain2_snow editor_folder ground/Weather name snow face mountain2_snow.111 no_pick 1 is_water 1 end Object mountain_foilage editor_folder ground/Weather name foilage face mountain_foilage.111 no_pick 1 is_water 1 end Object rain editor_folder ground/Weather name rain face rain.111 animation rain material 512 no_pick 1 is_water 1 map_layer fly anim_speed 1 client_anim_random 1 end Object rain1 editor_folder ground/Weather name puddle face rain1.111 no_pick 1 is_water 1 end Object rain2 editor_folder ground/Weather name rain face rain.111 animation rain material 512 no_pick 1 is_water 1 map_layer fly anim_speed 1 client_anim_random 1 end Object rain3 editor_folder ground/Weather name big puddle face rain3.111 no_pick 1 is_water 1 end Object rain4 editor_folder ground/Weather name big puddle face rain4.111 no_pick 1 is_water 1 end Object rain5 editor_folder ground/Weather name puddle face rain2.111 no_pick 1 is_water 1 end Object snow_c editor_folder ground/Weather name snow face snow_c.111 animation snow_c materialname ice no_pick 1 is_water 1 map_layer fly anim_speed 3 client_anim_random 1 end Object cforest1 editor_folder ground/Winter face cforest1.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 3 is_wooded 1 is_floor 1 end Object cforest2 editor_folder ground/Winter face cforest2.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 3 is_wooded 1 is_floor 1 end Object cforest3 editor_folder ground/Winter face cforest3.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 3 is_wooded 1 is_floor 1 end Object cforest4 editor_folder ground/Winter face cforest4.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 3 is_wooded 1 end Object cforest5 editor_folder ground/Winter face cforest5.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 3 is_wooded 1 end Object cforest6 editor_folder ground/Winter face cforest6.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 3 is_wooded 1 end Object christmas_tree5 editor_folder ground/Winter name christmas tree face tree_5_christmas.x11 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 glow_radius 2 end Object christmas_s_tree5 editor_folder ground/Winter name snow covered christmas tree face s_tree_5_christmas.x11 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 glow_radius 2 end Object drifts editor_folder ground/Winter face drifts.111 type 67 race /terrain/hills move_on walk is_hilly 1 no_pick 1 move_slow walk move_slow_penalty 3 is_floor 1 smoothlevel 24 end Object evil_ice editor_folder ground/Winter type 102 subtype 7 level 1 move_on walk wc -30 lifesave 1 name strange looking ice face evil_ice.111 animation evil_ice speed 0.2 no_pick 1 attacktype 16 hp 1 dam 10 is_floor 1 end Object glacier editor_folder ground/Winter name glacier face glacier.111 type 67 race /terrain/mountain move_on walk is_hilly 1 no_pick 1 move_slow walk move_slow_penalty 15 is_floor 1 dam 2 attacktype 16 smoothlevel 23 end Object ice editor_folder ground/Winter name ice face ice.111 move_slow walk move_slow_penalty 8 no_pick 1 smoothlevel 22 end Object ice2 editor_folder ground/Winter name Ice face ice2.111 no_pick 1 is_floor 1 smoothlevel 4 end Object ihole editor_folder ground/Winter name hole in the snow type 66 face ihole.111 no_pick 1 client_type 25012 end Object ipond editor_folder ground/Winter name small pond type 67 race /terrain/plains move_on walk face ipond.111 no_pick 1 is_floor 1 smoothlevel 21 end Object istone editor_folder ground/Winter name ice_stone face istone.111 no_pick 1 is_floor 1 smoothlevel 3 end Object s_tree5 editor_folder ground/Winter name snow covered tree face s_tree_5.x11 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 end Object snow editor_folder ground/Winter name snow face snow.111 no_pick 1 is_floor 1 smoothlevel 21 end Object snow2 editor_folder ground/Winter name snow face snow2.111 no_pick 1 is_floor 1 smoothlevel 25 end Object snow3 editor_folder ground/Winter name snow face snow3.111 no_pick 1 is_floor 1 smoothlevel 26 end Object snow4 editor_folder ground/Winter name snow face snow4.111 no_pick 1 smoothlevel 31 end Object snow5 editor_folder ground/Winter name light snow face snow5.111 no_pick 1 smoothlevel 100 end Object snowroad editor_folder ground/Winter name road face snowroad.111 no_pick 1 is_floor 1 smoothlevel 3 end Object snowroad2 editor_folder ground/Winter name road face snowroad2.111 no_pick 1 is_floor 1 smoothlevel 3 end Object spalm editor_folder ground/Winter name snow covered palm face spalm.111 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 end Object spalms1 editor_folder ground/Winter name snow covered palms face spalms1.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 2 is_wooded 1 end Object spalms2 editor_folder ground/Winter name snow covered palms face spalms2.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 2 is_wooded 1 end Object brush editor_folder ground/Wood face brush.111 type 67 move_on walk race /terrain/plains no_pick 1 move_slow walk move_slow_penalty 2 is_wooded 1 is_floor 1 smoothlevel 40 move_block boat swim end Object cyanbrush editor_folder ground/Wood face cyanbrush.111 type 67 move_on walk race /terrain/plains no_pick 1 move_slow walk move_slow_penalty 2 is_wooded 1 is_floor 1 smoothlevel 45 move_block boat swim end Object darkforest editor_folder ground/Wood face darkforest.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 5 is_wooded 1 blocksview 1 is_floor 1 smoothlevel 136 move_block boat swim end Object evergreens editor_folder ground/Wood face evergreens.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 3 is_wooded 1 is_floor 1 smoothlevel 135 move_block boat swim end Object evergreens2 editor_folder ground/Wood name evergreens face evergreens_2.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 3 is_wooded 1 smoothlevel 125 move_block boat swim end Object jungle_1 editor_folder ground/Wood name jungle face jungle_1.111 type 67 race /terrain/jungle move_on walk no_pick 1 blocksview 1 move_slow walk move_slow_penalty 5 smoothlevel 129 is_wooded 1 is_floor 1 move_block boat swim end Object jungle_2 editor_folder ground/Wood name jungle face jungle_2.111 type 67 race /terrain/jungle move_on walk no_pick 1 move_slow walk move_slow_penalty 5 is_wooded 1 blocksview 1 smoothlevel 128 is_floor 1 move_block boat swim end Object tree editor_folder ground/Wood face tree_1.111 move_slow walk move_slow_penalty 1 is_wooded 1 no_pick 1 is_floor 1 smoothlevel 125 end Object evergreen editor_folder ground/Wood face tree_2.111 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 is_floor 1 smoothlevel 125 end Object tree3 editor_folder ground/Wood name tree face tree_3.111 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 end Object tree4 editor_folder ground/Wood name tree face tree_4.111 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 end Object tree5 editor_folder ground/Wood name tree face tree_5.111 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 end Object tree6 editor_folder ground/Wood name tree face tree_6.111 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 end Object treed_hills editor_folder ground/Wood name treed hills face treed_hills.111 type 67 race /terrain/hills move_on walk is_hilly 1 no_pick 1 is_wooded 1 move_slow walk move_slow_penalty 5 is_floor 1 smoothlevel 130 move_block boat swim end Object woods editor_folder ground/Wood face woods_1.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 is_floor 1 smoothlevel 127 move_block boat swim end Object woods_2 editor_folder ground/Wood name woods face woods_2.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 is_floor 1 smoothlevel 127 move_block boat swim end Object woods_3 editor_folder ground/Wood name woods face woods_3.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 is_floor 1 smoothlevel 127 move_block boat swim end Object woods4 editor_folder ground/Wood name woods4 face woods_4.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 smoothlevel 12 move_block boat swim end Object woods5 editor_folder ground/Wood name woods face woods_5.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 move_block boat swim end Object ytree editor_folder ground/Wood name tree face ytree_1.111 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 end Object ytree_2 editor_folder ground/Wood name tree face ytree_2.111 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 end Object acid editor_folder ground type 102 subtype 7 level 1 move_on walk wc -30 name acid face acid.111 animation acid smoothlevel 28 speed 0.2 no_pick 1 attacktype 64 duration 60 dam 3 is_floor 1 move_block boat swim end Object permanent_acid editor_folder ground type 102 subtype 7 level 1 move_on walk wc -30 lifesave 1 name acid face acid.111 animation permanent_acid speed 0.2 no_pick 1 smoothlevel 28 attacktype 64 hp 1 dam 3 is_floor 1 move_block boat swim end Object battleground editor_folder ground name battleground face pstone_1.111 type 58 no_pick 1 is_floor 1 end Object beach editor_folder ground face beach.111 type 67 race /terrain/desert move_on walk no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 0 is_floor 1 smoothlevel 10 move_block boat swim end Object blackrock editor_folder ground name blackrock face blackrock.111 no_pick 1 is_floor 1 smoothlevel 50 end Object blood_sea editor_folder ground face blood_sea.111 animation blood_sea name sea of blood name_pl sea of blood smoothlevel 29 anim_speed 5 client_anim_sync 1 move_block all no_pick 1 is_water 1 is_floor 1 end Object brefjell editor_folder ground face brefjell.111 blocksview 1 no_pick 1 move_block all end Object chaos editor_folder ground type 102 subtype 7 move_on walk level 1 wc -30 lifesave 1 name chaos face ball_lightning.111 animation chaos speed 1 no_pick 1 attacktype 262144 dam 2 is_floor 1 end Object major_chaos editor_folder ground type 102 subtype 7 move_on walk level 1 wc -30 lifesave 1 name chaos face ball_lightning.111 animation major_chaos speed 1 no_pick 1 attacktype 262144 dam 10 is_floor 1 end Object chaos_ball editor_folder ground name chaos type 102 subtype 7 level 1 move_on walk fly_low wc -30 lifesave 1 face ball_lightning.111 animation chaos_ball is_used_up 1 random_movement 1 speed 1 attacktype 262144 move_type fly_low no_pick 1 dam 5 end Object cmarsh editor_folder ground name cold marsh face cmarsh.111 type 67 race /terrain/swamp move_on walk no_pick 1 is_water 1 move_slow walk move_slow_penalty 20 is_wooded 0 is_floor 1 smoothlevel 8 end Object cyangrass editor_folder ground face cyangrass.111 type 67 race /terrain/plains move_on walk is_floor 1 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 smoothlevel 45 end Object cyangrass_only editor_folder ground name cyangrass face cyangrass.111 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 smoothlevel 45 end Object cyangrasspond editor_folder ground name small pond type 67 race /terrain/plains move_on walk face cyangrasspond.111 no_pick 1 is_water 1 is_floor 1 smoothlevel 45 end Object deep_sea editor_folder ground name deep sea face deep_sea.111 animation deep_sea smoothlevel 17 anim_speed 5 client_anim_sync 1 no_pick 1 is_water 1 is_floor 1 move_block all -boat end Object deep_swamp editor_folder ground name swamp type 138 face deep_swamp.111 speed -0.07 animation deep_swamp no_pick 1 is_water 1 move_on walk move_slow walk move_slow_penalty 5 is_wooded 1 smoothlevel 8 is_floor 1 end Object desert editor_folder ground face desert.111 type 67 race /terrain/desert move_on walk no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 is_floor 1 smoothlevel 37 move_block boat swim end Object falls editor_folder ground face falls.111 is_water 1 no_pick 1 end Object falls_2 editor_folder ground name falls face falls2.111 is_water 1 no_pick 1 end Object falls_3 editor_folder ground name falls face falls3.111 is_water 1 no_pick 1 end Object falls_4 editor_folder ground name falls face falls4.111 is_water 1 no_pick 1 end Object farmland editor_folder ground face farmland.111 type 67 move_on walk is_floor 1 no_pick 1 is_wooded 1 move_slow walk move_slow_penalty 1 smoothlevel 35 move_block boat swim end Object flowers_permanent editor_folder ground name flower name_pl flowers material 32 face flowers.111 weight 20 nrof 1 end Object fog editor_folder ground face fog.111 other_arch fog animation fog type 67 move_type fly_low no_pick 1 is_used_up 1 resist_fire 100 resist_electricity 100 resist_confusion 100 resist_acid 100 resist_drain 100 resist_weaponmagic 100 resist_ghosthit 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_turn_undead 100 resist_fear 100 resist_cancellation 100 resist_deplete 100 resist_death 100 material 1 changing 1 generator 1 speed 0.001 blocksview 1 end Object fog_wall editor_folder ground name fog face fog.111 animation fog_wall type 102 subtype 7 move_type fly_low no_pick 1 resist_fire 100 resist_electricity 100 resist_confusion 100 resist_acid 100 resist_drain 100 resist_weaponmagic 100 resist_ghosthit 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_turn_undead 100 resist_fear 100 resist_cancellation 100 resist_deplete 100 resist_death 100 material 1 changing 1 speed 0.001 blocksview 1 end Object glue editor_folder ground face glue.111 anim_speed 15 client_anim_random 1 animation glue no_pick 1 move_slow walk move_slow_penalty 4 material 32 end Object goldgrass editor_folder ground name drop 10 gold coins slaying goldcoin msg Click! endmsg type 18 activate_on_push 1 activate_on_release 1 face goldgrass.111 food 10 animation goldgrass no_pick 1 move_on walk is_floor 1 end Object grass editor_folder ground face grass.111 type 67 race /terrain/plains move_on walk is_floor 1 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 smoothlevel 40 move_block boat swim end Object grass_only editor_folder ground name grass face grass.111 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 smoothlevel 40 move_block boat swim end Object grasspond editor_folder ground name small pond type 67 race /terrain/plains move_on walk face grasspond.111 no_pick 1 is_water 1 is_floor 1 smoothlevel 40 move_block boat swim end Object hills editor_folder ground face hills.111 type 67 race /terrain/hills move_on walk is_hilly 1 no_pick 1 move_slow walk move_slow_penalty 3 is_floor 1 smoothlevel 59 move_block boat swim end Object hills_rocky editor_folder ground name hills face hillsrocky.111 type 67 race /terrain/hills move_on walk is_hilly 1 no_pick 1 move_slow walk move_slow_penalty 2 is_floor 1 smoothlevel 60 move_block boat swim end Object lava editor_folder ground type 102 subtype 7 level 1 move_on walk wc -30 name lava face lava.111 animation lava smoothlevel 28 speed 0.2 no_pick 1 attacktype 4 duration 60 dam 3 is_floor 1 move_block boat swim end Object permanent_lava editor_folder ground type 102 subtype 7 level 1 move_on walk wc -30 lifesave 1 name lava face lava.111 animation permanent_lava speed 0.2 no_pick 1 smoothlevel 28 attacktype 4 hp 1 dam 3 is_floor 1 move_block boat swim end Object marsh editor_folder ground face marsh.111 type 67 race /terrain/swamp move_on walk no_pick 1 is_water 1 move_slow walk move_slow_penalty 15 is_wooded 1 smoothlevel 9 is_floor 1 move_block boat swim end Object dunes editor_folder ground/new face dunes.111 type 67 race /terrain/desert move_on walk no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 smoothlevel 36 is_floor 1 end Object earth editor_folder ground/new name earth face earth.111 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 smoothlevel 11 end Object fernsdense editor_folder ground/new name dense ferns face fernsdense.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 3 is_wooded 1 end Object fernssparse editor_folder ground/new name sparse ferns face fernssparse.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 2 is_wooded 1 end Object forestsparse editor_folder ground/new name sparse forest face forestsparse.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 2 is_wooded 1 end Object grass_br_gr editor_folder ground/new name dying grass face grass_br_gr.111 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 smoothlevel 38 end Object grassbrown editor_folder ground/new name brown grass face grassbrown.111 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 smoothlevel 37 end Object grassdark editor_folder ground/new name dark grass face grassdark.111 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 smoothlevel 39 end Object grassmedium editor_folder ground/new name medium grass face grassmedium.111 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 smoothlevel 41 end Object palm editor_folder ground/new name palm face palm.111 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 end Object palms editor_folder ground/new face palms.111 type 67 race /terrain/forest move_on walk no_pick 1 move_slow walk move_slow_penalty 2 is_wooded 1 end Object Nimground3_purple editor_folder ground/nimground name purple flesh face Nimground3_purple.111 animation Nimground3_purple no_pick 1 is_floor 1 speed 0.3 end Object oil_sea editor_folder ground face oil_sea.111 animation oil_sea name oil ocean name_pl oil ocean smoothlevel 16 anim_speed 10 client_anim_sync 1 move_block all no_pick 1 is_water 1 is_floor 1 end Object oil_sea_ultra_viscous editor_folder ground #So thick you can almost walk on it (To be used where one needs walk-on-able/nonblocking oil) #(ex: some random maps). For most applications you should use the regular oil_sea #which will be swimmable as water is (but much slower swimming of course) face oil_sea.111 animation oil_sea_ultra_viscous name ultra viscous oil name_pl ultra viscous oil smoothlevel 16 anim_speed 10 client_anim_sync 1 no_pick 1 is_water 1 is_floor 1 end Object quicksilver_sea editor_folder ground face quicksilver_sea.111 animation quicksilver_sea name quicksilver sea name_pl quicksilver sea smoothlevel 16 anim_speed 3 client_anim_sync 1 move_block all no_pick 1 is_water 1 is_floor 1 end Object sea editor_folder ground face sea.111 animation sea move_block all -boat no_pick 1 is_water 1 is_floor 1 smoothlevel 20 client_anim_sync 1 anim_speed 5 end Object sea1 editor_folder ground name sea face sea.111 animation sea no_pick 1 is_water 1 is_floor 1 smoothlevel 20 client_anim_sync 1 anim_speed 5 end Object sea_route editor_folder ground name sea face sea.111 animation sea move_block all -boat no_pick 1 is_water 1 is_floor 1 smoothlevel 20 client_anim_sync 1 anim_speed 5 end Object sea_nw editor_folder ground name sea face sea_nw.111 speed 0.2 move_block all no_pick 1 is_water 1 smoothlevel 20 end Object sea_ne editor_folder ground name sea face sea_ne.111 speed 0.2 move_block all no_pick 1 is_water 1 smoothlevel 20 end Object sea_sw editor_folder ground name sea face sea_sw.111 speed 0.2 move_block all no_pick 1 is_water 1 smoothlevel 20 end Object sea_se editor_folder ground name sea face sea_se.111 speed 0.2 no_pick 1 move_block all is_water 1 smoothlevel 20 end Object sea_nes editor_folder ground name sea face sea_7.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object sea_new editor_folder ground name sea face sea_B.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object sea_nse editor_folder ground name sea face sea_D.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object sea_sew editor_folder ground name sea face sea_E.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object sea_nsew editor_folder ground name sea face sea_F.111 move_block all no_pick 1 is_water 1 smoothlevel 255 end Object shallow_sea editor_folder ground name shallow sea face shallow_sea.111 animation shallow_sea smoothlevel 19 anim_speed 5 client_anim_sync 1 no_pick 1 is_water 1 is_floor 1 move_block all randomitems fish end Object cloud_1_1_1 editor_folder ground/sky name cloud face cloud_1_1.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object cloud_1_2_1 editor_folder ground/sky name cloud face cloud_1_2.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object cloud_1_3_1 editor_folder ground/sky name cloud face cloud_1_3.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object cloud_2_1_1 editor_folder ground/sky name cloud face cloud_2_1.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object cloud_2_2_1 editor_folder ground/sky name cloud face cloud_2_2.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object cloud_2_3_1 editor_folder ground/sky name cloud face cloud_2_3.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object cloud_3_1_1 editor_folder ground/sky name cloud face cloud_3_1.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object cloud_3_2_1 editor_folder ground/sky name cloud face cloud_3_2.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object cloud_3_3_1 editor_folder ground/sky name cloud face cloud_3_3.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object cloud_4_1_1 editor_folder ground/sky name cloud face cloud_4_1.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object cloud_4_2_1 editor_folder ground/sky name cloud face cloud_4_2.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object cloud_4_3_1 editor_folder ground/sky name cloud face cloud_4_3.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object cloud_5_1_1 editor_folder ground/sky name cloud face cloud_5_1.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object cloud_5_2_1 editor_folder ground/sky name cloud face cloud_5_2.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object cloud_5_3_1 editor_folder ground/sky name cloud face cloud_5_3.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object empty_sky editor_folder ground/sky name sky face sky.x11 type 67 move_on walk is_floor 1 no_pick 1 move_slow walk end Object spider_web editor_folder ground name spider web face spider_web.111 anim_speed 20 client_anim_sync 1 animation spider_web no_pick 1 move_slow walk move_slow_penalty 7 material 128 end Object steppe editor_folder ground face steppe.111 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 is_floor 1 smoothlevel 27 move_block boat swim end Object steppelight editor_folder ground name steppe face steppelight.111 no_pick 1 move_slow walk move_slow_penalty 1 is_wooded 1 is_floor 1 move_block boat swim end Object swamp editor_folder ground face swamp.111 type 67 race /terrain/swamp move_on walk no_pick 1 is_water 1 move_slow walk move_slow_penalty 3 is_wooded 1 smoothlevel 9 is_floor 1 move_block boat swim end Object temp_fog editor_folder ground name fog face fog.111 animation temp_fog type 67 move_type fly_low no_pick 1 is_used_up 1 resist_fire 100 resist_electricity 100 resist_confusion 100 resist_acid 100 resist_drain 100 resist_weaponmagic 100 resist_ghosthit 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_turn_undead 100 resist_fear 100 resist_cancellation 100 resist_deplete 100 resist_death 100 material 1 changing 1 speed 0.001 blocksview 1 end Object temp_fog_moving editor_folder ground name fog face fog.111 animation temp_fog type 67 move_type fly_low no_pick 1 is_used_up 1 resist_fire 100 resist_electricity 100 resist_confusion 100 resist_acid 100 resist_drain 100 resist_weaponmagic 100 resist_ghosthit 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_turn_undead 100 resist_fear 100 resist_cancellation 100 resist_deplete 100 resist_death 100 material 1 changing 1 blocksview 1 weight 1000 value 1 speed 0.5 arch event_destroy name GenerateFog title Python slaying /python/Moving_Fog.py end end Object temp_summon_fog editor_folder ground name fog face fog.111 animation temp_fog type 67 move_type fly_low no_pick 1 is_used_up 1 resist_fire 100 resist_electricity 100 resist_confusion 100 resist_acid 100 resist_drain 100 resist_weaponmagic 100 resist_ghosthit 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_turn_undead 100 resist_fear 100 resist_cancellation 100 resist_deplete 100 resist_death 100 material 1 changing 1 blocksview 1 weight 100000 value 1 speed 0.5 arch event_destroy name GenerateFog title Python slaying /python/Moving_Fog.py end end Object thorns editor_folder ground type 102 subtype 7 level 1 wc -1 food 1 name thorns face thorns.111 no_pick 1 move_on walk is_wooded 1 move_slow walk move_slow_penalty 3 attacktype 1 speed 0.2 dam 3 move_block boat swim end Object active_volcano editor_folder ground name volcano other_arch spell_create_lava face volcano_lo.x11 type 62 activate_on_push 1 activate_on_release 1 level 1 no_pick 1 move_slow walk move_slow_penalty 15 is_hilly 1 speed -0.02 move_block boat swim end More Object active_volcano_2 editor_folder ground name volcano other_arch spell_create_lava face volcano_lo.x11 type 62 activate_on_push 1 activate_on_release 1 level 1 x 1 no_pick 1 move_slow walk move_slow_penalty 15 is_hilly 1 move_block boat swim end Object wasteland editor_folder ground face wasteland.111 blocksview 1 no_pick 1 move_block all is_floor 1 smoothlevel 51 end Object barrel editor_folder indoor face barrel.111 material 16 weight 100000 move_block all can_roll 1 move_type 1 no_pick 1 name_pl barrels client_type 8002 end Object bed_1 editor_folder indoor name bed face bed_1.111 weight 200000 value 35 material 16 name_pl beds client_type 8002 end Object bed_save editor_folder indoor name bed to reality type 106 face bed_save.111 weight 200000 value 40 no_pick 1 no_magic 1 damned 1 client_type 25091 end Object chair editor_folder indoor face chair.111 weight 40000 value 20 material 16 name_pl chairs client_type 8002 end Object chair_1.1 editor_folder indoor name chair weight 45000 face chair_1.101 value 25 material 16 name_pl chairs client_type 8002 end Object chair_1.2 editor_folder indoor name chair weight 45000 face chair_1.111 value 25 material 16 name_pl chairs client_type 8002 end Object chair_1.3 editor_folder indoor name chair weight 45000 face chair_1.121 value 25 material 16 name_pl chairs client_type 8002 end Object chair_1.4 editor_folder indoor name chair weight 45000 face chair_1.131 value 25 material 16 name_pl chairs client_type 8002 end Object chair_2.1 editor_folder indoor name chair weight 50000 face chair_2.101 value 25 material 16 name_pl chairs client_type 8002 end Object chair_2.2 editor_folder indoor name chair weight 50000 face chair_2.111 value 25 material 16 name_pl chairs client_type 8002 end Object chair_2.3 editor_folder indoor name chair weight 50000 face chair_2.121 value 25 material 16 name_pl chairs client_type 8002 end Object chair_2.4 editor_folder indoor name chair weight 50000 face chair_2.131 value 25 material 16 name_pl chairs client_type 8002 end Object chair_3.1 editor_folder indoor name chair weight 60000 face chair_3.101 value 25 material 16 name_pl chairs client_type 8002 end Object chair_3.2 editor_folder indoor name chair weight 60000 face chair_3.111 value 25 material 16 name_pl chairs client_type 8002 end Object chair_bc_2.1 editor_folder indoor name chair weight 50000 face chair_bc_2.101 value 1600 material 16 materialname satin covered wood name_pl chairs client_type 8002 end Object chair_bc_2.2 editor_folder indoor name chair weight 50000 face chair_bc_2.111 value 1600 material 16 materialname satin covered wood name_pl chairs client_type 8002 end Object chair_bc_2.3 editor_folder indoor name chair weight 50000 face chair_bc_2.121 value 1600 material 16 materialname satin covered wood name_pl chairs client_type 8002 end Object chair_bc_2.4 editor_folder indoor name chair weight 50000 face chair_bc_2.131 value 1600 material 16 materialname satin covered wood name_pl chairs client_type 8002 end Object chair_cw_1.1 editor_folder indoor name chair weight 45000 face chair_cw_1.101 value 150 material 16 materialname cherry name_pl chairs client_type 8002 end Object chair_cw_1.2 editor_folder indoor name chair weight 45000 face chair_cw_1.111 value 150 material 16 materialname cherry name_pl chairs client_type 8002 end Object chair_cw_1.3 editor_folder indoor name chair weight 45000 face chair_cw_1.121 value 150 material 16 materialname cherry name_pl chairs client_type 8002 end Object chair_cw_1.4 editor_folder indoor name chair weight 45000 face chair_cw_1.131 value 150 material 16 materialname cherry name_pl chairs client_type 8002 end Object chair_gv_1.1 editor_folder indoor name chair weight 45000 face chair_gv_1.101 value 45000 material 2 materialname gold name_pl chairs client_type 8002 end Object chair_gv_1.2 editor_folder indoor name chair weight 45000 face chair_gv_1.111 value 45000 material 2 materialname gold name_pl chairs client_type 8002 end Object chair_gv_1.3 editor_folder indoor name chair weight 45000 face chair_gv_1.121 value 45000 material 2 materialname gold name_pl chairs client_type 8002 end Object chair_gv_1.4 editor_folder indoor name chair weight 45000 face chair_gv_1.131 value 45000 material 2 materialname gold name_pl chairs client_type 8002 end Object chair_wv_1.1 editor_folder indoor name chair weight 45000 face chair_wv_1.101 value 25000 material 16 materialname velvet covered wood name_pl chairs client_type 8002 end Object chair_wv_1.2 editor_folder indoor name chair weight 45000 face chair_wv_1.111 value 25000 material 16 materialname velvet covered wood name_pl chairs client_type 8002 end Object chair_wv_1.3 editor_folder indoor name chair weight 45000 face chair_wv_1.121 value 25000 material 16 materialname velvet covered wood name_pl chairs client_type 8002 end Object chair_wv_1.4 editor_folder indoor name chair weight 45000 face chair_wv_1.131 value 25000 material 16 materialname velvet covered wood name_pl chairs client_type 8002 end Object clock editor_folder indoor type 9 nrof 1 face clock.111 animation clock anim_speed 20 client_anim_random 1 weight 80000 value 100 material 20 name_pl clocks client_type 8001 end Object clock_ag editor_folder indoor name ancient gnomish clock type 9 nrof 1 face clock_ag.111 animation clock_ag anim_speed 20 client_anim_random 1 weight 320000 value 52890 material 20 materialname ancient wood name_pl ancient gnomish clocks client_type 8001 end Object clock_cw editor_folder indoor name clock type 9 nrof 1 face clock_cw.111 animation clock_cw anim_speed 20 client_anim_random 1 weight 80000 value 1400 material 20 materialname cherry name_pl clocks client_type 8001 end Object clock_grand editor_folder indoor name clock type 9 nrof 1 face clock_grand.111 animation clock_grand anim_speed 20 client_anim_random 1 weight 80000 value 500 material 20 name_pl clocks client_type 8001 end Object harpsichord1 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 exp 30 face harpsichord1.x11 no_pick 1 move_on walk end More Object harpsichord1_2 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 x 1 exp 30 face harpsichord1.x11 no_pick 1 move_on walk end More Object harpsichord1_3 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 y 1 exp 30 face harpsichord1.x11 no_pick 1 move_on walk end More Object harpsichord1_4 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 x 1 y 1 exp 30 face harpsichord1.x11 no_pick 1 move_on walk end Object harpsichord2 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 exp 30 face harpsichord2.x11 no_pick 1 move_on walk end More Object harpsichord2_2 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 x 1 exp 30 face harpsichord2.x11 no_pick 1 move_on walk end More Object harpsichord2_3 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 y 1 exp 30 face harpsichord2.x11 no_pick 1 move_on walk end More Object harpsichord2_4 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 x 1 y 1 exp 30 face harpsichord2.x11 no_pick 1 move_on walk end Object harpsichord3 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 exp 30 face harpsichord3.x11 no_pick 1 move_on walk end More Object harpsichord3_2 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 x 1 exp 30 face harpsichord3.x11 no_pick 1 move_on walk end More Object harpsichord3_3 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 y 1 exp 30 face harpsichord3.x11 no_pick 1 move_on walk end More Object harpsichord3_4 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 x 1 y 1 exp 30 face harpsichord3.x11 no_pick 1 move_on walk end Object harpsichord4 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 exp 30 face harpsichord4.x11 no_pick 1 move_on walk end More Object harpsichord4_2 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 x 1 exp 30 face harpsichord4.x11 no_pick 1 move_on walk end More Object harpsichord4_3 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 y 1 exp 30 face harpsichord4.x11 no_pick 1 move_on walk end More Object harpsichord4_4 editor_folder indoor name harpsichord slaying goldcoin food 1 type 31 x 1 y 1 exp 30 face harpsichord4.x11 no_pick 1 move_on walk end Object mat editor_folder indoor face mat.111 weight 150 value 10 material 128 nrof 1 name_pl mats end Object stol_king_1 editor_folder indoor face stolking_1.111 name throne no_pick 1 material 144 name_pl thrones client_type 8002 end Object stol_king_2 editor_folder indoor face stolking_2.111 name throne no_pick 1 material 144 name_pl thrones client_type 8002 end Object table editor_folder indoor face table_1.111 weight 80000 value 30 material 16 name_pl tables client_type 8002 end Object table_1x2 editor_folder indoor name large table face table_1x2.111 no_pick 1 weight 150000 value 55 material 16 name_pl large tables client_type 8002 end More Object table_1x2_2 editor_folder indoor name large table face table_1x2.111 no_pick 1 weight 150000 value 55 material 16 name_pl large tables client_type 8002 y 1 end Object table_2 editor_folder indoor name table face table_2.111 weight 80000 value 30 material 16 name_pl tables client_type 8002 end Object table_2x1 editor_folder indoor name long table face table_2x1.111 no_pick 1 weight 150000 value 55 material 16 name_pl long tables client_type 8002 end More Object table_2x1_2 editor_folder indoor name long table face table_2x1.111 no_pick 1 weight 150000 value 55 material 16 name_pl long tables client_type 8002 x 1 end Object table_2x2 editor_folder indoor name big table face table_2x2.111 no_pick 1 weight 300000 value 100 material 16 name_pl big tables client_type 8002 end More Object table_2x2_2 editor_folder indoor name big table face table_2x2.111 no_pick 1 weight 300000 value 100 material 16 name_pl big tables client_type 8002 x 1 end More Object table_2x2_3 editor_folder indoor name big table face table_2x2.111 no_pick 1 weight 300000 value 100 material 16 name_pl big tables client_type 8002 y 1 end More Object table_2x2_4 editor_folder indoor name big table face table_2x2.111 no_pick 1 weight 300000 value 100 material 16 name_pl big tables client_type 8002 x 1 y 1 end Object table_3 editor_folder indoor name table face table_3.111 weight 80000 value 30 material 16 name_pl tables client_type 8002 end Object table_4 editor_folder indoor name table face table_4.111 weight 80000 value 30 material 16 name_pl tables client_type 8002 end Object table_burl_3 editor_folder indoor name table face table_burl_3.111 weight 80000 value 12000 material 16 materialname burlwood name_pl tables client_type 8002 end Object table_cw_3 editor_folder indoor name table face table_cw_3.111 weight 80000 value 420 material 16 materialname cherry name_pl tables client_type 8002 end Object wall_art_0 editor_folder indoor/wall name wall art face wallart_0.111 no_pick 1 end Object wall_art_1 editor_folder indoor/wall name wall art face wallart_1.111 no_pick 1 end Object wall_art_2 editor_folder indoor/wall name wall art face wallart_2.111 no_pick 1 end Object wall_art_3 editor_folder indoor/wall name wall art face wallart_3.111 no_pick 1 end Object wall_art_4 editor_folder indoor/wall name wall art face wallart_4.111 no_pick 1 end Object wall_art_5 editor_folder indoor/wall name wall art face wallart_5.111 no_pick 1 end Object wall_art_6 editor_folder indoor/wall name wall art face wallart_6.111 no_pick 1 end Object wallclock editor_folder indoor/wall name clock type 9 nrof 1 face wallclock.111 speed -0.05 weight 80000 value 100 material 20 name_pl clocks client_type 8001 end Object ashes editor_folder inorganic face ashes.111 nrof 1 weight 100 client_type 642 type 73 identified 1 end Object dust_effect editor_folder inorganic name cloud of dust type 79 level 1 face dust_effect.111 animation dust_effect anim_speed 1 client_anim_random 1 attacktype 4194304 wc -3 dam 1 move_type fly_low no_pick 1 name_pl clouds of dust client_type 641 end Object gravedirt editor_folder inorganic nrof 1 name graveyard dirt face dirt.111 type 73 material 64 weight 100 value 1 identified 1 name_pl graveyard dirts client_type 641 end Object lead editor_folder inorganic face lead.111 material 2 value 100 resist_magic 30 type 73 resist_acid 100 materialname lead weight 5000 nrof 1 name_pl leads client_type 642 end Object mercury editor_folder inorganic face mercury.111 value 210 resist_electricity 100 resist_acid 100 type 73 nrof 1 weight 3000 material 512 materialname mercury identified 1 name_pl mercuries client_type 642 end Object fix_mercury editor_folder inorganic name block title of fixed mercury face fix_mercury.111 animation mercury anim_speed 2 client_anim_random 1 material 512 materialname mercury value 400 resist_electricity 100 resist_acid 100 type 73 nrof 1 weight 8000 name_pl blocks client_type 642 end Object min_oil editor_folder inorganic name bottle title of mineral oil face min_oil.111 nrof 1 material 4 type 73 value 40 resist_fire -100 weight 2500 name_pl bottles client_type 641 end Object salt editor_folder inorganic name pile title of salt face salt.111 nrof 1 material 64 materialname salt type 73 value 10 weight 500 name_pl piles client_type 641 end Object sulphur editor_folder inorganic name pile title of sulphur face sulphur.111 nrof 1 material 64 materialname sulphur type 73 value 15 resist_fire -100 resist_acid 100 weight 500 name_pl piles client_type 641 end Object graphite editor_folder inorganic name pile title of graphite face graphite.111 nrof 1 material 64 materialname graphite type 73 value 1 resist_fire -100 resist_electricity -100 resist_acid 100 weight 500 name_pl piles client_type 641 end Object phosphorus editor_folder inorganic name pile title of phosphorus face phosphor.111 nrof 1 material 64 materialname phosphorus type 73 value 45 resist_fire -100 resist_electricity -100 resist_acid 100 weight 1000 name_pl piles client_type 641 end Object cinnabar editor_folder inorganic name pile title of cinnabar face cinna.111 nrof 1 material 64 materialname cinnabar type 73 value 70 weight 3000 name_pl piles client_type 641 end Object pyrite editor_folder inorganic name pile title of pyrite face pyrite.111 nrof 1 material 66 materialname pyrite type 73 value 8 weight 2000 name_pl piles client_type 641 end Object gypsum editor_folder inorganic name pile title of gypsum face gypsum.111 nrof 1 material 64 materialname gypsum type 73 value 9 resist_acid 100 weight 1500 name_pl piles client_type 641 end Object phil_oil editor_folder inorganic name bottle title of philosophical oil face min_oil.111 nrof 1 material 4 type 73 value 280 resist_fire -100 weight 500 name_pl bottles client_type 642 end Object phil_sulphur editor_folder inorganic name pile title of philosophical sulphur face phil_sulphur.111 nrof 1 animation phil_sulphur material 64 type 73 anim_speed 3 client_anim_random 1 value 110 resist_fire -100 resist_acid 100 weight 500 name_pl piles client_type 642 end Object phil_phosphorus editor_folder inorganic name pile title of philosophical phosphorus face phil_phos.111 nrof 1 animation phil_phosphorus material 64 anim_speed 2 client_anim_random 1 type 73 value 350 resist_fire -100 resist_electricity -100 resist_acid 100 weight 1000 name_pl piles client_type 642 end Object phil_salt editor_folder inorganic name pile title of philosophical salt face phil_salt.111 nrof 1 animation phil_salt material 64 type 73 anim_speed 3 client_anim_random 1 value 80 weight 500 name_pl piles client_type 642 end Object rock2 editor_folder inorganic name rock face rock2.111 material 64 value 100 type 73 weight 220 nrof 1 name_pl rocks client_type 641 end Object river_stone editor_folder inorganic name river stone face lstone.111 material 64 value 1 resist_acid 100 type 73 weight 800 nrof 1 name_pl river stones client_type 641 end Object mountain_stone editor_folder inorganic name mountain stone face lstone.111 material 64 value 1 resist_acid 100 type 73 weight 800 nrof 1 name_pl mountain stones client_type 641 end Object field_stone editor_folder inorganic name stone face lstone.111 material 64 value 1 resist_acid 100 type 73 weight 800 nrof 1 name_pl stones client_type 641 end Object true_lead editor_folder inorganic name block title of true lead face true_lead.111 material 2 value 530 resist_fire 100 resist_acid 100 materialname lead type 73 nrof 1 weight 5000 name_pl blocks client_type 642 end Object uf6pile editor_folder inorganic name pile title of uranium hexafluoride face uf6pile.111 nrof 1 material 64 materialname uranium hexafluoride type 73 value 77 weight 5000 name_pl piles client_type 641 end Object duf6pile editor_folder inorganic name pile title of depleted uranium hexafluoride face uf6pile.111 nrof 1 material 64 materialname uranium hexafluoride type 73 value 5 weight 5000 name_pl piles client_type 641 end Object euf6pile editor_folder inorganic name pile title of enriched uranium hexafluoride face uf6pile.111 nrof 1 material 64 materialname uranium hexafluoride type 73 value 200 weight 5000 name_pl piles client_type 641 end Object uraniumpile editor_folder inorganic name pile title of uranium face uranium.111 nrof 1 material 2 materialname uranium type 73 value 25 weight 5000 name_pl piles client_type 641 end Object enricheduraniumpile editor_folder inorganic name pile title of enriched uranium face uranium.111 nrof 1 material 2 materialname enriched uranium type 73 glow_radius 1 value 4000 weight 5000 name_pl piles client_type 641 end Object depleteduraniumpile editor_folder inorganic name pile title of depleted uranium face uranium.111 nrof 1 material 2 materialname depleted uranium type 73 value 10 weight 5000 name_pl piles client_type 641 end Object uraniumoxide editor_folder inorganic name pile title of uraniumoxide face sulphur.111 nrof 1 material 64 materialname uraniumoxide type 73 value 2 weight 5000 name_pl piles client_type 641 end Object vial_poison editor_folder inorganic nrof 1 type 7 face vial_yellow.111 material 4 materialname glass weight 100 value 1000 name vial name_pl vials title poison client_type 649 slaying taint food 5 msg A poison of some sort. Maybe it could be used to taint someone's food. endmsg end Object ambercoin editor_folder jewel name amberium coin race gold and jewels face amber_coin.111 nrof 1 type 36 material 2 materialname amberium value 500000 weight 23 name_pl amberium coins client_type 2001 end Object brassbar editor_folder jewel/bars name brass bar race gold and jewels face brassbar.111 nrof 1 type 73 material 2 materialname brass value 650 weight 10000 identified 1 name_pl copper bars client_type 2005 end Object bronzebar editor_folder jewel/bars name bronze bar race gold and jewels face bronzebar.111 nrof 1 type 73 material 2 materialname bronze value 675 weight 10000 identified 1 name_pl bronze bars client_type 2005 end Object copperbar editor_folder jewel/bars name copper bar race gold and jewels face copperbar.111 nrof 1 type 73 material 2 materialname copper value 500 weight 10000 identified 1 name_pl copper bars client_type 2005 end Object goldbar editor_folder jewel/bars name gold bar race gold and jewels face goldbar.111 nrof 1 type 60 material 2 materialname gold value 10000 weight 10000 identified 1 name_pl gold bars client_type 2005 end Object ironbar editor_folder jewel/bars name iron bar race gold and jewels face ironbar.111 nrof 1 type 73 material 2 materialname iron value 100 weight 10000 identified 1 name_pl iron bars client_type 2005 end Object leadbar editor_folder jewel/bars name lead bar race gold and jewels face leadbar.111 nrof 1 type 73 material 2 materialname lead value 100 weight 10000 identified 1 name_pl lead bars client_type 2005 end Object platbar editor_folder jewel/bars name platinum bar race gold and jewels face platbar.111 nrof 1 type 60 material 2 materialname platinum value 50000 weight 10000 identified 1 name_pl platinum bars client_type 2005 end Object silverbar editor_folder jewel/bars name silver bar race gold and jewels face silverbar.111 nrof 1 type 60 material 2 materialname silver value 1000 weight 10000 identified 1 name_pl silver bars client_type 2005 end Object steelbar editor_folder jewel/bars name steel bar race gold and jewels face steelbar.111 nrof 1 type 73 material 0 #Durable material materialname steel value 150 weight 10000 identified 1 name_pl steel bars client_type 2005 end Object tinbar editor_folder jewel/bars name tin bar race gold and jewels face tinbar.111 nrof 1 type 73 material 2 materialname tin value 50 weight 10000 identified 1 name_pl tin bars client_type 2005 end Object uraniumbar editor_folder jewel/bars name uranium bar race gold and jewels face uraniumbar.111 nrof 1 type 73 material 2 materialname uranium value 50 weight 10000 identified 1 name_pl uranium bars client_type 2005 end #Above composition ^^ #99.5% U238 #0.5% U235 #(Note in the real world usually 0.7% U235). Object enricheduraniumbar editor_folder jewel/bars name enriched uranium bar race gold and jewels face uraniumbar.111 attacktype 4 dam 5 speed 0.100000 nrof 1 type 73 material 2 materialname enriched uranium glow_radius 1 value 400000 weight 10000 identified 1 name_pl enriched uranium bars client_type 2005 end #Above composition ^^ #99.9% U235 Object depleteduraniumbar editor_folder jewel/bars name depleted uranium bar race gold and jewels face uraniumbar.111 nrof 1 type 73 material 2 materialname depleted uranium value 20 weight 10000 identified 1 name_pl depleted uranium bars client_type 2005 end #Above composition ^^ #99.9% U238 Object zincbar editor_folder jewel/bars name zinc bar race gold and jewels face zincbar.111 nrof 1 type 73 material 2 materialname zinc value 50 weight 10000 identified 1 name_pl zinc bars client_type 2005 end Object amethyst editor_folder jewel/gems name amethyst race gold and jewels type 60 face amethyst.111 animation amethyst nrof 1 anim_speed 10 client_anim_random 1 value 126 weight 50 material 64 identified 1 name_pl amethysts client_type 2011 end Object emerald editor_folder jewel/gems face emerald.111 race gold and jewels type 60 animation emerald nrof 1 anim_speed 10 client_anim_random 1 value 160 weight 50 identified 1 name_pl emeralds client_type 2011 end Object gem editor_folder jewel/gems name diamond race gold and jewels type 60 face gem.111 animation gem nrof 1 anim_speed 10 client_anim_random 1 value 400 weight 50 material 64 identified 1 name_pl diamonds client_type 2011 end Object glass_rubble editor_folder jewel/gems nrof 1 name broken glass face glass_rubble.111 type 60 subtype 2 level 1 material 4 weight 1500 value 280 name_pl pile of broken glass client_type 651 end Object pearl editor_folder jewel/gems face pearl.111 race gold and jewels type 60 animation pearl nrof 1 anim_speed 10 client_anim_random 1 value 50 weight 50 material 64 identified 1 name_pl pearls client_type 2011 end Object raw_diamond_great_value editor_folder jewel/gems name raw diamond of great value race gold and jewels type 60 face pretty_crystal.111 nrof 1 value 40 weight 1000 material 64 identified 1 name_pl raw diamonds of great value client_type 2011 end Object raw_diamond_exceptional_beauty editor_folder jewel/gems name raw diamond of exceptional beauty race gold and jewels type 60 face diamond_exceptional.111 nrof 1 value 400 weight 1300 material 64 identified 1 name_pl raw diamonds of exceptional beauty client_type 2011 end Object raw_diamond_flawless_beauty editor_folder jewel/gems name raw diamond of flawless beauty race gold and jewels type 60 face diamond_flawless.111 nrof 1 value 4000 weight 1600 material 64 identified 1 name_pl raw diamonds of flawless beauty client_type 2011 end Object raw_ruby_great_value editor_folder jewel/gems name raw ruby of great value race gold and jewels type 60 face pretty_ruby.111 nrof 1 value 20 weight 1000 material 64 identified 1 name_pl raw rubies of great value client_type 2011 end Object raw_ruby_exceptional_beauty editor_folder jewel/gems name raw ruby of exceptional beauty race gold and jewels type 60 face ruby_exceptional.111 nrof 1 value 200 weight 1300 material 64 identified 1 name_pl raw rubies of exceptional beauty client_type 2011 end Object raw_ruby_flawless_beauty editor_folder jewel/gems name raw ruby of flawless beauty race gold and jewels type 60 face ruby_flawless.111 nrof 1 value 2000 weight 1600 material 64 identified 1 name_pl raw rubies of flawless beauty client_type 2011 end Object raw_sapphire_great_value editor_folder jewel/gems name raw sapphire of great value race gold and jewels type 60 face pretty_sapphire.111 nrof 1 value 18 weight 1000 material 64 identified 1 name_pl raw sapphires of great value client_type 2011 end Object raw_sapphire_exceptional_beauty editor_folder jewel/gems name raw sapphire of exceptional beauty race gold and jewels type 60 face sapphire_exceptional.111 nrof 1 value 185 weight 1300 material 64 identified 1 name_pl raw sapphires of exceptional beauty client_type 2011 end Object raw_sapphire_flawless_beauty editor_folder jewel/gems name raw sapphire of flawless beauty race gold and jewels type 60 face sapphire_flawless.111 nrof 1 value 1850 weight 1600 material 64 identified 1 name_pl raw sapphires of flawless beauty client_type 2011 end Object raw_emerald_great_value editor_folder jewel/gems name raw emerald of great value race gold and jewels type 60 face pretty_emerald.111 nrof 1 value 16 weight 1000 material 64 identified 1 name_pl raw emeralds of great value client_type 2011 end Object raw_emerald_exceptional_beauty editor_folder jewel/gems name raw emerald of exceptional beauty race gold and jewels type 60 face emerald_exceptional.111 nrof 1 value 160 weight 1300 material 64 identified 1 name_pl raw emeralds of exceptional beauty client_type 2011 end Object raw_emerald_flawless_beauty editor_folder jewel/gems name raw emerald of flawless beauty race gold and jewels type 60 face emerald_flawless.111 nrof 1 value 1600 weight 1600 material 64 identified 1 name_pl raw emeralds of flawless beauty client_type 2011 end Object raw_amethyst_great_value editor_folder jewel/gems name raw amethyst of great value race gold and jewels type 60 face pretty_amethyst.111 nrof 1 value 12 weight 1000 material 64 identified 1 name_pl raw amethysts of great value client_type 2011 end Object raw_amethyst_exceptional_beauty editor_folder jewel/gems name raw amethyst of exceptional beauty race gold and jewels type 60 face amethyst_exceptional.111 nrof 1 value 126 weight 1300 material 64 identified 1 name_pl raw amethysts of exceptional beauty client_type 2011 end Object raw_amethyst_flawless_beauty editor_folder jewel/gems name raw amethyst of flawless beauty race gold and jewels type 60 face amethyst_flawless.111 nrof 1 value 1260 weight 1600 material 64 identified 1 name_pl raw amethysts of flawless beauty client_type 2011 end Object ruby editor_folder jewel/gems face ruby.111 race gold and jewels type 60 animation ruby nrof 1 anim_speed 10 client_anim_random 1 value 200 weight 50 identified 1 name_pl rubies client_type 2011 end Object sapphire editor_folder jewel/gems face sapphire.111 race gold and jewels type 60 animation sapphire nrof 1 anim_speed 10 client_anim_random 1 value 185 weight 50 identified 1 name_pl sapphires client_type 2011 end Object goldblock editor_folder jewel name gold block race gold and jewels face goldblock.111 nrof 1 type 60 material 2 materialname gold value 1000000 weight 1000000 identified 1 name_pl gold blocks client_type 2005 end Object goldcoin editor_folder jewel name gold coin race gold and jewels face goldcoin.111 nrof 1 type 36 material 2 materialname gold value 10 weight 10 name_pl gold coins client_type 2001 end Object goldround editor_folder jewel name gold round name_pl gold rounds race gold and jewels face goldround.111 nrof 1 type 60 material 2 materialname gold value 1000 weight 1000 identified 1 client_type 2005 end Object jadecoin editor_folder jewel name jade coin race gold and jewels face jade_coin.111 nrof 1 type 36 material 2 materialname jade value 5000 weight 10 name_pl jade coins client_type 2001 end Object mithril editor_folder jewel name mithril crystal race gold and jewels type 73 face mithril.111 animation mithril nrof 1 anim_speed 5 client_anim_random 1 value 800 weight 50 material 2 materialname mithril identified 1 name_pl mithril crystals client_type 2011 end Object hugenugget editor_folder jewel name huge gold nugget race gold and jewels face nugget_huge.111 nrof 1 material 2 materialname gold type 73 value 700000000 weight 700000000 name_pl huge gold nuggets client_type 2005 end Object largenugget editor_folder jewel name large gold nugget race gold and jewels face nugget_lar.111 nrof 1 type 60 material 2 materialname gold value 400 weight 400 name_pl large gold nuggets client_type 2005 end Object smallnugget editor_folder jewel name small gold nugget race gold and jewels face nugget_sma.111 nrof 1 type 60 material 2 materialname gold value 40 weight 40 name_pl small gold nuggets client_type 2005 end Object copperore editor_folder jewel/ores name copper ore name_pl copper ores race gold and jewels face ore_g.111 nrof 1 type 73 material 64 materialname rock value 100 weight 20000 identified 0 client_type 2005 end Object goldore editor_folder jewel/ores name gold ore name_pl gold ores race gold and jewels face ore_y.111 nrof 1 type 73 material 64 materialname rock value 2000 weight 20000 identified 0 client_type 2005 end Object ironore editor_folder jewel/ores name iron ore name_pl iron ores race gold and jewels face ore_r.111 nrof 1 type 73 material 64 materialname rock value 20 weight 20000 identified 0 client_type 2005 end Object leadore editor_folder jewel/ores name lead ore name_pl lead ores race gold and jewels face ore_b.111 nrof 1 type 73 material 64 materialname rock value 20 weight 20000 identified 0 client_type 2005 end Object platore editor_folder jewel/ores name platinum ore name_pl platinum ores race gold and jewels face ore_b.111 nrof 1 type 73 material 64 materialname rock value 10000 weight 20000 identified 0 client_type 2005 end Object silver frost editor_folder jewel/ores name silver frost name_pl silver frosts race gold and jewels face silver_frost.111 nrof 1 type 73 material 64 materialname rock value 200 weight 20000 identified 0 client_type 2005 end Object silverore editor_folder jewel/ores name silver ore name_pl silver ores race gold and jewels face ore_b.111 nrof 1 type 73 material 64 materialname rock value 200 weight 20000 identified 0 client_type 2005 end Object tinore editor_folder jewel/ores name tin ore name_pl tin ores race gold and jewels face ore_b.111 nrof 1 type 73 material 64 materialname rock value 10 weight 20000 identified 0 client_type 2005 end Object uraniumore editor_folder jewel/ores name uranium ore name_pl uranium ores race gold and jewels face ore_y.111 nrof 1 type 73 material 64 materialname rock value 10 weight 20000 identified 0 client_type 2005 end Object zincore editor_folder jewel/ores name zinc ore name_pl zinc ores race gold and jewels face ore_b.111 nrof 1 type 73 material 64 materialname rock value 10 weight 20000 identified 0 client_type 2005 end Object platblock editor_folder jewel name platinum block name_pl platinum blocks race gold and jewels face platblock.111 nrof 1 type 60 material 2 materialname platinum value 5000000 weight 1000000 identified 1 client_type 2005 end Object platround editor_folder jewel name platinum round name_pl platinum rounds race gold and jewels face platround.111 nrof 1 type 60 material 2 materialname platinum value 5000 weight 1000 identified 1 client_type 2005 end Object platinacoin editor_folder jewel name platinum coin race gold and jewels face plt_coin.111 nrof 1 type 36 material 2 materialname platinum value 50 weight 10 name_pl platinum coins client_type 2001 end Object silverblock editor_folder jewel name silver block name_pl silver blocks race gold and jewels face silverblock.111 nrof 1 type 60 material 2 materialname silver value 100000 weight 1000000 identified 1 client_type 2005 end Object silvercoin editor_folder jewel name silver coin race gold and jewels face silvercoin.111 nrof 1 type 36 material 2 materialname silver value 1 weight 28 name_pl silver coins client_type 2001 end Object silverround editor_folder jewel name silver round name_pl silver rounds race gold and jewels face silverround.111 nrof 1 type 60 material 2 materialname silver value 100 weight 1000 identified 1 client_type 2005 end Object brazier editor_folder light face brazier.111 animation brazier anim_speed 5 client_anim_random 1 glow_radius 3 no_pick 1 move_block all end Object chandelier_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 end More Object chandelier_2_1 editor_folder light name grand chandelier face chandelier_1.x11 no_pick 1 x 1 end More Object chandelier_3_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 x 2 end More Object chandelier_4_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 x 3 end More Object chandelier_5_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 y 1 end More Object chandelier_6_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 x 1 y 1 end More Object chandelier_7_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 x 2 y 1 end More Object chandelier_8_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 x 3 y 1 end More Object chandelier_9_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 y 2 end More Object chandelier_10_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 x 1 y 2 end More Object chandelier_11_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 x 2 y 2 end More Object chandelier_12_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 x 3 y 2 end More Object chandelier_13_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 y 3 end More Object chandelier_14_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 x 1 y 3 end More Object chandelier_15_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 x 2 y 3 end More Object chandelier_16_1 editor_folder light name grand chandelier face chandelier_1.x11 glow_radius 5 no_pick 1 x 3 y 3 end Object chandelier_2 editor_folder light name chandelier face chandelier_2.111 animation chandelier_2 anim_speed 3 client_anim_random 1 glow_radius 4 no_pick 1 end Object chandelier_2_copper editor_folder light name chandelier face chandelier_2_copper.111 animation chandelier_2_copper anim_speed 3 client_anim_random 1 glow_radius 4 no_pick 1 end Object firepot editor_folder light face firepot.111 animation firepot anim_speed 3 client_anim_random 1 no_pick 1 move_block all glow_radius 3 material 2 end Object firepot_bright editor_folder light face firepot.111 animation firepot anim_speed 3 client_anim_random 1 no_pick 1 move_block all glow_radius 7 material 2 end Object flint_and_steel editor_folder light face flint_and_steel.111 name flint and steel type 75 last_eat 1 food 500 weight 300 value 2000 material 66 name_pl flints and steels client_type 1101 nrof 1 end Object hangingfirepot editor_folder light name hanging firepot face hangingfirepot.111 animation hangingfirepot anim_speed 3 client_anim_random 1 glow_radius 3 no_pick 1 end Object lamppost editor_folder light face lampost.111 animation lamppost anim_speed 7 client_anim_random 1 no_pick 1 glow_radius 4 end Object lantern_unlit editor_folder light name lantern face lantern_off.111 other_arch lantern_1 material 2 value 5000 weight 1500 food 10000 type 82 nrof 1 glow_radius 0 is_lightable 1 name_pl lanterns client_type 1102 end Object lantern_1 editor_folder light name lantern face lantern.111 other_arch lantern_unlit material 2 food 10000 changing 1 value 0 type 82 weight 1500 speed 0.01 glow_radius 5 is_lightable 1 name_pl lanterns client_type 1102 end Object lantern2_unlit editor_folder light name bright lantern face lantern2_off.111 other_arch lantern2_1 material 2 value 15000 weight 2500 food 10000 type 82 nrof 1 glow_radius 0 is_lightable 1 name_pl lanterns client_type 1102 end Object lantern2_1 editor_folder light name bright lantern face lantern2.111 other_arch lantern2_unlit material 2 food 10000 changing 1 value 0 type 82 weight 2500 speed 0.02 glow_radius 8 is_lightable 1 name_pl lanterns client_type 1102 end Object light1 editor_folder light name light face light_bulb_1.111 no_pick 1 glow_radius 1 invisible 1 end Object light2 editor_folder light name light face light_bulb_2.111 no_pick 1 glow_radius 2 invisible 1 end Object light3 editor_folder light name light face light_bulb_3.111 no_pick 1 glow_radius 3 invisible 1 end Object light4 editor_folder light name light face light_bulb_4.111 no_pick 1 glow_radius 4 invisible 1 end Object torch_unlit editor_folder light name torch face torch_unlit.111 other_arch torch_1 material 144 value 15 weight 500 food 1 changing 1 nrof 1 glow_radius 0 is_lightable 1 name_pl torches client_type 1102 end Object torch_1 editor_folder light name torch face torch_lit1.111 other_arch dim_torch animation torch_1 material 144 food 500 changing 1 value 0 weight 500 speed 0.15 client_anim_random 1 glow_radius 3 name_pl torches client_type 1102 end Object dim_torch editor_folder light name torch face torch_lit2.111 other_arch burnt_torch animation dim_torch material 144 food 60 changing 1 value 0 weight 500 speed 0.15 client_anim_random 1 glow_radius 2 is_lightable 1 name_pl torches client_type 1102 end Object burnt_torch editor_folder light name burnt out torch face torch_unlit.111 material 144 nrof 1 value 0 weight 500 name_pl burnt out torches client_type 1102 end Object torch_cyan editor_folder light name torch of cyan light nrof 1 face torch_cyan.111 animation torch_cyan material 144 value 0 weight 3000 anim_speed 10 client_anim_random 1 name_pl torches of cyan light client_type 1103 end Object torch_indigo editor_folder light name torch of indigo light nrof 1 face torch_indigo.111 animation torch_indigo material 144 value 0 weight 3000 anim_speed 10 client_anim_random 1 name_pl torches of indigo light client_type 1103 end Object torch_vermilion editor_folder light name torch of vermilion light nrof 1 face torch_vermilion.111 animation torch_vermilion material 144 value 0 weight 3000 anim_speed 10 client_anim_random 1 name_pl torches of vermilion light client_type 1103 end Object unlit brazier editor_folder light face unlit_brazier.111 no_pick 1 move_block all end Object building_jeweler_bench editor_folder mapbuilding name Jeweler Bench Material nrof 1 weight 2500 value 10000 type 161 subtype 3 face mbjeweler_bench.111 slaying jeweler_bench end Object building_forge editor_folder mapbuilding name Forge Material nrof 1 weight 2500 value 10000 type 161 subtype 3 face mbforge_bench.111 slaying forge end Object building_kitchen_stove editor_folder mapbuilding name Kitchen Stove Material nrof 1 weight 2500 value 10000 type 161 subtype 3 face mbkitchen_stove.111 slaying stove end Object building_thaumaturgist_desk editor_folder mapbuilding name Thaumaturgist's Desk Material nrof 1 weight 2500 value 10000 type 161 subtype 3 face mbthaumaturgy_desk.111 slaying thaumaturg_desk end Object building_workbench editor_folder mapbuilding name Workbench Material nrof 1 weight 2500 value 10000 type 161 subtype 3 face mbworkbench.111 slaying workbench end Object building_tanning_bench editor_folder mapbuilding name Tanning Bench Material nrof 1 weight 2500 value 10000 type 161 subtype 3 face mbtanbench.111 slaying tanbench end Object building_builder editor_folder mapbuilding nrof 1 name generic builder weight 1500 value 150 type 160 subtype 1 face mbstove.111 end Object building_destroyer editor_folder mapbuilding name generic destroyer nrof 1 weight 1500 value 150 type 160 subtype 2 face mbhammer.111 end Object shop_building editor_folder mapbuilding name tiles is_floor 1 face shop_building.111 no_pick 1 no_magic 1 damned 1 type 68 auto_apply 1 randomitems shop_building end Object shop_building_fant editor_folder mapbuilding name tiles is_floor 1 face shop_building.111 no_pick 1 no_magic 1 damned 1 type 68 auto_apply 1 randomitems shop_building_fant end Object shop_building_west editor_folder mapbuilding name tiles is_floor 1 face shop_building.111 no_pick 1 no_magic 1 damned 1 type 68 auto_apply 1 randomitems shop_building_west end Object shop_building_east editor_folder mapbuilding name tiles is_floor 1 face shop_building.111 no_pick 1 no_magic 1 damned 1 type 68 auto_apply 1 randomitems shop_building_east end Object shop_building_pupland editor_folder mapbuilding name tiles is_floor 1 face shop_building.111 no_pick 1 no_magic 1 damned 1 type 68 auto_apply 1 randomitems shop_building_pupland end Object building_woodfloor editor_folder mapbuilding name Wood floor material nrof 1 weight 1500 value 1500 type 161 subtype 1 face mbwoodfloor.111 slaying woodfloor end Object building_woodfloor2 editor_folder mapbuilding name Dark Wood floor material nrof 1 weight 1500 value 1500 type 161 subtype 1 face mbwoodfloor2.111 slaying woodfloor2 end Object building_wall editor_folder mapbuilding name Wall material nrof 1 weight 1500 value 1500 type 161 subtype 2 face mbwall.111 slaying wall_0 end Object building_wall2 editor_folder mapbuilding name DWall material nrof 1 weight 1700 value 1750 type 161 subtype 2 face mbdwall_0.111 slaying dwall_0 end Object building_wall3 editor_folder mapbuilding name WestCWall material nrof 1 weight 1700 value 1650 type 161 subtype 2 face mbwestcwall_0.111 slaying westcwall_0 end Object building_wall4 editor_folder mapbuilding name Red CWall material nrof 1 weight 1700 value 1900 type 161 subtype 2 face mbredcwall_0.111 slaying redcwall_0 end Object building_wall5 editor_folder mapbuilding name EastWall material nrof 1 weight 1000 value 1600 type 161 subtype 2 face mbewall_0.111 slaying ewall_0 end Object building_swall editor_folder mapbuilding name Fence material nrof 1 weight 1200 value 1200 type 161 subtype 2 face mbswall_0.111 slaying swall_0 end Object building_vertical_gate editor_folder mapbuilding name Vertical gate material nrof 1 weight 150 value 1500 type 161 subtype 3 slaying igate_closed_1 face mbiron_gate1.111 end Object building_horizontal_gate editor_folder mapbuilding name Horizontal gate material nrof 1 weight 150 value 1500 type 161 subtype 3 slaying igate_closed_2 face mbiron_gate2.111 end Object building_pedestal editor_folder mapbuilding name Pedestal material nrof 1 weight 150 value 1500 type 161 subtype 3 slaying pedestal face mbpedestal.111 Str 1 end Object building_lever editor_folder mapbuilding name Lever material nrof 1 weight 150 value 1500 type 161 subtype 3 slaying button_lever face mblever.111 end Object building_button editor_folder mapbuilding name Button material nrof 1 weight 100 value 2000 type 161 subtype 3 slaying button_small face mbbutton.111 end Object building_vertical_gate_inv editor_folder mapbuilding name Vertical inverted gate material nrof 1 weight 150 value 3000 type 161 subtype 3 slaying igate_open_1 face mbiron_gate_inv1.111 end Object building_horizontal_gate_inv editor_folder mapbuilding name Horizontal inverted gate material nrof 1 weight 150 value 3000 type 161 subtype 3 slaying igate_open_2 face mbiron_gate_inv2.111 end Object building_window editor_folder mapbuilding name Window material nrof 1 weight 200 value 2000 type 161 subtype 4 face mbwindow.111 slaying dwall_win1 end Object building_marble editor_folder mapbuilding name White Marble floor material nrof 1 weight 1500 value 40540 type 161 subtype 1 face mbmarble.111 slaying marble end Object building_blackmarble editor_folder mapbuilding name Black Marble floor material nrof 1 weight 1500 value 40540 type 161 subtype 1 face mbblackmarble.111 slaying blackmarble end Object building_pinkmarble editor_folder mapbuilding name Pink Marble floor material nrof 1 weight 1500 value 50000 type 161 subtype 1 face mbpinkmarble.111 slaying pinkmarble end Object building_greenmarble editor_folder mapbuilding name Green Marble floor material nrof 1 weight 1500 value 50000 type 161 subtype 1 face mbgreenmarble.111 slaying greenmarble end Object building_lightmagentamarble editor_folder mapbuilding name Light Magenta Marble floor material nrof 1 weight 1500 value 50000 type 161 subtype 1 face mblightmagentamarble.111 slaying lightmagentamarble end Object building_firepot editor_folder mapbuilding name Firepot material nrof 1 weight 1500 value 7500 type 161 subtype 3 face mbfirepot.111 slaying firepot end Object building_brazier editor_folder mapbuilding name Brazier material nrof 1 weight 1500 value 9500 type 161 subtype 3 face mbbrazier.111 slaying brazier end Object building_fireplace editor_folder mapbuilding name Fireplace material nrof 1 weight 2500 value 10000 type 161 subtype 3 face mbfireplace.111 slaying fireplace end Object building_fountain editor_folder mapbuilding name Fountain material nrof 1 weight 25000 value 50500 type 161 subtype 3 face mbfountain.111 slaying fountain end Object building_sign editor_folder mapbuilding name Sign material nrof 1 weight 1500 value 25000 type 161 subtype 3 face mbsign.111 slaying sign end Object building_bed_save editor_folder mapbuilding name Bed of reality material nrof 1 weight 50000 value 100000 type 161 subtype 3 face mbbed_save.111 slaying bed_save end Object building_altar editor_folder mapbuilding name Altar material nrof 1 weight 25000 value 900000 type 161 subtype 3 level 30 face mbaltar_none.111 slaying altar_none end Object building_lava_well editor_folder mapbuilding name Lava Well material nrof 1 weight 1500 value 9500 type 161 subtype 3 face mb_lavawell.111 slaying lava_well end Object building_burning_fountain editor_folder mapbuilding name Burning Fountain material nrof 1 weight 1500 value 9500 type 161 subtype 3 face mb_burningfountain.111 slaying burning_fountain end Object building_earbook editor_folder mapbuilding name Listening book material nrof 1 weight 1000 value 70000 type 161 subtype 3 face mbbook.111 slaying magic_ear end Object building_mouthbook editor_folder mapbuilding name Talking book material nrof 1 weight 1000 value 45000 type 161 subtype 3 face mbbook.111 slaying magic_mouth end Object campfire editor_folder misc/Camp face campfire.111 animation campfire type 102 subtype 7 level 1 move_on walk lifesave 1 wc -30 dam 3 attacktype 4 speed -0.2 glow_radius 2 no_pick 1 end Object campfire_talking editor_folder misc/Camp name talking campfire randomitems campfire_talking face campfire.111 animation campfire type 73 glow_radius 2 no_pick 1 anim_speed 3 client_anim_random 1 is_animated 1 end Object campfire_say editor_folder misc/Camp type 116 subtype 6 title Python slaying /python/items/campfire_say.py end Object campfire_timer editor_folder misc/Camp type 116 subtype 12 title Python slaying /python/items/campfire_timer.py end Object campfire_out editor_folder misc/Camp name old campfire face campfire_out.111 no_pick 1 end Object attache editor_folder misc/Container name attache case other_arch close_attache race scrolls face attache.111 type 122 material 128 value 150 weight 900 container 14000 Str 10 identified 1 end Object close_attache editor_folder misc/Container name close the attache case face close_attache.111 type 121 no_drop 1 no_pick 1 identified 1 end Object bag editor_folder misc/Container name bag other_arch close_bag face bag.111 type 122 material 128 weight 10 container 80000 Str 10 value 50 identified 1 name_pl bags client_type 51 end Object close_bag editor_folder misc/Container name close the bag face close_bag.111 type 121 no_pick 1 no_drop 1 identified 1 end Object bookshelf editor_folder misc/Container name bookshelf other_arch close_shelf face bookshelf.111 type 122 material 18 value 50 container 150000 weight 80000 identified 1 name_pl bookshelves client_type 51 end Object close_shelf editor_folder misc/Container name in the shelf face bookshelf.111 type 121 no_pick 1 no_drop 1 identified 1 end Object bookshelf_left editor_folder misc/Container name bookshelf other_arch bookshelf_left_close face bookshelf_left.111 type 122 material 18 value 50 container 150000 weight 80000 identified 1 name_pl bookshelves client_type 51 end Object bookshelf_left_close editor_folder misc/Container name in the shelf face bookshelf_left.111 type 121 no_pick 1 no_drop 1 identified 1 end Object bookshelf_bottom editor_folder misc/Container name bookshelf other_arch bookshelf_bottom_close face bookshelf_bottom.111 type 122 material 18 value 50 container 150000 weight 80000 identified 1 name_pl bookshelves client_type 51 end Object bookshelf_bottom_close editor_folder misc/Container name in the shelf face bookshelf_bottom.111 type 121 no_pick 1 no_drop 1 identified 1 end Object bookshelf_right editor_folder misc/Container name bookshelf other_arch bookshelf_right_close face bookshelf_right.111 type 122 material 18 value 50 container 150000 weight 80000 identified 1 name_pl bookshelves client_type 51 end Object bookshelf_right_close editor_folder misc/Container name in the shelf face bookshelf_right.111 type 121 no_pick 1 no_drop 1 identified 1 end Object bookshelf2 editor_folder misc/Container name bookshelf other_arch close_shelf2 face bookshelf2.111 type 122 material 18 value 50 container 150000 weight 80000 identified 1 name_pl bookshelves client_type 51 end Object close_shelf2 editor_folder misc/Container name in the shelf face bookshelf2.111 type 121 no_pick 1 no_drop 1 identified 1 end Object carton_box_1 editor_folder misc/Container name box other_arch close_carton_box_1 face carton_box_1.111 type 122 material 1 value 70 container 50000 weight 1000 identified 1 name_pl boxes client_type 51 end Object close_carton_box_1 editor_folder misc/Container name close the box face carton_box_1_open.111 type 121 no_pick 1 no_drop 1 identified 1 end Object checkbook editor_folder misc/Container name check book face checkbook.111 type 122 material 1 weight 10 container 100 Str 10 value 0 identified 1 name_pl checkbooks client_type 51 end Object chest editor_folder misc/Container face chest_1.111 nrof 0 type 4 hp 1 material 18 value 50 weight 50000 identified 1 randomitems chest name_pl chests client_type 51 end Object chest_green editor_folder misc/Container name chest face chest_green_1.111 nrof 0 type 4 hp 1 material 18 value 50 weight 50000 identified 1 randomitems chest name_pl chests client_type 51 end Object chest_blue editor_folder misc/Container name chest face chest_blue_1.111 nrof 0 type 4 hp 1 material 18 value 50 weight 50000 identified 1 randomitems chest name_pl chests client_type 51 end Object chest_pink editor_folder misc/Container name chest face chest_pink_1.111 nrof 0 type 4 hp 1 material 18 value 50 weight 50000 identified 1 randomitems chest name_pl chests client_type 51 end Object chest_red editor_folder misc/Container name chest face chest_red_1.111 nrof 0 type 4 hp 1 material 18 value 50 weight 50000 identified 1 randomitems chest name_pl chests client_type 51 end Object chest_yellow editor_folder misc/Container name chest face chest_yellow_1.111 nrof 0 type 4 hp 1 material 18 value 50 weight 50000 identified 1 randomitems chest name_pl chests client_type 51 end Object chest_2 editor_folder misc/Container name chest other_arch close_chest face chest_1.111 type 122 material 18 value 50 container 150000 weight 40000 identified 1 name_pl chests client_type 51 end Object close_chest editor_folder misc/Container name close the chest face closechest.111 type 121 no_pick 1 no_drop 1 identified 1 end Object chest_white_2 editor_folder misc/Container name chest other_arch close_chest_white_2 face chest_white_1.111 type 122 material 18 value 50 container 150000 weight 40000 identified 1 name_pl chests client_type 51 end Object close_chest_white_2 editor_folder misc/Container name close the chest face chest_white_1.111 type 121 no_pick 1 no_drop 1 identified 1 end #This chest is for errac's heaven area. Don't use elsewhare please. --MikeeUSA-- Object chest_valriel_2 editor_folder misc/Container name chest other_arch close_chest_valriel_2 face chest_valriel_1.111 animation chest_valriel_2 speed 0.3 type 122 material 18 value 50 container 150000 weight 40000 identified 1 name_pl chests client_type 51 end Object close_chest_valriel_2 editor_folder misc/Container name close the chest face chest_valriel_1.111 animation close_chest_valriel_2 speed 0.3 type 121 no_pick 1 no_drop 1 identified 1 end Object depositbox editor_folder misc/Container name deposit box other_arch close_dbox race gold and jewels face depositbox.111 type 122 material 66 container 150000 no_pick 1 identified 1 end Object close_dbox editor_folder misc/Container name close the deposit box face close_dbox.111 type 121 no_drop 1 no_pick 1 identified 1 end Object desk editor_folder misc/Container name desk other_arch close_desk face desk.111 type 122 material 18 weight 120000 container 80000 Str 10 value 150 identified 1 name_pl desks client_type 51 end Object close_desk editor_folder misc/Container name close the desk face close_desk.111 type 121 no_pick 1 no_drop 1 identified 1 end Object wizdesk editor_folder misc/Container name desk other_arch close_wizdesk face wizdesk.111 type 122 material 18 weight 120000 container 80000 Str 10 value 190 identified 1 name_pl desks client_type 51 end Object close_wizdesk editor_folder misc/Container name close the desk face close_wizdesk.111 type 121 no_pick 1 no_drop 1 identified 1 end Object desk_cw editor_folder misc/Container name desk other_arch close_desk_cw face desk_cw.111 type 122 material 18 materialname cherry weight 120000 container 80000 Str 10 value 2100 identified 1 name_pl desks client_type 51 end Object close_desk_cw editor_folder misc/Container name close the desk face close_desk_cw.111 type 121 no_pick 1 no_drop 1 identified 1 end Object dresser editor_folder misc/Container name dresser other_arch close_dresser face dresser.111 type 122 material 18 value 150 container 150000 weight 160000 identified 1 name_pl dressers client_type 51 end Object close_dresser editor_folder misc/Container name in the dresser face close_dresser.111 type 121 no_pick 1 no_drop 1 identified 1 end Object dresser2 editor_folder misc/Container name dresser other_arch close_dresser2 face dresser2.111 type 122 material 18 value 150 container 150000 weight 160000 identified 1 name_pl dressers client_type 51 end Object close_dresser2 editor_folder misc/Container name in the dresser face close_dresser2.111 type 121 no_pick 1 no_drop 1 identified 1 end Object dresser_cw editor_folder misc/Container name dresser other_arch close_dresser_cw face dresser_cw.111 type 122 material 18 materialname cherry value 2400 container 150000 weight 160000 identified 1 name_pl dressers client_type 51 end Object close_dresser_cw editor_folder misc/Container name in the dresser face close_dresser_cw.111 type 121 no_pick 1 no_drop 1 identified 1 end Object dresser2_cw editor_folder misc/Container name dresser other_arch close_dresser2_cw face dresser2_cw.111 type 122 material 18 materialname cherry value 2400 container 150000 weight 160000 identified 1 name_pl dressers client_type 51 end Object close_dresser2_cw editor_folder misc/Container name in the dresser face close_dresser2_cw.111 type 121 no_pick 1 no_drop 1 identified 1 end Object frypan_closed editor_folder misc/Container name frypan other_arch frypan_opened face frypan_closed.111 type 122 material 66 container 150000 identified 1 end Object frypan_opened editor_folder misc/Container name frypan face frypan_opened.111 type 121 no_drop 1 identified 1 end Object key_ring editor_folder misc/Container name key ring other_arch close_key_ring race keys face key_ring.111 type 122 material 128 value 20 weight 100 container 50000 Str 10 identified 1 name_pl key rings client_type 60 end Object close_key_ring editor_folder misc/Container name close the key ring face close_keys.111 type 121 no_drop 1 no_pick 1 identified 1 end Object luggage editor_folder misc/Container name The Luggage face luggage.111 animation luggage anim_speed 2 client_anim_random 1 type 122 material 2 value 100000 weight 20000 container 500000 Str 50 identified 1 name_pl The Luggages client_type 51 end Object mailbox editor_folder misc/Container name mailbox other_arch close_mail face mailbox.111 type 122 material 18 value 50 container 1500 weight 4000 identified 1 no_pick 1 end Object close_mail editor_folder misc/Container name close the mailbox face closemail.111 type 121 no_pick 1 no_drop 1 identified 1 end Object NPCGift editor_folder misc/Container name NPC_Gift_Box face present_box_1.111 type 122 material 1 value 0 container 50000 weight 1000 identified 1 no_drop 1 client_type 51 end Object package editor_folder misc/Container name package other_arch close_package face package.111 type 122 material 1 value 70 container 50000 weight 20 identified 1 name_pl packages client_type 51 end Object close_package editor_folder misc/Container name close the package face package.111 type 121 no_pick 1 no_drop 1 identified 1 end Object pouch editor_folder misc/Container name pouch other_arch close_pouch race gold and jewels face pouch.111 type 122 material 128 value 40 weight 100 container 150000 Str 10 identified 1 name_pl pouchs client_type 55 end Object close_pouch editor_folder misc/Container name close the pouch face close_pouc.111 type 121 no_drop 1 no_pick 1 identified 1 end Object present_box_1 editor_folder misc/Container name box other_arch close_present_box_1 face present_box_1.111 type 122 material 1 value 70 container 50000 weight 1000 identified 1 name_pl boxes client_type 51 end Object close_present_box_1 editor_folder misc/Container name close the box face close_present_box_1.111 type 121 no_pick 1 no_drop 1 identified 1 end Object present_box_2 editor_folder misc/Container name box other_arch close_present_box_2 face present_box_2.111 type 122 material 1 value 70 container 50000 weight 1000 identified 1 name_pl boxes client_type 51 end Object close_present_box_2 editor_folder misc/Container name close the box face close_present_box_2.111 type 121 no_pick 1 no_drop 1 identified 1 end Object present_box_3 editor_folder misc/Container name box other_arch close_present_box_3 face present_box_3.111 type 122 material 1 value 70 container 50000 weight 1000 identified 1 name_pl boxes client_type 51 end Object close_present_box_3 editor_folder misc/Container name close the box face close_present_box_3.111 type 121 no_pick 1 no_drop 1 identified 1 end Object present_box_4 editor_folder misc/Container name box other_arch close_present_box_4 face present_box_4.111 type 122 material 1 value 70 container 50000 weight 1000 identified 1 name_pl boxes client_type 51 end Object close_present_box_4 editor_folder misc/Container name close the box face close_present_box_4.111 type 121 no_pick 1 no_drop 1 identified 1 end Object present_box_5 editor_folder misc/Container name box other_arch close_present_box_5 face present_box_5.111 type 122 material 1 value 70 container 50000 weight 1000 identified 1 name_pl boxes client_type 51 end Object close_present_box_5 editor_folder misc/Container name close the box face close_present_box_5.111 type 121 no_pick 1 no_drop 1 identified 1 end Object present_box_6 editor_folder misc/Container name box other_arch close_present_box_6 face present_box_6.111 type 122 material 1 value 70 container 50000 weight 1000 identified 1 name_pl boxes client_type 51 end Object close_present_box_6 editor_folder misc/Container name close the box face close_present_box_6.111 type 121 no_pick 1 no_drop 1 identified 1 end Object quiver editor_folder misc/Container name quiver title of arrows race arrows food 13 other_arch close_quiver face quiver.111 type 122 material 128 value 50 weight 100 container 150000 Str 10 identified 1 name_pl quivers client_type 60 end Object close_quiver editor_folder misc/Container name close the quiver face close_quiv.111 type 121 no_drop 1 no_pick 1 identified 1 end Object quiver_throwing editor_folder misc/Container name quiver title of throwing items race throwing other_arch close_quiver_throwing face quiver.111 type 122 material 128 value 50 weight 100 container 150000 Str 10 identified 1 name_pl quivers client_type 60 end Object close_quiver_throwing editor_folder misc/Container name close the quiver face close_quiv.111 type 121 no_drop 1 no_pick 1 identified 1 end Object r_sack editor_folder misc/Container name rucksack other_arch close_rsack face r_sack.111 type 122 material 128 value 150 weight 100 container 550000 Str 15 identified 1 name_pl rucksacks client_type 51 end Object close_rsack editor_folder misc/Container name close the rucksack face close_rsack.111 type 121 no_drop 1 no_pick 1 identified 1 end Object sack editor_folder misc/Container name sack other_arch close_sack face sack.111 type 122 material 128 value 50 weight 100 container 150000 Str 10 identified 1 name_pl sacks client_type 51 end Object close_sack editor_folder misc/Container name close the sack face close_sack.111 type 121 no_drop 1 no_pick 1 identified 1 end Object sarcophagus_container editor_folder misc/Container name sarcophagus face sarcophagus.111 nrof 0 type 4 hp 1 material 0 materialname stone value 50 weight 800000 no_pick 1 identified 1 name_pl sarcophaguses client_type 51 end Object sarcophagus_container2 editor_folder misc/Container name sarcophagus other_arch close_sarcophagus_container face close_sarcophagus.111 type 122 material 0 materialname stone value 50 container 150000 weight 800000 no_pick 1 identified 1 name_pl sarcophaguses client_type 51 end Object close_sarcophagus_container editor_folder misc/Container name close the sarcophagus face sarcophagus.111 type 121 no_pick 1 no_drop 1 identified 1 end Object schest_2 editor_folder misc/Container name chest other_arch close_schest face schest.111 type 122 material 0 value 200 container 175000 weight 55000 identified 1 name_pl chests client_type 51 end Object close_schest editor_folder misc/Container name close the chest face close_schest.111 type 121 no_pick 1 no_drop 1 identified 1 end Object scrollcase editor_folder misc/Container name scroll case other_arch close_scrollcase race scrolls face r_sack.111 type 122 material 128 value 50 weight 500 container 7000 Str 10 identified 1 client_type 56 end Object close_scrollcase editor_folder misc/Container name close the scroll case face close_rsack.111 type 121 no_drop 1 no_pick 1 identified 1 end Object acid_spit editor_folder misc race spit_acid type 13 name acid spit face acidspit.111 nrof 1 animation acid_spit is_animated 0 is_turnable 1 no_drop 1 attacktype 65 wc -10 dam 5 food 100 end Object anchor_1 editor_folder misc can_roll 1 client_type 8002 face anchor.111 material 18 move_block walk swim boat name anchor name_pl anchors no_pick 1 weight 500000 end More Object anchor_2 editor_folder misc face anchor.111 x 1 end Object blood editor_folder misc name puddle of blood name_pl puddles of blood nrof 1 face blood.111 material 32 type 79 weight 1 value 0 client_type 627 end Object bones1 editor_folder misc name bones face bones1.111 type 15 dam 20 last_sp 19 weight 7000 value 0 material 16 nrof 1 name_pl bones client_type 8002 skill one handed weapons body_arm -1 end Object bones2 editor_folder misc name bones face bones2.111 type 15 dam 20 last_sp 19 weight 2000 value 0 material 16 nrof 1 name_pl bones client_type 8002 skill one handed weapons body_arm -1 end Object bones3 editor_folder misc name bones face bones3.111 type 15 dam 20 last_sp 19 weight 1000 value 0 material 16 nrof 1 name_pl bones client_type 8002 skill one handed weapons body_arm -1 end Object bones4 editor_folder misc name bones face bones4.111 type 15 dam 20 last_sp 19 weight 7000 value 0 material 16 nrof 1 name_pl bones client_type 8002 skill one handed weapons body_arm -1 end Object bones5 editor_folder misc name bones face bones5.111 type 15 dam 20 last_sp 19 weight 11000 value 0 material 16 nrof 1 name_pl bones client_type 8002 skill one handed weapons body_arm -1 end Object boulder editor_folder misc face boulder.111 weight 1000000 move_block all can_roll 1 no_pick 1 move_type 1 end Object bouquet editor_folder misc face bouquet.111 name bouquet nrof 1 is_animated 1 weight 100 client_type 2030 end Object cannon editor_folder misc other_arch spell_shell name cannon type 62 activate_on_push 1 activate_on_release 1 level 1 face cannon_0.111 speed -0.4 move_block all blocksview 1 no_pick 1 end Object cannon_1 editor_folder misc other_arch spell_shell name cannon type 62 activate_on_push 1 activate_on_release 1 level 1 face cannon_1.111 direction 1 speed -0.1 move_block all blocksview 1 no_pick 1 end Object cannon_2 editor_folder misc other_arch spell_shell name cannon type 62 activate_on_push 1 activate_on_release 1 level 1 face cannon_2.111 direction 2 speed -0.1 move_block all blocksview 1 no_pick 1 end Object cannon_3 editor_folder misc other_arch spell_shell name cannon type 62 activate_on_push 1 activate_on_release 1 level 1 face cannon_3.111 direction 3 speed -0.1 move_block all blocksview 1 no_pick 1 end Object cannon_4 editor_folder misc other_arch spell_shell name cannon type 62 level 1 activate_on_push 1 activate_on_release 1 face cannon_4.111 direction 4 speed -0.1 move_block all blocksview 1 no_pick 1 end Object cannon_5 editor_folder misc other_arch spell_shell name cannon type 62 activate_on_push 1 activate_on_release 1 level 1 face cannon_5.111 direction 5 speed -0.1 move_block all blocksview 1 no_pick 1 end Object cannon_6 editor_folder misc other_arch spell_shell name cannon type 62 activate_on_push 1 activate_on_release 1 level 1 face cannon_6.111 direction 6 speed -0.1 move_block all blocksview 1 no_pick 1 end Object cannon_7 editor_folder misc other_arch spell_shell name cannon type 62 activate_on_push 1 activate_on_release 1 level 1 face cannon_7.111 direction 7 speed -0.1 move_block all blocksview 1 no_pick 1 end Object cannon_8 editor_folder misc other_arch spell_shell name cannon type 62 activate_on_push 1 activate_on_release 1 level 1 face cannon_8.111 direction 8 speed -0.1 move_block all blocksview 1 no_pick 1 end Object chalice editor_folder misc face chalice.111 type 60 nrof 1 weight 23700 is_animated 1 material 2 value 2500 anim_speed 5 client_anim_random 1 animation chalice name_pl chalices client_type 2030 end Object chalice_sil editor_folder misc face chalice_sil.111 type 60 nrof 1 weight 23700 is_animated 1 material 2 materialname silver value 1200 anim_speed 5 client_anim_random 1 animation chalice_sil name chalice name_pl chalices client_type 2030 end Object chalice_cop editor_folder misc face chalice_cop.111 type 60 nrof 1 weight 23700 is_animated 1 material 2 materialname copper value 500 anim_speed 5 client_anim_random 1 animation chalice_cop name chalice name_pl chalices client_type 2030 end Object chalice_bro editor_folder misc face chalice_bro.111 type 60 nrof 1 weight 23700 is_animated 1 material 2 materialname bronze value 700 anim_speed 5 client_anim_random 1 animation chalice_bro name chalice name_pl chalices client_type 2030 end Object chalice_iro editor_folder misc face chalice_iro.111 type 60 nrof 1 weight 23700 is_animated 1 material 2 materialname iron value 200 anim_speed 5 client_anim_random 1 animation chalice_iro name chalice name_pl chalices client_type 2030 end Object chalice_tin editor_folder misc face chalice_tin.111 type 60 nrof 1 weight 23700 is_animated 1 material 2 materialname tin value 50 anim_speed 5 client_anim_random 1 animation chalice_tin name chalice name_pl chalices client_type 2030 end Object chalice_plat editor_folder misc face chalice_plat.111 type 60 nrof 1 weight 23700 is_animated 1 material 2 materialname platinum value 5000 anim_speed 5 client_anim_random 1 animation chalice_plat name chalice name_pl chalices client_type 2030 end Object claypipe editor_folder misc nrof 1 face claypipe.111 speed 0.1 level 1 value 50 weight 50 material 4 skill one handed weapons body_arm -1 end Object smoking_pipe editor_folder misc nrof 1 face claypipe.111 name smoking pipe name_pl smoking pipes weight 50 value 500 arch event_apply title Python slaying /python/items/smoking_pipe.py end end Object coffin editor_folder misc face coffin.111 type 15 dam 10 last_sp 19 weight 80000 value 30 material 16 nrof 1 skill two handed weapons body_arm -2 end Object cplate editor_folder misc face cplate.111 nrof 1 material 32 value 10 weight 6500 identified 1 name chicken name_pl chickens client_type 601 end Object crystalball editor_folder misc name glass sphere nrof 1 face crystalball.111 material 4 weight 10000 value 10000 name_pl glass spheres client_type 2030 end Object d_statue editor_folder misc name statue face d_statue.111 type 98 subtype 45 no_pick 1 move_block all end Object dice editor_folder misc face dice.111 animation dice anim_speed 5 client_anim_random 1 name dice nrof 1 is_animated 1 weight 100 client_type 2030 end Object black_draught editor_folder misc/draughts name black draught name_pl black draughts face b-draughts.111 nrof 1 material 16 weight 500 end Object black_draught_king editor_folder misc/draughts name black draught king name_pl black draught kings face b-king-draughts.111 nrof 1 material 16 weight 500 end Object red_draught editor_folder misc/draughts name red draught name_pl red draught kings face r-draughts.111 nrof 1 material 16 weight 500 end Object red_draught_king editor_folder misc/draughts name red draught king name_pl red draught kings face r-king-draughts.111 nrof 1 material 16 weight 500 end Object fireplace editor_folder misc face fireplace.111 animation fireplace anim_speed 5 client_anim_random 1 glow_radius 2 no_pick 1 move_block all material 66 end Object gps editor_folder misc name ground positioning system face gps.111 type 9 weight 6500 identified 1 randomitems gps end Object gps_event editor_folder misc type 116 subtype 1 title Python slaying /python/items/positioning_system.py end Object gravestone editor_folder misc face gravestone.111 type 98 subtype 48 material 64 weight 200000 value 40 nrof 1 name_pl gravestones client_type 8011 end Object gravestone2 editor_folder misc name gravestone face gravestone2.111 type 98 subtype 49 material 64 weight 200000 value 40 nrof 1 name_pl gravestones client_type 8011 end Object icecube editor_folder misc move_slow walk move_slow_penalty 1 face icecube.111 material 68 weight 15000 resist_cold 100 name_pl icecubes client_type 8020 end Object bolt_silk editor_folder misc/item name bolt of silk nrof 1 face bolt_silk.111 weight 5000 value 3000 material 128 end Object Machine.1 editor_folder misc name Machine title of the Empire face machine.x11 move_block 0 blocksview 0 identified 1 no_pick 1 end More Object Machine.2 editor_folder misc face machine.x11 move_block all x 1 end More Object Machine.3 editor_folder misc face machine.x11 move_block 0 blocksview 0 x 2 end More Object Machine.4 editor_folder misc face machine.x11 move_block all blocksview 0 y 1 end More Object Machine.5 editor_folder misc face machine.x11 move_block all blocksview 1 x 1 y 1 end More Object Machine.6 editor_folder misc face machine.x11 move_block all blocksview 1 x 2 y 1 end More Object Machine.7 editor_folder misc face machine.x11 move_block all blocksview 1 y 2 end More Object Machine.8 editor_folder misc face machine.x11 move_block all blocksview 0 x 1 y 2 end More Object Machine.9 editor_folder misc face machine.x11 move_block all blocksview 1 x 2 y 2 end More Object Machine.A editor_folder misc face machine.x11 move_block 0 blocksview 0 y 3 end More Object Machine.B editor_folder misc face machine.x11 move_block all blocksview 0 x 1 y 3 end More Object Machine.C editor_folder misc face machine.x11 move_block 0 blocksview 0 x 2 y 3 end Object magic_whistle editor_folder misc name magic pet's whistle face magic_whistle.111 type 9 weight 1100 identified 1 randomitems magic_whistle end Object magic_whistle_event editor_folder misc type 116 subtype 1 title Python slaying /python/items/magic_whistle.py end Object magnifier editor_folder misc name magnifying glass slaying ant nrof 1 last_sp 2 type 15 face magnifier.111 material 4 materialname glass Dex 1 dam 1 weight 2000 value 500 name_pl magnifying glasses client_type 145 skill one handed weapons body_arm -1 end Object bagpipe editor_folder misc/music name small bagpipe name_pl small bagpipes client_type 8006 nrof 1 type 24 face bagpipe.111 animation bagpipe anim_speed 3 client_anim_random 1 weight 3000 value 1000 end Object grand_piano_black editor_folder misc/music name grand piano slaying goldcoin food 1 type 31 exp 30 face grand_piano_black.x11 no_pick 1 move_on walk end More Object grand_piano_2_black editor_folder misc/music name grand piano slaying goldcoin food 1 type 31 x 1 exp 30 face grand_piano_black.x11 no_pick 1 move_on walk end More Object grand_piano_3_black editor_folder misc/music name grand piano slaying goldcoin food 1 type 31 y 1 exp 30 face grand_piano_black.x11 no_pick 1 move_on walk end More Object grand_piano_4_black editor_folder misc/music name grand piano slaying goldcoin food 1 type 31 x 1 y 1 exp 30 face grand_piano_black.x11 no_pick 1 move_on walk end Object grand_piano_white editor_folder misc/music name grand piano slaying goldcoin food 1 type 31 exp 30 face grand_piano_white.x11 no_pick 1 move_on walk end More Object grand_piano_2_white editor_folder misc/music name grand piano slaying goldcoin food 1 type 31 x 1 exp 30 face grand_piano_white.x11 no_pick 1 move_on walk end More Object grand_piano_3_white editor_folder misc/music name grand piano slaying goldcoin food 1 type 31 y 1 exp 30 face grand_piano_white.x11 no_pick 1 move_on walk end More Object grand_piano_4_white editor_folder misc/music name grand piano slaying goldcoin food 1 type 31 x 1 y 1 exp 30 face grand_piano_white.x11 no_pick 1 move_on walk end Object violin editor_folder misc/music name violin name_pl violins nrof 1 face violin.11A animation violin speed -0.3 type 3 level 1 value 20000 weight 1800 client_type 721 body_range -1 skill use magic item end Object naz_report editor_folder misc name Nazgul Report msg A Nazgul is somewhat like a grimreaper. However, while grimreapers are vulnerable to magic, Nazgul seem to be immune to magic. Nazgul have a drain attack. Nazgul cannot be attacked physically, except in a Special Case: * this scroll is broken, * * so I cannot continue to read * endmsg face naz_report.111 nrof 1 type 8 subtype 34 material 1 value 20000 weight 300 name_pl Nazgul Reports client_type 1042 skill literacy end Object pentagram editor_folder misc name pentagram face penta.111 no_pick 1 end Object pillars editor_folder misc face pillars.111 no_pick 1 name_pl pillars client_type 8013 end Object plate editor_folder misc face plate.111 nrof 1 material 32 value 10 weight 6500 identified 1 name plate name_pl plate client_type 601 end Object platter1_gol editor_folder misc face platter1_gol.111 type 60 nrof 1 weight 40000 material 2 materialname gold value 80000 name platter name_pl platters client_type 2030 end Object platter1_sil editor_folder misc face platter1_sil.111 type 60 nrof 1 weight 40000 material 2 materialname silver value 8000 name platter name_pl platters client_type 2030 end Object platter1_plat editor_folder misc face platter1_plat.111 type 60 nrof 1 weight 40000 material 2 materialname platinum value 400000 name platter name_pl platters client_type 2030 end Object platter1_bro editor_folder misc face platter1_bro.111 type 60 nrof 1 weight 40000 material 2 materialname bronze value 5400 name platter name_pl platters client_type 2030 end Object platter1_cop editor_folder misc face platter1_cop.111 type 60 nrof 1 weight 40000 material 2 materialname copper value 4000 name platter name_pl platters client_type 2030 end Object platter1_iro editor_folder misc face platter1_iro.111 type 60 nrof 1 weight 40000 material 2 materialname iron value 800 name platter name_pl platters client_type 2030 end Object platter1_tin editor_folder misc face platter1_tin.111 type 60 nrof 1 weight 40000 material 2 materialname tin value 400 name platter name_pl platters client_type 2030 end Object rock editor_folder misc face rock.111 material 64 weight 1500000 move_block all can_roll 1 no_pick 1 move_type 1 end Object rubble editor_folder misc name rubble face rubble1.111 no_pick 1 move_slow walk move_slow_penalty 8 material 64 end Object shipswheel editor_folder misc client_type 8002 face shipswheel.111 material 18 move_block walk swim boat name ships wheel name_pl ships wheels no_pick 1 weight 100000 end Object sky editor_folder misc/sky name sky face sky.111 move_block all no_pick 1 is_floor 1 end Object smallicecube editor_folder misc name small icecube move_slow walk move_slow_penalty 1 face smallicecube.111 material 68 weight 1500 resist_cold 100 name_pl small icecubes client_type 8020 end Object pirate_hat editor_folder misc/social name pirate hat name_pl pirate hats client_type 271 nrof 1 type 34 face pirate_hat.111 weight 1000 ac 1 Cha -5 resist_poison 15 resist_fear 50 value 140 material 128 body_head -1 gen_sp_armour 1 end Object statue editor_folder misc face statue.111 type 98 subtype 45 no_pick 1 move_block all end Object statue2 editor_folder misc name statue face statue2.111 type 98 subtype 46 no_pick 1 move_block all end Object statue_ruined editor_folder misc name ruined statue type 98 subtype 45 no_pick 1 move_block all face statue_ruined.x11 end More Object statue_ruined2 editor_folder misc face statue_ruined.x11 type 98 subtype 45 no_pick 1 move_block all x 1 end More Object statue_ruined_3 editor_folder misc face statue_ruined.x11 type 98 subtype 45 no_pick 1 move_block all y 1 end More Object statue_ruined_4 editor_folder misc face statue_ruined.x11 type 98 subtype 45 no_pick 1 move_block all x 1 y 1 end Object t_boulder editor_folder misc race rock name boulder face boulder.111 nrof 1 weight 300000 value 1 material 64 name_pl boulders client_type 8012 is_thrown 1 end Object t_lboulder editor_folder misc race rock name large boulder face boulder.111 nrof 1 weight 600000 value 11 material 64 name_pl large boulders client_type 8012 is_thrown 1 end Object t_lrock editor_folder misc race rock name large rock face t_rock.111 nrof 1 weight 50000 value 1 material 64 name_pl large rocks client_type 8012 is_thrown 1 end Object t_rock editor_folder misc race rock name rock face t_rock.111 nrof 1 weight 500 value 1 material 64 name_pl rocks client_type 8012 is_thrown 1 end Object ten_kilo editor_folder misc nrof 1 name 10 kilo face ten_kilo.111 weight 10000 name_pl 10 kilos client_type 8003 end Object thewheel_short_static editor_folder misc/thewheel face thewheel_short.111 name the wheel no_pick 1 move_block all end Object thewheel_tall_static editor_folder misc/thewheel face thewheel_tall.x11 name the wheel no_pick 1 move_block all end More Object thewheel_tall_2_static editor_folder misc/thewheel y 1 face thewheel_tall.x11 name the wheel no_pick 1 end Object thewheel_short_ccwise-back editor_folder misc/thewheel face thewheel_short.111 name the wheel is_animated 1 no_pick 1 move_block all anim_speed 10 client_anim_random 1 animation thewheel_short_ccwise-back end Object thewheel_tall_ccwise-back editor_folder misc/thewheel face thewheel_tall.x11 name the wheel is_animated 1 no_pick 1 move_block all anim_speed 10 client_anim_random 1 animation thewheel_tall_ccwise-back end More Object thewheel_tall_2_ccwise-back editor_folder misc/thewheel y 1 face thewheel_tall.x11 name the wheel is_animated 1 no_pick 1 anim_speed 10 client_anim_random 1 animation thewheel_tall_2_ccwise-back end Object wheelbarrow editor_folder misc face wheelbarrow.111 material 16 weight 100000 move_block all can_roll 1 move_type 1 name_pl wheelbarrows client_type 8002 end Object wplate editor_folder misc face wplate.111 nrof 1 material 32 value 10 weight 6500 identified 1 name wine name_pl wines client_type 601 end Object acid_pool editor_folder monster/acid race slime name acid pool generator 1 alive 1 level 1 no_pick 1 face acid_pool.111 animation acid_pool other_arch acid_sphere hp 100 maxhp 100 ac 8 exp 100 can_see_in_dark 1 resist_blind 100 speed 0.01 anim_speed 10 weight 750000 generator_limit 5 end Object acid_sphere editor_folder monster/acid race slime name acid sphere face acidsphere.111 animation acid_sphere monster 1 move_type walk sleep 1 Wis 5 alive 1 ac 5 wc 1 dam 50 weight 1 level 4 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 resist_weaponmagic 100 resist_ghosthit 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_turn_undead 100 resist_blind 100 attacktype 64 hitback 1 hp 1 maxhp 1 speed 0.01 anim_speed 1 exp 100 one_hit 1 end Object black_pudding editor_folder monster/acid race slime other_arch black_pudding_split name black pudding face bpudding.111 animation black_pudding splitting 1 food 1 monster 1 move_type walk sleep 1 Wis 15 alive 1 ac 5 wc 8 dam 15 hp 100 maxhp 100 Con 1 can_see_in_dark 1 speed -0.2 exp 1200 weight 20000 level 7 attacktype 64 resist_fire -100 resist_blind 100 hitback 1 end Object black_pudding_grow editor_folder monster/acid name black pudding other_arch black_pudding face bpudding_g.111 animation black_pudding_grow changing 1 food 1 monster 1 move_type walk alive 1 ac 5 wc 8 dam 10 hp 100 maxhp 100 Con 1 speed 0.2 exp 600 weight 20000 level 7 attacktype 64 resist_fire -100 hitback 1 end Object black_pudding_split editor_folder monster/acid name black pudding other_arch black_pudding_grow face bpudding_s.111 animation black_pudding_split changing 1 food 2 monster 1 move_type walk alive 1 ac 5 wc 8 dam 10 hp 100 maxhp 100 Con 1 speed 0.2 exp 600 weight 20000 level 7 attacktype 64 resist_fire -100 hitback 1 end Object green_slime editor_folder monster/acid race slime name green slime face greenslime.111 animation green_slime monster 1 move_type walk sleep 1 Wis 5 alive 1 ac 7 wc 11 dam 20 can_see_in_dark 1 resist_blind 100 speed -0.2 exp 175 weight 5000 level 5 attacktype 64 hitback 1 hp 40 maxhp 40 end Object pet_necro editor_folder monster/acid race animal name pet of Necromancer face pet_necro.111 animation pet_necro Con 1 Wis 15 hp 100 maxhp 100 exp 300 dam 20 wc -100 ac -5 speed -1.000000 level 80 attacktype 1 resist_fire -100 weight 30000 alive 1 monster 1 move_type walk hitback 1 sleep 1 end Object rustmonster editor_folder monster/acid race animal name rustmonster face rustmonste.131 animation rustmonster monster 1 move_type walk sleep 1 Wis 15 alive 1 ac 5 wc 10 dam 1 hp 65 maxhp 65 Con 1 speed -0.5 exp 100 weight 30000 level 5 attacktype 64 resist_fire -100 hitback 1 end Object slime editor_folder monster/acid race slime other_arch slime face slime.111 animation slime monster 1 move_type walk sleep 1 Wis 5 no_pick 1 can_see_in_dark 1 resist_blind 100 generator 1 maxsp 10 alive 1 exp 2 ac 10 wc 18 dam 4 hp 5 maxhp 5 level 1 speed 0.06 weight 20000 end Object slimecrawler editor_folder monster/acid/slimecrawler name slime crawler race slime is_animated 1 face slimecrawler.112 animation slimecrawler anim_speed 6 monster 1 move_type walk sleep 1 alive 1 see_invisible 1 can_see_in_dark 1 exp 500 level 6 ac 6 wc 9 dam 16 attacktype 81 hp 70 maxhp 70 Con 1 Wis 5 speed -0.1 attack_movement 5 hitback 1 weight 150000 pick_up 6 resist_cold 50 resist_physical 40 resist_acid 90 resist_blind 80 end Object angel editor_folder monster/angel randomitems angel race angel name angel face angel.111 animation angel is_animated 1 monster 1 move_type walk fly_low sleep 1 Wis 15 see_invisible 1 no_pick 1 alive 1 exp 8000 ac 3 wc 4 dam 20 Pow 16 maxsp 40 hp 150 maxhp 150 Int 20 Con 3 level 12 resist_magic 100 resist_blind 80 speed 0.2 weight 75000 run_away 18 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 attack_movement 4 attacktype 1048577 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end Object angel_knight editor_folder monster/angel name Angel Knight race angel face angelknight.x11 monster 1 move_type walk fly_low level 8 hp 100 maxhp 100 ac 4 wc 13 dam 20 speed 0.3 Wis 12 see_invisible 1 no_pick 1 alive 1 exp 2200 resist_magic 50 resist_holyword 40 resist_blind 90 weight 75000 run_away 18 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 attacktype 1048577 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 randomitems all_spell_skills end More Object angel_knight_2 editor_folder monster/angel name Angel Knight face angelknight.x11 monster 1 move_type walk fly_low alive 1 no_pick 1 y 1 weight 75000 end Object ArchAngel editor_folder monster/angel randomitems archangel name Arch Angel race angel face archangel.x11 animation archangel monster 1 move_type walk fly_low sleep 1 see_invisible 1 no_pick 1 alive 1 reflect_spell 1 level 50 Str 29 Int 25 Pow 60 exp 500000 ac -5 wc -40 dam 60 speed 0.300000 attacktype 20745 sp 100 maxsp 200 hp 16000 maxhp 16000 Con 40 resist_magic 100 resist_electricity 100 resist_confusion 100 resist_drain 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_fear 100 resist_physical 75 resist_fire 75 resist_cold 75 resist_blind 100 resist_holyword 30 resist_godpower 80 weight 150000 run_away 18 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end More Object ArchAngel_2 editor_folder monster/angel name Arch Angel face archangel.x11 animation archangel monster 1 move_type walk fly_low alive 1 no_pick 1 x 1 weight 75000 end More Object ArchAngel_3 editor_folder monster/angel name Arch Angel face archangel.x11 animation archangel monster 1 move_type walk fly_low alive 1 no_pick 1 y 1 weight 75000 end More Object ArchAngel_4 editor_folder monster/angel name Arch Angel face archangel.x11 animation archangel monster 1 move_type walk fly_low alive 1 no_pick 1 y 1 x 1 weight 75000 end More Object ArchAngel_5 editor_folder monster/angel name Arch Angel face archangel.x11 animation archangel monster 1 move_type walk fly_low alive 1 no_pick 1 y 2 x 0 weight 75000 end More Object ArchAngel_6 editor_folder monster/angel name Arch Angel face archangel.x11 animation archangel monster 1 move_type walk fly_low alive 1 no_pick 1 y 2 x 1 weight 75000 end Object cherub editor_folder monster/angel race angel name cherub face cherub.111 monster 1 move_type walk fly_low see_invisible 1 can_see_in_dark 1 no_pick 1 alive 1 exp 35 ac 6 wc 16 dam 5 hp 25 maxhp 25 Wis 8 level 3 resist_magic 50 speed 0.3 weight 25000 run_away 18 attacktype 1 end Object HighAngel editor_folder monster/angel randomitems high_angel name High Angel race angel face highangel.118 animation highangel monster 1 move_type walk fly_low sleep 1 Wis 15 see_invisible 1 no_pick 1 alive 1 reflect_spell 1 Str 29 Int 25 Pow 60 exp 200000 ac -2 wc -20 dam 20 sp 100 maxsp 200 hp 2500 maxhp 2500 Con 40 level 25 resist_magic 100 resist_electricity 100 resist_confusion 100 resist_drain 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_fear 100 resist_physical 50 resist_fire 50 resist_cold 50 resist_holyword 80 resist_blind 80 attacktype 20745 speed 0.400000 weight 150000 run_away 18 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 attack_movement 4 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end Object holyghost editor_folder monster/angel race angel face holyghost.111 name holy ghost monster 1 move_type walk fly_low sleep 1 see_invisible 1 can_see_in_dark 1 no_pick 1 alive 1 exp 225 ac 6 wc 12 dam 15 hp 60 maxhp 60 Wis 10 level 5 resist_magic 50 resist_blind 50 speed 0.2 weight 25000 attacktype 512 end Object liteangel editor_folder monster/angel name light angel randomitems liteangel race angel face liteangel.112 animation liteangel monster 1 move_type walk fly_low sleep 1 Wis 15 see_invisible 1 no_pick 1 alive 1 unaggressive 0 Str 18 exp 20000 ac -2 wc -10 dam 15 Pow 40 Int 20 maxsp 200 hp 500 maxhp 500 Con 16 level 20 resist_physical 30 resist_fire 30 resist_cold 30 speed 0.25 weight 150000 run_away 18 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 attack_movement 4 attacktype 1048577 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end Object mesangel editor_folder monster/angel name messenger randomitems mesangel race angel face mesangel.112 animation mesangel monster 1 move_type walk fly_low sleep 1 Wis 15 see_invisible 1 no_pick 1 alive 1 unaggressive 0 Str 20 exp 80000 ac -2 wc -10 dam 15 Pow 32 Int 23 maxsp 500 hp 500 maxhp 500 Con 12 level 21 resist_physical 30 resist_fire 30 resist_cold 30 attacktype 5 speed -0.50 weight 150000 run_away 18 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 attack_movement 4 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end Object destroying_angel editor_folder monster/angel name Retributioner race angel face retributioner.x11 randomitems angel monster 1 move_type walk fly_low level 27 hp 4000 maxhp 4000 ac -2 wc -30 dam 50 speed 0.3 attacktype 1048577 Con 10 Pow 32 maxsp 60 sp 60 Wis 12 exp 150000 see_invisible 1 no_pick 1 alive 1 resist_magic 80 resist_holyword 80 resist_blind 100 weight 75000 run_away 18 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end More Object destroying_angel_2 editor_folder monster/angel name Retributioner face retributioner.x11 monster 1 move_type walk fly_low alive 1 no_pick 1 x 1 weight 75000 end More Object destroying_angel_3 editor_folder monster/angel name Retributioner face retributioner.x11 monster 1 move_type walk fly_low alive 1 no_pick 1 y 1 weight 75000 end More Object destroying_angel_4 editor_folder monster/angel name Retributioner face retributioner.x11 monster 1 move_type walk fly_low alive 1 no_pick 1 y 1 x 1 weight 75000 end More Object destroying_angel_5 editor_folder monster/angel name Retributioner face retributioner.x11 monster 1 move_type walk fly_low alive 1 no_pick 1 y 2 x 0 weight 75000 end More Object destroying_angel_6 editor_folder monster/angel name Retributioner face retributioner.x11 monster 1 move_type walk fly_low alive 1 no_pick 1 y 2 x 1 weight 75000 end Object whim editor_folder monster/angel race angel name whim face whim.111 animation whim is_animated 1 monster 1 move_type walk fly_low see_invisible 1 can_see_in_dark 1 no_pick 1 alive 1 exp 7 ac 10 wc 15 dam 2 hp 10 maxhp 10 Wis 8 level 1 resist_magic 100 speed 0.2 weight 75000 run_away 18 attacktype 1 end Object bear editor_folder monster/animal/Bear race animal name bear randomitems bear monster 1 move_type walk sleep 1 Wis 10 face bear.x31 animation bear exp 1500 ac 6 wc 9 dam 20 hp 150 maxhp 150 attacktype 1 attack_movement 4 Con 2 Str 30 Int 5 level 8 alive 1 no_pick 1 speed -0.085 weight 300000 run_away 6 end More Object bear_2 editor_folder monster/animal/Bear name bear face bear.x31 animation bear monster 1 move_type walk alive 1 no_pick 1 y 1 end Object polarbear editor_folder monster/animal/Bear race animal name polar bear randomitems polarbear monster 1 move_type walk sleep 1 Wis 10 face polarbear.x31 animation polarbear resist_cold 50 exp 3000 attacktype 1 attack_movement 4 ac 4 wc 8 dam 20 hp 175 Con 4 Str 30 Int 13 maxhp 175 level 9 alive 1 no_pick 1 speed -0.085 weight 600000 run_away 6 end More Object polarbear_2 editor_folder monster/animal/Bear name polar bear face polarbear.x31 animation polarbear monster 1 move_type walk alive 1 no_pick 1 y 1 end Object behemoth editor_folder monster/animal/Behemoth face behemoth.x31 animation behemoth race animal randomitems behemoth attacktype 1025 monster 1 move_type walk sleep 1 Wis 20 resist_fear 100 resist_poison 90 resist_magic 30 exp 20000 ac -3 wc -10 dam 16 hp 800 maxhp 800 Con 2 level 20 alive 1 speed -0.5 weight 1800000 end More Object behemoth_2 editor_folder monster/animal/Behemoth face behemoth.x31 animation behemoth x 1 alive 1 end More Object behemoth_3 editor_folder monster/animal/Behemoth face behemoth.x31 animation behemoth y 1 alive 1 end More Object behemoth_4 editor_folder monster/animal/Behemoth face behemoth.x31 animation behemoth x 1 y 1 alive 1 end Object dog editor_folder monster/animal/Dog face dog.131 race animal animation dog monster 1 move_type walk sleep 1 Wis 20 alive 1 hp 25 maxhp 25 Con 2 speed -0.2 exp 35 ac 6 dam 5 wc 15 level 3 weight 30000 run_away 15 attack_movement 3 end Object mastif editor_folder monster/animal/Dog name mastif face mastif.131 race animal animation mastif monster 1 move_type walk sleep 1 Wis 20 alive 1 hp 120 maxhp 120 Con 2 speed -0.2 exp 1800 ac 3 dam 9 wc 9 level 8 can_see_in_dark 1 weight 60000 run_away 5 attack_movement 3 end Object pup editor_folder monster/animal/Dog face pup.131 race animal animation pup monster 1 move_type walk sleep 1 Wis 10 alive 1 hp 10 maxhp 10 Con 1 speed -0.2 exp 10 ac 7 dam 2 wc 15 level 1 weight 5000 run_away 60 attack_movement 3 end Object awful_rat editor_folder monster/animal/Giant_rat name awful rat Con 50 hp 6000 maxhp 6000 exp 900000 dam 95 wc -100 ac -60 speed -0.99 level 120 resist_physical 95 resist_magic 95 resist_fire 95 resist_electricity 95 resist_cold 95 resist_confusion 95 resist_acid 95 resist_drain 95 resist_weaponmagic 75 resist_ghosthit 95 resist_poison 100 resist_slow 95 resist_paralyze -50 resist_turn_undead 95 resist_deplete 95 resist_death 95 resist_chaos 95 resist_godpower 95 resist_holyword 95 resist_blind 95 see_invisible 1 reflect_missile 1 run_away 10 can_cast_spell 0 can_see_in_dark 1 face giantrat.x31 animation giantrat race animal randomitems giantrat attack_movement 3 monster 1 move_type walk sleep 1 Wis 10 resist_fear 100 Str 30 Dex 30 alive 1 weight 2400000 attacktype 1 end More Object awful_rat_2 editor_folder monster/animal/Giant_rat face giantrat.x31 animation giantrat x 1 alive 1 end More Object awful_rat_3 editor_folder monster/animal/Giant_rat face giantrat.x31 animation giantrat y 1 alive 1 end More Object awful_rat_4 editor_folder monster/animal/Giant_rat face giantrat.x31 animation giantrat x 1 y 1 alive 1 end Object giantrat editor_folder monster/animal/Giant_rat name giant rat face giantrat.x31 animation giantrat race animal randomitems giantrat speed -0.4 attack_movement 3 monster 1 move_type walk sleep 1 Wis 10 resist_fear 100 resist_poison 75 exp 30000 ac -3 wc -10 dam 60 hp 4000 maxhp 4000 Con 20 Str 30 Dex 30 level 25 alive 1 weight 2400000 can_cast_spell 1 attacktype 1 end More Object giantrat_2 editor_folder monster/animal/Giant_rat face giantrat.x31 animation giantrat x 1 alive 1 end More Object giantrat_3 editor_folder monster/animal/Giant_rat face giantrat.x31 animation giantrat y 1 alive 1 end More Object giantrat_4 editor_folder monster/animal/Giant_rat face giantrat.x31 animation giantrat x 1 y 1 alive 1 end Object neko editor_folder monster/animal/Neko race animal name neko chan face neko.111 animation neko monster 1 move_type walk sleep 1 Wis 8 no_pick 1 alive 1 exp 2 ac 12 wc 15 dam 2 hp 2 maxhp 2 level 1 speed 0.3 weight 30000 run_away 90 randomitems neko end Object dire_wolf editor_folder monster/animal/Wolf name dire wolf face dwolf.171 race animal randomitems dwolf animation dire_wolf monster 1 move_type walk sleep 1 Wis 20 alive 1 hp 250 maxhp 250 Con 4 speed 0.2 exp 8000 no_pick 1 can_see_in_dark 1 ac 6 wc 8 dam 30 attacktype 17 resist_cold 50 resist_fire -25 resist_physical 40 level 11 can_cast_spell 1 sp 30 maxsp 30 Pow 5 weight 80000 run_away 7 attack_movement 3 end Object dire_wolf_sire editor_folder monster/animal/Wolf name dire wolf sire face dwolf.171 race animal randomitems dwolf_sire animation dire_wolf_sire monster 1 move_type walk sleep 1 Wis 20 alive 1 hp 400 maxhp 400 Con 4 speed 0.2 exp 18000 no_pick 1 can_see_in_dark 1 ac 4 dam 45 attacktype 17 resist_cold 60 resist_fire -5 wc 5 level 18 can_cast_spell 1 sp 45 maxsp 45 Pow 7 weight 160000 run_away 4 attack_movement 3 end Object wolf editor_folder monster/animal/Wolf face wolf.171 race animal randomitems wolf animation wolf monster 1 move_type walk sleep 1 Wis 20 alive 1 hp 100 maxhp 100 can_see_in_dark 1 attacktype 1 Con 2 speed -0.2 exp 1400 ac 4 dam 15 wc 12 level 7 weight 55000 run_away 15 attack_movement 3 end Object ape editor_folder monster/animal name ape randomitems ape race animal face ape.171 animation ape monster 1 move_type walk sleep 1 no_pick 1 alive 1 exp 1400 level 7 ac 4 wc 11 hp 100 maxhp 100 Con 2 Wis 6 Str 24 Dex 25 Int 8 dam 14 speed -0.2 resist_electricity 30 resist_physical 20 weight 90000 run_away 35 end Object bat editor_folder monster/animal face bat.111 race animal animation bat monster 1 move_type walk fly_low sleep 1 Wis 15 no_pick 1 alive 1 see_invisible 1 speed 0.2 hp 5 maxhp 5 run_away 80 exp 6 wc 16 dam 3 ac 7 level 1 weight 20 resist_physical 30 end Object generate_bat editor_folder monster/animal name bat generator other_arch bat race animal face bat_gen.111 generator 1 no_pick 1 alive 1 level 1 exp 20 speed 0.015 hp 100 resist_physical 30 generator_limit 5 end Object bird editor_folder monster/animal face bird.111 race bird animation bird monster 1 move_type walk fly_low sleep 1 Wis 8 no_pick 1 alive 1 ac 5 level 1 hp 10 maxhp 10 run_away 80 wc 15 dam 1 speed -0.3 exp 8 weight 1500 attack_movement 3 end Object generate_bird editor_folder monster/animal name nest race bird other_arch bird generator 1 face bird_gen.111 hp 30 maxhp 30 exp 200 ac 5 speed 0.01 alive 1 level 1 maxsp 1 weight 1000 generator_limit 5 end Object cobra editor_folder monster/animal name giant cobra face cobra.x12 animation cobra race reptile speed -0.2 anim_speed 3 monster 1 move_type walk sleep 1 Wis 10 alive 1 no_pick 1 exp 225 ac 4 wc 12 dam 15 attacktype 1025 hp 40 maxhp 40 level 5 weight 20000 end More Object cobra_2 editor_folder monster/animal name giant cobra face cobra.x12 animation cobra alive 1 no_pick 1 y 1 end Object chicken editor_folder monster/animal/farmyard race bird face chicken.131 animation chicken monster 1 move_type walk Wis 1 alive 1 level 1 ac 9 hp 10 maxhp 10 run_away 80 wc 15 dam 0 speed -0.2 exp 7 weight 1500 attack_movement 2 end Object goose editor_folder monster/animal/farmyard race bird face goose.131 animation goose monster 1 move_type walk Wis 1 alive 1 level 2 ac 9 hp 12 maxhp 12 run_away 80 wc 15 dam 3 speed -0.2 exp 20 weight 8500 attack_movement 2 end Object horse editor_folder monster/animal/farmyard race animal name horse monster 1 move_type walk friendly 1 Wis 13 face horse.171 animation horse exp 1000 wc 9 no_pick 1 alive 1 level 8 ac 13 hp 125 maxhp 125 run_away 35 Con 2 Str 16 Int 6 dam 12 speed -0.07 pick_up 1 can_see_in_dark 1 attacktype 1 attack_movement 56 resist_physical 25 resist_slow 50 resist_fear -10 weight 50000 end More Object horse_2 editor_folder monster/animal/farmyard name horse face horse.171 animation horse alive 1 no_pick 1 x 1 end Object sheep editor_folder monster/animal/farmyard race sheep face sheep.131 animation sheep monster 1 move_type walk Wis 5 alive 1 level 1 ac 9 hp 15 maxhp 15 randomitems sheep run_away 80 wc 15 dam 1 attacktype 18 speed 0.2 exp 6 weight 60000 resist_cold 10 attack_movement 2 end Object fungus editor_folder monster/animal other_arch fungus name violent fungi race slime face fungus.111 speed -0.08 generator 1 sp 129 maxsp 20 no_pick 1 animation fungus monster 1 move_type walk sleep 1 Wis 5 alive 1 exp 15 ac 8 wc 14 dam 3 attacktype 1024 hp 20 maxhp 20 level 2 weight 10000 end Object giant_bat editor_folder monster/animal name giant bat race animal face giant_bat.111 randomitems giant_bat animation giant_bat monster 1 move_type walk fly_low sleep 1 Wis 15 no_pick 1 alive 1 ac 4 level 5 hp 40 maxhp 40 see_invisible 1 wc 13 dam 10 speed 0.3 exp 225 weight 5000 attack_movement 3 end Object event_attack_purple_worm editor_folder monster/animal/giant_worm title Python slaying /python/misc/swallow_whole.py type 116 subtype 2 end Object g_worm editor_folder monster/animal/giant_worm name Giant Worm face g_worm.x31 animation g_worm race animal monster 1 move_type walk sleep 1 Str 40 Pow 30 Wis 20 Dex 15 Con 30 Int 10 resist_physical 85 resist_magic 30 resist_acid 100 resist_fire 30 resist_electricity 50 resist_poison 100 resist_paralyze 100 resist_death 100 resist_blind 100 exp 100000 ac -7 wc -10 dam 50 attacktype 3137 hp 4000 maxhp 4000 sp 80 maxsp 80 randomitems giant_worm level 35 alive 1 speed -0.05 weight 1800000 can_cast_spell 1 can_see_in_dark 1 see_invisible 1 end More Object g_worm_2 editor_folder monster/animal/giant_worm name Giant Worm face g_worm.x31 animation g_worm x 1 alive 1 end More Object g_worm_3 editor_folder monster/animal/giant_worm name Giant Worm face g_worm.x31 animation g_worm y 1 alive 1 end More Object g_worm_4 editor_folder monster/animal/giant_worm name Giant Worm face g_worm.x31 animation g_worm x 1 y 1 alive 1 end Object purple_worm editor_folder monster/animal/giant_worm name Purple Worm face purple_worm.x31 animation purple_worm race animal monster 1 sleep 1 Str 40 Pow 30 Wis 20 Dex 15 Con 30 Int 10 resist_physical 85 resist_magic 30 resist_acid 100 resist_fire 30 resist_electricity 50 resist_poison 100 resist_paralyze 100 resist_death 100 resist_blind 100 exp 100000 ac -7 wc -100 dam 50 attacktype 3137 hp 9000 maxhp 9000 sp 80 maxsp 80 randomitems purple_worm level 116 alive 1 speed -0.05 weight 1800000 can_cast_spell 1 can_see_in_dark 1 see_invisible 1 end More Object purple_worm_2 editor_folder monster/animal/giant_worm name Purple Worm face purple_worm.x31 animation purple_worm x 1 alive 1 end More Object purple_worm_3 editor_folder monster/animal/giant_worm name Purple Worm face purple_worm.x31 animation purple_worm y 1 alive 1 end More Object purple_worm_4 editor_folder monster/animal/giant_worm name Purple Worm face purple_worm.x31 animation purple_worm x 1 y 1 alive 1 end Object gryphon editor_folder monster/animal/gryphon race animal name Dark Gryphon randomitems gryphon monster 1 move_type walk sleep 1 Wis 15 face gryphon.x31 animation gryphon level 29 attacktype 128 Dex 30 Str 80 Con 28 Pow 48 sp 100 maxsp 100 hp 3500 maxhp 3500 resist_holyword 60 resist_godpower 60 resist_magic 100 resist_poison 100 resist_paralyze 100 resist_fear 100 ac -7 wc -20 dam 19 exp 350000 see_invisible 0 alive 1 no_pick 1 speed 0.5 anim_speed 0.4 weight 400000 can_use_scroll 1 can_use_range 1 can_cast_spell 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 attack_movement 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end More Object gryphon2 editor_folder monster/animal/gryphon name Dark Gryphon face gryphon.x31 animation gryphon monster 1 move_type walk alive 1 anim_speed 1.0 x 1 end More Object gryphon3 editor_folder monster/animal/gryphon name Dark Gryphon face gryphon.x31 animation gryphon alive 1 anim_speed 1.0 x 2 end More Object gryphon4 editor_folder monster/animal/gryphon name Dark Gryphon face gryphon.x31 animation gryphon monster 1 move_type walk alive 1 anim_speed 1.0 y 1 end More Object gryphon5 editor_folder monster/animal/gryphon name Dark Gryphon face gryphon.x31 animation gryphon monster 1 move_type walk alive 1 anim_speed 1.0 x 1 y 1 end More Object gryphon6 editor_folder monster/animal/gryphon name Dark Gryphon face gryphon.x31 animation gryphon monster 1 move_type walk alive 1 anim_speed 1.0 x 2 y 1 end More Object gryphon7 editor_folder monster/animal/gryphon name Dark Gryphon face gryphon.x31 animation gryphon monster 1 move_type walk alive 1 anim_speed 1.0 y 2 end More Object gryphon8 editor_folder monster/animal/gryphon name Dark Gryphon face gryphon.x31 animation gryphon monster 1 move_type walk alive 1 anim_speed 1.0 x 1 y 2 end More Object gryphon9 editor_folder monster/animal/gryphon name Dark Gryphon face gryphon.x31 animation gryphon monster 1 move_type walk alive 1 anim_speed 1.0 x 2 y 2 end Object leech editor_folder monster/animal/leech name giant leech race animal face leech.171 animation leech anim_speed 4 randomitems leech monster 1 move_type walk sleep 1 no_pick 1 alive 1 can_see_in_dark 1 exp 7000 level 20 ac 4 wc 0 dam 30 attacktype 16844928 hp 350 maxhp 350 Con 2 Wis 5 speed -0.2 attack_movement 5 run_away 0 weight 500000 resist_physical 20 resist_cold 30 resist_electricity -20 resist_acid -70 resist_drain 70 resist_poison 50 end Object mouse editor_folder monster/animal other_arch mouse face mouse.111 race animal animation mouse monster 1 move_type walk no_pick 1 generator 1 maxsp 100 alive 1 exp 1 ac 7 wc 20 dam 2 hp 4 maxhp 4 level 1 speed -0.11 weight 80 attack_movement 2 end Object generate_mouse editor_folder monster/animal race animal other_arch mouse name mouse hole generator 1 face mouse_gen.111 alive 1 level 1 speed 0.006 hp 30 maxhp 30 ac 3 exp 50 maxsp 1 generator_limit 5 end Object mushman1 editor_folder monster/animal other_arch mushman1 name Mushroom Man race slime face mushman1.111 speed -0.08 generator 1 sp 129 maxsp 20 no_pick 1 animation mushman1 monster 1 move_type walk sleep 1 Wis 5 alive 1 exp 15 ac 8 wc 14 dam 3 attacktype 1024 hp 20 maxhp 20 level 2 weight 10000 end Object panther editor_folder monster/animal face panther.131 race animal animation panther monster 1 move_type walk sleep 1 Wis 20 alive 1 hp 50 maxhp 50 Con 3 can_see_in_dark 1 speed -0.3 exp 200 ac 4 dam 10 wc 13 level 5 weight 60000 run_away 15 attack_movement 3 end Object generate_panther editor_folder monster/animal race animal name panther cave other_arch panther face panthergen.111 generator 1 alive 1 level 1 hp 100 speed 0.004 exp 50 weight 900000 generator_limit 5 end Object generate_scorpion editor_folder monster/animal race animal other_arch scorpion name scorpion generator generator 1 face scorpi_gen.111 alive 1 level 1 speed 0.002 hp 50 maxhp 50 ac 3 exp 50 maxsp 1 weight 10000 generator_limit 5 end Object scorpion editor_folder monster/animal face scorpion.111 race animal randomitems scorpion animation scorpion monster 1 move_type walk sleep 1 Wis 8 no_pick 1 alive 1 ac 6 hp 30 maxhp 30 Con 2 wc 14 level 3 dam 10 attacktype 1025 resist_fire 100 resist_electricity 50 resist_cold -100 resist_confusion -100 speed 0.1 exp 40 weight 500 end Object shadowpup editor_folder monster/animal/shadowtiger name shadowtiger pup face panther.131 race animal animation shadowpup monster 1 move_type walk sleep 1 Wis 20 alive 1 hp 75 maxhp 75 Con 2 speed -0.3 exp 700 ac 8 dam 10 wc 11 level 6 weight 200000 run_away 15 attack_movement 3 end Object shadowtiger editor_folder monster/animal/shadowtiger name Shadow Tiger race animal face shadowtiger.x31 animation shadowtiger exp 100000 monster 1 move_type walk fly_low alive 1 no_pick 1 see_invisible 1 Con 30 maxhp 2000 hp 2000 ac -6 wc -20 dam 33 level 20 resist_physical 100 resist_magic 100 resist_confusion 100 resist_drain 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_electricity 50 resist_weaponmagic 50 attacktype 71041 speed -0.3 weight 2000000 run_away 2 attack_movement 3 end More Object shadowtiger_2 editor_folder monster/animal/shadowtiger name Shadow Tiger face shadowtiger.x31 animation shadowtiger x 1 alive 1 end More Object shadowtiger_3 editor_folder monster/animal/shadowtiger name Shadow Tiger face shadowtiger.x31 animation shadowtiger y 1 alive 1 end More Object shadowtiger_4 editor_folder monster/animal/shadowtiger name Shadow Tiger face shadowtiger.x31 animation shadowtiger x 1 y 1 alive 1 end Object snake editor_folder monster/animal randomitems snake race reptile other_arch snake face snake.111 speed -0.1 generator 1 sp 134 maxsp 60 no_pick 1 animation snake monster 1 move_type walk sleep 1 Wis 8 alive 1 exp 25 ac 7 wc 18 dam 8 hp 15 maxhp 15 level 2 weight 1000 end Object generate_beholder editor_folder monster/beholder race unnatural other_arch beholder name beholder hive generator 1 face behold_gen.111 hp 100 maxhp 100 exp 180 ac 13 speed -0.001 resist_magic 100 alive 1 level 1 maxsp 1 weight 90000 generator_limit 5 end Object beholder editor_folder monster/beholder randomitems beholder race unnatural face beholder.151 animation beholder monster 1 move_type walk fly_low sleep 1 Wis 15 see_invisible 1 no_pick 1 alive 1 exp 2000 ac 5 wc 7 dam 10 Con 1 Pow 2 can_cast_spell 1 maxsp 15 hp 80 maxhp 80 level 8 resist_magic 100 resist_poison 100 resist_paralyze 100 resist_fear 100 resist_blind -75 speed -0.15 weight 1000 run_away 15 attack_movement 1 end Object beholder_leader_arc editor_folder monster/beholder name strange beholder randomitems beholder race unnatural face beholder_leader.111 animation beholder_leader_arc monster 1 move_type walk fly_low sleep 1 Wis 15 see_invisible 1 no_pick 1 alive 1 exp 5000 ac 2 wc 10 dam 20 Con 1 Pow 2 can_cast_spell 1 sp 15 maxsp 15 hp 120 maxhp 120 level 10 resist_magic 100 resist_poison 100 resist_paralyze 100 resist_fear 100 resist_physical 40 resist_blind -60 speed -0.20 weight 1000 run_away 15 attack_movement 1 end Object dread editor_folder monster/beholder name Dread race unnatural randomitems dread face dread.x11 animation dread exp 50000 monster 1 move_type walk fly_low sleep 1 Wis 20 alive 1 no_pick 1 see_invisible 1 Con 5 Pow 14 maxsp 30 can_cast_spell 1 hp 1500 maxhp 1500 ac -5 wc -20 dam 25 level 60 resist_magic 90 resist_fire 100 resist_poison 100 resist_paralyze 100 resist_fear 100 resist_blind -50 speed -0.30 weight 30000 run_away 2 attack_movement 1 end More Object dread_2 editor_folder monster/beholder name Dread face dread.x11 animation dread x 1 alive 1 no_pick 1 move_type walk fly_low end More Object dread_3 editor_folder monster/beholder name Dread face dread.x11 animation dread y 1 alive 1 no_pick 1 move_type walk fly_low end More Object dread_4 editor_folder monster/beholder name Dread face dread.x11 animation dread x 1 y 1 alive 1 no_pick 1 move_type walk fly_low end Object archon editor_folder monster/chaos name Archon randomitems liv_chaos race chaos face archon.111 animation archon is_animated 1 move_type walk fly_low level 30 hp 1500 maxhp 1500 Int 50 Pow 50 sp 300 maxsp 300 ac -15 wc -30 dam 80 alive 1 weight 30000 exp 100000 speed -0.6 attacktype 262180 Con 3 Wis 15 can_cast_spell 1 resist_ghosthit 100 resist_poison 100 resist_fear 100 resist_death 100 resist_chaos 100 resist_physical 50 resist_magic 50 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion -100 resist_drain -100 monster 1 end Object living_chaos editor_folder monster/chaos name living chaos randomitems liv_chaos race chaos face liv_chaos.111 animation living_chaos is_animated 1 move_type walk fly_low level 40 hp 250 maxhp 250 Int 3 Pow 3 sp 1 maxsp 50 ac -7 wc -5 dam 20 alive 1 weight 30000 exp 50000 speed -0.6 attacktype 262144 Con 3 Wis 15 can_cast_spell 1 resist_ghosthit 100 resist_poison 100 resist_fear 100 resist_death 100 resist_chaos 100 resist_physical 50 resist_magic 50 resist_fire 50 resist_electricity 50 resist_cold 50 resist_confusion -100 resist_drain -100 resist_weaponmagic -100 monster 1 end Object chaos_witch editor_folder monster/chaos name chaos witch race chaos face witch_chaos.111 animation witch_chaos randomitems witch_chaos monster 1 move_type walk fly_low alive 1 resist_ghosthit 100 resist_poison 100 resist_fear 100 resist_death 100 resist_chaos 100 resist_physical 50 resist_magic 50 resist_fire 50 resist_electricity 50 resist_cold 50 resist_confusion -100 resist_drain -100 resist_weaponmagic -100 attacktype 262144 attack_movement 3 ac -4 wc -7 dam 30 hp 1200 maxhp 1200 level 20 speed -0.4 exp 10000 weight 900 can_cast_spell 1 can_use_skill 1 sp 50 maxsp 100 Pow 10 Wis 10 Con 10 end Object Balrog editor_folder monster/demon name Balrog randomitems Balrog race demon,Balrog face jessyb.x11 animation jessyb attacktype 1029 resist_magic 80 resist_physical 80 resist_godpower 80 resist_holyword 80 resist_fire 100 resist_confusion 100 resist_fear 100 resist_paralyze 100 resist_poison 100 resist_blind 100 monster 1 move_type walk sleep 1 Wis 20 Con 40 no_pick 1 see_invisible 1 attack_movement 5 alive 1 exp 400000 ac -10 wc -30 dam 60 Str 90 Int 30 Dex 40 Pow 40 maxsp 90 hp 4000 maxhp 4000 level 30 speed 0.4 weight 500000 pick_up 24 will_apply 14 run_away 10 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_ring 1 can_cast_spell 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end More Object Balrog_2 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 1 weight 300000 end More Object Balrog_3 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 2 weight 300000 end More Object Balrog_4 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 3 weight 300000 end More Object Balrog_5 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 y 1 weight 300000 end More Object Balrog_6 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 1 y 1 weight 300000 end More Object Balrog_7 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 2 y 1 weight 300000 end More Object Balrog_8 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 3 y 1 weight 300000 end More Object Balrog_9 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 y 2 weight 300000 end More Object Balrog_10 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 1 y 2 weight 300000 end More Object Balrog_11 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 2 y 2 weight 300000 end More Object Balrog_12 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 3 y 2 weight 300000 end More Object Balrog_13 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 y 3 weight 300000 end More Object Balrog_14 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 1 y 3 weight 300000 end More Object Balrog_15 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 2 y 3 weight 300000 end More Object Balrog_16 editor_folder monster/demon name Balrog face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 3 y 3 weight 300000 end Object big_demon editor_folder monster/demon/Big_Demon name big demon randomitems imp race demon face big_demon.x71 animation big_demon resist_magic 50 resist_godpower 50 resist_holyword 50 resist_blind 100 resist_fire 100 resist_confusion 100 resist_poison 100 attacktype 1029 can_see_in_dark 1 see_invisible 1 exp 20000 ac -1 wc -3 dam 30 Str 40 Pow 10 Dex 15 Con 10 hp 1000 sp 30 maxsp 50 maxhp 1000 level 20 speed 0.3 weight 300000 monster 1 move_type walk Wis 13 alive 1 will_apply 12 run_away 3 attack_movement 5 can_use_weapon 1 can_use_skill 1 can_cast_spell 1 body_skill 1 body_arm 2 end More Object big_demon_2 editor_folder monster/demon/Big_Demon name big demon face big_demon.x71 animation big_demon monster 1 move_type walk alive 1 x 1 weight 300000 end More Object big_demon_3 editor_folder monster/demon/Big_Demon name big demon face big_demon.x71 animation big_demon monster 1 move_type walk alive 1 x 2 weight 300000 end More Object big_demon_4 editor_folder monster/demon/Big_Demon name big demon face big_demon.x71 animation big_demon monster 1 move_type walk alive 1 y 1 weight 300000 end More Object big_demon_5 editor_folder monster/demon/Big_Demon name big demon face big_demon.x71 animation big_demon monster 1 move_type walk alive 1 x 1 y 1 weight 300000 end More Object big_demon_6 editor_folder monster/demon/Big_Demon name big demon face big_demon.x71 animation big_demon monster 1 move_type walk alive 1 x 2 y 1 weight 300000 end More Object big_demon_7 editor_folder monster/demon/Big_Demon name big demon face big_demon.x71 animation big_demon monster 1 move_type walk alive 1 y 2 weight 300000 end More Object big_demon_8 editor_folder monster/demon/Big_Demon name big demon face big_demon.x71 animation big_demon monster 1 move_type walk alive 1 x 1 y 2 weight 300000 end More Object big_demon_9 editor_folder monster/demon/Big_Demon name big demon face big_demon.x71 animation big_demon monster 1 move_type walk alive 1 x 2 y 2 weight 300000 end More Object big_demon_A editor_folder monster/demon/Big_Demon name big demon face big_demon.x71 animation big_demon monster 1 move_type walk alive 1 y 3 weight 300000 end More Object big_demon_B editor_folder monster/demon/Big_Demon name big demon face big_demon.x71 animation big_demon monster 1 move_type walk alive 1 x 1 y 3 weight 300000 end More Object big_demon_C editor_folder monster/demon/Big_Demon name big demon face big_demon.x71 animation big_demon monster 1 move_type walk alive 1 x 2 y 3 weight 300000 end Object demon_lord editor_folder monster/demon/Demon_Lord name Demon Lord randomitems demonlord race demon face demon_lord.x11 animation demon_lord Con 8 Pow 35 can_cast_spell 1 sp 80 maxsp 80 hp 3000 maxhp 3000 exp 300000 ac -5 dam 40 wc -30 weight 8000000 attacktype 5 resist_physical 75 resist_fire 100 resist_cold 80 resist_fear 100 resist_paralyze 100 resist_holyword 90 resist_godpower 90 resist_magic 80 resist_blind 100 level 69 speed -0.2 alive 1 monster 1 move_type walk sleep 1 Wis 20 see_invisible 1 will_apply 12 run_away 2 end More Object demon_lord_1 editor_folder monster/demon/Demon_Lord name Demon Lord face demon_lord.x11 animation demon_lord x -1 y -3 alive 1 end More Object demon_lord_2 editor_folder monster/demon/Demon_Lord name Demon Lord face demon_lord.x11 animation demon_lord y -3 alive 1 end More Object demon_lord_3 editor_folder monster/demon/Demon_Lord name Demon Lord face demon_lord.x11 animation demon_lord x 1 y -3 alive 1 end More Object demon_lord_4 editor_folder monster/demon/Demon_Lord name Demon Lord face demon_lord.x11 animation demon_lord x 2 y -3 alive 1 end More Object demon_lord_5 editor_folder monster/demon/Demon_Lord name Demon Lord face demon_lord.x11 animation demon_lord x -1 y -2 alive 1 end More Object demon_lord_6 editor_folder monster/demon/Demon_Lord name Demon Lord face demon_lord.x11 animation demon_lord y -2 alive 1 end More Object demon_lord_7 editor_folder monster/demon/Demon_Lord name Demon Lord face demon_lord.x11 animation demon_lord x 1 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demon_lord_30 editor_folder monster/demon/Demon_Lord name Demon Lord face demon_lord.x11 animation demon_lord y 4 alive 1 end More Object demon_lord_31 editor_folder monster/demon/Demon_Lord name Demon Lord face demon_lord.x11 animation demon_lord x 1 y 4 alive 1 end More Object demon_lord_32 editor_folder monster/demon/Demon_Lord name Demon Lord face demon_lord.x11 animation demon_lord x 2 y 4 alive 1 end Object Greater_Demon editor_folder monster/demon/GreatDemon name Greater Demon randomitems Balrog race demon face GreatDemon.x11 Con 80 Pow 80 can_see_in_dark 1 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_ring 1 can_cast_spell 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 sp 150 maxsp 150 hp 8000 maxhp 8000 exp 550000 ac -6 dam 80 wc -50 weight 8000000 attacktype 1029 attack_movement 5 resist_physical 90 resist_fire 100 resist_confusion 100 resist_fear 100 resist_paralyze 100 resist_poison 100 resist_magic 80 resist_blind 100 resist_godpower 90 resist_holyword 90 level 40 speed 0.3 alive 1 monster 1 move_type walk sleep 1 Wis 20 see_invisible 1 will_apply 14 run_away 2 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end More Object Greater_Demon_1 editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 1 y 0 alive 1 end More Object Greater_Demon_2 editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 2 y 0 alive 1 end More Object Greater_Demon_3 editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 3 y 0 alive 1 end More Object Greater_Demon_4 editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 4 y 0 alive 1 end More Object Greater_Demon_5 editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 5 y 0 alive 1 end More Object Greater_Demon_6 editor_folder monster/demon/GreatDemon name Greater Demon face 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monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 0 y 5 alive 1 end More Object Greater_Demon_V editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 1 y 5 alive 1 end More Object Greater_Demon_W editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 2 y 5 alive 1 end More Object Greater_Demon_X editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 3 y 5 alive 1 end More Object Greater_Demon_Y editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 4 y 5 alive 1 end More Object Greater_Demon_Z editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 5 y 5 alive 1 end More Object Greater_Demon_a editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 0 y 6 alive 1 end More Object Greater_Demon_b editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 1 y 6 alive 1 end More Object Greater_Demon_c editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 2 y 6 alive 1 end More Object Greater_Demon_d editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 3 y 6 alive 1 end More Object Greater_Demon_e editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 4 y 6 alive 1 end More Object Greater_Demon_f editor_folder monster/demon/GreatDemon name Greater Demon face GreatDemon.x11 x 5 y 6 alive 1 end Object bone_head editor_folder monster/demon name Evil Master, Bonehead randomitems beholder race demon face bone_head.111 animation bone_head monster 1 move_type walk fly_low friendly 1 Wis 20 no_pick 1 alive 1 sleep 1 undead 1 exp 3500 level 100 attacktype 17 resist_magic 100 resist_cold 100 resist_poison 100 resist_paralyze 100 resist_fear 100 ac -1 Pow 16 maxsp 50 hp 25000 Con 50 maxhp 25000 wc -5 dam 15 speed 0.2 weight 1500 run_away 15 can_cast_spell 1 can_see_in_dark 1 attack_movement 1 end Object devil editor_folder monster/demon name demon race demon randomitems devil face devil.111 animation devil monster 1 move_type walk sleep 1 Wis 15 see_invisible 1 no_pick 1 alive 1 exp 2500 ac 4 resist_physical 30 wc 8 dam 12 Pow 4 Int 15 sp 30 maxsp 30 hp 165 Con 4 maxhp 165 level 9 resist_fire 100 resist_blind 30 resist_cold -100 resist_confusion -100 speed 0.11 weight 180000 run_away 15 will_apply 14 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end Object generate_devil editor_folder monster/demon race demon other_arch devil name demon gate generator 1 face devil_gen.111 animation devil_gen hp 400 maxhp 400 exp 180 ac 7 speed 0.01 anim_speed 3 resist_fire 100 resist_cold -100 resist_confusion -100 alive 1 level 1 maxsp 1 weight 300000 generator_limit 5 end Object evil_master1 editor_folder monster/demon race demon name Evil Master face evil_master.111 animation evil_master1 Con 100 Wis 50 Pow 50 Int 30 hp 30000 maxhp 30000 sp 1000 maxsp 1000 exp 1000000 dam 50 wc -50 ac -25 resist_physical 100 resist_cold 100 resist_electricity 60 resist_fire 30 resist_magic 30 resist_acid 30 resist_weaponmagic 60 resist_paralyze 100 resist_fear 30 resist_turn_undead 100 resist_death 100 resist_blind 100 resist_holyword 95 resist_godpower 100 speed 0.850000 level 117 attacktype 66332 pick_up 24 will_apply 15 alive 1 no_pick 1 monster 1 move_type walk see_invisible 1 unaggressive 1 can_cast_spell 1 can_use_scroll 1 can_use_bow 1 can_use_range 1 can_use_skill 1 can_use_ring 1 sleep 1 body_finger 2 body_range 1 randomitems all_spell_skills end Object evil_master2 editor_folder monster/demon name Evil Master race demon face evil_master2.111 animation evil_master2 Con 100 Wis 40 Pow 30 Int 30 hp 20000 maxhp 20000 sp 1000 maxsp 1000 exp 400000 dam 80 wc -60 ac -25 attacktype 5242880 resist_physical 100 resist_magic 30 resist_fire 80 resist_weaponmagic 50 resist_blind 100 speed 0.700000 attack_movement 3 level 100 weight 75000 run_away 3 pick_up 24 will_apply 15 alive 1 no_pick 1 is_animated 1 monster 1 move_type walk fly_low see_invisible 1 unaggressive 1 can_cast_spell 1 can_use_scroll 1 can_use_bow 1 can_use_ring 1 sleep 1 can_use_skill 1 can_use_range 1 body_finger 2 body_skill 1 body_arm 2 body_range 1 randomitems all_spell_skills end Object evil_master3 editor_folder monster/demon name Evil Master race demon face evil_master3.111 animation evil_master3 Con 100 Wis 40 Pow 40 Int 30 hp 31000 maxhp 31000 sp 1000 maxsp 1000 exp 1000000 dam 30 wc -80 ac -25 resist_physical 100 resist_fire 100 resist_electricity 50 resist_cold 100 resist_confusion 30 resist_acid 30 resist_drain 100 resist_weaponmagic 95 resist_poison 100 resist_paralyze 100 resist_fear 100 resist_blind 100 resist_godpower 100 resist_holyword 30 speed 0.500000 level 120 attacktype 1049089 carrying 100 weight 180000 run_away 3 pick_up 24 will_apply 15 alive 1 no_pick 1 is_animated 1 monster 1 move_type walk undead 1 see_invisible 1 unaggressive 1 can_cast_spell 1 can_use_bow 1 can_see_in_dark 1 sleep 1 can_use_skill 1 can_use_range 1 body_finger 2 body_skill 1 body_arm 2 body_range 1 end Object evil_master4 editor_folder monster/demon name Evil Master race demon face evil_master4.111 animation evil_master4 Str 30 Con 80 Wis 25 Pow 25 Int 25 hp 20000 maxhp 20000 sp 250 maxsp 250 exp 200000 dam 100 wc -50 ac -27 resist_physical 100 resist_magic 20 speed 0.500000 attack_movement 5 level 100 attacktype 1 resist_fire -100 weight 200000 run_away 15 will_apply 15 alive 1 no_pick 1 is_animated 1 monster 1 move_type walk unaggressive 1 end Object fiend editor_folder monster/demon name Fiend race demon randomitems fiend face fiend.111 animation fiend monster 1 move_type walk Wis 15 see_invisible 1 no_pick 1 alive 1 exp 15000 ac 3 resist_physical 30 wc 6 dam 22 Pow 8 Int 15 sp 40 maxsp 40 hp 265 maxhp 265 Con 5 level 15 resist_magic 50 resist_fire 100 resist_cold -50 resist_blind 50 speed 0.2 weight 180000 run_away 15 will_apply 14 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end Object hellhound editor_folder monster/demon name hellhound face hellhound.131 randomitems hellhound race demon animation hellhound monster 1 move_type walk sleep 1 Wis 20 alive 1 hp 800 maxhp 800 Con 6 speed -0.2 exp 5000 ac -4 dam 9 wc -20 level 20 attacktype 1029 can_cast_spell 1 sp 25 maxsp 40 Pow 5 can_see_in_dark 1 resist_physical 30 resist_fire 100 resist_cold -10 resist_magic 20 weight 40000 run_away 5 attack_movement 5 end Object gr_hellhound editor_folder monster/demon name greater hellhound randomitems gr_hellhound race demon face greater_hellhound.131 animation gr_hellhound Con 40 Pow 60 can_cast_spell 1 can_see_in_dark 1 can_use_skill 1 sp 150 maxsp 150 hp 6000 maxhp 6000 exp 300000 ac -5 dam 70 wc -30 weight 130000 attacktype 1029 attack_movement 5 resist_physical 90 resist_fire 100 resist_confusion 100 resist_fear 100 resist_paralyze 100 resist_poison 100 resist_magic 80 resist_blind 100 resist_godpower 60 resist_holyword 60 level 40 speed -0.2 alive 1 monster 1 move_type walk sleep 1 Wis 20 see_invisible 1 run_away 2 end Object imp editor_folder monster/demon name imp randomitems imp face imp.171 animation imp race demon monster 1 move_type walk fly_low can_see_in_dark 1 can_cast_spell 1 see_invisible 1 Wis 3 no_pick 1 alive 1 exp 10 ac 4 resist_physical 20 wc 18 dam 2 Int 0 sp 0 maxsp 5 hp 10 maxhp 10 Con 1 Str 24 Pow 1 level 1 resist_magic 30 resist_fire 100 speed 0.25 weight 200000 run_away 15 attacktype 5 attack_movement 5 end Object medium_demon editor_folder monster/demon/medium_demon name demon race demon randomitems devil face mdemon.x11 animation mdemon resist_magic 50 resist_godpower 50 resist_holyword 50 resist_fire 100 resist_confusion 100 resist_poison 100 resist_blind 75 attacktype 5 can_see_in_dark 1 see_invisible 1 exp 10000 ac -1 wc -3 dam 30 Str 40 Pow 10 Dex 15 Con 10 sp 30 maxsp 50 hp 2000 maxhp 2000 level 20 speed 0.3 weight 300000 monster 1 move_type walk Wis 13 alive 1 will_apply 12 run_away 3 attack_movement 5 can_use_weapon 1 can_use_skill 1 can_cast_spell 1 body_skill 1 body_arm 2 end More Object medium_demon_2 editor_folder monster/demon/medium_demon name demon face mdemon.x11 animation mdemon monster 1 move_type walk alive 1 x 1 weight 300000 end More Object medium_demon_3 editor_folder monster/demon/medium_demon name demon face mdemon.x11 animation mdemon monster 1 move_type walk alive 1 y 1 weight 300000 end More Object medium_demon_4 editor_folder monster/demon/medium_demon name demon face mdemon.x11 animation mdemon monster 1 move_type walk alive 1 y 1 x 1 weight 300000 end Object raas editor_folder monster/demon name raas randomitems raas msg @match * Rrrgghhg kill you endmsg face raas.131 animation raas race demon monster 1 move_type walk Wis 10 no_pick 1 alive 1 exp 4000 ac 4 resist_physical 20 wc 10 dam 25 Int 0 maxsp 5 hp 100 Con 14 Str 24 maxhp 165 level 9 resist_fire -100 resist_blind 30 speed 0.20 weight 200000 run_away 15 attacktype 1 attack_movement 5 end Object big_chaos_dragon editor_folder monster/dragon/Chaos_Dra name dragon of chaos race dragon randomitems chaosdragon monster 1 move_type walk sleep 1 Wis 30 face chaos_dragon.x71 animation chaos_dragon level 68 Con 68 Pow 86 can_cast_spell 1 sp 1800 maxsp 1800 hp 32000 maxhp 32000 resist_physical 100 resist_fire 100 resist_electricity 50 resist_cold 100 resist_paralyze 100 resist_blind 100 attacktype 29 ac -6 wc -20 dam 30 exp 450000 see_invisible 1 alive 1 no_pick 1 speed -0.4 weight 400000 run_away 3 end More Object big_chaos_dragon.2 editor_folder monster/dragon/Chaos_Dra name dragon of chaos face chaos_dragon.x71 animation chaos_dragon monster 1 move_type walk alive 1 x 1 weight 4000000 end More Object big_chaos_dragon.3 editor_folder monster/dragon/Chaos_Dra name dragon of chaos face chaos_dragon.x71 animation chaos_dragon monster 1 move_type walk alive 1 x 2 weight 4000000 end More Object big_chaos_dragon.4 editor_folder monster/dragon/Chaos_Dra name dragon of chaos face chaos_dragon.x71 animation chaos_dragon monster 1 move_type walk alive 1 y 1 weight 4000000 end More Object big_chaos_dragon.5 editor_folder monster/dragon/Chaos_Dra name dragon of chaos face chaos_dragon.x71 animation chaos_dragon monster 1 move_type walk alive 1 x 1 y 1 weight 4000000 end More Object big_chaos_dragon.6 editor_folder monster/dragon/Chaos_Dra name dragon of chaos face chaos_dragon.x71 animation chaos_dragon monster 1 move_type walk alive 1 x 2 y 1 weight 4000000 end Object ancient_chinese_dragon editor_folder monster/dragon/Chinese_Dra name Ancient dragon hp 4000 maxhp 4000 maxsp 60 exp 100000 dam 30 ac -6 speed -0.300000 level 20 randomitems chinese race dragon face chinese_dr.x71 animation chinese_dragon monster 1 move_type walk sleep 1 Wis 20 Con 4 Pow 32 can_cast_spell 1 resist_cold 100 resist_fear 100 resist_blind 100 resist_fire -100 resist_magic 30 wc -15 see_invisible 1 alive 1 no_pick 1 weight 200000 run_away 4 end More Object ancient_chinese_dragon_2 editor_folder monster/dragon/Chinese_Dra name Ancient dragon face chinese_dr.x71 animation chinese_dragon alive 1 x 1 end More Object ancient_chinese_dragon_3 editor_folder monster/dragon/Chinese_Dra name Ancient dragon face chinese_dr.x71 animation chinese_dragon alive 1 y 1 end More Object ancient_chinese_dragon_4 editor_folder monster/dragon/Chinese_Dra name Ancient dragon face chinese_dr.x71 animation chinese_dragon alive 1 x 1 y 1 end Object chinese_dragon editor_folder monster/dragon/Chinese_Dra name chinese dragon randomitems chinese race dragon face chinese_dr.x71 animation chinese_dragon monster 1 move_type walk sleep 1 Wis 20 level 25 Con 4 Pow 32 can_cast_spell 1 maxsp 40 hp 1000 maxhp 1000 resist_cold 100 resist_fear 100 resist_blind 100 resist_fire -100 resist_magic 30 ac -4 wc -15 dam 15 exp 40000 see_invisible 1 alive 1 no_pick 1 speed -0.2 weight 200000 run_away 4 end More Object chinese_dragon_2 editor_folder monster/dragon/Chinese_Dra name chinese dragon face chinese_dr.x71 animation chinese_dragon alive 1 x 1 end More Object chinese_dragon_3 editor_folder monster/dragon/Chinese_Dra name chinese dragon face chinese_dr.x71 animation chinese_dragon alive 1 y 1 end More Object chinese_dragon_4 editor_folder monster/dragon/Chinese_Dra name chinese dragon face chinese_dr.x71 animation chinese_dragon alive 1 x 1 y 1 end Object eternal_chinese_dragon editor_folder monster/dragon/Chinese_Dra name_pl Eternal dragons name Eternal dragon Wis 29 hp 32000 maxhp 32000 maxsp 400 exp 900000 dam 100 ac -6 speed -0.300000 level 110 resist_magic 100 randomitems eternal_chinese_dragon race dragon face chinese_dr.x71 animation chinese_dragon monster 1 move_type walk sleep 1 Con 4 Pow 32 can_cast_spell 1 resist_cold 100 resist_fear 100 resist_blind 100 resist_fire -100 wc -15 see_invisible 1 alive 1 no_pick 1 weight 200000 run_away 4 end More Object eternal_chinese_dragon_2 editor_folder monster/dragon/Chinese_Dra name chinese dragon face chinese_dr.x71 animation chinese_dragon alive 1 x 1 end More Object eternal_chinese_dragon_3 editor_folder monster/dragon/Chinese_Dra name chinese dragon face chinese_dr.x71 animation chinese_dragon alive 1 y 1 end More Object eternal_chinese_dragon_4 editor_folder monster/dragon/Chinese_Dra name chinese dragon face chinese_dr.x71 animation chinese_dragon alive 1 x 1 y 1 end Object legendary_chinese_dragon editor_folder monster/dragon/Chinese_Dra name_pl Legendary dragons name Legendary dragon Wis 24 hp 12000 maxhp 12000 maxsp 300 exp 300000 dam 70 ac -6 speed -0.300000 level 90 resist_magic 60 carrying 75000 randomitems legendary_chinese_dragon race dragon face chinese_dr.x71 animation chinese_dragon monster 1 move_type walk sleep 1 Con 4 Pow 32 can_cast_spell 1 resist_cold 100 resist_fear 100 resist_blind 100 resist_fire -100 wc -15 see_invisible 1 alive 1 no_pick 1 weight 200000 run_away 4 end More Object legendary_chinese_dragon_2 editor_folder monster/dragon/Chinese_Dra name chinese dragon face chinese_dr.x71 animation chinese_dragon alive 1 x 1 end More Object legendary_chinese_dragon_3 editor_folder monster/dragon/Chinese_Dra name chinese dragon face chinese_dr.x71 animation chinese_dragon alive 1 y 1 end More Object legendary_chinese_dragon_4 editor_folder monster/dragon/Chinese_Dra name chinese dragon face chinese_dr.x71 animation chinese_dragon alive 1 x 1 y 1 end Object Cwyvern editor_folder monster/dragon name wyvern of chaos randomitems Cwyvern race dragon monster 1 move_type walk sleep 1 Wis 30 Con 48 Pow 76 face Cwyvern.x71 animation Cwyvern level 30 can_cast_spell 1 maxsp 300 hp 3000 maxhp 3000 resist_physical 100 resist_fire 100 resist_cold 100 resist_paralyze 100 resist_blind 100 resist_electricity 50 attacktype 29 ac -5 wc -20 dam 30 exp 200000 see_invisible 1 alive 1 no_pick 1 speed -0.400000 weight 150000 run_away 6 end More Object Cwyvern_2 editor_folder monster/dragon name wyvern of chaos face Cwyvern.x71 animation Cwyvern monster 1 move_type walk x 1 alive 1 no_pick 1 weight 800000 end Object big_dragon editor_folder monster/dragon/Dragon name dragon race dragon randomitems dragon monster 1 move_type walk sleep 1 Wis 20 face dragon.x71 animation big_dragon level 29 Con 11 Pow 26 can_cast_spell 1 sp 60 maxsp 60 hp 3500 maxhp 3500 resist_fire 100 resist_fear 100 resist_magic 50 resist_blind 100 resist_cold -100 resist_confusion -100 ac -6 wc -20 dam 25 exp 90000 see_invisible 1 alive 1 no_pick 1 speed -0.4 weight 400000 run_away 3 end More Object big_dragon_2 editor_folder monster/dragon/Dragon name dragon face dragon.x71 animation big_dragon monster 1 move_type walk alive 1 x 1 weight 4000000 end More Object big_dragon_3 editor_folder monster/dragon/Dragon name dragon face dragon.x71 animation big_dragon monster 1 move_type walk alive 1 x 2 weight 4000000 end More Object big_dragon_4 editor_folder monster/dragon/Dragon name dragon face dragon.x71 animation big_dragon monster 1 move_type walk alive 1 y 1 weight 4000000 end More Object big_dragon_5 editor_folder monster/dragon/Dragon name dragon face dragon.x71 animation big_dragon monster 1 move_type walk alive 1 x 1 y 1 weight 4000000 end More Object big_dragon_6 editor_folder monster/dragon/Dragon name dragon face dragon.x71 animation big_dragon monster 1 move_type walk alive 1 x 2 y 1 weight 4000000 end Object big_dragon_ancient editor_folder monster/dragon/Dragon name ancient red dragon race dragon randomitems dragon monster 1 move_type walk sleep 1 Wis 20 face dragon_ac.x71 animation big_dragon_ancient level 26 Con 11 Pow 26 Int 5 can_cast_spell 1 sp 60 maxsp 80 hp 7500 maxhp 7500 resist_physical 40 resist_fire 100 resist_acid 30 resist_fear 100 resist_magic 50 resist_blind 100 resist_cold -50 resist_confusion -100 resist_paralyze 80 ac -8 wc -25 dam 40 attacktype 5 exp 200000 see_invisible 1 alive 1 no_pick 1 speed -0.5 weight 400000 run_away 3 end More Object big_dragon_ancient2 editor_folder monster/dragon/Dragon name dragon face dragon_ac.x71 animation big_dragon_ancient monster 1 move_type walk alive 1 x 1 weight 4000000 end More Object big_dragon_ancient3 editor_folder monster/dragon/Dragon name dragon face dragon_ac.x71 animation big_dragon_ancient monster 1 move_type walk alive 1 x 2 weight 4000000 end More Object big_dragon_ancient4 editor_folder monster/dragon/Dragon name dragon face dragon_ac.x71 animation big_dragon_ancient monster 1 move_type walk alive 1 y 1 weight 4000000 end More Object big_dragon_ancient5 editor_folder monster/dragon/Dragon name dragon face dragon_ac.x71 animation big_dragon_ancient monster 1 move_type walk alive 1 x 1 y 1 weight 4000000 end More Object big_dragon_ancient6 editor_folder monster/dragon/Dragon name dragon face dragon_ac.x71 animation big_dragon_ancient monster 1 move_type walk alive 1 x 2 y 1 weight 4000000 end Object dragonman editor_folder monster/dragon/Dragonman name dragonman race dragon randomitems dragon monster 1 move_type walk sleep 1 Wis 20 face dragonman.x31 animation dragonman level 39 Con 11 Pow 13 can_cast_spell 1 sp 80 maxsp 80 hp 3500 maxhp 3500 resist_fire 100 resist_electricity 100 resist_acid 100 resist_drain 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_fear 100 resist_physical 30 resist_cold -30 resist_confusion 30 resist_blind 100 ac -5 wc -10 dam 10 exp 160000 see_invisible 1 alive 1 no_pick 1 speed -0.4 weight 150000 run_away 3 end More Object dragonman_2 editor_folder monster/dragon/Dragonman name dragon man face dragonman.x31 animation dragonman monster 1 move_type walk alive 1 y 1 weight 4000000 end Object big_elec editor_folder monster/dragon/Electric name electric dragon race dragon randomitems big_elec monster 1 move_type walk sleep 1 Wis 20 face elec_dr.x11 animation big_elec level 27 Con 11 Pow 32 can_cast_spell 1 sp 70 maxsp 100 hp 3500 maxhp 3500 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_fear 100 resist_blind 100 resist_fire -100 ac -6 wc -20 dam 25 exp 70000 see_invisible 1 alive 1 no_pick 1 speed -0.4 weight 200000 run_away 3 end More Object big_elec_2 editor_folder monster/dragon/Electric name electric dragon face elec_dr.x11 animation big_elec monster 1 move_type walk alive 1 x 1 weight 4000000 end More Object big_elec_3 editor_folder monster/dragon/Electric name electric dragon face elec_dr.x11 animation big_elec monster 1 move_type walk alive 1 y 1 weight 4000000 end More Object big_elec_4 editor_folder monster/dragon/Electric name electric dragon face elec_dr.x11 animation big_elec monster 1 move_type walk alive 1 x 1 y 1 weight 4000000 end More Object big_elec_5 editor_folder monster/dragon/Electric name electric dragon face elec_dr.x11 animation big_elec monster 1 move_type walk alive 1 y 2 weight 4000000 end More Object big_elec_6 editor_folder monster/dragon/Electric name electric dragon face elec_dr.x11 animation big_elec monster 1 move_type walk alive 1 x 1 y 2 weight 4000000 end Object cold_dragon editor_folder monster/dragon/Hatchlings race dragon name cold dragon hatchling randomitems cold_dragon face cold_drag.171 animation cold_dragon level 7 monster 1 move_type walk fly_low sleep 1 Wis 15 see_invisible 1 no_pick 1 alive 1 exp 1000 ac 5 wc 7 dam 15 Con 3 Pow 2 can_cast_spell 1 sp 40 maxsp 40 hp 80 maxhp 80 resist_cold 100 resist_blind 50 resist_magic 30 speed -0.07 weight 70000 run_away 20 attack_movement 1 end Object elec_dragon editor_folder monster/dragon/Hatchlings race dragon name electric dragon hatchling randomitems spark face elec_drag.171 animation elec_dragon level 8 monster 1 move_type walk fly_low sleep 1 Wis 15 see_invisible 1 no_pick 1 alive 1 exp 1800 ac 5 wc 10 dam 15 Con 3 Pow 2 can_cast_spell 1 sp 40 maxsp 40 hp 90 maxhp 90 resist_electricity 100 resist_blind 50 resist_magic 30 speed -0.15 weight 70000 run_away 20 attack_movement 1 end Object fire_dragon editor_folder monster/dragon/Hatchlings race dragon name dragon hatchling randomitems wyvern face fire_drag.171 animation fire_dragon level 8 monster 1 move_type walk fly_low sleep 1 Wis 15 see_invisible 1 no_pick 1 alive 1 exp 2000 ac 5 wc 10 dam 15 Con 3 Pow 3 can_cast_spell 1 sp 40 maxsp 40 hp 100 maxhp 100 resist_fire 100 resist_blind 50 resist_magic 30 speed -0.15 weight 70000 run_away 20 attack_movement 1 end Object shadow_dragon editor_folder monster/dragon/Shadow_Dra name shadow dragon race dragon randomitems shadow_dragon monster 1 move_type walk sleep 1 Wis 20 face shadow_dragon.x31 animation shadow_dragon level 35 Con 11 Pow 26 can_cast_spell 1 sp 800 maxsp 800 hp 5500 maxhp 5500 resist_fire 100 resist_fear 100 resist_magic 60 resist_blind 100 resist_cold -20 resist_confusion -50 ac -7 wc -22 dam 30 exp 150000 see_invisible 1 alive 1 no_pick 1 speed -0.4 weight 400000 run_away 3 end More Object shadow_dragon_2 editor_folder monster/dragon/Shadow_Dra name shadow dragon face shadow_dragon.x31 animation shadow_dragon monster 1 move_type walk alive 1 x 1 weight 4000000 end More Object shadow_dragon_3 editor_folder monster/dragon/Shadow_Dra name shadow dragon face shadow_dragon.x31 animation shadow_dragon monster 1 move_type walk alive 1 x 2 weight 4000000 end More Object shadow_dragon_4 editor_folder monster/dragon/Shadow_Dra name shadow dragon face shadow_dragon.x31 animation shadow_dragon monster 1 move_type walk alive 1 y 1 weight 4000000 end More Object shadow_dragon_5 editor_folder monster/dragon/Shadow_Dra name shadow dragon face shadow_dragon.x31 animation shadow_dragon monster 1 move_type walk alive 1 x 1 y 1 weight 4000000 end More Object shadow_dragon_6 editor_folder monster/dragon/Shadow_Dra name shadow dragon face shadow_dragon.x31 animation shadow_dragon monster 1 move_type walk alive 1 x 2 y 1 weight 4000000 end Object big_dragon_worthless editor_folder monster/dragon/WDragon name worthless dragon race dragon randomitems dragon monster 1 move_type walk sleep 1 Wis 20 face worthless_dragon.x71 animation worthless_dragon level 29 Con 11 Pow 26 can_cast_spell 1 sp 60 maxsp 60 hp 3500 maxhp 3500 resist_fire 100 resist_fear 100 resist_magic 30 resist_cold -100 resist_confusion -100 ac -6 wc -20 dam 25 exp 1 see_invisible 1 alive 1 no_pick 1 speed -0.4 weight 400000 run_away 3 end More Object big_worthless_dragon_2 editor_folder monster/dragon/WDragon name worthless_dragon face worthless_dragon.x71 animation worthless_dragon monster 1 move_type walk alive 1 x 1 weight 4000000 end More Object big_worthless_dragon_3 editor_folder monster/dragon/WDragon name worthless_dragon face worthless_dragon.x71 animation worthless_dragon monster 1 move_type walk alive 1 x 2 weight 4000000 end More Object big_worthless_dragon_4 editor_folder monster/dragon/WDragon name worthless_dragon face worthless_dragon.x71 animation worthless_dragon monster 1 move_type walk alive 1 y 1 weight 4000000 end More Object big_worthless_dragon_5 editor_folder monster/dragon/WDragon name worthless_dragon face worthless_dragon.x71 animation worthless_dragon monster 1 move_type walk alive 1 x 1 y 1 weight 4000000 end More Object big_worthless_dragon_6 editor_folder monster/dragon/WDragon name worthless_dragon face worthless_dragon.x71 animation worthless_dragon monster 1 move_type walk alive 1 x 2 y 1 weight 4000000 end Object baby_dragon editor_folder monster/dragon name baby dragon race dragon randomitems dragon monster 1 move_type walk sleep 1 Wis 20 face baby_drag.111 animation baby_dragon level 25 Con 8 Pow 8 can_cast_spell 1 maxsp 40 hp 550 maxhp 550 resist_fire 100 resist_fear 100 resist_blind 50 resist_magic 30 resist_cold -100 ac -4 wc -10 dam 10 exp 55000 see_invisible 1 alive 1 no_pick 1 speed -0.3 weight 225000 run_away 3 end Object bone_drake editor_folder monster/dragon/bone_drake name bone drake randomitems chinese race dragon face bone_drake.x11 animation bone_drake monster 1 move_type walk sleep 1 level 50 Con 6 maxsp 40 hp 8000 maxhp 8000 resist_cold 70 resist_fear 100 resist_fire 70 resist_electricity 70 resist_blind 100 ac -10 wc -60 dam 40 exp 100000 alive 1 no_pick 1 speed -0.2 weight 200000 run_away 4 end More Object bone_drake_2 editor_folder monster/dragon/bone_drake name bone drake face bone_drake.x11 animation bone_drake alive 1 x 1 end More Object bone_drake_3 editor_folder monster/dragon/bone_drake name bone drake face bone_drake.x11 animation bone_drake alive 1 y 1 end More Object bone_drake_4 editor_folder monster/dragon/bone_drake name bone drake face bone_drake.x11 animation bone_drake alive 1 x 1 y 1 end Object generate_dragon editor_folder monster/dragon race dragon other_arch dragon name dragon cave generator 1 face dragoncave.111 speed 0.0008 level 10 hp 300 maxhp 300 ac 3 exp 1000 resist_fire 100 no_pick 1 alive 1 maxsp 1 weight 1000000 generator_limit 5 end Object drake editor_folder monster/dragon/drake race dragon name drake randomitems drake face drake.111 animation drake level 10 monster 1 move_type walk fly_low sleep 1 Wis 15 see_invisible 1 no_pick 1 alive 1 exp 6000 ac 5 wc 14 dam 20 Str 15 Con 5 can_cast_spell 0 hp 200 maxhp 200 resist_magic 85 resist_blind 30 attacktype 1025 speed 0.42 weight 70000 end Object faerie_dragon editor_folder monster/dragon race faerie,dragon name faerie dragon randomitems wyvern face fae_drag.171 animation faerie_dragon level 8 monster 1 move_type walk fly_low sleep 1 unaggressive 1 Wis 15 see_invisible 1 no_pick 1 alive 1 exp 1000 ac 5 wc 7 dam 10 Con 1 Pow 6 can_cast_spell 1 sp 20 maxsp 40 hp 40 maxhp 40 resist_magic 100 resist_poison 100 resist_paralyze 100 resist_fear 100 resist_blind 60 speed -0.07 weight 70000 run_away 20 attack_movement 1 end Object dragon editor_folder monster/dragon name wyvern randomitems wyvern race dragon monster 1 move_type walk sleep 1 Wis 20 face wyvern.x71 animation wyvern level 10 Con 2 Pow 2 can_cast_spell 1 maxsp 10 hp 200 maxhp 200 resist_fire 100 resist_fear 100 resist_blind 50 resist_cold -100 resist_confusion -100 attacktype 1 ac 5 wc 8 dam 25 exp 5000 see_invisible 1 alive 1 no_pick 1 speed -0.15 weight 150000 run_away 6 end More Object dragon_2 editor_folder monster/dragon name wyvern face wyvern.x71 animation wyvern monster 1 move_type walk x 1 alive 1 no_pick 1 weight 150000 end Object para_air editor_folder monster/elemental/Para race air_elemental name air para-elemental randomitems para_elemental face para_air.111 animation para_air monster 1 move_type walk fly_low alive 1 resist_electricity 100 attacktype 8 ac 6 wc 10 dam 10 hp 50 maxhp 50 speed -0.5 exp 1100 weight 200 level 7 end Object para_earth editor_folder monster/elemental/Para race earth_elemental name earth para-elemental face para_earth.111 randomitems para_elemental animation para_earth monster 1 move_type walk alive 1 ac 5 wc 9 dam 20 hp 100 maxhp 100 speed -0.15 exp 1500 weight 100000 level 7 resist_cold 100 attacktype 16 end Object para_fire editor_folder monster/elemental/Para race fire_elemental name fire para-elemental face para_fire.111 randomitems para_elemental animation para_fire monster 1 move_type walk fly_low alive 1 resist_fire 100 attacktype 4 resist_confusion -100 ac 5 wc 16 dam 20 hp 75 maxhp 75 level 7 speed -0.35 exp 1200 weight 200 end Object para_ice editor_folder monster/elemental/Para race water_elemental name ice para-elemental face para_ice.111 randomitems para_elemental animation para_ice monster 1 move_type walk alive 1 ac 8 wc 9 dam 30 hp 60 maxhp 60 speed -0.2 exp 1100 weight 50000 level 7 resist_cold 100 resist_confusion 100 attacktype 16 resist_fire -100 end Object para_lava editor_folder monster/elemental/Para race fire_elemental name lava para-elemental face para_lava.111 randomitems para_elemental animation para_lava monster 1 move_type walk fly_low alive 1 resist_fire 100 attacktype 4 resist_cold -100 ac 5 wc 16 dam 20 hp 75 maxhp 75 level 7 speed -0.35 exp 1200 weight 50000 end Object para_lightning editor_folder monster/elemental/Para race air_elemental name lightning para-elemental face para_light.111 randomitems para_elemental animation para_lightning monster 1 move_type walk fly_low alive 1 ac 5 wc 9 dam 10 hp 60 maxhp 60 speed -0.4 exp 1100 weight 200 level 7 resist_fire 100 resist_electricity 100 attacktype 8 end Object para_mud editor_folder monster/elemental/Para race earth_elemental name mud para-elemental face para_mud.111 randomitems para_elemental animation para_mud monster 1 move_type walk alive 1 ac 7 wc 9 dam 30 hp 75 maxhp 75 speed -0.15 exp 1200 weight 100000 level 7 resist_cold 100 attacktype 1 resist_fire -100 end Object para_water editor_folder monster/elemental/Para race water_elemental name water para-elemental face para_water.111 randomitems para_elemental animation para_water monster 1 move_type walk alive 1 ac 6 wc 10 dam 30 hp 60 maxhp 60 speed -0.2 exp 1400 weight 50000 level 7 resist_confusion 100 attacktype 1 resist_cold -100 end Object s_mastif editor_folder monster/elemental/Shadow name shadow mastif face s_mastif.131 race shadow animation s_mastif monster 1 move_type walk sleep 1 Wis 20 alive 1 hp 600 maxhp 600 Con 20 speed -0.4 exp 20000 ac -10 dam 13 wc -15 level 25 can_see_in_dark 1 resist_physical 50 resist_magic 25 resist_fire 50 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 resist_poison 100 resist_fear 100 resist_deplete 100 resist_blind 100 attacktype 32912 weight 1000 run_away 5 attack_movement 3 end Object s_wyvern editor_folder monster/elemental/Shadow name shadow wyvern face s_wyvern.x71 animation s_wyvern race shadow randomitems s_wyvern monster 1 move_type walk sleep 1 Wis 20 alive 1 hp 1500 maxhp 1500 Con 25 speed -0.3 exp 50000 ac -12 dam 33 wc -17 level 40 can_see_in_dark 1 resist_physical 50 resist_magic 25 resist_fire 50 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 resist_poison 100 resist_fear 100 resist_deplete 100 resist_blind 100 attacktype 32912 can_cast_spell 1 can_use_skill 1 sp 30 maxsp 50 Pow 5 weight 1000 run_away 5 attack_movement 3 end More Object s_wyvern_2 editor_folder monster/elemental/Shadow name shadow wyvern face s_wyvern.x71 animation s_wyvern monster 1 move_type walk x 1 alive 1 no_pick 1 weight 1000 end Object shadow editor_folder monster/elemental/Shadow name shadow face shadow.111 race shadow randomitems shadow animation shadow monster 1 move_type walk sleep 1 Wis 20 alive 1 hp 900 maxhp 900 Con 20 speed -0.4 exp 30000 ac -10 dam 13 wc -15 level 30 can_see_in_dark 1 resist_physical 50 resist_magic 25 resist_fire 50 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 resist_poison 100 resist_fear 100 resist_deplete 100 resist_blind 100 attacktype 32912 weight 1000 can_cast_spell 1 can_use_skill 1 sp 20 maxsp 30 Pow 5 run_away 5 attack_movement 3 end Object air_elemental editor_folder monster/elemental race air_elemental name air elemental face elem_air.111 animation air_elemental monster 1 move_type walk fly_low alive 1 resist_electricity 100 resist_blind 100 attacktype 8 resist_physical -100 ac 4 wc 10 dam 10 hp 140 maxhp 140 speed -0.3 exp 3500 weight 200 level 9 end Object elem_dust editor_folder monster/elemental animation elem_dust name dust devil race air_elemental face elem_dust.111 monster 1 move_type walk fly_low alive 1 resist_electricity 100 resist_blind 100 attacktype 8 resist_physical -100 ac 4 wc 10 dam 10 hp 500 maxhp 500 speed -0.3 exp 4500 weight 200 level 11 end Object earth_elemental editor_folder monster/elemental name earth elemental race earth_elemental face elem_earth.111 animation earth_elemental monster 1 move_type walk alive 1 ac 6 wc 10 dam 50 hp 280 maxhp 280 speed -0.08 exp 4000 weight 100000 level 9 resist_physical 70 resist_cold 50 resist_blind 100 attacktype 1 resist_fire -60 end Object greater_earth_elemental editor_folder monster/elemental name greater earth elemental hp 500 maxhp 500 exp 6000 race earth_elemental face elem_earth.111 animation earth_elemental monster 1 move_type walk alive 1 ac 6 wc 10 dam 50 speed -0.08 weight 100000 level 10 resist_physical 70 resist_cold 50 resist_blind 100 attacktype 1 resist_fire -60 end Object fire_elemental editor_folder monster/elemental name fire elemental race fire_elemental face elem_fire.111 animation fire_elemental monster 1 move_type walk fly_low alive 1 resist_fire 100 attacktype 4 resist_confusion -100 resist_blind 100 glow_radius 1 ac 4 wc 13 dam 20 hp 175 maxhp 175 level 9 speed -0.25 exp 3000 weight 200 end Object elem_fire_black editor_folder monster/elemental animation elem_fire_black name black fire hp 1000 maxhp 1000 exp 5000 race fire_elemental face elem_fire_black.111 monster 1 move_type walk fly_low alive 1 resist_fire 100 attacktype 4 resist_confusion -100 resist_blind 100 glow_radius 1 ac 4 wc 13 dam 20 level 10 speed -0.25 weight 200 end Object water_elemental editor_folder monster/elemental name water elemental race water_elemental face elem_water.111 animation water_elemental monster 1 move_type walk alive 1 ac 4 wc 8 dam 40 hp 140 maxhp 140 speed -0.1 exp 3000 weight 50000 level 9 resist_confusion 100 resist_blind 100 attacktype 17 resist_cold 50 resist_fire -50 end Object fireborn editor_folder monster/elemental name fireborn race fireborn randomitems fireborn face fireborn.111 animation fireborn is_animated 1 hp 50 maxhp 50 level 1 ac 0 wc 21 dam 0 can_use_shield 0 can_use_armour 0 can_use_weapon 0 alive 1 weight 30000 food 999 speed 1 attacktype 5 Str 3 Dex 14 Con 6 Cha 6 Int 13 Pow 16 resist_fire 100 resist_poison 100 resist_cold -100 resist_drain -100 resist_ghosthit -100 body_range 1 body_neck 1 body_skill 1 body_finger 2 end Object ice_warrior editor_folder monster/elemental name ice warrior race elemental face ice_warrior.x11 randomitems ice_warrior monster 1 move_type walk level 35 hp 6000 maxhp 6000 ac -2 wc -34 dam 65 speed 0.4 attacktype 2065 can_see_in_dark 1 will_apply 4 Con 10 Pow 32 maxsp 40 sp 40 Wis 12 exp 180000 see_invisible 1 no_pick 1 alive 1 resist_magic 80 resist_blind 100 resist_fire -20 resist_cold 100 resist_paralyze 90 resist_fear 100 weight 75000 run_away 18 pick_up 24 can_use_skill 1 can_cast_spell 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end More Object ice_warrior_2 editor_folder monster/elemental name ice warrior face ice_warrior.x11 monster 1 move_type walk alive 1 no_pick 1 x 1 weight 75000 end More Object ice_warrior_3 editor_folder monster/elemental name ice warrior face ice_warrior.x11 monster 1 move_type walk alive 1 no_pick 1 y 1 weight 75000 end More Object ice_warrior_4 editor_folder monster/elemental name ice warrior face ice_warrior.x11 monster 1 move_type walk alive 1 no_pick 1 y 1 x 1 weight 75000 end More Object ice_warrior_5 editor_folder monster/elemental name ice warrior face ice_warrior.x11 monster 1 move_type walk alive 1 no_pick 1 y 2 x 0 weight 75000 end More Object ice_warrior_6 editor_folder monster/elemental name ice warrior face ice_warrior.x11 monster 1 move_type walk alive 1 no_pick 1 y 2 x 1 weight 75000 end More Object ice_warrior_7 editor_folder monster/elemental name ice warrior face ice_warrior.x11 monster 1 move_type walk alive 1 no_pick 1 y 3 x 0 weight 75000 end More Object ice_warrior_8 editor_folder monster/elemental name ice warrior face ice_warrior.x11 monster 1 move_type walk alive 1 no_pick 1 y 3 x 1 weight 75000 end Object golem_red editor_folder monster/elemental animation golem_red hp 750 maxhp 750 exp 6000 name lava man type 46 face golem_red.111 monster 1 alive 1 ac 5 wc 12 dam 8 attacktype 1 level 8 speed 0.1 weight 200000 end Object tsunami editor_folder monster/elemental name tsunami hp 400 maxhp 400 exp 5000 race water_elemental face elem_water.111 animation water_elemental monster 1 move_type walk alive 1 ac 4 wc 8 dam 40 speed -0.1 weight 50000 level 11 resist_confusion 100 resist_blind 100 attacktype 17 resist_cold 50 resist_fire -50 end Object air_witch editor_folder monster/elemental name air witch race air_elemental face witch_air.111 randomitems witch_air animation air_witch monster 1 move_type walk fly_low alive 1 resist_magic 25 resist_poison 100 resist_physical 100 resist_electricity 50 resist_cold -75 attacktype 9 attack_movement 1 ac 1 wc 10 dam 15 hp 200 maxhp 200 level 15 speed -0.6 exp 15000 weight 50 can_cast_spell 1 can_use_skill 1 sp 50 maxsp 70 Pow 5 Wis 10 Con 2 end Object earth_witch editor_folder monster/elemental name earth witch race earth_elemental face witch_earth.111 randomitems witch_earth animation earth_witch monster 1 move_type walk alive 1 resist_magic 25 resist_poison 100 resist_physical 50 resist_cold 50 resist_fire -20 attacktype 1 attack_movement 3 ac 2 wc 10 dam 40 hp 350 maxhp 350 level 15 speed -0.17 exp 15000 weight 5200 can_cast_spell 1 can_use_skill 1 sp 30 maxsp 50 Pow 5 Wis 10 Con 2 end Object fire_witch editor_folder monster/elemental name fire witch race fire_elemental face witch_fire.111 randomitems witch_fire animation fire_witch monster 1 move_type walk fly_low alive 1 resist_magic 25 resist_poison 100 resist_physical 100 resist_fire 100 attacktype 4 attack_movement 4 resist_cold -100 glow_radius 2 ac 4 wc 12 dam 25 hp 300 maxhp 300 level 14 speed -0.4 exp 14000 weight 20 can_cast_spell 1 can_use_skill 1 sp 50 maxsp 70 Pow 5 Wis 10 Con 2 end Object water_witch editor_folder monster/elemental name water witch race water_elemental face witch_water.111 randomitems witch_water animation water_witch monster 1 move_type walk alive 1 resist_magic 25 resist_poison 100 resist_physical 90 resist_cold 100 resist_fire -100 attacktype 17 attack_movement 3 ac 3 wc 8 dam 30 hp 250 maxhp 250 level 14 speed -0.2 exp 12000 weight 1200 can_cast_spell 1 can_use_skill 1 sp 40 maxsp 60 Pow 5 Wis 10 Con 2 end Object belzebub editor_folder monster/giant/Belzebub race demon name Belzebub randomitems belzebub monster 1 move_type walk sleep 1 Wis 25 face belzebub.x11 animation belzebub resist_magic 100 resist_electricity 30 resist_poison 30 resist_blind 100 exp 300000 ac -7 wc -20 dam 40 resist_physical 35 Str 80 Dex 30 Int 25 Pow 40 sp 200 maxsp 200 hp 5000 maxhp 5000 Con 50 level 30 alive 1 no_pick 1 speed -0.5 weight 1000000 run_away 1 see_invisible 1 will_apply 12 unaggressive 1 pick_up 1 can_use_scroll 1 can_use_skill 1 can_cast_spell 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end More Object belzebub_2 editor_folder monster/giant/Belzebub name Belzebub face belzebub.x11 animation belzebub no_pick 1 alive 1 weight 100000 x 1 end More Object belzebub_3 editor_folder monster/giant/Belzebub name Belzebub face belzebub.x11 animation belzebub no_pick 1 alive 1 weight 100000 y 1 end More Object belzebub_4 editor_folder monster/giant/Belzebub name Belzebub face belzebub.x11 animation belzebub no_pick 1 alive 1 weight 100000 y 1 x 1 end More Object belzebub_5 editor_folder monster/giant/Belzebub name Belzebub face belzebub.x11 animation belzebub no_pick 1 alive 1 weight 100000 y 2 end More Object belzebub_6 editor_folder monster/giant/Belzebub name Belzebub face belzebub.x11 animation belzebub no_pick 1 alive 1 weight 100000 y 2 x 1 end Object big_wiz editor_folder monster/giant/Big_Wiz race giant name wizard randomitems big_wizard monster 1 move_type walk sleep 1 Wis 15 face big_wiz.x11 animation big_wiz level 49 attacktype 128 Con 28 Pow 48 sp 100 maxsp 100 hp 3500 maxhp 3500 resist_holyword 60 resist_godpower 60 resist_magic 100 resist_poison 100 resist_paralyze 100 resist_fear 100 resist_blind 75 ac -7 wc -20 dam 19 exp 100000 see_invisible 1 alive 1 no_pick 1 speed 1.0 weight 400000 run_away 3 pick_up 1 can_use_scroll 1 can_use_range 1 can_cast_spell 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 will_apply 12 attack_movement 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end More Object big_wiz2 editor_folder monster/giant/Big_Wiz name wizard face big_wiz.x11 animation big_wiz monster 1 move_type walk alive 1 x 1 y 0 weight 4000000 end More Object big_wiz3 editor_folder monster/giant/Big_Wiz name wizard face big_wiz.x11 animation big_wiz monster 1 move_type walk alive 1 x 2 y 0 weight 4000000 end More Object big_wiz4 editor_folder monster/giant/Big_Wiz name wizard face big_wiz.x11 animation big_wiz monster 1 move_type walk alive 1 y 1 x 0 weight 4000000 end More Object big_wiz5 editor_folder monster/giant/Big_Wiz name wizard face big_wiz.x11 animation big_wiz monster 1 move_type walk alive 1 x 1 y 1 weight 4000000 end More Object big_wiz6 editor_folder monster/giant/Big_Wiz name wizard face big_wiz.x11 animation big_wiz monster 1 move_type walk alive 1 x 2 y 1 weight 4000000 end More Object big_wiz7 editor_folder monster/giant/Big_Wiz name wizard face big_wiz.x11 animation big_wiz monster 1 move_type walk alive 1 y 2 x 0 weight 4000000 end More Object big_wiz8 editor_folder monster/giant/Big_Wiz name wizard face big_wiz.x11 animation big_wiz monster 1 move_type walk alive 1 x 1 y 2 weight 4000000 end More Object big_wiz9 editor_folder monster/giant/Big_Wiz name wizard face big_wiz.x11 animation big_wiz monster 1 move_type walk alive 1 x 2 y 2 weight 4000000 end Object bigblue_wiz editor_folder monster/giant/Big_Wiz race giant name sorcerer randomitems big_wizard monster 1 move_type walk sleep 1 Wis 16 face bigblue_wiz.x11 animation bigblue_wiz level 22 attacktype 128 Con 29 Pow 50 sp 140 maxsp 140 hp 4000 maxhp 4000 resist_holyword 70 resist_godpower 70 resist_magic 100 resist_poison 100 resist_paralyze 100 resist_fear 100 resist_blind 80 ac -7 wc -20 dam 22 exp 120000 see_invisible 1 alive 1 no_pick 1 speed 1.1 weight 400000 run_away 3 can_use_scroll 1 can_use_range 1 can_cast_spell 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 attack_movement 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end More Object bigblue_wiz2 editor_folder monster/giant/Big_Wiz name sorcerer face bigblue_wiz.x11 animation bigblue_wiz monster 1 move_type walk alive 1 x 1 y 0 weight 4000000 end More Object bigblue_wiz3 editor_folder monster/giant/Big_Wiz name sorcerer face bigblue_wiz.x11 animation bigblue_wiz monster 1 move_type walk alive 1 x 2 y 0 weight 4000000 end More Object bigblue_wiz4 editor_folder monster/giant/Big_Wiz name sorcerer face bigblue_wiz.x11 animation bigblue_wiz monster 1 move_type walk alive 1 y 1 x 0 weight 4000000 end More Object bigblue_wiz5 editor_folder monster/giant/Big_Wiz name sorcerer face bigblue_wiz.x11 animation bigblue_wiz monster 1 move_type walk alive 1 x 1 y 1 weight 4000000 end More Object bigblue_wiz6 editor_folder monster/giant/Big_Wiz name sorcerer face bigblue_wiz.x11 animation bigblue_wiz monster 1 move_type walk alive 1 x 2 y 1 weight 4000000 end More Object bigblue_wiz7 editor_folder monster/giant/Big_Wiz name sorcerer face bigblue_wiz.x11 animation bigblue_wiz monster 1 move_type walk alive 1 y 2 x 0 weight 4000000 end More Object bigblue_wiz8 editor_folder monster/giant/Big_Wiz name sorcerer face bigblue_wiz.x11 animation bigblue_wiz monster 1 move_type walk alive 1 x 1 y 2 weight 4000000 end More Object bigblue_wiz9 editor_folder monster/giant/Big_Wiz name sorcerer face bigblue_wiz.x11 animation bigblue_wiz monster 1 move_type walk alive 1 x 2 y 2 weight 4000000 end Object DK editor_folder monster/giant/DreadKnight race giant name Dread Knight randomitems DK face Bk.x11 animation DK exp 200000 hp 4500 speed 0.32 maxhp 4500 maxsp 200 sp 100 level 30 Str 45 Dex 20 Con 25 Pow 81 Int 20 Wis 30 monster 1 move_type walk sleep 1 alive 1 no_pick 1 run_away 1 see_invisible 1 pick_up 11 weight 300000 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 will_apply 12 resist_physical 50 resist_magic 100 resist_electricity 50 resist_cold 50 resist_confusion 100 resist_drain 100 resist_paralyze 100 resist_fear 100 ac -7 wc -35 dam 30 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end More Object DK3 editor_folder monster/giant/DreadKnight name Dread Knight face Bk.x11 animation DK alive 1 no_pick 1 y 1 end 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will_apply 12 resist_physical 70 resist_magic 100 resist_fire 50 resist_cold 50 resist_electricity 90 resist_confusion 100 resist_drain 100 resist_paralyze 100 resist_fear 100 attacktype 5 ac -7 wc -35 dam 45 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end More Object EDK3 editor_folder monster/giant/DreadKnight name Elite Dread Knight face Bk.x11 animation EDK alive 1 no_pick 1 y 1 end More Object EDK5 editor_folder monster/giant/DreadKnight name Elite Dread Knight face Bk.x11 animation EDK alive 1 no_pick 1 y 2 end More Object EDK2 editor_folder monster/giant/DreadKnight name Elite Dread Knight face Bk.x11 animation EDK alive 1 no_pick 1 x 1 end More Object EDK4 editor_folder monster/giant/DreadKnight name Elite Dread Knight face Bk.x11 animation EDK alive 1 no_pick 1 x 1 y 1 end More Object EDK6 editor_folder monster/giant/DreadKnight name Elite Dread Knight face Bk.x11 animation EDK alive 1 no_pick 1 x 1 y 2 end Object jessyb editor_folder monster/giant/JessyB race demon name Jessy randomitems big_wizard face jessyb.x11 animation jessyb attacktype 65023 resist_physical 95 resist_magic 80 resist_fire 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 resist_ghosthit 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_turn_undead 100 resist_blind 100 resist_electricity -100 resist_fear -100 monster 1 move_type walk sleep 1 Wis 20 Con 90 no_pick 1 see_invisible 1 alive 1 exp 2000000 ac -10 wc -30 dam 40 Str 90 Int 30 Dex 40 Pow 100 maxsp 200 hp 8000 maxhp 8000 level 30 speed 0.9 weight 500000 pick_up 24 will_apply 2 run_away 10 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_ring 1 can_cast_spell 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 attack_movement 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end 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More Object jessyb_8 editor_folder monster/giant/JessyB name Jessy face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 3 y 1 weight 300000 end More Object jessyb_9 editor_folder monster/giant/JessyB name Jessy face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 y 2 weight 300000 end More Object jessyb_10 editor_folder monster/giant/JessyB name Jessy face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 1 y 2 weight 300000 end More Object jessyb_11 editor_folder monster/giant/JessyB name Jessy face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 2 y 2 weight 300000 end More Object jessyb_12 editor_folder monster/giant/JessyB name Jessy face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 3 y 2 weight 300000 end More Object jessyb_13 editor_folder monster/giant/JessyB name Jessy face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 y 3 weight 300000 end More Object jessyb_14 editor_folder monster/giant/JessyB name Jessy face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 1 y 3 weight 300000 end More Object jessyb_15 editor_folder monster/giant/JessyB name Jessy face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 2 y 3 weight 300000 end More Object jessyb_16 editor_folder monster/giant/JessyB name Jessy face jessyb.x11 animation jessyb monster 1 move_type walk alive 1 no_pick 1 x 3 y 3 weight 300000 end Object titan editor_folder monster/giant/Titan race giant randomitems titan monster 1 move_type walk sleep 1 Wis 20 face titan.x71 animation titan resist_electricity 100 resist_fear 100 resist_magic 50 exp 100000 ac -2 wc -20 dam 20 Str 60 Int 15 Dex 25 Pow 15 Con 6 maxsp 30 hp 4000 maxhp 4000 level 80 alive 1 no_pick 1 speed -0.33 weight 1500000 run_away 1 see_invisible 1 will_apply 2 pick_up 24 can_use_scroll 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end More Object titan_2 editor_folder monster/giant/Titan name titan face titan.x71 animation titan no_pick 1 alive 1 x -1 end More Object titan_3 editor_folder monster/giant/Titan name titan face titan.x71 animation titan no_pick 1 alive 1 x -1 y -1 end More Object titan_4 editor_folder monster/giant/Titan name titan face titan.x71 animation titan no_pick 1 alive 1 y -1 end More Object titan_5 editor_folder monster/giant/Titan name titan face titan.x71 animation titan no_pick 1 alive 1 x 1 y -1 end More Object titan_6 editor_folder monster/giant/Titan name titan face titan.x71 animation titan no_pick 1 alive 1 x 1 end More Object titan_7 editor_folder monster/giant/Titan name titan face titan.x71 animation titan no_pick 1 alive 1 x 1 y 1 end More Object titan_8 editor_folder monster/giant/Titan name titan face titan.x71 animation titan no_pick 1 alive 1 y 1 end More Object titan_9 editor_folder monster/giant/Titan name titan face titan.x71 animation titan no_pick 1 alive 1 x -1 y 1 invisible 1 end Object byakie editor_folder monster/giant/byakie randomitems byakie face byakie.x11 animation byakie race chaos monster 1 move_type walk sleep 1 Wis 21 level 25 Con 20 Str 100 sp 20 maxsp 20 Int 1 Pow 1 resist_physical 100 resist_magic 100 resist_poison 100 resist_fear 100 resist_chaos 100 resist_fire 50 resist_electricity 50 resist_cold 50 resist_acid 50 resist_drain 50 resist_slow 50 resist_paralyze 50 resist_confusion -100 see_invisible 1 exp 250000 ac -5 wc -15 dam 30 hp 4000 maxhp 4000 alive 1 no_pick 1 speed -0.35 can_cast_spell 1 will_apply 12 weight 30000000 run_away 2 end More Object byakie_2 editor_folder monster/giant/byakie name byakie face byakie.x11 animation byakie monster 1 move_type walk alive 1 no_pick 1 x 1 weight 30000000 end More Object byakie_3 editor_folder monster/giant/byakie name byakie face byakie.x11 animation byakie monster 1 move_type walk alive 1 no_pick 1 y 1 weight 30000000 end More Object byakie_4 editor_folder monster/giant/byakie name byakie face byakie.x11 animation byakie monster 1 move_type walk alive 1 no_pick 1 x 1 y 1 weight 30000000 end Object cave_byakie editor_folder monster/giant/byakie Str 90 Dex 65 name cave byakie Con 90 Wis 20 Pow 75 Int 30 hp 10000 maxhp 8000 sp 200 maxsp 200 exp 500000 dam 60 wc -50 ac -17 speed -0.700000 level 50 resist_confusion 100 resist_paralyze 100 carrying 25000 randomitems cave_byakie face byakie.x11 animation byakie race chaos monster 1 move_type walk sleep 1 resist_physical 100 resist_magic 100 resist_poison 100 resist_fear 100 resist_chaos 100 resist_fire 50 resist_electricity 50 resist_cold 50 resist_acid 50 resist_drain 50 resist_slow 50 see_invisible 1 alive 1 no_pick 1 can_cast_spell 1 will_apply 12 weight 30000000 run_away 2 end More Object cave_byakie_2 editor_folder monster/giant/byakie name cave byakie face byakie.x11 animation byakie monster 1 move_type walk alive 1 no_pick 1 x 1 weight 30000000 end More Object cave_byakie_3 editor_folder monster/giant/byakie name cave byakie face byakie.x11 animation byakie monster 1 move_type walk alive 1 no_pick 1 y 1 weight 30000000 end More Object cave_byakie_4 editor_folder monster/giant/byakie name cave byakie face byakie.x11 animation byakie monster 1 move_type walk alive 1 no_pick 1 x 1 y 1 weight 30000000 end Object cyclops editor_folder monster/giant/cyclops randomitems cyclops face cyclops.x31 animation cyclops race giant monster 1 move_type walk sleep 1 Wis 11 level 25 Con 56 Str 80 Int 13 Dex 30 resist_physical 50 resist_poison 100 resist_chaos 100 resist_magic 50 resist_fire 50 resist_electricity 50 resist_cold 50 resist_acid 50 resist_drain 50 resist_slow 50 resist_paralyze 50 resist_godpower 75 resist_holyword 85 resist_confusion -100 resist_blind -100 see_invisible 1 exp 250000 ac -5 wc -15 dam 50 hp 8000 maxhp 8000 alive 1 no_pick 1 speed -0.35 weight 30000000 run_away 5 pick_up 1 can_use_weapon 1 can_use_bow 1 can_use_range 1 can_use_skill 1 will_apply 12 body_skill 1 body_arm 2 body_range 1 end More Object cyclops_2 editor_folder monster/giant/cyclops name cyclops face cyclops.x31 animation cyclops monster 1 move_type walk alive 1 no_pick 1 x 1 end More Object cyclops_3 editor_folder monster/giant/cyclops name cyclops face cyclops.x31 animation cyclops monster 1 move_type walk alive 1 no_pick 1 y 1 end More Object cyclops_4 editor_folder monster/giant/cyclops name cyclops face cyclops.x31 animation cyclops monster 1 move_type walk alive 1 no_pick 1 x 1 y 1 end More Object cyclops_5 editor_folder monster/giant/cyclops name cyclops face cyclops.x31 animation cyclops monster 1 move_type walk alive 1 no_pick 1 y 2 end More Object cyclops_6 editor_folder monster/giant/cyclops name cyclops face cyclops.x31 animation cyclops monster 1 move_type walk alive 1 no_pick 1 x 1 y 2 end Object djinn editor_folder monster/giant/djinn race faerie name Major djinn randomitems djinn face djinn.x31 animation djinn monster 1 move_type walk sleep 1 Wis 25 level 40 Con 10 Int 30 Pow 30 can_cast_spell 1 maxsp 300 sp 300 resist_drain 50 resist_chaos 50 resist_physical 100 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_acid 100 resist_ghosthit 100 resist_poison 100 resist_fear 100 attack_movement 7 attacktype 15 see_invisible 1 exp 300000 ac -10 wc -15 dam 30 hp 5000 maxhp 5000 alive 1 no_pick 1 speed -0.50 weight 300000 run_away 5 pick_up 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_range 1 can_use_ring 1 can_use_scroll 1 will_apply 12 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end More Object djinn_2 editor_folder monster/giant/djinn name Major djinn face djinn.x31 animation djinn monster 1 move_type walk alive 1 no_pick 1 y 1 weight 300000 end Object djinn_magenta editor_folder monster/giant/djinn race faerie name djinn randomitems djinn_magenta face djinn_magenta.x11 animation djinn_magenta monster 1 move_type walk sleep 1 Wis 25 level 100 Con 50 Int 50 Pow 50 can_cast_spell 1 maxsp 2200 sp 2200 resist_drain 50 resist_chaos 50 resist_physical 100 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_acid 100 resist_ghosthit 100 resist_poison 100 resist_fear 100 attack_movement 7 attacktype 15 see_invisible 1 exp 800000 ac -10 wc -15 dam 30 hp 20000 maxhp 20000 alive 1 no_pick 1 speed -0.50 weight 300000 run_away 5 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_range 1 can_use_ring 1 can_use_scroll 1 will_apply 12 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end More Object djinn_magenta_2 editor_folder monster/giant/djinn name djinn face djinn_magenta.x11 animation djinn_magenta monster 1 move_type walk alive 1 no_pick 1 y 1 weight 300000 end Object djinn_magenta_big editor_folder monster/giant/djinn race faerie name djinn randomitems djinn_magenta face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk sleep 1 Wis 50 level 116 Con 70 Int 70 Pow 70 can_cast_spell 1 maxsp 3300 sp 3300 resist_drain 70 resist_chaos 70 resist_physical 100 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_acid 100 resist_ghosthit 100 resist_poison 100 resist_fear 100 attack_movement 7 attacktype 15 see_invisible 1 exp 800000 ac -25 wc -45 dam 90 hp 31000 maxhp 31000 alive 1 no_pick 1 speed -0.50 weight 900000 run_away 5 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_range 1 can_use_ring 1 can_use_scroll 1 will_apply 12 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end More Object djinn_magenta_big_2 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 y 1 weight 900000 end More Object djinn_magenta_big_3 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 y 2 weight 900000 end More Object djinn_magenta_big_4 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 y 3 weight 900000 end More Object djinn_magenta_big_5 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 y 4 weight 900000 end More Object djinn_magenta_big_6 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 y 5 weight 900000 end More Object djinn_magenta_big_7 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 x 1 weight 900000 end More Object djinn_magenta_big_8 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 x 1 y 1 weight 900000 end More Object djinn_magenta_big_9 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 x 1 y 2 weight 900000 end More Object djinn_magenta_big_10 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 x 1 y 3 weight 900000 end More Object djinn_magenta_big_12 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 x 1 y 4 weight 900000 end More Object djinn_magenta_big_13 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 x 1 y 5 weight 900000 end More Object djinn_magenta_big_14 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 x 2 weight 900000 end More Object djinn_magenta_big_15 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 x 2 y 1 weight 900000 end More Object djinn_magenta_big_16 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 x 2 y 2 weight 900000 end More Object djinn_magenta_big_17 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 x 2 y 3 weight 900000 end More Object djinn_magenta_big_18 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 x 2 y 4 weight 900000 end More Object djinn_magenta_big_19 editor_folder monster/giant/djinn name djinn face djinn_magenta_big.x11 animation djinn_magenta_big monster 1 move_type walk alive 1 no_pick 1 x 2 y 5 weight 900000 end Object minor_djinn editor_folder monster/giant/djinn race faerie name minor djinn randomitems minor_djinn face djinn.x31 animation djinn monster 1 move_type walk sleep 1 Wis 15 level 40 Con 10 Int 10 Pow 10 can_cast_spell 1 maxsp 100 sp 100 resist_confusion 100 resist_acid 100 resist_ghosthit 100 resist_poison 100 resist_fear 100 resist_drain -100 resist_weaponmagic -100 resist_chaos -100 resist_physical 50 resist_magic 50 resist_fire 50 resist_electricity 50 resist_cold 50 attack_movement 7 see_invisible 1 exp 70000 ac -7 wc -5 dam 15 hp 2500 maxhp 2500 alive 1 no_pick 1 speed -0.35 weight 300000 run_away 5 attacktype 3 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_range 1 can_use_ring 1 can_use_scroll 1 will_apply 12 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end More Object minor_djinn_2 editor_folder monster/giant/djinn name minor djinn face djinn.x31 animation djinn monster 1 move_type walk alive 1 no_pick 1 y 1 weight 300000 end Object giant editor_folder monster/giant race giant name hill giant randomitems giant monster 1 move_type walk sleep 1 Wis 10 face giant.x11 animation giant resist_physical 30 resist_electricity 50 resist_blind -30 exp 4000 ac 6 wc 8 dam 20 hp 200 maxhp 200 Con 4 Str 30 Int 13 level 10 alive 1 no_pick 1 speed -0.15 weight 300000 run_away 6 pick_up 1 can_use_weapon 1 can_use_skill 1 will_apply 12 body_skill 1 body_arm 2 end More Object giant_2 editor_folder monster/giant name hill giant face giant.x11 animation giant monster 1 move_type walk alive 1 no_pick 1 y 1 weight 300000 end Object giant_chief editor_folder monster/giant race giant name giant chief randomitems giant monster 1 move_type walk sleep 1 Wis 12 face giant_chief.x11 animation giant_chief resist_physical 30 resist_electricity 60 resist_blind -25 exp 5800 ac 2 wc 3 dam 60 hp 520 maxhp 520 Con 4 Str 36 Int 13 level 14 alive 1 no_pick 1 speed -0.15 weight 300000 run_away 6 pick_up 1 can_use_weapon 1 can_use_skill 1 will_apply 12 body_skill 1 body_arm 2 end More Object giant_chief_2 editor_folder monster/giant name giant chief face giant_chief.x11 animation giant_chief monster 1 move_type walk alive 1 no_pick 1 y 1 weight 300000 end Object generate_giant editor_folder monster/giant race giant other_arch giant name bean stalk generator 1 face giant_gen.111 speed 0.003 hp 100 maxhp 100 exp 200 level 10 alive 1 no_pick 1 maxsp 1 weight 30000 generator_limit 5 end Object giant_leader editor_folder monster/giant race giant name giant champion randomitems giant monster 1 move_type walk sleep 1 Wis 10 face giant_leader.x11 animation giant_leader resist_physical 30 resist_electricity 50 resist_blind -30 exp 4800 ac 3 wc 4 dam 40 hp 360 maxhp 360 Con 4 Str 33 Int 13 level 12 alive 1 no_pick 1 speed -0.15 weight 300000 run_away 6 pick_up 1 can_use_weapon 1 can_use_skill 1 will_apply 12 body_skill 1 body_arm 2 end More Object giant_leader_2 editor_folder monster/giant name giant champion face giant_leader.x11 animation giant_leader monster 1 move_type walk alive 1 no_pick 1 y 1 weight 300000 end Object mabu editor_folder monster/giant race giant name mabu suke randomitems giant monster 1 move_type walk sleep 1 Wis 10 face mabu.x11 animation mabu resist_electricity 50 exp 4000 ac 6 wc 8 dam 20 hp 200 Con 4 Str 30 Int 13 maxhp 200 level 10 alive 1 no_pick 1 speed -0.15 weight 300000 run_away 6 pick_up 1 can_use_weapon 1 can_use_skill 1 will_apply 12 body_skill 1 body_arm 2 end More Object mabu_2 editor_folder monster/giant name mabu suke face mabu.x11 animation mabu monster 1 move_type walk alive 1 no_pick 1 y 1 weight 300000 end Object fire_serpent editor_folder monster/giant/serpent race reptile name fire serpent randomitems fire_serpent face serpent.x31 monster 1 move_type walk Wis 15 animation serpent level 9 Con 4 resist_cold -100 resist_fire 30 attacktype 5 exp 2500 ac 5 wc 8 dam 15 hp 120 maxhp 120 Pow 2 sp 5 maxsp 5 alive 1 no_pick 1 speed -0.20 can_cast_spell 1 weight 90000 end More Object fire_serpent_2 editor_folder monster/giant/serpent name fire serpent face serpent.x31 animation serpent monster 1 move_type walk alive 1 no_pick 1 x 1 weight 900000 end Object serpent editor_folder monster/giant/serpent name serpent race reptile randomitems serpent face serpent.x31 animation serpent monster 1 move_type walk Wis 15 level 6 Con 4 resist_cold -100 resist_poison 100 exp 500 ac 4 wc 14 dam 9 hp 100 maxhp 100 alive 1 no_pick 1 speed -0.15 weight 90000 end More Object serpent_2 editor_folder monster/giant/serpent name serpent face serpent.x31 animation serpent monster 1 move_type walk alive 1 no_pick 1 x 1 weight 900000 end Object slug editor_folder monster/giant/slug race insect name slug face slug.x31 animation slug randomitems slug monster 1 move_type walk sleep 1 Wis 15 level 12 Con 10 resist_acid 100 resist_fear 100 resist_blind 100 resist_fire -100 resist_electricity 50 attacktype 65 exp 8000 ac 6 wc 8 dam 40 hp 250 maxhp 250 alive 1 no_pick 1 speed -0.12 weight 300000 run_away 5 end More Object slug_2 editor_folder monster/giant/slug name slug face slug.x31 animation slug monster 1 move_type walk alive 1 no_pick 1 x 1 weight 300000 end Object slug_slime editor_folder monster/giant/slug nrof 1 name slug's slime face slug_slime.111 material 32 weight 6000 value 200 food 0 name_pl slug's slimes client_type 627 end Object h_kobold editor_folder monster/goblin/Kobold name hyper kobold race goblin face h_kobold.111 animation h_kobold Str 30 Dex 30 Con 30 Wis 50 hp 2000 maxhp 2000 exp 50000 dam 70 wc -30 ac -15 speed 1.200000 attack_movement 3 level 50 resist_cold -100 carrying 6000 weight 30000 alive 1 no_pick 1 monster 1 move_type walk sleep 1 end Object pygmy editor_folder monster/goblin/Kobold name Pygmy of the Forest face unusual_kobold.111 animation unusual_kobold race Pygmy Con 25 Wis 7 Int 100 hp 15000 maxhp 15000 exp 400000 dam 15 wc -35 ac -13 speed 2.0 level 120 attacktype 1280 resist_physical 100 resist_magic 80 resist_fire 80 resist_electricity 80 resist_cold 80 resist_confusion 100 resist_acid 80 resist_drain 100 resist_weaponmagic 80 resist_ghosthit 80 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_turn_undead 100 resist_fear 100 resist_deplete 100 resist_death 100 resist_chaos 80 resist_godpower 80 resist_holyword 100 resist_blind 100 randomitems goblin_parts see_invisible 1 undead 1 can_use_skill 1 can_see_in_dark 1 msg @match * The Pygmy doesn't answer back...instead it gives you the evil eye. endmsg monster 1 move_type walk sleep 1 Str 30 Dex 30 no_pick 1 alive 1 carrying 6000 is_animated 1 end Object pygmy_assassin editor_folder monster/goblin/Kobold name Pygmy Assassin face unusual_kobold.111 animation unusual_kobold race Pygmy Wis 10 Int 100 exp 1000 dam 150 wc -100 speed 5.0 level 120 attacktype 1280 resist_physical 100 resist_magic 25 resist_fire 50 resist_electricity 75 resist_cold 75 resist_confusion 100 resist_acid 25 resist_drain 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_turn_undead 100 resist_fear 100 resist_deplete 100 resist_death 100 resist_chaos 25 resist_godpower 25 resist_holyword 100 resist_blind 100 glow_radius 4 see_invisible 1 can_use_skill 1 can_see_in_dark 1 one_hit 1 monster 1 move_type walk sleep 1 Str 30 Dex 30 Con 100 no_pick 1 alive 1 hp 10000 maxhp 10000 ac -15 carrying 6000 weight 30000 is_animated 1 end Object unusual_kobold editor_folder monster/goblin/Kobold name unusual kobold face unusual_kobold.111 race goblin animation unusual_kobold monster 1 move_type walk sleep 1 Str 30 Dex 30 Con 100 Wis 50 no_pick 1 alive 1 hp 10000 maxhp 10000 exp 30000 dam 70 wc -20 ac -15 resist_physical 100 speed .4 level 30 resist_cold -100 carrying 6000 weight 30000 is_animated 1 end Object gnoll editor_folder monster/goblin randomitems gnoll race goblin face gnoll.111 animation gnoll monster 1 move_type walk sleep 1 Wis 8 Int 8 Dex 12 Str 15 no_pick 1 alive 1 exp 15 ac 7 wc 15 dam 4 hp 20 maxhp 20 level 2 speed -0.1 weight 45000 run_away 30 can_use_skill 1 body_skill 1 end Object gnoll_chief_arc editor_folder monster/goblin name gnoll chief randomitems gnoll race goblin face gnoll_chief.111 animation gnoll_chief_arc monster 1 move_type walk sleep 1 Wis 8 Int 8 Dex 12 Str 15 no_pick 1 alive 1 exp 60 ac 5 wc 13 dam 8 hp 40 maxhp 40 level 4 resist_physical 30 speed -0.1 weight 45000 run_away 30 can_use_skill 1 body_skill 1 end Object generate_gnoll editor_folder monster/goblin race goblin other_arch gnoll name generator generator 1 face gnoll_gen.111 hp 40 maxhp 40 exp 80 ac 9 speed 0.004 alive 1 level 1 maxsp 1 weight 1000000 generator_limit 5 end Object gnoll_leader_arc editor_folder monster/goblin name gnoll champion randomitems gnoll race goblin face gnoll_leader.111 animation gnoll_leader_arc monster 1 move_type walk sleep 1 Wis 8 Int 8 Dex 12 Str 15 no_pick 1 alive 1 exp 25 ac 6 wc 14 dam 5 hp 30 maxhp 30 level 3 speed 0.1 weight 45000 run_away 30 can_use_skill 1 body_skill 1 end Object goblin editor_folder monster/goblin randomitems goblin race goblin face goblin.151 animation goblin monster 1 move_type walk sleep 1 Wis 10 no_pick 1 alive 1 exp 10 ac 8 wc 17 dam 3 hp 20 maxhp 20 level 2 speed -0.1 weight 50000 run_away 10 will_apply 2 pick_up 24 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object goblin_chief_arc editor_folder monster/goblin name goblin chief randomitems goblin race goblin face goblin_chief.111 animation goblin_chief_arc monster 1 move_type walk sleep 1 Wis 10 no_pick 1 alive 1 exp 50 ac 6 wc 15 dam 10 hp 40 maxhp 40 level 4 resist_physical 30 speed 0.1 weight 50000 run_away 10 will_apply 2 pick_up 24 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object generate_goblin editor_folder monster/goblin race goblin other_arch goblin name generator generator 1 face goblin_gen.111 hp 30 maxhp 30 ac 8 exp 100 alive 1 level 1 no_pick 1 speed 0.02 maxsp 1 weight 1000000 generator_limit 5 end Object goblin_leader_arc editor_folder monster/goblin name goblin champion randomitems goblin race goblin face goblin_leader.151 animation goblin_leader_arc monster 1 move_type walk sleep 1 Wis 10 no_pick 1 alive 1 exp 25 ac 7 wc 16 dam 8 hp 25 maxhp 25 level 3 speed 0.1 weight 50000 run_away 10 will_apply 2 pick_up 24 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object kobold editor_folder monster/goblin face kobold.111 race goblin animation kobold monster 1 move_type walk sleep 1 Wis 8 no_pick 1 alive 1 exp 2 ac 9 wc 21 dam 2 hp 10 maxhp 10 level 1 speed 0.2 weight 30000 run_away 90 end Object generate_kobold editor_folder monster/goblin race goblin other_arch kobold name generator generator 1 face kobold_gen.111 hp 20 maxhp 20 exp 30 ac 10 speed 0.02 alive 1 level 1 maxsp 1 weight 1000000 generator_limit 5 end Object ogre editor_folder monster/goblin name ogre randomitems ogre race giant face ogre.111 animation ogre monster 1 move_type walk sleep 1 no_pick 1 alive 1 exp 60 level 4 ac 8 can_see_in_dark 1 hp 50 maxhp 50 Con 2 Wis 10 Str 22 Dex 20 Int 8 wc 12 dam 12 speed -0.08 resist_electricity 30 weight 140000 run_away 30 can_use_scroll 1 can_use_skill 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object ogre_chief_arc editor_folder monster/goblin name ogre chief randomitems ogre race giant face ogre_chief.111 animation ogre_chief_arc monster 1 move_type walk sleep 1 no_pick 1 alive 1 exp 1500 level 8 ac 5 wc 8 can_see_in_dark 1 hp 150 maxhp 150 Con 2 Wis 10 Str 22 Dex 20 Int 8 dam 30 speed 0.08 resist_electricity 30 resist_physical 30 weight 140000 run_away 30 can_use_scroll 1 can_use_skill 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object generate_ogre editor_folder monster/goblin race giant other_arch ogre name generator generator 1 face ogre_gen.111 hp 60 maxhp 60 exp 300 ac 7 speed 0.002 alive 1 level 1 maxsp 1 weight 1000000 generator_limit 5 end Object ogre_leader_arc editor_folder monster/goblin name ogre champion randomitems ogre race giant face ogre_leader.111 animation ogre_leader_arc monster 1 move_type walk sleep 1 no_pick 1 alive 1 exp 500 level 6 ac 6 wc 8 can_see_in_dark 1 hp 75 maxhp 75 Con 2 Wis 10 Str 22 Dex 20 Int 8 dam 22 speed 0.08 resist_electricity 50 weight 140000 run_away 30 can_use_scroll 1 can_use_skill 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object ologhi editor_folder monster/goblin name Olog-hi race goblin face ologhi.111 animation ologhi monster 1 move_type walk sleep 1 no_pick 1 alive 1 exp 1000 level 20 ac -50 can_see_in_dark 1 Str 30 Dex 20 Con 10 Wis 4 Int 8 hp 5000 maxhp 5000 wc -100 dam 100 speed -0.25 attack_movement 5 resist_physical 100 resist_magic -100 resist_electricity -100 carrying 20000 weight 140000 randomitems throw_stnd is_animated 1 end Object orc editor_folder monster/goblin randomitems orc race goblin face orc.111 animation orc monster 1 move_type walk sleep 1 Wis 8 no_pick 1 alive 1 exp 5 ac 8 wc 17 dam 1 hp 20 maxhp 20 level 1 speed -0.15 weight 23000 run_away 25 will_apply 2 pick_up 24 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object orc_chief_arc editor_folder monster/goblin name orc chief randomitems orc race goblin face orc_chief.111 animation orc_chief_arc monster 1 move_type walk sleep 1 Wis 8 no_pick 1 alive 1 exp 30 ac 6 wc 15 dam 4 hp 40 maxhp 40 level 3 resist_physical 30 speed -0.15 weight 23000 run_away 25 will_apply 2 pick_up 24 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object generate_orc editor_folder monster/goblin race goblin other_arch orc name generator generator 1 face orc_gen.111 hp 30 maxhp 30 exp 60 ac 9 speed 0.006 alive 1 level 1 maxsp 1 weight 1000000 generator_limit 5 end Object orc_leader_arc editor_folder monster/goblin name orc champion randomitems orc race goblin face orc_leader.111 animation orc_leader_arc monster 1 move_type walk sleep 1 Wis 8 no_pick 1 alive 1 exp 10 ac 7 wc 16 dam 2 hp 25 maxhp 25 level 2 speed -0.15 weight 23000 run_away 25 will_apply 2 pick_up 24 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object a_guard_h editor_folder monster/humanoid/Arabic race human name High guard randomitems guard_h face a_guard_h.111 speed 0.06 alive 1 monster 1 move_type walk sleep 1 Wis 15 see_invisible 1 no_pick 1 no_magic 1 resist_magic 100 reflect_missile 1 reflect_spell 1 hp 250 maxhp 250 Int 13 Dex 12 Con 15 Pow 3 sp 25 maxsp 25 ac 0 resist_physical 75 exp 1200 wc 1 dam 15 level 10 weight 150000 stand_still 1 unaggressive 1 Str 25 can_cast_spell 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 end Object a_guard_l editor_folder monster/humanoid/Arabic race human name light guard randomitems guard_l face a_guard_l.111 speed 0.06 alive 1 monster 1 move_type walk sleep 1 Wis 5 see_invisible 1 no_pick 1 resist_magic 30 sp 10 maxsp 10 Int 1 Pow 1 hp 80 maxhp 80 Con 15 ac 3 resist_physical 30 exp 150 wc 5 dam 10 level 4 weight 150000 stand_still 1 unaggressive 1 Str 25 can_cast_spell 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 end Object a_guard_m editor_folder monster/humanoid/Arabic race human name Medium guard randomitems guard_m face a_guard_m.111 speed 0.06 alive 1 monster 1 move_type walk sleep 1 Wis 10 see_invisible 1 no_pick 1 resist_magic 30 reflect_missile 1 hp 120 maxhp 120 sp 20 maxsp 20 Int 2 Pow 2 Con 15 ac 1 resist_physical 65 exp 250 wc 1 dam 15 level 6 weight 150000 stand_still 1 unaggressive 1 Str 25 can_cast_spell 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 end Object a_priest editor_folder monster/humanoid/Arabic race human name priest randomitems a_priest face a_priest.111 Wis 5 monster 1 move_type walk unaggressive 1 sp 10 maxsp 10 Int 3 Pow 3 hp 50 maxhp 50 Con 10 no_pick 1 exp 500 resist_magic 30 speed 0.16 ac 5 wc 9 dam 8 alive 1 level 7 weight 100000 attack_movement 7 can_use_scroll 1 can_use_range 1 can_cast_spell 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object a_townsman editor_folder monster/humanoid/Arabic race human name Townsman randomitems standard face a_townsman.111 alive 1 monster 1 move_type walk no_pick 1 hp 15 maxhp 15 ac 10 exp 10 wc 18 Str 15 Con 5 Dex 12 Int 12 dam 5 level 1 speed 0.12 weight 100000 unaggressive 1 can_use_skill 1 can_use_range 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_bow 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object a_townsman2 editor_folder monster/humanoid/Arabic race human name Townsman randomitems standard face a_townsman2.111 alive 1 monster 1 move_type walk no_pick 1 hp 15 maxhp 15 ac 10 exp 10 wc 18 Str 15 Con 5 Dex 12 Int 12 dam 5 level 1 speed 0.12 weight 100000 unaggressive 1 can_use_skill 1 can_use_range 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_bow 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object a_townsman3 editor_folder monster/humanoid/Arabic race human name Townsman randomitems standard face a_townsman3.111 alive 1 monster 1 move_type walk no_pick 1 hp 15 maxhp 15 ac 10 exp 10 wc 18 Str 15 Con 5 Dex 12 Int 12 dam 5 level 1 speed 0.12 weight 100000 unaggressive 1 can_use_skill 1 can_use_range 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_bow 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object beggar editor_folder monster/humanoid/Arabic race human name beggar face beggar.111 randomitems beggar sp 4 maxsp 4 monster 1 move_type walk unaggressive 1 random_movement 1 alive 1 ac 9 wc 20 dam 1 hp 4 maxhp 4 Str 8 Dex 10 Int 11 Con 1 exp 05 speed 0.05 weight 50000 level 1 can_use_skill 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object big_slave editor_folder monster/humanoid/Arabic race human randomitems slave name big slave face big_slave.111 alive 1 level 1 monster 1 move_type walk hp 30 maxhp 30 Str 20 Con 5 ac 8 exp 20 wc 15 speed 0.16 dam 8 weight 150000 unaggressive 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_bow 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 end Object dancing_girl editor_folder monster/humanoid/Arabic race human name Dancing girl face dancing_girl.111 animation dancing_girl alive 1 monster 1 move_type walk no_pick 1 hp 10 maxhp 10 ac 6 exp 10 wc 18 Str 15 Con 5 dam 5 level 1 random_movement 1 speed 0.5 weight 100000 unaggressive 1 can_use_range 1 can_use_weapon 1 can_use_bow 1 body_arm 2 body_range 1 randomitems dancing_girl end Object holy_priest editor_folder monster/humanoid/Arabic race human name Holy man randomitems holy_priest face holy_priest.111 animation holy_priest speed 0.16 alive 1 monster 1 move_type walk see_invisible 1 no_pick 1 resist_fire 30 resist_electricity 30 resist_cold 30 resist_confusion 30 resist_acid 30 resist_poison 30 resist_chaos 30 resist_physical 100 resist_magic 100 resist_drain 100 resist_fear 100 resist_deplete 100 resist_death 100 sp 100 maxsp 100 Int 30 Pow 30 Wis 10 Str 25 hp 500 maxhp 500 Con 40 ac -3 exp 5000 wc 19 dam 18 level 17 weight 100000 attack_movement 7 unaggressive 1 can_use_scroll 1 can_use_ring 1 can_use_range 1 can_cast_spell 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object merchant editor_folder monster/humanoid/Arabic race human name Merchant randomitems merchant face merchant.111 animation merchant is_animated 0 sp 10 maxsp 10 Str 13 Int 14 Dex 13 Con 2 Pow 1 monster 1 move_type walk unaggressive 1 alive 1 ac 6 wc 14 dam 4 hp 10 maxhp 10 exp 20 speed 0.20 weight 50000 level 3 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object slave editor_folder monster/humanoid/Arabic race human name slave randomitems slave face slave.111 speed 0.10 alive 1 level 1 monster 1 move_type walk no_pick 1 hp 10 maxhp 10 Con 5 ac 10 exp 10 wc 20 Str 15 dam 5 weight 150000 unaggressive 1 can_use_bow 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 end Object veiled_woman editor_folder monster/humanoid/Arabic race human name Veiled woman face veiled_woman.111 alive 1 monster 1 move_type walk no_pick 1 hp 15 maxhp 15 ac 10 exp 10 wc 15 Str 12 Con 5 Int 12 Dex 13 dam 5 level 1 speed -0.15 weight 100000 unaggressive 1 can_use_range 1 can_use_skill 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_bow 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 randomitems skill_use_magic_item end Object veiled_woman2 editor_folder monster/humanoid/Arabic race human name Veiled woman face veiled_woman2.111 alive 1 monster 1 move_type walk no_pick 1 hp 15 maxhp 15 ac 10 exp 10 wc 15 Str 12 Con 5 Int 12 Dex 12 dam 5 level 1 speed -0.15 weight 100000 unaggressive 1 can_use_skill 1 can_use_range 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_bow 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 randomitems skill_use_magic_item end Object veiled_woman3 editor_folder monster/humanoid/Arabic race human name Veiled woman face veiled_woman3.111 alive 1 monster 1 move_type walk no_pick 1 hp 15 maxhp 15 ac 10 exp 10 wc 15 Str 12 Con 5 Int 12 Dex 12 dam 5 level 1 speed -0.15 weight 100000 unaggressive 1 can_use_skill 1 can_use_range 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_bow 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 randomitems skill_use_magic_item end Object warrior_1 editor_folder monster/humanoid/Class/Warrior name warrior race human randomitems warrior_1 face warrior.171 animation warrior_1 sp 5 maxsp 5 Pow 1 Int 12 Str 18 Dex 13 Cha 18 monster 1 move_type walk unaggressive 1 alive 1 ac 1 wc 9 dam 8 hp 50 maxhp 50 exp 40 speed 0.15 weight 50000 level 3 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_armour 1 can_use_shield 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object conjurer editor_folder monster/humanoid/Class randomitems conjurer name conjurer race human face conjurer.111 animation conjurer Pow 5 Int 20 Dex 10 Str 10 sp 40 maxsp 40 monster 1 move_type walk alive 1 ac 9 wc 15 dam 4 hp 40 maxhp 40 exp 25 speed -0.15 weight 50000 level 3 can_use_skill 1 can_use_scroll 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object conjurer2 editor_folder monster/humanoid/Class race human randomitems conjurer2 name conjurer face conjurer.111 animation conjurer2 Pow 5 Int 20 Str 10 Dex 10 sp 40 maxsp 40 monster 1 move_type walk alive 1 ac 9 wc 15 dam 4 hp 40 maxhp 40 exp 25 speed -0.15 weight 50000 level 3 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object fighter editor_folder monster/humanoid/Class name fighter race human randomitems fighter face fighter.111 animation fighter maxsp 5 sp 5 Str 15 Dex 15 Int 10 Pow 1 monster 1 move_type walk unaggressive 1 alive 1 ac 1 wc 9 dam 8 hp 50 maxhp 50 exp 40 speed 0.15 weight 50000 level 3 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object ninja_1 editor_folder monster/humanoid/Class name ninja race human randomitems npc_ninja face ninja.171 animation ninja monster 1 move_type walk maxsp 7 sp 7 Pow 1 Int 20 Dex 20 Str 15 unaggressive 1 alive 1 ac 0 wc 12 dam 5 hp 30 maxhp 30 exp 30 speed 0.25 weight 50000 level 1 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object ninja2 editor_folder monster/humanoid/Class race human name ninja randomitems npc_ninja face ninja_2.111 animation ninja2 sp 7 maxsp 7 Int 20 Str 20 Dex 15 Pow 1 monster 1 move_type walk unaggressive 1 alive 1 ac 0 wc 12 dam 5 hp 30 maxhp 30 exp 30 speed 0.25 weight 50000 level 1 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object northman editor_folder monster/humanoid/Class name viking race human randomitems viking face northman.111 animation northman maxsp 5 sp 5 Pow 1 Int 10 Str 18 Dex 14 monster 1 move_type walk alive 1 ac 9 wc 12 dam 8 hp 50 maxhp 50 exp 65 speed -0.15 weight 50000 level 4 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object pirate editor_folder monster/humanoid/Class randomitems pirate race human face pirate.111 animation pirate monster 1 move_type walk sleep 1 Int 13 Dex 20 Str 12 Wis 10 no_pick 1 alive 1 exp 30 level 3 ac 7 hp 25 maxhp 25 Con 2 wc 10 dam 6 speed -0.12 weight 75000 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object thief_1 editor_folder monster/humanoid/Class race human name thief randomitems thief_1 face thief.151 animation thief_1 monster 1 move_type walk alive 1 Str 10 Dex 25 Int 13 dam 4 ac 5 wc 14 hp 25 maxhp 25 exp 35 speed 0.28 weight 52000 level 3 will_apply 8 pick_up 26 can_use_ring 1 can_use_skill 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_finger 2 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 end Object black_dragon1 editor_folder monster/humanoid/Dragon name black dragon race dragon randomitems dragon_player_items face pl_dragon_bl.151 animation black_dragon1 monster 1 move_type walk unaggressive 1 level 1 ac 5 wc 21 dam 10 alive 1 weight 70000 food 999 speed -0.3 attacktype 1 can_use_shield 0 can_use_armour 0 can_use_weapon 0 body_range 1 body_arm 0 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_wrist 2 body_waist 1 end Object black_dragon2 editor_folder monster/humanoid/Dragon name black dragon race dragon randomitems dragon_player_items face black_dragon2.151 animation black_dragon2 monster 1 move_type walk unaggressive 1 level 1 ac 5 wc 21 dam 10 alive 1 weight 70000 food 999 speed -0.3 attacktype 1 can_use_shield 0 can_use_armour 0 can_use_weapon 0 body_range 1 body_arm 0 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_wrist 2 body_waist 1 end Object blue_dragon1 editor_folder monster/humanoid/Dragon name blue dragon race dragon randomitems dragon_player_items face pl_dragon_blue.151 animation blue_dragon1 monster 1 move_type walk unaggressive 1 level 1 ac 5 wc 21 dam 10 alive 1 weight 70000 food 999 speed -0.3 attacktype 1 can_use_shield 0 can_use_armour 0 can_use_weapon 0 body_range 1 body_arm 0 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_wrist 2 body_waist 1 end Object blue_dragon2 editor_folder monster/humanoid/Dragon name blue dragon race dragon randomitems dragon_player_items face blue_dragon2.151 animation blue_dragon2 monster 1 move_type walk unaggressive 1 level 1 ac 5 wc 21 dam 10 alive 1 weight 70000 food 999 speed -0.3 attacktype 1 can_use_shield 0 can_use_armour 0 can_use_weapon 0 body_range 1 body_arm 0 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_wrist 2 body_waist 1 end Object green_dragon1 editor_folder monster/humanoid/Dragon name green dragon race dragon randomitems dragon_player_items face pl_dragon_g.151 animation green_dragon1 monster 1 move_type walk unaggressive 1 level 1 ac 5 wc 21 dam 10 alive 1 weight 70000 food 999 speed -0.3 attacktype 1 can_use_shield 0 can_use_armour 0 can_use_weapon 0 body_range 1 body_arm 0 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_wrist 2 body_waist 1 end Object green_dragon2 editor_folder monster/humanoid/Dragon name green dragon race dragon randomitems dragon_player_items face green_dragon2.151 animation green_dragon2 monster 1 move_type walk unaggressive 1 level 1 ac 5 wc 21 dam 10 alive 1 weight 70000 food 999 speed -0.3 attacktype 1 can_use_shield 0 can_use_armour 0 can_use_weapon 0 body_range 1 body_arm 0 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_wrist 2 body_waist 1 end Object red_dragon1 editor_folder monster/humanoid/Dragon name red dragon race dragon randomitems dragon_player_items face pl_dragon_r.151 animation red_dragon1 monster 1 move_type walk unaggressive 1 level 1 ac 5 wc 21 dam 10 alive 1 weight 70000 food 999 speed -0.3 attacktype 1 can_use_shield 0 can_use_armour 0 can_use_weapon 0 body_range 1 body_arm 0 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_wrist 2 body_waist 1 end Object red_dragon2 editor_folder monster/humanoid/Dragon name red dragon race dragon randomitems dragon_player_items face red_dragon2.151 animation red_dragon2 monster 1 move_type walk unaggressive 1 level 1 ac 5 wc 21 dam 10 alive 1 weight 70000 food 999 speed -0.3 attacktype 1 can_use_shield 0 can_use_armour 0 can_use_weapon 0 body_range 1 body_arm 0 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_wrist 2 body_waist 1 end Object dwarf editor_folder monster/humanoid/Dwarf race dwarf name dwarf randomitems dwarf face dwarf.111 animation dwarf maxsp 9 sp 9 Pow 21 Int 15 Str 20 Dex 10 monster 1 move_type walk unaggressive 1 alive 1 ac 1 wc 8 dam 9 hp 70 maxhp 70 exp 100 speed 0.15 weight 50000 level 3 will_apply 2 pick_up 24 can_use_skill 1 can_use_scroll 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object dwarf_priest editor_folder monster/humanoid/Dwarf race dwarf randomitems prayer_book name dwarf priest animation dwarf_priest msg @match * I'm too busy to answer your queries. endmsg face dwarf_pr.111 Pow 9 sp 40 maxsp 40 monster 1 move_type walk unaggressive 1 alive 1 ac 10 wc 15 dam 5 hp 28 maxhp 28 exp 5 speed 0.06 weight 50000 level 15 can_cast_spell 1 end Object dwarf_wiz editor_folder monster/humanoid/Dwarf race dwarf randomitems random_books name dwarf wizard animation dwarf_wiz msg @match * I'm too busy to answer your queries. endmsg face dwarf_wiz.111 Pow 18 sp 50 maxsp 50 monster 1 move_type walk unaggressive 1 alive 1 ac 10 wc 15 dam 5 hp 38 maxhp 38 exp 10 speed 0.06 weight 50000 level 15 can_cast_spell 1 end Object greater_dwarven_guard editor_folder monster/humanoid/Dwarf race dwarf name greater dwarven guard randomitems gdwar_guard face greater_dwarven_guard.111 animation greater_dwarven_guard maxsp 9 sp 9 Int 9 Pow 43 Str 30 Dex 14 monster 1 move_type walk attack_movement 4 alive 1 ac -5 wc 20 dam 12 hp 600 maxhp 600 exp 20000 speed 0.30 weight 50000 level 20 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object lesser_dwarven_guard editor_folder monster/humanoid/Dwarf race dwarf name lesser dwarven guard randomitems ldwar_guard face lesser_dwarven_guard.111 animation lesser_dwarven_guard maxsp 9 sp 9 Pow 28 Str 25 Dex 12 Int 9 monster 1 move_type walk attack_movement 4 alive 1 ac 1 wc 5 dam 20 hp 300 maxhp 300 exp 15000 speed 0.20 weight 50000 level 15 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object renegade_wizard editor_folder monster/humanoid/Dwarf name renegade wizard Con 30 Wis 20 Pow 13 hp 8000 maxhp 8000 sp 300 maxsp 300 exp 300000 dam 25 wc -30 ac -12 speed -0.400000 level 40 resist_magic 30 resist_fire 30 resist_electricity 30 resist_cold 30 resist_confusion 100 resist_paralyze 100 resist_fear 100 see_invisible 1 unaggressive 0 race dwarf randomitems renegade_wizard animation dwarf_wiz face dwarf_wiz.111 monster 1 move_type walk alive 1 weight 50000 can_cast_spell 1 end Object dark_elf editor_folder monster/humanoid/Elf race faerie name dark elf randomitems dark_elf face dark_elf.111 animation dark_elf monster 1 move_type walk sleep 1 Wis 20 no_pick 1 alive 1 exp 75 ac 6 wc 15 dam 4 Pow 1 Int 15 Str 13 Dex 25 maxsp 20 can_cast_spell 1 hp 40 maxhp 40 level 4 speed 0.5 weight 50000 pick_up 24 will_apply 2 run_away 30 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 attack_movement 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object dark_elf2 editor_folder monster/humanoid/Elf race faerie name dark elf captain randomitems dark_elf face dark_elf2.131 animation dark_elf2 monster 1 move_type walk sleep 1 Wis 25 no_pick 1 alive 1 exp 75 ac 8 wc 16 dam 6 Pow 2 Int 15 Str 13 Dex 25 maxsp 40 can_cast_spell 1 hp 40 maxhp 40 level 4 speed 0.5 weight 50000 pick_up 24 will_apply 2 run_away 30 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 attack_movement 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object elf editor_folder monster/humanoid/Elf race elf name elf randomitems elf face elf.171 animation elf is_animated 0 hp 50 maxhp 50 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 70000 food 500 speed 0.5 attacktype 1 Str 8 Dex 14 Con 8 Wis 7 Cha 12 Int 11 Pow 11 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 end Object elf_1 editor_folder monster/humanoid/Elf race faerie name elf randomitems elf_1 face elf_1.111 animation elf_1 monster 1 move_type walk alive 1 Pow 4 Str 17 Con 2 Int 15 Dex 19 maxsp 7 sp 7 unaggressive 1 ac 0 wc 12 dam 5 hp 30 maxhp 30 exp 30 speed 0.25 weight 50000 level 1 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object elf_guard editor_folder monster/humanoid/Elf race faerie name elf guard face elf_guard.111 animation elf_guard speed 0.06 alive 1 monster 1 move_type walk sleep 1 Wis 5 see_invisible 1 no_pick 1 resist_magic 30 sp 10 maxsp 10 Pow 1 hp 80 maxhp 80 Con 15 ac 3 resist_physical 30 exp 150 wc 5 dam 10 level 4 weight 150000 stand_still 1 unaggressive 1 Str 25 can_cast_spell 1 end Object elf_lass editor_folder monster/humanoid/Elf race faerie name elf lass randomitems elf_1 face elf_lass.111 animation elf_lass monster 1 move_type walk alive 1 Pow 4 Str 17 Con 2 Int 15 Dex 19 maxsp 7 sp 7 unaggressive 1 ac 0 wc 12 dam 5 hp 30 maxhp 30 exp 30 speed 0.25 weight 50000 level 1 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object elf_man editor_folder monster/humanoid/Elf race faerie name elf man randomitems elf_1 face elf_lad.111 animation elf_man monster 1 move_type walk alive 1 Pow 4 Str 17 Con 2 Int 15 Dex 19 maxsp 7 sp 7 unaggressive 1 ac 0 wc 12 dam 5 hp 30 maxhp 30 exp 30 speed 0.25 weight 50000 level 1 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object shadow_elf editor_folder monster/humanoid/Elf Str 15 Dex 0 name shadow elf Con 15 Wis 15 Pow 45 Int 0 hp 3500 maxhp 3500 sp 150 maxsp 150 exp 100000 dam 25 wc -20 ac -6 speed -0.400000 level 22 resist_magic 30 resist_cold 100 resist_confusion 100 resist_paralyze 100 resist_fear 100 see_invisible 1 race faerie randomitems shadow_elf face dark_elf.111 animation dark_elf monster 1 move_type walk sleep 1 no_pick 1 alive 1 can_cast_spell 1 weight 50000 pick_up 24 will_apply 2 run_away 30 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 attack_movement 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object gardengnome editor_folder monster/humanoid/Gnome race gnome name gnome randomitems gnome alive 1 monster 1 move_type walk no_pick 1 face gardengnome.111 animation gardengnome ac 1 reflect_spell 1 wc 5 dam 25 level 25 Str 15 Int 20 Dex 20 Con 30 Pow 3 can_cast_spell 1 Wis 20 attacktype 4098 will_apply 15 hp 400 maxhp 400 sp 400 maxsp 400 resist_fire 100 resist_cold 100 resist_confusion 100 resist_turn_undead 100 weight 50000 speed 0.4 random_movement 1 pick_up 3 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 run_away 99 exp 2000 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end Object gnome editor_folder monster/humanoid/Gnome race gnome name cunning gnome randomitems gnome alive 1 monster 1 move_type walk no_pick 1 face gnome.111 animation gnome ac 5 reflect_spell 1 wc 10 dam 4 level 6 Str 10 Int 15 Dex 13 Con 8 Pow 1 can_cast_spell 1 Wis 20 attacktype 3 will_apply 15 hp 75 maxhp 75 sp 300 maxsp 300 resist_fire 100 resist_cold 100 resist_confusion 100 resist_turn_undead 100 weight 50000 speed 0.4 random_movement 1 pick_up 3 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 run_away 99 exp 1000 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end Object gnome2 editor_folder monster/humanoid/Gnome race gnome name gnome randomitems gnome alive 1 monster 1 move_type walk no_pick 1 face gnome2.111 animation gnome2 ac 5 reflect_spell 1 wc 10 dam 4 level 6 Str 10 Int 15 Dex 13 Con 8 Pow 1 can_cast_spell 1 Wis 20 attacktype 3 will_apply 15 hp 75 maxhp 75 sp 300 maxsp 300 resist_fire 100 resist_cold 100 resist_confusion 100 resist_turn_undead 100 weight 50000 speed 0.4 random_movement 1 pick_up 3 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 run_away 99 exp 1000 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end Object guard editor_folder monster/humanoid/Guard race human name castle guard face guard_hard.111 speed 0.06 alive 1 monster 1 move_type walk sleep 1 Wis 15 see_invisible 1 no_pick 1 resist_magic 100 reflect_missile 1 reflect_spell 1 hp 250 maxhp 250 Con 15 sp 25 maxsp 25 Pow 3 ac 0 resist_physical 75 exp 1200 wc 1 dam 15 level 10 weight 150000 stand_still 1 unaggressive 1 Str 25 can_cast_spell 1 end Object light_guard editor_folder monster/humanoid/Guard race human name castle guard face guard_ligh.111 speed 0.06 alive 1 monster 1 move_type walk sleep 1 Wis 5 see_invisible 1 no_pick 1 resist_magic 30 sp 10 maxsp 10 Pow 1 hp 80 maxhp 80 Con 15 ac 3 resist_physical 30 exp 150 wc 5 dam 10 level 4 weight 150000 stand_still 1 unaggressive 1 Str 25 can_cast_spell 1 end Object medium_guard editor_folder monster/humanoid/Guard race human name castle guard face guard_med.111 speed 0.06 alive 1 monster 1 move_type walk sleep 1 Wis 10 see_invisible 1 no_pick 1 resist_magic 30 reflect_missile 1 hp 120 maxhp 120 sp 20 maxsp 20 Pow 2 Con 15 ac 1 resist_physical 65 exp 250 wc 1 dam 15 level 6 weight 150000 stand_still 1 unaggressive 1 Str 25 can_cast_spell 1 end Object knight editor_folder monster/humanoid/Guard race human name Royal Guard face knight.111 speed 0.1 animation knight alive 1 monster 1 move_type walk sleep 1 Wis 15 see_invisible 1 no_pick 1 resist_magic 100 unaggressive 1 reflect_missile 1 reflect_spell 1 hp 250 maxhp 250 Con 15 sp 25 maxsp 25 Pow 3 ac 0 resist_physical 75 exp 1500 wc 4 dam 15 level 10 weight 150000 Str 25 can_cast_spell 1 end Object halfling_p editor_folder monster/humanoid/Halfling name halfling randomitems halfling face halfling.111 animation halfling_p is_animated 0 hp 50 maxhp 50 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 40000 food 500 speed 0.5 attacktype 1 Str 6 Dex 13 Con 14 Wis 7 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 end Object halfling editor_folder monster/humanoid/Halfling race halfling name halfling randomitems halfling face halfling.151 animation halfling sp 10 maxsp 10 Str 12 Dex 10 Int 10 Pow 1 monster 1 move_type walk unaggressive 1 alive 1 ac 8 wc 10 dam 2 hp 18 maxhp 18 exp 25 speed 0.15 weight 30000 level 3 will_apply 2 pick_up 24 can_use_range 1 can_use_skill 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object halfling2 editor_folder monster/humanoid/Halfling race halfling name halfling randomitems halfling face halfling2.151 animation halfling2 sp 10 maxsp 10 Str 12 Dex 10 Int 10 Pow 1 monster 1 move_type walk unaggressive 1 alive 1 ac 8 wc 10 dam 2 hp 18 maxhp 18 exp 25 speed 0.15 weight 30000 level 3 will_apply 2 pick_up 24 can_use_range 1 can_use_skill 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object halfling3 editor_folder monster/humanoid/Halfling race halfling name halfling randomitems halfling face halfling3.151 animation halfling3 sp 10 maxsp 10 Str 12 Dex 10 Int 10 Pow 1 monster 1 move_type walk unaggressive 1 alive 1 ac 8 wc 10 dam 2 hp 18 maxhp 18 exp 25 speed 0.15 weight 30000 level 3 will_apply 2 pick_up 24 can_use_range 1 can_use_skill 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object armless_cook editor_folder monster/humanoid/Human race human name armless cook randomitems man face armless_cook.151 animation armless_cook sp 10 maxsp 10 Str 12 Dex 10 Int 10 Pow 1 monster 1 move_type walk unaggressive 1 alive 1 ac 8 wc 10 dam 2 hp 18 maxhp 18 exp 25 speed -0.15 weight 50000 level 3 will_apply 2 pick_up 24 can_use_skill 1 can_cast_spell 1 can_use_armour 1 can_use_scroll 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_waist 1 body_range 1 end Object barbarian editor_folder monster/humanoid/Human race barbarian name barbarian randomitems barbarian face barbarian.171 animation barbarian is_animated 0 level 1 hp 50 maxhp 50 ac 10 wc 21 dam 1 alive 1 weight 71000 food 500 speed 0.5 attacktype 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 Str 14 Dex 11 Con 14 Wis 9 Cha 8 Int 4 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 end Object blade_dancer editor_folder monster/humanoid/Human race human name blade dancer randomitems blade_dancer face sailor.111 monster 1 move_type walk unaggressive 1 random_movement 1 alive 1 ac -7 wc -20 dam 20 attacktype 256 Str 40 Dex 15 Con 25 Int 8 Wis 13 hp 2000 maxhp 2000 exp 8000 speed -0.200000 weight 50000 level 20 carrying 40000 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 resist_physical 30 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 see_invisible 1 end Object blade_dancer_master editor_folder monster/humanoid/Human race human name master blade dancer randomitems blade_dancer face sailor.111 monster 1 move_type walk random_movement 1 alive 1 ac -7 wc -20 dam 20 attacktype 256 Str 40 Con 25 Wis 15 hp 2000 maxhp 2000 exp 35000 speed -0.800000 weight 50000 level 20 carrying 40000 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 resist_physical 30 resist_confusion 100 resist_paralyze 100 resist_fear 100 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 see_invisible 1 end Object c_man editor_folder monster/humanoid/Human name city dweller race human randomitems jail face man.151 animation c_man sp 10 maxsp 10 Str 10 Int 10 Dex 10 Pow 1 monster 1 move_type walk unaggressive 1 alive 1 ac 8 wc 10 dam 2 hp 18 maxhp 18 exp 25 speed 0.15 weight 50000 level 3 will_apply 2 pick_up 24 can_cast_spell 1 can_use_skill 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object c_sage editor_folder monster/humanoid/Human randomitems jail name sage race human msg @match * I'm too busy to answer your queries. endmsg face sage.151 animation c_sage Pow 5 Int 25 Dex 5 Str 5 sp 40 maxsp 40 monster 1 move_type walk unaggressive 1 alive 1 ac 10 wc 25 dam 1 hp 18 maxhp 18 exp 0 speed 0.06 weight 50000 level 15 can_cast_spell 1 can_use_skill 1 body_skill 1 end Object c_woman editor_folder monster/humanoid/Human name city dweller randomitems jail face woman.151 animation c_woman race human sp 10 maxsp 10 Pow 1 Str 10 Dex 10 Int 10 monster 1 move_type walk unaggressive 1 alive 1 ac 10 wc 15 dam 1 hp 18 maxhp 18 exp 20 speed 0.15 weight 50000 level 2 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object charwoman editor_folder monster/humanoid/Human name cleaning woman race human face charwoman.171 animation charwoman monster 1 move_type walk unaggressive 1 random_movement 1 alive 1 ac 10 wc 25 dam 1 hp 8 maxhp 8 Pow 1 sp 1 maxsp 1 exp 0 speed 0.15 weight 50000 level 1 run_away 90 end Object child editor_folder monster/humanoid/Human name child race human randomitems child face child.111 monster 1 move_type walk unaggressive 1 random_movement 1 alive 1 ac 7 wc 25 dam 1 hp 10 maxhp 10 Str 8 Con 1 Dex 13 Int 8 exp 10 speed 0.3 weight 50000 level 1 can_use_skill 1 can_use_range 1 can_use_ring 1 body_skill 1 body_finger 2 body_range 1 end Object child2 editor_folder monster/humanoid/Human name child race human randomitems child face child2.111 monster 1 move_type walk unaggressive 1 random_movement 1 alive 1 ac 7 wc 25 dam 1 hp 10 maxhp 10 Str 8 Con 1 Dex 13 Int 8 exp 10 speed 0.3 weight 50000 level 1 can_use_skill 1 can_use_range 1 can_use_ring 1 body_skill 1 body_finger 2 body_range 1 end Object child_thief editor_folder monster/humanoid/Human name young rogue race human randomitems c_thief face child.111 monster 1 move_type walk alive 1 ac 7 wc 20 dam 2 hp 15 maxhp 15 Str 8 Int 12 Dex 16 Con 2 exp 8 speed 0.4 weight 50000 level 1 can_use_skill 1 can_use_range 1 can_use_ring 1 can_use_scroll 1 body_skill 1 body_finger 2 body_range 1 end Object cleric editor_folder monster/humanoid/Human race cleric name cleric randomitems cleric face cleric.171 animation cleric is_animated 0 hp 50 maxhp 50 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 70000 food 500 speed 0.5 attacktype 1 Str 10 Dex 9 Con 9 Wis 12 Cha 11 Int 8 Pow 11 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 end Object clown editor_folder monster/humanoid/Human race human name clown randomitems courier face clown.111 monster 1 move_type walk unaggressive 1 alive 1 ac 3 wc 8 dam 5 hp 100 maxhp 100 exp 60 Str 12 Con 3 Dex 15 Int 12 speed 0.20 weight 50000 resist_physical 20 resist_magic 100 resist_fire 100 resist_electricity 100 resist_confusion 100 resist_fear 100 resist_holyword 100 resist_weaponmagic 100 reflect_spell 1 reflect_missile 1 level 10 can_use_range 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 can_cast_spell 1 can_use_skill 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object courier editor_folder monster/humanoid/Human race human name courier randomitems courier face courier.111 monster 1 move_type walk unaggressive 1 alive 1 ac 3 wc 8 dam 5 hp 30 maxhp 30 exp 60 Str 12 Con 3 Dex 15 Int 12 speed 0.20 weight 50000 resist_physical 20 level 5 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object crone editor_folder monster/humanoid/Human race human face crone.111 sp 40 maxsp 40 Int 2 Pow 2 monster 1 move_type walk unaggressive 1 alive 1 level 1 ac 9 wc 18 dam 1 hp 8 maxhp 8 exp 5 speed 0.05 weight 50000 can_use_skill 1 can_cast_spell 1 can_use_range 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 randomitems all_spell_skills end Object evilclown editor_folder monster/humanoid/Human race human name evil clown randomitems evilclown face evilclown.111 monster 1 move_type walk alive 1 ac -50 wc -50 dam 200 hp 3300 maxhp 3300 sp 1000 maxsp 1000 exp 10000 Str 20 Con 30 Pow 50 Dex 15 Int 12 speed 0.5 weight 50000 resist_physical 75 resist_magic 100 resist_fire 100 resist_electricity 100 resist_confusion 100 resist_fear 100 resist_holyword 100 resist_weaponmagic 100 reflect_spell 1 reflect_missile 1 level 115 can_use_range 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 can_cast_spell 1 can_use_skill 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object farmer editor_folder monster/humanoid/Human race human name farmer randomitems farmer face farmer.111 animation farmer sp 10 maxsp 10 Str 12 Dex 10 Int 10 Pow 1 monster 1 move_type walk unaggressive 1 alive 1 ac 8 wc 10 dam 2 hp 18 maxhp 18 exp 25 speed 0.15 weight 50000 level 3 will_apply 2 pick_up 24 can_use_range 1 can_use_skill 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object fatman editor_folder monster/humanoid/Human race human name large man face fatman.111 monster 1 move_type walk unaggressive 1 random_movement 1 alive 1 ac 8 wc 14 dam 2 hp 10 maxhp 10 exp 15 speed 0.05 Str 15 Con 3 Dex 8 Int 12 weight 50000 level 1 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 randomitems skill_use_magic_item end Object fatwoman editor_folder monster/humanoid/Human race human name large woman face fatwoman.111 monster 1 move_type walk unaggressive 1 random_movement 1 alive 1 ac 8 wc 14 dam 2 hp 10 maxhp 10 Str 14 Con 3 Int 13 Dex 9 exp 15 speed 0.05 weight 50000 level 1 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 randomitems skill_use_magic_item end Object guildmaster editor_folder monster/humanoid/Human race human randomitems random_read name guildmaster msg @match * I'm too busy to help you. endmsg face guildmaste.111 monster 1 move_type walk unaggressive 1 alive 1 ac 10 wc 25 dam 1 sp 20 maxsp 20 Pow 5 hp 50 maxhp 50 exp 0 speed 0.06 weight 50000 level 10 can_cast_spell 1 pick_up 1 end Object human editor_folder monster/humanoid/Human name human race human randomitems human face human.171 animation human is_animated 0 hp 50 maxhp 50 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 70000 food 500 speed 0.5 attacktype 1 Str 10 Dex 10 Con 10 Wis 10 Cha 10 Int 10 Pow 10 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 end Object mage editor_folder monster/humanoid/Human name mage race mage randomitems mage face mage.171 animation mage is_animated 0 hp 50 maxhp 50 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 70000 food 500 speed 0.5 attacktype 1 Str 10 Dex 11 Con 9 Wis 10 Cha 7 Int 11 Pow 12 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 end Object man editor_folder monster/humanoid/Human race human name man randomitems man face man.151 animation man sp 10 maxsp 10 Str 12 Dex 10 Int 10 Pow 1 monster 1 move_type walk unaggressive 1 alive 1 ac 8 wc 10 dam 2 hp 18 maxhp 18 exp 25 speed -0.15 weight 50000 level 3 will_apply 2 pick_up 24 can_use_range 1 can_use_skill 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object man2 editor_folder monster/humanoid/Human race human name man randomitems man face man2.151 animation man2 sp 10 maxsp 10 Str 12 Dex 10 Int 10 Pow 1 monster 1 move_type walk unaggressive 1 alive 1 ac 8 wc 10 dam 2 hp 18 maxhp 18 exp 25 speed -0.15 weight 50000 level 3 will_apply 2 pick_up 24 can_use_range 1 can_use_skill 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object ninja editor_folder monster/humanoid/Human race ninja name ninja randomitems ninja face ninja.171 animation ninja is_animated 0 hp 50 maxhp 50 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 70000 food 500 speed 0.5 attacktype 1 Str 12 Dex 12 Con 10 Wis 9 Cha 9 Int 8 Pow 10 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 end Object nun editor_folder monster/humanoid/Human race human name woman randomitems priest_class_items face nun.151 animation nun sp 15 maxsp 15 Pow 15 Int 12 Str 10 Dex 10 Wis 16 monster 1 move_type walk unaggressive 1 alive 1 ac 10 wc 15 dam 1 hp 28 maxhp 28 exp 200 speed -0.10 weight 50000 level 3 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object pirate_lass editor_folder monster/humanoid/Human race human name pirate lass randomitems pirate face pir_lass.111 animation pirate_lass maxsp 9 sp 9 Int 15 Str 13 Dex 15 Pow 9 monster 1 move_type walk alive 1 ac 6 wc 10 dam 8 hp 50 maxhp 50 exp 90 speed 0.15 weight 50000 level 4 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object postman editor_folder monster/humanoid/Human/postman randomitems postman face postman.131 race human animation postman monster 1 move_type walk alive 1 ac 6 wc 12 dam 5 hp 25 maxhp 25 exp 35 speed -0.20 resist_slow -100 weight 50000 level 3 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object generate_postman editor_folder monster/humanoid/Human/postman race human other_arch postman name mail box generator 1 face postman_gen.111 hp 80 maxhp 80 exp 80 ac 13 speed -0.08 alive 1 level 1 sp 1 maxsp 1 weight 90000 generator_limit 5 end Object priest editor_folder monster/humanoid/Human name priest race priest randomitems priest face priest.171 animation priest is_animated 0 level 1 ac 10 wc 21 dam 1 hp 50 maxhp 50 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 70000 food 500 speed 0.5 attacktype 1 Str 13 Dex 12 Con 12 Wis 13 Pow 12 Cha 12 Int 10 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 end Object princess editor_folder monster/humanoid/Human name princess randomitems princess race human face princess.111 animation princess maxsp 9 sp 9 Pow 9 monster 1 move_type walk unaggressive 1 alive 1 ac 5 wc 8 dam 9 hp 30 maxhp 30 exp 20 speed 0.15 weight 50000 level 2 will_apply 2 pick_up 24 can_use_scroll 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object prisoner editor_folder monster/humanoid/Human face prisoner.111 race human animation prisoner Pow 1 monster 1 move_type walk unaggressive 1 alive 1 ac 8 wc 1 dam 2 hp 10 maxhp 10 exp 1 level 3 end Object renegade_priest editor_folder monster/humanoid/Human Str 25 name renegade priest Con 15 Wis 15 Pow 40 hp 1500 maxhp 1500 sp 100 maxsp 100 exp 50000 dam 20 wc -10 ac -4 speed -0.400000 attack_movement 7 level 20 resist_magic 30 resist_confusion 100 resist_paralyze 100 resist_fear 100 carrying 100 see_invisible 1 unaggressive 0 race dwarf randomitems renegade_priest animation dwarf_priest face dwarf_pr.111 monster 1 move_type walk alive 1 weight 50000 can_cast_spell 1 end Object sage editor_folder monster/humanoid/Human race human randomitems sage name sage msg @match * I'm too busy to answer your queries. endmsg face sage.151 animation sage Pow 5 Dex 5 Int 20 Str 5 sp 40 maxsp 40 monster 1 move_type walk unaggressive 1 alive 1 ac 10 wc 25 dam 1 hp 18 maxhp 18 exp 0 speed 0.06 weight 50000 level 15 can_cast_spell 1 can_use_skill 1 body_skill 1 end Object sailor editor_folder monster/humanoid/Human race human name sailor randomitems pirate face sailor.111 monster 1 move_type walk unaggressive 1 random_movement 1 alive 1 ac 7 wc 8 dam 3 Str 14 Dex 16 Con 1 Int 11 hp 18 maxhp 18 exp 30 speed 0.15 weight 50000 level 4 can_use_skill 1 can_use_range 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object swashbuckler editor_folder monster/humanoid/Human name swashbuckler race swashbuckler randomitems swashbuckler face swashbuckl.171 animation swashbuckler is_animated 0 hp 50 maxhp 50 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 70000 food 500 speed 0.5 attacktype 1 Str 11 Dex 13 Con 11 Wis 8 Cha 11 Int 6 Pow 10 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 end Object thief editor_folder monster/humanoid/Human race thief name thief randomitems thief face thief.171 animation thief is_animated 0 level 1 ac 10 wc 21 dam 1 hp 50 maxhp 50 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 70000 food 500 speed 0.5 attacktype 1 Str 10 Dex 14 Con 8 Wis 10 Cha 7 Int 11 Pow 10 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 end Object viking editor_folder monster/humanoid/Human name viking race viking randomitems viking face viking.171 animation viking is_animated 0 level 1 ac 10 wc 21 dam 1 hp 50 maxhp 50 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 70000 food 500 speed 0.5 attacktype 1 Str 11 Dex 11 Con 12 Wis 9 Cha 9 Int 8 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 end Object warrior editor_folder monster/humanoid/Human race warrior name warrior randomitems warrior face warrior.171 animation warrior is_animated 0 hp 50 maxhp 50 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 70000 food 500 speed 0.5 attacktype 1 Str 13 Dex 9 Con 12 Wis 10 Cha 9 Int 7 Pow 10 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 end Object wizard editor_folder monster/humanoid/Human name wizard race wizard randomitems wizard face wizard.171 animation wizard is_animated 0 hp 50 maxhp 50 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 70000 food 500 speed 0.5 attacktype 1 Str 7 Dex 10 Con 7 Wis 10 Int 13 Pow 13 Cha 10 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 end Object woman editor_folder monster/humanoid/Human race human name woman randomitems man face woman.151 animation woman sp 10 maxsp 10 Pow 1 Int 12 Str 10 Dex 10 monster 1 move_type walk unaggressive 1 alive 1 ac 10 wc 15 dam 1 hp 18 maxhp 18 exp 20 speed -0.15 weight 50000 level 2 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object woman2 editor_folder monster/humanoid/Human race human name woman randomitems man face woman2.113 animation woman2 sp 10 maxsp 10 Pow 1 Int 12 Str 10 Dex 10 monster 1 move_type walk unaggressive 1 alive 1 ac 10 wc 15 dam 1 hp 18 maxhp 18 exp 20 speed -0.15 weight 50000 level 2 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object woman3 editor_folder monster/humanoid/Human race human name woman randomitems man face woman3.111 animation woman3 sp 10 maxsp 10 Pow 1 Int 12 Str 10 Dex 10 monster 1 move_type walk unaggressive 1 alive 1 ac 10 wc 15 dam 1 hp 18 maxhp 18 exp 20 speed -0.15 weight 50000 level 2 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object lord_e editor_folder monster/humanoid name Lord Eureca (commanded by Ghothwolte) face lord_e.111 race human animation lord_e Str 30 Dex 30 Con 1 Wis 1 Pow 1 Int 1 hp 10000 maxhp 10000 sp 400 maxsp 400 exp 10000 dam 60 wc -50 ac -25 resist_physical 50 speed 0.95 speed_left -2.000000 level 30 resist_fire 100 resist_electricity 100 resist_cold 100 attacktype 30 resist_confusion -100 resist_slow -100 resist_paralyze -100 carrying 90000 weight 50000 pick_up 24 will_apply 2 alive 1 monster 1 move_type walk undead 1 can_use_scroll 1 can_use_bow 1 can_use_ring 1 can_use_skill 1 body_finger 2 body_skill 1 body_arm 2 body_range 1 randomitems skill_use_magic_item end Object madman editor_folder monster/humanoid randomitems madman face madman.111 race human animation madman monster 1 move_type walk sleep 1 Str 15 Int 3 Wis 10 Con 2 no_pick 1 alive 1 exp 30 level 3 ac 7 hp 25 maxhp 25 wc 10 dam 6 speed 0.12 weight 75000 will_apply 2 pick_up 24 can_use_scroll 1 can_use_skill 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object generate_madman editor_folder monster/humanoid race human name madman hut other_arch madman face madman_gen.111 generator 1 hp 50 maxhp 50 ac 2 exp 100 alive 1 level 1 no_pick 1 speed 0.01 maxsp 1 weight 1000000 generator_limit 5 end Object necromancer editor_folder monster/humanoid name Necromancer face necro.111 race human Str 5 Dex 5 Wis 1 Pow 5 Int 20 animation necromancer hp 1800 maxhp 3600 sp 40 maxsp 40 dam 1 wc 25 ac 10 speed 1.000000 level 15 carrying 6000 weight 50000 randomitems sage run_away 100 alive 1 monster 1 move_type walk see_invisible 1 scared 1 unaggressive 1 can_cast_spell 1 sleep 1 can_use_skill 1 body_skill 1 end Object pyro_gen editor_folder monster/humanoid race human name a bottleful of bombers other_arch pyromaniac generator 1 face pyro_gen.111 hp 1 exp 1 ac 10 speed 0.001 weight -1 alive 1 level 1 sp 130 maxsp 1 generator_limit 5 end Object pyromaniac editor_folder monster/humanoid race human name wild pyromaniac randomitems pyromaniac alive 1 monster 1 move_type walk no_pick 1 face pyromaniac.111 animation pyromaniac ac 6 wc 10 dam 8 level 6 Con 2 Pow 3 Int 5 Str 15 Dex 15 Wis 20 can_cast_spell 1 can_use_skill 1 hp 75 maxhp 75 sp 300 maxsp 1 resist_magic 100 weight 50000 speed 0.2 random_movement 1 pick_up 0 run_away 99 exp 500 body_skill 1 end Object siegfried editor_folder monster/humanoid race human name Siegfried face siegfried.111 animation siegfried Str 18 Dex 13 Pow 1 Cha 18 Int 12 hp 5000 maxhp 5000 sp 5 maxsp 5 exp 40 dam 8 wc 9 ac 1 speed 0.150000 level 30 weight 50000 randomitems warrior_1 pick_up 24 will_apply 2 alive 1 monster 1 move_type walk can_cast_spell 1 can_use_scroll 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 can_use_skill 1 can_use_range 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_skill 1 body_arm 2 body_range 1 end Object ant editor_folder monster/insect/ant face ant.111 race insect,ant animation ant monster 1 move_type walk no_pick 1 alive 1 can_see_in_dark 1 exp 5 level 1 ac 10 hp 15 maxhp 15 wc 18 dam 1 speed 0.1 weight 1000 end Object ant_egg editor_folder monster/insect/ant face ant_egg.111 race insect other_arch ant_larvae monster 1 move_type walk name ant egg no_pick 1 alive 1 exp 1 level 1 ac 20 hp 1 wc 15 maxhp 1 resist_acid 30 resist_poison 30 resist_cold -100 speed 0.001 generator 1 is_used_up 1 weight 5000 end Object generate_ant editor_folder monster/insect/ant race insect,ant other_arch ant name ant hill face ant_gen.111 generator 1 hp 120 maxhp 120 ac 20 exp 35 alive 1 level 1 no_pick 1 speed 0.03 maxsp 1 weight 100000 generator_limit 5 end Object ant_larvae editor_folder monster/insect/ant face ant_larvae.111 race insect,ant other_arch war_ant animation ant_larvae name ant larva monster 1 move_type walk no_pick 1 alive 1 exp 1 level 1 ac 12 hp 10 maxhp 10 wc 15 dam 1 resist_physical 10 resist_cold -100 resist_acid 30 resist_poison 30 speed 0.05 generator 1 is_used_up 1 weight 5000 end Object breeder_ant editor_folder monster/insect/ant face breeder_ant.x11 animation breeder_ant name Queen Ant race insect,ant other_arch ant_egg monster 1 move_type walk no_pick 1 alive 1 Con 20 exp 4000 level 10 ac 6 hp 200 maxhp 200 wc 9 dam 30 resist_physical 30 resist_cold -100 resist_poison 100 resist_acid 30 attacktype 1025 attack_movement 7 generator 1 speed -0.1 weight 300000 end More Object breeder_ant_2 editor_folder monster/insect/ant face breeder_ant.x11 animation breeder_ant name Queen Ant monster 1 move_type walk move_block all no_pick 1 alive 1 x 1 weight 300000 end Object fly_ant editor_folder monster/insect/ant face fly_ant.131 race insect,ant name flying ant animation fly_ant monster 1 move_type walk fly_low sleep 1 Wis 6 alive 1 no_pick 1 ac 15 hp 25 maxhp 25 wc 10 level 3 dam 4 speed -0.3 exp 30 weight 7 end Object guard_ant editor_folder monster/insect/ant face war_ant.131 race insect,ant name Guardian Ant animation war_ant Wis 5 Con 10 monster 1 move_type walk sleep 1 alive 1 no_pick 1 exp 250 level 10 ac -2 hp 100 maxhp 100 wc -5 dam 25 resist_physical 50 resist_poison 100 resist_acid 30 resist_cold -100 speed -0.2 stand_still 1 unaggressive 1 weight 15000 end Object spit_ant editor_folder monster/insect/ant randomitems spit_ant face spit_ant.131 race insect,ant name Spitting Ant animation spit_ant monster 1 move_type walk sleep 1 no_pick 1 alive 1 exp 4000 level 10 Con 15 Wis 10 ac 5 wc 5 hp 150 maxhp 150 resist_physical 45 attacktype 1025 attack_movement 7 run_away 50 resist_acid 100 resist_poison 100 resist_cold -100 can_use_bow 1 dam 15 speed -0.18 weight 15000 body_arm 2 end Object war_ant editor_folder monster/insect/ant face war_ant.131 name Warrior Ant race insect,ant animation war_ant monster 1 move_type walk sleep 1 no_pick 1 alive 1 exp 1500 level 8 Con 10 Wis 10 hp 100 maxhp 100 resist_physical 45 attacktype 1025 resist_poison 100 resist_acid 30 resist_cold -100 ac 5 wc 10 dam 15 speed -0.2 weight 15000 end Object work_ant editor_folder monster/insect/ant face work_ant.131 name Worker Ant race insect,ant animation work_ant monster 1 move_type walk no_pick 1 Con 10 alive 1 exp 30 level 3 ac 8 hp 35 maxhp 35 resist_physical 20 resist_acid 30 resist_poison 30 resist_cold -100 wc 9 dam 5 speed 0.1 weight 5000 end Object bee editor_folder monster/insect/bee race insect face bee.111 animation bee monster 1 move_type walk fly_low sleep 1 Wis 10 no_pick 1 alive 1 can_see_in_dark 1 speed 0.2 exp 5 wc 15 dam 1 ac 4 level 1 weight 20 resist_physical 30 end Object generate_bee editor_folder monster/insect/bee name bee tree race insect other_arch bee generator 1 face bee_gen.111 hp 20 maxhp 20 ac 4 exp 20 alive 1 level 1 no_pick 1 speed 0.02 maxsp 1 weight 10000 generator_limit 5 end Object beehive editor_folder monster/insect/bee race insect other_arch killer_bee name beehive face beehive.111 generator 1 sp 136 maxsp 1 speed -0.1 weight -1 animation beehive alive 1 level 1 exp 50 ac 12 hp 30 maxhp 30 generator_limit 5 end Object killer_bee editor_folder monster/insect/bee name killer bee race insect face killerbee.111 speed -0.25 weight -1 no_pick 1 animation killer_bee monster 1 move_type walk fly_low sleep 1 can_see_in_dark 1 Wis 10 alive 1 exp 90 ac 10 wc 13 dam 10 hp 35 maxhp 35 Con 1 run_away 75 level 4 end Object centipede editor_folder monster/insect/centipede name large centipede race insect other_arch centipede face centipede.111 speed -0.1 generator 1 sp 135 maxsp 60 no_pick 1 animation centipede monster 1 move_type walk sleep 1 Wis 5 can_see_in_dark 1 alive 1 exp 35 ac 10 wc 8 dam 6 hp 25 maxhp 25 Con 1 level 3 weight 5000 end Object centipede_r editor_folder monster/insect/centipede name giant centipede race insect other_arch centipede_r face centipede_r.111 speed -0.1 generator 1 sp 135 maxsp 60 no_pick 1 animation centipede_r monster 1 move_type walk sleep 1 Wis 5 can_see_in_dark 1 alive 1 exp 65 ac 10 wc 11 dam 10 hp 50 maxhp 50 Con 1 level 4 weight 5000 end Object spider editor_folder monster/insect/spider face spider.111 race insect animation spider monster 1 move_type walk sleep 1 can_see_in_dark 1 Wis 8 no_pick 1 alive 1 exp 40 ac 8 wc 17 dam 5 hp 25 maxhp 25 level 3 speed 0.4 end Object spider_gen editor_folder monster/insect/spider race insect name spider web other_arch spider generator 1 face spider_web.111 animation spider_gen hp 20 exp 80 ac 10 speed 0.01 weight -1 alive 1 level 1 sp 130 maxsp 1 generator_limit 5 end Object xan editor_folder monster/insect/xan name xan race insect randomitems xan face xan.111 animation xan monster 1 move_type walk fly_low sleep 1 can_see_in_dark 1 Wis 6 alive 1 is_turnable 1 no_pick 1 ac 15 hp 25 maxhp 25 wc 1 level 3 dam 1 attacktype 1025 speed 0.5 exp 35 weight 7 end Object generate_xan editor_folder monster/insect/xan race insect other_arch xan name Mosquito eggs generator 1 alive 1 level 1 no_pick 1 face xan_gen.111 hp 30 maxhp 30 ac 6 exp 40 speed 0.1 weight 750000 generator_limit 5 end Object mimic editor_folder monster/mimic face chest_1.111 type 162 name chest hp 1000 maxhp 1000 dam 32 ac -10 wc 5 Con 5 move_type walk run_away 0 level 25 material 18 resist_physical 50 resist_magic 100 resist_cold 50 resist_fire 50 resist_electricity 50 resist_poison 100 resist_drain 100 resist_deplete 100 resist_slow -10 resist_paralyze -10 resist_fear 100 resist_death 100 resist_confusion 50 exp 7500 speed 0.3 value 50 weight 50000 identified 1 randomitems mimic name_pl chests end Object baslic editor_folder monster/misc/Baslic name basilisk randomitems chinese race unnatural face baslic.x31 animation baslic monster 1 move_type walk sleep 1 Wis 20 level 29 Str 10 Con 5 Pow 5 maxsp 20 hp 1200 maxhp 1200 resist_physical 40 resist_cold 100 resist_fear 100 resist_fire -100 resist_magic 50 resist_blind 100 ac -4 wc -15 dam 10 attacktype 4194305 exp 40000 see_invisible 1 alive 1 no_pick 1 speed -0.2 weight 2000000 run_away 4 end More Object baslic_2 editor_folder monster/misc/Baslic name baslic face baslic.x31 animation baslic alive 1 x 1 end More Object baslic_3 editor_folder monster/misc/Baslic name baslic face baslic.x31 animation baslic alive 1 x 2 end More Object baslic_4 editor_folder monster/misc/Baslic name baslic face baslic.x31 animation baslic alive 1 y 1 end More Object baslic_5 editor_folder monster/misc/Baslic name baslic face baslic.x31 animation baslic alive 1 y 1 x 1 end More Object baslic_6 editor_folder monster/misc/Baslic name baslic face baslic.x31 animation baslic alive 1 y 1 x 2 end Object chess_knight editor_folder monster/misc/Chess race chess name knight randomitems chess face ch_knight.111 sp 10 maxsp 10 Pow 10 monster 1 move_type walk alive 1 ac 7 wc 12 dam 6 hp 35 maxhp 35 exp 80 speed 0.35 weight 50000 level 4 will_apply 2 pick_up 24 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object chess_queen editor_folder monster/misc/Chess race chess name queen randomitems chess face ch_queen.111 sp 15 maxsp 15 Pow 15 monster 1 move_type walk alive 1 ac 5 wc 10 dam 5 hp 65 maxhp 65 exp 500 speed 0.45 weight 50000 level 6 will_apply 2 pick_up 24 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object chess_bishop editor_folder monster/misc/Chess race chess name bishop randomitems chess face ch_bish.111 sp 10 maxsp 10 Pow 10 monster 1 move_type walk alive 1 ac 7 wc 10 dam 5 hp 35 maxhp 35 exp 65 speed 0.25 weight 50000 level 4 will_apply 2 pick_up 24 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object chess_figure editor_folder monster/misc/Chess face ch_pawn_w.111 nrof 1 material 16 weight 500 end Object chess_king editor_folder monster/misc/Chess race chess name king randomitems chess face ch_king.111 sp 10 maxsp 10 Pow 10 monster 1 move_type walk alive 1 ac 5 wc 10 dam 4 hp 40 maxhp 40 exp 70 speed 0.25 weight 50000 level 4 will_apply 2 pick_up 24 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object chess_pawn editor_folder monster/misc/Chess race chess name pawn randomitems chess face ch_pawn.111 sp 10 maxsp 10 Pow 1 monster 1 move_type walk alive 1 ac 5 wc 17 dam 4 hp 10 maxhp 10 exp 20 speed 0.25 weight 50000 level 2 will_apply 2 pick_up 24 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object chess_rook editor_folder monster/misc/Chess race chess name rook randomitems chess face ch_rook.111 sp 10 maxsp 10 Pow 8 monster 1 move_type walk alive 1 ac 6 wc 11 dam 9 hp 50 maxhp 50 exp 150 speed 0.25 weight 50000 level 5 will_apply 2 pick_up 24 can_cast_spell 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object ent editor_folder monster/misc/Ent randomitems giant race faerie face ent.x11 animation ent msg @match * Hey! Careful of my roots, stranger. endmsg unaggressive 1 resist_fire -50 resist_cold 50 resist_electricity 50 exp 16000 ac -1 wc -1 dam 25 can_see_in_dark 1 hp 1500 Con 10 maxhp 1500 alive 1 speed -0.3 weight 3000000 monster 1 move_type walk sleep 1 Wis 15 level 12 run_away 3 can_use_weapon 1 body_arm 2 end More Object ent_2 editor_folder monster/misc/Ent name ent face ent.x11 animation ent monster 1 move_type walk alive 1 x 1 weight 3000000 end More Object ent_3 editor_folder monster/misc/Ent name ent face ent.x11 animation ent monster 1 move_type walk alive 1 y 1 weight 3000000 end More Object ent_4 editor_folder monster/misc/Ent name ent face ent.x11 animation ent monster 1 move_type walk alive 1 x 1 y 1 weight 3000000 end Object golem_necro editor_folder monster/misc/Ngolem race unnatural name golem of Necromancer face gol.x11 animation golem_necro speed -0.4 Str 60 Dex 25 Con 20 Wis 20 Pow 15 Int 15 hp 10000 maxhp 10000 maxsp 30 exp 100000 dam 50 wc -20 ac -20 level 50 resist_electricity 100 resist_fear 100 resist_magic 50 weight 1500000 randomitems titan run_away 1 pick_up 24 will_apply 2 alive 1 no_pick 1 monster 1 move_type walk see_invisible 1 can_cast_spell 1 can_use_scroll 1 can_use_bow 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 sleep 1 can_use_range 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end More Object golem_necro_2 editor_folder monster/misc/Ngolem name golem of Necromancer face gol.x11 animation golem_necro monster 1 move_type walk alive 1 x 1 end More Object golem_necro_3 editor_folder monster/misc/Ngolem name golem of Necromancer face gol.x11 animation golem_necro monster 1 move_type walk alive 1 y 1 end More Object golem_necro_4 editor_folder monster/misc/Ngolem name golem of Necromancer face gol.x11 animation golem_necro monster 1 move_type walk alive 1 x 1 y 1 end More Object golem_necro_5 editor_folder monster/misc/Ngolem name golem of Necromancer face gol.x11 animation golem_necro monster 1 move_type walk alive 1 y 2 end More Object golem_necro_6 editor_folder monster/misc/Ngolem name golem of Necromancer face gol.x11 animation golem_necro monster 1 move_type walk alive 1 x 1 y 2 end Object unicorn editor_folder monster/misc/Unicorn name unicorn randomitems unicorn race faerie monster 1 move_type walk sleep 1 Wis 18 face unicorn.x31 animation unicorn level 6 Con 8 Pow 15 can_cast_spell 1 maxsp 50 sp 50 hp 200 maxhp 200 resist_magic 100 resist_acid 100 resist_poison 100 resist_paralyze 100 resist_fear 100 attacktype 1 unaggressive 1 ac 4 wc 4 dam 20 exp 2000 see_invisible 1 alive 1 no_pick 1 speed -0.07 weight 800000 run_away 5 end More Object unicorn_2 editor_folder monster/misc/Unicorn name unicorn face unicorn.x31 animation unicorn monster 1 move_type walk x 1 alive 1 no_pick 1 weight 800000 end Object blob editor_folder monster/misc race slime face blob.111 animation blob monster 1 move_type walk sleep 1 Wis 5 no_pick 1 alive 1 exp 1 ac 4 wc 1 dam 0 hp 40 maxhp 40 level 1 speed 1.0 weight 50000 run_away 100 pick_up 64 attacktype 1 end Object broo editor_folder monster/misc face broo.111 randomitems broo animation broo monster 1 move_type walk no_pick 1 alive 1 exp 1400 level 7 ac 4 hp 100 maxhp 100 Con 15 Str 15 Int 10 Dex 12 wc 10 dam 10 speed -0.21 attacktype 1025 resist_poison 100 resist_fear 100 resist_chaos 100 resist_confusion -100 weight 75000 can_use_skill 1 can_use_scroll 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object c_knight editor_folder monster/misc name Chaos Knight randomitems c_knight face c_knight.111 animation c_knight monster 1 move_type walk Wis 10 no_pick 1 alive 1 exp 4000 level 10 ac 4 hp 200 maxhp 200 Str 25 Con 10 Dex 20 Int 17 wc 5 dam 12 resist_physical 30 speed 0.15 attacktype 1025 resist_magic 50 resist_fear 100 resist_chaos 100 weight 75000 can_use_skill 1 can_use_scroll 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object c_minor_priest editor_folder monster/misc name Minor Chaos Priest randomitems c_m_priest face c_priest.131 animation c_minor_priest monster 1 move_type walk Wis 10 Str 10 Int 20 Dex 10 Pow 5 maxsp 40 sp 40 no_pick 1 alive 1 exp 1500 level 8 ac 5 hp 100 maxhp 100 Con 10 wc 10 dam 15 speed 0.15 resist_magic 50 resist_confusion -100 resist_weaponmagic -100 resist_godpower -100 resist_chaos 100 weight 75000 attack_movement 7 can_use_skill 1 can_cast_spell 1 can_use_scroll 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object c_priest editor_folder monster/misc name Chaos Priest randomitems c_priest face c_priest.131 animation c_priest monster 1 move_type walk Wis 10 Int 23 Pow 25 Dex 13 Str 13 maxsp 200 sp 200 no_pick 1 alive 1 exp 8000 level 12 ac 5 hp 250 maxhp 250 Con 10 wc 8 dam 16 speed 0.25 resist_physical 30 resist_magic 30 resist_confusion -100 resist_weaponmagic -100 resist_godpower -100 resist_fear 100 resist_chaos 100 weight 75000 attacktype 1025 attack_movement 7 can_cast_spell 1 can_use_skill 1 can_use_scroll 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object crawling_chaos editor_folder monster/misc/crawl name crawling chaos face crawling_chaos.111 animation crawling_chaos alive 1 exp 4500 ac 3 level 10 hp 200 maxhp 200 Con 15 Wis 5 wc 14 dam 20 speed -0.25 attacktype 1089 resist_poison 100 resist_fear 100 resist_chaos 100 resist_blind 100 resist_electricity -100 resist_confusion -100 weight 750000 monster 1 move_type walk no_pick 1 end Object creeping_chaos editor_folder monster/misc/crawl name creeping chaos Con 20 Wis 15 Pow 50 hp 8000 maxhp 8000 sp 200 maxsp 200 exp 300000 dam 40 wc -35 ac -15 speed -0.400000 level 40 attacktype 283648 randomitems creeping_chaos resist_confusion 100 resist_paralyze 100 see_invisible 1 can_cast_spell 1 face crawling_chaos.111 animation crawling_chaos alive 1 resist_poison 100 resist_fear 100 resist_chaos 100 resist_blind 100 resist_electricity -100 weight 750000 monster 1 move_type walk no_pick 1 end Object dancingsword editor_folder monster/misc name dancing sword face dancingsword.111 animation dancingsword monster 1 move_type walk fly_low Str 15 Dex 20 Con 1 Int 3 Wis 3 Pow 0 Cha 0 see_invisible 1 no_pick 1 weight 15000 alive 1 exp 6000 level 10 ac 2 hp 100 maxhp 100 wc 5 dam 20 speed -0.3 resist_physical 25 attacktype 256 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_drain 100 resist_ghosthit 100 resist_poison 100 resist_paralyze 100 resist_fear 100 resist_death 100 resist_blind 100 resist_fire 30 end Object deathtree editor_folder monster/misc name tree race faerie,deathtree stand_still 1 face deathtree.111 animation deathtree speed -0.4 alive 1 monster 1 move_type walk no_pick 1 resist_magic 100 hp 300 maxhp 300 Con 3 exp 10000 wc 0 ac 10 dam 15 level 13 weight 1000000 end Object firechest editor_folder monster/misc other_arch spell_small_fireball type 62 face firechest.111 speed -0.02 hp 250 maxhp 250 ac 3 weight 30 alive 1 level 1 no_pick 1 resist_fire 100 direction 0 end Object gargoyle editor_folder monster/misc name gargoyle randomitems gargoyle face gargoyle.111 animation gargoyle monster 1 move_type walk fly_low Str 30 Wis 15 Con 10 see_invisible 1 no_pick 1 weight 100000 alive 1 exp 4000 level 10 ac 3 hp 200 maxhp 200 wc 9 dam 20 speed -0.1 resist_physical 50 resist_magic 100 resist_acid 100 resist_poison 100 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_bow 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 end Object large_gargoyle editor_folder monster/misc Str 80 name large gargoyle Con 56 hp 8000 maxhp 8000 exp 150000 dam 50 wc -15 ac -5 speed -0.400000 level 25 resist_physical 30 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid -100 resist_drain 100 resist_ghosthit 100 resist_paralyze 100 resist_fear 100 resist_death 100 randomitems gargoyle face gargoyle.111 animation gargoyle monster 1 move_type walk fly_low Wis 15 see_invisible 1 no_pick 1 weight 100000 alive 1 resist_magic 100 resist_poison 100 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_bow 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 end Object high_chaos_knight editor_folder monster/misc Str 40 Dex 0 Con 25 Wis 15 Int 0 hp 2000 maxhp 2000 exp 35000 dam 20 wc -20 ac -7 speed -0.700000 level 20 attacktype 262145 resist_physical 100 resist_electricity 100 resist_confusion 100 resist_paralyze 100 carrying 13000 see_invisible 1 name Chaos Knight randomitems high_chaos_knight face c_knight.111 animation c_knight monster 1 move_type walk no_pick 1 alive 1 resist_magic 50 resist_fear 100 resist_chaos 100 weight 75000 can_use_skill 1 can_use_scroll 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object hulking_beast editor_folder monster/misc Str 30 Dex 0 name Hulking Beast Con 20 Wis 15 Pow 45 Int 0 hp 3500 maxhp 3500 sp 150 maxsp 150 exp 100000 dam 25 wc -20 ac -6 speed -0.400000 level 22 resist_fire 100 resist_confusion 100 resist_paralyze 100 see_invisible 1 can_cast_spell 1 face broo.111 randomitems hulking_beast animation broo monster 1 move_type walk no_pick 1 alive 1 attacktype 1025 resist_poison 100 resist_fear 100 resist_chaos 100 weight 75000 can_use_skill 1 can_use_scroll 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object lamia editor_folder monster/misc/lamia randomitems lamia face lamia.x31 animation lamia race faerie monster 1 move_type walk sleep 1 level 30 Con 36 Int 30 Wis 25 Dex 30 Str 28 Pow 19 can_cast_spell 1 maxsp 50 sp 50 resist_physical 50 resist_magic 50 resist_acid 100 resist_poison 100 resist_fear 100 resist_chaos 100 attacktype 65 see_invisible 1 exp 100000 ac -10 wc -10 dam 20 hp 3000 maxhp 3000 alive 1 no_pick 1 speed -0.30 weight 100000 run_away 5 can_use_skill 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_bow 1 can_use_range 1 can_use_ring 1 can_use_scroll 1 body_skill 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end More Object lamia_2 editor_folder monster/misc/lamia face lamia.x31 animation lamia monster 1 move_type walk alive 1 no_pick 1 x 1 weight 100000 end Object likanth editor_folder monster/misc/lokanth Str 35 Dex 0 name likanth Con 20 Wis 15 Pow 80 hp 5000 maxhp 5000 sp 300 maxsp 300 exp 200000 dam 25 wc -20 ac -7 speed -0.400000 level 35 resist_physical 70 resist_confusion 100 resist_weaponmagic -50 resist_paralyze 100 see_invisible 1 randomitems likanth face lokanth.131 race chaos animation lokanth monster 1 move_type walk Int 12 no_pick 1 alive 1 resist_magic 50 resist_godpower -100 resist_fear 100 resist_chaos 100 resist_acid 100 resist_poison 100 weight 85000 attacktype 1025 can_cast_spell 1 can_use_skill 1 body_skill 1 end Object lokanth editor_folder monster/misc/lokanth randomitems lokanth face lokanth.131 race chaos animation lokanth monster 1 move_type walk Wis 10 Int 12 Con 5 Dex 13 Str 20 maxsp 50 sp 50 no_pick 1 alive 1 exp 9000 level 12 ac 3 hp 250 maxhp 250 wc 9 dam 20 speed -0.2 resist_physical 50 resist_magic 50 resist_confusion -100 resist_weaponmagic -100 resist_godpower -100 resist_fear 100 resist_chaos 100 resist_acid 100 resist_poison 100 weight 85000 attacktype 1025 can_cast_spell 1 can_use_skill 1 body_skill 1 end Object master_chaos_priest editor_folder monster/misc Str 25 Dex 0 Con 15 Wis 15 Pow 30 Int 0 hp 1500 maxhp 1500 sp 100 maxsp 100 exp 35000 dam 20 wc -10 ac -4 speed -0.400000 level 13 resist_magic 100 resist_fire 100 see_invisible 1 stand_still 1 name Master Chaos Priest randomitems master_chaos_priest face c_priest.131 animation c_priest monster 1 move_type walk no_pick 1 alive 1 resist_physical 30 resist_confusion -100 resist_weaponmagic -100 resist_godpower -100 resist_fear 100 resist_chaos 100 weight 75000 attacktype 1025 attack_movement 7 can_cast_spell 1 can_use_skill 1 can_use_scroll 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object mudman editor_folder monster/misc name Mudman race earth_elemental face mudman.111 animation mudman monster 1 move_type walk Str 12 Dex 15 Con 20 Pow 20 Wis 15 no_pick 1 alive 1 exp 50000 ac -2 wc -10 dam 20 hp 1000 maxhp 1000 sp 150 maxsp 150 attacktype 7169 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_cold 50 resist_acid 50 level 29 speed 0.1 weight 100000 run_away 10 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_cast_spell 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 randomitems skill_use_magic_item end Object pixie editor_folder monster/misc race faerie randomitems pixie face pixie.111 animation pixie monster 1 move_type walk fly_low sleep 1 Wis 15 see_invisible 1 no_pick 1 weight 10000 alive 1 exp 25 level 2 ac 6 hp 20 maxhp 20 sp 2 maxsp 2 Pow 1 wc 15 dam 1 speed -0.2 run_away 15 can_cast_spell 1 can_use_range 1 pick_up 1 attack_movement 3 body_range 1 end Object generate_pixie editor_folder monster/misc race faerie other_arch pixie name pixie generator face pixie_gen.111 generator 1 hp 60 maxhp 60 ac 10 exp 20 alive 1 level 1 no_pick 1 speed -0.003 maxsp 1 weight 1000 generator_limit 5 end Object quaathu editor_folder monster/misc/quaathu name Quaathu randomitems big_wizard race starspawn face quaathu.x11 animation quaathu Str 30 Int 100 Dex 30 Con 30 Pow 30 Wis 30 see_invisible 1 can_see_in_dark 1 can_cast_spell 1 sp 1000 maxsp 1000 hp 15000 maxhp 15000 exp 1000000 ac -25 dam 100 wc -40 weight 10000000 attacktype 147457 resist_physical 75 resist_magic 75 resist_fire 75 resist_electricity 75 resist_cold 75 resist_confusion 100 resist_acid 75 resist_drain 100 resist_weaponmagic 70 resist_ghosthit 70 resist_poison 70 resist_slow 100 resist_paralyze 100 resist_fear 100 resist_deplete 100 resist_death 100 resist_chaos 70 resist_blind 100 resist_holyword 100 resist_godpower 70 level 80 speed -0.5 alive 1 monster 1 move_type walk sleep 1 will_apply 12 run_away 5 no_pick 1 end More Object quaathu_1 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 1 y 0 alive 1 end More Object quaathu_2 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 2 y 0 alive 1 end More Object quaathu_3 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 3 y 0 alive 1 end More Object quaathu_4 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 4 y 0 alive 1 end More Object quaathu_5 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 5 y 0 alive 1 end More Object quaathu_6 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 6 y 0 alive 1 end More Object quaathu_7 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 0 y 1 alive 1 end More Object quaathu_8 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 1 y 1 alive 1 end More Object quaathu_9 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 2 y 1 alive 1 end More Object quaathu_10 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 3 y 1 alive 1 end More Object quaathu_11 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 4 y 1 alive 1 end More Object quaathu_12 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 5 y 1 alive 1 end More Object quaathu_13 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 6 y 1 alive 1 end More Object quaathu_14 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 0 y 2 alive 1 end More Object quaathu_15 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 1 y 2 alive 1 end More Object quaathu_16 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 2 y 2 alive 1 end More Object quaathu_17 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 3 y 2 alive 1 end More Object quaathu_18 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 4 y 2 alive 1 end More Object quaathu_19 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 5 y 2 alive 1 end More Object quaathu_20 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 6 y 2 alive 1 end More Object quaathu_21 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 0 y 3 alive 1 end More Object quaathu_22 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 1 y 3 alive 1 end More Object quaathu_23 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 2 y 3 alive 1 end More Object quaathu_24 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 3 y 3 alive 1 end More Object quaathu_25 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 4 y 3 alive 1 end More Object quaathu_26 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 5 y 3 alive 1 end More Object quaathu_27 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 6 y 3 alive 1 end More Object quaathu_28 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 0 y 4 alive 1 end More Object quaathu_29 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 1 y 4 alive 1 end More Object quaathu_30 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 2 y 4 alive 1 end More Object quaathu_31 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 3 y 4 alive 1 end More Object quaathu_32 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 4 y 4 alive 1 end More Object quaathu_33 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 5 y 4 alive 1 end More Object quaathu_34 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 6 y 4 alive 1 end More Object quaathu_35 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 0 y 5 alive 1 end More Object quaathu_36 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 1 y 5 alive 1 end More Object quaathu_37 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 2 y 5 alive 1 end More Object quaathu_38 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 3 y 5 alive 1 end More Object quaathu_39 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 4 y 5 alive 1 end More Object quaathu_40 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 5 y 5 alive 1 end More Object quaathu_41 editor_folder monster/misc/quaathu name Quaathu face quaathu.x11 animation quaathu x 6 y 5 alive 1 end Object sandy editor_folder monster/misc name sandy race faerie face sandy.111 animation sandy monster 1 move_type walk alive 1 ac 5 wc 8 dam 50 hp 150 maxhp 150 speed -0.08 exp 2500 weight 100000 level 8 resist_cold 100 attacktype 16 resist_fire -100 end Object serp_man editor_folder monster/misc/serpmen race reptile name Serpentman face serp_man.131 randomitems serp_man animation serp_man monster 1 move_type walk no_pick 1 alive 1 exp 125 level 5 ac 4 hp 50 maxhp 50 Con 3 Str 13 Dex 20 Int 12 wc 10 dam 9 speed -0.15 resist_cold -100 resist_fire 30 resist_electricity 30 resist_acid 30 resist_poison 30 resist_chaos 30 weight 75000 can_use_skill 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object serp_priest editor_folder monster/misc/serpmen race reptile name Serpentman Priest face serp_priest.131 randomitems serp_priest animation serp_priest monster 1 move_type walk no_pick 1 alive 1 exp 4000 level 10 ac 2 hp 100 maxhp 100 Con 5 Int 25 Pow 24 Str 12 Dex 20 sp 50 maxsp 50 wc 5 dam 16 speed 0.15 see_invisible 1 attacktype 1025 resist_physical 30 resist_magic 30 resist_fire 30 resist_cold -100 resist_electricity 100 resist_acid 100 resist_poison 100 resist_chaos 100 weight 75000 can_cast_spell 1 can_use_skill 1 can_use_bow 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 body_skill 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object generate_serp_man editor_folder monster/misc/serpmen race reptile other_arch serp_man name serpent man generator generator 1 face serpman_gen.111 hp 100 maxhp 100 exp 250 ac 10 speed -0.05 resist_magic 100 alive 1 level 1 sp 1 maxsp 1 weight 90000 generator_limit 5 end Object sphinx editor_folder monster/misc name sphinx face sphinx.x31 animation sphinx randomitems sphinx race unnatural monster 1 move_type walk sleep 1 Wis 20 msg @match * I don't know any riddles right now....GO AWAY!!!! endmsg level 8 Con 8 Pow 2 unaggressive 1 can_cast_spell 1 maxsp 10 hp 300 maxhp 300 resist_fire 100 resist_fear 100 attacktype 1 ac 2 wc 2 dam 25 exp 4001 see_invisible 1 alive 1 no_pick 1 speed -0.07 weight 8000000 run_away 6 end More Object sphinx_2 editor_folder monster/misc name sphinx face sphinx.x31 animation sphinx monster 1 move_type walk x 1 alive 1 no_pick 1 end Object stalker editor_folder monster/misc race faerie face stalker.111 animation stalker monster 1 move_type walk fly_low sleep 1 Wis 15 see_invisible 1 no_pick 1 alive 1 exp 1500 level 8 ac 4 hp 75 Con 1 maxhp 75 wc 10 dam 5 speed -0.4 resist_electricity 50 run_away 25 attack_movement 3 end Object generate_stalker editor_folder monster/misc race faerie name stalker generator other_arch stalker face stalkergen.111 generator 1 hp 150 maxhp 150 ac 1 exp 400 alive 1 no_pick 1 speed -0.002 maxsp 1 move_type fly_low level 5 generator_limit 5 end Object tentacle editor_folder monster/misc/tentacle name leathery tentacle race animal face tentacle.113 animation tentacle anim_speed 6 randomitems tentacle monster 1 move_type walk sleep 1 alive 1 see_invisible 1 can_see_in_dark 1 exp 4000 level 10 ac 4 wc 10 dam 20 attacktype 17 hp 120 maxhp 120 Con 3 Wis 3 speed -0.2 attack_movement 5 run_away 20 weight 300000 pick_up 64 resist_cold 40 resist_poison 100 resist_physical 25 resist_acid 30 resist_blind 90 end Object tentacle2 editor_folder monster/misc/tentacle name spotted tentacle race animal face tentacle2.113 animation tentacle2 anim_speed 5 randomitems tentacle monster 1 move_type walk sleep 1 alive 1 see_invisible 1 can_see_in_dark 1 exp 16000 level 16 ac 1 wc 7 dam 25 attacktype 1093 hp 250 maxhp 250 Con 4 Wis 3 speed -0.25 attack_movement 5 weight 300000 pick_up 64 resist_fire 20 resist_cold 5 resist_electricity -10 resist_poison 100 resist_physical 20 resist_acid 90 resist_blind 90 end Object tentacle_hook editor_folder monster/misc/tentacle name tentacle's hook name_pl tentacles' hooks face tentaclehook.111 type 79 material 32 weight 2 value 5 end Object twisted_sprite editor_folder monster/misc Str 20 name twisted sprite Con 20 Pow 80 hp 5500 maxhp 4000 sp 200 maxsp 200 exp 200000 dam 25 wc -20 ac -7 speed -0.600000 level 35 attacktype 2 resist_physical 30 resist_magic 100 resist_confusion 100 resist_paralyze 100 resist_fear 100 resist_godpower 90 race faerie randomitems twisted_sprite face pixie.111 animation pixie monster 1 move_type walk fly_low sleep 1 Wis 15 see_invisible 1 no_pick 1 weight 10000 alive 1 run_away 15 can_cast_spell 1 can_use_range 1 pick_up 1 attack_movement 3 body_range 1 end Object wandering_terror editor_folder monster/misc Str 80 name wandering terror Con 56 Wis 15 Pow 5 hp 8000 maxhp 8000 sp 20 maxsp 20 exp 100000 dam 40 wc -15 ac -5 speed -0.350000 level 25 attacktype 16897 resist_physical 30 resist_confusion 100 resist_poison -100 resist_paralyze 100 resist_fear 100 resist_chaos 100 see_invisible 1 can_cast_spell 1 stand_still 0 race faerie face deathtree.111 animation deathtree alive 1 monster 1 move_type walk no_pick 1 resist_magic 100 weight 1000000 randomitems wandering_terror end Object gaelotroll editor_folder monster/troll/Gaelotroll randomitems giant race troll face gaelotroll.x31 animation gaelotroll resist_fire -100 resist_physical 50 resist_fear 50 attacktype 65 can_see_in_dark 1 exp 70000 ac -7 wc -50 dam 25 hp 3000 Str 55 Dex 25 Int 10 Con 20 maxhp 3000 level 50 speed -0.2 weight 3000000 monster 1 move_type walk sleep 1 Wis 13 alive 1 run_away 3 pick_up 1 can_use_weapon 1 can_use_skill 1 body_skill 1 will_apply 12 body_arm 2 end More Object gaelotroll_2 editor_folder monster/troll/Gaelotroll name troll face gaelotroll.x31 animation gaelotroll monster 1 move_type walk alive 1 x 1 end More Object gaelotroll_3 editor_folder monster/troll/Gaelotroll name troll face gaelotroll.x31 animation gaelotroll monster 1 move_type walk alive 1 y 1 end More Object gaelotroll_4 editor_folder monster/troll/Gaelotroll name troll face gaelotroll.x31 animation gaelotroll monster 1 move_type walk alive 1 x 1 y 1 end More Object gaelotroll_5 editor_folder monster/troll/Gaelotroll name troll face gaelotroll.x31 animation gaelotroll monster 1 move_type walk alive 1 y 2 end More Object gaelotroll_6 editor_folder monster/troll/Gaelotroll name troll face gaelotroll.x31 animation gaelotroll monster 1 move_type walk alive 1 x 1 y 2 end Object troll editor_folder monster/troll/Troll randomitems troll_big race troll face troll.x11 animation troll resist_fire -100 resist_fear 50 can_see_in_dark 1 exp 10000 ac 2 wc 9 dam 15 hp 250 maxhp 250 Str 40 Int 8 Dex 15 Con 10 Wis 13 level 12 speed -0.3 weight 500000 monster 1 move_type walk sleep 1 alive 1 run_away 3 pick_up 1 can_use_weapon 1 can_use_skill 1 body_skill 1 will_apply 12 body_arm 2 end More Object troll_2 editor_folder monster/troll/Troll name troll face troll.x11 animation troll monster 1 move_type walk alive 1 x 1 end More Object troll_3 editor_folder monster/troll/Troll name troll face troll.x11 animation troll monster 1 move_type walk alive 1 y 1 end More Object troll_4 editor_folder monster/troll/Troll name troll face troll.x11 animation troll monster 1 move_type walk alive 1 x 1 y 1 end Object armour_troll2 editor_folder monster/troll randomitems troll race troll name small armoured troll face armourtroll2.111 animation armour_troll2 monster 1 move_type walk sleep 1 Wis 10 Int 5 Str 20 Dex 18 no_pick 1 alive 1 resist_fire -100 can_see_in_dark 1 exp 1500 ac 3 wc 7 dam 12 hp 150 Con 5 maxhp 150 level 8 speed 0.12 weight 100000 run_away 5 will_apply 12 pick_up 8 can_use_ring 1 can_use_weapon 1 can_use_skill 1 body_finger 2 body_skill 1 body_arm 2 end Object armour_troll3 editor_folder monster/troll randomitems troll race troll name small armoured troll face armourtroll3.111 monster 1 move_type walk sleep 1 Wis 10 Int 5 Str 21 Dex 18 no_pick 1 alive 1 resist_fire -100 can_see_in_dark 1 exp 1500 ac 3 wc 7 dam 14 hp 150 Con 5 maxhp 150 level 8 speed 0.12 weight 100000 run_away 5 will_apply 12 pick_up 8 can_use_ring 1 can_use_weapon 1 can_use_skill 1 body_finger 2 body_skill 1 body_arm 2 end Object armour_troll4 editor_folder monster/troll randomitems troll race troll name small armoured troll face armourtroll4.111 monster 1 move_type walk sleep 1 Wis 10 Int 5 Str 22 Dex 18 no_pick 1 alive 1 resist_fire -100 can_see_in_dark 1 exp 2000 ac 3 wc 7 dam 16 hp 150 Con 5 maxhp 150 level 8 speed 0.12 weight 100000 run_away 5 will_apply 12 pick_up 8 can_use_ring 1 can_use_weapon 1 can_use_skill 1 body_finger 2 body_skill 1 body_arm 2 end Object small_troll editor_folder monster/troll randomitems troll race troll name small troll face smalltroll.111 animation small_troll monster 1 move_type walk sleep 1 Wis 10 Int 5 Str 20 Dex 18 no_pick 1 alive 1 resist_fire -100 can_see_in_dark 1 exp 1200 ac 6 wc 6 dam 15 hp 90 Con 5 maxhp 90 level 7 speed 0.2 weight 100000 run_away 5 will_apply 12 pick_up 8 can_use_ring 1 can_use_weapon 1 can_use_skill 1 body_finger 2 body_skill 1 body_arm 2 end Object skeletalmage editor_folder monster/undead/Skeletal_mage randomitems skeletalmage name Skeletal Mage race undead,skeleton face skeletalmage.111 animation skeletalmage monster 1 move_type walk sleep 1 Wis 14 Pow 5 undead 1 no_pick 1 alive 1 ac 4 wc 10 dam 10 sp 20 maxsp 20 hp 80 maxhp 80 Str 15 Int 3 Con 2 can_cast_spell 1 level 7 speed 0.2 exp 1000 weight 14000 attacktype 17 resist_fire -20 resist_cold 85 resist_fear 100 resist_paralyze 50 resist_poison 100 resist_magic 10 resist_blind 70 will_apply 2 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_ring 1 can_see_in_dark 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 1 body_wrist 1 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end Object banshee editor_folder monster/undead race undead name Banshee randomitems banshee face banshee.111 animation banshee monster 1 move_type walk sleep 1 alive 1 Wis 17 Pow 35 undead 1 dam 15 hp 350 maxhp 350 level 15 resist_physical 50 resist_magic 50 resist_blind 90 wc 5 ac 3 no_pick 1 invisible 1 see_invisible 1 maxsp 60 will_apply 2 pick_up 24 can_cast_spell 1 speed -0.25 attacktype 17 exp 15000 body_finger 2 body_range 1 end Object dave editor_folder monster/undead name Dave race undead face dave.151 animation dave Str 100 Dex 100 Con 100 Wis 100 Pow 100 Int 100 hp 30000 maxhp 30000 maxsp 40 exp 100000 dam 200 wc -100 ac -25 speed 0.150000 level 50 resist_physical 50 resist_magic 50 attacktype 4225 randomitems lich pick_up 24 will_apply 2 alive 1 no_pick 1 monster 1 move_type walk see_invisible 1 undead 1 can_cast_spell 1 can_use_scroll 1 can_use_ring 1 sleep 1 body_finger 2 body_range 1 end Object deathshead editor_folder monster/undead name Death's Head randomitems deathshead race undead face deathshead.111 animation deathshead monster 1 move_type walk fly_low sleep 1 Wis 40 Pow 100 Con 100 no_pick 1 alive 1 undead 1 exp 400000 level 130 attacktype 17 resist_godpower 80 resist_weaponmagic 80 resist_physical 75 resist_chaos 100 resist_magic 100 resist_cold 100 resist_poison 100 resist_electricity 90 resist_fire 100 resist_acid 90 resist_paralyze 100 resist_fear 100 resist_blind 100 resist_confusion 100 resist_ghosthit 100 resist_deplete 100 resist_death 100 resist_drain 100 resist_slow 100 resist_cancellation 65 resist_counterspell 65 ac -25 wc -70 maxsp 10000 sp 10000 hp 22000 maxhp 22000 dam 400 speed 0.5 weight 1500 can_cast_spell 1 can_see_in_dark 1 attack_movement 1 glow_radius -5 end Object demilich editor_folder monster/undead name demilich race undead randomitems demilich face demilich.111 animation demilich attacktype 65552 speed 0.25 anim_speed 5 alive 1 monster 1 move_type walk unaggressive 1 random_movement 1 can_cast_spell 1 Str 10 Wis 20 Pow 80 see_invisible 1 no_pick 1 resist_physical 50 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_fear 100 resist_blind 100 sp 100 maxsp 100 hp 1000 maxhp 1000 wc -3 ac -15 exp 90000 dam 20 level 31 weight 150000 undead 1 end Object ghast editor_folder monster/undead randomitems standard race undead face ghast.111 animation ghast monster 1 move_type walk sleep 1 Wis 14 undead 1 no_pick 1 alive 1 ac 2 wc 10 dam 20 hp 100 maxhp 100 Con 5 level 8 speed 0.15 exp 1500 weight 5000 attacktype 4095 resist_fire 50 resist_cold 50 resist_fear 100 resist_blind 60 will_apply 2 pick_up 24 can_see_in_dark 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_ring 1 one_hit 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 end Object ghost editor_folder monster/undead race undead face ghost.111 randomitems ghost animation ghost monster 1 move_type walk fly_low sleep 1 Wis 10 no_pick 1 alive 1 exp 50 level 3 ac 10 hp 25 maxhp 25 wc 15 dam 14 speed 0.14 attacktype 528 weight 500 resist_cold 50 resist_fear 100 resist_blind 30 undead 1 can_see_in_dark 1 one_hit 1 end Object generate_ghost editor_folder monster/undead race undead other_arch ghost name ghost generator generator 1 face ghost_gen.111 speed 0.01 exp 70 alive 1 level 1 no_pick 1 ac 5 maxsp 1 weight 25000 resist_cold 50 undead 1 generator_limit 5 end Object grimreaper editor_folder monster/undead race undead randomitems ring face grimreaper.111 animation grimreaper hp 50 maxhp 50 Con 1 exp 800 dam 10 wc 9 ac 7 speed 0.3 level 6 type 28 resist_physical 100 resist_drain 100 resist_fear 100 resist_magic -100 resist_cold 50 resist_blind 70 attacktype 128 alive 1 monster 1 move_type walk fly_low sleep 1 Wis 15 undead 1 weight 50000 no_pick 1 run_away 15 can_see_in_dark 1 end Object lich editor_folder monster/undead name Lich race undead randomitems lich face lich.111 animation lich monster 1 move_type walk sleep 1 Wis 17 Pow 43 undead 1 hp 1000 maxhp 1000 level 25 resist_physical 50 resist_magic 50 resist_blind 90 dam 20 see_invisible 1 wc -3 ac -1 no_pick 1 alive 1 maxsp 40 will_apply 2 pick_up 24 can_use_scroll 1 can_cast_spell 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 speed 0.15 attacktype 4225 exp 40000 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 body_range 1 end Object nazgul editor_folder monster/undead race undead randomitems ring face nazgul.111 animation nazgul hp 200 maxhp 200 Con 10 exp 12000 dam 10 wc 8 ac 4 speed 0.8 attack_movement 5 level 13 type 28 resist_physical 100 resist_drain 100 resist_fear 100 resist_magic 50 resist_cold 50 resist_blind 90 attacktype 160 carrying 100 alive 1 monster 1 move_type walk fly_low reflect_spell 1 sleep 1 Wis 15 undead 1 weight 50000 no_pick 1 can_see_in_dark 1 end Object nightmare editor_folder monster/undead race undead name nightmare face nightmare.111 animation nightmare hp 50 maxhp 50 Con 1 exp 70 dam 10 wc 14 ac 10 speed 0.3 level 4 resist_physical 100 resist_drain 100 resist_fear 100 resist_magic -100 resist_turn_undead -100 resist_confusion 50 resist_blind 100 attacktype 66048 alive 1 monster 1 move_type walk fly_low sleep 1 Wis 15 undead 1 weight 5000 no_pick 1 run_away 15 can_see_in_dark 1 one_hit 1 end Object generate_skeleton editor_folder monster/undead other_arch skeleton race undead name tombstone generator 1 alive 1 level 1 face gravestone.111 hp 75 maxhp 75 ac 3 exp 50 no_pick 1 maxsp 1 speed 0.006 weight 750000 resist_cold 50 undead 1 map_layer living generator_limit 5 end Object skeleton editor_folder monster/undead randomitems skeleton race undead,skeleton face skeleton.111 animation skeleton monster 1 move_type walk sleep 1 Wis 14 undead 1 no_pick 1 alive 1 ac 7 wc 17 dam 6 hp 45 maxhp 45 Con 2 level 3 speed -0.2 exp 35 weight 15000 attacktype 17 resist_fire -100 resist_cold 30 resist_fear 100 will_apply 2 pick_up 24 can_see_in_dark 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_ring 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 end Object skeleton_chief_arc editor_folder monster/undead name skeleton captain randomitems skeleton race undead,skeleton face skeleton_chief.111 animation skeleton_chief_arc monster 1 move_type walk sleep 1 Wis 14 undead 1 no_pick 1 alive 1 ac 4 wc 10 dam 15 hp 80 maxhp 80 Con 2 level 8 speed 0.2 exp 1500 weight 15000 attacktype 17 resist_fire -50 resist_cold 30 resist_fear 100 resist_physical 60 will_apply 2 pick_up 24 can_see_in_dark 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_ring 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 end Object skeleton_leader_arc editor_folder monster/undead name skeleton bezerk randomitems skeleton race undead,skeleton face skeleton_leader.111 animation skeleton_leader_arc monster 1 move_type walk sleep 1 Wis 14 undead 1 no_pick 1 alive 1 ac 5 wc 12 dam 10 hp 60 maxhp 60 Con 2 level 5 speed 0.2 exp 175 weight 15000 attacktype 17 resist_fire -100 resist_cold 30 resist_fear 100 resist_physical 20 will_apply 2 pick_up 24 can_see_in_dark 1 can_use_weapon 1 can_use_shield 1 can_use_armour 1 can_use_ring 1 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_finger 2 body_arm 2 end Object skree editor_folder monster/undead/skree face skree.x31 race undead randomitems skree animation skree attacktype 1025 monster 1 move_type walk sleep 1 Wis 20 resist_fear 100 resist_magic 90 resist_fire 90 resist_cold 100 resist_electricity 90 resist_godpower 80 resist_holyword 70 resist_blind 100 exp 300000 ac -7 wc -30 dam 30 hp 1500 maxhp 2000 sp 60 maxsp 60 Con 20 Str 30 Pow 80 level 35 alive 1 can_cast_spell 1 speed -0.5 weight 1000000 undead 1 end More Object skree_2 editor_folder monster/undead/skree face skree.x31 animation skree x 1 alive 1 end More Object skree_3 editor_folder monster/undead/skree face skree.x31 animation skree y 1 alive 1 end More Object skree_4 editor_folder monster/undead/skree face skree.x31 animation skree x 1 y 1 alive 1 end Object skreeclaw editor_folder monster/undead/skree name Skree's claw name_pl Skree's claws client_type 626 nrof 1 face skree_claw.111 material 32 weight 1 value 55 end Object skreeeye editor_folder monster/undead/skree name Skree's eye name_pl Skree's eyes client_type 625 nrof 1 face pretty_ruby.111 material 32 weight 50 value 5500 end Object skull editor_folder monster/undead randomitems skull race undead face skull.111 animation skull monster 1 move_type walk fly_low sleep 1 Wis 20 no_pick 1 alive 1 undead 1 exp 15000 level 15 attacktype 17 resist_magic 100 resist_cold 100 resist_poison 100 resist_paralyze 100 resist_fear 100 resist_blind 80 ac 1 Pow 16 maxsp 50 hp 250 Con 2 maxhp 250 wc 5 dam 15 speed 0.15 weight 1500 run_away 15 can_cast_spell 1 can_see_in_dark 1 attack_movement 1 end Object generate_skull editor_folder monster/undead other_arch skull race undead name skull generator face skull_gen.111 generator 1 hp 500 maxhp 500 ac 7 exp 1000 alive 1 level 1 no_pick 1 speed 0.0002 maxsp 1 weight 2000 undead 1 generator_limit 5 end Object skull_tooth editor_folder monster/undead name Skull's tooth name_pl Skull's teeth client_type 625 nrof 1 face tooth.111 material 64 type 72 weight 550 value 10 end Object spectre editor_folder monster/undead race undead name Spectre randomitems spectre face spectre.111 monster 1 move_type walk sleep 1 alive 1 Wis 17 Pow 35 undead 1 dam 15 hp 500 maxhp 500 level 40 resist_physical 50 resist_magic 50 resist_blind 90 wc 5 ac -2 no_pick 1 invisible 1 see_invisible 1 maxsp 60 will_apply 2 pick_up 24 can_use_scroll 1 can_cast_spell 1 can_use_ring 1 speed 0.12 attacktype 17 exp 100000 body_finger 2 body_range 1 end Object vampire editor_folder monster/undead randomitems vampire race undead,vampire face vampire.111 animation vampire sp 40 maxsp 40 Pow 32 hp 150 Con 13 maxhp 150 exp 6000 dam 15 wc 6 ac 3 resist_physical 100 resist_cold 100 resist_blind 70 speed -0.4 level 11 weight 70000 alive 1 monster 1 move_type walk sleep 1 Wis 15 no_pick 1 run_away 3 will_apply 7 pick_up 64 can_see_in_dark 1 can_use_range 1 can_use_ring 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_use_scroll 1 can_cast_spell 1 undead 1 body_finger 2 body_torso 1 body_head 1 body_shoulder 1 body_foot 2 body_wrist 2 body_hand 2 body_waist 1 body_arm 2 body_range 1 end Object generate_vampire editor_folder monster/undead race undead name sarcophagus other_arch vampire generator 1 alive 1 level 1 face vampiregen.111 hp 400 maxhp 400 exp 200 ac 0 resist_cold 100 speed 0.001 sp 127 maxsp 1 weight 2000000 undead 1 generator_limit 5 end Object wight editor_folder monster/undead race undead face wight.111 randomitems wight animation wight monster 1 move_type walk sleep 1 Wis 10 undead 1 no_pick 1 alive 1 ac 6 wc 13 dam 5 hp 65 maxhp 65 level 3 speed .10 exp 35 weight 15000 attacktype 16385 can_see_in_dark 1 resist_electricity 50 resist_cold 100 resist_fear 100 end Object wraith editor_folder monster/undead race undead randomitems ring face wraith.111 animation wraith monster 1 move_type walk sleep 1 Wis 10 no_pick 1 alive 1 exp 1500 level 8 ac 2 hp 75 maxhp 75 Con 2 wc 9 dam 30 speed 0.16 attacktype 528 weight 700 resist_cold 50 resist_fire -100 resist_fear 100 resist_blind 60 undead 1 can_see_in_dark 1 one_hit 1 end Object zombie editor_folder monster/undead race undead face zombie.111 randomitems zombie animation zombie monster 1 move_type walk sleep 1 Wis 10 undead 1 no_pick 1 alive 1 ac 9 wc 8 dam 5 hp 35 maxhp 35 level 3 speed -0.1 exp 30 weight 15000 attacktype 1 resist_cold 50 resist_fear 100 can_see_in_dark 1 end Object generate_zombie editor_folder monster/undead race undead other_arch zombie randomitems generate_zombie name grave generator 1 alive 1 level 1 face zombie_gen.111 hp 100 maxhp 100 ac 6 exp 50 no_pick 1 maxsp 1 speed 0.01 weight 750000 resist_cold 30 undead 1 generator_limit 5 end Object burning_barn editor_folder planes/fire type 66 face burning_barn.x11 no_pick 1 client_type 25012 end More Object burning_barn_2 editor_folder planes/fire name burning barn type 66 face burning_barn.x11 no_pick 1 x 1 end More Object burning_barn_3 editor_folder planes/fire name burning barn type 66 face burning_barn.x11 no_pick 1 y 1 end More Object burning_barn_4 editor_folder planes/fire name burning barn type 66 face burning_barn.x11 no_pick 1 x 1 y 1 end Object burning_cathedral editor_folder planes/fire name burning cathedral type 66 face burning_cathedral.x11 no_pick 1 move_block all client_type 25012 end More Object burning_cathedral_2 editor_folder planes/fire name burning cathedral type 66 face burning_cathedral.x11 x 1 no_pick 1 move_block all end More Object burning_cathedral_3 editor_folder planes/fire name burning cathedral type 66 face burning_cathedral.x11 x 2 no_pick 1 move_block all end More Object burning_cathedral_4 editor_folder planes/fire name burning cathedral type 66 face burning_cathedral.x11 y 1 no_pick 1 move_block all end More Object burning_cathedral_5 editor_folder planes/fire name burning cathedral type 66 face burning_cathedral.x11 x 1 y 1 no_pick 1 move_block all end More Object burning_cathedral_6 editor_folder planes/fire name burning cathedral type 66 face burning_cathedral.x11 x 2 y 1 no_pick 1 move_block all end More Object burning_cathedral_7 editor_folder planes/fire name burning cathedral type 66 face burning_cathedral.x11 y 2 no_pick 1 move_block all end More Object burning_cathedral_8 editor_folder planes/fire name burning cathedral type 66 face burning_cathedral.x11 x 1 y 2 no_pick 1 move_block all end More Object burning_cathedral_9 editor_folder planes/fire name burning cathedral type 66 face burning_cathedral.x11 x 2 y 2 no_pick 1 move_block all end More Object burning_cathedral_10 editor_folder planes/fire name burning cathedral type 66 face burning_cathedral.x11 y 3 no_pick 1 move_block all end More Object burning_cathedral_11 editor_folder planes/fire name burning cathedral type 66 face burning_cathedral.x11 x 1 y 3 no_pick 1 move_block all end More Object burning_cathedral_12 editor_folder planes/fire name burning cathedral type 66 face burning_cathedral.x11 x 2 y 3 no_pick 1 move_block all end Object burning_church editor_folder planes/fire name burning church type 66 face burning_church.x11 no_pick 1 client_type 25012 end More Object burning_church_2 editor_folder planes/fire name burning church type 66 face burning_church.x11 x 1 no_pick 1 end More Object burning_church_3 editor_folder planes/fire name burning church type 66 face burning_church.x11 y 1 no_pick 1 end More Object burning_church_4 editor_folder planes/fire name burning church type 66 face burning_church.x11 x 1 y 1 no_pick 1 end Object burning_collesium editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 client_type 25012 end More Object burning_collesium_2 editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 x 1 end More Object burning_collesium_3 editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 x 2 end More Object burning_collesium_4 editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 x 3 end More Object burning_collesium_5 editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 x 4 end More Object burning_collesium_6 editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 y 1 end More Object burning_collesium_7 editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 x 1 y 1 end More Object burning_collesium_8 editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 x 2 y 1 end More Object burning_collesium_9 editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 x 3 y 1 end More Object burning_collesium_10 editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 x 4 y 1 end More Object burning_collesium_11 editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 y 2 end More Object burning_collesium_12 editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 x 1 y 2 end More Object burning_collesium_13 editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 x 2 y 2 end More Object burning_collesium_14 editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 x 3 y 2 end More Object burning_collesium_15 editor_folder planes/fire name burning collesium face burning_collesium.x11 type 66 no_pick 1 x 4 y 2 end Object burning_courthouse editor_folder planes/fire face burning_courthouse.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object burning_courthouse_2 editor_folder planes/fire name burning courthouse face burning_courthouse.x11 type 66 no_pick 1 move_block all x 1 end More Object burning_courthouse_3 editor_folder planes/fire name burning courthouse face burning_courthouse.x11 type 66 no_pick 1 y 1 end More Object burning_courthouse_4 editor_folder planes/fire name burning courthouse face burning_courthouse.x11 type 66 no_pick 1 x 1 y 1 end Object burning_fort editor_folder planes/fire name burning fortress type 66 face burning_fort.x11 no_pick 1 client_type 25012 end More Object burning_fort_2 editor_folder planes/fire name burning fortress type 66 face burning_fort.x11 x 1 no_pick 1 end More Object burning_fort_3 editor_folder planes/fire name burning fortress type 66 face burning_fort.x11 y 1 no_pick 1 end More Object burning_fort_4 editor_folder planes/fire name burning fortress type 66 face burning_fort.x11 x 1 y 1 no_pick 1 end Object burning_fort_sym editor_folder planes/fire name burning fortress type 66 face burning_fort_sym.111 no_pick 1 client_type 25012 end Object burning_fountain editor_folder planes/fire name burning fountain face burning_fountain.111 type 67 animation burning_fountain move_on walk anim_speed 2 client_anim_random 1 no_pick 1 end Object burning_guild editor_folder planes/fire name burning guild face burning_guild.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object burning_guild_2 editor_folder planes/fire name burning guild face burning_guild.x11 type 66 no_pick 1 move_block all x 1 end More Object burning_guild_3 editor_folder planes/fire name burning guild face burning_guild.x11 type 66 no_pick 1 y 1 end More Object burning_guild_4 editor_folder planes/fire name burning guild face burning_guild.x11 type 66 no_pick 1 x 1 y 1 end Object burning_house_1 editor_folder planes/fire name burning house type 66 face burning_house_1.111 no_pick 1 client_type 25012 end Object burning_house_largish editor_folder planes/fire name burning house type 66 face burning_house_larg.x11 no_pick 1 client_type 25012 end More Object burning_house_largish_2 editor_folder planes/fire name burning house type 66 face burning_house_larg.x11 no_pick 1 x 1 end Object burning_house_long editor_folder planes/fire name burning house type 66 face burning_house_long.x11 no_pick 1 client_type 25012 end More Object burning_house_long_2 editor_folder planes/fire name burning house type 66 face burning_house_long.x11 x 1 no_pick 1 end Object burning_house_up editor_folder planes/fire name burning house type 66 face burning_house_up.x11 no_pick 1 client_type 25012 end More Object burning_house_up_2 editor_folder planes/fire name burning house type 66 face burning_house_up.x11 y 1 no_pick 1 end Object burning_house_small editor_folder planes/fire name burning small house type 66 face burning_housesmall.111 no_pick 1 client_type 25012 end Object burning_l_shop1 editor_folder planes/fire name burning shop face burning_l_shop1.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object burning_l_shop1_2 editor_folder planes/fire name burning shop face burning_l_shop1.x11 type 66 no_pick 1 move_block all x 1 end More Object burning_l_shop1_3 editor_folder planes/fire name burning shop face burning_l_shop1.x11 type 66 no_pick 1 y 1 end More Object burning_l_shop1_4 editor_folder planes/fire name burning shop face burning_l_shop1.x11 type 66 no_pick 1 x 1 y 1 end Object burning_market1 editor_folder planes/fire name burning market face burning_market1.111 type 66 no_pick 1 client_type 25012 end Object burning_market2 editor_folder planes/fire name burning market face burning_market2.111 type 66 no_pick 1 client_type 25012 end Object burning_market3 editor_folder planes/fire name burning market face burning_market3.111 type 66 no_pick 1 client_type 25012 end Object burning_shrine editor_folder planes/fire name burning shrine face burning_shrine.111 type 66 no_pick 1 client_type 25012 end Object burning_small_temple editor_folder planes/fire name burning small temple type 66 face burning_smalltemple.111 no_pick 1 client_type 25012 end Object burning_store_alchemy editor_folder planes/fire name burning shop face burning_store_alch.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object burning_store_alchemy_2 editor_folder planes/fire name burning shop face burning_store_alch.x11 type 66 x 1 no_pick 1 move_block all end More Object burning_store_alchemy_3 editor_folder planes/fire name burning shop face burning_store_alch.x11 type 66 y 1 no_pick 1 end More Object burning_store_alchemy_4 editor_folder planes/fire name burning shop face burning_store_alch.x11 type 66 x 1 y 1 no_pick 1 end Object burning_store_armour editor_folder planes/fire name burning shop face burning_store_armo.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object burning_store_armour_2 editor_folder planes/fire name burning shop face burning_store_armo.x11 type 66 x 1 no_pick 1 move_block all end More Object burning_store_armour_3 editor_folder planes/fire name burning shop face burning_store_armo.x11 type 66 y 1 no_pick 1 end More Object burning_store_armour_4 editor_folder planes/fire name burning shop face burning_store_armo.x11 type 66 x 1 y 1 no_pick 1 end Object burning_store_general editor_folder planes/fire name burning shop face burning_store_gene.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object burning_store_general_2 editor_folder planes/fire name burning shop face burning_store_gene.x11 type 66 x 1 no_pick 1 move_block all end More Object burning_store_general_3 editor_folder planes/fire name burning shop face burning_store_gene.x11 type 66 y 1 no_pick 1 end More Object burning_store_general_4 editor_folder planes/fire name burning shop face burning_store_gene.x11 type 66 x 1 y 1 no_pick 1 end Object burning_store_magic editor_folder planes/fire name burning shop face burning_store_magi.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object burning_store_magic_2 editor_folder planes/fire name burning shop face burning_store_magi.x11 type 66 x 1 no_pick 1 move_block all end More Object burning_store_magic_3 editor_folder planes/fire name burning shop face burning_store_magi.x11 type 66 y 1 no_pick 1 end More Object burning_store_magic_4 editor_folder planes/fire name burning shop face burning_store_magi.x11 type 66 x 1 y 1 no_pick 1 end Object burning_store_weapons editor_folder planes/fire name burning shop face burning_store_weap.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object burning_store_weapons_2 editor_folder planes/fire name burning shop face burning_store_weap.x11 type 66 x 1 no_pick 1 move_block all end More Object burning_store_weapons_3 editor_folder planes/fire name burning shop face burning_store_weap.x11 type 66 y 1 no_pick 1 end More Object burning_store_weapons_4 editor_folder planes/fire name burning shop face burning_store_weap.x11 type 66 x 1 y 1 no_pick 1 end Object burning_stronghold editor_folder planes/fire type 66 face burning_stronghold.x11 no_pick 1 move_block all client_type 25012 end More Object burning_stronghold_2 editor_folder planes/fire name burning stronghold type 66 face burning_stronghold.x11 x 1 no_pick 1 move_block all end More Object burning_stronghold_3 editor_folder planes/fire name burning stronghold type 66 face burning_stronghold.x11 x 2 no_pick 1 move_block all end More Object burning_stronghold_4 editor_folder planes/fire name burning stronghold type 66 face burning_stronghold.x11 y 1 no_pick 1 move_block all end More Object burning_stronghold_5 editor_folder planes/fire name burning stronghold type 66 face burning_stronghold.x11 x 1 y 1 no_pick 1 move_block all end More Object burning_stronghold_6 editor_folder planes/fire name burning stronghold type 66 face burning_stronghold.x11 x 2 y 1 no_pick 1 move_block all end More Object burning_stronghold_7 editor_folder planes/fire name burning stronghold type 66 face burning_stronghold.x11 y 2 no_pick 1 move_block all end More Object burning_stronghold_8 editor_folder planes/fire name burning stronghold type 66 face burning_stronghold.x11 x 1 y 2 no_pick 1 end More Object burning_stronghold_9 editor_folder planes/fire name burning stronghold type 66 face burning_stronghold.x11 x 2 y 2 no_pick 1 move_block all end Object burning_t_house2 editor_folder planes/fire name burning town house face burning_t_house2.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object burning_t_house2_2 editor_folder planes/fire name burning town house face burning_t_house2.x11 type 66 no_pick 1 move_block all x 1 end More Object burning_t_house2_3 editor_folder planes/fire name burning town house face burning_t_house2.x11 type 66 no_pick 1 y 1 end More Object burning_t_house2_4 editor_folder planes/fire name burning town house face burning_t_house2.x11 type 66 no_pick 1 x 1 y 1 end Object burning_temple1 editor_folder planes/fire name burning temple face burning_temple1.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object burning_temple1_2 editor_folder planes/fire name temple face burning_temple1.x11 type 66 no_pick 1 move_block all x 1 end More Object burning_temple1_3 editor_folder planes/fire name temple face burning_temple1.x11 type 66 no_pick 1 y 1 end More Object burning_temple1_4 editor_folder planes/fire name temple face burning_temple1.x11 type 66 no_pick 1 x 1 y 1 end Object burningwall_0 editor_folder planes/fire/burningwall name burning wall face burningwall_0.111 animation burningwall_0 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_1_2 editor_folder planes/fire/burningwall name burning wall face burningwall_1.111 animation burningwall_1_2 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_1_4 editor_folder planes/fire/burningwall name burning wall face burningwall_2.111 animation burningwall_1_4 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_2_2_1 editor_folder planes/fire/burningwall name burning wall face burningwall_3.111 animation burningwall_2_2_1 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_1_1 editor_folder planes/fire/burningwall name burning wall face burningwall_4.111 animation burningwall_1_1 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_2_1_1 editor_folder planes/fire/burningwall name burning wall face burningwall_5.111 animation burningwall_2_1_1 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_2_2_2 editor_folder planes/fire/burningwall name burning wall face burningwall_6.111 animation burningwall_2_2_2 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_3_2 editor_folder planes/fire/burningwall name burning wall face burningwall_7.111 animation burningwall_3_2 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_1_3 editor_folder planes/fire/burningwall name burning wall face burningwall_8.111 animation burningwall_1_3 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_2_2_4 editor_folder planes/fire/burningwall name burning wall face burningwall_9.111 animation burningwall_2_2_4 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_2_1_2 editor_folder planes/fire/burningwall name burning wall face burningwall_A.111 animation burningwall_2_1_2 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_3_1 editor_folder planes/fire/burningwall name burning wall face burningwall_B.111 animation burningwall_3_1 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_2_2_3 editor_folder planes/fire/burningwall name burning wall face burningwall_C.111 animation burningwall_2_2_3 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_3_4 editor_folder planes/fire/burningwall name burning wall face burningwall_D.111 animation burningwall_3_4 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_3_3 editor_folder planes/fire/burningwall name burning wall face burningwall_E.111 animation burningwall_3_3 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object burningwall_4 editor_folder planes/fire/burningwall name burning wall face burningwall_F.111 animation burningwall_4 is_animated 1 anim_speed 5 client_anim_random 1 move_block all no_pick 1 blocksview 1 end Object coldmagma editor_folder planes/fire face coldmagma.111 name cold magma animation coldmagma type 102 subtype 7 level 30000 move_on walk is_floor 1 is_animated 1 speed 0.15 no_pick 1 attacktype 4 dam 75 wc -30 lifesave 1 generator 1 other_arch fire_elemental maxsp 5000 generator_limit 5 end Object flaming_tower editor_folder planes/fire name fire tower type 66 face flamingtower.x11 animation flaming_tower is_animated 1 anim_speed 2 client_anim_random 1 no_pick 1 client_type 25012 end More Object flaming_tower_2 editor_folder planes/fire name fire tower type 66 face flamingtower.x11 animation flaming_tower is_animated 1 anim_speed 2 client_anim_random 1 no_pick 1 y 1 end Object lava_lake editor_folder planes/fire/lava face lava_blake_0.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_n editor_folder planes/fire/lava face lava_blake_1.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_e editor_folder planes/fire/lava face lava_blake_2.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_ne editor_folder planes/fire/lava face lava_blake_3.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_s editor_folder planes/fire/lava face lava_blake_4.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_sn editor_folder planes/fire/lava face lava_blake_5.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_se editor_folder planes/fire/lava face lava_blake_6.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_nes editor_folder planes/fire/lava face lava_blake_7.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_w editor_folder planes/fire/lava face lava_blake_8.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_nw editor_folder planes/fire/lava face lava_blake_9.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_ew editor_folder planes/fire/lava face lava_blake_A.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_new editor_folder planes/fire/lava face lava_blake_B.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_sw editor_folder planes/fire/lava face lava_blake_C.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_nse editor_folder planes/fire/lava face lava_blake_D.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_sew editor_folder planes/fire/lava face lava_blake_E.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_center editor_folder planes/fire/lava face lava_blake_F.111 move_block all no_pick 1 is_water 1 is_floor 1 end Object lava_rcrook_ns-ne editor_folder planes/fire/lava face lava_branch_125.111 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rjunct_ns-ne editor_folder planes/fire/lava face lava_branch_125.211 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rjunct_ns-e editor_folder planes/fire/lava face lava_branch_135.111 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rjunct_we-n editor_folder planes/fire/lava face lava_branch_137.111 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rcrook_ns-se editor_folder planes/fire/lava face lava_branch_145.111 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rjunct_ns-se editor_folder planes/fire/lava face lava_branch_145.211 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rcrook_ns-sw editor_folder planes/fire/lava face lava_branch_156.111 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rjunct_ns-sw editor_folder planes/fire/lava face lava_branch_156.211 name lava_river junction move_block all no_pick 1 is_water 1 end Object lava_rjunct_ns-w editor_folder planes/fire/lava face lava_branch_157.111 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rcrook_ns-nw editor_folder planes/fire/lava face lava_branch_158.111 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rjunct_ns-nw editor_folder planes/fire/lava face lava_branch_158.211 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rcrook_we-ne editor_folder planes/fire/lava face lava_branch_237.111 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rjunct_we-ne editor_folder planes/fire/lava face lava_branch_237.211 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rcrook_we-se editor_folder planes/fire/lava face lava_branch_347.111 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rjunct_we-se editor_folder planes/fire/lava face lava_branch_347.211 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rjunct_we-s editor_folder planes/fire/lava face lava_branch_357.111 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rcrook_we-sw editor_folder planes/fire/lava face lava_branch_367.111 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rjunct_we-sw editor_folder planes/fire/lava face lava_branch_367.211 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rcrook_we-nw editor_folder planes/fire/lava face lava_branch_378.111 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_rjunct_we-nw editor_folder planes/fire/lava face lava_branch_378.211 name lava river junction move_block all no_pick 1 is_water 1 end Object lava_bridge_ns editor_folder planes/fire/lava face lava_bridge_15.111 name lava bridge no_pick 1 is_water 1 end Object lava_bridge_we editor_folder planes/fire/lava face lava_bridge_37.111 name lava bridge no_pick 1 is_water 1 end Object lava_ford_ns editor_folder planes/fire/lava face lava_ford_ns.111 name lava ford no_pick 1 is_water 1 end Object lava_ford_we editor_folder planes/fire/lava face lava_ford_we.111 name lava ford no_pick 1 is_water 1 end Object lava_biglake_0 editor_folder planes/fire/lava face lava_blake_0.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_3_3 editor_folder planes/fire/lava face lava_blake_1.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_3_4 editor_folder planes/fire/lava face lava_blake_2.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_2_2_3 editor_folder planes/fire/lava face lava_blake_3.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_3_1 editor_folder planes/fire/lava face lava_blake_4.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_2_1_2 editor_folder planes/fire/lava face lava_blake_5.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_2_2_4 editor_folder planes/fire/lava face lava_blake_6.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_1_3 editor_folder planes/fire/lava face lava_blake_7.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_3_2 editor_folder planes/fire/lava face lava_blake_8.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_2_2_2 editor_folder planes/fire/lava face lava_blake_9.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_2_1_1 editor_folder planes/fire/lava face lava_blake_A.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_1_1 editor_folder planes/fire/lava face lava_blake_B.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_2_2_1 editor_folder planes/fire/lava face lava_blake_C.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_1_4 editor_folder planes/fire/lava face lava_blake_D.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_1_2 editor_folder planes/fire/lava face lava_blake_E.111 move_block all no_pick 1 is_water 1 end Object lava_biglake_4 editor_folder planes/fire/lava face lava_blake_F.111 move_block all no_pick 1 is_water 1 is_floor 1 end Object lava_river_se-n editor_folder planes/fire/lava face lava_river_14.111 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_n-s editor_folder planes/fire/lava face lava_river_15.111 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_sw-n editor_folder planes/fire/lava face lava_river_16.111 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_ne-s editor_folder planes/fire/lava face lava_river_25.111 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_sw-ne editor_folder planes/fire/lava face lava_river_26.111 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_sw-ne_l editor_folder planes/fire/lava face lava_river_26.211 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_sw-ne_u editor_folder planes/fire/lava face lava_river_26.311 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_ne-w editor_folder planes/fire/lava face lava_river_27.111 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_sw-e editor_folder planes/fire/lava face lava_river_36.111 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_w-e editor_folder planes/fire/lava face lava_river_37.111 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_nw-e editor_folder planes/fire/lava face lava_river_38.111 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_se-w editor_folder planes/fire/lava face lava_river_47.111 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_nw-se editor_folder planes/fire/lava face lava_river_48.111 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_nw-se_l editor_folder planes/fire/lava face lava_river_48.211 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_nw-se_u editor_folder planes/fire/lava face lava_river_48.311 name lava river move_block all no_pick 1 is_water 1 end Object lava_river_nw-s editor_folder planes/fire/lava face lava_river_58.111 name lava river move_block all no_pick 1 is_water 1 end Object lava_sea editor_folder planes/fire/lava face lava_sea.111 name lava animation lava_sea anim_speed 5 client_anim_random 1 move_block all no_pick 1 is_water 1 is_floor 1 end Object lava_sea1 editor_folder planes/fire/lava name lava face lava_sea.111 animation lava_sea1 anim_speed 5 client_anim_random 1 no_pick 1 is_water 1 is_floor 1 end Object lava_well editor_folder planes/fire type 66 face lava_well.111 no_pick 1 client_type 25012 end Object magma editor_folder planes/fire face magma.111 animation magma move_on walk is_floor 1 is_animated 1 speed 0.15 no_pick 1 attacktype 4 dam 75 wc -30 lifesave 1 type 102 subtype 7 level 30000 generator 1 other_arch fire_elemental maxsp 5000 generator_limit 5 end Object guild_force editor_folder player name GUILD_FORCE invisible 1 applied 1 type 114 face blank.111 no_drop 1 speed 0 end Object no_class_face_change editor_folder player name NOCLASSFACECHANGE invisible 1 applied 1 type 114 face blank.111 no_drop 1 speed 0 end Object rank_force editor_folder player name RANK_FORCE invisible 1 applied 1 type 114 face blank.111 no_drop 1 speed 0 end #Object cleric_class #race cleric #anim_suffix class_cleric #name cleric #randomitems cleric_class_items #face cleric.151 #animation cleric_class #is_animated 1 #anim_speed -1 #type 37 #level 1 #ac 10 #wc 21 #dam 1 #can_use_shield 1 #can_use_armour 1 #can_use_weapon 1 #alive 1 #weight 70000 #food 500 #speed 0.5 #attacktype 1 #Str 0 #Dex -1 #Con -1 #Wis 2 #Cha 1 #Int -2 #Pow 1 #end Object monk_class editor_folder player/class/Religious name monk anim_suffix class_monk randomitems monk_class_items face monk.151 animation monk_class is_animated 1 anim_speed -1 type 37 can_use_weapon 1 Str 2 Dex 2 Con 1 Wis 1 Int -1 msg Skills: Karate, Missile Weapons, Prayer, Sense Magic, Sense Curse, Meditation Items: robe, sandals, rucksack Special: cannot wield weapons --- In the Monastery, they believed in mental discipline and peace through physical training, meditation, and, to a lesser extent, religious devotion. Your mental equilibrium requires you to forego the use of weapons, but your physical training in karate means you're not helpless. Your inner peace grants you the ability to regenerate faster and to sense metaphysical auras. endmsg end Object monk_no_use_weapon editor_folder player/class/Religious name no weapon force invisible 1 type 114 face blank.111 neutral 1 no_drop 1 end Object paladin_class editor_folder player/class/Religious name paladin anim_suffix class_paladin randomitems paladin_class_items face paladin.171 type 37 animation paladin_class is_animated 1 anim_speed -1 Str 0 Dex -1 Con 0 Int -2 Wis 2 Pow 1 Cha 1 msg Skills: 1H Weapons, 2H Weapons, Ranged Weapons, Oratory Items: sword, shield, heavy armor, prayerbook, holy symbol Special: resist magic +30 --- You are a militant priest, with an emphasis on 'priest'. You've been taught archery and the use of weapons, but great care has been taken that you're doctrinally correct. Now you've been sent out in the world to convert the unrighteous and destroy the enemies of the faith. Your churchmembers have been charged a pretty penny to equip you for the job! All other areas of your education have been neglected. Perhaps aware of your deficiency, your superiors have given you some measure of protection from magic. endmsg end Object paladin_holy_symbol editor_folder player/class/Religious name Paladin's holy symbol face holy_symbol.111 type 74 skill praying material 20 nrof 1 value 1500 weight 5000 resist_magic 30 body_skill -1 client_type 451 end Object priest_class editor_folder player/class/Religious anim_suffix class_priest name priest randomitems priest_class_items face priestnew.171 type 37 animation priest_class is_animated 1 anim_speed -1 Str -2 Dex -2 Con -1 Int 0 Wis 3 Pow 2 Cha 2 msg Skills: 1H Weapons, 2H Weapons, Praying, Sense Curse Items: quarterstaff, robe, amulet, 2 prayerbooks --- As a priest, you've learned an intense devotion to your god, and you've learned how to channel the energies your god vouchsafes to his devotees. You've been taught the use of weapons, but only cursorily, and your physical training has been lacking in general. Since you're in tune with the holy powers, you can tell when a god has marked an object as accursed. endmsg end Object ninja_class editor_folder player/class/Thief name ninja anim_suffix class_ninja randomitems ninja_class_items face ninja.151 animation ninja_class is_animated 1 anim_speed -1 type 37 Str 1 Dex 2 Con 1 Int 0 Wis -2 Pow -2 Cha -1 msg Skills: Karate, 1H Weapons, 2H Weapons, Ranged Weapons, Hiding, Jumping Items: nunchaku, light armor, cloak, bag --- As a member of the secret society of the Ninja, you've been taught archery, the use of weapons, and also the art of combat without weapons. Your style of combat favours sneak attacks, so you've been taught how to be inconspicuous and to appear in places you're not expected. You have had no introduction to either religious devotion or magic. endmsg end Object thief_class editor_folder player/class/Thief name thief anim_suffix class_thief randomitems thief_class_items face thief.171 animation thief_class is_animated 1 anim_speed -1 type 37 Str 0 Dex 3 Con -2 Int 1 Wis -1 Pow -1 Cha -3 msg Skills: 1H Weapons, 2H Weapons, Ranged Weapons, Bargaining, Stealing Items: sword, cloak, light armor, lockpicks, sack --- Trained as a thief from a young age, you've learned both to steal, and to assess how much a fence will give you for your "finds". You've had some weaponry training, including archery, this being advisable to someone who is likely to have acrimonious disagreements about the ownership of valuable objects. You've had no time for either religious devotion or the study of magecraft, but your quick wits have been enough to keep you alive so far. endmsg end #Object mountain_dwarf_class #name mountain dwarf #anim_suffix class_mountain_dwarf #randomitems barbarian_class_items #face mountain_dwarf.151 #animation mountain_dwarf_class #is_animated 1 #anim_speed -1 #type 37 #Str 4 #Dex 1 #Con 4 #Int -6 #Wis -1 #Pow -1 #Cha -4 #end Object barbarian_class editor_folder player/class/Warrior name barbarian anim_suffix class_barbarian randomitems barbarian_class_items face barbarian.151 animation barbarian_class is_animated 1 anim_speed -1 type 37 Str 3 Dex 2 Con 3 Int -6 Wis -1 Pow -1 Cha -2 msg Skills: 1H Weapons, 2H Weapons, Missile Weapons, Climbing, Woodsman Items: mace, shield, light armor, sack Special: starts without Literacy or Use Magic Item skills --- Growing up in the howling wilderness, you've had no chance to pursue anything remotely intellectual, let alone learn your letters! It's amazing you ever thought of leaving your hovel and going somewhere else, you're so ignorant. But now you have. You find that you're a lot tougher and stronger than these cityfolk, and you know how to get around in rough terrain. You've learned archery in order to fill your cookpot, and weaponry is second nature to anyone who's had to fight with the local orc-tribe over food once a month. You're deeply afraid of magic, and it'll be a while before you get over that and develop any facility with it. You've no particular problem with the idea of gods, but you don't know much about them. endmsg end Object ranger_class editor_folder player/class/Warrior name ranger randomitems ranger_class_items anim_suffix class_ranger face ranger.151 animation ranger_class msg Skills: 1H Weapons, Woodsman, Missile Weapons, Hiding Items: hunter's bow & arrows, dagger --- Straddling the gaps between wild places and civilization, you feel equally comfortable in both an inn and a forest. Your frequent use of bow and arrow to procure food has given you a hunter's cunning, stealth, and speed, but has not allowed you to devote time to learn to command magic nor to following any particular diety. You're also a bit terse and straightforward, which is generally offputting to the wealthier folks in town, but most commoners don't seem to mind. You're no stranger to goblin raids, and have defended your hauls from them on many occasions. endmsg is_animated 1 anim_speed -1 type 37 level 1 Str 1 Dex 2 Con -1 Int 2 Wis 0 Pow -4 Cha -1 end Object swashbuckler_class editor_folder player/class/Warrior name swashbuckler randomitems swashbuckler_class_items anim_suffix class_swashbuckler face swashbuckl.151 animation swashbuckler_class is_animated 1 anim_speed -1 type 37 Str 1 Dex 2 Con 1 Int -1 Wis -2 Pow -1 Cha 1 msg Skills: 1H Weapons, 2H Weapons, Stealing, Singing Items: dagger, sword, amulet, sack --- Shipboard most of your life, you've learned good balance and agility, and you've also become strong and hardy. Because of occasional oarswork, you and your shipmates have an admirable command of rhythm, and you can sing well. You've learned to make the most of your time in port: after passing out drunk in a bar and waking to find yourself short your pay, you've found ways to acquire new capital, or at the very least, talk someone into helping you out of your fix. On numerous occasions, you've taken up arms and bow in defense of your ship, so you're facile with weapons, but you've had no chance to learn magic or the ways of gods. endmsg end Object warlock_class editor_folder player/class/Warrior name warlock randomitems warlock_class_items face mage.151 anim_suffix class_warlock animation warlock_class is_animated 1 anim_speed -1 type 37 Str 1 Dex -1 Con 1 Int 0 Wis -2 Pow 1 msg Skills: 1H Weapons, 2H Weapons, Ranged Weapons Items: sword, light armour, evocation talisman, 2 spellbooks Attuned: fire, frost, electricity (talisman) Repelled: summoning, mind, transmutation, transference (talisman) --- You've divided your time between learning magic and learning weapons, but have totally disregarded religious devotion. You're physically stronger and hardier because of your training, and you know the use of weapons and bows. However, you're just a bit clumsy in both weaponry and magic because you've had to divide your time between them. This lack of focus has prevented you from fully developing your magical potential, so you are still reliant on a talisman to help you channel mana. endmsg end Object warrior_class editor_folder player/class/Warrior name warrior randomitems warrior_class_items anim_suffix class_warrior face warrior.151 animation warrior_class is_animated 1 anim_speed -1 type 37 Str 2 Dex 1 Con 1 Int -2 Wis -1 Pow -1 msg Skills: 1H Weapons, 2H Weapons, Ranged Weapons Items: sword, shield, medium armour, sack --- As a Warrior you've been trained in the art of combat with weapons and in archery. Because of your training, you're stronger, more agile, and hardier than you would be otherwise. Your education, however, has not included studies in the magical arts or religious devotion, and, in general, lacks breadth. endmsg end Object alchemist_class editor_folder player/class/Wizardry name alchemist anim_suffix class_alchemist randomitems alchemist_class_items face alchemist.151 animation alchemist_class is_animated 1 anim_speed -1 type 37 Str -3 Dex 0 Con -1 Int 3 Wis 0 Pow 1 msg Skills: 1H Weapons, Alchemy, Thaumaturgy Items: dagger, robe, summoning talisman, spellbook, cauldron Special: start with Alchemy spell Attuned: detonation, transmutation (talisman) --- Your specialty is magical devices and concoctions, but you've also had some training in weaponry, so that you could fend off townsfolk angered by the vile reeks that frequently emanate from your workshop. Searching for the ultimate recipe and trying to recover lost knowledge has sharpened your wits considerably. Your focus, however, has left little time for physical training, and your sedentary lifestyle has weakened you. Your dependence on magical devices extends to the use of a talisman to channel mana. The talisman has become attuned to detonation and transmutation because of the way you have used it. endmsg end Object talisman_alchemist editor_folder player/class/Wizardry name Alchemist's talisman face talisman.111 type 74 weight 1000 value 3000 nrof 1 material 12 path_attuned 16896 client_type 451 body_skill -1 skill summoning end Object devotee_class editor_folder player/class/Wizardry name devotee anim_suffix class_devotee randomitems devotee_class_items face wizard_white.171 animation wizard_white is_animated 0 type 37 Str -2 Dex 0 Con -2 Int 0 Wis 2 Pow 2 Cha 1 msg Skills: 1H Weapons, Praying, Evocation Items: dagger, robe, prayerbook, 2 spellbooks --- The axis of your existence is your devotion to your god, but you've also been busy in other areas. Your sensitivity to godly powers has also caused your natural magical ability to bloom, and your religious order has encouraged your study. Your religious superiors have forced you to learn weaponry against your choice, but you will find that they were wise to do so. You haven't trained as assiduously as you should have, so you are soft and weak. endmsg end Object evoker_class editor_folder player/class/Wizardry name evoker anim_suffix class_evoker randomitems evoker_class_items face evoker.151 animation evoker_class is_animated 1 anim_speed -1 type 37 Str -2 Dex 0 Con -1 Int 0 Wis 0 Pow 3 msg Skills: 1H Weapons Items: staff, sword, robe, evoker talisman, 2 spellbooks Attuned: fire, frost, electricity (talisman) Repelled: summoning, mind, transmutation, transference (talisman) --- Your specialty is the use of attack spells in combat. You practice these spells daily, and your capacity to cast them has increased hugely. You've had some training in weaponry to help defend yourself, but you tend to leave most of the fighting to others, so your physical training has been somewhat lacking. You've never learned to use magic innately, but instead rely on a magic talisman to channel mana for you. The attack spells have imprinted themselves somewhat on your talisman, making it good for those and less useful for anything else. You have not been trained in religious devotion: however, you come from a religious family and will have no particular difficulty taking up the service of a god. endmsg end Object talisman_evoker editor_folder player/class/Wizardry name Evoker's talisman face talisman.111 type 74 weight 1000 value 3000 nrof 1 material 12 path_attuned 14 path_repelled 50240 client_type 451 body_skill -1 skill evocation end Object sorcerer_class editor_folder player/class/Wizardry name sorcerer anim_suffix class_sorcerer randomitems sorcerer_class_items face sorcerer.171 animation sorcerer_class is_animated 1 anim_speed -1 type 37 Str -3 Dex 2 Con -3 Int 3 Wis -2 Pow 3 msg Skills: Sorcery, Sense Magic, Thaumaturgy Items: robe, sorcerer's hat, 3 spellbooks Special: hat improves evasion and spellcasting --- Your study of magic has been obsessive. Your frequent practice has greatly enhanced your powers, and your intellect has been sharpened enormously by your quest for ever better ways to channel energies. Those who used to mock your frailty now fear your magical prowess. On the other hand, you have totally neglected physical training. You are soft and weak, and have no knowledge of weaponry. Your study of magical devices allows you to notice when an object has a magical aura, and you are often able to fathom the purpose of magical devices. endmsg end Object sorcerer_hat editor_folder player/class/Wizardry name Sorcerer's hat nrof 1 type 34 face sorcerer_hat.111 animation sorcerer_hat speed 0.1 last_sp 12 ac 1 sp 1 weight 1000 material 128 body_head -1 client_type 270 end Object summoner_class editor_folder player/class/Wizardry name summoner anim_suffix class_summoner randomitems summoner_class_items face wizard_yellow.171 animation wizard_yellow is_animated 0 type 37 Str -1 Dex 0 Con -1 Int 1 Wis 0 Pow 1 msg Skills: 1H Weapons, Praying Items: sword, robe, 2 spellbooks, summoner talisman Attuned: summoning (talisman) Repelled: turning (talisman) --- You've had more of an emphasis on physical training than most spellcasters, at the expense of less practice with spellcasting. You've never learned to use magic innately, but instead rely on a magic talisman to channel mana for you. Your work has leaned heavily toward the art of summoning creatures to help you in a fight, and your talisman has become attuned to that. That attunement, however, makes it harder for you to reject unwanted creatures. You've also had a reasonable education in religious devotion. endmsg end Object talisman_summoner editor_folder player/class/Wizardry name Summoner's talisman face talisman.111 type 74 weight 1000 value 3000 nrof 1 material 12 path_attuned 64 path_repelled 65536 client_type 451 body_skill -1 skill summoning end Object wizard_class editor_folder player/class/Wizardry race human anim_suffix class_wizard name wizard randomitems wizard_class_items face wizard.171 animation wizard_class is_animated 1 type 37 Str -3 Dex 0 Con -3 Wis 0 Int 3 Pow 3 Cha 0 msg Skills: 1H Weapons, Praying, Sorcery Items: dagger, robe, 2 spellbooks --- You're the generalist of the spellcasters. You've emphasized the use of magic and studied all its areas equally. You've learned something about the gods and religious devotion as well. To a much lesser extent, you've studied weaponry, but you've not had much physical training: you're mostly sedentary, and so you're not nearly so strong and healthy as you could be. endmsg end Object dragon_ability_xrays editor_folder player/dragon_ability name xrays msg Your senses are stimulated. You gain the ability of X-ray vision! endmsg type 114 invisible 1 xrays 1 no_drop 1 end Object direct_attune_fire editor_folder player/dragon_ability name attune fire type 114 invisible 1 path_attuned 2 no_drop 1 end Object direct_attune_cold editor_folder player/dragon_ability name attune cold type 114 invisible 1 path_attuned 4 no_drop 1 end Object direct_attune_elec editor_folder player/dragon_ability name attune electricity type 114 invisible 1 path_attuned 8 no_drop 1 end Object fire_clawing editor_folder player/dragon_ability name fire claws title clawing msg Your claws are enveloped in a hot blazing fire! endmsg type 74 subtype 31 invisible 1 attacktype 4 no_drop 1 skill clawing animation pl_dragon_r end Object ice_clawing editor_folder player/dragon_ability name ice claws title clawing msg Your claws are covered with shards of ice! endmsg type 74 subtype 31 invisible 1 attacktype 16 no_drop 1 skill clawing animation pl_dragon_bl end Object electric_clawing editor_folder player/dragon_ability name electric claws title clawing msg Your claws emit sparks of electricity! endmsg type 74 subtype 31 skill clawing invisible 1 attacktype 8 no_drop 1 animation pl_dragon_blue end Object poison_clawing editor_folder player/dragon_ability name poison claws title clawing msg Your claws are now poisoned! endmsg type 74 subtype 31 skill clawing invisible 1 attacktype 1024 no_drop 1 animation pl_dragon_g end Object spelldirect_ball_lightning editor_folder player/dragon_ability anim_suffix spellcasting name ball lightning name_pl ball lightning face spell_evocation.111 type 101 subtype 35 level 9 value 90 sp 10 casting_time 30 skill evocation path_attuned 8 other_arch ball_lightning dam 8 dam_modifier 3 duration 40 duration_modifier 1 maxsp 15 attacktype 10 no_drop 1 invisible 1 end Object spelldirect_dragonbreath editor_folder player/dragon_ability anim_suffix spellcasting name dragonbreath name_pl dragonbreath face spell_pyromancy.111 level 12 sp 13 casting_time 30 path_attuned 2 other_arch firebreath dam 4 dam_modifier 3 range 7 duration 2 range_modifier 5 maxsp 11 type 101 subtype 7 value 120 attacktype 4 no_drop 1 invisible 1 skill pyromancy end Object spelldirect_large_icestorm editor_folder player/dragon_ability anim_suffix spellcasting name large icestorm name_pl large icestorm face spell_evocation.111 level 12 sp 13 casting_time 40 path_attuned 4 other_arch icestorm dam 4 dam_modifier 3 range 14 duration 2 range_modifier 5 maxsp 11 type 101 subtype 7 value 120 attacktype 18 no_drop 1 invisible 1 skill evocation end Object spelldirect_poison_cloud editor_folder player/dragon_ability anim_suffix spellcasting name poison cloud name_pl poison cloud face spell_sorcery.111 level 2 sp 5 casting_time 10 path_attuned 16 other_arch poisonbullet dam 0 dam_modifier 3 range 4 duration 4 maxsp 8 type 101 subtype 5 value 20 attacktype 1026 no_drop 1 invisible 1 skill sorcery food 5 end Object dwarf_player editor_folder player/race name dwarf race dwarf randomitems dwarf_player_items face dwarf_p.151 msg Skills: Smithery Special: darkvision --- The Dwarves are the hardy scions of Mostrai. The traditional profession of the dwarf is smithery, and you'll be hard-pressed to find a dwarf who is not competent at it. Whether their great strength and hardiness leads them to become smiths and miners, or whether their profession leads to their strength and hardiness is unknown. Their thick musculature makes them slow of body, and seemingly, some of their muscle has crept into their brain. Perhaps their repetitive tasks dull their minds, perhaps they're simply born dumb. Dwarves can see in the dark, but they're slightly impious and tend to be a bit poor at controlling magic. Despite this, there are indeed dwarven clerics and mages. They're just not quite as good as human clerics or mages. endmsg animation dwarf_player is_animated 1 anim_speed -1 type 1 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_see_in_dark 1 alive 1 weight 80000 food 999 speed 1 attacktype 1 Str 3 Dex -2 Con 4 Int -2 Wis -1 Pow -2 Cha -1 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 body_leg 2 maxhp 30 maxsp 30 maxgrace 30 sound_chance 100 end Object dwarf_player_force editor_folder player/race name dwarf_force invisible 1 type 114 speed 0 end Object elf_player editor_folder player/race race faerie name elf randomitems elf_player_items face elf.151 msg Skills: Bowyer, Woodsman, Missile Weapons Items: enchanted bow & arrows Special: slow HP regen, fast SP regen, darkvision --- An Elf is a child of Faerie, a scion of Lythander. Being of Faerie, they heal more slowly than other races, but mana flows into them more quickly. They also need far less food than other races. Every elf is taught the use of a bow, but their long lives allow them to take up any trade. They are weaker and less hardy than humans, but quicker of body and mind, and generally make more powerful spellcasters. However, they have a notoriously offhanded attitude toward their religious devotions and make poor priests. As a race, Elves possess a preternatural beauty and eyes that see in the dark. endmsg animation elf_player is_animated 1 anim_speed -1 type 1 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_see_in_dark 1 alive 1 weight 70000 food 500 speed 1 attacktype 1 Str -2 Dex 3 Con -2 Int 2 Wis -3 Pow 2 Cha 4 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 body_leg 2 maxhp 30 maxsp 30 maxgrace 30 sound_chance 100 end Object elf_player_force editor_folder player/race name elf_force invisible 1 can_see_in_dark 1 sp 1 hp -1 food 2 type 114 face blank.111 applied 1 no_drop 1 speed 0 end Object fenx_player editor_folder player/race name fenx race fenx randomitems fenx_player_items face fenx.150 msg Skills: Woodsman, Missile Weapons, Jumping, Singing Items: bow & arrows, quiver --- Fenxes, also called Fendrakhis by other speaking races, are humanoids that have some fox-like attributes. A little smaller than humans, they are agile and clever, but usually share little affinity with magical forces. Their keen sense of smell helps them find trails and safe food in the wilderness. Once an important race of Bigworld, they were forced to hide into the Great Forest after they lost an important war against Humans, a long time ago. endmsg animation fenx_player is_animated 1 anim_speed -1 type 1 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 65000 food 999 speed 1 attacktype 1 Str 0 Dex 4 Con 0 Wis -2 Cha 2 Int 2 Pow -4 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 body_leg 2 maxhp 30 maxsp 30 maxgrace 30 sound_chance 100 end Object fireborn_player editor_folder player/race name fireborn race fire_elemental randomitems fireborn_player_items face fireborn.111 msg Skills: Levitation, Flame Touch, Praying, Pyromancy Resistances: ghosthit -50, cold -30; immune to poison and fire Attunements: attuned fire Special: cannot use weapons or armor; can wear 4 rings; glowing aura; fast SP regen. --- Legends say that fireborn are sparks struck off the anvil of creation, with life and spirit, and eventually mind. Those who research magic think that they are relatives of some kind to will o' the wisps. An observer seeing one for the first time would see a strangely intelligent vortex of flame somehow carrying items without burning them. Their insubstantial nature makes them both very weak and very quick. Their minds are agile, and they are able to commune well with the gods. However, their area of excellence is magic. They spellcast more powerfully than any other race, and mana flows into them readily. They can even cast cold spells with devastating effectiveness. They all know a basic fire spell. They have the ability to levitate at will, and they can touch to burn. As they gain more power, they are increasingly difficult to hit with weapons. However, they cannot use weapons or armour, and thereby miss out on many benefits (including powerful magical enchantments) those items may bring. Fire does not harm them, nor poison. Cold, spiritual drain, and physical drain present great peril to them. By their fiery nature, they glow like a bonfire. This removes the need for them to carry a torch into dark dungeons, but at the same time can attract unfriendly monsters. endmsg animation fireborn_player is_animated 1 type 1 level 1 ac 0 wc 21 dam 0 can_use_shield 0 can_use_armour 0 can_use_weapon 0 path_attuned 2 alive 1 weight 30000 food 999 speed 1 attacktype 5 Str -5 Dex 4 Con 0 Int 2 Wis 2 Cha -2 Pow 7 resist_fire 100 resist_poison 100 resist_cold -30 resist_ghosthit -50 body_range 1 body_neck 2 body_skill 1 body_finger 4 glow_radius 4 maxhp 30 maxsp 30 maxgrace 30 sound_chance 100 end Object fireborn_player_force editor_folder player/race name Fireborn_Force invisible 1 sp 2 applied 1 type 114 face blank.111 no_drop 1 speed 0 end Object gnome_player editor_folder player/race name gnome race dwarf randomitems gnome_player_items face gnome_p.151 msg Skills: Praying Special: darkvision, lucky --- Gnomes and dwarves look so much alike that some speculate that they are the same race, but with very different cultures. No one has been able to talk a Dwarf and a Gnome into attempting interbreeding, however, which would settle the issue. Dwarves and gnomes have a disgust for one another and both find the thought of intimacy with the other repulsive. Despite that, they coexist peacefully enough: perhaps because their interests and needs never conflict. Gnomes do not have nearly the strength or hardiness of dwarves, and they are even more clumsy. They are quite spiritual, and make very good priests, and many are very strong magicians. They can see in the dark, and their familiarity with the gods seems to bring a general blessing of good luck on all Gnomekind. endmsg animation gnome_player is_animated 1 anim_speed -1 type 1 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_see_in_dark 1 alive 1 weight 50000 food 999 speed 1 luck 1 attacktype 1 Str -1 Dex -3 Con -2 Int 0 Wis 3 Pow 3 Cha 0 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 body_leg 2 maxhp 30 maxsp 30 maxgrace 30 sound_chance 100 end Object gnome_player_force editor_folder player/race name gnome force invisible 1 speed 0 type 114 applied 1 no_drop 1 end Object halfling_player editor_folder player/race name halfling race halfling randomitems halfling_player_items face halfling.151 msg Skills: Stealing, Hiding Resistances: drain +30 Special: lucky --- Halflings are another sub-race of humankind, like the Northman. They are much smaller and shorter than humans, so they are weaker, but they are far quicker and hardier. They're quite unreligious, but many take up magic. Their small size lets them hide more effectively, and for some reason chance seems to favor them with good luck. They are also surprisingly resistant to loss of lifeforce. endmsg animation halfling_player is_animated 1 anim_speed -1 type 1 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 40000 food 999 speed 1 luck 1 attacktype 1 resist_drain 30 Str -4 Dex 3 Con 4 Wis -3 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 body_leg 2 maxhp 30 maxsp 30 maxgrace 30 sound_chance 100 end Object halfling_force editor_folder player/race name halfling force invisible 1 speed 0 type 114 applied 1 no_drop 1 end Object human_player editor_folder player/race name human race human randomitems human_player_items face human.151 msg Skills: random (starts with a skill scroll) --- Humans are the generalists of the races. They are fit for any trade, and usually pick up a skill from their parents in addition to what they've learned as apprentices in their craft. endmsg animation human_player is_animated 1 anim_speed -1 type 1 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 alive 1 weight 70000 food 999 speed 1 attacktype 1 Str 0 Dex 0 Con 0 Wis 0 Cha 0 Int 0 Pow 0 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 body_leg 2 maxhp 30 maxsp 30 maxgrace 30 sound_chance 100 end Object human_player_force editor_folder player/race name human force invisible 1 speed 0 type 114 applied 1 no_drop 1 end Object northman_player editor_folder player/race name northman race human randomitems northman_player_items face viking.151 msg Resistances: cold +30 Attunements: repelled fire Items: horned helmet --- Northmen are simply humans who have been shaped by their harsh environment. They are stronger, quicker, and hardier than most humans, but also stupid and impious. Most races also consider them a bit unattractive. They have some resistance to cold, but the few of them who take up magic find it difficult to master fire spells. endmsg animation northman_player resist_cold 30 is_animated 1 anim_speed -1 type 1 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 path_repelled 2 alive 1 weight 70000 food 500 speed 0.5 attacktype 1 Str 1 Dex 1 Con 2 Int -2 Wis -1 Pow -1 Cha -1 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 body_leg 2 maxhp 30 maxsp 30 maxgrace 30 sound_chance 100 end Object northman_player_force editor_folder player/race name northman force invisible 1 speed 0 type 114 applied 1 no_drop 1 end Object pl_dragon editor_folder player/race name fire hatchling race dragon randomitems dragon_player_items face pl_dragon_r.151 msg Skills: Clawing, Levitation, Woodsman, Pyromancy Spells: Burning Hands, Medium Fireball Special: cannot use weapons or most armor; gain resistances by eating corpses; leveling improves natural armor and can grant elemental abilities. --- Dragons are completely different than any other race. Their vast size and bizarre body prevents them both from wearing armour and wielding weapons -- tools that they disdain in any case. Instead, they are gifted with the ability to evolve and grow stronger by eating the flesh of their defeated foes. Over the years, their dragonhide hardens and it can provide better protection than the best armour. Instead of wielding weapons, they use their sharp and lethal claws in combat. Moreover, dragons have a natural talent for magic. Dragons are very interested in the lore of the elements and usually choose to specialize. While focusing their metabolism on a certain element, they can gain various new abilities -- including new spells, enhanced claws and more. Eventually, a dragon is able to evolve from the hatchling stage into a grown-up terrifying ancient dragon. endmsg animation pl_dragon_r is_animated 1 anim_speed -1 type 1 level 1 ac 5 wc 21 dam 10 alive 1 weight 70000 food 999 speed 1 attacktype 1 can_use_shield 0 can_use_armour 0 can_use_weapon 0 Str 5 Dex 0 Con 6 Wis -8 Int -3 Pow 5 body_range 1 body_arm 0 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_wrist 2 body_waist 1 maxhp 30 maxsp 30 maxgrace 30 race_choice_1 dragon_ability_force_fire dragon_ability_force_cold dragon_ability_force_electricity dragon_ability_force_poison race_choice_description_1 Choose a dragon focus sound_chance 100 end Object dragon_skin_force editor_folder player/race name dragon skin invisible 1 type 114 face blank.111 applied 1 no_drop 1 end Object dragon_ability_force editor_folder player/race name dragon ability title fire hatchling invisible 1 type 114 exp 2 face blank.111 neutral 1 no_drop 1 end Object dragon_ability_force_fire editor_folder player/race name Fire hatchling focus title fire hatchling invisible 1 type 10 exp 2 neutral 1 no_drop 1 face pl_dragon_r.151 animation pl_dragon_r is_animated 1 anim_speed -1 auto_apply 1 end Object dragon_ability_force_electricity editor_folder player/race name Electricity hatchling focus title electricity hatchling invisible 1 type 10 exp 3 neutral 1 no_drop 1 face pl_dragon_blue.151 animation pl_dragon_blue is_animated 1 anim_speed -1 auto_apply 1 end Object dragon_ability_force_cold editor_folder player/race name Cold hatchling focus title cold hatchling invisible 1 type 10 exp 4 neutral 1 no_drop 1 face pl_dragon_bl.151 animation pl_dragon_bl is_animated 1 anim_speed -1 auto_apply 1 end Object dragon_ability_force_poison editor_folder player/race name Poison hatchling focus title poison hatchling invisible 1 type 10 exp 10 neutral 1 no_drop 1 face pl_dragon_g.151 animation pl_dragon_g is_animated 1 anim_speed -1 auto_apply 1 end Object pl_half_orc editor_folder player/race name half orc race goblin randomitems half_orc_player_items face pl_half_orc.151 msg Skills: Stealing Resistances: poison +30 Attunements: repelled turning Special: darkvision --- Half-Orcs are usually the product of rape, slavery, or some such unpleasantness. They look it too: Half-Orcs are rather ugly. On average, they're stronger, a bit quicker, and hardier than humans, but also stupid, impious, and unmagical. They're resistant to poison and can see in the dark, and every half-orc seems to know how to steal. endmsg animation pl_half_orc is_animated 1 anim_speed -1 no_pick 1 alive 1 level 1 wc 21 ac 10 dam 1 type 1 speed 1 weight 70000 food 999 resist_poison 30 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_see_in_dark 1 path_repelled 65536 Str 2 Dex 1 Con 2 Int -2 Wis -2 Pow -1 Cha -3 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 body_leg 2 maxhp 30 maxsp 30 maxgrace 30 sound_chance 100 end Object half_orc_player_force editor_folder player/race name half_orc_force invisible 1 speed 0 type 114 applied 1 no_drop 1 end Object quetzalcoatl_player editor_folder player/race name quetzalcoatl race reptile randomitems quetzalcoatl_player_items face quetzalcoatl.131 msg Skills: Levitation, Clawing, Pyromancy Spells: Burning Hands, Fireball Resistances: cold -30, fire immune Attunements: attuned fire Special: cannot use shields, armor, boots, or helmets --- Quetzalcoatls are a strange mix of snake, bird, human, and a dash of the divine. They are able to manipulate objects with their claws. They are amazingly strong, very quick, and amazingly hardy, but quite stupid and impious (despite the dash of divinity). However, they are strongly magical in nature and usually have a vast reservoir of mana with which to cast any spell they're not too stupid to learn. Often, they're only able to grasp one basic fire spell. Their strongly draconic nature makes them immune to fire and helps them with fire spells, but they are vulnerable to cold. They can grasp weapons, but their bizarre body shape prevents them from using armour, helmets, and other items of apparel intended for bipedal creatures with two arms, two legs, and a head. Their inability to use armour comes back to haunt them when they compare themselves with other races: highly enchanted armour is usually more beneficial than dragonhide! The wings come in handy: they can use them to levitate, and their hide gets thicker as they gain power, compensating them somewhat for not being able to use armour. endmsg animation quetzalcoatl_player is_animated 0 type 1 level 1 ac 5 wc 21 dam 10 alive 1 weight 70000 food 999 speed 1 attacktype 1 path_attuned 2 resist_fire 100 resist_cold -30 can_use_shield 0 can_use_armour 0 can_use_weapon 1 Str 6 Dex 3 Con 6 Wis -8 Int -8 Pow 6 body_range 1 body_arm 2 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_wrist 2 body_waist 1 maxhp 30 maxsp 30 maxgrace 30 sound_chance 100 end Object quetzalcoatl_player_force editor_folder player/race name quetzalcoatl_force invisible 1 speed 0 type 114 applied 1 no_drop 1 end Object serpentman_player editor_folder player/race name serpentman race reptile randomitems serpentman_player_items face serpentman.131 msg Skills: Clawing, Jumping Resistances: cold -20; fire, electricity, acid, and poison +30; physical +5 Special: cannot wear boots or helmets; can wear extra ring and bracers. --- The Serpentman adventurer is a rare breed. Few Serpentmen ever leave the swamps, as they are not well adjusted for human society. Their heads and feet are not shaped properly to use boots or helmets made for humanoid folk, but their unusual build has given rise to a cultural habit of wearing pieces of bracelet- and ring-like jewelry on their tails. They possess a tough hide and strong legs which enable them to leap further than most folks. Their nasty claws can also double as weapons. They are only partially warm-blooded, and are as a result somewhat susceptible to cold. endmsg animation serpentman_player is_animated 0 type 1 level 1 ac 5 wc 21 dam 8 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_see_in_dark 1 alive 1 weight 70000 food 999 speed 1 attacktype 1 resist_cold -20 resist_fire 30 resist_electricity 30 resist_acid 30 resist_poison 30 resist_physical 5 Str 2 Dex 2 Con 4 Wis -2 Int -2 Cha -4 body_range 1 body_arm 2 body_torso 1 body_hand 2 body_neck 1 body_shoulder 1 body_skill 1 body_wrist 4 body_finger 3 body_waist 1 body_leg 2 maxhp 30 maxsp 30 maxgrace 30 sound_chance 100 end Object serpentman_player_force editor_folder player/race name serpentman_force invisible 1 speed 0 type 114 applied 1 no_drop 1 end Object troll_player editor_folder player/race name troll race troll randomitems troll_player_items face troll_p.151 msg Resistances: fire -30, cold +30 Attunements: repelled fire Special: fast HP regen, slow SP regen, darkvision --- Trolls are usually nasty creatures: scions of Gnarg. They have amazing strength and hardiness, but they're a bit clumsy, very stupid, impious, and bad at handling and obtaining magic. They heal with amazing rapidity and can see in the dark. Because of the above attributes, they're great in any fight. Well, they're great until someone waves torches at them: fire presents great peril to trolls. Most trolls are destroyed on sight by civilized people: but a few have proved deserving of tolerance and are permitted to enter cities. endmsg animation troll_player is_animated 1 anim_speed -1 type 1 level 1 ac 10 wc 21 dam 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 can_see_in_dark 1 alive 1 weight 90000 food 999 speed 1 attacktype 1 Str 5 Dex -1 Con 5 Int -5 Wis -2 Pow -2 Cha -4 resist_fire -15 resist_cold 30 path_repelled 2 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 body_leg 2 maxhp 30 maxsp 30 maxgrace 30 sound_chance 100 end Object troll_player_force editor_folder player/race name troll_force applied 1 invisible 1 sp -2 hp 3 type 114 face blank.111 no_drop 1 speed 0 end Object wraith_player editor_folder player/race name wraith race undead randomitems wraith_player_items face wraithp.151 msg Skills: Wraith Feed Resistances: fire -25, cold +30; immune to poison, ghosthit, and drain Attunements: denied fire, attuned cold Special: undead (immune to disease), darkvision --- A Wraith is the spirit of a person who has made an evil bargain in order to persist after natural death, or has been forced involuntarily into its current undead state. This transformation frees them of the limits of a natural lifespan, and grants them immunity to diseases, poison, and loss of lifeforce. Wraiths also need feel little fear of cold, and they can see well in the dark. A Wraith's corporeal form has terrible vulnerabilities: fire and most godpower are dangerous to Wraiths. Their tenuous form makes them quick and somewhat hard to hit, but also weaker and less hardy. Wraiths have a strong affinity to magic, especially cold spells, and are very strong spellcasters. However, they cannot use fire spells for fear of self-destruction. Wraith also do not heal naturally, or gain sustenance from food. Instead they have to feed off the living. endmsg animation wraith_player is_animated 1 anim_speed -1 type 1 level 1 undead 1 ac 6 wc 21 dam 1 alive 1 weight 30000 food 999 can_see_in_dark 1 can_use_shield 1 can_use_armour 1 can_use_weapon 1 attacktype 17 resist_fire -25 resist_drain 100 resist_ghosthit 100 resist_poison 100 resist_cold 30 path_attuned 4 path_denied 2 Str -3 Dex 4 Con -3 Int 2 Wis -3 Pow 3 Cha -4 body_range 1 body_arm 2 body_torso 1 body_head 1 body_neck 1 body_skill 1 body_finger 2 body_shoulder 1 body_foot 2 body_hand 2 body_wrist 2 body_waist 1 body_leg 2 maxhp 30 maxsp 30 maxgrace 30 sound_chance 100 end Object wraith_player_force editor_folder player/race name Wraith_Force invisible 1 food 60 applied 1 can_see_in_dark 1 type 114 face blank.111 no_drop 1 speed 0 end Object crackedpotiongen editor_folder potion nrof 1 name cracked potion face potiongen.111 type 5 subtype 2 level 1 material 4 weight 1500 value 280 name_pl cracked potions client_type 651 skill use magic item on_use_yield glass_rubble end Object coffee_empty editor_folder potion name empty cup name_pl empty cups nrof 1 last_sp 10 type 15 face coffee_empty.111 material 4 dam 1 weight 50 value 1 identified 1 attacktype 1 weapontype 8 client_type 611 body_arm -1 skill one handed weapons end Object w_glass_empty editor_folder potion name empty glass name_pl empty glasses nrof 1 last_sp 10 type 15 face w_glass_empty.111 material 4 dam 1 weight 500 value 1 identified 1 attacktype 1 weapontype 8 client_type 611 body_arm -1 skill one handed weapons end Object boozebottle_empty editor_folder potion name empty bottle name_pl empty bottles nrof 1 last_sp 10 type 15 face boozebottle_empty.111 material 4 dam 1 weight 1000 value 3 identified 1 attacktype 1 weapontype 8 client_type 611 body_arm -1 skill one handed weapons end Object winebottle_empty editor_folder potion name empty bottle name_pl empty bottles nrof 1 last_sp 10 type 15 face winebottle_empty.111 material 4 dam 1 weight 600 value 3 attacktype 1 identified 1 weapontype 8 client_type 611 body_arm -1 skill one handed weapons end Object wbottle_empty editor_folder potion name empty bottle name_pl empty bottles nrof 1 last_sp 10 type 15 face wbottle_empty.111 material 4 dam 1 weight 700 value 3 identified 1 attacktype 1 weapontype 8 client_type 611 body_arm -1 skill one handed weapons end Object potion_empty editor_folder potion name empty flask name_pl empty flasks nrof 1 last_sp 10 type 15 face potion_empty.111 material 4 dam 1 weight 700 value 3 identified 1 attacktype 1 weapontype 8 client_type 611 body_arm -1 skill one handed weapons end Object vial_empty editor_folder potion name empty vial name_pl empty vials nrof 1 last_sp 10 type 15 face vial_empty.111 material 4 dam 1 weight 70 value 3 identified 1 attacktype 1 weapontype 8 client_type 611 body_arm -1 skill one handed weapons end Object bag_empty editor_folder potion name empty bag name_pl empty bags nrof 1 last_sp 10 type 15 face bag_empty.111 material 1 dam -5 weight 25 value 1 identified 1 attacktype 1 weapontype 8 client_type 611 body_arm -1 skill one handed weapons end Object potioncha editor_folder potion nrof 1 name potion of charisma face potioncha.111 type 5 level 1 material 4 weight 1500 value 12500 Cha 1 name_pl potions of charisma on_use_yield potion_empty client_type 651 end Object potion_cold editor_folder potion name potion of cold resistance nrof 1 face potioncol.111 type 5 level 1 material 4 weight 1800 value 5800 resist_cold 90 name_pl potions of cold resistance on_use_yield potion_empty other_arch protection_cold_effect client_type 651 end Object potion_cold2 editor_folder potion name potion of frost resistance nrof 1 face potioncol.111 type 5 level 1 material 4 weight 1800 value 28000 resist_cold 95 name_pl potions of frost resistance on_use_yield potion_empty other_arch protection_cold_effect client_type 651 end Object potioncon editor_folder potion nrof 1 name potion of constitution face potioncon.111 type 5 level 1 material 4 weight 1500 value 14500 Con 1 name_pl potions of constitution on_use_yield potion_empty client_type 651 end Object potiondex editor_folder potion nrof 1 name potion of dexterity face potiondex.111 type 5 level 1 material 4 weight 1500 value 14000 Dex 1 name_pl potions of dexterity on_use_yield potion_empty client_type 651 end Object potion_fire editor_folder potion name potion of fire resistance nrof 1 face potionfir.111 type 5 level 1 material 4 weight 1800 value 5200 resist_fire 90 name_pl potions of fire resistance on_use_yield potion_empty other_arch protection_fire_effect client_type 651 end Object potion_fire2 editor_folder potion name potion of lava resistance nrof 1 face potionfir.111 type 5 level 1 material 4 weight 1800 value 28000 resist_fire 95 name_pl potions of lava resistance on_use_yield potion_empty other_arch protection_fire_effect client_type 651 end Object potion_heal editor_folder potion name healing potion nrof 1 face potionhea.111 type 5 level 1 material 4 weight 1800 value 5200 name_pl healing potions on_use_yield potion_empty client_type 651 arch spell_heal end end Object potion_heroism editor_folder potion name potion of heroism nrof 1 face potionhero.111 type 5 level 1 material 4 weight 1000 value 500 name_pl potions of heroism on_use_yield potion_empty client_type 651 arch spell_heroism end end Object potion_improve editor_folder potion name improvement potion nrof 1 face potionimp.111 type 5 level 1 material 4 weight 1800 value 5200 attacktype 1048576 name_pl improvement potions on_use_yield potion_empty client_type 651 end Object potionint editor_folder potion nrof 1 name potion of intelligence face potionint.111 type 5 level 1 material 4 weight 1500 value 13000 Int 1 name_pl potions of intelligence on_use_yield potion_empty client_type 651 end Object potion_shielding editor_folder potion name potion of shielding nrof 1 face potioninv.111 type 5 level 1 material 4 weight 2000 value 10000 resist_physical 90 name_pl potions of shielding on_use_yield potion_empty client_type 651 end Object potion_aethereality editor_folder potion name potion of aethereality nrof 1 face potion_aether.111 type 5 level 1 material 4 weight 2000 value 28000 resist_physical 95 name_pl potions of aethereality on_use_yield potion_empty client_type 651 end Object potion_magic editor_folder potion name magic power potion nrof 1 face potionmag.111 type 5 level 1 material 4 weight 1800 value 5200 name_pl magic power potions on_use_yield potion_empty client_type 651 arch spell_regenerate_spellpoints end end Object potionpow editor_folder potion nrof 1 name potion of power face potionpow.111 type 5 level 1 material 4 weight 1500 value 13500 Pow 1 name_pl potions of power on_use_yield potion_empty client_type 651 end Object potion_restoration editor_folder potion name supreme potion of life face potion_heal2.111 value 20000 type 5 level 130 attacktype 65536 nrof 1 weight 1500 name_pl supreme potions of life on_use_yield potion_empty client_type 651 end Object minor_potion_restoration editor_folder potion name minor potion of life face potion_heal2.111 value 500 type 5 level 5 attacktype 65536 nrof 1 weight 1500 name_pl minor potions of life on_use_yield potion_empty client_type 651 end Object medium_potion_restoration editor_folder potion name medium potion of life face potion_heal2.111 value 3000 type 5 level 30 attacktype 65536 nrof 1 weight 1500 name_pl medium potions of life on_use_yield potion_empty client_type 651 end Object major_potion_restoration editor_folder potion name major potion of life face potion_heal2.111 value 10000 type 5 level 50 attacktype 65536 nrof 1 weight 1500 name_pl major potions of life on_use_yield potion_empty client_type 651 end Object potionstr editor_folder potion nrof 1 name potion of strength face potionstr.111 type 5 level 1 material 4 weight 1500 value 15000 Str 1 name_pl potions of strength on_use_yield potion_empty client_type 651 end Object potionwis editor_folder potion nrof 1 name potion of wisdom face potionwis.111 type 5 level 1 material 4 weight 1500 value 12000 Wis 1 name_pl potions of wisdom on_use_yield potion_empty client_type 651 end Object vial_water editor_folder potion face vial_water.111 name vial name_pl vials food 5 nrof 1 type 54 material 32 value 4 weight 150 on_use_yield vial_empty client_type 611 end Object vial_blue editor_folder potion face vial_blue.111 name vial name_pl vials food 5 nrof 1 type 54 material 32 value 4 weight 150 on_use_yield vial_empty client_type 611 end Object vial_cyan editor_folder potion face vial_cyan.111 name vial name_pl vials food 5 nrof 1 type 54 material 32 value 4 weight 150 on_use_yield vial_empty client_type 611 end Object vial_green editor_folder potion face vial_green.111 name vial name_pl vials food 5 nrof 1 type 54 material 32 value 4 weight 150 on_use_yield vial_empty client_type 611 end Object vial_magenta editor_folder potion face vial_magenta.111 name vial name_pl vials 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random_mineral editor_folder random name random mineral face randomMin.111 type 4 hp 1 randomitems random_inorganic auto_apply 1 end Object random_plant editor_folder random name random plant face randomPlt.111 type 4 hp 1 randomitems random_plant auto_apply 1 end Object random_potion editor_folder random name random potion face randomPoti.111 type 4 hp 1 randomitems random_potion auto_apply 1 end Object random_reading editor_folder random name random reading face randomRead.111 type 4 hp 1 randomitems random_read auto_apply 1 end Object random_scroll editor_folder random name random scroll face randomScro.111 type 4 hp 1 randomitems random_scroll auto_apply 1 end Object random_shield editor_folder random name random shield face randomShie.111 type 4 hp 1 randomitems random_armour auto_apply 1 end Object random_spells editor_folder random name random spells face randomSpel.111 type 4 hp 1 randomitems random_spells auto_apply 1 end Object random_talisman editor_folder random name random 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name book nrof 1 face book_clasp.111 type 8 subtype 1 skill literacy material 1 value 65 weight 4000 name_pl books client_type 1041 end Object book_read editor_folder readable name book nrof 1 face book_read.111 type 8 subtype 3 skill literacy material 1 value 13 weight 3000 name_pl books client_type 1041 end Object card editor_folder readable face card.111 nrof 1 type 8 subtype 12 material 1 skill literacy value 8 weight 2 name_pl cards client_type 1041 end Object check editor_folder readable name check face bankcard.111 type 8 subtype 12 material 1 skill literacy value 0 identified 1 weight 1 name_pl checks client_type 1041 end Object cross_sign editor_folder readable name sign face crossroad.111 type 98 subtype 41 activate_on_push 1 activate_on_release 1 no_pick 1 client_type 25021 end Object diploma editor_folder readable face diploma.111 nrof 1 type 8 subtype 15 skill literacy material 1 value 8000 weight 500 name_pl diplomas client_type 1041 end Object book_red editor_folder readable/guide name red book name_pl red books nrof 1 face book_red.111 type 8 subtype 1 skill literacy material 1 weight 4000 value 65 end Object guide_alchemy editor_folder readable/guide name guide to Alchemy msg o To practice the art of alchemy, you will first need to learn some recipes. These can be found in some of the old books that are sold in magic shops. o To earn a little money, you should kill some orcs/goblins and cast the spell "alchemy" over the loot, turning it into small gold nuggets. o When you know some recipes, you must try to collect the listed ingredients. Some can be bought in alchemy-shops, others must be collected in dungeons. To identify unknown minerals or potions type "use_skill alchemy". o Once you got all ingredients to complete a recipe, you must put them into your cauldron. The amount of ingredients must also be correct. Put the cauldron on the floor, close it and use the skill "alchemy" upon it. If you are lucky, you will get what you longed for. o Use alchemy to earn money as well as for creating potions/balms for combat. endmsg nrof 1 face book_red.111 type 8 subtype 2 skill literacy material 1 weight 4000 end Object guide_melee editor_folder readable/guide name guide to Close Combat msg o To become a mighty warrior, you need basically three things: A good weapon, good armour and physical toughness. Then you can kill your foes simply by running into them. o Physical toughness means you will need high Str (for good attacking power) and Con (for many hitpoints) stats. Look for "potions of Strength/Constitution". Try to get items that speed up your health-regeneration too. o Weapons will be very important for you. Note that every weapon has certain "attacktypes". Most monsters are vulnerable to one or two attacktypes. Search for artifact weapons and experiment with different weapons on different monsters. o You should know that there are ways to enchant ordinary weapons. However, it tends to be very costly. o It can be helpful to advance at least a very little bit in divine magic. Spells for healing, curing and protections can save your life more than once. o Use resist. potions to level up quickly. o Feeling strong already? Hah - You're a greenhorn unless you can at least kill a titan with one hit! endmsg nrof 1 face book_red.111 type 8 subtype 2 skill literacy material 1 weight 4000 end Object guide_priest editor_folder readable/guide name guide to Faith msg o If you plan to utilize divine powers you must first choose a cult. Enter a temple of the cult you want to join. Step onto the altar and pray (type "use_skill praying"). The divine spirit will touch your soul, attuning your mortal being to your god. o Next you must learn prayers. Prayer books can be bought in magic shops. Some prayers will have different effects for every cult. Try to find "holy word" and "bless". o Casting divine spells (= prayers) will drain grace. When it runs low, pray to renew your faith. If your maximum grace is too low you should try to increase your Wisdom stat. o You can change cults anytime, but beware: Your former deity will become very angry and punish you! You might lose wisdom levels. o Return to the temple of your cult regularly. Step onto the altar and pray. This will please your deity... And rest assured, the gods do know how to reward a worthy disciple! o Never lose your faith! Rumors tell about divine spells of incredible power, and of old, wise priests that have almost reached immortality... endmsg nrof 1 face book_red.111 type 8 subtype 2 skill literacy material 1 weight 4000 end Object guide_ranged editor_folder readable/guide name guide to Ranged Combat msg o You can change how you fire arrows with the "bowmode" command. Depending on your combat situation, different modes will be useful at different times. o Most bows require strength to draw and hold at the ready. Be on the lookout for equipment that increases strength. o Dexterity will help you maneuver around monsters to keep them at a distance, as well as make you harder to hit should they actually reach you. Potions and gear that increase Dexterity may prove invaluable. o Quivers of Holding Arrows or Bolts are important, so that you can carry large quantities of arrows without weighing yourself down. o Don't forget to retrieve your arrows after you've cleaned up a room! Running out of arrows mid-fight is embarassing and sometimes lethal. o Having some spells to replenish your arsenal, such as "create missile", can prove invaluable. Arrows will break occasionally when they are used and will need to be replaced over time. endmsg nrof 1 face book_red.111 type 8 subtype 2 skill literacy material 1 weight 4000 end Object guide_summon editor_folder readable/guide name guide to the Art of Summoning msg o There are two classes of summoning spells: Golem-type spells, which summon a creature that will move straight forward attempting to kill any monster blocking the way; and Petmonster-type spells, which summon masses of little helpers, that fight in your cause. o Use golem-like spells to take down strong enemies. For example: "summon golem", "summon xxx elemental", "staff to snake", "summon avatar". o Use petmonsters to clear out large maps with creatures of decent level (compared to yours). For example: "summon pet monster", "summon cult monster", "call holy servant". o As you raise your skill-level, most summoning spells will increase in power. o It is probably stupid to use *nothing* except summoning spells. But there are situations where a summoner survives while another wizard would have died. Once you have seen the first Balrog fall to your avatar, there will be no doubt about your power. endmsg nrof 1 face book_red.111 type 8 subtype 2 skill literacy material 1 weight 4000 end Object guide_wizard editor_folder readable/guide name guide to Wizardry msg o There are four separate magic skills: evocation, pyromancy, sorcery, and summoning. Each skill allows a different set of spells to be learned and used. o To advance in the powerful art of magic you must first learn some spells. Spellbooks can be bought in magic stores. o Spellcasting will drain your mana. If you run low drink a "magic power potion" if you can afford it. Extremely helpful are items that speed up your mana-regeneration. Don't expect to find them easily though! o Try to increase your Pow stat. by wearing rings and drinking "potions of power". This will boost your max. amount of mana. o All spells are classified in certain spell-paths. Most of them divide up into one of the elemental paths: fire, cold and electricity. Search for items granting attunement to these spell-paths. This will reduce the mana-cost for affected spells. Sometimes it can have other positive effects as well. o Most monsters are vulnerable to certain elemental (and other) attacks. Try to figure out what spells work best for each type of monster. This will increase your efficiency. o Your magic attacks might soon become very powerful. But don't forget to seize your full capabilities: use spells for protection, concealing, summoning... be inventive! endmsg nrof 1 face book_red.111 type 8 subtype 2 skill literacy material 1 weight 4000 end Object imperial editor_folder readable name Imperial Bank Note face imperial.111 race gold and jewels nrof 1 type 36 skill literacy material 1 value 10000 weight 5 name_pl Imperial Bank Notes msg One Imperial note "Nunc Est Dispendum" eton lairepmI enO endmsg level 1 client_type 1041 end Object imperial10 editor_folder readable name Ten-Imperial Bank Note face imperial.111 race gold and jewels nrof 1 type 36 skill literacy material 1 value 100000 weight 5 name_pl Ten-Imperial Bank Notes msg One Imperial note "Nunc Est Dispendum" eton lairepmI enO endmsg level 1 client_type 1041 end Object imperial100 editor_folder readable name One-Hundred-Imperial Bank Note face imperial.111 race gold and jewels nrof 1 type 36 skill literacy material 1 value 1000000 weight 5 name_pl One-Hundred-Imperial Bank Notes msg One Imperial note "Nunc Est Dispendum" eton lairepmI enO endmsg level 1 client_type 1041 end Object letter editor_folder readable face letter.111 nrof 1 type 8 subtype 27 skill literacy material 1 value 20 weight 200 name_pl letters client_type 1041 end Object menu editor_folder readable name Shop Inventory face sign.111 type 150 no_pick 1 client_type 25021 end Object monument editor_folder readable face monument.111 type 98 subtype 42 activate_on_push 1 activate_on_release 1 no_pick 1 client_type 25021 end Object note editor_folder readable face note.111 race scrolls nrof 1 type 8 subtype 24 skill literacy material 1 value 8 weight 75 name_pl notes client_type 1041 end Object quarto editor_folder readable name thin book nrof 1 face quarto.111 type 8 subtype 5 skill literacy material 1 value 80 weight 1000 name_pl thin books client_type 1041 end Object scroll editor_folder readable name scroll race scrolls face scrollr.111 nrof 1 type 8 subtype 35 skill literacy material 1 value 30 weight 300 name_pl scrolls client_type 1041 end Object scroll_2 editor_folder readable name scroll face scroll_2.111 race scrolls nrof 1 type 8 subtype 33 skill literacy material 1 value 34 weight 350 name_pl scrolls client_type 1041 end Object sign editor_folder readable face sign.111 type 98 subtype 38 activate_on_push 1 activate_on_release 1 no_pick 1 client_type 25021 end Object sign_e editor_folder readable name sign face sign_e.111 type 98 subtype 40 activate_on_push 1 activate_on_release 1 no_pick 1 client_type 25021 end Object sign_w editor_folder readable name sign face sign_w.111 type 98 subtype 39 activate_on_push 1 activate_on_release 1 no_pick 1 client_type 25021 end Object tome editor_folder readable name tome nrof 1 face tome.111 type 8 subtype 4 skill literacy material 1 value 80 weight 8000 name_pl tomes client_type 1041 end Object river_crook_ns-ne editor_folder river face branch_125.111 name river junction move_block all no_pick 1 is_water 1 end Object river_junct_ns-ne editor_folder river face branch_125.211 name river junction move_block all no_pick 1 is_water 1 end Object river_junct_ns-e editor_folder river face branch_135.111 name river junction move_block all no_pick 1 is_water 1 end Object river_junct_we-n editor_folder river face branch_137.111 name river junction move_block all no_pick 1 is_water 1 end Object river_crook_ns-se editor_folder river face branch_145.111 name river junction move_block all no_pick 1 is_water 1 end Object river_junct_ns-se editor_folder river face branch_145.211 name river junction move_block all no_pick 1 is_water 1 end Object river_crook_ns-sw editor_folder river face branch_156.111 name river junction move_block all no_pick 1 is_water 1 end Object river_junct_ns-sw editor_folder river face branch_156.211 name river junction move_block all no_pick 1 is_water 1 end Object river_junct_ns-w editor_folder river face branch_157.111 name river junction move_block all no_pick 1 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is_water 1 end Object river_junct_we-sw editor_folder river face branch_367.211 name river junction move_block all no_pick 1 is_water 1 end Object river_crook_we-nw editor_folder river face branch_378.111 name river junction move_block all no_pick 1 is_water 1 end Object river_junct_we-nw editor_folder river face branch_378.211 name river junction move_block all no_pick 1 is_water 1 end Object river_bridge_ns editor_folder river face bridge_15.111 name bridge no_pick 1 is_water 1 end Object river_bridge_we editor_folder river face bridge_37.111 name bridge no_pick 1 is_water 1 end Object river_ford_ns editor_folder river face ford_ns.111 name ford no_pick 1 is_water 1 end Object river_ford_we editor_folder river face ford_we.111 name ford no_pick 1 is_water 1 end Object river_se-n editor_folder river face river_14.111 name river move_block all no_pick 1 is_water 1 end Object river_n-s editor_folder river face river_15.111 name river move_block all no_pick 1 is_water 1 end Object 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end Object footbridge_2_2_4 editor_folder road/footbridge name footbridge face footbridge_9.111 no_pick 1 end Object footbridge_2_1_2 editor_folder road/footbridge name footbridge face footbridge_A.111 no_pick 1 end Object footbridge_3_1 editor_folder road/footbridge name footbridge face footbridge_B.111 no_pick 1 end Object footbridge_2_2_3 editor_folder road/footbridge name footbridge face footbridge_C.111 no_pick 1 end Object footbridge_3_4 editor_folder road/footbridge name footbridge face footbridge_D.111 no_pick 1 end Object footbridge_3_3 editor_folder road/footbridge name footbridge face footbridge_E.111 no_pick 1 end Object footbridge_4 editor_folder road/footbridge name footbridge face footbridge_F.111 no_pick 1 end Object footpath_0 editor_folder road/footpath name footpath face footpath_0.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_1_2 editor_folder road/footpath name footpath face footpath_1.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_1_4 editor_folder road/footpath name footpath face footpath_2.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_2_2_1 editor_folder road/footpath name footpath face footpath_3.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_1_1 editor_folder road/footpath name footpath face footpath_4.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_2_1_1 editor_folder road/footpath name footpath face footpath_5.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_2_2_2 editor_folder road/footpath name footpath face footpath_6.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_3_2 editor_folder road/footpath name footpath face footpath_7.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_1_3 editor_folder road/footpath name footpath face footpath_8.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_2_2_4 editor_folder road/footpath name footpath face footpath_9.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_2_1_2 editor_folder road/footpath name footpath face footpath_A.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_3_1 editor_folder road/footpath name footpath face footpath_B.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_2_2_3 editor_folder road/footpath name footpath face footpath_C.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_3_4 editor_folder road/footpath name footpath face footpath_D.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_3_3 editor_folder road/footpath name footpath face footpath_E.111 no_pick 1 is_floor 1 smoothlevel 40 end Object footpath_4 editor_folder road/footpath name footpath face footpath_F.111 no_pick 1 is_floor 1 smoothlevel 40 end Object paved_0 editor_folder road/paved name paved road face paved_0.111 no_pick 1 end Object paved_1_2 editor_folder road/paved name paved road face paved_1.111 no_pick 1 end Object paved_1_4 editor_folder road/paved name paved road face paved_2.111 no_pick 1 end Object paved_2_2_1 editor_folder road/paved name paved road face paved_3.111 no_pick 1 end Object paved_1_1 editor_folder road/paved name paved road face paved_4.111 no_pick 1 end Object paved_2_1_1 editor_folder road/paved name paved road face paved_5.111 no_pick 1 end Object paved_2_2_2 editor_folder road/paved name paved road face paved_6.111 no_pick 1 end Object paved_3_2 editor_folder road/paved name paved road face paved_7.111 no_pick 1 end Object paved_1_3 editor_folder road/paved name paved road face paved_8.111 no_pick 1 end Object paved_2_2_4 editor_folder road/paved name paved road face paved_9.111 no_pick 1 end Object paved_2_1_2 editor_folder road/paved name paved road face paved_A.111 no_pick 1 end Object paved_3_1 editor_folder road/paved name paved road face paved_B.111 no_pick 1 end Object paved_2_2_3 editor_folder road/paved name paved road face paved_C.111 no_pick 1 end Object paved_3_4 editor_folder road/paved name paved road face paved_D.111 no_pick 1 end Object paved_3_3 editor_folder road/paved name paved road face paved_E.111 no_pick 1 end Object paved_4 editor_folder road/paved name paved road face paved_F.111 no_pick 1 end Object s_bridge1 editor_folder road/s_bridge name bridge face s_bridge1.111 type 67 move_on walk no_pick 1 end Object s_bridge1a editor_folder road/s_bridge name bridge face s_bridge1a.111 type 67 move_on walk no_pick 1 end Object s_bridge1b editor_folder road/s_bridge name bridge face s_bridge1b.111 type 67 move_on walk no_pick 1 end Object s_bridge2 editor_folder road/s_bridge name bridge face s_bridge2.111 type 67 move_on walk no_pick 1 end Object s_bridge2a editor_folder road/s_bridge name bridge face s_bridge2a.111 type 67 move_on walk no_pick 1 end Object s_bridge2b editor_folder road/s_bridge name bridge face s_bridge2b.111 type 67 move_on walk no_pick 1 end Object stonebridge_0 editor_folder road/stonebridge name stonebridge face stonebridge_0.111 no_pick 1 end Object stonebridge_1_2 editor_folder road/stonebridge name stonebridge face stonebridge_1.111 no_pick 1 end Object stonebridge_1_4 editor_folder road/stonebridge name stonebridge face stonebridge_2.111 no_pick 1 end Object stonebridge_2_2_1 editor_folder road/stonebridge name stonebridge face stonebridge_3.111 no_pick 1 end Object stonebridge_1_1 editor_folder road/stonebridge name stonebridge face stonebridge_4.111 no_pick 1 end Object stonebridge_2_1_1 editor_folder road/stonebridge name stonebridge face stonebridge_5.111 no_pick 1 end Object stonebridge_2_2_2 editor_folder road/stonebridge name stonebridge face stonebridge_6.111 no_pick 1 end Object stonebridge_3_2 editor_folder road/stonebridge name stonebridge face stonebridge_7.111 no_pick 1 end Object stonebridge_1_3 editor_folder road/stonebridge name stonebridge face stonebridge_8.111 no_pick 1 end Object stonebridge_2_2_4 editor_folder road/stonebridge name stonebridge face stonebridge_9.111 no_pick 1 end Object stonebridge_2_1_2 editor_folder road/stonebridge name stonebridge face stonebridge_A.111 no_pick 1 end Object stonebridge_3_1 editor_folder road/stonebridge name stonebridge face stonebridge_B.111 no_pick 1 end Object stonebridge_2_2_3 editor_folder road/stonebridge name stonebridge face stonebridge_C.111 no_pick 1 end Object stonebridge_3_4 editor_folder road/stonebridge name stonebridge face stonebridge_D.111 no_pick 1 end Object stonebridge_3_3 editor_folder road/stonebridge name stonebridge face stonebridge_E.111 no_pick 1 end Object stonebridge_4 editor_folder road/stonebridge name stonebridge face stonebridge_F.111 no_pick 1 end Object yellow_0 editor_folder road/yellow is_floor 1 name brick road face yellow_0.111 no_pick 1 end Object yellow_1_2 editor_folder road/yellow name brick road face yellow_1.111 no_pick 1 end Object yellow_1_4 editor_folder road/yellow name brick road face yellow_2.111 no_pick 1 end Object yellow_2_2_1 editor_folder road/yellow name brick road face yellow_3.111 no_pick 1 end Object yellow_1_1 editor_folder road/yellow name brick road face yellow_4.111 no_pick 1 end Object yellow_2_1_1 editor_folder road/yellow name brick road face yellow_5.111 no_pick 1 end Object yellow_2_2_2 editor_folder road/yellow name brick road face yellow_6.111 no_pick 1 end Object yellow_3_2 editor_folder road/yellow name brick road face yellow_7.111 no_pick 1 end Object yellow_1_3 editor_folder road/yellow name brick road face yellow_8.111 no_pick 1 end Object yellow_2_2_4 editor_folder road/yellow name brick road face yellow_9.111 no_pick 1 end Object yellow_2_1_2 editor_folder road/yellow name brick road face yellow_A.111 no_pick 1 end Object yellow_3_1 editor_folder road/yellow name brick road face yellow_B.111 no_pick 1 end Object yellow_2_2_3 editor_folder road/yellow name brick road face yellow_C.111 no_pick 1 end Object yellow_3_4 editor_folder road/yellow name brick road face yellow_D.111 no_pick 1 end Object yellow_3_3 editor_folder road/yellow name brick road face yellow_E.111 no_pick 1 end Object yellow_4 editor_folder road/yellow name brick road face yellow_F.111 no_pick 1 end Object yellow_ne editor_folder road/yellow name brick road face yellow_ne.111 no_pick 1 end Object yellow_se editor_folder road/yellow name brick road face yellow_se.111 no_pick 1 end Object yellow_sw editor_folder road/yellow name brick road face yellow_sw.111 no_pick 1 end Object yellow_nw editor_folder road/yellow name brick road face yellow_nw.111 no_pick 1 end Object shop_alchemy editor_folder shop/Floors name alchemy items tile is_floor 1 face shop_alchemy.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems shop_alchemy damned 1 end Object shop_amulets editor_folder shop/Floors name amulet tile is_floor 1 face shop_amule.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems random_amulet damned 1 end Object shop_armour editor_folder shop/Floors name armour tile is_floor 1 face shop_armou.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems random_armour damned 1 end Object shop_books editor_folder shop/Floors name book tile is_floor 1 face shop_books.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems random_books damned 1 end Object shop_empty editor_folder shop/Floors name empty shop tile is_floor 1 face shop_empty.111 no_pick 1 type 68 no_magic 1 damned 1 end Object shop_floor editor_folder shop/Floors name random item shop tile is_floor 1 face shop_empty.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems random_shop damned 1 end Object shop_food editor_folder shop/Floors name Food tile is_floor 1 face shop_food.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems random_food damned 1 end Object shop_gems editor_folder shop/Floors name gem tile is_floor 1 face shop_gems.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems shop_gems exp 100000 damned 1 end Object shop_general editor_folder shop/Floors name general items tile is_floor 1 face shop_gener.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems shop_general damned 1 end Object shop_light editor_folder shop/Floors name light sources tile is_floor 1 face shop_gener.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems shop_light damned 1 end Object shop_mat editor_folder shop/Floors name doormat face shop_mat.111 no_pick 1 type 69 move_on walk fly_low damned 1 end Object shop_minerals editor_folder shop/Floors name minerals tile is_floor 1 face shop_mineral.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems shop_minerals damned 1 end Object shop_potions editor_folder shop/Floors name potion tile is_floor 1 face shop_potio.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems shop_potions damned 1 end Object shop_random editor_folder shop/Floors name random items tile is_floor 1 face shop_random.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems random_shop damned 1 end Object shop_ring editor_folder shop/Floors name ring tile is_floor 1 face shop_ring.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems shop_rings damned 1 end Object shop_scrolls editor_folder shop/Floors name scroll tile is_floor 1 face shop_scrol.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems random_scroll damned 1 end Object shop_special editor_folder shop/Floors name random special tile is_floor 1 face shop_speci.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems random_special damned 1 end Object shop_throw editor_folder shop/Floors name missile weapon tile is_floor 1 face shop_throw.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems shoparchery damned 1 end Object shop_wands editor_folder shop/Floors name wands and rods tile is_floor 1 face shop_wands.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems random_wands damned 1 end Object shop_weapon editor_folder shop/Floors name weapon tile is_floor 1 face shop_weapo.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems random_weapon damned 1 end Object shop_weapon_east editor_folder shop/Floors name eastern weapon tiles is_floor 1 face shop_weapo.111 no_pick 1 no_magic 1 type 68 auto_apply 1 randomitems shopweapoeast damned 1 end Object alchemy_diamond_converter editor_folder shop name alchemy bath: create diamond other_arch gem slaying goldcoin food 40 type 103 no_pick 1 face lava.111 animation alchemy_diamond_converter anim_speed 2 client_anim_random 1 move_on walk end Object alchemy_ruby_converter editor_folder shop name alchemy bath: create ruby other_arch ruby slaying goldcoin food 20 type 103 no_pick 1 face lava.111 animation alchemy_ruby_converter anim_speed 2 client_anim_random 1 move_on walk end Object alchemy_pearl_converter editor_folder shop name alchemy bath: create pearl other_arch pearl slaying goldcoin food 5 type 103 no_pick 1 face lava.111 animation alchemy_pearl_converter anim_speed 2 client_anim_random 1 move_on walk end Object bank editor_folder shop face bank.x11 type 66 no_pick 1 move_block all end More Object bank_2 editor_folder shop name bank face bank.x11 type 66 no_pick 1 move_block all x 1 end More Object bank_3 editor_folder shop name bank face bank.x11 type 66 no_pick 1 y 1 end More Object bank_4 editor_folder shop name bank face bank.x11 type 66 no_pick 1 x 1 y 1 end Object bank_scorn editor_folder shop name bank_scorn face bank_scorn.x11 type 66 no_pick 1 move_block all end More Object bank_scorn_2 editor_folder shop name bank_scorn face bank_scorn.x11 type 66 no_pick 1 move_block all x 1 end More Object bank_scorn_3 editor_folder shop name bank_scorn face bank_scorn.x11 type 66 no_pick 1 y 1 end More Object bank_scorn_4 editor_folder shop name bank_scorn face bank_scorn.x11 type 66 no_pick 1 x 1 y 1 end Object bank_west editor_folder shop name bank face bank_west.x11 type 66 no_pick 1 move_block all end More Object bank_west_2 editor_folder shop name bank face bank_west.x11 type 66 no_pick 1 move_block all x 1 end More Object bank_west_3 editor_folder shop name bank face bank_west.x11 type 66 no_pick 1 y 1 end More Object bank_west_4 editor_folder shop name bank face bank_west.x11 type 66 no_pick 1 x 1 y 1 end Object diamond_converter editor_folder shop name drop gold to buy diamonds, 40 for 1 other_arch gem slaying goldcoin food 40 sp 1 type 103 no_pick 1 face diamond_converter.111 move_on walk end Object pearl_converter editor_folder shop name drop gold to buy pearls, 5 for 1 other_arch pearl slaying goldcoin type 103 food 5 sp 1 no_pick 1 face pearl_converter.111 move_on walk end Object ruby_converter editor_folder shop name drop gold to buy rubies, 20 for 1 other_arch ruby slaying goldcoin food 20 sp 1 type 103 no_pick 1 face ruby_converter.111 move_on walk end Object silver_converter editor_folder shop name convert silver into gold, 10 for 1 other_arch goldcoin slaying silvercoin food 10 sp 1 type 103 no_pick 1 face silver_converter.111 move_on walk end Object gold_converter editor_folder shop name convert gold into platinum, 5 for 1 other_arch platinacoin slaying goldcoin food 5 sp 1 type 103 no_pick 1 face gold_converter.111 move_on walk end Object gold_converter2 editor_folder shop name convert gold into silver, 1 for 10 other_arch silvercoin slaying goldcoin food 1 sp 10 type 103 no_pick 1 face gold_converter2.111 move_on walk end Object platinum_converter editor_folder shop name convert platinum into gold, 1 for 5 other_arch goldcoin slaying platinacoin food 1 sp 5 type 103 no_pick 1 face platinum_converter.111 move_on walk end Object platinum_converter2 editor_folder shop name convert platinum into jade, 100 for 1 other_arch jadecoin slaying platinacoin food 100 sp 1 type 103 no_pick 1 face platinum_converter2.111 move_on walk end Object jade_converter editor_folder shop name convert jade into amberium, 100 for 1 other_arch ambercoin slaying jadecoin food 100 sp 1 type 103 no_pick 1 face jade_converter.111 move_on walk end Object jade_converter2 editor_folder shop name convert jade into platinum, 1 for 100 other_arch platinacoin slaying jadecoin food 1 sp 100 type 103 no_pick 1 face jade_converter2.111 move_on walk end Object amberium_converter editor_folder shop name convert amberium into jade, 1 for 100 other_arch jadecoin slaying ambercoin food 1 sp 100 type 103 no_pick 1 face amberium_converter.111 move_on walk end Object create_Pdragon_mail editor_folder shop name Power Dragonmail: sixty dragon scales face ambolt.111 type 103 other_arch Pdragon_mail slaying dragon_scale food 60 sp 1 no_pick 1 move_on walk end Object create_dragon_mail editor_folder shop name red dragon mail: five red dragon scales face ambolt.111 type 103 other_arch dragon_mail slaying dragon_scale food 5 sp 1 no_pick 1 move_on walk end Object create_blue_dragon_mail editor_folder shop name blue dragon mail: five blue dragon scales face ambolt.111 type 103 other_arch blue_dragon_mail slaying blue_dragon_scale food 5 sp 1 no_pick 1 move_on walk end Object create_green_dragon_mail editor_folder shop name green dragon mail: five green dragon scales face ambolt.111 type 103 other_arch green_dragon_mail slaying green_dragon_scale food 5 sp 1 no_pick 1 move_on walk end Object create_black_dragon_mail editor_folder shop name black dragon mail: five black dragon scales face ambolt.111 type 103 other_arch black_dragon_mail slaying black_dragon_scale food 5 sp 1 no_pick 1 move_on walk end Object create_dragon_shield editor_folder shop name dragon shield: one dragon scale face ambolt.111 type 103 other_arch dragon_shield slaying dragon_scale food 1 sp 1 no_pick 1 move_on walk end Object create_eyeshield editor_folder shop name eyeshield: one beholdereye face ambolt.111 type 103 other_arch eyeshield slaying beholdereye food 1 sp 1 no_pick 1 move_on walk end Object create_mithril_ar_ele editor_folder shop name mithril chainmail: 500 mithril crystals face ambolt.111 type 103 other_arch mithril_ar_ele slaying mithril food 500 sp 1 no_pick 1 move_on walk end Object create_serpent_cloak editor_folder shop name Serpent cloak: three serpent skins face crea_serp_c.111 type 103 other_arch serp_cloak slaying serp_skin food 3 sp 1 no_pick 1 move_on walk end Object food_table editor_folder shop sp 1 name serving food (7 g.c. @) other_arch food slaying goldcoin food 7 type 103 no_pick 1 face table_2.111 move_on walk end Object dragon_steak_table editor_folder shop sp 1 name serving dragon steak (15 g.c. @) other_arch dragon_steak slaying goldcoin food 15 type 103 no_pick 1 face table_2.111 move_on walk end Object waybread_table editor_folder shop sp 1 name serving waybread (25 g.c. @) other_arch waybread slaying goldcoin food 25 type 103 no_pick 1 face table_2.111 move_on walk end Object booze_table editor_folder shop sp 1 name serving booze (3 g.c @) other_arch booze slaying goldcoin food 3 type 103 no_pick 1 face table_2.111 move_on walk end Object identify_table editor_folder shop name Drop 20 gold to identify an item. slaying money food 200 type 139 no_pick 1 face conv.111 move_on walk end Object smith editor_folder shop face smith.111 move_block all end Object store_alchemy editor_folder shop name shop face store_alch.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_alchemy_2 editor_folder shop name shop face store_alch.x11 type 66 x 1 no_pick 1 move_block all end More Object store_alchemy_3 editor_folder shop name shop face store_alch.x11 type 66 y 1 no_pick 1 end More Object store_alchemy_4 editor_folder shop name shop face store_alch.x11 type 66 x 1 y 1 no_pick 1 end Object store_armour editor_folder shop name shop face store_armo.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_armour_2 editor_folder shop name shop face store_armo.x11 type 66 x 1 no_pick 1 move_block all end More Object store_armour_3 editor_folder shop name shop face store_armo.x11 type 66 y 1 no_pick 1 end More Object store_armour_4 editor_folder shop name shop face store_armo.x11 type 66 x 1 y 1 no_pick 1 end Object store_armour_east editor_folder shop name mise face store_armo_east.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_armour_2_east editor_folder shop name mise face store_armo_east.x11 type 66 x 1 no_pick 1 move_block all end More Object store_armour_3_east editor_folder shop name mise face store_armo_east.x11 type 66 y 1 no_pick 1 end More Object store_armour_4_east editor_folder shop name mise face store_armo_east.x11 type 66 x 1 y 1 no_pick 1 end Object store_armour_fant editor_folder shop name shop face store_armo_fant.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_armour_2_fant editor_folder shop name shop face store_armo_fant.x11 type 66 x 1 no_pick 1 move_block all end More Object store_armour_3_fant editor_folder shop name shop face store_armo_fant.x11 type 66 y 1 no_pick 1 end More Object store_armour_4_fant editor_folder shop name shop face store_armo_fant.x11 type 66 x 1 y 1 no_pick 1 end Object store_bows editor_folder shop name shop face store_bow.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_bows_2 editor_folder shop name shop face store_bow.x11 type 66 x 1 no_pick 1 move_block all end More Object store_bows_3 editor_folder shop name shop face store_bow.x11 type 66 y 1 no_pick 1 end More Object store_bows_4 editor_folder shop name shop face store_bow.x11 type 66 x 1 y 1 no_pick 1 end Object store_food editor_folder shop name food shop face store_food.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_food_2 editor_folder shop name food shop face store_food.x11 type 66 x 1 no_pick 1 move_block all end More Object store_food_3 editor_folder shop name food shop face store_food.x11 type 66 y 1 no_pick 1 end More Object store_food_4 editor_folder shop name food shop face store_food.x11 type 66 x 1 y 1 no_pick 1 end Object store_gems editor_folder shop name shop face store_gems.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_gems_2 editor_folder shop name shop face store_gems.x11 type 66 x 1 no_pick 1 move_block all end More Object store_gems_3 editor_folder shop name shop face store_gems.x11 type 66 y 1 no_pick 1 end More Object store_gems_4 editor_folder shop name shop face store_gems.x11 type 66 x 1 y 1 no_pick 1 end Object store_general editor_folder shop name shop face store_gene.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_general_2 editor_folder shop name shop face store_gene.x11 type 66 x 1 no_pick 1 move_block all end More Object store_general_3 editor_folder shop name shop face store_gene.x11 type 66 y 1 no_pick 1 end More Object store_general_4 editor_folder shop name shop face store_gene.x11 type 66 x 1 y 1 no_pick 1 end Object store_general_fant editor_folder shop name shop face store_gene_fant.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_general_2_fant editor_folder shop name shop face store_gene_fant.x11 type 66 x 1 no_pick 1 move_block all end More Object store_general_3_fant editor_folder shop name shop face store_gene_fant.x11 type 66 y 1 no_pick 1 end More Object store_general_4_fant editor_folder shop name shop face store_gene_fant.x11 type 66 x 1 y 1 no_pick 1 end Object store_general_west editor_folder shop name shop face store_gene_west.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_general_2_west editor_folder shop name shop face store_gene_west.x11 type 66 x 1 no_pick 1 move_block all end More Object store_general_3_west editor_folder shop name shop face store_gene_west.x11 type 66 y 1 no_pick 1 end More Object store_general_4_west editor_folder shop name shop face store_gene_west.x11 type 66 x 1 y 1 no_pick 1 end Object store_magic editor_folder shop name shop face store_magi.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_magic_2 editor_folder shop name shop face store_magi.x11 type 66 x 1 no_pick 1 move_block all end More Object store_magic_3 editor_folder shop name shop face store_magi.x11 type 66 y 1 no_pick 1 end More Object store_magic_4 editor_folder shop name shop face store_magi.x11 type 66 x 1 y 1 no_pick 1 end Object store_magic_east editor_folder shop name mise face store_magi_east.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_magic_2_east editor_folder shop name mise face store_magi_east.x11 type 66 x 1 no_pick 1 move_block all end More Object store_magic_3_east editor_folder shop name mise face store_magi_east.x11 type 66 y 1 no_pick 1 end More Object store_magic_4_east editor_folder shop name mise face store_magi_east.x11 type 66 x 1 y 1 no_pick 1 end Object store_magic_fant editor_folder shop name shop face store_magi_fant.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_magic_2_fant editor_folder shop name shop face store_magi_fant.x11 type 66 x 1 no_pick 1 move_block all end More Object store_magic_3_fant editor_folder shop name shop face store_magi_fant.x11 type 66 y 1 no_pick 1 end More Object store_magic_4_fant editor_folder shop name shop face store_magi_fant.x11 type 66 x 1 y 1 no_pick 1 end Object store_magic_northwest editor_folder shop name shop face store_magi_northwest.x11 type 66 no_pick 1 move_block all end More Object store_magic_2_northwest editor_folder shop name shop face store_magi_northwest.x11 type 66 x 1 no_pick 1 move_block all end More Object store_magic_3_northwest editor_folder shop name shop face store_magi_northwest.x11 type 66 y 1 no_pick 1 end More Object store_magic_4_northwest editor_folder shop name shop face store_magi_northwest.x11 type 66 x 1 y 1 no_pick 1 end Object store_magic_west editor_folder shop name shop face store_magi_west.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_magic_2_west editor_folder shop name shop face store_magi_west.x11 type 66 x 1 no_pick 1 move_block all end More Object store_magic_3_west editor_folder shop name shop face store_magi_west.x11 type 66 y 1 no_pick 1 end More Object store_magic_4_west editor_folder shop name shop face store_magi_west.x11 type 66 x 1 y 1 no_pick 1 end Object store_weapons editor_folder shop name shop face store_weap.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_weapons_2 editor_folder shop name shop face store_weap.x11 type 66 x 1 no_pick 1 move_block all end More Object store_weapons_3 editor_folder shop name shop face store_weap.x11 type 66 y 1 no_pick 1 end More Object store_weapons_4 editor_folder shop name shop face store_weap.x11 type 66 x 1 y 1 no_pick 1 end Object store_weapons_east editor_folder shop name mise face store_weap_east.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_weapons_2_east editor_folder shop name mise face store_weap_east.x11 type 66 x 1 no_pick 1 move_block all end More Object store_weapons_3_east editor_folder shop name mise face store_weap_east.x11 type 66 y 1 no_pick 1 end More Object store_weapons_4_east editor_folder shop name mise face store_weap_east.x11 type 66 x 1 y 1 no_pick 1 end Object store_weapons_fant editor_folder shop name shop face store_weap_fant.x11 type 66 no_pick 1 move_block all client_type 25012 end More Object store_weapons_2_fant editor_folder shop name shop face store_weap_fant.x11 type 66 x 1 no_pick 1 move_block all end More Object store_weapons_3_fant editor_folder shop name shop face store_weap_fant.x11 type 66 y 1 no_pick 1 end More Object store_weapons_4_fant editor_folder shop name shop face store_weap_fant.x11 type 66 x 1 y 1 no_pick 1 end Object scroll_alchemy editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of alchemistry skill alchemy identified_face scroll_alchemy.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 6 identified_name_pl scrolls of alchemistry client_type 1021 end Object scroll_bargaining editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of bargaining identified_name_pl scrolls of bargaining skill bargaining identified_face scroll_bargaining.111 race scrolls nrof 1 type 130 material 1 value 19500 weight 200 sp 9 client_type 1021 end Object scroll_bowyer editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of bowyery skill bowyer identified_face scroll_bowyer.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 4 identified_name_pl scrolls of bowyery client_type 1021 end Object scroll_climbing editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of climbing identified_name_pl scrolls of climbing skill climbing identified_face scroll_climbing.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 20 client_type 1021 end Object scroll_disarm_traps editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of disarming traps identified_name_pl scrolls of disarming traps skill disarm traps identified_face scroll_disarm_traps.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 15 client_type 1021 end Object scroll_evocation editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of evocation identified_name_pl scrolls of evocation skill evocation identified_face scroll_evocation.111 race scrolls nrof 1 type 130 material 1 value 5500 weight 200 sp 26 client_type 1021 end Object scroll_find_traps editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of finding traps identified_name_pl scrolls of finding traps skill find traps identified_face scroll_find_traps.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 15 client_type 1021 end Object scroll_hiding editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of hiding identified_name_pl scrolls of hiding skill hiding identified_face scroll_hiding.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 2 client_type 1021 end Object scroll_jewelry editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of jeweler identified_name_pl scroll of jewelers skill jeweler identified_face scroll_jewelry.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 5 client_type 1021 end Object scroll_jumping editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of jumping identified_name_pl scrolls of jumping skill jumping identified_face scroll_jumping.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 10 client_type 1021 end Object scroll_karate editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of karate skill karate identified_face scroll_karate.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 19 identified_name_pl scrolls of karate client_type 1021 end Object scroll_literacy editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of literacy skill literacy identified_face scroll_literacy.111 race scrolls nrof 1 type 130 material 1 value 1500 weight 200 sp 8 identified_name_pl scrolls of literacy client_type 1021 msg The runes on this scroll have a course texture which allows you to trace them with your finger to active the incantation. endmsg end Object scroll_missile_weap editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of missile weapons skill missile weapons identified_face scroll_missile_weapon.111 race scrolls nrof 1 type 130 material 1 value 5500 weight 200 sp 24 identified_name_pl scrolls of missile weapons client_type 1021 end Object scroll_one_handed_weapons editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of one handed weapons identified_name_pl scrolls of one handed weapons skill one handed weapons identified_face scroll_one_handed_weapon.111 race scrolls nrof 1 type 130 material 1 value 5500 weight 200 sp 23 client_type 1021 end Object scroll_oratory editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of oratory skill oratory identified_face scroll_oratory.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 12 identified_name_pl scrolls of oratory client_type 1021 end Object scroll_praying editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of praying identified_name_pl scrolls of praying skill praying identified_face scroll_praying.111 race scrolls nrof 1 type 130 material 1 value 2500 weight 200 sp 30 client_type 1021 end Object scroll_punching editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of punching skill punching identified_face scroll_punching.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 17 identified_name_pl scrolls of punching client_type 1021 end Object scroll_pyromancy editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of pyromancy identified_name_pl scrolls of pyromancy skill pyromancy identified_face scroll_pyromancy.111 race scrolls nrof 1 type 130 material 1 value 5500 weight 200 sp 26 client_type 1021 end Object scroll_sense_curse editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of sense curse skill sense curse identified_face scroll_sense_curse.111 race scrolls nrof 1 type 130 material 1 value 6500 weight 200 sp 14 identified_name_pl scrolls of sense curse client_type 1021 end Object scroll_sense_mag editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of sense magic skill sense magic identified_face scroll_sense_magic.111 race scrolls nrof 1 type 130 material 1 value 6500 weight 200 sp 11 identified_name_pl scrolls of sense magic client_type 1021 end Object scroll_set_traps editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of snares skill set traps identified_face scroll_set_traps.111 race scrolls nrof 1 type 130 material 1 value 5500 weight 200 sp 28 identified_name_pl scrolls of snares client_type 1021 end Object scroll_singing editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of singing skill singing identified_face scroll_singing.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 13 identified_name_pl scrolls of singing client_type 1021 end Object scroll_smithing editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of smithing skill smithery identified_face scroll_smithing.111 race scrolls nrof 1 type 130 material 1 value 19500 weight 200 sp 3 identified_name_pl scrolls of smithing client_type 1021 end Object scroll_sorcery editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of sorcery identified_name_pl scrolls of sorcery skill sorcery identified_face scroll_sorcery.111 race scrolls nrof 1 type 130 material 1 value 5500 weight 200 sp 26 client_type 1021 end Object scroll_stealing editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of stealing skill stealing identified_face scroll_stealing.111 race scrolls nrof 1 type 130 material 1 value 5500 weight 200 sp 0 identified_name_pl scrolls of stealing client_type 1021 end Object scroll_summoning editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of summoning identified_name_pl scrolls of summoning skill summoning identified_face scroll_summoning.111 race scrolls nrof 1 type 130 material 1 value 5500 weight 200 sp 26 client_type 1021 end Object scroll_thaumaturgy editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of thaumaturgy skill thaumaturgy identified_face scroll_thaumaturgy.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 7 identified_name_pl scrolls of thaumaturgy client_type 1021 end Object scroll_throwing editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of throwing identified_name_pl scrolls of throwing skill throwing identified_face scroll_throwing.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 26 client_type 1021 end Object scroll_two_handed_weapons editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of two handed weapons identified_name_pl scrolls of two handed weapons skill two handed weapons identified_face scroll_two_handed_weapon.111 race scrolls nrof 1 type 130 material 1 value 5500 weight 200 sp 23 client_type 1021 end Object scroll_use_magic_item editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of use magic item identified_name_pl scrolls of use magic item skill use magic item identified_face scroll_use_magic_item.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 26 client_type 1021 end Object scroll_woodsman editor_folder skills/Skill_Scrolls name scroll name_pl scrolls face scroll.111 identified_name scroll of wood lore skill woodsman identified_face scroll_woodsman.111 race scrolls nrof 1 type 130 material 1 value 3500 weight 200 sp 21 identified_name_pl scrolls of wood lore client_type 1021 end Object fishing_pole editor_folder skills/Skill_Tools name fishing pole face fishing_pole.111 type 74 skill fishing material 20 nrof 1 value 1500 weight 5000 name_pl fishing poles client_type 451 body_skill -1 harvest_race fish harvest_tool pole harvest_speed -2 end Object fishing_pole2 editor_folder skills/Skill_Tools name fishing pole face fishing_pole2.111 type 74 skill fishing material 20 nrof 1 value 1500 weight 5000 name_pl fishing poles client_type 451 body_skill -1 harvest_race fish harvest_tool pole harvest_speed -2 end Object holy_symbol editor_folder skills/Skill_Tools name holy symbol face holy_symbol.111 type 74 skill praying material 20 nrof 1 value 1500 weight 5000 name_pl holy symbols client_type 451 body_skill -1 end Object lockpicks editor_folder skills/Skill_Tools name lockpicks name_pl lockpicks face lockpicks.111 type 74 weight 300 value 1000 nrof 1 material 2 skill lockpicking client_type 451 body_skill -1 end Object mining_pick editor_folder skills/Skill_Tools harvest_race mountain_rubble harvest_tool pickaxe skill mining name pickaxe name_pl pickaxes face pickaxe.111 type 74 material 20 nrof 1 value 1500 weight 5000 client_type 451 body_skill -1 harvest_speed 2 end Object stylus editor_folder skills/Skill_Tools name writing pen name_pl writing pens face stylus.111 type 74 weight 100 value 5000 material 32 skill inscription client_type 451 body_skill -1 end Object talisman editor_folder skills/Skill_Tools name talisman face talisman.111 type 39 weight 1000 value 300 nrof 1 material 12 name_pl talismans client_type 451 body_neck -1 end Object talisman_sorcery editor_folder skills/Skill_Tools name talisman title of sorcery face talisman_sorcery.111 type 74 weight 1000 value 3000 nrof 1 material 12 skill sorcery name_pl talismans client_type 451 body_skill -1 end Object talisman_summoning editor_folder skills/Skill_Tools name talisman title of summoning face talisman_summoning.111 type 74 weight 1000 value 3000 nrof 1 material 12 skill summoning name_pl talismans client_type 451 body_skill -1 end Object talisman_evocation editor_folder skills/Skill_Tools name talisman title of evocation face talisman_evocation.111 type 74 weight 1000 value 3000 nrof 1 material 12 skill evocation name_pl talismans client_type 451 body_skill -1 end Object talisman_pyromancy editor_folder skills/Skill_Tools name talisman title of pyromancy face talisman_pyromancy.111 type 74 weight 1000 value 3000 nrof 1 material 12 skill pyromancy name_pl talismans client_type 451 body_skill -1 end Object skill_air_magic editor_folder skills name air magic skill air magic type 43 invisible 1 no_drop 1 subtype 40 body_skill -1 exp 0 level 100 end Object skill_alchemy editor_folder skills name alchemy skill alchemy type 43 invisible 1 no_drop 1 subtype 6 body_skill -1 exp 250 level 250 msg Alchemy is the art of bottling magic; science of combining rare materials and ingredients to create single-use potions, balms, and the like with spells bound up in them. A knowledgeable alchemist can replicate most of the effects of every magical discipline in their workshop, given sufficient supplies. (Not to be confused with the spell Alchemy, which transmutes nearby objects into gold.) Active: Identify ingredients, alchemy products, and poisons. Crafting (Cauldron): Create single-use magical items. endmsg end Object skill_bargaining editor_folder skills name bargaining skill bargaining type 43 invisible 1 no_drop 1 subtype 9 body_skill -1 exp 50 level 100 msg Bargaining skill allows you to extract more money from shopkeepers when selling items, get more for your coin when buying, and better estimate what a merchant will offer you for your goods. Active: Gives you information about what a shop buys and sells and how fair their prices are. Passive: Improves buying and selling prices at shops, and improves estimates of item value. endmsg end Object skill_bowyer editor_folder skills name bowyer skill bowyer type 43 invisible 1 no_drop 1 subtype 4 body_skill -1 exp 100 level 150 msg The study of ranged weapon construction, a bowyer is capable not just of fashioning bows and crossbows, but of permanently imbuing them with magical power. Knowledge gained in the workshop can be applied in the field to identify ranged weapons and their ammo, but it confers no facility with these weapons in combat. Active: Identify ranged weapons and their ammunition. Crafting (Workbench): Create magical bows/crossbows and ammo. endmsg end Object skill_clawing editor_folder skills name clawing skill clawing type 43 invisible 1 dam 2 last_sp 3 no_drop 1 subtype 31 body_skill -1 exp 0 level 100 wc_increase_rate 4 wc 1 msg Your razor-sharp claws make you a force to be reckoned with even without weapons. Melee: A physical attack with +2 damage. endmsg end Object skill_climbing editor_folder skills name climbing skill climbing type 43 invisible 1 no_drop 1 subtype 20 body_skill -1 exp 100 level 100 msg Once you leave the cities and roads, the ground rarely does you the courtesy of being flat. Experience traversing rough terrain will help you move at full speed across it. Passive: Reduces the speed penalty for hilly terrain. endmsg end Object skill_remove_trap editor_folder skills name disarm traps skill disarm traps type 43 invisible 1 no_drop 1 subtype 27 body_skill -1 exp 50 level 350 msg Knowledge of the internal workings of traps, both mundane and magical, allows you to safely bypass them -- either by disabling them in place, or tricking them into going off prematurely. Active (Dex): Attempts to disarm nearby traps (but only those you know about). endmsg end Object skill_earth_magic editor_folder skills name earth magic skill earth magic type 43 invisible 1 no_drop 1 subtype 41 body_skill -1 exp 0 level 100 end Object skill_evocation editor_folder skills name evocation face spell_evocation.111 skill evocation type 43 invisible 1 no_drop 1 subtype 35 body_skill -1 exp 0 level 100 msg The magical discipline of Evocation is concerned with the creation and manipulation of fundamental forces. It is the foremost course of study for mages interested in death and destruction, for it encompasses a great many spells well-suited to that purpose. Passive (Int): Allows the learning and casting of evocation spells. endmsg end Object skill_find_traps editor_folder skills name find traps skill find traps type 43 invisible 1 no_drop 1 subtype 15 body_skill -1 exp 100 level 150 msg Every trap, no matter how subtle, leaves some sort of trace on its surroundings. With practice you can learn to detect even the most cunning of traps, enabling you to avoid -- or attempt to disarm -- them. Active: Attempts to detect traps in the vicinity. endmsg end Object skill_fire_magic editor_folder skills name fire magic skill fire magic type 43 invisible 1 no_drop 1 subtype 43 body_skill -1 exp 0 level 100 end Object skill_fishing editor_folder skills name fishing skill fishing slaying fish type 43 invisible 1 no_drop 1 subtype 39 body_skill -1 exp 100 level 100 msg If you're hungry, going fishing can be a convenient way of procuring food. Active: Attempt to catch fish from an adjacent body of water. endmsg end Object skill_flame_touch editor_folder skills name flame touch skill flame touch type 43 invisible 1 dam 2 last_sp 4 attacktype 4 no_drop 1 subtype 18 body_skill -1 exp 0 level 100 wc_increase_rate 4 wc 1 msg As a being of pure flame, merely touching your enemies is enough to burn them. Melee: A fire attack with +2 damage. endmsg end Object skill_hide editor_folder skills name hiding skill hiding type 43 invisible 1 no_drop 1 subtype 2 body_skill -1 exp 1 level 100 msg The art of moving unseen and unheard, allowing you to sneak past enemies without attracting their notice. Unlike magical invisibility, this can be attempted even in null-magic areas, but is also likely to fail if you move around too much, or stand in the open or near bright lights. Active (Dex): Attempt to conceal yourself temporarily. endmsg end Object skill_inscription editor_folder skills name inscription skill inscription type 43 invisible 1 no_drop 1 subtype 22 body_skill -1 exp 50 level 250 msg Anyone literate can use a pen and some paper to write notes. Spellcasters can additionally write scrolls of any spell that they can cast, using a blank scroll or overwriting an existing one. Active (Int): write a note, or write a spell scroll of your currently readied spell. endmsg end Object skill_jeweler editor_folder skills name jeweler skill jeweler type 43 invisible 1 no_drop 1 subtype 5 body_skill -1 exp 100 level 300 msg The art of turning precious metals and gemstones into jewelery, and imbuing them with magical forces in the process. Active: Identify amulets, rings, and gemstones. Crafting (Jeweler's Bench): Create cut gems, and magical amulets and rings. endmsg end Object skill_jumping editor_folder skills name jumping skill jumping type 43 invisible 1 no_drop 1 dam 5 attacktype 1 wc_increase_rate 4 wc 1 last_sp 1 subtype 10 body_skill -1 exp 5 level 250 msg The long jump will not take you as far as a good Dimension Door spell, but it still suffices to get you past traps, pressure plates, and small bodies of water, and you can do it without years of magical training. Active (Str,Dex): Jump two spaces in any direction, passing over the intervening tile without touching it. endmsg end Object skill_karate editor_folder skills name karate anim_suffix karate skill karate type 43 invisible 1 last_sp 2 dam 4 no_drop 1 subtype 19 body_skill -1 exp 0 level 100 attacktype 1 wc_increase_rate 4 wc 1 msg This martial arts style is usable even by those with claws or tentacles instead of hands, and is the acme of unarmed combat techniques. Melee: A physical attack with +4 damage. endmsg end Object skill_levitate editor_folder skills name levitation skill levitation type 43 invisible 1 last_sp 2 move_type fly_low no_drop 1 subtype 32 body_skill -1 exp 50 level 100 msg While not the high-altitude, long-haul flight of the largest of dragons, levitation lets you hover above the ground, moving rapidly across even the worst terrain and passing over traps without setting them off. As a natural ability rather than a spell, your levitation costs no spellpower to use and cannot be disrupted by antimagic fields. Active: Toggle between flying and walking. endmsg end Object skill_literacy editor_folder skills name literacy skill literacy type 43 invisible 1 no_drop 1 subtype 8 body_skill -1 exp 80 level 365 msg The literacy skill lets you read books and scrolls. Importantly for the safety-conscious researcher, it also lets you identify reading material without peeking inside, which can be hazardous with magical documents. Active (Int): Identify reading material without reading the contents. Passive (Int): Allows reading of books and scrolls (both magical and mundane). endmsg end Object skill_lockpick editor_folder skills name lockpicking skill lockpicking type 43 invisible 1 no_drop 1 subtype 1 body_skill -1 exp 100 level 200 msg With a set of lockpicks in hand, some (but not all) locks can be picked, allowing you to open them quickly and quietly without either the key or the messy business of breaking the door down. Active (Dex): Attempt to unlock a locked door without the key. endmsg end Object skill_meditation editor_folder skills name meditation skill meditation type 43 invisible 1 no_drop 1 subtype 16 body_skill -1 exp 10 level 100 msg Meditative techniques allow you to seek inner peace even in on the battlefield, rapidly replenishing your spiritual power and, to a lesser extent, accelerating healing. While novices will need to put down their weapons and strip off cumbersome armour, with practice you can learn to meditate even in full plate. Active: Rapidly regain SP and HP. endmsg end Object skill_mining editor_folder skills name mining skill mining slaying mine type 43 invisible 1 no_drop 1 subtype 39 body_skill -1 exp 100 level 100 msg A strong pair of arms and a sturdy pick is all you need to extract ores from mountainous terrain. Once in hand, they can be sold, or smelted into metal with the Smithery skill. Active: Attempt to mine ores from rocky terrain. endmsg end Object skill_missile_weapon editor_folder skills name missile weapons skill missile weapons type 43 invisible 1 no_drop 1 subtype 24 body_skill -1 exp 0 level 100 wc_increase_rate 5 msg It's said that it takes a lifetime to truly master archery, but basic competence with the bow and crossbow can be attained much more readily. Passive (Str,Dex): Allows you to equip and fire ranged weapons. endmsg end Object skill_one_handed_weapon editor_folder skills name one handed weapons skill one handed weapons type 43 invisible 1 no_drop 1 subtype 23 body_skill -1 exp 0 level 100 dam 1 wc_increase_rate 5 msg Daggers, shortswords, maces, and all sorts of other one-handed weapons have a certain commonality of technique to them, and this skill covers them all. The ideal discipline for those to prefer to keep one hand free for a shield. Passive (Str,Dex): Allows you to equip and perform melee attacks with one-handed weapons. endmsg end Object skill_oratory editor_folder skills name oratory skill oratory type 43 invisible 1 no_drop 1 subtype 12 body_skill -1 exp 10 level 250 msg A sufficiently compelling speech can convince the audience to join you in your travels! It won't convince anyone who's already hostile to calm down, though. Active (Int,Cha): Attempt to convince a non-hostile creature to join your party. endmsg end Object skill_praying editor_folder skills name praying face spell_praying.111 skill praying type 43 invisible 1 no_drop 1 subtype 30 body_skill -1 exp 0 level 100 anim_suffix praying msg By praying you can request assistance from your god, building up a charge of divine energy which can then be expended to work miracles. If you are not sworn to any god, you can still pray to the small gods and nature spirits found everywhere in the world. Active: Pray to regain grace quickly. Passive (Wis): Allows the learning and casting of prayers. endmsg end Object skill_punching editor_folder skills name punching anim_suffix punching skill punching type 43 invisible 1 no_drop 1 subtype 17 body_skill -1 exp 0 level 100 attacktype 1 wc_increase_rate 4 wc 1 msg Punching is the simplest form of melee attack and requires no special training. Melee: A basic unarmed attack with no bonuses. endmsg end Object skill_pyromancy editor_folder skills name pyromancy face spell_pyromancy.111 skill pyromancy type 43 invisible 1 no_drop 1 subtype 34 body_skill -1 exp 0 level 100 msg This magical discipline concerns itself with the weaving of fire and lightning. Some dragons have inborn knowledge of it, but anyone can learn it, with sufficient dedication. Although once considered a specialized branch of Evocation, the fact that even experienced evokers struggle with the simplest of pyromantic spells has put an end to this theory, and Pyromancy is now considered an entirely separate discipline. Passive (Int): Allows the learning and casting of Pyromancy spells. endmsg end Object skill_sense_curse editor_folder skills name sense curse skill sense curse type 43 invisible 1 no_drop 1 subtype 14 body_skill -1 exp 5 level 100 msg While the most straightforward way to determine if an item is cursed is to attempt to use it (ideally with a companion on hand to record your gruesome fate), a safer approach is to learn to detect the malignant aura that clings to cursed objects, allowing you to sense the curse without exposing yourself to its effects. Active: Detect curses on nearby objects. endmsg end Object skill_sense_magic editor_folder skills name sense magic skill sense magic type 43 invisible 1 no_drop 1 subtype 11 body_skill -1 exp 5 level 100 msg Even non-spellcasters can develop a sensitivity to the flows of mana that permeate the world, and thus, a sensitivity to the way that enchanted objects affect those flows. Which insufficient to determine the precise nature of an enchantment, this lets you distinguish magical and mundane items. Active: Detect items that are enchanted or inherently magical. endmsg end Object skill_set_trap editor_folder skills name set traps skill set traps type 43 invisible 1 no_drop 1 subtype 28 body_skill -1 exp 100 level 100 msg (This skill is not implemented, and you should never see this message -- report this as a bug.) endmsg end Object skill_singing editor_folder skills name singing skill singing type 43 invisible 1 no_drop 1 subtype 13 body_skill -1 exp 10 level 150 anim_suffix singing msg The effect of impassioned arias on wildlife is well documented; by choosing the right song and singing it with conviction, you can calm hostile creatures that hear it. It won't work on anything smart enough to hold a grudge or that you've repeatedly angered, however. Active (Int,Cha): attempt to calm down nearby hostile unintelligent creatures. endmsg end Object skill_smithery editor_folder skills name smithery skill smithery type 43 invisible 1 no_drop 1 subtype 3 body_skill -1 exp 25 level 250 msg Everything you need to know to work a forge -- how to smelt ores into pure metal, how to turn that metal into arms and armour, and how to imbue the equipment you make with magical power. Knowing how this equipment is made also helps you identify it in the field. Active (Int): Identify weapons and armour. Crafting (Forge): Create enchanted weapons and armour. endmsg end Object skill_sorcery editor_folder skills name sorcery face spell_sorcery.111 skill sorcery type 43 invisible 1 no_drop 1 subtype 36 body_skill -1 exp 0 level 100 msg The magical discipline of Sorcery encompasses the manipulation, enhancement, or suppression of living things -- spells to improve vigor, drain another's life-force, haste, slow, or confuse friends and enemies, and even move from one point to another without passing through the intervening space. Passive (Int): Allows the learning and casting of Sorcery spells. endmsg end Object skill_stealing editor_folder skills name stealing skill stealing type 43 invisible 1 no_drop 1 subtype 7 body_skill -1 exp 20 level 70 msg Stealing an object someone else is carrying is not easy, but it can be profitable -- although if noticed, it may provoke a violent response. Active (Dex): Attempt to steal an inventory item from someone. If they notice they may become hostile! endmsg end Object skill_summoning editor_folder skills name summoning face spell_summoner.111 skill summoning type 43 invisible 1 no_drop 1 subtype 33 body_skill -1 exp 0 level 100 msg The magical discipline of Summoning lets you call forth physical objects, ranging from crossbow bolts to living elementals. It is still an open question whether they are brought to the caster from some distant locale, or created ex nihilo by the caster's will. Passive (Int): Allows you to learn and cast Summoning spells. endmsg end Object skill_thaumaturgy editor_folder skills name thaumaturgy skill thaumaturgy type 43 invisible 1 no_drop 1 subtype 29 body_skill -1 exp 150 level 200 msg Thaumaturgy is a sister to Alchemy, concerned with the creation of reusable magical tools like wands and rods. Active (Int): Identify wands, rods, horns, and similar tools. Crafting (Thaumaturgist's Desk): Create such tools. endmsg end Object skill_throwing editor_folder skills name throwing skill throwing type 43 invisible 1 no_drop 1 subtype 25 body_skill -1 exp 0 level 100 wc_increase_rate 4 wc 1 msg The basic ability to throw an item and have it land roughly where you intend is something most people develop naturally; with more training, however, you can develop this into a facility with throwing weapons that allows you to strike foes from afar without relying on a bow or magic. Active (Str,Dex): Throw an item. If you want to throw something specific, mark it first. endmsg end Object skill_two_handed_weapon editor_folder skills name two handed weapons skill two handed weapons type 43 invisible 1 no_drop 1 subtype 37 body_skill -1 exp 0 level 100 wc_increase_rate 5 msg Two-handed weapons hit harder than their lighter one-handed counterparts, but also require an entirely different set of techniques to wield effectively. This skill includes training training in everything from greatswords to quarterstaves. Passive (Str,Dex): Allows you to equip and perform melee attacks with two-handed weapons. endmsg end Object skill_use_magic_item editor_folder skills name use magic item skill use magic item type 43 invisible 1 no_drop 1 subtype 26 body_skill -1 exp 0 level 100 msg This skill encompasses familiarity with objects that have spells bound inside them, and can be used to release those spells -- reusable tools like wands and rods, and single-use supplies like dusts and balms. Most adventurers learn how to operate these ubiquitous tools early in their life, but for the ones who don't, it's not hard to pick up the basics. Passive: Allows the usage of activated magical items. endmsg end Object skill_water_magic editor_folder skills name water magic skill water magic type 43 invisible 1 no_drop 1 subtype 42 body_skill -1 exp 0 level 100 end Object skill_woodsman editor_folder skills name woodsman skill woodsman type 43 invisible 1 no_drop 1 subtype 21 body_skill -1 exp 25 level 100 msg A comprehensive training in wilderness survival, this skill includes not just pathfinding, but also knowledge of how to identify edible plants and body parts, and how to fashion meals and protective clothing from them. Passive: Reduces the speed penalty for wooded terrain. Active (Int): Indentify body parts and edible substances. Crafting (Tanning Bench): Create leather and clothing. Crafting (Stove): Cook meals. endmsg end Object skill_wraith_feed editor_folder skills name wraith feed anim_suffix feeding skill wraith feed type 43 invisible 1 dam 2 attacktype 16781312 no_drop 1 subtype 38 body_skill -1 exp 0 level 100 wc_increase_rate 4 wc 1 msg In shedding their mortality, wraiths trade the natural healing of flesh for a dependence on the vital force of those who are still alive. The touch of a wraith holds its victims immobile while the wraith feeds. Melee: A paralyzing, HP-stealing attack. endmsg end Object abil_ball_lightning editor_folder spell/Ability anim_suffix spellcasting name ball lightning ability name_pl ball lightning ability face spell_ball_lightning.111 type 101 subtype 35 level 9 value 90 sp 10 casting_time 3 skill evocation path_attuned 8 other_arch ball_lightning dam 8 dam_modifier 3 duration 40 duration_modifier 1 maxsp 15 attacktype 8 no_drop 1 invisible 1 end Object abil_burning_hands editor_folder spell/Ability anim_suffix spellcasting name breath flame name_pl breath flames face spell_burning_hands.111 level 1 sp 5 casting_time 5 path_attuned 2 other_arch firebreath dam 4 dam_modifier 4 range 5 duration 2 range_modifier 4 maxsp 9 type 101 subtype 7 value 10 attacktype 4 no_drop 1 invisible 1 skill pyromancy end Object abil_fear editor_folder spell/Ability anim_suffix spellcasting name fear ability name_pl fear ability face spell_fear.111 level 4 sp 6 casting_time 5 path_attuned 1024 other_arch fear dam 5 dam_modifier 0 range 4 duration 2 range_modifier 3 maxsp 12 type 101 subtype 7 value 40 attacktype 16384 no_drop 1 invisible 1 skill sorcery end Object abil_create_fire_wall editor_folder spell/Ability anim_suffix spellcasting name create fire wall ability name_pl create fire wall ability face spell_create_fire_wall.111 level 6 sp 5 casting_time 4 path_attuned 2048 other_arch firebreath skill pyromancy type 101 subtype 15 value 60 no_drop 1 invisible 1 duration 260 duration_modifier 1 dam 4 dam_modifier 3 maxsp 8 attacktype 4 range 2 move_block all end Object abil_create_frost_wall editor_folder spell/Ability anim_suffix spellcasting name create frost wall ability name_pl create frost wall ability face spell_create_frost_wall.111 level 8 sp 8 casting_time 3 path_attuned 2048 other_arch icestorm skill evocation type 101 subtype 15 value 80 no_drop 1 invisible 1 duration 240 duration_modifier 1 dam 2 dam_modifier 3 maxsp 8 attacktype 16 range 2 move_block all end Object abil_frostbolt editor_folder spell/Ability anim_suffix spellcasting name frostbolt ability name_pl frostbolts ability face spell_frostbolt.111 level 3 sp 12 casting_time 3 path_attuned 4 other_arch frostbolt dam 12 dam_modifier 4 duration 11 maxsp 48 skill evocation type 101 subtype 4 value 30 attacktype 16 range 12 no_drop 1 invisible 1 end Object abil_icestorm editor_folder spell/Ability anim_suffix spellcasting name icestorm ability name_pl icestorm ability face spell_icestorm.111 level 1 sp 5 casting_time 3 path_attuned 4 other_arch icestorm dam 4 dam_modifier 3 range 6 duration 2 range_modifier 5 maxsp 9 type 101 subtype 7 value 10 attacktype 16 no_drop 1 invisible 1 skill evocation end Object abil_large_icestorm editor_folder spell/Ability anim_suffix spellcasting name large icestorm ability name_pl large icestorm ability face spell_large_icestorm.111 level 12 sp 13 casting_time 4 path_attuned 4 other_arch icestorm dam 4 dam_modifier 3 range 14 duration 2 range_modifier 5 maxsp 11 type 101 subtype 7 value 120 attacktype 16 no_drop 1 invisible 1 skill evocation end Object abil_medium_fireball editor_folder spell/Ability anim_suffix spellcasting name medium fireball ability name_pl medium fireball ability face spell_medium_fireball.111 level 3 sp 10 casting_time 10 path_attuned 2 other_arch firebullet dam 8 dam_modifier 3 range 6 duration 4 maxsp 24 type 101 subtype 5 value 30 attacktype 4 no_drop 1 invisible 1 skill pyromancy food 4 end Object abil_poison_cloud editor_folder spell/Ability anim_suffix spellcasting name poison cloud ability name_pl poison cloud ability face spell_poison_cloud.111 level 2 sp 5 casting_time 10 path_attuned 16 other_arch poisonbullet dam 0 dam_modifier 3 range 4 duration 4 maxsp 8 type 101 subtype 5 value 20 attacktype 1024 no_drop 1 invisible 1 skill sorcery food 5 end Object abil_slow editor_folder spell/Ability anim_suffix spellcasting name slow ability name_pl slow ability face spell_slow.111 level 1 sp 5 casting_time 10 path_attuned 1024 other_arch slow dam 5 dam_modifier 0 range 5 duration 2 range_modifier 4 maxsp 20 type 101 subtype 7 value 10 attacktype 2048 no_drop 1 invisible 1 skill sorcery end Object ability_dragonbreath editor_folder spell/Ability anim_suffix spellcasting name breath fire name_pl breath fire face spell_dragonbreath.111 level 12 sp 13 casting_time 5 path_attuned 2 other_arch firebreath dam 4 dam_modifier 3 range 7 duration 2 range_modifier 5 maxsp 11 type 101 subtype 7 value 120 attacktype 4 no_drop 1 invisible 1 skill pyromancy end Object snake_golem editor_folder spell/AnimateWeapon name snake type 102 subtype 12 face snake.111 animation snake_golem is_animated 1 monster 1 alive 1 ac 5 wc 12 dam 3 hp 30 maxhp 30 level 3 speed 0.15 resist_poison 100 attacktype 1025 exp 35 weight 200000 move_type fly_low end Object spell_animate_weapon editor_folder spell/AnimateWeapon anim_suffix spellcasting name animate weapon name_pl animate weapon type 101 subtype 41 face spell_animate_weapon.111 level 7 value 70 sp 25 casting_time 10 skill sorcery path_attuned 4096 other_arch dancingsword dam 2 dam_modifier 1 duration 20 duration_modifier 1 range_modifier 20 maxsp 20 no_drop 1 invisible 1 msg Mark a weapon in the caster's inventory, then cast this spell to bring it to life. The weapon then flies about under the caster's direction. The weapon is controlled with the fire and direction keys. endmsg end Object spell_staff_to_snake editor_folder spell/AnimateWeapon anim_suffix spellcasting name staff to snake name_pl staff to snake type 101 subtype 41 face spell_staff_to_snake.111 level 6 value 20 grace 8 casting_time 5 skill praying path_attuned 2048 other_arch snake_golem dam 10 dam_modifier 1 duration 100 duration_modifier 1 range_modifier 20 maxgrace 18 no_drop 1 invisible 1 race quarterstaff msg Converts a staff into a snake which you can control with the Fire and direction keys. A quarterstaff in inventory is marked before casting the spell. endmsg end Object flaming_aura editor_folder spell/Aura name Flaming Aura other_arch flaming_aura_mark invisible 1 face burnout.111 type 102 subtype 46 dam 1 attacktype 4 no_drop 1 speed 1 no_pick 1 end Object flaming_aura_mark editor_folder spell/Aura name Flaming Aura face fireball.111 type 98 speed 1 move_type fly_low no_pick 1 food 2 is_used_up 1 end Object sanctuary editor_folder spell/Aura name sanctuary other_arch sanctuary_mark invisible 1 face burnout.111 attacktype 524288 type 102 subtype 46 dam 1 no_drop 1 speed 1 no_pick 1 end Object sanctuary_mark editor_folder spell/Aura name sanctuary face counterspell.111 type 98 speed 1 move_type fly_low no_pick 1 food 2 is_used_up 1 end Object spell_flaming_aura editor_folder spell/Aura anim_suffix spellcasting name flaming aura name_pl flaming aura type 101 subtype 46 face spell_flaming_aura.111 level 1 value 10 grace 5 casting_time 10 skill praying path_attuned 2 other_arch flaming_aura duration 100 duration_modifier 4 dam 6 dam_modifier 25 maxgrace 20 attacktype 4 no_drop 1 invisible 1 msg Surrounds the caster with an aura of fire that burns everything in the vicinity. The spell is granted by Gorokh and Ruggilli. endmsg end Object spell_sanctuary editor_folder spell/Aura anim_suffix spellcasting name sanctuary name_pl sanctuary type 101 subtype 46 face spell_sanctuary.111 level 14 value 70 grace 30 casting_time 10 skill praying path_attuned 1 other_arch sanctuary duration 100 duration_modifier 4 maxgrace 20 attacktype 524288 no_drop 1 invisible 1 msg Surrounds the caster with a shield that may block incoming spells. endmsg end Object bless_effect editor_folder spell/BlessCurse name blessing face bless_effect.111 animation bless_effect speed 0.5 food 6 is_used_up 1 no_pick 1 map_layer fly end Object curse_effect editor_folder spell/BlessCurse name curse face curse_effect.111 animation curse_effect speed 0.5 food 6 is_used_up 1 no_pick 1 map_layer fly end Object spell_bless editor_folder spell/BlessCurse anim_suffix spellcasting name bless name_pl bless face spell_bless.111 level 4 grace 8 casting_time 5 path_attuned 128 skill praying type 101 subtype 25 race blessing value 20 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 30 resist_godpower 35 ac 1 wc 1 msg This spell grants the character a blessing from the god they worship. It affects resistances and stats, but the specific effect varies depending on the god the character worships. Some protection from godpower is granted. endmsg other_arch bless_effect end Object spell_bless_item editor_folder spell/BlessCurse anim_suffix spellcasting name bless item name_pl bless item face spell_praying.111 level 50 grace 250 casting_time 75 path_attuned 256 skill praying type 101 subtype 49 value 150 no_drop 1 invisible 1 blessed 1 maxgrace 30 msg Your god, moved by the piety you show, blesses one of your item, which will now have some special properties. endmsg end Object spell_curse editor_folder spell/BlessCurse anim_suffix spellcasting name curse name_pl curse face spell_curse.111 level 4 grace 8 casting_time 5 path_attuned 128 skill praying type 101 subtype 26 value 20 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 30 resist_godpower 35 ac -1 wc -1 range 30 msg The caster's god afflicts the recipient with a curse that may negatively affect AC and WC. endmsg other_arch curse_effect end Object spell_curse_item editor_folder spell/BlessCurse anim_suffix spellcasting name curse item name_pl curse item face spell_praying.111 level 50 grace 200 casting_time 75 path_attuned 256 skill praying type 101 subtype 49 value 150 no_drop 1 invisible 1 cursed 1 maxgrace 30 msg This spell concentrates, with some help of your god, your hate against something to curse the item, and leave you only your love for your god. endmsg end Object spell_holy_possession editor_folder spell/BlessCurse anim_suffix spellcasting name holy possession name_pl holy possession face spell_holy_possession.111 level 18 grace 30 casting_time 10 path_attuned 128 skill praying type 101 subtype 25 race holy possession value 90 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 30 resist_godpower 95 attacktype 1 wc 2 ac 2 last_grace 1 msg Blesses the caster with holy power of his god, both to attack enemies, and and to gain protection from attacks. The benefits vary by god, but all give signficant protection against godpower. endmsg end Object cancellation editor_folder spell/Bolt type 102 subtype 4 face cancellation.111 animation cancellation is_animated 1 is_turnable 0 no_pick 1 move_on walk fly_low speed 1 attacktype 32768 wc 0 dam 0 move_type fly_low end Object firebolt editor_folder spell/Bolt type 102 subtype 4 face firebolt.111 animation firebolt is_animated 0 is_turnable 1 move_type fly_low speed 1 glow_radius 1 no_pick 1 weight 500 smoothlevel 100 end Object forked_lightning editor_folder spell/Bolt name lightning type 102 subtype 4 face lightning.111 animation forked_lightning is_animated 0 is_turnable 1 move_type fly_low speed 1 glow_radius 2 no_pick 1 weight 500 reflecting 1 end Object frostbolt editor_folder spell/Bolt type 102 subtype 4 face frostbolt.111 animation frostbolt move_type fly_low is_animated 0 is_turnable 1 speed 1 no_pick 1 weight 500 end Object lightning editor_folder spell/Bolt name lightning type 102 subtype 4 face lightning.111 animation lightning is_animated 0 is_turnable 1 move_type fly_low speed 1 glow_radius 2 no_pick 1 reflecting 1 weight 500 end Object manabolt editor_folder spell/Bolt type 102 subtype 4 face manabolt.111 animation manabolt move_type fly_low is_turnable 1 is_animated 0 speed 1 no_pick 1 weight 500 end Object negabolt editor_folder spell/Bolt name negative energy bolt type 102 subtype 4 face negabolt.111 animation negabolt is_animated 0 is_turnable 1 move_type fly_low speed 1 glow_radius 2 no_pick 1 reflecting 1 weight 500 end Object spell_cancellation editor_folder spell/Bolt anim_suffix spellcasting name cancellation name_pl cancellation face spell_cancellation.111 level 20 sp 30 casting_time 10 path_attuned 128 other_arch cancellation skill evocation type 101 subtype 4 value 100 attacktype 32770 range 12 no_drop 1 invisible 1 duration 8 msg Releases a bolt of energy that removes magic, curse, and damnation from locations and items. It also removes enchantment, so care must be taken not to remove desirable attributes from good magic items. The spell is useful for improving items that have negative magic bonuses. endmsg end Object spell_firebolt editor_folder spell/Bolt anim_suffix spellcasting name firebolt name_pl firebolt face spell_firebolt.111 level 4 sp 9 casting_time 10 path_attuned 2 other_arch firebolt dam 10 dam_modifier 3 maxsp 30 skill pyromancy type 101 subtype 4 value 20 attacktype 6 range 12 duration 9 no_drop 1 invisible 1 msg By projecting tight vortex of magic and injecting heat, Pyromancer's can propel a damaging bolt of magical fire at will. This scorching beam does significant damage to anything in its path. endmsg end Object spell_forked_lightning editor_folder spell/Bolt anim_suffix spellcasting name forked lightning name_pl forked lightnings face spell_forked_lightning.111 level 8 grace 15 maxgrace 24 casting_time 10 path_attuned 8 other_arch forked_lightning dam 10 dam_modifier 3 duration 16 skill praying type 101 subtype 4 value 50 Dex 30 Con 50 attacktype 8 range 24 no_drop 1 invisible 1 msg Followers of Sorig harken and take heed; The King of Thunder and Lightning shall grant unto you the treasure of forked lightning. For each good deed, I shall split its bolt such that those who are worthy shall fill the halls of my enemies and reduce their insolence to dust. This prayer is attuned to the path of electricity. endmsg end Object spell_frostbolt editor_folder spell/Bolt anim_suffix spellcasting name frostbolt name_pl frostbolts face spell_frostbolt.111 level 6 sp 12 casting_time 10 path_attuned 4 other_arch frostbolt dam 12 dam_modifier 4 duration 11 maxsp 48 skill evocation type 101 subtype 4 value 30 attacktype 18 range 12 no_drop 1 invisible 1 msg By projecting tight vortex of magic that rapidly channels heat away, evokers can instantly freeze anything in its path delivering powerful cold and magical damage. endmsg end Object spell_large_lightning editor_folder spell/Bolt anim_suffix spellcasting name large lightning name_pl large lightnings face spell_large_lightning.111 level 8 sp 13 casting_time 7 path_attuned 8 other_arch lightning dam 8 dam_modifier 3 duration 16 maxsp 24 skill pyromancy type 101 subtype 4 value 40 attacktype 10 range 24 no_drop 1 invisible 1 msg Lightning bolts are controlled using magic to create a strong electrical current and, when ready to do so, project a straight path for it to follow. With practice, larger lightning bolts can be released that have greater range and duration. They still have the sometimes unfortunate property of reflecting off of walls which can then return to strike the caster. endmsg end Object spell_manabolt editor_folder spell/Bolt anim_suffix spellcasting name mana bolt name_pl mana bolts face spell_manabolt.111 level 6 sp 18 maxsp 30 casting_time 9 path_attuned 32768 other_arch manabolt dam 10 dam_modifier 3 duration 9 skill evocation type 101 subtype 4 value 30 attacktype 2 range 12 no_drop 1 invisible 1 msg Fires a bolt of magical energy that few creatures have resistance to. endmsg end Object spell_negabolt editor_folder spell/Bolt anim_suffix spellcasting name negative energy bolt name_pl negative energy bolts face spell_evocation.111 level 8 sp 13 casting_time 6 path_attuned 8 other_arch negabolt dam 8 dam_modifier 3 duration 16 maxsp 24 skill evocation type 101 subtype 4 value 40 attacktype 144 range 24 no_drop 1 invisible 1 msg Fires a negative energy bolt that hits creatures and drains them of experience and also hits them with a cold attack. endmsg end Object spell_sm_lightning editor_folder spell/Bolt anim_suffix spellcasting name small lightning name_pl small lightnings face spell_sm_lightning.111 level 1 sp 6 casting_time 5 path_attuned 8 other_arch lightning dam 8 dam_modifier 3 duration 8 maxsp 24 skill pyromancy type 101 subtype 4 value 10 attacktype 10 range 12 no_drop 1 invisible 1 msg Novice pyromancer's are often given their first taste of dangers of electricity with the notorious lightning bolt. Practitioners are taught to use magic to create a strong electrical current and, when ready to do so, project a straight path for it to follow. It does have the sometimes unfortunate property of reflecting off of walls which can then return to strike the caster. endmsg end Object spell_steambolt editor_folder spell/Bolt anim_suffix spellcasting name steambolt name_pl steambolts face spell_steambolt.111 level 10 sp 10 maxsp 40 casting_time 10 path_attuned 2 other_arch steambolt dam 12 dam_modifier 2 duration 8 duration_modifier 5 skill sorcery type 101 subtype 4 value 50 attacktype 3 range 12 no_drop 1 invisible 1 msg Perhaps inspired by pyromancy, sorcerers have learnt to harness the powerful force of steam. Unlike pyromancers, sorcerers wont directly add heat but instead focus on creating as much water vapour into as small a space as they can. The resulting pressure, once released, scalds any in their path. The more devious practioners delight in evoking tiny sharp projectiles into the beam. A side effect of this spell is the substantial fog that can be left in its wake. This spell is attuned to the path of fire. endmsg end Object spell_sunspear editor_folder spell/Bolt anim_suffix spellcasting name sunspear name_pl sunspears face spell_sunspear.111 level 12 grace 8 dam 8 dam_modifier 3 duration 8 duration_modifier 9 casting_time 8 maxgrace 30 other_arch sunspear skill praying path_attuned 524288 type 101 subtype 4 value 60 slaying undead,troll attacktype 4194308 range 6 no_drop 1 invisible 1 msg Fires a bolt of blinding heat that may blind creatures in its path. The spear also damages creatures with fire. The spell is granted by Valriel. endmsg end Object steambolt editor_folder spell/Bolt type 102 subtype 4 other_arch temp_fog_moving face steam.111 animation steambolt move_type fly_low generator 1 speed 1 no_pick 1 weight 500 end Object sunspear editor_folder spell/Bolt name light type 102 subtype 4 face sunspear.111 animation sunspear speed 1 glow_radius 2 reflecting 1 move_type fly_low no_pick 1 end Object bomb editor_folder spell/Bomb type 102 subtype 8 other_arch explosion face bomb.111 animation bomb speed 0.2 weight 4000 end Object explosion editor_folder spell/Bomb type 102 subtype 6 face explosion.111 animation explosion wc -30 speed 0.2 speed_left -0.21 move_type fly_low no_pick 1 weight 500 end Object spell_create_bomb editor_folder spell/Bomb anim_suffix spellcasting name create bomb name_pl create bomb face spell_create_bomb.111 level 12 sp 10 casting_time 5 path_attuned 512 other_arch bomb dam 12 dam_modifier 6 duration 8 range 5 maxsp 72 skill pyromancy type 101 subtype 8 value 60 attacktype 1 no_drop 1 invisible 1 msg Creates a bomb in the direction the spell is fired. The bomb detonates after a few seconds, firing shrapnel and encompassing the area in an explosion. Creatures are wounded if they are in the explosion or if they are hit by the flying shrapnel. endmsg weight 750 end Object splint editor_folder spell/Bomb type 102 subtype 5 face splint.111 speed 0.5 attacktype 1 no_pick 1 move_on walk fly_low wc 8 dam 3 move_type fly_low weight 500 end Object fireball editor_folder spell/Bullet/Fire type 102 subtype 6 face fireball.111 animation fireball smoothlevel 200 wc -30 speed 0.2 speed_left -0.21 glow_radius 1 move_type fly_low no_pick 1 attacktype 4 weight 500 end Object firebullet editor_folder spell/Bullet/Fire other_arch fireball type 102 subtype 5 face firebullet.111 animation firebullet is_animated 0 is_turnable 1 move_on walk fly_low speed 1 glow_radius 1 move_type fly_low no_pick 1 end Object explosion2 editor_folder spell/Bullet/Shell type 102 subtype 6 face explosion.111 animation explosion2 wc -30 speed 0.2 speed_left -0.21 move_type fly_low no_pick 1 end Object shell editor_folder spell/Bullet/Shell other_arch explosion2 type 102 subtype 5 face shell.111 animation shell is_animated 0 is_turnable 1 move_on walk fly_low speed 1 move_type fly_low no_pick 1 attacktype 4 end Object asteroid editor_folder spell/Bullet other_arch snowstorm type 102 subtype 5 face asteroid.112 animation asteroid is_animated 0 is_turnable 1 move_on walk fly_low move_type fly_low speed 1 no_pick 1 end Object bullet editor_folder spell/Bullet type 102 subtype 5 face bullet.112 animation bullet is_animated 0 is_turnable 1 no_pick 1 move_on walk fly_low speed 1 attacktype 2 wc -10 dam 6 move_type fly_low end Object bullet_mania editor_folder spell/Bullet type 102 face bullet.112 animation bullet_mania is_animated 0 is_turnable 0 no_pick 1 move_on walk fly_low speed 10 attacktype 32770 wc -30 dam 50 move_type fly_low reflecting 0 end Object cause_wounds editor_folder spell/Bullet name cause wounds type 102 subtype 5 face cause.111 animation cause_wounds is_animated 1 is_turnable 0 no_pick 1 move_on walk fly_low speed 1 wc -30 move_type fly_low end Object holy_effect editor_folder spell/Bullet type 102 subtype 6 name holy power slaying undead,demon face holy_effect.111 animation holy_effect wc -30 speed 0.2 speed_left -0.21 move_type fly_low no_pick 1 attacktype 2097152 end Object holy_orb editor_folder spell/Bullet other_arch holy_effect name holy orb slaying undead,demon type 102 subtype 5 face holy_orb.111 is_animated 0 move_on walk fly_low speed 1 move_type fly_low no_pick 1 attacktype 2097152 end Object lbullet editor_folder spell/Bullet name large bullet type 102 subtype 5 face lbullet.111 animation lbullet is_animated 0 is_turnable 1 move_on walk fly_low no_pick 1 speed 1 attacktype 2 wc -10 dam 25 move_type fly_low end Object loose_magic editor_folder spell/Bullet name uncontrolled mana type 102 subtype 6 face loose_magic.111 animation loose_magic speed 1 range 3 duration 3 move_type fly_low wc -30 no_pick 1 attacktype 2 end Object manaball editor_folder spell/Bullet type 102 subtype 6 face manaball.111 animation manaball hp 4 wc -50 speed 0.2 speed_left -0.21 move_type fly_low no_pick 1 end Object manabullet editor_folder spell/Bullet other_arch manaball type 102 subtype 5 face snowball.111 animation manabullet is_animated 0 is_turnable 1 move_on walk fly_low glow_radius 3 speed 1 move_type fly_low no_pick 1 end Object meteor editor_folder spell/Bullet other_arch fireball face meteor.111 type 102 subtype 5 is_animated 0 move_on walk fly_low move_type fly_low speed 1 no_pick 1 end Object fire_trail editor_folder spell/Bullet name burningtrail face burnout.111 animation meteor speed 1 food 9 is_used_up 1 no_pick 1 end Object poisonbullet editor_folder spell/Bullet other_arch poisoncloud type 102 subtype 5 face poisonbullet.111 animation poisonbullet is_animated 0 is_turnable 1 move_on walk fly_low no_pick 1 speed 1 wc -10 move_type fly_low end Object poisoncloud editor_folder spell/Bullet other_arch poisoning name poison cloud type 102 subtype 6 face poisoncloud.111 animation poisoncloud speed 0.2 hp 10 dam 1 attacktype 1026 move_type fly_low no_pick 1 end Object snowball editor_folder spell/Bullet other_arch snowstorm type 102 subtype 5 face snowball.111 animation snowball is_animated 0 is_turnable 1 move_on walk fly_low glow_radius 2 speed 1 move_type fly_low no_pick 1 weight 1000 end Object snowstorm editor_folder spell/Bullet type 102 subtype 6 face icestorm.111 animation snowstorm wc -30 speed 0.2 speed_left -0.21 glow_radius 1 move_type fly_low no_pick 1 attacktype 16 weight 750 end Object spell_asteroid editor_folder spell/Bullet anim_suffix spellcasting name asteroid name_pl asteroid face spell_asteroid.111 level 16 value 80 sp 15 casting_time 10 path_attuned 16 other_arch asteroid dam 75 dam_modifier 1 range 12 duration 10 duration_modifier 4 maxsp 18 type 101 subtype 5 attacktype 256 no_drop 1 invisible 1 skill evocation food 10 msg Calling forth celestial powers is widely frowned upon but evoking asteroids is nothing less than black magic. The potential to create something powerful enough to threaten the existence of the world should never really be used, should it? how did you come into the posession of this knowledge anyway? The destructive power of the asteroid is simply terrifying and the impact upon striking yields heat that is comparable only to the most powerful magical devices. endmsg end Object spell_magic_bullet editor_folder spell/Bullet anim_suffix spellcasting name magic bullet name_pl magic bullet face spell_magic_bullet.111 level 1 sp 1 casting_time 2 path_attuned 16 other_arch bullet dam 10 dam_modifier 1 maxsp 6 skill sorcery type 101 subtype 5 value 10 attacktype 2 no_drop 1 invisible 1 msg With refinement a magic bullet can be formed in ever more harmful shapes such that evokers can cut down ever larger and meaner foes. This spell is attuned to the path of missiles. endmsg end Object spell_cause_critical_wounds editor_folder spell/Bullet anim_suffix spellcasting name cause critical wounds name_pl cause critical wounds face spell_cause_critical_wounds.111 level 14 grace 25 casting_time 5 path_attuned 131072 other_arch cause_wounds dam 100 dam_modifier 1 maxgrace 100 skill praying type 101 subtype 5 value 70 attacktype 1048576 no_drop 1 invisible 1 msg Only those gods who delight in wounding and shun holy words are prepared to answer prayers for such vindictive force. The nature of this damage is not from the realm of man and represents the force of gods. This prayer is attuned to the path of wounding. endmsg end Object spell_cause_heavy_wounds editor_folder spell/Bullet anim_suffix spellcasting name cause heavy wounds name_pl cause heavy wounds face spell_cause_heavy_wounds.111 level 10 grace 16 casting_time 5 path_attuned 131072 other_arch cause_wounds dam 50 dam_modifier 1 maxgrace 50 skill praying type 101 subtype 5 value 50 attacktype 1048576 no_drop 1 invisible 1 msg For some gods, great devotion can be used to summon vindictive force directly from their deity that can be carefully directed towards a foe. The nature of this damage is not from the realm of man and represents the force of gods. This prayer is attuned to the path of wounding. endmsg end Object spell_cause_light_wounds editor_folder spell/Bullet anim_suffix spellcasting name cause light wounds name_pl cause light wounds face spell_cause_light_wounds.111 level 1 grace 4 casting_time 5 path_attuned 131072 other_arch cause_wounds dam 6 dam_modifier 1 maxgrace 6 skill praying type 101 subtype 5 value 10 attacktype 1048576 no_drop 1 invisible 1 msg For some gods, great devotion can be used to summon vindictive force directly from their deity that can be carefully directed towards a foe. The nature of this damage is not from the realm of man and represents the force of gods. This prayer is attuned to the path of wounding. endmsg end Object spell_cause_medium_wounds editor_folder spell/Bullet anim_suffix spellcasting name cause medium wounds name_pl cause medium wounds face spell_cause_medium_wounds.111 level 6 grace 8 casting_time 5 path_attuned 131072 other_arch cause_wounds dam 24 dam_modifier 1 maxgrace 24 skill praying type 101 subtype 5 value 30 attacktype 1048576 no_drop 1 invisible 1 msg For some gods, great devotion can be used to summon vindictive force directly from their deity that can be carefully directed towards a foe. The nature of this damage is not from the realm of man and represents the force of gods. This prayer is attuned to the path of wounding. endmsg end Object spell_comet editor_folder spell/Bullet anim_suffix spellcasting name comet name_pl comet face spell_comet.111 level 16 value 80 sp 15 casting_time 10 path_attuned 16 other_arch meteor dam 75 dam_modifier 1 range 12 duration 10 duration_modifier 4 maxsp 18 type 101 subtype 5 attacktype 256 no_drop 1 invisible 1 skill pyromancy food 10 msg The most adept of pyromancers, once bored of simple fireballs, seek to add more and more heat. With enough heat, the fires within can become self sustaining and no longer require their magical framework. These spells are known as comets for nothing terrestrial compares to the brilliance and subsequent damage that is caused when they strike. The effects transcend fire and trauma and in addition cause a type of harm equivocal to the most potent magical weapons. endmsg end Object spell_hellfire editor_folder spell/Bullet anim_suffix spellcasting name hellfire name_pl hellfire face spell_hellfire.111 level 16 sp 13 casting_time 8 path_attuned 2 other_arch firebullet dam 8 dam_modifier 4 range 6 duration 4 maxsp 24 type 101 subtype 5 value 80 attacktype 4 no_drop 1 invisible 1 skill pyromancy food 10 msg This spell is similar to a magical fireball. It fires a small bullet of fire, that then explodes into a large area of fire. Hellfire is non-magical, and can damage magic-immune creatures. endmsg end Object spell_holy_orb editor_folder spell/Bullet anim_suffix spellcasting name holy orb name_pl holy orb face spell_holy_orb.111 level 14 grace 10 casting_time 5 path_attuned 65536 other_arch holy_orb dam 30 dam_modifier 2 duration 4 maxgrace 25 skill praying type 101 subtype 5 value 70 attacktype 2097152 no_drop 1 invisible 1 range 3 duration_modifier 19 food 18 maxhp 7 msg Fires a ball which explodes on contact like a fireball, casting Holy Word on the area. The damage type depends on the caster's god. It harms the god's enemy races and undead creatures. endmsg end Object spell_large_fireball editor_folder spell/Bullet anim_suffix spellcasting name large fireball name_pl large fireball face spell_large_fireball.111 level 10 sp 16 casting_time 8 path_attuned 2 other_arch firebullet dam 8 dam_modifier 4 range 8 duration 4 maxsp 32 type 101 subtype 5 value 50 attacktype 6 no_drop 1 invisible 1 skill pyromancy food 4 msg By weaving a magical framework and injecting heat, pyromancers can create a glowing fireball that can literally be thrown. Pyromancers delight in the subsequent fire storm that engulfs a large area wherever the fireball strikes however the intensity of the heat produced is consistent with other fireballs. Items caught in the blaze may be destroyed. endmsg end Object spell_large_manaball editor_folder spell/Bullet anim_suffix spellcasting name large manaball name_pl large manaball face spell_large_manaball.111 level 12 sp 32 casting_time 9 path_attuned 32768 other_arch manabullet dam 8 dam_modifier 4 range 8 duration 4 maxsp 32 type 101 subtype 5 value 60 attacktype 2 no_drop 1 invisible 1 skill evocation food 15 msg Fires a ball of magical energy that explodes in a large burst of magical energy when it hits something. Few creatures can resist magical attacks. endmsg end Object spell_large_snowstorm editor_folder spell/Bullet anim_suffix spellcasting name large snowstorm name_pl large snowstorm face spell_large_snowstorm.111 level 10 sp 16 casting_time 6 path_attuned 4 other_arch snowball dam 8 dam_modifier 4 range 8 duration 4 maxsp 32 type 101 subtype 5 value 50 attacktype 18 no_drop 1 invisible 1 skill evocation food 8 msg The size of radius of the large snowstorm represents the upper threshold for safety. Evokers should be cautious about lauching too many of these without first checking their range or suffer the consequences of their own power. The cold can damage and freeze equipment and other objects caught in its radius. endmsg end Object spell_lg_magic_bullet editor_folder spell/Bullet anim_suffix spellcasting name large bullet name_pl large bullet face spell_lg_magic_bullet.111 level 8 sp 3 casting_time 6 path_attuned 16 other_arch lbullet dam 25 dam_modifier 1 maxsp 25 skill evocation type 101 subtype 5 value 40 attacktype 2 no_drop 1 invisible 1 msg Larger bullets make bigger holes. While sounding simple enough, even accomplished evokers may not properly fathom that for every action there is an opposite and equal reaction. Evokers must practice bracing themselves magically before casting larger projectiles to avoid unpleasant outcomes. As a result only accomplished evokers can throw these hefty bullets. This spell is attuned to the path of missiles. endmsg end Object spell_medium_fireball editor_folder spell/Bullet anim_suffix spellcasting name medium fireball name_pl medium fireball face spell_medium_fireball.111 level 6 sp 10 casting_time 10 path_attuned 2 other_arch firebullet dam 8 dam_modifier 3 range 6 duration 4 maxsp 24 type 101 subtype 5 value 30 attacktype 6 no_drop 1 invisible 1 skill pyromancy food 4 msg By weaving a magical framework, intense heat can be contained resulting in a glowing 'fireball' which can literally be thrown. Pyromancers delight in the subsequent fire storm that explodes out where these fireballs land although the intensity of the heat produced is consistent with other fireballs. Items caught in the blaze may be destroyed. endmsg end Object spell_medium_manaball editor_folder spell/Bullet anim_suffix spellcasting name medium manaball name_pl medium manaball face spell_medium_manaball.111 level 8 sp 6 casting_time 18 path_attuned 32768 other_arch manabullet dam 8 dam_modifier 3 range 6 duration 4 maxsp 24 type 101 subtype 5 value 40 attacktype 2 no_drop 1 invisible 1 skill evocation food 15 msg Fires a ball of magical energy that explodes in a mid-size burst of magical energy when it hits something. Few creatures can resist magical attacks. endmsg end Object spell_medium_snowstorm editor_folder spell/Bullet anim_suffix spellcasting name medium snowstorm name_pl medium snowstorm face spell_medium_snowstorm.111 level 6 sp 10 casting_time 5 path_attuned 4 other_arch snowball dam 8 dam_modifier 3 range 6 duration 4 maxsp 24 type 101 subtype 5 value 30 attacktype 18 no_drop 1 invisible 1 skill evocation food 7 msg Fires a snowball that explodes into a mid-size flurry of ice and cold when it hits something. It delivers cold damage, and items caught in the explosion are encased in blocks of ice. endmsg end Object spell_poison_cloud editor_folder spell/Bullet anim_suffix spellcasting name poison cloud name_pl poison cloud face spell_poison_cloud.111 level 4 sp 5 casting_time 10 path_attuned 16 other_arch poisonbullet dam 0 dam_modifier 3 range 4 duration 4 maxsp 8 type 101 subtype 5 value 20 attacktype 1026 no_drop 1 invisible 1 skill sorcery food 5 msg Rather than relying on simply launching bullets to inflict damage, sneaky sorcerers dream up nastier projectiles. Poison cloud is one such example; a thin shell loaded with whatever poisons come to the mind of the practioner which is subsequently sent hurtling towards an opponent. When the shell impacts it explodes in a poisonous cloud is released that can slow, weaken, or even kill those caught inside. This spell is attuned to the path of missiles. endmsg end Object spell_shell editor_folder spell/Bullet anim_suffix spellcasting name cannon shell name_pl cannon shell level 1 sp 10 casting_time 15 path_attuned 2 other_arch shell dam 7 dam_modifier 0 skill pyromancy range 8 duration 4 maxsp 0 type 101 subtype 5 value 10 attacktype 1 no_drop 1 invisible 1 food 4 end Object spell_small_bullet editor_folder spell/Bullet anim_suffix spellcasting name small bullet name_pl small bullet face spell_sm_bullet.111 level 1 sp 1 casting_time 2 path_attuned 16 other_arch bullet dam 10 dam_modifier 1 maxsp 6 skill evocation type 101 subtype 5 value 10 attacktype 2 no_drop 1 invisible 1 msg If the first challenge of evocation is accurately imagining an object and materialising it, the second is rapidly directing it towards an enemy whilst under fire. For most evokers, this spell represents the first real steps in becoming an apprentice. This spell is attuned to the path of missiles. endmsg end Object spell_small_fireball editor_folder spell/Bullet anim_suffix spellcasting name small fireball name_pl small fireball face spell_small_fireball.111 level 1 sp 6 casting_time 5 path_attuned 2 other_arch firebullet dam 8 dam_modifier 3 range 4 duration 4 maxsp 24 type 101 subtype 5 value 10 attacktype 6 no_drop 1 invisible 1 skill pyromancy food 4 msg By weaving a magical framework and injecting heat, pyromancers can create a glowing fireball that can literally be thrown. Novice pyromancers delight in the modest firestorm that explodes where these fireballs land. This is perfect for throwing down long corridors at unsuspecting enemies before quickly taking cover to allow the subsequent blaze to do its work. Items caught in the blaze may be destroyed. endmsg end Object spell_small_manaball editor_folder spell/Bullet anim_suffix spellcasting name small manaball name_pl small manaball face spell_small_manaball.111 level 4 sp 12 casting_time 9 path_attuned 32768 other_arch manabullet dam 8 dam_modifier 3 range 4 duration 4 maxsp 24 type 101 subtype 5 value 20 attacktype 2 no_drop 1 invisible 1 skill evocation food 15 msg Manaballs are tightly package bundles of seething magic power that can be thrown directly at enemies. Upon striking a hard surface, these balls explode out in a field of pure magic damage. This spell belongs to the path of transferrence. endmsg end Object spell_small_snowstorm editor_folder spell/Bullet anim_suffix spellcasting name small snowstorm name_pl small snowstorm face spell_small_snowstorm.111 level 1 sp 6 casting_time 5 path_attuned 4 other_arch snowball dam 8 dam_modifier 6 range 4 duration 6 maxsp 24 type 101 subtype 5 value 10 attacktype 18 no_drop 1 invisible 1 skill evocation weight 500 food 4 msg It is possible to set-up a magical chain reaction that results in a sudden freeze. By packaging this effect up in within a fast moving projectile, evokers can hurl these magical concoctions considerable distances. This is perfect for throwing down long corridors at unsuspecting enemies before quickly taking cover, and allowing the relentless snowstorm to do its work. The cold can damage and freeze equipment and other objects caught in its radius. endmsg end Object spell_vitriol editor_folder spell/Bullet anim_suffix spellcasting name vitriol name_pl vitriol face spell_vitriol.111 level 10 grace 15 casting_time 10 path_attuned 512 other_arch vitriol dam 100 dam_modifier 25 duration 4 duration_modifier 4 maxgrace 6 skill praying type 101 subtype 5 value 50 attacktype 64 no_drop 1 invisible 1 range 10 food 20 msg Fires a ball of acid that explodes on contact and does acid damage to creatures that are hit. The spell is granted by Gorokh. endmsg end Object vitriol editor_folder spell/Bullet name vitriol other_arch vitriol_splash type 102 subtype 5 face v_splash.111 animation vitriol_splash is_turnable 0 move_on walk fly_low glow_radius 2 speed 1 move_type fly_low no_pick 1 attacktype 64 end Object vitriol_splash editor_folder spell/Bullet name vitriol splash other_arch vitriol_pool type 102 subtype 7 face v_splash.111 animation vitriol_splash is_turnable 1 move_on walk fly_low glow_radius 2 speed 1 wc -30 move_type fly_low no_pick 1 end Object vitriol_pool editor_folder spell/Bullet type 102 subtype 7 level 1 move_on walk wc -30 stand_still 1 name vitriol pool face v_pool.111 animation vitriol_pool speed 0.2 no_pick 1 attacktype 64 duration 30 dam 15 end Object burnout editor_folder spell/Burnout name burning item face burnout.114 animation burnout speed 1 food 41 is_used_up 1 no_pick 1 end Object levitate_effect editor_folder spell/Change_Ability name levitate effect face levitate_effect.111 animation levitate_effect speed 1 is_used_up 1 no_pick 1 food 3 move_type fly_high end Object protection editor_folder spell/Change_Ability name protection face protection.111 animation protection speed 1 is_used_up 1 no_pick 1 see_anywhere 1 food 7 end Object protection_cold_effect editor_folder spell/Change_Ability name rage face protection_cold_effect.111 animation protection_cold_effect speed 0.5 food 6 is_used_up 1 no_pick 1 map_layer fly end Object protection_electricity_effect editor_folder spell/Change_Ability name rage face protection_electricity_effect.111 animation protection_electricity_effect speed 0.5 food 6 is_used_up 1 no_pick 1 map_layer fly end Object protection_fire_effect editor_folder spell/Change_Ability name rage face protection_fire_effect.111 animation protection_fire_effect speed 0.5 food 6 is_used_up 1 no_pick 1 map_layer fly end Object protection_poison_effect editor_folder spell/Change_Ability name spell effect face protection_poison_effect.111 animation protection_poison_effect speed 0.5 food 6 is_used_up 1 no_pick 1 map_layer fly end Object rage_effect editor_folder spell/Change_Ability name rage face rage_effect.111 animation rage_effect speed 0.5 food 6 is_used_up 1 no_pick 1 map_layer fly end Object spell_armour editor_folder spell/Change_Ability anim_suffix spellcasting name armour name_pl armour face spell_armour.111 level 1 sp 8 casting_time 10 path_attuned 33 skill evocation type 101 subtype 24 value 10 no_drop 1 invisible 1 duration_modifier 4 duration 500 dam_modifier 5 resist_physical 20 ac 2 maxsp 24 msg A simple trick for evokers is to magically enhance armour by carefully weaving magic throughout to enhance the hardness and durability for a short period. As the practitioner improves their skill they can improve the strength of this enhancement however it is only for a limited time and only ever effective against physical threats. This spell is attuned to the path of self and of protection. endmsg end Object spell_charisma editor_folder spell/Change_Ability anim_suffix spellcasting name charisma name_pl charisma face spell_charisma.111 level 6 sp 12 casting_time 20 path_attuned 32 skill sorcery type 101 subtype 24 value 30 no_drop 1 invisible 1 duration_modifier 4 duration 500 Cha 1 msg There are more than a few sorcerers who are drawn to the path for its potential to enhance themselves, and the reasons why usually become clear whenever this spell wears off. Sorcerers may temporarily improve their own, or their allies, charisma based upon the spell's recipient's charisma and the caster's prowess in sorcery. This spell is attuned to the path of self. endmsg end Object spell_confusion editor_folder spell/Change_Ability anim_suffix spellcasting name confusion name_pl confusion face spell_confusion.111 level 2 sp 10 casting_time 10 path_attuned 1024 other_arch confusion skill sorcery type 101 subtype 24 value 20 no_drop 1 invisible 1 duration_modifier 4 duration 500 attacktype 32 msg The movement and attack directions of creatures affected this spell become random. When a confused character casts a spell, there is a chance that a completely different spell will result. endmsg end Object spell_constitution editor_folder spell/Change_Ability anim_suffix spellcasting name constitution name_pl constitution face spell_constitution.111 level 4 sp 15 casting_time 20 path_attuned 32 skill sorcery type 101 subtype 24 value 40 no_drop 1 invisible 1 duration_modifier 4 duration 500 Con 1 msg Likened to a few drinks of stout, a sorcerers magic not only makes the recipient feel like they have a stronger consitution, but actually does so as well. Sorcerers may temporarily improve their own, or their allies, constitution based upon the spell's recipient's consitution and the caster's prowess in sorcery. This spell is attuned to the path of self. endmsg end Object spell_dark_vision editor_folder spell/Change_Ability anim_suffix spellcasting name dark vision name_pl dark vision face spell_dark_vision.111 level 5 sp 10 casting_time 12 path_attuned 8192 skill sorcery type 101 subtype 24 value 50 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxsp 30 can_see_in_dark 1 msg Allows the caster to see in the dark, without a light source. endmsg end Object spell_defense editor_folder spell/Change_Ability anim_suffix spellcasting name defense name_pl defense face spell_defense.111 level 40 grace 75 casting_time 30 path_attuned 1 skill praying type 101 subtype 24 value 250 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 50 resist_physical 30 resist_magic 30 resist_fire 30 resist_electricity 30 resist_cold 30 resist_confusion 30 resist_acid 30 resist_drain 30 resist_ghosthit 30 resist_poison 30 resist_slow 30 resist_paralyze 30 resist_turn_undead 30 resist_fear 30 resist_deplete 30 resist_death 30 resist_blind 30 msg Granted by Lythander to enable a worshipper to request resistance to various damaging attack types. endmsg end Object spell_dexterity editor_folder spell/Change_Ability anim_suffix spellcasting name dexterity name_pl dexterity face spell_dexterity.111 level 3 sp 12 casting_time 20 path_attuned 32 skill sorcery type 101 subtype 24 value 30 no_drop 1 invisible 1 duration_modifier 4 duration 500 Dex 1 msg There is no surer way to steady the hand and speed up the reflexes than with the manipulation of an sprcerer's magic. Sorcerers may temporarily improve their, or their allies, dexterity based upon the recipient's dexterity and the caster's prowess in sorcerery. This spell is attuned to the path of self. endmsg end Object spell_haste editor_folder spell/Change_Ability anim_suffix spellcasting name haste name_pl haste face spell_haste.111 level 12 sp 50 casting_time 10 path_attuned 32 skill ?? type 101 subtype 24 value 120 no_drop 1 invisible 1 duration_modifier 4 duration 500 exp 3 end Object spell_heroism editor_folder spell/Change_Ability anim_suffix spellcasting name heroism name_pl heroism face spell_heroism.111 level 10 sp 50 casting_time 10 path_attuned 32 skill ??? type 101 subtype 24 value 100 no_drop 1 invisible 1 duration_modifier 4 duration 500 Con 1 Str 1 Dex 1 end Object spell_invulnerability editor_folder spell/Change_Ability anim_suffix spellcasting name invulnerability name_pl invulnerability level 80 grace 225 casting_time 30 path_attuned 16384 skill praying type 101 subtype 24 value 250 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 50 resist_physical 100 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 resist_ghosthit 100 resist_poison 100 resist_slow 100 resist_paralyze 100 resist_turn_undead 100 resist_fear 100 resist_deplete 100 resist_death 100 resist_blind 100 msg A powerful spell that grants complete protection from all forms of attack. endmsg end Object spell_iron_skin editor_folder spell/Change_Ability anim_suffix spellcasting name iron skin name_pl iron skin face spell_iron_skin.111 level 1 grace 8 casting_time 10 path_attuned 33 skill praying type 101 subtype 24 value 10 no_drop 1 invisible 1 duration_modifier 4 duration 500 dam_modifier 5 resist_physical 20 ac 2 maxgrace 24 msg Iron skin toughens the skin of the recipient, making them harder to hit and reducing the amount of damage they take from physical attacks. It does not provide any additional protection to non-physical attacks. Gaea grants this prayer. endmsg end Object spell_levitate editor_folder spell/Change_Ability anim_suffix spellcasting name levitate name_pl levitate face spell_levitate.111 level 6 sp 10 casting_time 10 path_attuned 16384 skill sorcery type 101 subtype 24 value 60 no_drop 1 invisible 1 duration_modifier 4 duration 500 move_type fly_low msg Causes the caster to float or fly low over the ground so as to prevent falling into holes or traps. It is not possible to pick things up off the ground while levitating. endmsg other_arch levitate_effect end Object spell_protection_from_attack editor_folder spell/Change_Ability anim_suffix spellcasting name protection from attack name_pl protection from attack face spell_protection_from_attack.111 level 16 grace 50 casting_time 15 path_attuned 1 skill praying type 101 subtype 24 value 130 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 40 resist_physical 40 dam_modifier 3 msg Protection from attack creates a powerful force that protects the recipient from physical damage. The spell stacks with armor the character is wearing, but in that case, the effect is diminished. endmsg end Object spell_protection_from_cancellation editor_folder spell/Change_Ability anim_suffix spellcasting name protection from cancellation name_pl protection from cancellation face spell_protection_from_cancellation.111 level 12 grace 30 casting_time 10 path_attuned 1 skill praying type 101 subtype 24 value 110 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 40 resist_cancellation 40 dam_modifier 3 msg Improves the caster's protection against attacks that remove magical (+/-) bonuses from items. endmsg end Object spell_protection_from_cold editor_folder spell/Change_Ability anim_suffix spellcasting name protection from cold name_pl protection from cold face spell_protection_from_cold.111 other_arch protection_cold_effect level 2 grace 15 casting_time 10 path_attuned 1 skill praying type 101 subtype 24 value 30 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 40 resist_cold 30 dam_modifier 3 msg Improves the caster's protection against cold-based attacks. endmsg end Object spell_protection_from_confusion editor_folder spell/Change_Ability anim_suffix spellcasting name protection from confusion name_pl protection from confusion face spell_protection_from_confusion.111 level 4 grace 20 casting_time 10 path_attuned 1 skill praying type 101 subtype 24 value 70 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 40 resist_confusion 50 dam_modifier 4 msg Improves the caster's protection against confusion attacks. endmsg end Object spell_protection_from_depletion editor_folder spell/Change_Ability anim_suffix spellcasting name protection from depletion name_pl protection from depletion face spell_protection_from_depletion.111 level 6 grace 20 casting_time 10 path_attuned 1 skill praying type 101 subtype 24 value 70 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 40 resist_deplete 40 dam_modifier 3 msg Improves the caster's protection against stat depletion attacks. endmsg end Object spell_protection_from_draining editor_folder spell/Change_Ability anim_suffix spellcasting name protection from draining name_pl protection from draining face spell_protection_from_draining.111 level 8 grace 25 casting_time 10 path_attuned 1 skill praying type 101 subtype 24 value 90 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 40 resist_drain 35 dam_modifier 3 msg Protection from draining reduces the experience loss when the character is hit with a draining attack. The character will still lose some experience, but not as much. endmsg end Object spell_protection_from_electricity editor_folder spell/Change_Ability anim_suffix spellcasting name protection from electricity name_pl protection from electricity face spell_protection_from_electricity.111 other_arch protection_electricity_effect level 3 grace 15 casting_time 10 path_attuned 1 skill praying type 101 subtype 24 value 40 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 40 resist_electricity 30 dam_modifier 3 msg Improves the caster's protection against electrical attacks. endmsg end Object spell_protection_from_fire editor_folder spell/Change_Ability anim_suffix spellcasting name protection from fire name_pl protection from fire face spell_protection_from_fire.111 other_arch protection_fire_effect level 2 grace 20 casting_time 10 path_attuned 1 skill praying type 101 subtype 24 value 50 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 40 resist_fire 30 dam_modifier 3 msg Improves the caster's protection against fire-based attacks. endmsg end Object spell_protection_from_magic editor_folder spell/Change_Ability anim_suffix spellcasting name protection from magic name_pl protection from magic face spell_protection_from_magic.111 level 10 grace 30 casting_time 12 path_attuned 1 skill praying type 101 subtype 24 value 100 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 40 resist_magic 30 dam_modifier 3 msg Protection from magic reduces damage from magical attacks or spells. There are a few spells that do not hit with a magical attack, so it does not offer protection from them. endmsg end Object spell_protection_from_paralysis editor_folder spell/Change_Ability anim_suffix spellcasting name protection from paralysis name_pl protection from paralysis face spell_protection_from_paralysis.111 level 6 grace 20 casting_time 10 path_attuned 1 skill praying type 101 subtype 24 value 80 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 40 resist_paralyze 50 dam_modifier 4 msg Improves the caster's protection against paralyzing attacks. endmsg end Object spell_protection_from_poison editor_folder spell/Change_Ability anim_suffix spellcasting name protection from poison name_pl protection from poison face spell_protection_from_poison.111 other_arch protection_poison_effect level 2 grace 20 casting_time 10 path_attuned 1 skill praying type 101 subtype 24 value 60 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 40 resist_poison 50 dam_modifier 4 msg Improves the caster's protection against poisoning attacks. endmsg end Object spell_protection_from_slow editor_folder spell/Change_Ability anim_suffix spellcasting name protection from slow name_pl protection from slow face spell_protection_from_slow.111 level 4 grace 20 casting_time 10 path_attuned 1 skill praying type 101 subtype 24 value 70 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxgrace 40 resist_slow 50 dam_modifier 4 msg Improves the caster's protection against slow spells. endmsg end Object spell_rage editor_folder spell/Change_Ability anim_suffix spellcasting name rage name_pl rage face spell_rage.111 level 1 grace 5 casting_time 10 path_attuned 131072 skill praying other_arch rage_effect type 101 subtype 24 value 10 no_drop 1 invisible 1 duration_modifier 4 duration 500 dam_modifier 5 hp 1 resist_physical 20 ac 2 wc 2 exp 3 Con 1 Str 1 Dex 1 maxgrace 4 msg Fill the caster with the godly rage, temporarily enhancing strength, speed, endurance, and regeneration. Resistance to physical attack is improved. The spell is granted by Gorokh and Ruggilli. endmsg end Object spell_regeneration editor_folder spell/Change_Ability anim_suffix spellcasting name regeneration name_pl regeneration face spell_regeneration.111 level 14 grace 15 casting_time 10 path_attuned 128 skill praying type 101 subtype 24 value 70 no_drop 1 invisible 1 duration_modifier 6 duration 500 dam_modifier 5 hp 1 maxgrace 20 msg Increases the rate of healing. endmsg end Object spell_searing_weapon editor_folder spell/Change_Ability anim_suffix spellcasting name searing weapon name_pl searing weapon face spell_searing_weapon.111 level 3 sp 10 casting_time 20 path_attuned 34 skill pyromancy type 101 subtype 24 value 27 no_drop 1 invisible 1 duration_modifier 4 duration 500 attacktype 4 msg Skilled pyromancers are able to, with enough practice, contain the wild energies of their craft and concentrate it into their own or an ally's weapon, giving it a white-hot glow. endmsg end Object spell_strength editor_folder spell/Change_Ability anim_suffix spellcasting name strength name_pl strength face spell_strength.111 level 2 sp 10 casting_time 20 path_attuned 32 skill sorcery type 101 subtype 24 value 20 no_drop 1 invisible 1 duration_modifier 4 duration 500 Str 1 msg A temporary shot of magic directly into key muscle groups can quickly transform the frailest Sorcerer into surprising lifter. Sorcerer's may temporarily improve their, or their allies, strength based upon the recipient's strength and the caster's prowess in sorcery. This spell is attuned to the path of self. endmsg end Object spell_xray editor_folder spell/Change_Ability anim_suffix spellcasting name xray name_pl xray face spell_xray.111 level 10 sp 20 casting_time 20 path_attuned 8192 skill sorcery type 101 subtype 24 value 100 no_drop 1 invisible 1 duration_modifier 4 duration 500 maxsp 36 xrays 1 msg Temporarily grants the caster an ability to see through walls and other objects that block line-of-sight. The range of vision is limited one tile on the other side of a wall that is one tile thick. endmsg end Object banishment editor_folder spell/Cone name banishment slaying undead type 102 subtype 7 move_on walk fly_low face banishment.111 animation banishment speed 1 wc -40 move_type fly_low no_pick 1 weight 500 end Object color_spray editor_folder spell/Cone name color spray type 102 subtype 7 move_on walk fly_low face confusion.111 animation color_spray wc -30 speed 1 move_type fly_low no_pick 1 weight 500 end Object confusion editor_folder spell/Cone name madness type 102 subtype 7 level 1 move_on walk fly_low face confusion.111 animation confusion speed 1 wc -30 move_type fly_low no_pick 1 end Object counterspell editor_folder spell/Cone name counterspell type 102 subtype 7 move_on walk fly_low face counterspell.111 wc -30 speed 1 move_type fly_low no_pick 1 end Object face_of_death editor_folder spell/Cone name deathstrike type 102 subtype 7 move_on walk fly_low face face_of_death.111 wc -30 speed 1 move_type fly_low no_pick 1 end Object fear editor_folder spell/Cone type 102 subtype 7 move_on walk fly_low face fear.111 animation fear speed 1 wc -30 move_type fly_low no_pick 1 end Object firebreath editor_folder spell/Cone name fire type 102 subtype 7 move_on walk fly_low face fireball.111 animation firebreath smoothlevel 200 speed 1 wc -30 move_type fly_low glow_radius 1 no_pick 1 weight 500 end Object flowers editor_folder spell/Cone name flower name_pl flowers client_type 8015 type 102 subtype 7 face flowers.111 material 32 speed 0.5 move_type fly_low nrof 1 weight 500 end Object holy_word editor_folder spell/Cone name fear type 102 subtype 7 move_on walk fly_low slaying undead,demon face holy_word.111 animation holy_word speed 1 wc -30 move_type fly_low no_pick 1 end Object icestorm editor_folder spell/Cone name icestorm type 102 subtype 7 level 1 move_on walk fly_low face icestorm.111 animation icestorm speed 1 wc -30 move_type fly_low no_pick 1 weight 500 end Object manablast editor_folder spell/Cone name mana blast type 102 subtype 7 move_on walk fly_low face manablast.111 animation manablast speed 1 wc -50 move_type fly_low no_pick 1 weight 500 end Object paralyze editor_folder spell/Cone name stars type 102 subtype 7 move_on walk fly_low face paralyse.111 animation paralyze speed 1 wc -30 move_type fly_low no_pick 1 end Object peace editor_folder spell/Cone name peace other_arch peacemaker face highangel.118 move_on walk fly_low wc -90 move_type fly_low type 102 subtype 7 speed 1 no_pick 1 end Object peacemaker editor_folder spell/Cone name peacemaker face fireball.111 invisible 1 type 59 speed 1 move_type fly_low no_pick 1 food 2 is_used_up 1 end Object shockwave editor_folder spell/Cone name shockwave type 102 subtype 7 move_on walk fly_low face explosion.111 animation shockwave wc -30 speed 1.0 move_type fly_low weight 4000 no_pick 1 end Object slow editor_folder spell/Cone type 102 subtype 7 move_on walk fly_low face slow.111 animation slow wc -30 speed 1 move_type fly_low no_pick 1 end Object sparkshower editor_folder spell/Cone name Shower of Sparks type 102 subtype 7 level 1 move_on walk fly_low face sparkshower.111 animation sparkshower anim_speed 1.0 speed 0.075 wc -30 dam 1 move_type fly_low glow_radius 4 no_pick 1 attacktype 14 weight 100 end Object spell_banishment editor_folder spell/Cone anim_suffix spellcasting name banishment name_pl banishment face spell_banishment.111 level 10 grace 10 casting_time 10 path_attuned 65536 other_arch banishment dam 50 dam_modifier 0 range 4 duration 2 range_modifier 9 maxgrace 24 type 101 subtype 7 value 50 attacktype 2228224 no_drop 1 invisible 1 skill praying msg Against them make ready your strength to the utmost of your power, then loose upon them Banishment, to strike terror and death into the hearts of My enemies, and your enemies, and others besides, whom ye may not know, but whom I doth know. Attacking with holy word and death, this substantially improved holy word prayer may only strike at enemies of your god and the undead. The prayer is attuned to the path of turning. endmsg end Object spell_burning_hands editor_folder spell/Cone anim_suffix spellcasting name burning hands name_pl burning hands face spell_burning_hands.111 level 1 sp 5 casting_time 5 path_attuned 2 other_arch firebreath dam 4 dam_modifier 4 range 5 duration 2 range_modifier 4 maxsp 20 type 101 subtype 7 value 10 attacktype 6 no_drop 1 invisible 1 skill pyromancy msg Usually the first test for an apprentice pyromancers, burning hands is of the simplest means of projecting fire. Fire is started on the practioners hands and then projected using magic. The spell gains strength as the character gains in level, so it remains a valuable spell even at high levels. endmsg end Object spell_color_spray editor_folder spell/Cone anim_suffix spellcasting name color spray name_pl color spray face spell_color_spray.111 level 26 sp 35 casting_time 2 path_attuned 16384 other_arch color_spray dam 25 dam_modifier 3 range 10 duration 2 range_modifier 5 maxsp 24 type 101 subtype 7 value 130 attacktype 262144 no_drop 1 invisible 1 skill sorcery msg It is written that legendary wizard Sarumatix was the first to develop continentiam to a new, dangerous, level. Color spray demonstrates the strange effect where minerals can be worked into infinitesimal spaces and the subsequent powerful energy release directed by the sorcerer. While greater damage can be inflicted by more traditional spells, the chaotic spray of pure colours can be useful against enemies with unknown protections or to clear a variety of very powerful creatures. The spell is attuned to the path of transmutation. endmsg end Object spell_counterspell editor_folder spell/Cone anim_suffix spellcasting name counterspell name_pl counterspell face spell_counterspell.111 level 6 sp 10 casting_time 2 path_attuned 128 other_arch counterspell dam 0 dam_modifier 0 range 6 duration 2 range_modifier 3 maxsp 24 type 101 subtype 7 value 30 attacktype 524288 no_drop 1 invisible 1 skill summoning msg Summoner's love to undo other's hardwork and the abjuration known as counterspell beautifully demonstrates this by draining the energy directly out of any lesser spells that come into contact with this spell. endmsg end Object spell_dragonbreath editor_folder spell/Cone anim_suffix spellcasting name dragonbreath name_pl dragonbreath face spell_dragonbreath.111 level 24 sp 13 casting_time 5 path_attuned 2 other_arch firebreath dam 25 dam_modifier 3 range 7 duration 2 range_modifier 5 maxsp 24 type 101 subtype 7 value 120 attacktype 4 no_drop 1 invisible 1 skill pyromancy msg Few have bargained with dragonkin and benefited, yet knowledge of this spell is a testament to the potential of such a relationship. Unlike traditional pyromancy, Dragonbreath projects fire without the necessity of weaving magic to control it, this results in a cone of fire that is not magical. The potential for Pyromancers to inflict burns on magically protected creatures is a massive boon. endmsg end Object spell_face_of_death editor_folder spell/Cone anim_suffix spellcasting name face of death name_pl face of death face spell_face_of_death.111 level 34 grace 80 casting_time 10 path_attuned 262144 other_arch face_of_death dam 0 dam_modifier 0 range 4 duration 2 range_modifier 12 maxgrace 24 type 101 subtype 7 value 220 attacktype 131072 no_drop 1 invisible 1 skill praying msg Face of death fires a cone of death. Creatures caught within this area of death either die outright (regardless of how many hit points they have) or are completely unharmed. The spell does not harm equipment whether worn by creatures or laying on the floor. It is granted by the Devourers. endmsg end Object spell_fear editor_folder spell/Cone anim_suffix spellcasting name fear name_pl fear face spell_fear.111 level 4 sp 6 casting_time 5 path_attuned 1024 other_arch fear dam 5 dam_modifier 0 range 4 duration 2 range_modifier 3 maxsp 24 type 101 subtype 7 value 40 attacktype 16386 no_drop 1 invisible 1 skill sorcery msg By projecting terrifying visages, only the undead can resist their natural reaction to run from fear. The more powerful the sorcerer, and the weaker the mind of those caught, the further they are likely to run. This spell is attuned to the path of the mind. endmsg end Object spell_holy_word editor_folder spell/Cone anim_suffix spellcasting name holy word name_pl holy word face spell_holy_word.111 level 1 grace 4 casting_time 1 path_attuned 65536 other_arch holy_word dam 2 dam_modifier 4 range 2 duration 1 range_modifier 4 maxgrace 24 type 101 subtype 7 value 10 attacktype 2097152 no_drop 1 invisible 1 skill praying msg And when the Hour sets in, the guilty will despair. As for those who have faith and do righteous deeds, they shall be in a garden, rejoicing. But as for those who were faithless and denied Our signs and the encounter of the Hereafter, they will be brought to the punishment. Holy word is a common prayer from the devoted that only damages enemies of your god and the undead. The prayer is attuned to the path of turning. endmsg end Object spell_icestorm editor_folder spell/Cone anim_suffix spellcasting name icestorm name_pl icestorm face spell_icestorm.111 level 1 sp 5 casting_time 8 path_attuned 4 other_arch icestorm dam 4 dam_modifier 3 range 3 duration 2 range_modifier 5 maxsp 24 type 101 subtype 7 value 10 attacktype 18 no_drop 1 invisible 1 skill evocation msg The power to rapidly channel heat out of an area is the mainstay of an evoker wishing to cause sudden damage to their foes. As the heat is channelled away, the rapidly cooling cone of ice quickly chills any creatures unlucky enough to be caught in its path. With practice, the power of these storms can be greatly enhanced. A side-effect of these frost spells is is that any objects lying in its path may become encased in ice. endmsg end Object spell_large_icestorm editor_folder spell/Cone anim_suffix spellcasting name large icestorm name_pl large icestorm face spell_large_icestorm.111 level 24 sp 13 casting_time 9 path_attuned 4 other_arch icestorm dam 4 dam_modifier 3 range 14 duration 2 range_modifier 5 maxsp 24 type 101 subtype 7 value 120 attacktype 18 no_drop 1 invisible 1 skill evocation msg By studying the most powerful forces of undeath, evokers learnt of ways to improve upon the icestorm. These large icestorms create vast freezing cones of ice that quickly chill and do horrific damage to creatures unlucky enough to be caught in its path. A side-effect of these frost spells is that any objects lying in its path may become encased in ice. endmsg end Object spell_mana_blast editor_folder spell/Cone anim_suffix spellcasting name mana blast name_pl mana blast face spell_mana_blast.111 level 4 sp 10 casting_time 7 path_attuned 32768 other_arch manablast dam 4 dam_modifier 4 range 5 duration 2 range_modifier 4 maxsp 24 type 101 subtype 7 value 20 attacktype 2 no_drop 1 invisible 1 skill evocation msg Most spells work by controlling various forces of nature, but evokers have learn that magic itself can be a powerful weapon. Manablast enables evokers to use their control of magic to directly harm enemies launching a cone of pure magic damage. endmsg end Object spell_mass_confusion editor_folder spell/Cone anim_suffix spellcasting name mass confusion name_pl mass confusion face spell_mass_confusion.111 level 7 sp 20 casting_time 10 path_attuned 1024 other_arch confusion dam 0 dam_modifier 0 range 8 duration 2 range_modifier 5 maxsp 25 type 101 subtype 7 value 70 attacktype 34 no_drop 1 invisible 1 skill sorcery msg By filling the targets head with chaotic magic, confusing and disorienting the recipient. Confused opponents have a hard time coordinating movements, often moving and attacking in the wrong direction or fumbling spells and equipment. Though only temporary, confusion is dreaded by those that find themselves facing anyone or anything adept at sorcery and as a result wards against this dark art are treasured. endmsg end Object spell_paralyze editor_folder spell/Cone anim_suffix spellcasting name paralyze name_pl paralyze face spell_paralyze.111 level 2 sp 5 casting_time 10 path_attuned 1024 other_arch paralyze dam 25 dam_modifier 3 range 5 duration 2 range_modifier 3 maxsp 24 type 101 subtype 7 value 20 attacktype 4098 no_drop 1 invisible 1 skill sorcery msg There is a thread that exists between the soul and body which provides the life (and unlife) force that compels the body to move. Sorcerors can not only perceive this link but briefly use their magic to temporarily sever it. While the body becomes completely immobile, the soul can still perceive the threat and those who have experienced this magic describe the sensation with utter horror. The link will naturally reconnect over time but there is little the victim can do until this happens, perhaps this is why charms that protect from its effects are so treasured? endmsg end Object spell_peace editor_folder spell/Cone anim_suffix spellcasting name peace name_pl peace face spell_peace.111 level 40 grace 80 casting_time 10 path_attuned 1 other_arch peace dam 0 dam_modifier 0 range 4 duration 2 range_modifier 9 maxgrace 36 type 101 subtype 7 value 200 attacktype 0 no_drop 1 invisible 1 skill praying msg Fires a cone of peacemakers that convert aggressive monsters into unaggressive creatures that run away from battle and assume random movement. They are no longer considered to be monsters, so things like mood floors cannot make them aggressive again. This spell is granted by Gaea. endmsg end Object spell_shockwave editor_folder spell/Cone anim_suffix spellcasting name shockwave name_pl shockwave face spell_shockwave.111 level 28 sp 26 casting_time 9 path_attuned 512 other_arch shockwave dam 10 dam_modifier 3 range 18 duration 2 range_modifier 5 maxsp 25 type 101 subtype 7 value 140 attacktype 3 no_drop 1 invisible 1 skill evocation msg Evokers can create powerful shockwave pulses that are attuned to the path of detonation through the air by magically containing explosions. Due to the magical projection required to channel this cone of energy this spell delivers both magical and physical damage. endmsg end Object spell_slow editor_folder spell/Cone anim_suffix spellcasting name slow name_pl slow face spell_slow.111 level 1 sp 5 casting_time 10 path_attuned 1024 other_arch slow dam 5 dam_modifier 0 range 5 duration 2 range_modifier 4 maxsp 20 type 101 subtype 7 value 10 attacktype 2050 no_drop 1 invisible 1 skill sorcery msg The force that binds all souls to their bodies is said to provide the energy to move. By interfering with the souls connection to the body, sorcerers can slow the very movements of their opponents. Recipients describe the experience as being completely sapped of energy such that they lack even the desire to protect themselves from physical harm. As a Sorcerer's power grows, so to does the extent to which they can cast this debilitating spell. endmsg end Object spell_spark_shower editor_folder spell/Cone anim_suffix spellcasting name spark shower name_pl spark shower face spell_spark_shower.111 level 1 sp 5 casting_time 6 path_attuned 8 other_arch sparkshower dam 2 dam_modifier 5 range 6 duration 2 range_modifier 5 maxsp 24 type 101 subtype 7 value 10 attacktype 10 no_drop 1 invisible 1 skill sorcery msg To the untrained eye, spark shower appears like a carpet of electrical sparks moving slowly across the floor, and indeed, stepping foot within the spark shower is a painful experience not soon repeated. These sparks are infact a rare faerie type whose brief existence can be utilised by cunning sorcerers to deliver magically charged electrical damage in a cone in front of them. This spell is attuned to the path of electricity. endmsg end Object spell_spiderweb editor_folder spell/Cone anim_suffix spellcasting name spiderweb name_pl spiderweb face spell_spiderweb.111 level 8 grace 10 casting_time 10 path_attuned 2048 other_arch spiderweb_cone dam 0 dam_modifier 0 range 10 duration 2 range_modifier 5 maxgrace 50 type 101 subtype 7 value 40 attacktype 0 no_drop 1 invisible 1 skill praying msg Fires a cone of cobwebs that can nearly immobilize any creatures caught in it. Gaea grants this to her worshippers. endmsg end Object spell_turn_undead editor_folder spell/Cone anim_suffix spellcasting name turn undead name_pl turn undead face spell_turn_undead.111 level 1 grace 2 casting_time 5 path_attuned 65536 other_arch turn_undead dam 0 dam_modifier 0 range 3 duration 1 range_modifier 4 maxgrace 24 type 101 subtype 7 value 10 attacktype 8192 no_drop 1 invisible 1 skill praying msg A cone spell that can inflict fear in the undead. endmsg end Object spell_vitriol_splash editor_folder spell/Cone anim_suffix spellcasting name vitriol splash name_pl vitriol splash face spell_vitriol_splash.111 level 10 grace 15 casting_time 10 path_attuned 512 other_arch vitriol_splash dam 40 dam_modifier 4 range 5 duration 2 range_modifier 40 maxgrace 20 type 101 subtype 7 value 50 attacktype 64 no_drop 1 invisible 1 skill praying msg Fires a cone of acid that splashes on contact and does acid damage to affected creatures. endmsg end Object spell_wave editor_folder spell/Cone anim_suffix spellcasting name wave name_pl wave face spell_wave.111 level 6 grace 8 casting_time 10 path_attuned 4 other_arch wave dam 0 dam_modifier 3 range 20 duration 3 range_modifier 4 maxgrace 24 type 101 subtype 7 value 30 attacktype 1 no_drop 1 invisible 1 skill praying msg An Ixalovh-granted spell that produces a cone of rushing water that can flow around corners doing physical damage to creatures in its path. The wave also pushes creatures or items in its path. endmsg end Object spell_windstorm editor_folder spell/Cone anim_suffix spellcasting name windstorm name_pl windstorm face spell_windstorm.111 level 6 grace 3 casting_time 10 path_attuned 8 other_arch windstorm dam 0 dam_modifier 4 range 20 duration 3 range_modifier 4 maxgrace 24 type 101 subtype 7 value 30 attacktype 1 no_drop 1 invisible 1 skill praying msg Followers of Sorig harken and take heed; none shall stand in my presence who are undeserving. Should the undeserved seek to be in my presence, call forth my windstorm that they might be swept away back to the dark places from whence they came. This prayer is attuned to the path of explosion. endmsg end Object spell_wonder editor_folder spell/Cone anim_suffix spellcasting name wonder name_pl wonder face spell_wonder.111 level 3 sp 10 casting_time 0 path_attuned 16384 other_arch flowers dam 0 dam_modifier 0 range 6 duration 3 range_modifier 0 maxsp 0 type 101 subtype 9 value 30 attacktype 4096 no_drop 1 invisible 1 skill sorcery randomitems wonder_spells msg Most erroneous magic spells tragedy for the caster, but the spell wonder embraces failure. By developing specialised safety phrases that transmutes deadly magic into harmless flowers, sorcerers can gamble with the gods to experiment with all manner of spells. While this often yields low grade magic it can sometimes provide surprisingly powerful results. This spell belongs to the path of transmutation. endmsg end Object spell_wrathful_eye editor_folder spell/Cone anim_suffix spellcasting name wrathful eye name_pl wrathful eye face spell_wrathful_eye.111 level 10 grace 30 casting_time 8 path_attuned 32 other_arch wrathful_eye dam 20 dam_modifier 3 range 5 duration 2 range_modifier 5 maxgrace 24 type 101 subtype 7 value 50 attacktype 4194304 no_drop 1 invisible 1 skill praying msg Summons an image of Valriel's Eye that may blind creatures in the cone-shaped area in front of it. The spell is granted to Valriel. endmsg end Object spiderweb_cone editor_folder spell/Cone name spider web other_arch spider_web2 face spider_web.111 move_on walk fly_low wc -90 move_type fly_low type 102 subtype 7 speed 1 no_pick 1 end Object spider_web2 editor_folder spell/Cone name spider web face spider_web.111 animation spider_web no_pick 1 move_slow walk move_slow_penalty 7 material 128 anim_speed 10 client_anim_random 1 end Object turn_undead editor_folder spell/Cone name fear type 102 subtype 7 move_on walk fly_low face turnundead.111 animation turn_undead speed 1 wc -30 move_type fly_low no_pick 1 end Object wave editor_folder spell/Cone name wave type 102 subtype 7 move_on walk fly_low face wave.111 animation wave wc -30 speed 1.0 move_type fly_low weight 50000 no_pick 1 end Object windstorm editor_folder spell/Cone name windstorm type 102 subtype 7 move_on walk fly_low face windstorm.111 animation windstorm weight 1000 wc -30 speed 1.0 move_type fly_low no_pick 1 end Object wrathful_eye editor_folder spell/Cone name wrathful eye type 102 subtype 7 move_on walk fly_low face sunspear.111 animation wrathful_eye wc -30 speed 1.0 move_type fly_low no_pick 1 glow_radius 2 end Object detect_magic editor_folder spell/Detect name magic glow face det_magic.111 animation detect_magic speed 1 is_used_up 1 no_pick 1 see_anywhere 1 food 3 end Object detect_monster editor_folder spell/Detect name magic glow face det_magic.111 animation detect_monster speed 0.2 is_used_up 1 no_pick 1 see_anywhere 1 food 3 end Object spell_detect_curse editor_folder spell/Detect anim_suffix spellcasting name detect curse name_pl detect curse face spell_detect_curse.111 level 10 grace 10 casting_time 20 skill praying path_attuned 8192 type 101 subtype 33 value 50 no_drop 1 invisible 1 range 12 range_modifier 5 other_arch detect_magic known_cursed 1 msg Detects cursed or damned objects in the caster's inventory. endmsg end Object spell_detect_evil editor_folder spell/Detect anim_suffix spellcasting name detect evil name_pl detect evil face spell_detect_evil.111 level 6 grace 3 casting_time 15 skill praying path_attuned 8192 type 101 subtype 33 value 30 no_drop 1 invisible 1 range 12 range_modifier 5 other_arch detect_monster race GOD msg Detects enemies in the area that have an evil alignment. endmsg end Object spell_detect_magic editor_folder spell/Detect anim_suffix spellcasting name detect magic name_pl detect magic face spell_detect_magic.111 level 1 sp 1 casting_time 13 path_attuned 8192 skill sorcery type 101 subtype 33 value 10 no_drop 1 invisible 1 range 12 range_modifier 5 other_arch detect_magic known_magical 1 msg Sorcerer's knowledge of the manner in which magic can be woven into items provides the foundation for a useful spell practised by young and old sorcerers alike. Detect magic reveals objects on and around the caster's that are display magical power. This can be used to quickly sort the wheat from the chaff, so to speak. This spell is attuned to the path of information. endmsg end Object spell_detect_monster editor_folder spell/Detect anim_suffix spellcasting name detect monster name_pl detect monster face spell_detect_monster.111 level 4 sp 2 casting_time 15 skill evocation path_attuned 8192 type 101 subtype 33 value 20 no_drop 1 invisible 1 range 12 range_modifier 5 other_arch detect_monster monster 1 msg Due to the unwelcome response usually given to practitioners of evocation, many learn to sense potential threats well before those threats can see the evoker. This information spell is particularly useful before opening doors and entering dark passageways. endmsg end Object spell_show_invisible editor_folder spell/Detect anim_suffix spellcasting name show invisible name_pl show invisible face spell_show_invisible.111 level 14 grace 10 casting_time 20 skill praying path_attuned 8192 type 101 subtype 33 value 50 no_drop 1 invisible 1 range 12 range_modifier 5 other_arch detect_magic make_invisible 1 msg Useful for revealing monsters or objects that are invisible. endmsg end Object spell_cause_anthrax editor_folder spell/Disease anim_suffix spellcasting name cause anthrax name_pl cause anthrax face spell_cause_anthrax.111 type 101 subtype 45 level 24 value 120 grace 50 casting_time 10 skill praying path_attuned 131072 other_arch anthrax range 5 range_modifier 10 dam_modifier 1 duration_modifier 10 maxgrace 20 no_drop 1 invisible 1 msg Causes an outbreak of anthrax that is deadly to animals, but not usually harmful to other creatures. endmsg end Object spell_cause_black_death editor_folder spell/Disease anim_suffix spellcasting name cause black death name_pl cause black death type 101 subtype 45 face spell_cause_black_death.111 level 30 value 150 grace 120 casting_time 10 skill praying path_attuned 131072 other_arch bubonic_plague range 5 range_modifier 10 dam_modifier 3 duration_modifier 10 maxgrace 20 no_drop 1 invisible 1 msg Unleashes a very deadly and contagious plague. This spell is granted by the Devourers god. endmsg end Object spell_cause_cold editor_folder spell/Disease anim_suffix spellcasting name cause cold name_pl cause cold type 101 subtype 45 face spell_cause_cold.111 level 2 value 20 grace 10 casting_time 10 skill praying path_attuned 131072 other_arch disease_cold range 5 range_modifier 10 dam_modifier 3 duration_modifier 5 maxgrace 20 no_drop 1 invisible 1 msg Causes a disease to spread that is is highly contagious but only somewhat debilitating. It is rarely fatal unless it is complicated by other infections. Players and monsters affected move more slowly, and become weaker until the disease runs its course or is cured. endmsg end Object spell_cause_flu editor_folder spell/Disease anim_suffix spellcasting name cause flu name_pl cause flu face spell_cause_flu.111 type 101 subtype 45 level 4 value 20 grace 10 casting_time 10 skill praying path_attuned 131072 other_arch flu range 5 range_modifier 10 dam_modifier 3 duration_modifier 5 maxgrace 20 no_drop 1 invisible 1 msg Unleashes an outbreak of the flu. It is rarely deadly, except to weak monsters, but it is very debilitating. endmsg end Object spell_cause_leprosy editor_folder spell/Disease anim_suffix spellcasting name cause leprosy name_pl cause leprosy face spell_cause_leprosy.111 type 101 subtype 45 level 10 value 50 grace 20 casting_time 10 skill praying path_attuned 131072 other_arch leprosy range 5 range_modifier 10 dam_modifier 1 duration_modifier 1 maxgrace 20 no_drop 1 invisible 1 msg Infects a target with leprosy. This disease is not very contagious, but can be spread by touching. The damage caused increases with the length of the infection. When used with patience, it can fell great adversaries. endmsg end Object spell_cause_rabies editor_folder spell/Disease anim_suffix spellcasting name cause rabies name_pl cause rabies face spell_cause_rabies.111 type 101 subtype 45 level 24 value 120 grace 120 casting_time 10 skill praying path_attuned 131072 other_arch rabies range 5 range_modifier 10 dam_modifier 1 duration_modifier 1 maxgrace 18 no_drop 1 invisible 1 msg Causes the disease of rabies. The spell is granted by Gnarg. endmsg end Object spell_cause_red_death editor_folder spell/Disease anim_suffix spellcasting name cause red death name_pl cause red death face spell_cause_red_death.111 type 101 subtype 45 level 24 value 120 grace 100 casting_time 10 skill praying path_attuned 131072 other_arch ebola range 5 range_modifier 10 dam_modifier 1 duration_modifier 1 maxgrace 12 no_drop 1 invisible 1 msg Unleashes a very deadly and contagious plague. This spell is granted by the Devourers. endmsg end Object spell_cause_smallpox editor_folder spell/Disease anim_suffix spellcasting name cause smallpox name_pl cause smallpox face spell_cause_smallpox.111 type 101 subtype 45 level 20 value 100 grace 85 casting_time 10 skill praying path_attuned 131072 other_arch smallpox range 5 range_modifier 10 dam_modifier 1 duration_modifier 4 maxgrace 20 no_drop 1 invisible 1 msg Unleashes an outbreak of smallpox. This disease is highly contagious and often fatal to weaker monsters, but its deadliness is restricted to humanoids. This spell is granted by Gnarg. endmsg end Object spell_cause_typhoid editor_folder spell/Disease anim_suffix spellcasting name cause typhoid name_pl cause typhoid face spell_cause_typhoid.111 type 101 subtype 45 level 16 value 80 grace 60 casting_time 10 skill praying path_attuned 131072 other_arch typhoid range 5 range_modifier 10 dam_modifier 1 duration_modifier 10 maxgrace 24 no_drop 1 invisible 1 msg Infects a target with typhoid. Typhoid is deadly to human, goblin, giant, and troll races but is harmless to other creatures. endmsg end Object spell_cause_white_death editor_folder spell/Disease anim_suffix spellcasting name cause white death name_pl cause white death face spell_cause_white_death.111 type 101 subtype 45 level 85 value 500 grace 350 casting_time 10 skill praying path_attuned 131072 other_arch pneumonic_plague range 5 range_modifier 10 dam_modifier 1 duration_modifier 5 maxgrace 24 no_drop 1 invisible 1 msg Causes an outbreak of the most contagious and deadly disease of all. endmsg end Object avatar editor_folder spell/Golem type 46 name Avatar face avatar.131 animation avatar is_animated 1 monster 1 alive 1 resist_physical 45 ac -10 wc -1 dam 50 hp 500 maxhp 500 level 23 speed 0.25 resist_magic 100 exp 1000 weight 200000 move_type walk end Object golem editor_folder spell/Golem type 46 face golem.111 animation golem monster 1 alive 1 ac 5 wc 10 dam 8 attacktype 1 hp 50 maxhp 50 level 4 speed 0.1 exp 65 weight 200000 move_type walk end Object holy_servant editor_folder spell/Golem name Servant type 46 face golem.111 animation holy_servant is_animated 1 monster 1 resist_physical 25 alive 1 ac 4 wc 10 dam 5 hp 50 maxhp 50 level 4 speed 0.15 resist_magic 100 exp 75 weight 200000 end Object mystic_fist editor_folder spell/Golem name Mystic Fist type 102 subtype 12 face mystic_fist.111 animation mystic_fist monster 1 alive 1 ac 5 wc 12 dam 8 hp 50 maxhp 50 level 5 speed 0.5 exp 250 weight 20 move_type fly_low end Object spell_call_holy_servant editor_folder spell/Golem anim_suffix spellcasting name call holy servant name_pl call holy servant face spell_call_holy_servant.111 level 12 grace 30 casting_time 5 path_attuned 64 race holy servant dam 0 dam_modifier 8 duration 120 duration_modifier 8 range_modifier 15 maxgrace 20 type 101 subtype 12 value 60 no_drop 1 invisible 1 skill praying wc_increase_rate 4 msg Calls a strong fighter from the caster's god, whom you control with the Fire and direction keys, the same way that golems are controlled. The character receives all experience from the holy servant's kills. endmsg end Object spell_dancing_sword editor_folder spell/Golem anim_suffix spellcasting name dancing sword name_pl dancing sword face spell_dancing_sword.111 type 101 subtype 12 level 12 value 110 sp 25 casting_time 10 skill summoning path_attuned 2048 other_arch dancingsword dam 50 dam_modifier 2 duration 75 duration_modifier 1 range_modifier 20 maxsp 20 attacktype 1 no_drop 1 invisible 1 wc_increase_rate 4 msg Summon a magical sword that battles on behalf of the caster. The sword may be controlled with the Fire and direction keys. endmsg end Object spell_summon_golem editor_folder spell/Golem anim_suffix spellcasting name summon golem name_pl summon golem face spell_summon_golem.111 level 2 sp 5 casting_time 10 path_attuned 64 other_arch golem dam 60 dam_modifier 2 duration 125 duration_modifier 5 range_modifier 20 maxsp 20 type 101 subtype 12 value 20 attacktype 1 no_drop 1 invisible 1 skill summoning wc_increase_rate 2 msg Summoned from nothing but dust and debris, practice allows the summoner to shape golem into ever deadlier personal minions that deliver more powerful blows. Golems are somewhat ponderous at times and have a finite lifetime that is shortened any time they take damage. endmsg end Object spell_lesser_summon_golem editor_folder spell/Golem anim_suffix spellcasting name summon lesser golem name_pl summon lesser golem face spell_lesser_golem.111 level 1 sp 3 casting_time 10 path_attuned 64 other_arch golem dam 25 duration 75 duration_modifier 2 range_modifier 10 maxsp 15 type 101 subtype 12 value 10 attacktype 1 no_drop 1 invisible 1 skill summoning wc_increase_rate 2 msg The power to summon sentience into otherwise lifeless materials is the realm of the summoner. Whilst small in stature, lesser golem's relentless and mindless devotion to their creators allow summoners to participate in the frontline of combat, bash down doors, detonate runes, all from a distance. The golem has a finite lifetime, and this life is shortened any time it takes damage. endmsg end Object spell_mystic_fist editor_folder spell/Golem anim_suffix spellcasting name mystic fist name_pl mystic fist face spell_mystic_fist.111 level 10 sp 10 casting_time 15 path_attuned 64 other_arch mystic_fist dam 40 dam_modifier 5 duration 50 duration_modifier 10 range_modifier 30 maxsp 20 type 101 subtype 12 value 50 attacktype 8 no_drop 1 invisible 1 skill summoning wc_increase_rate 4 msg Creates a magical fist that delivers an electrical damage and is controlled with the Fire and direction keys. endmsg end Object spell_summon_air_elemental editor_folder spell/Golem anim_suffix spellcasting name summon air elemental name_pl summon air elemental face spell_summon_air_elemental.111 level 12 sp 20 casting_time 12 path_attuned 64 other_arch air_elemental dam 40 dam_modifier 5 duration 160 duration_modifier 10 range_modifier 30 maxsp 20 type 101 subtype 12 value 60 attacktype 8 no_drop 1 invisible 1 skill summoning wc_increase_rate 4 msg Summon an air elemental that is controlled with the Fire and direction keys and it's attacks consist of electrical energy.Summoning life into air takes great skill as the flighty nature of these elementals can quickly dissipate especially with a strong physical buffet. Once summoned, the powerful air currents immediately start giving off powerful electrical shocks along with sweeping up debris that is propelled at great speed to anything in the path delivering powerful physical damage. endmsg end Object spell_summon_avatar editor_folder spell/Golem anim_suffix spellcasting name summon avatar name_pl summon avatar face spell_summon_avatar.111 level 20 grace 60 casting_time 15 path_attuned 64 race avatar dam 0 dam_modifier 5 duration 380 duration_modifier 5 range_modifier 15 maxgrace 30 type 101 subtype 12 value 100 no_drop 1 invisible 1 skill praying wc_increase_rate 4 msg Summons the strongest fighter of one's god. Control the avatar with the Fire and direction keys. This is the most powerful summoning spell. endmsg end Object spell_summon_devil editor_folder spell/Golem anim_suffix spellcasting name summon devil name_pl summon devil face spell_summon_devil.111 level 6 sp 20 casting_time 13 path_attuned 64 other_arch devil dam 10 dam_modifier 10 duration 160 duration_modifier 10 range_modifier 20 maxsp 20 type 101 subtype 12 value 60 attacktype 8 no_drop 1 invisible 1 skill summoning wc_increase_rate 4 msg Calls a devil from the infernal regions of the underworld. The devil is controlled with the Fire and direction keys, and attacks with electrical energy. endmsg end Object spell_summon_earth_elemental editor_folder spell/Golem anim_suffix spellcasting name summon earth elemental name_pl summon earth elemental face spell_summon_earth_elemental.111 level 8 sp 15 casting_time 11 path_attuned 64 other_arch earth_elemental dam 60 dam_modifier 5 duration 280 duration_modifier 10 range_modifier 30 maxsp 20 type 101 subtype 12 value 40 attacktype 1 no_drop 1 invisible 1 skill summoning wc_increase_rate 4 msg Summoned from rock and clay, these elementals embody the strengths of the earthen gods. Sturdy and powerful, the slow swing of each arm is backed up with an immense physical force. Like the earthen gods, these elementals display no urgency and require a certain degree of patience from the operator. endmsg end Object spell_summon_fire_elemental editor_folder spell/Golem anim_suffix spellcasting name summon fire elemental name_pl summon fire elemental face spell_summon_fire_elemental.111 level 14 sp 25 casting_time 12 path_attuned 64 other_arch fire_elemental dam 20 dam_modifier 10 duration 200 duration_modifier 10 range_modifier 30 maxsp 20 type 101 subtype 12 value 70 attacktype 4 no_drop 1 invisible 1 skill summoning wc_increase_rate 4 msg Summons a creature from the elemental plane of fire controlled with the Fire and direction keys. They are impervious to fire-based damage, and deliver fire- based attacks. endmsg end Object spell_summon_water_elemental editor_folder spell/Golem anim_suffix spellcasting name summon water elemental name_pl summon water elemental face spell_summon_water_elemental.111 level 10 sp 15 casting_time 11 path_attuned 64 other_arch water_elemental dam 50 dam_modifier 5 duration 140 duration_modifier 10 range_modifier 30 maxsp 20 type 101 subtype 12 value 50 attacktype 17 no_drop 1 invisible 1 skill summoning wc_increase_rate 4 msg Summons a creature from the elemental plane of water that is controlled with the Fire and direction keys. This elemental attacks deliver cold and physical damage. endmsg end Object cure_disease_effect editor_folder spell/Healing name rage face cure_disease_effect.111 animation cure_disease_effect speed 0.5 food 7 is_used_up 1 no_pick 1 map_layer fly end Object healing editor_folder spell/Healing name healing face healing.111 animation healing speed 1 is_used_up 1 no_pick 1 see_anywhere 1 food 5 type 102 subtype 21 end Object spell_cure_blindness editor_folder spell/Healing anim_suffix spellcasting name cure blindness name_pl cure blindness face spell_cure_blindness.111 level 18 grace 30 casting_time 10 path_attuned 256 other_arch healing skill praying type 101 subtype 21 value 90 no_drop 1 invisible 1 attacktype 4194304 msg Allows a blinded character to see again. endmsg end Object spell_cure_confusion editor_folder spell/Healing anim_suffix spellcasting name cure confusion name_pl cure confusion face spell_cure_confusion.111 level 14 grace 8 casting_time 15 path_attuned 256 other_arch healing skill praying type 101 subtype 21 value 70 no_drop 1 invisible 1 attacktype 32 msg Returns a confused character to their normal senses by removing the inability to reliably control movement and spell casting. endmsg end Object spell_cure_disease editor_folder spell/Healing anim_suffix spellcasting name cure disease name_pl cure disease face spell_cure_disease.111 other_arch cure_disease_effect level 10 grace 30 casting_time 10 path_attuned 256 skill praying type 101 subtype 21 value 50 no_drop 1 invisible 1 attacktype 33554432 msg Cures a character of a disease. The caster may cure others by firing the spell at the afflicted character. endmsg end Object spell_cure_poison editor_folder spell/Healing anim_suffix spellcasting name cure poison name_pl cure poison face spell_cure_poison.111 level 8 grace 7 casting_time 10 path_attuned 256 other_arch healing skill praying type 101 subtype 21 value 40 no_drop 1 invisible 1 attacktype 1024 msg Cleanses damaging poisons from the body. The caster can cure others by firing the spell toward an afflicted character. endmsg end Object spell_heal editor_folder spell/Healing anim_suffix spellcasting name heal name_pl heal face spell_heal.111 level 30 grace 50 casting_time 12 path_attuned 256 other_arch healing skill praying type 101 subtype 21 value 100 no_drop 1 invisible 1 hp 0 dam 9999 msg Mends all wounds of the caster or a target. It does not cure conditions like such as disease or poison. endmsg end Object spell_major_healing editor_folder spell/Healing anim_suffix spellcasting name major healing name_pl major healing face spell_major_healing.111 level 16 grace 10 casting_time 9 path_attuned 256 other_arch healing skill praying type 101 subtype 21 value 80 no_drop 1 invisible 1 hp 5 dam 4 msg A spell that may regenerate a large amount of hit points for the caster or to another character. endmsg end Object spell_medium_healing editor_folder spell/Healing anim_suffix spellcasting name medium healing name_pl medium healing face spell_medium_healing.111 level 8 grace 7 casting_time 6 path_attuned 256 other_arch healing skill praying type 101 subtype 21 value 40 no_drop 1 invisible 1 hp 3 dam 2 msg A spell that may regenerate a moderate amount of hit points for the caster or to another character. endmsg end Object spell_minor_healing editor_folder spell/Healing anim_suffix spellcasting name minor healing name_pl minor healing face spell_minor_healing.111 level 1 grace 4 casting_time 3 path_attuned 256 other_arch healing skill praying type 101 subtype 21 value 10 no_drop 1 invisible 1 hp 1 dam 1 msg A spell that may regenerate a small amount of hit points for the caster or to another character. endmsg end Object spell_regenerate_spellpoints editor_folder spell/Healing anim_suffix spellcasting name regenerate spellpoints name_pl regenerate spellpoints face spell_regenerate_spellpoints.111 level 99 sp 0 casting_time 0 path_attuned 256 other_arch healing skill ??? type 101 subtype 21 value 990 no_drop 1 invisible 1 last_sp 9999 end Object spell_restoration editor_folder spell/Healing anim_suffix spellcasting name restoration name_pl restoration face spell_restoration.111 level 32 grace 80 casting_time 15 path_attuned 256 other_arch healing skill praying type 101 subtype 21 value 130 no_drop 1 invisible 1 attacktype 37749792 food 999 dam 9999 msg Restoration heals all damage, confusion, poison, and disease, and also provides a full stomach of food to the recipient. It does not take care of death. endmsg end Object magic_missile editor_folder spell/MagicMissile name magic missile name_pl magic missile type 102 subtype 11 face magic_miss.131 animation magic_missile is_animated 0 is_turnable 1 move_on walk fly_low move_type fly_low no_pick 1 speed 1 wc 2 end Object spell_magic_missile editor_folder spell/MagicMissile anim_suffix spellcasting name magic missile name_pl magic missile face spell_magic_missile.111 level 1 sp 1 casting_time 3 path_attuned 16 other_arch magic_missile dam 9 dam_modifier 1 maxsp 20 skill sorcery type 101 subtype 11 value 10 attacktype 2 no_drop 1 invisible 1 range 25 msg While sorcerers can spend a great deal of time mastering the perfect projectile, a different approach is to instead stay focussed on telekinetically guiding the projectile (somewhat accurately) towards an enemy. Magic missile does a comparable amount of magical damage by guiding the projectile to each target. This spell is attuned to the path of missiles. endmsg end Object counterwall editor_folder spell/MagicWall name counter wall type 102 subtype 7 move_on walk fly_low face counterwall.111 animation counterwall is_animated 1 is_turnable 1 wc -30 speed 1 move_type fly_low no_pick 1 smoothlevel 25 end Object smover_turn editor_folder spell/MagicWall/smover name force face pmarrow.181 animation smover_turn attacktype 1 lifesave 1 hp 10 invisible 0 speed 0.2 type 40 move_type walk no_pick 1 maxsp 1 move_on walk -fly_low end Object smover_1 editor_folder spell/MagicWall/smover name force face pmarrow.111 animation smover_1 attacktype 1 lifesave 1 hp 10 speed -0.4 invisible 0 type 40 move_type walk no_pick 1 sp 1 move_on walk -fly_low end Object smover_2 editor_folder spell/MagicWall/smover name force face pmarrow.121 animation smover_2 attacktype 1 lifesave 1 hp 10 invisible 0 speed -0.4 type 40 move_type walk no_pick 1 sp 2 move_on walk -fly_low end Object smover_3 editor_folder spell/MagicWall/smover name force face pmarrow.131 animation smover_3 attacktype 1 lifesave 1 hp 10 invisible 0 speed -0.4 type 40 move_type walk no_pick 1 sp 3 move_on walk -fly_low end Object smover_4 editor_folder spell/MagicWall/smover name force face pmarrow.141 attacktype 1 lifesave 1 hp 10 invisible 0 animation smover_4 speed -0.4 type 40 move_type walk no_pick 1 sp 4 move_on walk -fly_low end Object smover_5 editor_folder spell/MagicWall/smover name force attacktype 1 lifesave 1 hp 10 invisible 0 face pmarrow.151 animation smover_5 speed -0.4 type 40 move_type walk no_pick 1 sp 5 move_on walk -fly_low end Object smover_6 editor_folder spell/MagicWall/smover name force attacktype 1 lifesave 1 hp 10 invisible 0 face pmarrow.161 animation smover_6 speed -0.4 type 40 move_type walk no_pick 1 sp 6 move_on walk -fly_low end Object smover_7 editor_folder spell/MagicWall/smover name force attacktype 1 lifesave 1 hp 10 invisible 0 face pmarrow.171 animation smover_7 speed -0.4 type 40 move_type walk no_pick 1 sp 7 move_on walk -fly_low end Object smover_8 editor_folder spell/MagicWall/smover name force attacktype 1 lifesave 1 hp 10 invisible 0 face pmarrow.181 animation smover_8 speed -0.4 type 40 move_type walk no_pick 1 sp 8 move_on walk -fly_low end Object spell_build_bullet_wall editor_folder spell/MagicWall anim_suffix spellcasting name build bullet wall name_pl build bullet wall face spell_build_bullet_wall.111 type 101 subtype 15 level 24 value 120 sp 35 casting_time 15 skill evocation path_attuned 2048 no_drop 1 invisible 1 race lbulletwall_%d duration 100 duration_modifier 1 dam 80 dam_modifier 1 range 0 maxsp 20 is_used_up 1 move_block all tear_down 1 msg With a deep understanding of the evocation path and its study and practice into the telekinesis of material comes the ability to form self sustain spell walls that continuously discharge projectiles. Such practioners can be found sitting nearby reading quitely while their magical cantrips leave a bloodbath. This spell is attuned to the path of creation. endmsg end Object spell_build_director editor_folder spell/MagicWall anim_suffix spellcasting name build director name_pl build director face spell_build_director.111 type 101 subtype 15 level 20 value 100 sp 30 casting_time 13 skill summoning path_attuned 2048 no_drop 1 invisible 1 race director_%d duration 200 duration_modifier 1 dam 80 dam_modifier 1 range 0 maxsp 20 is_used_up 1 msg Build director creates a director facing the direction of the caster. Directors can be used to change the course of certain spells - most notably bullets and bolts. Thus, it can be used to be able to fire a spell around a corner, or direct a spell back at the caster. endmsg move_block all end Object spell_build_fireball_wall editor_folder spell/MagicWall anim_suffix spellcasting name build fireball wall name_pl build fireball wall face spell_build_fireball_wall.111 type 101 subtype 15 level 32 value 160 sp 45 casting_time 15 skill pyromancy path_attuned 2048 no_drop 1 invisible 1 race firewall_%d duration 100 duration_modifier 1 dam 80 dam_modifier 1 range 0 maxsp 20 is_used_up 1 tear_down 1 move_block all msg Only the most practised of pyromancers can conjure a construct capable of continuously billowing fireballs. Given the finite magic that can be funnelled into each device, they only run for a limited duration and even simple hand tools can damage them. endmsg end Object spell_build_lightning_wall editor_folder spell/MagicWall anim_suffix spellcasting name build lightning wall name_pl build lightning wall face spell_build_lightning_wall.111 type 101 subtype 15 level 28 value 140 sp 40 casting_time 14 skill pyromancy path_attuned 2048 no_drop 1 invisible 1 race lightningwall_%d duration 100 duration_modifier 1 dam 80 dam_modifier 1 range 0 maxsp 20 is_used_up 1 tear_down 1 move_block all msg It is said that to give a man a fish and you feed him for a day; teach a man to fish and you feed him for a lifetime. Only the most practised of pyromancers can conjure a construct capable of continuously generating lightning bolts. Given the finite magic that can be funnelled into each device, they can be easily damaged and only run for a limited duration. endmsg end Object spell_counterwall editor_folder spell/MagicWall anim_suffix spellcasting name counterwall name_pl counterwall face spell_counterwall.111 level 16 sp 8 attacktype 524288 casting_time 14 path_attuned 256 other_arch counterwall skill summoning type 101 subtype 15 value 80 no_drop 1 invisible 1 duration 100 duration_modifier 1 maxsp 20 range 2 range_modifier 15 msg Counterwall creates a wall that fires counterspells. Counterspells are cone spells that prevent spells from passing through the affected area. Counterwalls can be useful to constantly neutralize spell effects. The counterwall itself has a finite duration. endmsg move_block all end Object spell_create_earth_wall editor_folder spell/MagicWall anim_suffix spellcasting name create earth wall name_pl create earth wall face spell_create_earth_wall.111 level 8 sp 6 casting_time 12 path_attuned 2048 other_arch earthwall skill summoning type 101 subtype 15 value 40 no_drop 1 invisible 1 duration 3000 duration_modifier 1 range 2 range_modifier 10 move_block all msg A simple but surprisingly effective solution to an age old problem is the earth wall. Summoners can rapidly conjure incredibly durable earthern walls that block vision. Handy when facing off the most fearsome foes or just to pin down the soon to be vanquished. Unlike other wall spells, earthwalls cast no spells and do no damage, and do not disappear after a specified time. They remain standing until destroyed. This spell is attuned to the path of creation. endmsg end Object spell_create_fire_wall editor_folder spell/MagicWall anim_suffix spellcasting name create fire wall name_pl create fire wall face spell_create_fire_wall.111 level 12 sp 5 casting_time 10 path_attuned 2048 other_arch firebreath skill pyromancy type 101 subtype 15 value 60 no_drop 1 invisible 1 duration 260 duration_modifier 1 dam 4 dam_modifier 3 maxsp 20 attacktype 6 range 2 range_modifier 10 move_block all msg Like most magical walls, fire wall presents a unmoving defence for Pyromancers. Pyromancers must learn to project a magical framework where heat can be added. Although it can take some time to master, anything brave enough to attempt cross the line of fire will find the heat unbearable. Pyromancers can recast the spell to add additional energy making increasingly powerful walls of flame. endmsg end Object spell_create_frost_wall editor_folder spell/MagicWall anim_suffix spellcasting name create frost wall name_pl create frost wall face spell_create_frost_wall.111 level 16 sp 8 casting_time 10 path_attuned 2048 other_arch icestorm skill evocation type 101 subtype 15 value 80 no_drop 1 invisible 1 duration 240 duration_modifier 1 dam 2 dam_modifier 3 maxsp 20 attacktype 18 range 2 range_modifier 12 move_block all msg Creates a wall of frost in front of the caster. Creatures that cross the wall take cold damage. If the spell is cast multiple times on the same spot, the damage the wall delivers increases. endmsg end Object spell_create_lava editor_folder spell/MagicWall anim_suffix spellcasting name create lava name_pl create lava level 8 sp 8 casting_time 30 path_attuned 256 other_arch lava skill ???? type 101 subtype 15 value 80 no_drop 1 invisible 1 duration 100 duration_modifier 1 maxsp 20 range 0 move_block all end Object spell_create_pool_of_chaos editor_folder spell/MagicWall anim_suffix spellcasting name create pool of chaos name_pl create pool of chaos face spell_create_pool_of_chaos.111 level 20 sp 10 casting_time 15 path_attuned 2048 other_arch color_spray skill evocation type 101 subtype 15 value 100 no_drop 1 invisible 1 duration 240 duration_modifier 1 dam 4 dam_modifier 3 maxsp 20 attacktype 262144 range 2 range_modifier 20 move_block all msg Create a wall of chaotic energy in front of the caster. Creatures that cross the wall are hit with a variety of attacks. The effect does not block line-of-sight, and if cast multiple times in the same place, the damage delivered by the wall increases. endmsg end Object spell_darkness editor_folder spell/MagicWall anim_suffix spellcasting name darkness name_pl darkness face spell_darkness.111 level 10 grace 15 casting_time 5 path_attuned 524288 other_arch darkness skill praying type 101 subtype 15 value 50 no_drop 1 invisible 1 duration 50 duration_modifier 2 maxgrace 30 range 2 range_modifier 13 move_block all msg Places a wall of darkness in front of the caster. The wall can be crossed, but creatures cannot see through it. endmsg end Object spell_repelwall editor_folder spell/MagicWall anim_suffix spellcasting name create repulsion wall name_pl create repulsion wall face spell_sorcery.111 level 15 sp 30 attacktype 1 casting_time 20 path_attuned 2048 race smover_%d skill sorcery type 101 subtype 15 value 80 no_drop 1 invisible 1 duration_modifier 5 duration 60 is_used_up 1 maxsp 20 range 1 range_modifier 60 move_block all msg Creates a wall that repels all creatures except those that can fly. endmsg end Object spell_wall_of_thorns editor_folder spell/MagicWall anim_suffix spellcasting name wall of thorns name_pl wall of thorns face spell_wall_of_thorns.111 level 12 grace 20 casting_time 5 path_attuned 2048 other_arch thorns skill praying type 101 subtype 15 value 60 no_drop 1 invisible 1 duration 300 duration_modifier 1 dam 4 dam_modifier 3 maxgrace 50 attacktype 1 range 2 range_modifier 14 move_block all msg Creates a wall of thorns on the ground that slows and damages creatures that attempt to cross through it. Both Gaea and Mostrai grant this spell. endmsg end Object darkness editor_folder spell/Misc face blocked.111 animation darkness is_used_up 1 speed 0.03 blocksview 1 move_type fly_low no_pick 1 end Object destruction editor_folder spell/Misc name destruction face destruction.111 animation destruction speed 1 is_used_up 1 no_pick 1 see_anywhere 1 food 4 end Object enchantment editor_folder spell/Misc name enchantment face enchantment.111 animation enchantment speed 1 is_used_up 1 no_pick 1 see_anywhere 1 food 5 end Object light editor_folder spell/Misc face sunspear.111 animation light is_used_up 1 invisible 1 speed 0.03 glow_radius 1 move_type fly_low no_pick 1 end Object polymorph editor_folder spell/Misc face polymorph.111 animation polymorph speed 1 move_type fly_low no_pick 1 is_used_up 1 food 4 end Object rune_mark editor_folder spell/Misc name Rune of Marking hp 1 type 98 face rune_mark.111 level 0 is_animated 0 no_pick 1 move_on walk end Object spell_alchemy editor_folder spell/Misc anim_suffix spellcasting name alchemy name_pl alchemy face spell_alchemy.111 level 6 sp 5 casting_time 25 path_attuned 16384 skill summoning type 101 subtype 30 value 30 no_drop 1 invisible 1 duration 100 duration_modifier 5 dam_modifier 1 msg Meddling with the nature of things doesn't always go to plan, but for alchemists the transmutation of anything valuable into gold is a reliable spell. Alchemists can quickly convert a room full of objects into nothing but gold in seconds using this spell -- a notoriously unplesant trick when used by those with poor ethical judgement. The alchemy spell converts valuable items into gold nuggets. If the item is not valuable enough to be converted to a nugget, it is destroyed and vanishes. endmsg end Object spell_blocked editor_folder spell/Misc name spell blocked face spell_blocked.111 animation spell_blocked speed 1 is_used_up 1 no_pick 1 food 3 move_type fly_low end Object spell_bungle editor_folder spell/Misc name spell blocked face spell_bungle.111 animation spell_bungle speed 1 is_used_up 1 no_pick 1 food 3 move_type fly_low end Object spell_consecrate editor_folder spell/Misc anim_suffix spellcasting name consecrate name_pl consecrate face spell_consecrate.111 type 101 subtype 40 level 8 value 40 grace 35 casting_time 25 skill praying path_attuned 128 no_drop 1 invisible 1 msg Consecrate is used to convert an altar into an altar of the god the caster worships. endmsg end Object spell_create_food editor_folder spell/Misc anim_suffix spellcasting name create food name_pl create food face spell_create_food.111 level 12 sp 10 casting_time 20 path_attuned 2048 skill summoning type 101 subtype 22 value 60 no_drop 1 invisible 1 food 100 duration_modifier 1 maxsp 20 msg A seemingly simple enough spell to grasp, create food is the domain of more experienced summoners due to the importance of getting it right. It is surprisingly easy to summon something that looks and smells thoroughly delicious but is quite toxic. For this reason, beginning summoners tend to stick with very simple foods until their experience permits a little more decadence. This spell belongs to the path of creation. It is possible to specify what food to make with a command like: cast create food waybread. endmsg end Object spell_create_missile editor_folder spell/Misc anim_suffix spellcasting name create missile name_pl create missile face spell_create_missile.111 type 101 subtype 39 level 1 value 10 sp 5 casting_time 20 skill summoning path_attuned 2048 no_drop 1 invisible 1 dam_modifier 6 duration 5 duration_modifier 2 maxsp 15 msg Summoning has proven to be one of the best synergies with the warrior classes. Never is this so obvious than the combination of archer and evoker. Evoker's can use the create missile spell to evoke arrows and bolts (for bolts, wield a crossbow when casting the spell or 'cast create missile bolt') which can be immediately used on the field of battle. Master practitioners can even create missiles with specific magical bonuses (cast create missile N where N is +0, +1, +2, +3 or +4). This spell is attuned to the creation path. endmsg end Object spell_daylight editor_folder spell/Misc anim_suffix spellcasting name daylight name_pl daylight face spell_daylight.111 type 101 subtype 43 level 36 value 180 grace 120 casting_time 15 skill praying path_attuned 524288 no_drop 1 invisible 1 dam -1 msg Lights up the area. The spell is granted by Gaea and Valriel. endmsg end Object spell_destruction editor_folder spell/Misc anim_suffix spellcasting name destruction name_pl destruction face spell_destruction.111 level 30 sp 30 casting_time 10 path_attuned 512 other_arch destruction skill sorcery type 101 subtype 16 value 180 no_drop 1 invisible 1 range 4 range_modifier 12 dam 60 dam_modifier 1 maxsp 20 attacktype 2 msg So dangerous that few would even dream of casting it, destruction represents final stage of contimentiam. So much material in such a small space creates tears into the void. These voids quickly begin to draw in anything nearby ripping apart all and sunder with magical ferocity. Being so indiscriminant, destruction can even be used to harm enemies who are not even visible to the practioner. This spell is attuned to the path of detonation. The damage delivered is entirely magical in nature, and increases as evocation skill level, Intelligence, Wisdom, and Power stats increase. endmsg end Object spell_dimension_door editor_folder spell/Misc anim_suffix spellcasting name dimension door name_pl dimension door face spell_dimension_door.111 level 10 value 100 sp 25 casting_time 10 path_attuned 4096 range 25 range_modifier 5 maxsp 25 skill sorcery type 101 subtype 13 no_drop 1 invisible 1 msg Until Master Gwynfor the outcome of sorcery oneself created a loop that resulted in the sorcerer being ripped apart. Being distracted, the master accidentally projected himself as the target during a casting, however, he quickly repointed the summoning location to the otherside of the room. The other masters were amazed but quickly set about understanding how to replicate the effect, thus dimension door was conceived. Sorcerers soon became notoriously hard to catch even being able to teleport across areas that are impassable to other types of movement. The nature of the spell results in sorcerers only being able to dimension door in straight lines and cannot cross any magically protected areas. Wards are also built into the spell to prevent the practioner teleporting into a space that is already taken up by something else. Normally the spell will transport the character the maximum possible distance, but sorcerers can specify the distance (dimension door 5) with the spell transporting the character the specified distance. endmsg end Object spell_disarm editor_folder spell/Misc anim_suffix spellcasting name disarm name_pl disarm face spell_disarm.111 type 101 subtype 38 level 4 value 40 sp 7 casting_time 10 skill sorcery path_attuned 128 no_drop 1 invisible 1 msg Attempts a disarm of a trap without risk of triggering it. The chance of success ranges from about 1/2 to about 1/20 and is dependent on the caster level, trap level, and somewhat upon the caster's dexterity stat. It may also be used to remove marking runes. endmsg end Object spell_earth_to_dust editor_folder spell/Misc anim_suffix spellcasting name earth to dust name_pl earth to dust face spell_earth_to_dust.111 level 4 sp 5 casting_time 15 path_attuned 16384 other_arch destruction skill summoning type 101 subtype 23 value 20 no_drop 1 invisible 1 maxsp 20 range 2 range_modifier 3 msg Unlike handmade walls, magical earth walls all contain a simple flaw that knowledge sorcerers have little trouble locating. The magic that weaves these defiant barricades together can be undone with this simple transmutation sorcery such that they instantly crumble to dust or otherwise take immense damage. endmsg end Object spell_faery_fire editor_folder spell/Misc anim_suffix spellcasting name faery fire name_pl faery fire face spell_faery_fire.111 type 101 subtype 44 level 8 value 40 sp 10 casting_time 15 skill pyromancy path_attuned 524288 other_arch detect_magic no_drop 1 invisible 1 range 5 range_modifier 6 duration 5 duration_modifier 5 maxsp 20 msg Much of pyromancy focuses on the formation of fire and lightning to do harm to others, but, there are other, subtler, applications that can aid wise practitioners. Suspected to have been first taught by the fen faeries, these "fires" are not really fires at all but rather projections of light that are cunningly projected onto nearby souls, making their presence widely known. endmsg end Object spell_identify editor_folder spell/Misc anim_suffix spellcasting name identify name_pl identify face spell_identify.111 level 8 sp 60 casting_time 20 path_attuned 8192 skill sorcery other_arch enchantment type 101 subtype 32 value 80 no_drop 1 invisible 1 dam 3 dam_modifier 5 msg As a natural consequence of constantly practising visualisation of objects before materialisation, sorcerers become experts at recognising objects by probing them with magic. Although easy to grasp the process is very taxing for beginners and only a small selection of items can be identified before requiring time to recover mana. This spell is attuned to the path of information. endmsg end Object spell_improved_invisibility editor_folder spell/Misc anim_suffix spellcasting name improved invisibility name_pl improved invisibility face spell_improved_invisibility.111 level 8 sp 25 casting_time 10 path_attuned 524288 other_arch enchantment skill sorcery type 101 subtype 19 value 80 no_drop 1 invisible 1 duration 200 duration_modifier 1 maxsp 20 make_invisible 1 msg Makes the caster invisible. Unlike the normal invisibility spell, the caster remains invisible even when attacking or casting other spells. endmsg end Object spell_invisible editor_folder spell/Misc anim_suffix spellcasting name invisible name_pl invisible face spell_invisible.111 level 6 sp 15 casting_time 5 path_attuned 524288 other_arch enchantment skill sorcery type 101 subtype 19 value 60 no_drop 1 invisible 1 duration 300 duration_modifier 1 maxsp 20 msg Makes the caster invisible. Attacking other creatures or using spells causes the invisibility to dissipate more quickly. endmsg end Object spell_invisible_to_undead editor_folder spell/Misc anim_suffix spellcasting name invisible to undead name_pl invisible to undead face spell_invisible_to_undead.111 level 12 grace 25 casting_time 5 path_attuned 524288 other_arch enchantment skill praying type 101 subtype 19 value 60 no_drop 1 invisible 1 duration 300 duration_modifier 1 maxgrace 20 race undead msg An invisibility spell that hides the caster from undead creatures. endmsg end Object spell_light editor_folder spell/Misc anim_suffix spellcasting name light name_pl light face spell_light.111 type 101 subtype 42 level 1 value 10 grace 4 casting_time 5 skill praying path_attuned 524288 other_arch light attacktype 4194306 dam 2 dam_modifier 20 duration 1000 duration_modifier 1 range_modifier 10 range 2 maxgrace 20 no_drop 1 invisible 1 msg Lights up the environment surrounding the caster. endmsg end Object spell_magic_drain editor_folder spell/Misc anim_suffix spellcasting name magic drain name_pl magic drain face spell_magic_drain.111 type 101 subtype 37 level 12 value 120 sp 20 casting_time 1 skill sorcery path_attuned 32768 no_drop 1 invisible 1 dam -75 dam_modifier 1 maxsp 20 msg Drains mana points from the target and gives them to the caster. endmsg end Object spell_magic_mapping editor_folder spell/Misc anim_suffix spellcasting name magic mapping name_pl magic mapping face spell_magic_mapping.111 level 5 sp 15 casting_time 1 path_attuned 8192 other_arch enchantment skill sorcery type 101 subtype 14 value 50 no_drop 1 invisible 1 msg Shows an overhead map of the caster’s location. The map is color-coded and can give some indication of creatures present on the map. endmsg end Object spell_marking_rune editor_folder spell/Misc anim_suffix spellcasting name marking rune name_pl marking rune face spell_marking_rune.111 type 101 subtype 3 level 1 value 10 sp 2 casting_time 10 skill sorcery path_attuned 64 no_drop 1 invisible 1 other_arch rune_mark msg Some messages are best left unspoken, for such situations evokers learnt the art of embedding verse in carefully crafted runes. Only when standing in the rune or by activating it, will the target hear the message of the caster's choosing. endmsg end Object spell_nightfall editor_folder spell/Misc anim_suffix spellcasting name nightfall name_pl nightfall face spell_nightfall.111 type 101 subtype 43 level 32 value 160 grace 120 casting_time 15 skill praying path_attuned 524288 no_drop 1 invisible 1 dam 1 msg Brings about a general darkness in the area. The Devourers and Gaea grant this spell. endmsg end Object spell_perceive_self editor_folder spell/Misc anim_suffix spellcasting name perceive self name_pl perceive self face spell_perceive_self.111 level 4 grace 5 casting_time 1 path_attuned 8192 skill praying type 101 subtype 17 value 20 no_drop 1 invisible 1 msg Displays information about the caster including: God worshipped; attributes, bonuses; attacks; paths attuned, denied, and repelled; protections; stat depletions, special characteristics. Much of the information is able to be found other ways, but the spell is still useful at times. endmsg end Object spell_polymorph editor_folder spell/Misc face spell_polymorph.111 anim_suffix spellcasting name polymorph name_pl polymorph level 6 sp 20 casting_time 30 path_attuned 16384 skill sorcery type 101 subtype 29 value 60 no_drop 1 invisible 1 range 5 range_modifier 5 other_arch polymorph msg Converts a living object into another monster of some sort, or transforms an object to another type of object. endmsg end Object spell_probe editor_folder spell/Misc anim_suffix spellcasting name probe name_pl probe face spell_probe.111 level 1 sp 3 casting_time 2 path_attuned 8192 skill sorcery type 101 subtype 20 value 10 no_drop 1 invisible 1 range 25 range_modifier 5 msg Using their extensive knowledge in the manipulation of their opponents presents sorcerers with valuable insights into their strengths and weaknesses. With a little magic, sorcerers can readily gather information about nearby enemies such as their power and present condition and even particularly hazardous attack types. endmsg end Object spell_charging editor_folder spell/Misc anim_suffix spellcasting name charging name_pl charging face spell_charging.111 level 10 sp 200 casting_time 75 path_attuned 32768 skill ??? type 101 subtype 28 value 100 no_drop 1 invisible 1 dam 40 dam_modifier 5 msg Used to add charges to rods or wands that are in the caster's possession. Mark the item to be charged before casting. The item may explode instead of accepting additional charges. endmsg end Object spell_remove_curse editor_folder spell/Misc anim_suffix spellcasting name remove curse name_pl remove curse face spell_remove_curse.111 level 16 grace 80 casting_time 20 path_attuned 256 skill praying type 101 subtype 31 value 80 no_drop 1 invisible 1 cursed 1 maxgrace 30 msg Eliminates the cursed status of objects the character currently is wearing to allow the items to be unequipped. It does not alter the cursed status for objects that are not equipped. endmsg end Object spell_remove_damnation editor_folder spell/Misc anim_suffix spellcasting name remove damnation name_pl remove damnation face spell_remove_damnation.111 level 30 grace 150 casting_time 25 path_attuned 256 skill praying type 101 subtype 31 value 150 no_drop 1 invisible 1 damned 1 maxgrace 30 msg Eliminates the damned status of objects the character currently is wearing to allow the items to be unequipped. It does not alter the damned status for objects that are not equipped. endmsg end Object spell_transference editor_folder spell/Misc anim_suffix spellcasting name transference name_pl transference face spell_transference.111 type 101 subtype 37 level 5 value 50 sp 10 casting_time 20 skill sorcery path_attuned 32768 no_drop 1 invisible 1 dam 8 dam_modifier 2 maxsp 20 msg Transfers spell points to other players by firing this spell at them. If used on a normal creature, the magical energy may cause the creature to explode in a ball of fire. endmsg end Object spell_word_of_recall editor_folder spell/Misc anim_suffix spellcasting name word of recall name_pl word of recall face spell_word_of_recall.111 level 20 grace 40 casting_time 15 path_attuned 4096 skill praying type 101 subtype 18 value 100 duration 40 duration_modifier 5 maxgrace 20 no_drop 1 invisible 1 msg Word of recall transports the caster back to the most recently used Bed to Reality, but there is a delay between the time the spell is cast and the time the caster is transported home. endmsg end Object charm_aura editor_folder spell/MoodChange name charm aura face charm_aura.111 animation charm_aura speed 1 is_used_up 1 no_pick 1 see_anywhere 1 food 3 end Object spell_aggravation editor_folder spell/MoodChange face spell_aggravation.111 anim_suffix spellcasting name aggravation name_pl aggravation level 5 sp 5 max_sp 10 casting_time 1 path_attuned 1024 skill sorcery type 101 subtype 34 value 25 no_drop 1 invisible 1 range 10 range_modifier 5 undead 1 monster 1 msg With a well-placed taunt, aggravation can drive most creatures into a rage, compelling them to attack you instead of an ally or no one at all. endmsg end Object spell_charm_monsters editor_folder spell/MoodChange anim_suffix spellcasting name charm monsters name_pl charm monsters face spell_charm_monsters.111 level 15 sp 20 casting_time 10 path_attuned 1024 skill summoning type 101 subtype 34 value 50 no_drop 1 invisible 1 range 3 range_modifier 15 maxsp 27 no_attack 1 other_arch charm_aura msg Attempts to convert nearby monsters into pets that fight for the caster. endmsg end Object spell_command_undead editor_folder spell/MoodChange anim_suffix spellcasting name command undead name_pl command undead face spell_command_undead.111 level 10 grace 12 casting_time 10 path_attuned 1024 skill praying type 101 subtype 34 value 50 no_drop 1 invisible 1 range 1 range_modifier 15 maxgrace 25 no_attack 1 other_arch detect_magic race undead undead 1 msg Turns nearby undead creatures into pets. May affect any or all of the creatures standing next to the caster. endmsg end Object spell_conflict editor_folder spell/MoodChange anim_suffix spellcasting name conflict name_pl conflict face spell_conflict.111 level 20 grace 50 casting_time 10 path_attuned 1024 skill praying type 101 subtype 34 value 100 no_drop 1 invisible 1 range 5 range_modifier 10 maxgrace 20 berserk 1 other_arch detect_magic msg Confuses and distracts nearby monsters, causing them to go berserk, attacking both friend and foe. This spell is granted by Lythander. endmsg end Object spell_pacify editor_folder spell/MoodChange anim_suffix spellcasting name pacify name_pl pacify face spell_pacify.111 level 8 grace 10 casting_time 2 path_attuned 1024 skill praying type 101 subtype 34 value 40 no_drop 1 invisible 1 range 1 range_modifier 5 maxgrace 25 unaggressive 1 other_arch detect_magic msg A mood-change spell that makes a target become unaggressive. endmsg end Object spell_siren_call editor_folder spell/MoodChange anim_suffix spellcasting name siren call name_pl siren call face spell_praying.111 level 14 grace 20 casting_time 10 path_attuned 1024 skill praying type 101 subtype 34 value 50 no_drop 1 invisible 1 range 3 range_modifier 15 maxgrace 27 no_attack 1 other_arch charm_aura msg A charm spell granted by Ixalovh. Experience is granted if the charm succeeds and for any enemies killed by the charmed creature. endmsg end Object ball_lightning editor_folder spell/MovingBall name ball lightning type 102 subtype 35 face ball_lightning.111 animation ball_lightning is_used_up 1 is_animated 1 glow_radius 2 move_on walk fly_low move_type fly_low no_pick 1 speed 1 wc -30 end Object divine_shock editor_folder spell/MovingBall name divine shock type 102 subtype 35 face ball_lightning.111 animation divine_shock is_used_up 1 is_animated 1 glow_radius 2 move_on walk fly_low move_type fly_low no_pick 1 speed 1 wc -30 end Object negaball editor_folder spell/MovingBall name negative energy ball type 102 subtype 35 face negaball.111 animation negaball is_used_up 1 is_animated 1 glow_radius 1 move_on walk fly_low move_type fly_low no_pick 1 speed 1 wc -30 end Object poison_fog editor_folder spell/MovingBall name poison fog other_arch poison_fog_sign type 102 subtype 35 face poisoncloud.111 animation poison_fog is_used_up 1 is_animated 1 move_on walk move_type fly_low no_pick 1 speed 0.2 wc -30 end Object poison_fog_sign editor_folder spell/MovingBall name poison fog face poisoncloud.111 animation poison_fog_sign type 98 speed 1 move_type fly_low no_pick 1 food 30 blocksview 1 is_used_up 1 end Object spell_ball_lightning editor_folder spell/MovingBall anim_suffix spellcasting name ball lightning name_pl ball lightning face spell_ball_lightning.111 type 101 subtype 35 level 18 value 90 sp 10 casting_time 10 skill evocation path_attuned 8 other_arch ball_lightning dam 8 dam_modifier 3 duration 40 duration_modifier 1 maxsp 20 attacktype 10 no_drop 1 invisible 1 msg Master evokers, bored of simple fireballs, started toying with the control of balls of lightning. Electricity can be funnelled into a magical framework and then safely thrown at will. Strangely, unlike fireballs that shatter and release flames, this ball lightning hovers unpredictably and even appears to linger around any unfortunate souls in the vicinity before suddenly dissipating. This spell is attuned to the path of electricity. endmsg end Object spell_divine_shock editor_folder spell/MovingBall anim_suffix spellcasting name divine shock name_pl divine shock face spell_divine_shock.111 type 101 subtype 35 level 10 value 10 grace 3 casting_time 10 skill praying path_attuned 131072 path_repelled 8 other_arch divine_shock dam 4 dam_modifier 3 duration 35 duration_modifier 2 maxgrace 10 attacktype 1048584 no_drop 1 invisible 1 msg Followers of Sorig harken and take heed; those who would do harm shall face the wrath of the Sky Lord incarnate. Speak to me of the need for intervention and I shall send the divine punishment of living lightning that would follow and shock the living and undead alike. endmsg end Object spell_negaball editor_folder spell/MovingBall anim_suffix spellcasting name negative energy ball name_pl negative energy balls face spell_evocation.111 type 101 subtype 35 level 18 value 90 sp 10 casting_time 11 skill evocation path_attuned 8 other_arch negaball dam 8 dam_modifier 3 duration 40 duration_modifier 1 maxsp 20 attacktype 144 no_drop 1 invisible 1 msg Creates a ball of negative energy that heads in the direction it is cast, and if it encounters a monster, sticks to it and does drain and cold damage attached. endmsg end Object spell_poison_fog editor_folder spell/MovingBall anim_suffix spellcasting name poison fog name_pl poison fog face spell_poison_fog.111 type 101 subtype 35 level 10 value 50 grace 15 casting_time 10 skill praying path_attuned 131072 other_arch poison_fog dam 10 dam_modifier 5 duration 5 duration_modifier 4 maxgrace 20 attacktype 1024 no_drop 1 invisible 1 msg Creates a moving ball of poisonous vapor that pursues and poisons the caster's enemies. The spell is granted by Gnarg. endmsg end Object balm_generic editor_folder spell/Potion nrof 1 name balm face balm_gen.111 type 5 subtype 4 level 1 material 4 weight 1500 value 50 name_pl balms client_type 652 skill use magic item end Object dust_generic editor_folder spell/Potion nrof 1 name dust face dust_gen.111 type 5 subtype 2 level 1 material 4 weight 100 value 230 name_pl dusts client_type 652 skill throwing end Object figurine_generic editor_folder spell/Potion nrof 1 name figurine face figurine_gen.111 type 5 subtype 3 level 1 material 4 weight 1500 value 400 name_pl figurines client_type 653 skill use magic item end Object potion_generic editor_folder spell/Potion nrof 1 name potion face potiongen.111 type 5 subtype 2 level 1 material 4 weight 1500 value 280 name_pl potions client_type 651 skill use magic item end Object spell_raise_dead editor_folder spell/RaiseDead anim_suffix spellcasting name raise dead name_pl raise dead face spell_raise_dead.111 type 101 subtype 1 level 10 value 100 grace 150 casting_time 25 path_attuned 256 skill praying no_drop 1 invisible 1 Con 2 exp 5 randomitems raise_dead_failure msg Casting this spell on the corpse of a slain character will bring the character back to life with 1 hit point, at the cost of some loss of experience points and Constitution. Gaea grants this spell. This spell is only useful on permanent death servers. endmsg end Object spell_reincarnation editor_folder spell/RaiseDead anim_suffix spellcasting name reincarnation name_pl reincarnation face spell_reincarnation.111 type 101 subtype 1 level 25 value 250 grace 350 casting_time 30 path_attuned 256 skill praying no_drop 1 invisible 1 exp 20 #randomitems reincarnation_failure race reincarnation_races msg Brings a slain character back to life, as with the resurrection spell, but without requiring a corpse, and usually as a different race, with all the benefits and penalties associated with it. Gaea grants this spell, and it is only useful on permanent death servers. endmsg end Object spell_resurrection editor_folder spell/RaiseDead anim_suffix spellcasting name resurrection name_pl resurrection face spell_resurrection.111 type 101 subtype 1 level 20 value 200 grace 250 casting_time 50 path_attuned 256 skill praying no_drop 1 invisible 1 Con 1 exp 10 randomitems resurrection_failure msg Casting this spell on the corpse of a slain character will bring the character back to life with full health, at the cost of some loss of experience points and constitution, though the loss is less than that of the raise dead spell. Gaea grants this spell. This spell is only useful on permanent death servers. endmsg end Object rune_drain_magic editor_folder spell/Rune name Rune of Magic Draining type 154 speed 1 hp 1 face drain_magic.111 msg You feel depleted of psychic energy! endmsg animation rune_drain_magic level 1 is_animated 0 invisible 1 no_pick 1 move_on walk Cha 20 other_arch spell_magic_drain end Object generic_rune editor_folder spell/Rune name Magical Rune hp 1 speed 1 type 154 face generic_rune.111 animation generic_rune level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 2 Cha 20 end Object rune_antimagic editor_folder spell/Rune name Rune of Nullification type 154 face rune_antimagic.111 animation rune_antimagic level 0 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 32770 no_magic 1 dam 1 Cha 20 end Object rune_blast editor_folder spell/Rune name Rune of Blasting type 154 face rune_blast.111 speed 1 hp 1 msg You detonate a Rune of Blasting! endmsg animation rune_blast level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 3 dam 90 Cha 20 end Object rune_ball_lightning editor_folder spell/Rune name Rune of Ball Lightning type 154 face rune_blightning.111 other_arch spell_ball_lightning hp 1 speed 1 msg You detonate a Rune of Ball Lightning endmsg animation rune_ball_lightning level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 10 dam 1 Cha 20 end Object rune_create_bomb editor_folder spell/Rune name Rune of Create Bomb type 154 face rune_bomb.111 other_arch spell_create_bomb speed 1 hp 1 msg RUN! The timer's ticking! endmsg animation rune_create_bomb level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 1 dam 90 Cha 20 end Object rune_confusion editor_folder spell/Rune name Rune of Confusion other_arch spell_mass_confusion type 154 face rune_confusion.111 hp 2 msg You detonate a Rune of Mass Confusion! endmsg animation rune_confusion speed 1 level 1 is_animated 0 invisible 1 no_pick 1 move_on walk Cha 20 end Object rune_death editor_folder spell/Rune name Rune of Death speed 1 type 154 face rune_death.111 hp 1 msg You detonate a Rune of Death! endmsg animation rune_death level 15 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 131072 dam 400 Cha 20 end Object rune_fire editor_folder spell/Rune name Rune of Fire type 154 face rune_fire.111 hp 1 msg You detonate a Rune of Fire! endmsg animation rune_fire speed 1 level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 6 dam 30 Cha 20 end Object rune_burning_hands editor_folder spell/Rune name Rune of Burning Hands type 154 face rune_fire.111 hp 1 other_arch spell_burning_hands msg You detonate a Rune of Burning Hands! endmsg animation rune_burning_hands speed 1 level 1 is_animated 0 invisible 1 no_pick 1 move_on walk Cha 20 end Object rune_dragonbreath editor_folder spell/Rune name Rune of Dragon's Breath type 154 face rune_fire.111 hp 1 other_arch spell_dragonbreath msg You detonate a Rune of Dragon's Breath! endmsg animation rune_dragonbreath speed 1 level 1 is_animated 0 invisible 1 no_pick 1 move_on walk Cha 20 end Object rune_medium_fireball editor_folder spell/Rune name Rune of Fireball type 154 speed 1 hp 1 other_arch spell_medium_fireball face rune_fireball.111 msg You set off a fireball! endmsg animation rune_medium_fireball level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 6 dam 90 Cha 20 end Object rune_large_fireball editor_folder spell/Rune name Rune of Fireball type 154 speed 1 hp 1 other_arch spell_large_fireball face rune_fireball.111 msg You set off a large fireball! endmsg animation rune_large_fireball level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 6 dam 90 Cha 20 end Object rune_frost editor_folder spell/Rune name Rune of Frost type 154 face rune_frost.111 hp 1 speed 1 msg You detonate a Rune of Frost! endmsg animation rune_frost level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 18 dam 35 Cha 20 end Object rune_icestorm editor_folder spell/Rune name Rune of Icestorm type 154 face rune_icestorm.111 hp 1 other_arch spell_icestorm speed 1 msg You detonate a Rune of Icestorm endmsg animation rune_icestorm level 1 is_animated 0 invisible 1 no_pick 1 move_on walk Cha 20 end Object rune_large_icestorm editor_folder spell/Rune name Rune of Large Icestorm type 154 face rune_icestorm.111 hp 1 other_arch spell_large_icestorm speed 1 msg You detonate a Rune of Large Icestorm! endmsg animation rune_large_icestorm level 1 is_animated 0 invisible 1 no_pick 1 move_on walk Cha 20 end Object rune_heal editor_folder spell/Rune name Rune of Heal speed 1 type 154 face rune_heal.111 other_arch spell_heal hp 1 msg You set off a Rune of Heal endmsg animation rune_heal level 1 is_animated 0 invisible 1 no_pick 1 move_on walk Cha 1 end Object rune_small_lightning editor_folder spell/Rune name Rune of Lightning type 154 speed 1 hp 2 other_arch spell_sm_lightning face rune_lightning.111 msg You set off a bolt of lightning! endmsg animation rune_small_lightning level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 10 dam 90 Cha 20 end Object rune_paralysis editor_folder spell/Rune name Rune of Paralysis other_arch spell_paralyze type 154 face rune_paralysis.111 hp 4 msg You detonate a Rune of Paralysis! endmsg animation rune_paralysis speed 1 level 1 is_animated 0 invisible 1 no_pick 1 move_on walk Cha 20 end Object rune_poison_cloud editor_folder spell/Rune name Rune of Poison Cloud other_arch spell_poison_cloud type 154 face rune_pcloud.111 hp 1 msg You detonate a Rune of Poison Cloud! endmsg animation rune_poison_cloud speed 1 level 1 is_animated 0 invisible 1 no_pick 1 move_on walk Cha 20 end Object rune_restoration editor_folder spell/Rune name Rune of Restoration speed 1 type 154 face rune_heal.111 other_arch spell_restoration hp 1 msg You set off a Rune of Restoration endmsg animation rune_restoration level 1 is_animated 0 invisible 1 no_pick 1 move_on walk Cha 1 end Object rune_shock editor_folder spell/Rune name Rune of Shocking type 154 face rune_shock.111 hp 1 speed 1 msg You detonate a Rune of Shocking endmsg animation rune_shock level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 10 dam 40 Cha 20 end Object rune_regenerate_spellpoints editor_folder spell/Rune name Rune of Magic Power type 154 speed 1 other_arch spell_regenerate_spellpoints hp 1 face rune_sp_res.111 msg You feel powerful! endmsg animation rune_regenerate_spellpoints level 1 is_animated 0 invisible 1 no_pick 1 move_on walk end Object rune_spark_shower editor_folder spell/Rune name Rune of Sparking type 154 speed 1 hp 1 other_arch spell_spark_shower face rune_spark.111 msg You set off a shower of sparks! endmsg animation rune_spark level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 10 dam 90 Cha 20 end Object rune_summon_air_elemental editor_folder spell/Rune name Rune of Summoning type 154 speed 1 hp 1 other_arch spell_summon_air_elemental face rune_summon_air.111 msg A portal opens up, and screaming hordes pour through! endmsg animation rune_summon_air_elemental level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 2 dam 90 Cha 20 maxhp 5 end Object rune_summon_devil editor_folder spell/Rune name Rune of Summoning type 154 speed 1 hp 1 other_arch spell_summon_devil face rune_summon.111 msg A portal opens up, and screaming hordes pour through! endmsg animation rune_summon_devil level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 2 dam 90 Cha 20 maxhp 5 end Object rune_summon_earth_elemental editor_folder spell/Rune name Rune of Summoning type 154 speed 1 hp 1 other_arch spell_summon_earth_elemental face rune_sum_earth.111 msg A portal opens up, and screaming hordes pour through! endmsg animation rune_summon_earth_elemental level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 2 dam 90 Cha 20 maxhp 5 end Object rune_summon_fire_elemental editor_folder spell/Rune name Rune of Summoning type 154 speed 1 hp 1 other_arch spell_summon_fire_elemental face rune_sum_fire.111 msg A portal opens up, and screaming hordes pour through! endmsg animation rune_summon_fire_elemental level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 2 dam 90 Cha 20 maxhp 5 end Object rune_summon_water_elemental editor_folder spell/Rune name Rune of Summoning type 154 speed 1 hp 1 other_arch spell_summon_water_elemental face rune_sum_water.111 msg A portal opens up, and screaming hordes pour through! endmsg animation rune_summon_water_elemental level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 2 dam 90 Cha 20 maxhp 5 end Object rune_transferrence editor_folder spell/Rune name Rune of Transferrence type 154 speed 1 hp 1 face rune_transfer.111 msg The Rune transfers power to you! endmsg animation rune_transferrence level 1 is_animated 0 invisible 1 no_pick 1 move_on walk other_arch spell_transference end Object runedet editor_folder spell/Rune name trap type 98 face cancellation.111 speed 1 move_type fly_low is_used_up 1 no_pick 1 food 10 end Object spell_antimagic_rune editor_folder spell/Rune anim_suffix spellcasting name antimagic rune name_pl antimagic rune face spell_antimagic_rune.111 type 101 subtype 2 no_drop 1 invisible 1 level 7 value 70 sp 5 casting_time 20 skill sorcery path_attuned 128 other_arch rune_antimagic msg Place a rune that removes magical attributes. The rune has the same effect as that of the cancellation spell. endmsg end Object spell_firetrap editor_folder spell/Rune anim_suffix spellcasting name firetrap name_pl firetrap type 101 subtype 2 no_drop 1 invisible 1 level 12 value 120 sp 5 casting_time 15 skill pyromancy path_attuned 2048 face spell_firetrap.111 msg Firetrap is a special rune that may be used to encapsulate another spell that is not necessarily fire based. When casting the spell, the caster specifies the spell that should be encapsulated in the firetrap. When the firetrap is triggered, the specified spell is cast on the target. endmsg end Object spell_glyph editor_folder spell/Rune anim_suffix spellcasting name glyph name_pl glyph face spell_glyph.111 type 101 subtype 2 no_drop 1 invisible 1 level 12 value 120 grace 5 casting_time 15 skill praying path_attuned 2048 msg Creates a special rune that may be used to encapsulate another spell. When casting the spell, the caster specifies a praying spell to encapsulate in the glyph. When the glyph is triggered, the specified spell is cast on the target. An example of how to create a glyph is: cast glyph summon cult monsters endmsg end Object spell_magic_rune editor_folder spell/Rune anim_suffix spellcasting name magic rune name_pl magic rune face spell_magic_rune.111 type 101 subtype 2 no_drop 1 invisible 1 level 12 value 120 sp 5 casting_time 15 skill sorcery path_attuned 2048 msg Creates a special rune that may be used to encapsulate another spell. When casting the spell, the caster specifies the spell that should be encapsulated in the firetrap. When the sigil is triggered, the specified spell is cast on the target. endmsg end Object spell_pentagram editor_folder spell/Rune anim_suffix spellcasting name pentagram name_pl pentagram type 101 subtype 2 no_drop 1 invisible 1 level 12 value 120 sp 5 casting_time 15 skill summoning path_attuned 2048 face spell_pentagram.111 msg Creates a special rune that may be used to encapsulate another spell. When casting the spell, the caster specifies a summoning spell to encapsulate in the pentagram. When the pentagram is triggered, the specified spell is cast on the target. An example of use is: cast pentagram summon fire elemental endmsg end Object spell_rune_of_blasting editor_folder spell/Rune anim_suffix spellcasting name rune of blasting name_pl rune of blasting face spell_rune_of_blasting.111 type 101 subtype 2 no_drop 1 invisible 1 level 10 value 100 sp 18 casting_time 15 skill pyromancy path_attuned 512 other_arch rune_blast msg Creates a rune that, when triggered, hits the creature with physical and magical damage. endmsg end Object spell_rune_of_death editor_folder spell/Rune anim_suffix spellcasting name rune of death name_pl rune of death face spell_rune_of_death.111 type 101 subtype 2 no_drop 1 invisible 1 level 17 value 170 sp 20 casting_time 15 skill sorcery path_attuned 262144 other_arch rune_death msg Creates a rune that, when triggered, hits the target with death magic that either results in the death of the creature, with no respect to its hit points, or, does no harm at all. endmsg end Object spell_rune_of_fire editor_folder spell/Rune anim_suffix spellcasting name rune of fire name_pl rune of fire face spell_rune_of_fire.111 type 101 subtype 2 no_drop 1 invisible 1 level 4 value 40 sp 10 casting_time 10 skill pyromancy path_attuned 2 other_arch rune_fire msg Creates a rune trap that delivers fire damage when it is triggered. endmsg end Object spell_rune_of_frost editor_folder spell/Rune anim_suffix spellcasting name rune of frost name_pl rune of frost face spell_rune_of_frost.111 type 101 subtype 2 no_drop 1 invisible 1 level 4 value 40 sp 10 casting_time 10 skill evocation path_attuned 4 other_arch rune_frost msg Creates a rune trap that delivers cold damage when it is triggered. endmsg end Object spell_rune_of_magic_drain editor_folder spell/Rune anim_suffix spellcasting name rune of magic drain name_pl rune of magic drain face spell_rune_of_magic_drain.111 type 101 subtype 2 no_drop 1 invisible 1 level 14 value 140 sp 30 casting_time 15 skill evocation path_attuned 32768 other_arch rune_drain_magic msg Creates a rune that, when triggered, drains the spell points of the target and therefore reduces the targets capacity to cast spells for a time. endmsg end Object spell_rune_of_shocking editor_folder spell/Rune anim_suffix spellcasting name rune of shocking name_pl rune of shocking face spell_rune_of_shocking.111 type 101 subtype 2 no_drop 1 invisible 1 level 8 value 80 sp 14 casting_time 10 skill pyromancy path_attuned 8 other_arch rune_shock msg Creates a rune trap that delivers electrical damage when it is triggered. endmsg end Object spell_rune_of_transference editor_folder spell/Rune anim_suffix spellcasting name rune of transference name_pl rune of transference face spell_rune_of_transference.111 type 101 subtype 2 other_arch rune_transferrence no_drop 1 invisible 1 level 6 value 60 sp 12 casting_time 15 skill sorcery path_attuned 32768 maxsp 24 msg Creates a rune that when triggered causes the recipient to gain spell points. Numerous runes could be set up in advance of a battle to allow quick access to more spell points than could be generated naturally during the fight. endmsg end Object spell_sigil editor_folder spell/Rune anim_suffix spellcasting name sigil name_pl sigil type 101 subtype 2 no_drop 1 invisible 1 level 12 value 120 sp 5 casting_time 15 skill evocation path_attuned 2048 face spell_sigil.111 msg Creates a special rune that may be used to encapsulate another spell. When casting the spell, the caster specifies the spell that should be encapsulated in the firetrap. When the sigil is triggered, the specified spell is cast on the target. endmsg end Object ench_armour editor_folder spell/Scroll name scroll name_pl scrolls face scroll.111 identified_name Enchant Armour race scrolls identified_face ench_armour.111 nrof 1 type 123 material 1 value 9500 weight 200 sp 1 identified_name_pl Enchant Armours client_type 1011 end Object improve_cha editor_folder spell/Scroll name scroll name_pl scrolls face scroll.111 identified_name Improve Charisma Bonus identified_face improve_cha.111 race scrolls nrof 1 type 124 material 1 value 10000 weight 200 sp 9 slaying potioncha identified_name_pl Improve Charisma Bonus client_type 1016 end Object improve_con editor_folder spell/Scroll name scroll name_pl scrolls face scroll.111 identified_name Improve Constitution Bonus identified_face improve_con.111 race scrolls nrof 1 type 124 material 1 value 10000 weight 200 sp 7 slaying potioncon identified_name_pl Improve Constitution Bonus client_type 1016 end Object improve_damage editor_folder spell/Scroll name scroll name_pl scrolls face scroll.111 identified_name Improve Weapon Damage identified_face improve_damage.111 race scrolls nrof 1 type 124 material 1 value 10000 weight 200 sp 2 slaying ruby identified_name_pl Improve Weapon Damage client_type 1016 end Object improve_dex editor_folder spell/Scroll name scroll name_pl scrolls face scroll.111 identified_name Improve Dexterity Bonus identified_face improve_dex.111 race scrolls nrof 1 type 124 material 1 value 10000 weight 200 sp 6 slaying potiondex identified_name_pl Improve Dexterity Bonus client_type 1016 end Object improve_enchantment editor_folder spell/Scroll name scroll name_pl scrolls face scroll.111 identified_name Enchant Weapon identified_face improve_enchantment.111 race scrolls nrof 1 type 124 material 1 value 10000 weight 200 sp 4 identified_name_pl Enchant Weapons client_type 1016 end Object improve_int editor_folder spell/Scroll name scroll name_pl scrolls face scroll.111 identified_name Improve Intelligence Bonus identified_face improve_int.111 race scrolls nrof 1 type 124 material 1 value 10000 weight 200 sp 10 slaying potionint identified_name_pl Improve Intelligence Bonus client_type 1016 end Object improve_pow editor_folder spell/Scroll name scroll name_pl scrolls face scroll.111 identified_name Improve Power Bonus identified_face improve_pow.111 race scrolls nrof 1 type 124 material 1 value 12000 weight 200 sp 11 slaying potionpow identified_name_pl Improve Power Bonus client_type 1016 end Object improve_str editor_folder spell/Scroll name scroll name_pl scrolls face scroll.111 identified_name Improve Strength Bonus identified_face improve_str.111 race scrolls nrof 1 type 124 material 1 value 10000 weight 200 sp 5 slaying potionstr identified_name_pl Improve Strength Bonus client_type 1016 end Object improve_weight editor_folder spell/Scroll name scroll name_pl scrolls face scroll.111 identified_name Lower Weapon Weight identified_face improve_weight.111 race scrolls nrof 1 type 124 material 1 value 10000 weight 200 sp 3 slaying pearl identified_name_pl Lower Weapon Weights client_type 1016 end Object improve_wis editor_folder spell/Scroll name scroll name_pl scrolls face scroll.111 identified_name Improve Wisdom Bonus identified_face improve_wis.111 race scrolls nrof 1 type 124 material 1 value 10000 weight 200 sp 8 slaying potionwis identified_name_pl Improve Wisdom Bonus client_type 1016 end Object prepare_weapon editor_folder spell/Scroll name scroll name_pl scrolls face scroll.111 identified_name Prepare Weapon identified_face prepare_weapon.111 nrof 1 type 124 material 1 value 10000 weight 200 sp 1 slaying gem identified_name_pl Prepare Weapons client_type 1016 end Object scroll_new editor_folder spell/Scroll name scroll anim_suffix read_scroll race scrolls face scroll.111 nrof 1 type 111 material 1 weight 200 value 1 name_pl scrolls client_type 661 skill use magic item randomitems scroll end Object god_power editor_folder spell/Smite name godly retribution type 102 subtype 6 face god_power.111 animation god_power speed 1 range 4 duration 4 move_type fly_low wc -30 no_pick 1 attacktype 1048576 end Object holy_wrath editor_folder spell/Smite type 102 subtype 6 name holy wrath slaying undead,demon face holy_wrath.111 animation holy_wrath wc -40 speed 0.2 speed_left -0.21 move_type fly_low no_pick 1 move_on walk fly_low end Object insect_plague editor_folder spell/Smite name crawling insects type 102 subtype 6 face ant.111 animation insect_plague speed 0.12 move_type fly_low wc -30 no_pick 1 end Object spell_finger_of_death editor_folder spell/Smite anim_suffix spellcasting name finger of death name_pl finger of death face spell_finger_of_death.111 type 101 subtype 10 level 28 value 140 grace 50 casting_time 5 skill praying path_attuned 262144 other_arch face_of_death dam 24 dam_modifier 4 range 0 duration 1 maxgrace 35 attacktype 131072 no_drop 1 invisible 1 msg A spell granted by the Devourers that can to kill a target outright without respect to hit points. endmsg end Object spell_holy_wrath editor_folder spell/Smite anim_suffix spellcasting name holy wrath name_pl holy wrath face spell_holy_wrath.111 type 101 subtype 10 level 24 grace 40 casting_time 5 path_attuned 65536 other_arch holy_wrath dam 15 dam_modifier 2 range 6 duration 2 range_modifier 7 maxgrace 20 skill praying value 120 attacktype 2097152 no_drop 1 invisible 1 msg A more powerful version of the holy word spell that does damage to the enemies of the caster's god and to undeads. It has no effect on other creatures. endmsg end Object spell_insect_plague editor_folder spell/Smite anim_suffix spellcasting name insect plague name_pl insect plague face spell_insect_plague.111 type 101 subtype 10 level 18 grace 45 casting_time 5 path_attuned 64 other_arch insect_plague dam 20 dam_modifier 3 range 8 duration 2 range_modifier 12 maxgrace 35 skill praying value 100 attacktype 3 no_drop 1 invisible 1 msg Summons insect pets that attack on behalf of the caster. This spell is granted by Gaea and Ixalovh. endmsg end Object spell_retributive_strike editor_folder spell/Smite anim_suffix spellcasting name retributive strike name_pl retributive strike face spell_retributive_strike.111 type 101 subtype 10 level 36 grace 100 casting_time 8 path_attuned 131072 other_arch god_power dam 55 dam_modifier 1 range 8 duration 2 range_modifier 12 maxgrace 75 skill praying value 180 attacktype 1048576 no_drop 1 invisible 1 msg Damages the targeted creature with power directly from the god. Creatires rarely have protection from godly magic. This spell is granted by Ruggilli. endmsg end Object evoker_book editor_folder spell/SpellBook name spellbook name_pl spellbooks face evoker_book.111 type 85 skill literacy material 1 value 20 weight 5000 nrof 1 client_type 1001 randomitems evocation_book end Object evoker_book_l1 editor_folder spell/SpellBook name spellbook name_pl spellbooks face evoker_book.111 type 85 skill literacy material 1 value 20 weight 5000 nrof 1 client_type 1001 randomitems evocation_l1 end Object cleric_book editor_folder spell/SpellBook name prayerbook name_pl prayerbooks face prayer_book.111 type 85 skill literacy material 1 value 20 weight 5000 nrof 1 client_type 1002 randomitems prayer_book end Object cleric_book_l1 editor_folder spell/SpellBook name prayerbook name_pl prayerbooks face prayer_book.111 type 85 skill literacy material 1 value 20 weight 5000 nrof 1 client_type 1002 randomitems praying_l1 end Object pyro_book editor_folder spell/SpellBook name flametome name_pl flametomes face pyro_book.111 type 85 skill literacy material 1 value 20 weight 5000 nrof 1 client_type 1001 randomitems pyromancy_book end Object pyro_book_l1 editor_folder spell/SpellBook name flametome name_pl flametomes face pyro_book.111 type 85 skill literacy material 1 value 20 weight 5000 nrof 1 client_type 1001 randomitems pyromancy_l1 end Object sorcerer_book editor_folder spell/SpellBook name grimoire name_pl grimoires face sorcerer_book.111 type 85 skill literacy material 1 value 20 weight 5000 nrof 1 client_type 1001 randomitems sorcery_book end Object sorcerer_book_l1 editor_folder spell/SpellBook name grimoire name_pl grimoires face sorcerer_book.111 type 85 skill literacy material 1 value 20 weight 5000 nrof 1 client_type 1001 randomitems sorcery_l1 end Object summoner_book editor_folder spell/SpellBook name codex name_pl codexes face summoner_book.111 type 85 skill literacy material 1 value 20 weight 5000 nrof 1 client_type 1001 randomitems summoner_book end Object summoner_book_l1 editor_folder spell/SpellBook name codex name_pl codexes face summoner_book.111 type 85 skill literacy material 1 value 20 weight 5000 nrof 1 client_type 1001 randomitems summoning_l1 end Object lg_speedball editor_folder spell/SummonMonster face speedball.111 animation lg_speedball exp 2 is_used_up 1 food 20 ac 30 wc -20 dam 30 attacktype 2 level 1 speed 1 monster 1 see_invisible 1 no_pick 1 move_type fly_low weight 1000 only_attack 1 one_hit 1 end Object speedball editor_folder spell/SummonMonster face speedball.111 animation speedball exp 2 is_used_up 1 food 20 ac 30 wc -20 dam 8 attacktype 2 level 1 speed 1 monster 1 see_invisible 1 no_pick 1 move_type fly_low weight 1000 only_attack 1 one_hit 1 end Object spell_large_speedball editor_folder spell/SummonMonster anim_suffix spellcasting name large speedball name_pl large speedball face spell_large_speedball.111 type 101 subtype 27 level 6 sp 6 casting_time 10 path_attuned 16 other_arch lg_speedball skill evocation value 60 no_drop 1 invisible 1 monster 1 msg Creates a large bundle of magical energy that hunts down enemies to hit. The target is damaged and slowed when hit, then the speedball dissipates. endmsg end Object spell_magehound editor_folder spell/SummonMonster anim_suffix spellcasting name magehound name_pl magehounds face spell_summoner.111 type 101 subtype 27 level 6 sp 12 casting_time 10 path_attuned 64 skill summoning value 20 no_drop 1 invisible 1 attack_movement 16 randomitems mage_hound msg Creates a dog-like pet that attacks foes on behalf of the caster. The type of dog summoned depends on the level of the caster: - 5 dog; - 7 wolf; - 12 mastif; - 15 dire wolf; - 20 hellhound; - 30 dire wolf sire; - 45 shadow mastif; - 60 greater hellhound. endmsg end Object spell_small_speedball editor_folder spell/SummonMonster anim_suffix spellcasting name small speedball name_pl small speedball face spell_small_speedball.111 type 101 subtype 27 level 3 sp 3 casting_time 5 path_attuned 16 other_arch speedball skill evocation value 30 no_drop 1 invisible 1 monster 1 msg Creates a small bundle of magical energy that hunts down enemies to hit. The target is damaged and slowed when hit, then the speedball dissipates. endmsg end Object spell_summon_cult_monsters editor_folder spell/SummonMonster anim_suffix spellcasting name summon cult monsters name_pl summon cult monsters face spell_summon_cult_monsters.111 type 101 subtype 27 level 6 grace 12 casting_time 10 path_attuned 64 skill praying value 30 no_drop 1 invisible 1 attack_movement 16 race GODCULTMON maxgrace 20 msg Summons pet monsters from your god. The pets move around on their own and attack the caster's enemies. endmsg end Object spell_summon_fog editor_folder spell/SummonMonster anim_suffix spellcasting name summon fog name_pl summon fog face spell_summon_fog.111 type 101 subtype 27 level 4 sp 5 casting_time 10 path_attuned 2048 skill summoning value 20 no_drop 1 invisible 1 other_arch temp_summon_fog dam 2 dam_modifier 10 monster 1 msg A handy trick when making hasty retreat or simply to sneak, summoners can reduce the air temperature to summon a temporary harmless fog that lingers in the area and obscures vision. endmsg end Object spell_summon_pet_monster editor_folder spell/SummonMonster anim_suffix spellcasting name summon pet monster name_pl summon pet monster face spell_summon_pet_monster.111 type 101 subtype 27 level 4 sp 5 casting_time 5 path_attuned 64 skill summoning value 20 no_drop 1 invisible 1 attack_movement 16 randomitems mage_pet_monster msg The beckoning of a summoner proves irresistible to those under their thrall. Summoner's pets quickly learn to attend to their masters needs without prompting and will eagerly throw themselves upon those who would wish ill of their master with no regard for safety. The skill of the master is easily seen by the size armies and their strength of their servants. The type of monster varies by the caster's summoning skill level: - 1 bat; - 2 bird; - 3 bee; - 4 spider; - 5 killer bee; - 6 panther; - 7 wolf; - 8 stalker; - 10 devil; - 12 beholder; - 14 dark elf; - 16 skull; - 20 angel; - 25 vampire. A specific pet may be summoned as follows: cast summon pet monster killer_bee endmsg end Object spell_bullet_storm editor_folder spell/Swarm anim_suffix spellcasting name bullet storm name_pl bullet storm face spell_bullet_storm.111 skill evocation type 101 subtype 36 level 20 value 100 sp 8 casting_time 5 path_attuned 16 other_arch spell_lg_magic_bullet duration 3 duration_modifier 4 maxsp 20 no_drop 1 invisible 1 msg The scale of this spell takes seeing to be believed, accomplished evokers can summon a storm of huge bullets of which each is instantly propelled towards the target. The focus required to maintain the necessary braces to perform this spell without being instantly turned into a smear against the nearest wall does mean that more than few evokers have cast this as their final spell. The number and damage of the bullets depends on the level of the caster. This spell is attuned to the path of missiles. endmsg end Object spell_bullet_swarm editor_folder spell/Swarm anim_suffix spellcasting name bullet swarm name_pl bullet swarm face spell_bullet_swarm.111 skill evocation type 101 subtype 36 level 14 value 70 sp 6 casting_time 5 path_attuned 16 other_arch spell_small_bullet duration 3 duration_modifier 4 maxsp 20 no_drop 1 invisible 1 msg Accomplished evokers often grow tired of toying with single bullets and instead start splitting the bullets up into swarms of razor sharp shards that strike down anything in their path. Keeping track of each of the tiny, rapidly moving shards is the reason this is left to accomplished practioners. This spell fires many small magic bullets in the direction the caster is facing. The number and damage of the bullets depends on the level of the caster. This spell is attuned to the path of missiles. endmsg end Object spell_cause_many_wounds editor_folder spell/Swarm anim_suffix spellcasting name cause many wounds name_pl cause many wounds face spell_cause_many_wounds.111 skill praying type 101 subtype 36 level 24 value 120 grace 30 casting_time 5 path_attuned 131072 other_arch spell_cause_light_wounds duration 3 duration_modifier 4 maxsp 20 no_drop 1 invisible 1 msg Those who would resist Our will shall be spared no quarter for We shall grant you many wounds that you might rend the flesh from their bodies. It is said that Sorig's love of wounding inspired the Devourers to share this prayer. This prayer is attuned to the path of wounding. endmsg end Object spell_frost_nova editor_folder spell/Swarm anim_suffix spellcasting name frost nova name_pl frost nova face spell_evocation.111 skill evocation type 101 subtype 36 level 24 value 120 sp 30 casting_time 12 path_attuned 16 other_arch spell_asteroid duration 3 duration_modifier 4 maxsp 20 no_drop 1 invisible 1 msg Fires a swarm of asteroid bullets that deliver a weaponmagic attack. endmsg weight 1250 end Object spell_meteor_swarm editor_folder spell/Swarm anim_suffix spellcasting name meteor swarm name_pl meteor swarm face spell_meteor_swarm.111 skill pyromancy type 101 subtype 36 level 24 value 120 sp 30 casting_time 12 path_attuned 16 other_arch spell_comet duration 3 duration_modifier 4 maxsp 20 no_drop 1 invisible 1 msg Inspired by the heavens and seeking to create ever more havoc, master pyromancers learnt to sequence numerous comets together into a rain of fire know as a meteor swarm. As with other comet spells each of these projectiles strikes with damage akin to the most potent magical weapons along with fire damage. endmsg weight 1250 end Object spell_missile_swarm editor_folder spell/Swarm anim_suffix spellcasting name missile swarm name_pl missile swarm face spell_missile_swarm.111 skill sorcery type 101 subtype 36 level 14 value 70 sp 6 casting_time 3 path_attuned 16 other_arch spell_magic_missile duration 3 duration_modifier 4 maxsp 20 no_drop 1 invisible 1 msg It is only natural that with practice, sorcerers start toying with keeping ever greater numbers of magical missiles in flight at one time. Missile swarms represent the mastery of this form of attack with the practitioner simultaneously launching missiles from three separate planes and concurrently directing them as needed. With so much to do, it is hardly surprising a few errant missiles go the wrong way but this is generally the last thing the victim is going to notice. This spell is attuned to the path of missiles. endmsg end Object swarm_spell editor_folder spell/Swarm invisible 1 face burnout.111 type 102 subtype 36 speed 1 move_type fly_low no_pick 1 end Object spell_town_portal editor_folder spell/TownPortal anim_suffix spellcasting name town portal name_pl town portal face spell_town_portal.111 type 101 subtype 47 level 15 value 150 sp 50 casting_time 10 skill sorcery path_attuned 4096 no_drop 1 invisible 1 other_arch town_portal race town_portal_active slaying town_portal_magic msg Sorcerers are universally known for their ability to call forth monsters from other realms to do their bidding but few know that this skill can also be used to move the practitioner and their allies to and from the battlefield. By connecting two summons together, a magical portal can be opened instantly teleporting those who use it from one place to another. It must be invoked twice: once to mark the start of the portal, and the second to mark the end. Very few summoners can sustain more than one of these portals at a time. endmsg end Object town_portal editor_folder spell/TownPortal name Town portal destination type 114 face blank.111 invisible 1 no_drop 1 hp 0 slaying Town portal destination end Object town_portal_active editor_folder spell/TownPortal name Existing town portal type 114 face blank.111 invisible 1 no_drop 1 hp 0 slaying Existing town portal end Object town_portal_magic editor_folder spell/TownPortal name magic portal face magic_portal.111 hp 15 sp 19 type 66 no_pick 1 animation town_portal exp 1 client_type 25011 anim_speed 3 client_anim_random 1 end Object gu_horn editor_folder spell/Wand name Golden Unicorn Horn nrof 1 face gu_horn.114 maxhp 130 hp 100 other_arch spell_restoration level 1 value 10000000 animation gu_horn speed 0.005 type 3 material 2 weight 5000 msg A beautiful unicorn horn shining with golden light. You feel a sense of peace when you hold it. This is one of the most powerful healing artifact in the realm. It is rumored to have been created by a god of healing. Hanuk imprisoned the god by trickery and acquired the artifact. endmsg name_pl Golden Unicorn Horns client_type 721 body_range -1 skill use magic item end Object horn editor_folder spell/Wand nrof 1 face horn.111 speed 0.1 type 3 level 1 value 5800 weight 4500 material 2 name_pl horns client_type 721 body_range -1 skill use magic item end Object horn2 editor_folder spell/Wand name horn nrof 1 face horn2.111 animation horn2 speed 0.1 type 3 level 1 value 5900 weight 4000 material 2 name_pl horns client_type 721 body_range -1 skill use magic item end Object horn3 editor_folder spell/Wand name horn nrof 1 face horn3.111 speed 0.1 type 3 level 1 value 5900 weight 4000 material 2 name_pl horns client_type 721 body_range -1 skill use magic item end Object horn_base editor_folder spell/Wand name horn base nrof 1 face horn_base.111 value 100 weight 3000 material 2 name_pl horn bases client_type 8002 end Object rod_heavy editor_folder spell/Wand name heavy rod face rod_heavy.111 animation rod_heavy speed 0.05 type 3 value 700 weight 7000 material 70 hp 6 maxhp 6 name_pl heavy rods client_type 701 body_range -1 randomitems rod_spell skill use magic item end Object rod_light editor_folder spell/Wand name rod face rod_light.111 animation rod_light speed 0.04 type 3 value 350 weight 3500 material 70 hp 3 maxhp 3 name_pl rods client_type 702 body_range -1 randomitems rod_spell skill use magic item end Object shellhorn1 editor_folder spell/Wand name shell horn nrof 1 face shellhorn1.111 speed 0.1 type 3 level 1 value 5900 weight 4000 material 2 name_pl shell horns client_type 721 body_range -1 skill use magic item end Object shellhorn2 editor_folder spell/Wand name shell horn nrof 1 face shellhorn2.111 speed 0.1 type 3 level 1 value 5900 weight 4000 material 2 name_pl shell horns client_type 721 body_range -1 skill use magic item end Object staff editor_folder spell/Wand face staff.111 animation staff anim_speed 10 client_anim_random 1 type 109 value 50 weight 2500 material 16 name_pl staves client_type 712 body_range -1 randomitems staff skill use magic item end Object wand editor_folder spell/Wand face wand.111 animation wand anim_speed 10 client_anim_random 1 type 109 value 50 weight 2300 material 16 name_pl wands client_type 711 body_range -1 randomitems wand skill use magic item end Object blindness editor_folder spell type 49 face blank.111 name blindness invisible 1 speed 0.05 is_blind 1 no_drop 1 end Object exploding_fireball editor_folder spell type 102 subtype 5 range 1 other_arch fireball dam_modifier 10 maxhp 10 hp 15 speed 1.0 weight 1000 speed_left 1.0 end Object fire_permanent editor_folder spell name fire face burnout.111 animation fire_permanent anim_speed 1 client_anim_random 1 no_pick 1 end Object force editor_folder spell name force type 114 face blank.111 invisible 1 no_drop 1 speed 0.002 speed_left -1 end Object force_effect editor_folder spell type 115 face blank.111 invisible 1 no_drop 1 end Object power_crystal editor_folder spell name glowing crystal maxsp 1000 face power_crystal.111 animation power_crystal type 156 weight 500 value 10000000 material 64 is_animated 1 name_pl glowing crystals client_type 41 end Object ability_spit_acid editor_folder system/ability race spit_acid type 14 name spits acid nrof 1 no_drop 1 dam 0 sp 20 wc 1 no_strength 1 skill missile weapons end Object blocked editor_folder system face blocked.111 blocksview 1 no_pick 1 move_block all end Object check_floor editor_folder system name check inv trigger face check_floor.111 no_pick 1 last_sp 1 type 64 move_on walk fly_low invisible 1 end Object creator editor_folder system name creator other_arch fire_trail face creator.111 hp 1 invisible 1 type 42 activate_on_push 1 activate_on_release 1 no_pick 1 end Object depletion editor_folder system face blank.111 invisible 1 no_drop 1 end Object duplicator editor_folder system name duplicator face duplicator.111 hp 1 invisible 1 type 83 activate_on_push 1 activate_on_release 1 no_pick 1 end Object empty_archetype editor_folder system end Object event_apply editor_folder system face event_apply.111 type 116 subtype 1 invisible 1 no_drop 1 end Object event_attack editor_folder system type 116 subtype 2 invisible 1 no_drop 1 end Object event_attacks editor_folder system type 116 subtype 33 invisible 1 no_drop 1 end Object event_bought editor_folder system face event_bought.111 type 116 subtype 34 invisible 1 no_drop 1 end Object event_close editor_folder system type 116 subtype 11 invisible 1 no_drop 1 end Object event_death editor_folder system face event_death.111 type 116 subtype 3 invisible 1 no_drop 1 end Object event_destroy editor_folder system type 116 subtype 13 invisible 1 no_drop 1 end Object event_drop editor_folder system face event_drop.111 type 116 subtype 4 invisible 1 no_drop 1 end Object event_pickup editor_folder system face event_pickup.111 type 116 subtype 5 invisible 1 no_drop 1 end Object event_say editor_folder system face event_say.111 type 116 subtype 6 invisible 1 no_drop 1 end Object event_selling editor_folder system type 116 subtype 32 invisible 1 no_drop 1 end Object event_stop editor_folder system type 116 subtype 7 invisible 1 no_drop 1 end Object event_throw editor_folder system type 116 subtype 9 invisible 1 no_drop 1 end Object event_time editor_folder system face event_time.111 type 116 subtype 8 invisible 1 no_drop 1 end Object event_timer editor_folder system face event_timer.111 type 116 subtype 12 invisible 1 no_drop 1 end Object event_trigger editor_folder system face event_trigger.111 type 116 subtype 10 invisible 1 no_drop 1 end Object event_user editor_folder system type 116 subtype 31 invisible 1 no_drop 1 end Object hpbar_diseased_1 editor_folder system/hp_bars face hpbar_diseased_1.111 end Object hpbar_diseased_2 editor_folder system/hp_bars face hpbar_diseased_2.111 end Object hpbar_diseased_3 editor_folder system/hp_bars face hpbar_diseased_3.111 end Object hpbar_diseased_4 editor_folder system/hp_bars face hpbar_diseased_4.111 end Object hpbar_diseased_5 editor_folder system/hp_bars face hpbar_diseased_5.111 end Object hpbar_diseased_6 editor_folder system/hp_bars face hpbar_diseased_6.111 end Object hpbar_diseased_7 editor_folder system/hp_bars face hpbar_diseased_7.111 end Object hpbar_diseased_8 editor_folder system/hp_bars face hpbar_diseased_8.111 end Object hpbar_diseased_9 editor_folder system/hp_bars face hpbar_diseased_9.111 end Object hpbar_diseased_10 editor_folder system/hp_bars face hpbar_diseased_10.111 end Object hpbar_diseased_11 editor_folder system/hp_bars face hpbar_diseased_11.111 end Object hpbar_diseased_12 editor_folder system/hp_bars face hpbar_diseased_12.111 end Object hpbar_diseased_13 editor_folder system/hp_bars face hpbar_diseased_13.111 end Object hpbar_diseased_14 editor_folder system/hp_bars face hpbar_diseased_14.111 end Object hpbar_diseased_15 editor_folder system/hp_bars face hpbar_diseased_15.111 end Object hpbar_diseased_16 editor_folder system/hp_bars face hpbar_diseased_16.111 end Object hpbar_diseased_17 editor_folder system/hp_bars face hpbar_diseased_17.111 end Object hpbar_diseased_18 editor_folder system/hp_bars face hpbar_diseased_18.111 end Object hpbar_diseased_19 editor_folder system/hp_bars face hpbar_diseased_19.111 end Object hpbar_diseased_20 editor_folder system/hp_bars face hpbar_diseased_20.111 end Object hpbar_diseased_21 editor_folder system/hp_bars face hpbar_diseased_21.111 end Object hpbar_diseased_22 editor_folder system/hp_bars face hpbar_diseased_22.111 end Object hpbar_diseased_23 editor_folder system/hp_bars face hpbar_diseased_23.111 end Object hpbar_diseased_24 editor_folder system/hp_bars face hpbar_diseased_24.111 end Object hpbar_diseased_25 editor_folder system/hp_bars face hpbar_diseased_25.111 end Object hpbar_diseased_26 editor_folder system/hp_bars face hpbar_diseased_26.111 end Object hpbar_diseased_27 editor_folder system/hp_bars face hpbar_diseased_27.111 end Object hpbar_diseased_28 editor_folder system/hp_bars face hpbar_diseased_28.111 end Object hpbar_diseased_29 editor_folder system/hp_bars face hpbar_diseased_29.111 end Object hpbar_diseased_30 editor_folder system/hp_bars face hpbar_diseased_30.111 end Object hpbar_poisoned_1 editor_folder system/hp_bars face hpbar_poisoned_1.111 end Object hpbar_poisoned_2 editor_folder system/hp_bars face hpbar_poisoned_2.111 end Object hpbar_poisoned_3 editor_folder system/hp_bars face hpbar_poisoned_3.111 end Object hpbar_poisoned_4 editor_folder system/hp_bars face hpbar_poisoned_4.111 end Object hpbar_poisoned_5 editor_folder system/hp_bars face hpbar_poisoned_5.111 end Object hpbar_poisoned_6 editor_folder system/hp_bars face hpbar_poisoned_6.111 end Object hpbar_poisoned_7 editor_folder system/hp_bars face hpbar_poisoned_7.111 end Object hpbar_poisoned_8 editor_folder system/hp_bars face hpbar_poisoned_8.111 end Object hpbar_poisoned_9 editor_folder system/hp_bars face hpbar_poisoned_9.111 end Object hpbar_poisoned_10 editor_folder system/hp_bars face hpbar_poisoned_10.111 end Object hpbar_poisoned_11 editor_folder system/hp_bars face hpbar_poisoned_11.111 end Object hpbar_poisoned_12 editor_folder system/hp_bars face hpbar_poisoned_12.111 end Object hpbar_poisoned_13 editor_folder system/hp_bars face hpbar_poisoned_13.111 end Object hpbar_poisoned_14 editor_folder system/hp_bars face hpbar_poisoned_14.111 end Object hpbar_poisoned_15 editor_folder system/hp_bars face hpbar_poisoned_15.111 end Object hpbar_poisoned_16 editor_folder system/hp_bars face hpbar_poisoned_16.111 end Object hpbar_poisoned_17 editor_folder system/hp_bars face hpbar_poisoned_17.111 end Object hpbar_poisoned_18 editor_folder system/hp_bars face hpbar_poisoned_18.111 end Object hpbar_poisoned_19 editor_folder system/hp_bars face hpbar_poisoned_19.111 end Object hpbar_poisoned_20 editor_folder system/hp_bars face hpbar_poisoned_20.111 end Object hpbar_poisoned_21 editor_folder system/hp_bars face hpbar_poisoned_21.111 end Object hpbar_poisoned_22 editor_folder system/hp_bars face hpbar_poisoned_22.111 end Object hpbar_poisoned_23 editor_folder system/hp_bars face hpbar_poisoned_23.111 end Object hpbar_poisoned_24 editor_folder system/hp_bars face hpbar_poisoned_24.111 end Object hpbar_poisoned_25 editor_folder system/hp_bars face hpbar_poisoned_25.111 end Object hpbar_poisoned_26 editor_folder system/hp_bars face hpbar_poisoned_26.111 end Object hpbar_poisoned_27 editor_folder system/hp_bars face hpbar_poisoned_27.111 end Object hpbar_poisoned_28 editor_folder system/hp_bars face hpbar_poisoned_28.111 end Object hpbar_poisoned_29 editor_folder system/hp_bars face hpbar_poisoned_29.111 end Object hpbar_poisoned_30 editor_folder system/hp_bars face hpbar_poisoned_30.111 end Object hpbar_poisoned_diseased_1 editor_folder system/hp_bars face hpbar_poisoned_diseased_1.111 end Object hpbar_poisoned_diseased_2 editor_folder system/hp_bars face hpbar_poisoned_diseased_2.111 end Object hpbar_poisoned_diseased_3 editor_folder system/hp_bars face hpbar_poisoned_diseased_3.111 end Object hpbar_poisoned_diseased_4 editor_folder system/hp_bars face hpbar_poisoned_diseased_4.111 end Object hpbar_poisoned_diseased_5 editor_folder system/hp_bars face hpbar_poisoned_diseased_5.111 end Object hpbar_poisoned_diseased_6 editor_folder system/hp_bars face hpbar_poisoned_diseased_6.111 end Object hpbar_poisoned_diseased_7 editor_folder system/hp_bars face hpbar_poisoned_diseased_7.111 end Object hpbar_poisoned_diseased_8 editor_folder system/hp_bars face hpbar_poisoned_diseased_8.111 end Object hpbar_poisoned_diseased_9 editor_folder system/hp_bars face hpbar_poisoned_diseased_9.111 end Object hpbar_poisoned_diseased_10 editor_folder system/hp_bars face hpbar_poisoned_diseased_10.111 end Object hpbar_poisoned_diseased_11 editor_folder system/hp_bars face hpbar_poisoned_diseased_11.111 end Object hpbar_poisoned_diseased_12 editor_folder system/hp_bars face hpbar_poisoned_diseased_12.111 end Object hpbar_poisoned_diseased_13 editor_folder system/hp_bars face hpbar_poisoned_diseased_13.111 end Object hpbar_poisoned_diseased_14 editor_folder system/hp_bars face hpbar_poisoned_diseased_14.111 end Object hpbar_poisoned_diseased_15 editor_folder system/hp_bars face hpbar_poisoned_diseased_15.111 end Object hpbar_poisoned_diseased_16 editor_folder system/hp_bars face hpbar_poisoned_diseased_16.111 end Object hpbar_poisoned_diseased_17 editor_folder system/hp_bars face hpbar_poisoned_diseased_17.111 end Object hpbar_poisoned_diseased_18 editor_folder system/hp_bars face hpbar_poisoned_diseased_18.111 end Object hpbar_poisoned_diseased_19 editor_folder system/hp_bars face hpbar_poisoned_diseased_19.111 end Object hpbar_poisoned_diseased_20 editor_folder system/hp_bars face hpbar_poisoned_diseased_20.111 end Object hpbar_poisoned_diseased_21 editor_folder system/hp_bars face hpbar_poisoned_diseased_21.111 end Object hpbar_poisoned_diseased_22 editor_folder system/hp_bars face hpbar_poisoned_diseased_22.111 end Object hpbar_poisoned_diseased_23 editor_folder system/hp_bars face hpbar_poisoned_diseased_23.111 end Object hpbar_poisoned_diseased_24 editor_folder system/hp_bars face hpbar_poisoned_diseased_24.111 end Object hpbar_poisoned_diseased_25 editor_folder system/hp_bars face hpbar_poisoned_diseased_25.111 end Object hpbar_poisoned_diseased_26 editor_folder system/hp_bars face hpbar_poisoned_diseased_26.111 end Object hpbar_poisoned_diseased_27 editor_folder system/hp_bars face hpbar_poisoned_diseased_27.111 end Object hpbar_poisoned_diseased_28 editor_folder system/hp_bars face hpbar_poisoned_diseased_28.111 end Object hpbar_poisoned_diseased_29 editor_folder system/hp_bars face hpbar_poisoned_diseased_29.111 end Object hpbar_poisoned_diseased_30 editor_folder system/hp_bars face hpbar_poisoned_diseased_30.111 end Object hpbar_standard_1 editor_folder system/hp_bars face hpbar_standard_1.111 end Object hpbar_standard_2 editor_folder system/hp_bars face hpbar_standard_2.111 end Object hpbar_standard_3 editor_folder system/hp_bars face hpbar_standard_3.111 end Object hpbar_standard_4 editor_folder system/hp_bars face hpbar_standard_4.111 end Object hpbar_standard_5 editor_folder system/hp_bars face hpbar_standard_5.111 end Object hpbar_standard_6 editor_folder system/hp_bars face hpbar_standard_6.111 end Object hpbar_standard_7 editor_folder system/hp_bars face hpbar_standard_7.111 end Object hpbar_standard_8 editor_folder system/hp_bars face hpbar_standard_8.111 end Object hpbar_standard_9 editor_folder system/hp_bars face hpbar_standard_9.111 end Object hpbar_standard_10 editor_folder system/hp_bars face hpbar_standard_10.111 end Object hpbar_standard_11 editor_folder system/hp_bars face hpbar_standard_11.111 end Object hpbar_standard_12 editor_folder system/hp_bars face hpbar_standard_12.111 end Object hpbar_standard_13 editor_folder system/hp_bars face hpbar_standard_13.111 end Object hpbar_standard_14 editor_folder system/hp_bars face hpbar_standard_14.111 end Object hpbar_standard_15 editor_folder system/hp_bars face hpbar_standard_15.111 end Object hpbar_standard_16 editor_folder system/hp_bars face hpbar_standard_16.111 end Object hpbar_standard_17 editor_folder system/hp_bars face hpbar_standard_17.111 end Object hpbar_standard_18 editor_folder system/hp_bars face hpbar_standard_18.111 end Object hpbar_standard_19 editor_folder system/hp_bars face hpbar_standard_19.111 end Object hpbar_standard_20 editor_folder system/hp_bars face hpbar_standard_20.111 end Object hpbar_standard_21 editor_folder system/hp_bars face hpbar_standard_21.111 end Object hpbar_standard_22 editor_folder system/hp_bars face hpbar_standard_22.111 end Object hpbar_standard_23 editor_folder system/hp_bars face hpbar_standard_23.111 end Object hpbar_standard_24 editor_folder system/hp_bars face hpbar_standard_24.111 end Object hpbar_standard_25 editor_folder system/hp_bars face hpbar_standard_25.111 end Object hpbar_standard_26 editor_folder system/hp_bars face hpbar_standard_26.111 end Object hpbar_standard_27 editor_folder system/hp_bars face hpbar_standard_27.111 end Object hpbar_standard_28 editor_folder system/hp_bars face hpbar_standard_28.111 end Object hpbar_standard_29 editor_folder system/hp_bars face hpbar_standard_29.111 end Object hpbar_standard_30 editor_folder system/hp_bars face hpbar_standard_30.111 end Object luck editor_folder system face blank.111 invisible 1 no_drop 1 end Object map editor_folder system type 22 subtype 1 slaying /HallOfSelection race /start/HallsOfSelection face map.111 hp 1 sp 1 value 300 weight 7200 end Object map_nexus editor_folder system type 22 subtype 2 slaying /start/Nexus face map.111 hp 12 sp 12 end Object map_scorn editor_folder system name Scorn type 22 subtype 3 slaying /world/world_105_115 hp 5 sp 37 face map.111 msg Scorn is the best place for new players to start when they have already completed the beginners tutorial. Players starting in Scorn have a lot of ready options for adventuring. This does however mean that many others may be adventuring in the same areas. endmsg end Object map_beginners_house editor_folder system name Beginners House type 22 subtype 3 slaying /start/newbieshouse face map.111 unique 1 hp 9 sp 4 msg The beginners house is a good choice for first time players. It will teach you some of the mechanics of the game. If you have played before, you may choose to skip the beginners house and start your adventures in some other location right away. endmsg end Object map_navar_city editor_folder system name Navar City type 22 subtype 3 slaying /world/world_121_116 hp 47 sp 46 face map.111 msg Navar is a good place for more experienced players to start. Adventurers starting in Navar might have to do a bit more exploring, but then it is more likely you will find things. [b]WARNING[/b]: Navar is not a "Newbie Friendly" place. True novices should start either in beginners house or Scorn. endmsg end Object marker editor_folder system name marker face creator.111 food 32700 slaying put your code here speed 0.5 invisible 1 no_pick 1 type 55 end Object angry_floor editor_folder system/mood_floors face angry_floor.111 no_pick 1 invisible 1 last_sp 1 type 65 activate_on_push 1 activate_on_release 1 speed 1 end Object calm_floor editor_folder system/mood_floors face calm_floor.111 no_pick 1 last_sp 2 type 65 activate_on_push 1 activate_on_release 1 speed 1 invisible 1 end Object charm_floor editor_folder system/mood_floors face charm_floor.111 no_pick 1 invisible 1 last_sp 4 type 65 activate_on_push 1 activate_on_release 1 end Object furious_floor editor_folder system/mood_floors face furious_floor.111 no_pick 1 invisible 1 last_sp 0 type 65 activate_on_push 1 activate_on_release 1 speed 1 end Object sleep_floor editor_folder system/mood_floors face sleep_floor.111 no_pick 1 last_sp 3 speed 1 type 65 activate_on_push 1 activate_on_release 1 invisible 1 end Object player_changer editor_folder system face teleporter.111 speed 0.1 type 57 no_pick 1 animation player_changer end Object poisoning editor_folder system type 105 name poison face blank.111 food 25 dam 1 invisible 1 speed 0.05 is_used_up 1 no_drop 1 end Object npc_dialog editor_folder system/quests face event_say.111 type 116 subtype 6 invisible 1 no_drop 1 slaying /python/dialog/npc_dialog.py title Python end Object quest_advance_apply editor_folder system/quests face event_apply.111 title Python slaying /python/quests/QuestAdvance.py type 116 subtype 1 invisible 1 no_drop 1 end Object quest_advance_death editor_folder system/quests face event_death.111 title Python slaying /python/quests/QuestAdvance.py type 116 subtype 3 invisible 1 no_drop 1 end Object quest_advance_pickup editor_folder system/quests face event_pickup.111 title Python slaying /python/quests/QuestAdvance.py type 116 subtype 5 invisible 1 no_drop 1 end Object quest_advance_trigger editor_folder system/quests face event_trigger.111 type 116 title Python slaying /python/quests/QuestAdvance.py subtype 10 invisible 1 no_drop 1 end Object quest_apply_if editor_folder system/quests face event_apply.111 title Python slaying /python/quests/QuestApplyIf.py type 116 subtype 1 invisible 1 no_drop 1 end Object quest_conditional_drop editor_folder system/quests face event_death.111 title Python slaying /python/quests/QuestConditionalDrop.py type 116 subtype 3 invisible 1 no_drop 1 end Object quest_prevent_drop editor_folder system/quests face event_drop.111 title Python slaying /python/quests/QuestEssentialUntil.py type 116 subtype 4 invisible 1 no_drop 1 end Object slowness editor_folder system face blank.111 invisible 1 exp -1 speed 0.05 no_drop 1 food 5 is_used_up 1 end Object speechbubble editor_folder system face speech.111 end Object trigger_marker editor_folder system name triggered marker face creator.111 food 32700 slaying put your code here speed 1 invisible 1 activate_on_push 1 activate_on_release 1 no_pick 1 type 52 end Object amulet editor_folder talisman face amulet.111 type 39 material 12 weight 500 value 250 nrof 1 name_pl amulets client_type 381 body_neck -1 animation amulet is_animated 0 end Object amulet_white editor_folder talisman face amulet_white.111 type 39 material 12 materialname platinum and glass weight 500 value 1250 nrof 1 name amulet name_pl amulets client_type 381 body_neck -1 end Object amulet_gray editor_folder talisman face amulet_gray.111 type 39 material 12 materialname silver and glass weight 500 value 25 nrof 1 name amulet name_pl amulets client_type 381 body_neck -1 end Object amulet_lifesave editor_folder talisman name amulet of lifesaving name_pl amulets of lifesaving face amulet_lif.111 type 39 material 12 weight 600 value 20000 lifesave 1 nrof 1 client_type 381 body_neck -1 item_power 3 end Object collar editor_folder talisman name neko chan's collar nrof 1 face collar.111 animation collar anim_speed 3 client_anim_random 1 type 39 material 12 weight 500 value 1000 name_pl neko chan's collars client_type 381 body_neck -1 end Object ring editor_folder talisman name ring animation ring is_animated 0 face ring.110 value 500 weight 20 type 70 material 2 nrof 1 name_pl rings client_type 391 body_finger -1 end Object ring_nodrain editor_folder talisman name strange ring name_pl strange rings face ring_drain.111 animation ring_nodrain value 10000 weight 40 type 70 material 2 resist_drain 100 nrof 1 anim_speed 10 client_anim_random 1 client_type 390 body_finger -1 item_power 4 end Object tooth_charm editor_folder talisman face tooth_charm.111 type 39 material 12 weight 300 resist_confusion 15 resist_paralyze 50 resist_slow 30 resist_fear 50 startequip 1 nrof 1 msg This wonderful charm will absorb many magics which would otherwise affect your movement. endmsg name tooth charm name_pl tooth charms client_type 381 body_neck -1 item_power 6 end Object big_galleon editor_folder transport name galleon type 66 face biggalleon.x11 no_pick 1 move_allow walk move_block boat client_type 25012 end More Object big_galleon_2 editor_folder transport name galleon type 66 face biggalleon.x11 x 1 no_pick 1 move_allow walk move_block boat end More Object big_galleon_3 editor_folder transport name galleon type 66 face biggalleon.x11 y 1 no_pick 1 move_allow walk move_block boat end More Object big_galleon_4 editor_folder transport name galleon type 66 face biggalleon.x11 x 1 y 1 no_pick 1 move_allow walk move_block boat end Object dragon_exit editor_folder transport name dragon face dragon.x71 animation big_dragon type 66 anim_speed 2 client_anim_random 1 no_pick 1 client_type 25012 end More Object dragon_exit_2 editor_folder transport name dragon face dragon.x71 animation big_dragon no_pick 1 type 66 x 1 weight 4000000 end More Object dragon_exit_3 editor_folder transport name dragon face dragon.x71 animation big_dragon no_pick 1 type 66 x 2 weight 4000000 end More Object dragon_exit_4 editor_folder transport name dragon face dragon.x71 animation big_dragon no_pick 1 type 66 y 1 weight 4000000 end More Object dragon_exit_5 editor_folder transport name dragon face dragon.x71 animation big_dragon no_pick 1 type 66 x 1 y 1 weight 4000000 end More Object dragon_exit_6 editor_folder transport name dragon face dragon.x71 animation big_dragon no_pick 1 type 66 x 2 y 1 weight 4000000 end Object fishboat editor_folder transport name fishing boat type 66 face fishboat.x11 no_pick 1 move_allow walk move_block boat client_type 25012 end More Object fishboat_2 editor_folder transport name fishing boat type 66 face fishboat.x11 x 1 no_pick 1 move_allow walk move_block boat end Object galleon editor_folder transport name caravel face galleon.111 type 66 no_pick 1 move_allow walk move_block boat client_type 25012 end Object longship editor_folder transport name longship type 66 face longship.x11 no_pick 1 move_allow walk move_block boat client_type 25012 end More Object longship_2 editor_folder transport name longship type 66 face longship.x11 x 1 no_pick 1 move_allow walk move_block boat end Object rowboat editor_folder transport type 66 face rowboat.x11 no_pick 1 move_allow walk move_block boat client_type 25012 end More Object rowboat_2 editor_folder transport name rowboat type 66 face rowboat.x11 x 1 no_pick 1 move_allow walk move_block boat end Object s_ship editor_folder transport name galleon type 66 face s_ship.x11 no_pick 1 move_allow walk move_block boat client_type 25012 end More Object s_ship2 editor_folder transport name galleon type 66 face s_ship.x11 x 1 no_pick 1 move_allow walk move_block boat end More Object s_ship3 editor_folder transport name galleon type 66 face s_ship.x11 y 1 no_pick 1 move_allow walk move_block boat end More Object s_ship4 editor_folder transport name galleon type 66 face s_ship.x11 x 1 y 1 no_pick 1 move_allow walk move_block boat end Object sailing_big_galleon editor_folder transport name sailing galleon speed 1.5 type 2 container 10000000 move_type boat passenger_limit 6 face biggalleon.x11 animation sailing_big_galleon no_pick 1 move_allow walk move_block boat client_type 25012 end More Object sailing_big_galleon_2 editor_folder transport face biggalleon.x11 animation sailing_big_galleon x 1 no_pick 1 move_allow walk move_block boat end More Object sailing_big_galleon_3 editor_folder transport face biggalleon.x11 animation sailing_big_galleon y 1 no_pick 1 move_allow walk move_block boat end More Object sailing_big_galleon_4 editor_folder transport face biggalleon.x11 animation sailing_big_galleon x 1 y 1 no_pick 1 move_allow walk move_block boat end Object sailing_galleon editor_folder transport name sailing caravel speed 2 type 2 container 5000000 move_type boat passenger_limit 3 face galleon.111 animation sailing_galleon no_pick 1 move_allow walk move_block boat client_type 25012 end Object turningboat editor_folder transport type 2 face turningboat.x11 animation turningboat no_pick 1 move_allow walk move_block boat client_type 25012 speed 0.5 container 10000000 move_type boat passenger_limit 4 turnable_transport 1 end More Object turningboat_2 editor_folder transport name turningboat type 2 face turningboat.x11 animation turningboat x 1 no_pick 1 move_allow walk move_block boat end More Object turningboat_3 editor_folder transport name turningboat type 2 face turningboat.x11 animation turningboat y 1 no_pick 1 move_allow walk move_block boat end More Object turningboat_4 editor_folder transport name turningboat type 2 face turningboat.x11 animation turningboat x 1 y 1 no_pick 1 move_allow walk move_block boat end Object wagon editor_folder transport type 66 face wagon.111 no_pick 1 client_type 25012 end Object trap_blades editor_folder traps name Blades trap type 155 face blades.111 speed 1 hp 1 msg You set off a Blades trap! endmsg animation trap_blades level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 1 dam 90 Cha 20 end Object trap_rocks editor_folder traps name falling rocks trap type 155 face falling_rocks.111 speed 1 hp 1 msg You set off a falling rocks trap! endmsg animation trap_rocks level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 1 dam 50 Cha 20 end Object trap_needle editor_folder traps name poison needle type 155 face needle.111 speed 1 hp 1 msg You are pricked by a poison needle! endmsg animation trap_needle level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 1025 dam 10 Cha 20 end Object trap_spike_pit editor_folder traps name spiked pit type 155 face spiked_pit.111 speed 1 hp 1 msg You are stabbed by spikes! endmsg animation trap_spike_pit level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 1 dam 40 Cha 15 end Object trap_spikes2 editor_folder traps name spikes type 155 face tspikes.111 speed 1 hp 1 msg You are stabbed by spikes! endmsg animation trap_spikes2 level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 1 dam 20 Cha 20 end Object trap editor_folder traps name trap type 155 face trap.111 speed 1 hp 1 msg You set off a trap! endmsg animation trap level 1 is_animated 0 invisible 1 no_pick 1 move_on walk attacktype 1 dam 90 Cha 20 end Object awall_0 editor_folder wall/awall name wall face awall_0.111 blocksview 1 no_pick 1 move_block all end Object awall_1_2 editor_folder wall/awall name wall face awall_1.111 blocksview 1 no_pick 1 move_block all end Object awall_1_4 editor_folder wall/awall name wall face awall_2.111 blocksview 1 no_pick 1 move_block all end Object awall_2_2_1 editor_folder wall/awall name wall face awall_3.111 blocksview 1 no_pick 1 move_block all end Object awall_1_1 editor_folder wall/awall name wall face awall_4.111 blocksview 1 no_pick 1 move_block all end Object awall_2_1_1 editor_folder wall/awall name wall face awall_5.111 blocksview 1 no_pick 1 move_block all end Object awall_2_2_2 editor_folder wall/awall name wall face awall_6.111 blocksview 1 no_pick 1 move_block all end Object awall_3_2 editor_folder wall/awall name wall face awall_7.111 blocksview 1 no_pick 1 move_block all end Object awall_1_3 editor_folder wall/awall name wall face awall_8.111 blocksview 1 no_pick 1 move_block all end Object awall_2_2_4 editor_folder wall/awall name wall face awall_9.111 blocksview 1 no_pick 1 move_block all end Object awall_2_1_2 editor_folder wall/awall name wall face awall_A.111 blocksview 1 no_pick 1 move_block all end Object awall_3_1 editor_folder wall/awall name wall face awall_B.111 blocksview 1 no_pick 1 move_block all end Object awall_2_2_3 editor_folder wall/awall name wall face awall_C.111 blocksview 1 no_pick 1 move_block all end Object awall_3_4 editor_folder wall/awall name wall face awall_D.111 blocksview 1 no_pick 1 move_block all end Object awall_3_3 editor_folder wall/awall name wall face awall_E.111 blocksview 1 no_pick 1 move_block all end Object awall_4 editor_folder wall/awall name wall face awall_F.111 blocksview 1 no_pick 1 move_block all end Object weak_wall_1 editor_folder wall/awall race wall name wall face awall_w_0.111 animation weak_wall_1 is_animated 0 tear_down 1 hp 80 maxhp 80 ac 30 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 move_block all no_pick 1 blocksview 1 alive 1 level 1 end Object weak_wall_2 editor_folder wall/awall race wall name wall face awall_w_1.111 animation weak_wall_2 is_animated 0 tear_down 1 hp 80 maxhp 80 ac 30 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 move_block all no_pick 1 blocksview 1 alive 1 level 1 end Object awall_win1 editor_folder wall/awall name window face awindow_0.111 move_block all no_pick 1 end Object awall_win2 editor_folder wall/awall name window face awindow_1.111 move_block all no_pick 1 end Object bench_0 editor_folder wall/bench name bench face bench_0.111 no_pick 1 end Object bench_1_2 editor_folder wall/bench name bench face bench_1.111 no_pick 1 end Object bench_1_4 editor_folder wall/bench name bench face bench_2.111 no_pick 1 end Object bench_2_2_1 editor_folder wall/bench name bench face bench_3.111 no_pick 1 end Object bench_1_1 editor_folder wall/bench name bench face bench_4.111 no_pick 1 end Object bench_2_1_1 editor_folder wall/bench name bench face bench_5.111 no_pick 1 end Object bench_2_2_2 editor_folder wall/bench name bench face bench_6.111 no_pick 1 end Object bench_3_2 editor_folder wall/bench name bench face bench_7.111 no_pick 1 end Object bench_1_3 editor_folder wall/bench name bench face bench_8.111 no_pick 1 end Object bench_2_2_4 editor_folder wall/bench name bench face bench_9.111 no_pick 1 end Object bench_2_1_2 editor_folder wall/bench name bench face bench_A.111 no_pick 1 end Object bench_3_1 editor_folder wall/bench name bench face bench_B.111 no_pick 1 end Object bench_2_2_3 editor_folder wall/bench name bench face bench_C.111 no_pick 1 end Object bench_3_4 editor_folder wall/bench name bench face bench_D.111 no_pick 1 end Object bench_3_3 editor_folder wall/bench name bench face bench_E.111 no_pick 1 end Object bench_4 editor_folder wall/bench name bench face bench_F.111 no_pick 1 end Object bulletwall editor_folder wall/bulletwall name bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face bul_wall_0.111 speed -0.4 no_pick 1 move_block all blocksview 1 arch spell_magic_bullet end end Object bulletwall_1 editor_folder wall/bulletwall name bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face bul_wall_1.111 direction 1 speed -0.1 no_pick 1 move_block all blocksview 1 arch spell_magic_bullet end end Object bulletwall_2 editor_folder wall/bulletwall name bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face bul_wall_2.111 direction 2 speed -0.1 no_pick 1 move_block all blocksview 1 arch spell_magic_bullet end end Object bulletwall_3 editor_folder wall/bulletwall name bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face bul_wall_3.111 direction 3 speed -0.1 no_pick 1 move_block all blocksview 1 arch spell_magic_bullet end end Object bulletwall_4 editor_folder wall/bulletwall name bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face bul_wall_4.111 direction 4 speed -0.1 no_pick 1 move_block all blocksview 1 arch spell_magic_bullet end end Object bulletwall_5 editor_folder wall/bulletwall name bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face bul_wall_5.111 direction 5 speed -0.1 no_pick 1 move_block all blocksview 1 arch spell_magic_bullet end end Object bulletwall_6 editor_folder wall/bulletwall name bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face bul_wall_6.111 direction 6 speed -0.1 no_pick 1 move_block all blocksview 1 arch spell_magic_bullet end end Object bulletwall_7 editor_folder wall/bulletwall name bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face bul_wall_7.111 direction 7 speed -0.1 no_pick 1 move_block all blocksview 1 arch spell_magic_bullet end end Object bulletwall_8 editor_folder wall/bulletwall name bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face bul_wall_8.111 direction 8 speed -0.1 no_pick 1 move_block all blocksview 1 arch spell_magic_bullet end end Object bwall_0 editor_folder wall/bwall name wall face bwall_0.111 blocksview 1 no_pick 1 move_block all end Object bwall_1_2 editor_folder wall/bwall name wall face bwall_1.111 blocksview 1 no_pick 1 move_block all end Object bwall_1_4 editor_folder wall/bwall name wall face bwall_2.111 blocksview 1 no_pick 1 move_block all end Object bwall_2_2_1 editor_folder wall/bwall name wall face bwall_3.111 blocksview 1 no_pick 1 move_block all end Object bwall_1_1 editor_folder wall/bwall name wall face bwall_4.111 blocksview 1 no_pick 1 move_block all end Object bwall_2_1_1 editor_folder wall/bwall name wall face bwall_5.111 blocksview 1 no_pick 1 move_block all end Object bwall_2_2_2 editor_folder wall/bwall name wall face bwall_6.111 blocksview 1 no_pick 1 move_block all end Object bwall_3_2 editor_folder wall/bwall name wall face bwall_7.111 blocksview 1 no_pick 1 move_block all end Object bwall_1_3 editor_folder wall/bwall name wall face bwall_8.111 blocksview 1 no_pick 1 move_block all end Object bwall_2_2_4 editor_folder wall/bwall name wall face bwall_9.111 blocksview 1 no_pick 1 move_block all end Object bwall_2_1_2 editor_folder wall/bwall name wall face bwall_A.111 blocksview 1 no_pick 1 move_block all end Object bwall_3_1 editor_folder wall/bwall name wall face bwall_B.111 blocksview 1 no_pick 1 move_block all end Object bwall_2_2_3 editor_folder wall/bwall name wall face bwall_C.111 blocksview 1 no_pick 1 move_block all end Object bwall_3_4 editor_folder wall/bwall name wall face bwall_D.111 blocksview 1 no_pick 1 move_block all end Object bwall_3_3 editor_folder wall/bwall name wall face bwall_E.111 blocksview 1 no_pick 1 move_block all end Object bwall_4 editor_folder wall/bwall name wall face bwall_F.111 blocksview 1 no_pick 1 move_block all end Object bwall_hole_2_1_1 editor_folder wall/bwall name hole in wall face bwall_hole_5.111 blocksview 1 no_pick 1 move_block all end Object bwall_hole_2_1_2 editor_folder wall/bwall name hole in wall face bwall_hole_A.111 blocksview 1 no_pick 1 move_block all end Object weak_wall_5 editor_folder wall/bwall name wall race wall face bwall_w_0.111 animation weak_wall_5 is_animated 0 tear_down 1 hp 150 maxhp 150 ac 30 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 move_block all no_pick 1 blocksview 1 alive 1 level 1 end Object weak_wall_6 editor_folder wall/bwall name wall race wall face bwall_w_1.111 animation weak_wall_6 is_animated 0 tear_down 1 hp 150 maxhp 150 ac 30 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 move_block all no_pick 1 blocksview 1 alive 1 level 1 map_layer living end Object earthwall editor_folder wall/bwall race wall face earthwall.111 animation earthwall is_animated 0 tear_down 1 hp 24 maxhp 24 ac 30 type 45 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 no_pick 1 move_block all blocksview 1 alive 1 level 1 map_layer living end Object false_wall editor_folder wall/bwall name false wall face earthwall.111 no_pick 1 blocksview 1 end Object hedge editor_folder wall/bwall face hedge.111 animation hedge is_animated 0 tear_down 1 hp 24 maxhp 24 ac 20 type 45 resist_magic 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 resist_fire 30 no_pick 1 blocksview 1 alive 1 level 1 end Object block_door_closed editor_folder wall/bwall name stone block type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face earthwall.111 animation block_door_closed is_animated 0 move_block all blocksview 1 wc 5 maxsp 0 dam 5 end Object block_door_open editor_folder wall/bwall name stone block type 91 activate_on_push 1 activate_on_release 1 no_pick 1 face stoneblock.115 animation block_door_open is_animated 0 wc 0 dam 5 maxsp 1 end Object cave1 editor_folder wall/cave name wall face cave1.111 blocksview 1 no_pick 1 move_block all end Object cave10 editor_folder wall/cave name wall face cave10.111 blocksview 1 no_pick 1 move_block all end Object cave11 editor_folder wall/cave name wall face cave11.111 blocksview 1 no_pick 1 move_block all end Object cave12 editor_folder wall/cave name wall face cave12.111 blocksview 1 no_pick 1 move_block all end Object cave13 editor_folder wall/cave name wall face cave13.111 blocksview 1 no_pick 1 move_block all end Object cave14 editor_folder wall/cave name wall face cave14.111 blocksview 1 no_pick 1 move_block all end Object cave15 editor_folder wall/cave name wall face cave15.111 blocksview 1 no_pick 1 move_block all end Object cave16 editor_folder wall/cave name wall face cave16.111 blocksview 1 no_pick 1 move_block all end Object cave17 editor_folder wall/cave name wall face cave17.111 blocksview 1 no_pick 1 move_block all end Object cave18 editor_folder wall/cave name wall face cave18.111 blocksview 1 no_pick 1 move_block all end Object cave19 editor_folder wall/cave name wall face cave19.111 blocksview 1 no_pick 1 move_block all end Object cave2 editor_folder wall/cave name wall face cave2.111 blocksview 1 no_pick 1 move_block all end Object cave20 editor_folder wall/cave name wall face cave20.111 blocksview 1 no_pick 1 move_block all end Object cave21 editor_folder wall/cave name wall face cave21.111 blocksview 1 no_pick 1 move_block all end Object cave22 editor_folder wall/cave name wall face cave22.111 move_block all no_pick 1 blocksview 1 end Object cave23 editor_folder wall/cave name wall face cave23.111 move_block all no_pick 1 blocksview 1 end Object cave24 editor_folder wall/cave name wall face cave24.111 move_block all no_pick 1 blocksview 1 end Object cave25 editor_folder wall/cave name wall face cave25.111 move_block all no_pick 1 blocksview 1 end Object cave3 editor_folder wall/cave name wall face cave3.111 blocksview 1 no_pick 1 move_block all end Object cave4 editor_folder wall/cave name wall face cave4.111 blocksview 1 no_pick 1 move_block all end Object cave5 editor_folder wall/cave name wall face cave5.111 blocksview 1 no_pick 1 move_block all end Object cave6 editor_folder wall/cave name wall face cave6.111 blocksview 1 no_pick 1 move_block all end Object cave7 editor_folder wall/cave name wall face cave7.111 blocksview 1 no_pick 1 move_block all end Object cave8 editor_folder wall/cave name wall face cave8.111 blocksview 1 no_pick 1 move_block all end Object cave9 editor_folder wall/cave name wall face cave9.111 blocksview 1 no_pick 1 move_block all end Object cave_0 editor_folder wall/cave name wall face cave_0.111 blocksview 1 no_pick 1 move_block all end Object cave_1 editor_folder wall/cave name wall face cave_1.111 blocksview 1 no_pick 1 move_block all end Object cave_10 editor_folder wall/cave name wall face cave_10.111 blocksview 1 no_pick 1 move_block all end Object cave_11 editor_folder wall/cave name wall face cave_11.111 blocksview 1 no_pick 1 move_block all end Object cave_12 editor_folder wall/cave name wall face cave_12.111 blocksview 1 no_pick 1 move_block all end Object cave_13 editor_folder wall/cave name wall face cave_13.111 blocksview 1 no_pick 1 move_block all end Object cave_14 editor_folder wall/cave name wall face cave_14.111 blocksview 1 no_pick 1 move_block all end Object cave_15 editor_folder wall/cave name wall face cave_15.111 blocksview 1 no_pick 1 move_block all end Object cave_16 editor_folder wall/cave name wall face cave_16.111 blocksview 1 no_pick 1 move_block all end Object cave_17 editor_folder wall/cave name wall face cave_17.111 blocksview 1 no_pick 1 move_block all end Object cave_18 editor_folder wall/cave name wall face cave_18.111 blocksview 1 no_pick 1 move_block all end Object cave_19 editor_folder wall/cave name wall face cave_19.111 blocksview 1 no_pick 1 move_block all end Object cave_2 editor_folder wall/cave name wall face cave_2.111 blocksview 1 no_pick 1 move_block all end Object cave_20 editor_folder wall/cave name wall face cave_20.111 blocksview 1 no_pick 1 move_block all end Object cave_21 editor_folder wall/cave name wall face cave_21.111 blocksview 1 no_pick 1 move_block all end Object cave_22 editor_folder wall/cave name wall face cave_22.111 blocksview 1 no_pick 1 move_block all end Object cave_23 editor_folder wall/cave name wall face cave_23.111 blocksview 1 no_pick 1 move_block all end Object cave_24 editor_folder wall/cave name wall face cave_24.111 blocksview 1 no_pick 1 move_block all end Object cave_3 editor_folder wall/cave name wall face cave_3.111 blocksview 1 no_pick 1 move_block all end Object cave_4 editor_folder wall/cave name wall face cave_4.111 blocksview 1 no_pick 1 move_block all end Object cave_5 editor_folder wall/cave name wall face cave_5.111 blocksview 1 no_pick 1 move_block all end Object cave_6 editor_folder wall/cave name wall face cave_6.111 blocksview 1 no_pick 1 move_block all end Object cave_7 editor_folder wall/cave name wall face cave_7.111 blocksview 1 no_pick 1 move_block all end Object cave_8 editor_folder wall/cave name wall face cave_8.111 blocksview 1 no_pick 1 move_block all end Object cave_9 editor_folder wall/cave name wall face cave_9.111 blocksview 1 no_pick 1 move_block all end Object cloudwall editor_folder wall name cloud face fog.112 blocksview 1 no_pick 1 move_block all end Object cityport_b editor_folder wall/cwall name cityport face cityport_0.111 no_pick 1 blocksview 1 end Object cityport_a editor_folder wall/cwall name cityport face cityport_1.111 no_pick 1 blocksview 1 end Object cwall_0 editor_folder wall/cwall name wall face cwall_0.111 blocksview 1 no_pick 1 move_block all end Object cwall_1_2 editor_folder wall/cwall name wall face cwall_1.111 blocksview 1 no_pick 1 move_block all end Object cwall_1_4 editor_folder wall/cwall name wall face cwall_2.111 blocksview 1 no_pick 1 move_block all end Object cwall_2_2_1 editor_folder wall/cwall name wall face cwall_3.111 blocksview 1 no_pick 1 move_block all end Object cwall_1_1 editor_folder wall/cwall name wall face cwall_4.111 blocksview 1 no_pick 1 move_block all end Object cwall_2_1_1 editor_folder wall/cwall name wall face cwall_5.111 blocksview 1 no_pick 1 move_block all end Object cwall_2_2_2 editor_folder wall/cwall name wall face cwall_6.111 blocksview 1 no_pick 1 move_block all end Object cwall_3_2 editor_folder wall/cwall name wall face cwall_7.111 blocksview 1 no_pick 1 move_block all end Object cwall_1_3 editor_folder wall/cwall name wall face cwall_8.111 blocksview 1 no_pick 1 move_block all end Object cwall_2_2_4 editor_folder wall/cwall name wall face cwall_9.111 blocksview 1 no_pick 1 move_block all end Object cwall_2_1_2 editor_folder wall/cwall name wall face cwall_A.111 blocksview 1 no_pick 1 move_block all end Object cwall_3_1 editor_folder wall/cwall name wall face cwall_B.111 blocksview 1 no_pick 1 move_block all end Object cwall_2_2_3 editor_folder wall/cwall name wall face cwall_C.111 blocksview 1 no_pick 1 move_block all end Object cwall_3_4 editor_folder wall/cwall name wall face cwall_D.111 blocksview 1 no_pick 1 move_block all end Object cwall_3_3 editor_folder wall/cwall name wall face cwall_E.111 blocksview 1 no_pick 1 move_block all end Object cwall_4 editor_folder wall/cwall name wall face cwall_F.111 blocksview 1 no_pick 1 move_block all end Object cwall_marble editor_folder wall/cwall name marble wall column face cwall_marble.111 blocksview 1 no_pick 1 move_block all end Object cwall_beigemarble editor_folder wall/cwall name marble wall column face cwall_beigemarble.111 blocksview 1 no_pick 1 move_block all end Object cwall_bluemarblemedium editor_folder wall/cwall name marble wall column face cwall_bluemarblemedium.111 blocksview 1 no_pick 1 move_block all end Object cwall_cyanmarble editor_folder wall/cwall name marble wall column face cwall_cyanmarble.111 blocksview 1 no_pick 1 move_block all end Object cwall_cyanmarbledark editor_folder wall/cwall name marble wall column face cwall_cyanmarbledark.111 blocksview 1 no_pick 1 move_block all end Object cwall_graymarble editor_folder wall/cwall name marble wall column face cwall_graymarble.111 blocksview 1 no_pick 1 move_block all end Object cwall_greenmarble editor_folder wall/cwall name marble wall column face cwall_greenmarble.111 blocksview 1 no_pick 1 move_block all end Object cwall_greenmarblemedium editor_folder wall/cwall name marble wall column face cwall_greenmarblemedium.111 blocksview 1 no_pick 1 move_block all end Object cwall_magentamarble editor_folder wall/cwall name marble wall column face cwall_magentamarble.111 blocksview 1 no_pick 1 move_block all end Object cwall_pinkmarble editor_folder wall/cwall name marble wall column face cwall_pinkmarble.111 blocksview 1 no_pick 1 move_block all end Object cwall_mural_1_1 editor_folder wall/cwall name wall face cwall_mural_1.111 blocksview 1 no_pick 1 move_block all end Object cwall_mural_1_2 editor_folder wall/cwall name wall face cwall_mural_1.112 blocksview 1 no_pick 1 move_block all end Object cwall_mural_1_3 editor_folder wall/cwall name wall face cwall_mural_1.113 blocksview 1 no_pick 1 move_block all end Object cwall_mural_1_4 editor_folder wall/cwall name wall face cwall_mural_1.114 blocksview 1 no_pick 1 move_block all end Object cwall_mural_end_1_1 editor_folder wall/cwall name wall face cwall_mural_end_1.111 blocksview 1 no_pick 1 move_block all end Object cwall_mural_end_1_2 editor_folder wall/cwall name wall face cwall_mural_end_1.112 blocksview 1 no_pick 1 move_block all end Object weak_wall_3 editor_folder wall/cwall name wall race wall face cwall_w_0.111 animation weak_wall_3 is_animated 0 tear_down 1 hp 100 maxhp 100 ac 30 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 move_block all no_pick 1 blocksview 1 alive 1 level 1 end Object weak_wall_4 editor_folder wall/cwall name wall race wall face cwall_w_1.111 animation weak_wall_4 is_animated 0 tear_down 1 hp 100 maxhp 100 ac 30 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 move_block all no_pick 1 blocksview 1 alive 1 level 1 end Object guard_house_4 editor_folder wall/cwall name Guard House face guard_ho_1.111 no_pick 1 move_on walk fly_low type 66 blocksview 1 client_type 25012 end Object guard_house_2 editor_folder wall/cwall name Guard House face guard_ho_2.111 no_pick 1 move_on walk fly_low type 66 blocksview 1 client_type 25012 end Object guard_house_3 editor_folder wall/cwall name Guard House face guard_ho_4.111 no_pick 1 move_on walk fly_low type 66 blocksview 1 client_type 25012 end Object guard_house_1 editor_folder wall/cwall name Guard House face guard_ho_8.111 no_pick 1 move_on walk fly_low type 66 blocksview 1 client_type 25012 end Object redcityport_b editor_folder wall/cwall-red name cityport face redcityport_0.111 no_pick 1 blocksview 1 end Object redcityport_a editor_folder wall/cwall-red name cityport face redcityport_1.111 no_pick 1 blocksview 1 end Object redcwall_0 editor_folder wall/cwall-red name wall face redcwall_0.111 blocksview 1 no_pick 1 move_block all end Object redcwall_1_2 editor_folder wall/cwall-red name wall face redcwall_1.111 blocksview 1 no_pick 1 move_block all end Object redcwall_1_4 editor_folder wall/cwall-red name wall face redcwall_2.111 blocksview 1 no_pick 1 move_block all end Object redcwall_2_2_1 editor_folder wall/cwall-red name wall face redcwall_3.111 blocksview 1 no_pick 1 move_block all end Object redcwall_1_1 editor_folder wall/cwall-red name wall face redcwall_4.111 blocksview 1 no_pick 1 move_block all end Object redcwall_2_1_1 editor_folder wall/cwall-red name wall face redcwall_5.111 blocksview 1 no_pick 1 move_block all end Object redcwall_2_2_2 editor_folder wall/cwall-red name wall face redcwall_6.111 blocksview 1 no_pick 1 move_block all end Object redcwall_3_2 editor_folder wall/cwall-red name wall face redcwall_7.111 blocksview 1 no_pick 1 move_block all end Object redcwall_1_3 editor_folder wall/cwall-red name wall face redcwall_8.111 blocksview 1 no_pick 1 move_block all end Object redcwall_2_2_4 editor_folder wall/cwall-red name wall face redcwall_9.111 blocksview 1 no_pick 1 move_block all end Object redcwall_2_1_2 editor_folder wall/cwall-red name wall face redcwall_A.111 blocksview 1 no_pick 1 move_block all end Object redcwall_3_1 editor_folder wall/cwall-red name wall face redcwall_B.111 blocksview 1 no_pick 1 move_block all end Object redcwall_2_2_3 editor_folder wall/cwall-red name wall face redcwall_C.111 blocksview 1 no_pick 1 move_block all end Object redcwall_3_4 editor_folder wall/cwall-red name wall face redcwall_D.111 blocksview 1 no_pick 1 move_block all end Object redcwall_3_3 editor_folder wall/cwall-red name wall face redcwall_E.111 blocksview 1 no_pick 1 move_block all end Object redcwall_4 editor_folder wall/cwall-red name wall face redcwall_F.111 blocksview 1 no_pick 1 move_block all end Object redweak_wall_3 editor_folder wall/cwall-red name wall race wall face redcwall_w_0.111 animation redweak_wall_3 is_animated 0 tear_down 1 hp 100 maxhp 100 ac 30 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 move_block all no_pick 1 blocksview 1 alive 1 level 1 end Object redweak_wall_4 editor_folder wall/cwall-red name wall race wall face redcwall_w_1.111 animation redweak_wall_4 is_animated 0 tear_down 1 hp 100 maxhp 100 ac 30 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 move_block all no_pick 1 blocksview 1 alive 1 level 1 end Object redcwall_win1 editor_folder wall/cwall-red name window face redcwindow_0.111 move_block all no_pick 1 end Object redcwall_win2 editor_folder wall/cwall-red name window face redcwindow_1.111 move_block all no_pick 1 end Object redguard_house_4 editor_folder wall/cwall-red name Guard House face redguard_ho_1.111 no_pick 1 move_on walk fly_low type 66 blocksview 1 end Object redguard_house_2 editor_folder wall/cwall-red name Guard House face redguard_ho_2.111 no_pick 1 move_on walk fly_low type 66 blocksview 1 end Object redguard_house_3 editor_folder wall/cwall-red name Guard House face redguard_ho_4.111 no_pick 1 move_on walk fly_low type 66 blocksview 1 end Object redguard_house_1 editor_folder wall/cwall-red name Guard House face redguard_ho_8.111 no_pick 1 move_on walk fly_low type 66 blocksview 1 end Object westcityport_b editor_folder wall/cwall-west name cityport face westcityport_0.111 no_pick 1 blocksview 1 end Object westcityport_a editor_folder wall/cwall-west name cityport face westcityport_1.111 no_pick 1 blocksview 1 end Object westcwall_0 editor_folder wall/cwall-west name wall face westcwall_0.111 blocksview 1 no_pick 1 move_block all end Object westcwall_1_2 editor_folder wall/cwall-west name wall face westcwall_1.111 blocksview 1 no_pick 1 move_block all end Object westcwall_1_4 editor_folder wall/cwall-west name wall face westcwall_2.111 blocksview 1 no_pick 1 move_block all end Object westcwall_2_2_1 editor_folder wall/cwall-west name wall face westcwall_3.111 blocksview 1 no_pick 1 move_block all end Object westcwall_1_1 editor_folder wall/cwall-west name wall face westcwall_4.111 blocksview 1 no_pick 1 move_block all end Object westcwall_2_1_1 editor_folder wall/cwall-west name wall face westcwall_5.111 blocksview 1 no_pick 1 move_block all end Object westcwall_2_2_2 editor_folder wall/cwall-west name wall face westcwall_6.111 blocksview 1 no_pick 1 move_block all end Object westcwall_3_2 editor_folder wall/cwall-west name wall face westcwall_7.111 blocksview 1 no_pick 1 move_block all end Object westcwall_1_3 editor_folder wall/cwall-west name wall face westcwall_8.111 blocksview 1 no_pick 1 move_block all end Object westcwall_2_2_4 editor_folder wall/cwall-west name wall face westcwall_9.111 blocksview 1 no_pick 1 move_block all end Object westcwall_2_1_2 editor_folder wall/cwall-west name wall face westcwall_A.111 blocksview 1 no_pick 1 move_block all end Object westcwall_3_1 editor_folder wall/cwall-west name wall face westcwall_B.111 blocksview 1 no_pick 1 move_block all end Object westcwall_2_2_3 editor_folder wall/cwall-west name wall face westcwall_C.111 blocksview 1 no_pick 1 move_block all end Object westcwall_3_4 editor_folder wall/cwall-west name wall face westcwall_D.111 blocksview 1 no_pick 1 move_block all end Object westcwall_3_3 editor_folder wall/cwall-west name wall face westcwall_E.111 blocksview 1 no_pick 1 move_block all end Object westcwall_4 editor_folder wall/cwall-west name wall face westcwall_F.111 blocksview 1 no_pick 1 move_block all end Object westweak_wall_3 editor_folder wall/cwall-west name wall race wall face westcwall_w_0.111 animation westweak_wall_3 is_animated 0 tear_down 1 hp 100 maxhp 100 ac 30 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 no_pick 1 blocksview 1 alive 1 level 1 move_block all end Object westweak_wall_4 editor_folder wall/cwall-west name wall race wall face westcwall_w_1.111 animation westweak_wall_4 is_animated 0 tear_down 1 hp 100 maxhp 100 ac 30 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 no_pick 1 blocksview 1 alive 1 level 1 move_block all end Object westcwall_win1 editor_folder wall/cwall-west name window face westcwindow_0.111 move_block all no_pick 1 end Object westcwall_win2 editor_folder wall/cwall-west name window face westcwindow_1.111 move_block all no_pick 1 end Object westguard_house_4 editor_folder wall/cwall-west name Guard House face westguard_ho_1.111 no_pick 1 move_on walk fly_low type 66 blocksview 1 client_type 25012 end Object westguard_house_2 editor_folder wall/cwall-west name Guard House face westguard_ho_2.111 no_pick 1 move_on walk fly_low type 66 blocksview 1 client_type 25012 end Object westguard_house_3 editor_folder wall/cwall-west name Guard House face westguard_ho_4.111 no_pick 1 move_on walk fly_low type 66 blocksview 1 client_type 25012 end Object westguard_house_1 editor_folder wall/cwall-west name Guard House face westguard_ho_8.111 no_pick 1 move_on walk fly_low type 66 blocksview 1 client_type 25012 end Object dun_0 editor_folder wall/dun name wall face dun_0.111 blocksview 1 no_pick 1 move_block all end Object dun_1_2 editor_folder wall/dun name wall face dun_1.111 blocksview 1 no_pick 1 move_block all end Object dun_1_4 editor_folder wall/dun name wall face dun_2.111 blocksview 1 no_pick 1 move_block all end Object dun_2_2_1 editor_folder wall/dun name wall face dun_3.111 blocksview 1 no_pick 1 move_block all end Object dun_1_1 editor_folder wall/dun name wall face dun_4.111 blocksview 1 no_pick 1 move_block all end Object dun_2_1_1 editor_folder wall/dun name wall face dun_5.111 blocksview 1 no_pick 1 move_block all end Object dun_2_2_2 editor_folder wall/dun name wall face dun_4.111 blocksview 1 no_pick 1 move_block all end Object dun_3_2 editor_folder wall/dun name wall face dun_5.111 blocksview 1 no_pick 1 move_block all end Object dun_2_2_4 editor_folder wall/dun name wall face dun_8.111 blocksview 1 no_pick 1 move_block all end Object dun_1_3 editor_folder wall/dun name wall face dun_8.111 blocksview 1 no_pick 1 move_block all end Object dun_2_1_2 editor_folder wall/dun name wall face dun_A.111 blocksview 1 no_pick 1 move_block all end Object dun_3_1 editor_folder wall/dun name wall face dun_A.111 blocksview 1 no_pick 1 move_block all end Object dun_2_2_3 editor_folder wall/dun name wall face dun_C.111 blocksview 1 no_pick 1 move_block all end Object dun_3_4 editor_folder wall/dun name wall face dun_C.111 blocksview 1 no_pick 1 move_block all end Object dun_3_3 editor_folder wall/dun name wall face dun_C.111 blocksview 1 no_pick 1 move_block all end Object dun_4 editor_folder wall/dun name wall face dun_C.111 blocksview 1 no_pick 1 move_block all end Object dun0 editor_folder wall/dun name wall face dun_0.111 blocksview 1 no_pick 1 move_block all end Object dun5 editor_folder wall/dun name wall face dun_1.111 blocksview 1 no_pick 1 move_block all end Object dun6 editor_folder wall/dun name wall face dun_2.111 blocksview 1 no_pick 1 move_block all end Object dun4 editor_folder wall/dun name wall face dun_3.111 blocksview 1 no_pick 1 move_block all end Object dun8 editor_folder wall/dun name wall face dun_4.111 blocksview 1 no_pick 1 move_block all end Object dun3 editor_folder wall/dun name wall face dun_5.111 blocksview 1 no_pick 1 move_block all end Object dun10 editor_folder wall/dun name wall face dun_4.111 blocksview 1 no_pick 1 move_block all end Object dun11 editor_folder wall/dun name wall face dun_5.111 blocksview 1 no_pick 1 move_block all end Object dun7 editor_folder wall/dun name wall face dun_8.111 blocksview 1 no_pick 1 move_block all end Object dun12 editor_folder wall/dun name wall face dun_8.111 blocksview 1 no_pick 1 move_block all end Object dun2 editor_folder wall/dun name wall face dun_A.111 blocksview 1 no_pick 1 move_block all end Object dun13 editor_folder wall/dun name wall face dun_A.111 blocksview 1 no_pick 1 move_block all end Object dun9 editor_folder wall/dun name wall face dun_C.111 blocksview 1 no_pick 1 move_block all end Object dun14 editor_folder wall/dun name wall face dun_C.111 blocksview 1 no_pick 1 move_block all end Object dun16 editor_folder wall/dun name wall face dun_C.111 blocksview 1 no_pick 1 move_block all end Object dun17 editor_folder wall/dun name wall face dun_C.111 blocksview 1 no_pick 1 move_block all end Object dun18 editor_folder wall/dun name wall face dun_10.111 blocksview 1 no_pick 1 move_block all end Object dun19 editor_folder wall/dun name wall face dun_11.111 blocksview 1 no_pick 1 move_block all end Object dun20 editor_folder wall/dun name wall face dun_12.111 blocksview 1 no_pick 1 move_block all end Object dun21 editor_folder wall/dun name wall face dun_13.111 blocksview 1 no_pick 1 move_block all end Object dun22 editor_folder wall/dun name wall face dun_14.111 blocksview 1 no_pick 1 move_block all end Object dun23 editor_folder wall/dun name wall face dun_15.111 blocksview 1 no_pick 1 move_block all end Object dun24 editor_folder wall/dun name wall face dun_16.111 blocksview 1 no_pick 1 move_block all end Object dun25 editor_folder wall/dun name wall face dun_17.111 blocksview 1 no_pick 1 move_block all end Object dun26 editor_folder wall/dun name wall face dun_18.111 blocksview 1 no_pick 1 move_block all end Object dun27 editor_folder wall/dun name wall face dun_19.111 blocksview 1 no_pick 1 move_block all end Object dun28 editor_folder wall/dun name wall face dun_20.111 blocksview 1 no_pick 1 move_block all end Object dun29 editor_folder wall/dun name wall face dun_21.111 blocksview 1 no_pick 1 move_block all end Object dun30 editor_folder wall/dun name wall face dun_22.111 blocksview 1 no_pick 1 move_block all end Object dun31 editor_folder wall/dun name wall face dun_23.111 blocksview 1 no_pick 1 move_block all end Object dun32 editor_folder wall/dun name wall face dun_24.111 blocksview 1 no_pick 1 move_block all end Object dun33 editor_folder wall/dun name wall face dun_25.111 blocksview 1 no_pick 1 move_block all end Object dwall_0 editor_folder wall/dwall name wall face dwall_0.111 blocksview 1 no_pick 1 move_block all end Object dwall_1_2 editor_folder wall/dwall name wall face dwall_1.111 blocksview 1 no_pick 1 move_block all end Object dwall_1_4 editor_folder wall/dwall name wall face dwall_2.111 blocksview 1 no_pick 1 move_block all end Object dwall_2_2_1 editor_folder wall/dwall name wall face dwall_3.111 blocksview 1 no_pick 1 move_block all end Object dwall_1_1 editor_folder wall/dwall name wall face dwall_4.111 blocksview 1 no_pick 1 move_block all end Object dwall_2_1_1 editor_folder wall/dwall name wall face dwall_5.111 blocksview 1 no_pick 1 move_block all end Object dwall_2_2_2 editor_folder wall/dwall name wall face dwall_6.111 blocksview 1 no_pick 1 move_block all end Object dwall_3_2 editor_folder wall/dwall name wall face dwall_7.111 blocksview 1 no_pick 1 move_block all end Object dwall_1_3 editor_folder wall/dwall name wall face dwall_8.111 blocksview 1 no_pick 1 move_block all end Object dwall_2_2_4 editor_folder wall/dwall name wall face dwall_9.111 blocksview 1 no_pick 1 move_block all end Object dwall_2_1_2 editor_folder wall/dwall name wall face dwall_A.111 blocksview 1 no_pick 1 move_block all end Object dwall_3_1 editor_folder wall/dwall name wall face dwall_B.111 blocksview 1 no_pick 1 move_block all end Object dwall_2_2_3 editor_folder wall/dwall name wall face dwall_C.111 blocksview 1 no_pick 1 move_block all end Object dwall_3_4 editor_folder wall/dwall name wall face dwall_D.111 blocksview 1 no_pick 1 move_block all end Object dwall_3_3 editor_folder wall/dwall name wall face dwall_E.111 blocksview 1 no_pick 1 move_block all end Object dwall_4 editor_folder wall/dwall name wall face dwall_F.111 blocksview 1 no_pick 1 move_block all end Object dwall_win1 editor_folder wall/dwall name window face dwindow_0.111 move_block all no_pick 1 end Object dwall_win2 editor_folder wall/dwall name window face dwindow_1.111 move_block all no_pick 1 end Object dwall_win3 editor_folder wall/dwall name window face dwindow_2.111 move_block all no_pick 1 end Object dwall_win4 editor_folder wall/dwall name window face dwindow_3.111 move_block all no_pick 1 end Object ewall_0 editor_folder wall/ewall name wall face ewall_0.111 move_block all no_pick 1 blocksview 1 end Object ewall_1_2 editor_folder wall/ewall name wall face ewall_1.111 move_block all no_pick 1 blocksview 1 end Object ewall_1_4 editor_folder wall/ewall name wall face ewall_2.111 move_block all no_pick 1 blocksview 1 end Object ewall_2_2_1 editor_folder wall/ewall name wall face ewall_3.111 move_block all no_pick 1 blocksview 1 end Object ewall_1_1 editor_folder wall/ewall name wall face ewall_4.111 move_block all no_pick 1 blocksview 1 end Object ewall_2_1_1 editor_folder wall/ewall name wall face ewall_5.111 move_block all no_pick 1 blocksview 1 end Object ewall_2_2_2 editor_folder wall/ewall name wall face ewall_6.111 move_block all no_pick 1 blocksview 1 end Object ewall_3_2 editor_folder wall/ewall name wall face ewall_7.111 move_block all no_pick 1 blocksview 1 end Object ewall_1_3 editor_folder wall/ewall name wall face ewall_8.111 move_block all no_pick 1 blocksview 1 end Object ewall_2_2_4 editor_folder wall/ewall name wall face ewall_9.111 move_block all no_pick 1 blocksview 1 end Object ewall_2_1_2 editor_folder wall/ewall name wall face ewall_A.111 move_block all no_pick 1 blocksview 1 end Object ewall_3_1 editor_folder wall/ewall name wall face ewall_B.111 move_block all no_pick 1 blocksview 1 end Object ewall_2_2_3 editor_folder wall/ewall name wall face ewall_C.111 move_block all no_pick 1 blocksview 1 end Object ewall_3_4 editor_folder wall/ewall name wall face ewall_D.111 move_block all no_pick 1 blocksview 1 end Object ewall_3_3 editor_folder wall/ewall name wall face ewall_E.111 move_block all no_pick 1 blocksview 1 end Object ewall_4 editor_folder wall/ewall name wall face ewall_F.111 move_block all no_pick 1 blocksview 1 end Object ewall_redpost editor_folder wall/ewall name wall face ewall_redpost.111 move_block all no_pick 1 blocksview 1 end Object ewall_win1 editor_folder wall/ewall name window face ewindow_0.111 move_block all no_pick 1 end Object ewall_win2 editor_folder wall/ewall name window face ewindow_1.111 move_block all no_pick 1 end Object firewall editor_folder wall/firewall alive 1 level 1 type 62 activate_on_push 1 activate_on_release 1 face earthwall.111 speed -0.02 hp 250 maxhp 250 ac 3 exp 50 resist_fire 100 blocksview 1 arch spell_small_fireball end end Object firewall_1 editor_folder wall/firewall name firewall type 62 activate_on_push 1 activate_on_release 1 level 1 face firewall_1.111 direction 1 speed -0.02 no_pick 1 move_block all blocksview 1 arch spell_small_fireball end end Object firewall_2 editor_folder wall/firewall name firewall type 62 activate_on_push 1 activate_on_release 1 level 1 face firewall_2.111 direction 2 speed -0.02 no_pick 1 move_block all blocksview 1 arch spell_small_fireball end end Object firewall_3 editor_folder wall/firewall name firewall type 62 activate_on_push 1 activate_on_release 1 level 1 face firewall_3.111 direction 3 speed -0.02 no_pick 1 move_block all blocksview 1 arch spell_small_fireball end end Object firewall_4 editor_folder wall/firewall name firewall type 62 activate_on_push 1 activate_on_release 1 level 1 face firewall_4.111 direction 4 speed -0.02 no_pick 1 move_block all blocksview 1 arch spell_small_fireball end end Object firewall_5 editor_folder wall/firewall name firewall type 62 activate_on_push 1 activate_on_release 1 level 1 face firewall_5.111 direction 5 speed -0.02 no_pick 1 move_block all blocksview 1 arch spell_small_fireball end end Object firewall_6 editor_folder wall/firewall name firewall type 62 activate_on_push 1 activate_on_release 1 level 1 face firewall_6.111 direction 6 speed -0.02 no_pick 1 move_block all blocksview 1 arch spell_small_fireball end end Object firewall_7 editor_folder wall/firewall name firewall type 62 activate_on_push 1 activate_on_release 1 level 1 face firewall_7.111 direction 7 speed -0.02 no_pick 1 move_block all blocksview 1 arch spell_small_fireball end end Object firewall_8 editor_folder wall/firewall name firewall type 62 activate_on_push 1 activate_on_release 1 level 1 face firewall_8.111 direction 8 speed -0.02 no_pick 1 move_block all blocksview 1 arch spell_small_fireball end end Object flagstone_0 editor_folder wall/flagstone name wall face flagstone_0.111 blocksview 1 no_pick 1 move_block all end Object flagstone_1_2 editor_folder wall/flagstone name wall face flagstone_1.111 blocksview 1 no_pick 1 move_block all end Object flagstone_1_4 editor_folder wall/flagstone name wall face flagstone_2.111 blocksview 1 no_pick 1 move_block all end Object flagstone_2_2_1 editor_folder wall/flagstone name wall face flagstone_3.111 blocksview 1 no_pick 1 move_block all end Object flagstone_1_1 editor_folder wall/flagstone name wall face flagstone_4.111 blocksview 1 no_pick 1 move_block all end Object flagstone_2_1_1 editor_folder wall/flagstone name wall face flagstone_5.111 blocksview 1 no_pick 1 move_block all end Object flagstone_2_2_2 editor_folder wall/flagstone name wall face flagstone_6.111 blocksview 1 no_pick 1 move_block all end Object flagstone_3_2 editor_folder wall/flagstone name wall face flagstone_7.111 blocksview 1 no_pick 1 move_block all end Object flagstone_1_3 editor_folder wall/flagstone name wall face flagstone_8.111 blocksview 1 no_pick 1 move_block all end Object flagstone_2_2_4 editor_folder wall/flagstone name wall face flagstone_9.111 blocksview 1 no_pick 1 move_block all end Object flagstone_2_1_2 editor_folder wall/flagstone name wall face flagstone_A.111 blocksview 1 no_pick 1 move_block all end Object flagstone_3_1 editor_folder wall/flagstone name wall face flagstone_B.111 blocksview 1 no_pick 1 move_block all end Object flagstone_2_2_3 editor_folder wall/flagstone name wall face flagstone_C.111 blocksview 1 no_pick 1 move_block all end Object flagstone_3_4 editor_folder wall/flagstone name wall face flagstone_D.111 blocksview 1 no_pick 1 move_block all end Object flagstone_3_3 editor_folder wall/flagstone name wall face flagstone_E.111 blocksview 1 no_pick 1 move_block all end Object flagstone_4 editor_folder wall/flagstone name wall face flagstone_F.111 blocksview 1 no_pick 1 move_block all end Object flagstone_win1 editor_folder wall/flagstone name wall face flagstone_win1.111 blocksview 1 no_pick 1 move_block all end Object gwall_0 editor_folder wall/gwall name wall face gwall_0.111 no_pick 1 move_block all blocksview 1 end Object gwall_1_2 editor_folder wall/gwall name wall face gwall_1.111 no_pick 1 move_block all blocksview 1 end Object gwall_1_4 editor_folder wall/gwall name wall face gwall_2.111 no_pick 1 move_block all blocksview 1 end Object gwall_2_2_1 editor_folder wall/gwall name wall face gwall_3.111 no_pick 1 move_block all blocksview 1 end Object gwall_1_1 editor_folder wall/gwall name wall face gwall_4.111 no_pick 1 move_block all blocksview 1 end Object gwall_2_1_1 editor_folder wall/gwall name wall face gwall_5.111 no_pick 1 move_block all blocksview 1 end Object gwall_2_2_2 editor_folder wall/gwall name wall face gwall_6.111 no_pick 1 move_block all blocksview 1 end Object gwall_3_2 editor_folder wall/gwall name wall face gwall_7.111 no_pick 1 move_block all blocksview 1 end Object gwall_1_3 editor_folder wall/gwall name wall face gwall_8.111 no_pick 1 move_block all blocksview 1 end Object gwall_2_2_4 editor_folder wall/gwall name wall face gwall_9.111 no_pick 1 move_block all blocksview 1 end Object gwall_2_1_2 editor_folder wall/gwall name wall face gwall_A.111 no_pick 1 move_block all blocksview 1 end Object gwall_3_1 editor_folder wall/gwall name wall face gwall_B.111 no_pick 1 move_block all blocksview 1 end Object gwall_2_2_3 editor_folder wall/gwall name wall face gwall_C.111 no_pick 1 move_block all blocksview 1 end Object gwall_3_4 editor_folder wall/gwall name wall face gwall_D.111 no_pick 1 move_block all blocksview 1 end Object gwall_3_3 editor_folder wall/gwall name wall face gwall_E.111 no_pick 1 move_block all blocksview 1 end Object gwall_4 editor_folder wall/gwall name wall face gwall_F.111 no_pick 1 move_block all blocksview 1 end Object gwall_a editor_folder wall/gwall name wall face gwall_xa.111 blocksview 1 no_pick 1 move_block all end Object gwall_b editor_folder wall/gwall name wall face gwall_xb.111 blocksview 1 no_pick 1 move_block all end Object gwall_c editor_folder wall/gwall name wall face gwall_xc.111 blocksview 1 no_pick 1 move_block all end Object gwall_d editor_folder wall/gwall name wall face gwall_xd.111 blocksview 1 no_pick 1 move_block all end Object hedge_0 editor_folder wall/hedge name hedge face hedge_0.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_1_2 editor_folder wall/hedge name hedge face hedge_1.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_1_4 editor_folder wall/hedge name hedge face hedge_2.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_2_2_1 editor_folder wall/hedge name hedge face hedge_3.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_1_1 editor_folder wall/hedge name hedge face hedge_4.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_2_1_1 editor_folder wall/hedge name hedge face hedge_5.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_2_2_2 editor_folder wall/hedge name hedge face hedge_6.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_3_2 editor_folder wall/hedge name hedge face hedge_7.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_1_3 editor_folder wall/hedge name hedge face hedge_8.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_2_2_4 editor_folder wall/hedge name hedge face hedge_9.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_2_1_2 editor_folder wall/hedge name hedge face hedge_A.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_3_1 editor_folder wall/hedge name hedge face hedge_B.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_2_2_3 editor_folder wall/hedge name hedge face hedge_C.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_3_4 editor_folder wall/hedge name hedge face hedge_D.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_3_3 editor_folder wall/hedge name hedge face hedge_E.111 blocksview 1 no_pick 1 is_wooded 1 end Object hedge_4 editor_folder wall/hedge name hedge face hedge_F.111 blocksview 1 no_pick 1 is_wooded 1 end Object jcity_0 editor_folder wall/jcity name wall face jcity_0.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_1_2 editor_folder wall/jcity name wall face jcity_1.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_1_4 editor_folder wall/jcity name wall face jcity_2.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_2_2_1 editor_folder wall/jcity name wall face jcity_3.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_1_1 editor_folder wall/jcity name wall face jcity_4.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_2_1_1 editor_folder wall/jcity name wall face jcity_5.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_2_2_2 editor_folder wall/jcity name wall face jcity_6.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_3_2 editor_folder wall/jcity name wall face jcity_7.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_1_3 editor_folder wall/jcity name wall face jcity_8.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_2_2_4 editor_folder wall/jcity name wall face jcity_9.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_2_1_2 editor_folder wall/jcity name wall face jcity_A.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_3_1 editor_folder wall/jcity name wall face jcity_B.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_2_2_3 editor_folder wall/jcity name wall face jcity_C.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_3_4 editor_folder wall/jcity name wall face jcity_D.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_3_3 editor_folder wall/jcity name wall face jcity_E.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object jcity_4 editor_folder wall/jcity name wall face jcity_F.111 blocksview 1 no_pick 1 type 66 client_type 25012 end Object lbulletwall editor_folder wall/lbulletwall name large bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face lbull_wall.101 animation lbulletwall is_animated 0 speed -0.16 no_pick 1 move_block all blocksview 1 arch spell_lg_magic_bullet end end Object lbulletwall_1 editor_folder wall/lbulletwall name large bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face lbull_wall.111 direction 1 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_lg_magic_bullet end end Object lbulletwall_2 editor_folder wall/lbulletwall name large bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face lbull_wall.121 direction 2 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_lg_magic_bullet end end Object lbulletwall_3 editor_folder wall/lbulletwall name large bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face lbull_wall.131 direction 3 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_lg_magic_bullet end end Object lbulletwall_4 editor_folder wall/lbulletwall name large bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face lbull_wall.141 direction 4 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_lg_magic_bullet end end Object lbulletwall_5 editor_folder wall/lbulletwall name large bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face lbull_wall.151 direction 5 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_lg_magic_bullet end end Object lbulletwall_6 editor_folder wall/lbulletwall name large bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face lbull_wall.161 direction 6 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_lg_magic_bullet end end Object lbulletwall_7 editor_folder wall/lbulletwall name large bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face lbull_wall.171 direction 7 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_lg_magic_bullet end end Object lbulletwall_8 editor_folder wall/lbulletwall name large bulletwall type 62 activate_on_push 1 activate_on_release 1 level 1 face lbull_wall.181 direction 8 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_lg_magic_bullet end end Object lightningwall editor_folder wall/lightningwall name lightningwall type 62 activate_on_push 1 activate_on_release 1 level 1 face light_wall.101 speed -0.1 no_pick 1 move_block all blocksview 1 arch spell_sm_lightning end end Object lightningwall_t editor_folder wall/lightningwall name lightningwall type 62 activate_on_push 1 activate_on_release 1 level 1 face light_wall.111 animation lightningwall_t direction 1 maxsp 1 is_animated 0 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_sm_lightning end end Object lightningwall_1 editor_folder wall/lightningwall name lightningwall type 62 activate_on_push 1 activate_on_release 1 level 1 face light_wall.111 direction 1 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_sm_lightning end end Object lightningwall_2 editor_folder wall/lightningwall name lightningwall type 62 activate_on_push 1 activate_on_release 1 level 1 face light_wall.121 direction 2 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_sm_lightning end end Object lightningwall_3 editor_folder wall/lightningwall name lightningwall type 62 activate_on_push 1 activate_on_release 1 level 1 face light_wall.131 direction 3 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_sm_lightning end end Object lightningwall_4 editor_folder wall/lightningwall name lightningwall type 62 activate_on_push 1 activate_on_release 1 level 1 face light_wall.141 direction 4 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_sm_lightning end end Object lightningwall_5 editor_folder wall/lightningwall name lightningwall type 62 activate_on_push 1 activate_on_release 1 level 1 face light_wall.151 direction 5 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_sm_lightning end end Object lightningwall_6 editor_folder wall/lightningwall name lightningwall type 62 activate_on_push 1 activate_on_release 1 level 1 face light_wall.161 direction 6 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_sm_lightning end end Object lightningwall_7 editor_folder wall/lightningwall name lightningwall type 62 activate_on_push 1 activate_on_release 1 level 1 face light_wall.171 direction 7 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_sm_lightning end end Object lightningwall_8 editor_folder wall/lightningwall name lightningwall type 62 activate_on_push 1 activate_on_release 1 level 1 face light_wall.181 direction 8 speed -0.04 no_pick 1 move_block all blocksview 1 arch spell_sm_lightning end end Object longtable_0 editor_folder wall/longtable name longtable face longtable_0.111 no_pick 1 end Object longtable_1_2 editor_folder wall/longtable name longtable face longtable_1.111 no_pick 1 end Object longtable_1_4 editor_folder wall/longtable name longtable face longtable_2.111 no_pick 1 end Object longtable_2_2_1 editor_folder wall/longtable name longtable face longtable_3.111 no_pick 1 end Object longtable_1_1 editor_folder wall/longtable name longtable face longtable_4.111 no_pick 1 end Object longtable_2_1_1 editor_folder wall/longtable name longtable face longtable_5.111 no_pick 1 end Object longtable_2_2_2 editor_folder wall/longtable name longtable face longtable_6.111 no_pick 1 end Object longtable_3_2 editor_folder wall/longtable name longtable face longtable_7.111 no_pick 1 end Object longtable_1_3 editor_folder wall/longtable name longtable face longtable_8.111 no_pick 1 end Object longtable_2_2_4 editor_folder wall/longtable name longtable face longtable_9.111 no_pick 1 end Object longtable_2_1_2 editor_folder wall/longtable name longtable face longtable_A.111 no_pick 1 end Object longtable_3_1 editor_folder wall/longtable name longtable face longtable_B.111 no_pick 1 end Object longtable_2_2_3 editor_folder wall/longtable name longtable face longtable_C.111 no_pick 1 end Object longtable_3_4 editor_folder wall/longtable name longtable face longtable_D.111 no_pick 1 end Object longtable_3_3 editor_folder wall/longtable name longtable face longtable_E.111 no_pick 1 end Object longtable_4 editor_folder wall/longtable name longtable face longtable_F.111 no_pick 1 end Object mine0 editor_folder wall/mine face mine_0.111 name wall blocksview 1 no_pick 1 move_block all end Object mine5 editor_folder wall/mine face mine_1.111 name wall blocksview 1 no_pick 1 move_block all end Object mine6 editor_folder wall/mine face mine_2.111 name wall blocksview 1 no_pick 1 move_block all end Object mine4 editor_folder wall/mine face mine_3.111 name wall blocksview 1 no_pick 1 move_block all end Object mine8 editor_folder wall/mine face mine_4.111 blocksview 1 no_pick 1 move_block all end Object mine3 editor_folder wall/mine face mine_5.111 name wall blocksview 1 no_pick 1 move_block all end Object mine10 editor_folder wall/mine face mine_4.111 name wall blocksview 1 no_pick 1 move_block all end Object mine11 editor_folder wall/mine face mine_5.111 name wall blocksview 1 no_pick 1 move_block all end Object mine7 editor_folder wall/mine face mine_8.111 name wall blocksview 1 no_pick 1 move_block all end Object mine12 editor_folder wall/mine face mine_8.111 name wall blocksview 1 no_pick 1 move_block all end Object mine2 editor_folder wall/mine face mine_A.111 name wall blocksview 1 no_pick 1 move_block all end Object mine13 editor_folder wall/mine face mine_A.111 name wall blocksview 1 no_pick 1 move_block all end Object mine9 editor_folder wall/mine face mine_C.111 name wall blocksview 1 no_pick 1 move_block all end Object mine14 editor_folder wall/mine face mine_C.111 name wall blocksview 1 no_pick 1 move_block all end Object mine16 editor_folder wall/mine face mine_C.111 name wall blocksview 1 no_pick 1 move_block all end Object mine17 editor_folder wall/mine face mine_C.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_nw editor_folder wall/mine face mine_nw.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_ne editor_folder wall/mine face mine_ne.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_se editor_folder wall/mine face mine_se.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_sw editor_folder wall/mine face mine_sw.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_0 editor_folder wall/mine face mine_0.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_1_2 editor_folder wall/mine face mine_1.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_1_4 editor_folder wall/mine face mine_2.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_2_2_1 editor_folder wall/mine face mine_3.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_1_1 editor_folder wall/mine face mine_4.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_2_1_1 editor_folder wall/mine face mine_5.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_2_2_2 editor_folder wall/mine face mine_4.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_3_2 editor_folder wall/mine face mine_5.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_1_3 editor_folder wall/mine face mine_8.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_2_2_4 editor_folder wall/mine face mine_8.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_2_1_2 editor_folder wall/mine face mine_A.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_3_1 editor_folder wall/mine face mine_A.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_2_2_3 editor_folder wall/mine face mine_C.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_3_4 editor_folder wall/mine face mine_C.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_3_3 editor_folder wall/mine face mine_C.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_4 editor_folder wall/mine face mine_C.111 name wall blocksview 1 no_pick 1 move_block all end Object mine_secret_1_1 editor_folder wall/mine name secret door type 26 activate_on_push 1 activate_on_release 1 no_pick 1 face minedoor_4.x11 animation mine_secret_1_1 is_animated 0 move_block all blocksview 1 wc 8 maxsp 0 speed 0.35 dam 10 value 1 maxhp 50 hp 50 end More Object mine_secret_1_2 editor_folder wall/mine name secret door x 1 type 26 activate_on_push 1 activate_on_release 1 no_pick 1 face minedoor_4.x11 animation mine_secret_1_2 is_animated 0 move_block all blocksview 1 wc 8 value 1 maxsp 0 speed 0.35 dam 10 maxhp 50 hp 50 end Object mine_secret_2_1 editor_folder wall/mine name secret door type 26 activate_on_push 1 activate_on_release 1 no_pick 1 face minedoor_8.x11 animation mine_secret_2_1 is_animated 0 move_block all blocksview 1 wc 8 maxsp 0 speed 0.35 dam 10 value 1 maxhp 50 hp 50 end More Object mine_secret_2_2 editor_folder wall/mine name secret door y 1 type 26 activate_on_push 1 activate_on_release 1 no_pick 1 face minedoor_8.x11 animation mine_secret_2_2 is_animated 0 move_block all blocksview 1 wc 8 value 1 maxsp 0 speed 0.35 dam 10 maxhp 50 hp 50 end Object moat_0 editor_folder wall/moat name moat face moat_0.111 no_pick 1 move_block all end Object moat_1_2 editor_folder wall/moat name moat face moat_1.111 no_pick 1 move_block all end Object moat_1_4 editor_folder wall/moat name moat face moat_2.111 no_pick 1 move_block all end Object moat_2_2_1 editor_folder wall/moat name moat face moat_3.111 no_pick 1 move_block all end Object moat_1_1 editor_folder wall/moat name moat face moat_4.111 no_pick 1 move_block all end Object moat_2_1_1 editor_folder wall/moat name moat face moat_5.111 no_pick 1 move_block all end Object moat_2_2_2 editor_folder wall/moat name moat face moat_6.111 no_pick 1 move_block all end Object moat_3_2 editor_folder wall/moat name moat face moat_7.111 no_pick 1 move_block all end Object moat_1_3 editor_folder wall/moat name moat face moat_8.111 no_pick 1 move_block all end Object moat_2_2_4 editor_folder wall/moat name moat face moat_9.111 no_pick 1 move_block all end Object moat_2_1_2 editor_folder wall/moat name moat face moat_A.111 no_pick 1 move_block all end Object moat_3_1 editor_folder wall/moat name moat face moat_B.111 no_pick 1 move_block all end Object moat_2_2_3 editor_folder wall/moat name moat face moat_C.111 no_pick 1 move_block all end Object moat_3_4 editor_folder wall/moat name moat face moat_D.111 no_pick 1 move_block all end Object moat_3_3 editor_folder wall/moat name moat face moat_E.111 no_pick 1 move_block all end Object moat_4 editor_folder wall/moat name moat face moat_F.111 no_pick 1 move_block all end Object pier_0 editor_folder wall/pier name pier move_allow walk move_block boat face pier_0.111 no_pick 1 end Object pier_1_2 editor_folder wall/pier name pier move_allow walk move_block boat face pier_1.111 no_pick 1 end Object pier_1_4 editor_folder wall/pier name pier move_allow walk move_block boat face pier_2.111 no_pick 1 end Object pier_2_2_1 editor_folder wall/pier name pier move_allow walk move_block boat face pier_3.111 no_pick 1 end Object pier_1_1 editor_folder wall/pier name pier move_allow walk move_block boat face pier_4.111 no_pick 1 end Object pier_2_1_1 editor_folder wall/pier name pier move_allow walk move_block boat face pier_5.111 no_pick 1 end Object pier_2_2_2 editor_folder wall/pier name pier move_allow walk move_block boat face pier_6.111 no_pick 1 end Object pier_3_2 editor_folder wall/pier name pier move_allow walk move_block boat face pier_7.111 no_pick 1 end Object pier_1_3 editor_folder wall/pier name pier move_allow walk move_block boat face pier_8.111 no_pick 1 end Object pier_2_2_4 editor_folder wall/pier name pier move_allow walk move_block boat face pier_9.111 no_pick 1 end Object pier_2_1_2 editor_folder wall/pier name pier move_allow walk move_block boat face pier_A.111 no_pick 1 end Object pier_3_1 editor_folder wall/pier name pier move_allow walk move_block boat face pier_B.111 no_pick 1 end Object pier_2_2_3 editor_folder wall/pier name pier move_allow walk move_block boat face pier_C.111 no_pick 1 end Object pier_3_4 editor_folder wall/pier name pier move_allow walk move_block boat face pier_D.111 no_pick 1 end Object pier_3_3 editor_folder wall/pier name pier move_allow walk move_block boat face pier_E.111 no_pick 1 end Object pier_4 editor_folder wall/pier name pier move_allow walk move_block boat face pier_F.111 no_pick 1 end Object rough_wall_0 editor_folder wall/rough name wall face rough_0.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_1_2 editor_folder wall/rough name wall face rough_1.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_1_4 editor_folder wall/rough name wall face rough_2.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_2_2_1 editor_folder wall/rough name wall face rough_3.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_1_1 editor_folder wall/rough name wall face rough_4.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_2_1_1 editor_folder wall/rough name wall face rough_5.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_2_2_2 editor_folder wall/rough name wall face rough_6.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_3_2 editor_folder wall/rough name wall face rough_7.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_1_3 editor_folder wall/rough name wall face rough_8.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_2_2_4 editor_folder wall/rough name wall face rough_9.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_2_1_2 editor_folder wall/rough name wall face rough_A.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_3_1 editor_folder wall/rough name wall face rough_B.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_2_2_3 editor_folder wall/rough name wall face rough_C.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_3_4 editor_folder wall/rough name wall face rough_D.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_3_3 editor_folder wall/rough name wall face rough_E.111 move_block all no_pick 1 blocksview 1 end Object rough_wall_4 editor_folder wall/rough name wall face rough_F.111 move_block all no_pick 1 blocksview 1 end Object roughwall_0 editor_folder wall/rough name wall face rough_0.111 move_block all no_pick 1 blocksview 1 end Object roughwall_1_2 editor_folder wall/rough name wall face rough_1.111 move_block all no_pick 1 blocksview 1 end Object roughwall_1_4 editor_folder wall/rough name wall face rough_2.111 move_block all no_pick 1 blocksview 1 end Object roughwall_2_2_1 editor_folder wall/rough name wall face rough_3.111 move_block all no_pick 1 blocksview 1 end Object roughwall_1_1 editor_folder wall/rough name wall face rough_4.111 move_block all no_pick 1 blocksview 1 end Object roughwall_2_1_1 editor_folder wall/rough name wall face rough_5.111 move_block all no_pick 1 blocksview 1 end Object roughwall_2_2_2 editor_folder wall/rough name wall face rough_6.111 move_block all no_pick 1 blocksview 1 end Object roughwall_3_2 editor_folder wall/rough name wall face rough_7.111 move_block all no_pick 1 blocksview 1 end Object roughwall_1_3 editor_folder wall/rough name wall face rough_8.111 move_block all no_pick 1 blocksview 1 end Object roughwall_2_2_4 editor_folder wall/rough name wall face rough_9.111 move_block all no_pick 1 blocksview 1 end Object roughwall_2_1_2 editor_folder wall/rough name wall face rough_A.111 move_block all no_pick 1 blocksview 1 end Object roughwall_3_1 editor_folder wall/rough name wall face rough_B.111 move_block all no_pick 1 blocksview 1 end Object roughwall_2_2_3 editor_folder wall/rough name wall face rough_C.111 move_block all no_pick 1 blocksview 1 end Object roughwall_3_4 editor_folder wall/rough name wall face rough_D.111 move_block all no_pick 1 blocksview 1 end Object roughwall_3_3 editor_folder wall/rough name wall face rough_E.111 move_block all no_pick 1 blocksview 1 end Object roughwall_4 editor_folder wall/rough name wall face rough_F.111 move_block all no_pick 1 blocksview 1 end Object dlevel_0 editor_folder wall/slevel name depression face dlevel_0.111 no_pick 1 end Object dlevel_1_2 editor_folder wall/slevel name depression face dlevel_1.111 no_pick 1 end Object dlevel_1_4 editor_folder wall/slevel name depression face dlevel_2.111 no_pick 1 end Object dlevel_2_2_1 editor_folder wall/slevel name depression face dlevel_3.111 no_pick 1 end Object dlevel_1_1 editor_folder wall/slevel name depression face dlevel_4.111 no_pick 1 end Object dlevel_2_1_1 editor_folder wall/slevel name depression face dlevel_5.111 no_pick 1 end Object dlevel_2_2_2 editor_folder wall/slevel name depression face dlevel_6.111 no_pick 1 end Object dlevel_3_2 editor_folder wall/slevel name depression face dlevel_7.111 no_pick 1 end Object dlevel_1_3 editor_folder wall/slevel name depression face dlevel_8.111 no_pick 1 end Object dlevel_2_2_4 editor_folder wall/slevel name depression face dlevel_9.111 no_pick 1 end Object dlevel_2_1_2 editor_folder wall/slevel name depression face dlevel_A.111 no_pick 1 end Object dlevel_3_1 editor_folder wall/slevel name depression face dlevel_B.111 no_pick 1 end Object dlevel_2_2_3 editor_folder wall/slevel name depression face dlevel_C.111 no_pick 1 end Object dlevel_3_4 editor_folder wall/slevel name depression face dlevel_D.111 no_pick 1 end Object dlevel_3_3 editor_folder wall/slevel name depression face dlevel_E.111 no_pick 1 end Object dlevel_4 editor_folder wall/slevel name depression face slevel_F.111 no_pick 1 end Object dlevel_Bse editor_folder wall/slevel name depression face dlevel_Bse.111 no_pick 1 end Object dlevel_Dse editor_folder wall/slevel name depression face dlevel_Dse.111 no_pick 1 end Object dlevel_se editor_folder wall/slevel name depression face dlevel_se.111 no_pick 1 end Object dlevel_seB editor_folder wall/slevel name depression face dlevel_seB.111 no_pick 1 end Object dlevel_seD editor_folder wall/slevel name depression face dlevel_seD.111 no_pick 1 end Object dlevel_sese editor_folder wall/slevel name depression face dlevel_sese.111 no_pick 1 end Object dlevel_7sw editor_folder wall/slevel name depression face dlevel_7sw.111 no_pick 1 end Object dlevel_Bsw editor_folder wall/slevel name depression face dlevel_Bsw.111 no_pick 1 end Object dlevel_sw editor_folder wall/slevel name depression face dlevel_sw.111 no_pick 1 end Object dlevel_sw7 editor_folder wall/slevel name depression face dlevel_sw7.111 no_pick 1 end Object dlevel_swB editor_folder wall/slevel name depression face dlevel_swB.111 no_pick 1 end Object dlevel_swsw editor_folder wall/slevel name depression face dlevel_swsw.111 no_pick 1 end Object slevel_0 editor_folder wall/slevel name elevation face slevel_0.111 no_pick 1 end Object slevel_1_2 editor_folder wall/slevel name elevation face slevel_1.111 no_pick 1 end Object slevel_1_4 editor_folder wall/slevel name elevation face slevel_2.111 no_pick 1 end Object slevel_2_2_1 editor_folder wall/slevel name elevation face slevel_3.111 no_pick 1 end Object slevel_1_1 editor_folder wall/slevel name elevation face slevel_4.111 no_pick 1 end Object slevel_2_1_1 editor_folder wall/slevel name elevation face slevel_5.111 no_pick 1 end Object slevel_2_2_2 editor_folder wall/slevel name elevation face slevel_6.111 no_pick 1 end Object slevel_3_2 editor_folder wall/slevel name elevation face slevel_7.111 no_pick 1 end Object slevel_1_3 editor_folder wall/slevel name elevation face slevel_8.111 no_pick 1 end Object slevel_2_2_4 editor_folder wall/slevel name elevation face slevel_9.111 no_pick 1 end Object slevel_2_1_2 editor_folder wall/slevel name elevation face slevel_A.111 no_pick 1 end Object slevel_3_1 editor_folder wall/slevel name elevation face slevel_B.111 no_pick 1 end Object slevel_2_2_3 editor_folder wall/slevel name elevation face slevel_C.111 no_pick 1 end Object slevel_3_4 editor_folder wall/slevel name elevation face slevel_D.111 no_pick 1 end Object slevel_3_3 editor_folder wall/slevel name elevation face slevel_E.111 no_pick 1 end Object slevel_4 editor_folder wall/slevel name elevation face slevel_F.111 no_pick 1 end Object snowstorm_0 editor_folder wall level 10 type 62 activate_on_push 1 activate_on_release 1 face icestorm.113 speed -0.02 ac 3 exp 50 resist_cold 100 blocksview 0 invisible 1 direction 0 arch spell_icestorm end end Object speedballwall editor_folder wall/speedbwall other_arch spell_small_speedball name speedball wall type 62 activate_on_push 1 activate_on_release 1 level 1 face speedbwall.111 animation speedballwall dam 56 speed -0.03 no_pick 1 move_block all blocksview 1 end Object stwall_0 editor_folder wall/stwall name wall face stwall_0.111 blocksview 1 no_pick 1 move_block all end Object stwall_1_2 editor_folder wall/stwall name wall face stwall_1.111 blocksview 1 no_pick 1 move_block all end Object stwall_1_4 editor_folder wall/stwall name wall face stwall_2.111 blocksview 1 no_pick 1 move_block all end Object stwall_door_1_4 editor_folder wall/stwall name doorway face stwall_door_1.111 no_pick 1 end Object stwall_2_2_1 editor_folder wall/stwall name wall face stwall_3.111 blocksview 1 no_pick 1 move_block all end Object stwall_1_1 editor_folder wall/stwall name wall face stwall_4.111 blocksview 1 no_pick 1 move_block all end Object stwall_2_1_1 editor_folder wall/stwall name wall face stwall_5.111 blocksview 1 no_pick 1 move_block all end Object stwall_door_2_1_1 editor_folder wall/stwall name doorway face stwall_door_0.111 no_pick 1 end Object stwall_2_2_2 editor_folder wall/stwall name wall face stwall_6.111 blocksview 1 no_pick 1 move_block all end Object stwall_3_2 editor_folder wall/stwall name wall face stwall_7.111 blocksview 1 no_pick 1 move_block all end Object stwall_1_3 editor_folder wall/stwall name wall face stwall_8.111 blocksview 1 no_pick 1 move_block all end Object stwall_2_2_4 editor_folder wall/stwall name wall face stwall_9.111 blocksview 1 no_pick 1 move_block all end Object stwall_2_1_2 editor_folder wall/stwall name wall face stwall_A.111 blocksview 1 no_pick 1 move_block all end Object stwall_3_1 editor_folder wall/stwall name wall face stwall_B.111 blocksview 1 no_pick 1 move_block all end Object stwall_2_2_3 editor_folder wall/stwall name wall face stwall_C.111 blocksview 1 no_pick 1 move_block all end Object stwall_3_4 editor_folder wall/stwall name wall face stwall_D.111 blocksview 1 no_pick 1 move_block all end Object stwall_3_3 editor_folder wall/stwall name wall face stwall_E.111 blocksview 1 no_pick 1 move_block all end Object stwall_4 editor_folder wall/stwall name wall face stwall_F.111 blocksview 1 no_pick 1 move_block all end Object stwindow_win1 editor_folder wall/stwall name window face stwindow_0.111 move_block all no_pick 1 end Object stwindow_win2 editor_folder wall/stwall name window face stwindow_1.111 move_block all no_pick 1 end Object stwallblue_0 editor_folder wall/stwallblue name wall face stwallblue_0.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_1_2 editor_folder wall/stwallblue name wall face stwallblue_1.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_1_4 editor_folder wall/stwallblue name wall face stwallblue_2.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_door_1_4 editor_folder wall/stwallblue name doorway face stwallblue_door_1.111 no_pick 1 end Object stwallblue_2_2_1 editor_folder wall/stwallblue name wall face stwallblue_3.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_1_1 editor_folder wall/stwallblue name wall face stwallblue_4.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_2_1_1 editor_folder wall/stwallblue name wall face stwallblue_5.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_door_2_1_1 editor_folder wall/stwallblue name doorway face stwallblue_door_0.111 no_pick 1 end Object stwallblue_2_2_2 editor_folder wall/stwallblue name wall face stwallblue_6.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_3_2 editor_folder wall/stwallblue name wall face stwallblue_7.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_1_3 editor_folder wall/stwallblue name wall face stwallblue_8.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_2_2_4 editor_folder wall/stwallblue name wall face stwallblue_9.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_2_1_2 editor_folder wall/stwallblue name wall face stwallblue_A.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_3_1 editor_folder wall/stwallblue name wall face stwallblue_B.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_2_2_3 editor_folder wall/stwallblue name wall face stwallblue_C.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_3_4 editor_folder wall/stwallblue name wall face stwallblue_D.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_3_3 editor_folder wall/stwallblue name wall face stwallblue_E.111 blocksview 1 no_pick 1 move_block all end Object stwallblue_4 editor_folder wall/stwallblue name wall face stwallblue_F.111 blocksview 1 no_pick 1 move_block all end Object stwindowblue_win1 editor_folder wall/stwallblue name window face stwindowblue_0.111 move_block all no_pick 1 end Object stwindowblue_win2 editor_folder wall/stwallblue name window face stwindowblue_1.111 move_block all no_pick 1 end Object stwallmossy_0 editor_folder wall/stwallmossy name wall face stwallmossy_0.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_1_2 editor_folder wall/stwallmossy name wall face stwallmossy_1.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_1_4 editor_folder wall/stwallmossy name wall face stwallmossy_2.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_door_1_4 editor_folder wall/stwallmossy name doorway face stwallmossy_door_1.111 no_pick 1 end Object stwallmossy_2_2_1 editor_folder wall/stwallmossy name wall face stwallmossy_3.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_1_1 editor_folder wall/stwallmossy name wall face stwallmossy_4.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_2_1_1 editor_folder wall/stwallmossy name wall face stwallmossy_5.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_door_2_1_1 editor_folder wall/stwallmossy name doorway face stwallmossy_door_0.111 no_pick 1 end Object stwallmossy_2_2_2 editor_folder wall/stwallmossy name wall face stwallmossy_6.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_3_2 editor_folder wall/stwallmossy name wall face stwallmossy_7.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_1_3 editor_folder wall/stwallmossy name wall face stwallmossy_8.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_2_2_4 editor_folder wall/stwallmossy name wall face stwallmossy_9.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_2_1_2 editor_folder wall/stwallmossy name wall face stwallmossy_A.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_3_1 editor_folder wall/stwallmossy name wall face stwallmossy_B.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_2_2_3 editor_folder wall/stwallmossy name wall face stwallmossy_C.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_3_4 editor_folder wall/stwallmossy name wall face stwallmossy_D.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_3_3 editor_folder wall/stwallmossy name wall face stwallmossy_E.111 blocksview 1 no_pick 1 move_block all end Object stwallmossy_4 editor_folder wall/stwallmossy name wall face stwallmossy_F.111 blocksview 1 no_pick 1 move_block all end Object stwindowmossy_win1 editor_folder wall/stwallmossy name window face stwindowmossy_0.111 move_block all no_pick 1 end Object stwindowmossy_win2 editor_folder wall/stwallmossy name window face stwindowmossy_1.111 move_block all no_pick 1 end Object stwallred_0 editor_folder wall/stwallred name wall face stwallred_0.111 blocksview 1 no_pick 1 move_block all end Object stwallred_1_2 editor_folder wall/stwallred name wall face stwallred_1.111 blocksview 1 no_pick 1 move_block all end Object stwallred_1_4 editor_folder wall/stwallred name wall face stwallred_2.111 blocksview 1 no_pick 1 move_block all end Object stwallred_door_1_4 editor_folder wall/stwallred name doorway face stwallred_door_1.111 no_pick 1 end Object stwallred_2_2_1 editor_folder wall/stwallred name wall face stwallred_3.111 blocksview 1 no_pick 1 move_block all end Object stwallred_1_1 editor_folder wall/stwallred name wall face stwallred_4.111 blocksview 1 no_pick 1 move_block all end Object stwallred_2_1_1 editor_folder wall/stwallred name wall face stwallred_5.111 blocksview 1 no_pick 1 move_block all end Object stwallred_door_2_1_1 editor_folder wall/stwallred name doorway face stwallred_door_0.111 no_pick 1 end Object stwallred_2_2_2 editor_folder wall/stwallred name wall face stwallred_6.111 blocksview 1 no_pick 1 move_block all end Object stwallred_3_2 editor_folder wall/stwallred name wall face stwallred_7.111 blocksview 1 no_pick 1 move_block all end Object stwallred_1_3 editor_folder wall/stwallred name wall face stwallred_8.111 blocksview 1 no_pick 1 move_block all end Object stwallred_2_2_4 editor_folder wall/stwallred name wall face stwallred_9.111 blocksview 1 no_pick 1 move_block all end Object stwallred_2_1_2 editor_folder wall/stwallred name wall face stwallred_A.111 blocksview 1 no_pick 1 move_block all end Object stwallred_3_1 editor_folder wall/stwallred name wall face stwallred_B.111 blocksview 1 no_pick 1 move_block all end Object stwallred_2_2_3 editor_folder wall/stwallred name wall face stwallred_C.111 blocksview 1 no_pick 1 move_block all end Object stwallred_3_4 editor_folder wall/stwallred name wall face stwallred_D.111 blocksview 1 no_pick 1 move_block all end Object stwallred_3_3 editor_folder wall/stwallred name wall face stwallred_E.111 blocksview 1 no_pick 1 move_block all end Object stwallred_4 editor_folder wall/stwallred name wall face stwallred_F.111 blocksview 1 no_pick 1 move_block all end Object stwindowred_win1 editor_folder wall/stwallred name window face stwindowred_0.111 move_block all no_pick 1 end Object stwindowred_win2 editor_folder wall/stwallred name window face stwindowred_1.111 move_block all no_pick 1 end Object swall_0 editor_folder wall/swall name fence face swall_0.111 no_pick 1 move_block all end Object swall_1_2 editor_folder wall/swall name fence face swall_1.111 no_pick 1 move_block all end Object swall_1_2_half editor_folder wall/swall name fence face swall_1_half.111 no_pick 1 move_block all end Object swall_1_4 editor_folder wall/swall name fence face swall_2.111 no_pick 1 move_block all end Object swall_1_4_half editor_folder wall/swall name fence face swall_2_half.111 no_pick 1 move_block all end Object swall_2_2_1 editor_folder wall/swall name fence face swall_3.111 no_pick 1 move_block all end Object swall_1_1 editor_folder wall/swall name fence face swall_4.111 no_pick 1 move_block all end Object swall_1_1_half editor_folder wall/swall name fence face swall_4_half.111 no_pick 1 move_block all end Object swall_2_1_1 editor_folder wall/swall name fence face swall_5.111 no_pick 1 move_block all end Object swall_2_2_2 editor_folder wall/swall name fence face swall_6.111 no_pick 1 move_block all end Object swall_3_2 editor_folder wall/swall name fence face swall_7.111 no_pick 1 move_block all end Object swall_1_3 editor_folder wall/swall name fence face swall_8.111 no_pick 1 move_block all end Object swall_1_3_half editor_folder wall/swall name fence face swall_8_half.111 no_pick 1 move_block all end Object swall_2_2_4 editor_folder wall/swall name fence face swall_9.111 no_pick 1 move_block all end Object swall_2_1_2 editor_folder wall/swall name fence face swall_A.111 no_pick 1 move_block all end Object swall_3_1 editor_folder wall/swall name fence face swall_B.111 no_pick 1 move_block all end Object swall_2_2_3 editor_folder wall/swall name fence face swall_C.111 no_pick 1 move_block all end Object swall_3_4 editor_folder wall/swall name fence face swall_D.111 no_pick 1 move_block all end Object swall_3_3 editor_folder wall/swall name fence face swall_E.111 no_pick 1 move_block all end Object swall_4 editor_folder wall/swall name fence face swall_F.111 no_pick 1 move_block all end Object timberwall_0 editor_folder wall/timberwall name wall face timberwall_0.111 move_block all no_pick 1 blocksview 1 end Object timberwall_1_2 editor_folder wall/timberwall name wall face timberwall_1.111 move_block all no_pick 1 blocksview 1 end Object timberwall_1_4 editor_folder wall/timberwall name wall face timberwall_2.111 move_block all no_pick 1 blocksview 1 end Object timberwall_2_2_1 editor_folder wall/timberwall name wall face timberwall_3.111 move_block all no_pick 1 blocksview 1 end Object timberwall_1_1 editor_folder wall/timberwall name wall face timberwall_4.111 move_block all no_pick 1 blocksview 1 end Object timberwall_2_1_1 editor_folder wall/timberwall name wall face timberwall_5.111 move_block all no_pick 1 blocksview 1 end Object timberwall_2_2_2 editor_folder wall/timberwall name wall face timberwall_6.111 move_block all no_pick 1 blocksview 1 end Object timberwall_3_2 editor_folder wall/timberwall name wall face timberwall_7.111 move_block all no_pick 1 blocksview 1 end Object timberwall_1_3 editor_folder wall/timberwall name wall face timberwall_8.111 move_block all no_pick 1 blocksview 1 end Object timberwall_2_2_4 editor_folder wall/timberwall name wall face timberwall_9.111 move_block all no_pick 1 blocksview 1 end Object timberwall_2_1_2 editor_folder wall/timberwall name wall face timberwall_A.111 move_block all no_pick 1 blocksview 1 end Object timberwall_3_1 editor_folder wall/timberwall name wall face timberwall_B.111 move_block all no_pick 1 blocksview 1 end Object timberwall_2_2_3 editor_folder wall/timberwall name wall face timberwall_C.111 move_block all no_pick 1 blocksview 1 end Object timberwall_3_4 editor_folder wall/timberwall name wall face timberwall_D.111 move_block all no_pick 1 blocksview 1 end Object timberwall_3_3 editor_folder wall/timberwall name wall face timberwall_E.111 move_block all no_pick 1 blocksview 1 end Object timberwall_4 editor_folder wall/timberwall name wall face timberwall_F.111 move_block all no_pick 1 blocksview 1 end Object wall_0 editor_folder wall/wall name wall face wall_0.111 blocksview 1 no_pick 1 move_block all end Object wall_1_2 editor_folder wall/wall name wall face wall_1.111 blocksview 1 no_pick 1 move_block all end Object wall_1_4 editor_folder wall/wall name wall face wall_2.111 blocksview 1 no_pick 1 move_block all end Object wall_door_1_4 editor_folder wall/wall name doorway face wall_door_1.111 no_pick 1 end Object wall_2_2_1 editor_folder wall/wall name wall face wall_3.111 blocksview 1 no_pick 1 move_block all end Object wall_1_1 editor_folder wall/wall name wall face wall_4.111 blocksview 1 no_pick 1 move_block all end Object wall_2_1_1 editor_folder wall/wall name wall face wall_5.111 blocksview 1 no_pick 1 move_block all end Object wall_door_2_1_1 editor_folder wall/wall name doorway face wall_door_0.111 no_pick 1 end Object wall_2_2_2 editor_folder wall/wall name wall face wall_6.111 blocksview 1 no_pick 1 move_block all end Object wall_3_2 editor_folder wall/wall name wall face wall_7.111 blocksview 1 no_pick 1 move_block all end Object wall_1_3 editor_folder wall/wall name wall face wall_8.111 blocksview 1 no_pick 1 move_block all end Object wall_2_2_4 editor_folder wall/wall name wall face wall_9.111 blocksview 1 no_pick 1 move_block all end Object wall_2_1_2 editor_folder wall/wall name wall face wall_A.111 blocksview 1 no_pick 1 move_block all end Object wall_middle editor_folder wall/wall name wall middle face wall_AA.111 blocksview 1 no_pick 1 move_block all end Object wall_3_1 editor_folder wall/wall name wall face wall_B.111 blocksview 1 no_pick 1 move_block all end Object wall_2_2_3 editor_folder wall/wall name wall face wall_C.111 blocksview 1 no_pick 1 move_block all end Object wall_3_4 editor_folder wall/wall name wall face wall_D.111 blocksview 1 no_pick 1 move_block all end Object wall_3_3 editor_folder wall/wall name wall face wall_E.111 blocksview 1 no_pick 1 move_block all end Object wall_4 editor_folder wall/wall name wall face wall_F.111 blocksview 1 no_pick 1 move_block all end Object wall_1_2_ruin editor_folder wall/wall name crumbled wall face wall_1_ruin.111 blocksview 1 no_pick 1 move_block all end Object wall_1_4_ruin editor_folder wall/wall name crumbled wall face wall_2_ruin.111 blocksview 1 no_pick 1 move_block all end Object wall_1_1_ruin editor_folder wall/wall name crumbled wall face wall_4_ruin.111 blocksview 1 no_pick 1 move_block all end Object wall_1_3_ruin editor_folder wall/wall name crumbled wall face wall_8_ruin.111 blocksview 1 no_pick 1 move_block all end Object wall_1_short editor_folder wall/wall name short wall 1 face wall_1_short.111 blocksview 1 no_pick 1 move_block all end Object wall_2_short editor_folder wall/wall name short wall 2 face wall_2_short.111 blocksview 1 no_pick 1 move_block all end Object wall_4_short editor_folder wall/wall name short wall 4 face wall_4_short.111 blocksview 1 no_pick 1 move_block all end Object wall_55 editor_folder wall/wall name short wall 55 face wall_55.111 blocksview 1 no_pick 1 move_block all end Object wall_8_short editor_folder wall/wall name short wall 8 face wall_8_short.111 blocksview 1 no_pick 1 move_block all end Object wall_large_door1 editor_folder wall/wall name large door move_block 0 face wall_large_door.111 type 23 material 2 no_pick 1 end More Object wall_large_door2 editor_folder wall/wall name large door move_block 0 face wall_large_door.111 type 23 material 2 no_pick 1 x 1 end Object window_win1 editor_folder wall/wall name window face window_0.111 move_block all no_pick 1 end Object window_win2 editor_folder wall/wall name window face window_1.111 move_block all no_pick 1 end Object white_wall_0 editor_folder wall/white name wall face white_wall_0.111 move_block all no_pick 1 blocksview 1 end Object white_wall_1_2 editor_folder wall/white name wall face white_wall_1.111 move_block all no_pick 1 blocksview 1 end Object white_wall_1_4 editor_folder wall/white name wall face white_wall_2.111 move_block all no_pick 1 blocksview 1 end Object white_wall_2_2_1 editor_folder wall/white name wall face white_wall_3.111 move_block all no_pick 1 blocksview 1 end Object white_wall_1_1 editor_folder wall/white name wall face white_wall_4.111 move_block all no_pick 1 blocksview 1 end Object white_wall_2_1_1 editor_folder wall/white name wall face white_wall_5.111 move_block all no_pick 1 blocksview 1 end Object white_wall_2_2_2 editor_folder wall/white name wall face white_wall_6.111 move_block all no_pick 1 blocksview 1 end Object white_wall_3_2 editor_folder wall/white name wall face white_wall_7.111 move_block all no_pick 1 blocksview 1 end Object white_wall_1_3 editor_folder wall/white name wall face white_wall_8.111 move_block all no_pick 1 blocksview 1 end Object white_wall_2_2_4 editor_folder wall/white name wall face white_wall_9.111 move_block all no_pick 1 blocksview 1 end Object white_wall_2_1_2 editor_folder wall/white name wall face white_wall_A.111 move_block all no_pick 1 blocksview 1 end Object white_wall_3_1 editor_folder wall/white name wall face white_wall_B.111 move_block all no_pick 1 blocksview 1 end Object white_wall_2_2_3 editor_folder wall/white name wall face white_wall_C.111 move_block all no_pick 1 blocksview 1 end Object white_wall_3_4 editor_folder wall/white name wall face white_wall_D.111 move_block all no_pick 1 blocksview 1 end Object white_wall_3_3 editor_folder wall/white name wall face white_wall_E.111 move_block all no_pick 1 blocksview 1 end Object white_wall_4 editor_folder wall/white name wall face white_wall_F.111 move_block all no_pick 1 blocksview 1 end Object white_wall_left editor_folder wall/white name wall face white_wall_left.111 no_pick 1 end Object white_wall_right editor_folder wall/white name wall face white_wall_right.111 no_pick 1 end Object white_wall_bottom editor_folder wall/white name wall face white_wall_bottom.111 no_pick 1 end Object white_wall_win1 editor_folder wall/white name window face white_window_0.111 move_block all no_pick 1 end Object white_wall_win2 editor_folder wall/white name window face white_window_1.111 move_block all no_pick 1 end Object woodwall_0 editor_folder wall/woodwall name wall face woodwall_0.111 move_block all no_pick 1 blocksview 1 end Object woodwall_1_2 editor_folder wall/woodwall name wall face woodwall_1.111 move_block all no_pick 1 blocksview 1 end Object woodwall_1_4 editor_folder wall/woodwall name wall face woodwall_2.111 move_block all no_pick 1 blocksview 1 end Object woodwall_2_2_1 editor_folder wall/woodwall name wall face woodwall_3.111 move_block all no_pick 1 blocksview 1 end Object woodwall_1_1 editor_folder wall/woodwall name wall face woodwall_4.111 move_block all no_pick 1 blocksview 1 end Object woodwall_2_1_1 editor_folder wall/woodwall name wall face woodwall_5.111 move_block all no_pick 1 blocksview 1 end Object woodwall_2_2_2 editor_folder wall/woodwall name wall face woodwall_6.111 move_block all no_pick 1 blocksview 1 end Object woodwall_3_2 editor_folder wall/woodwall name wall face woodwall_7.111 move_block all no_pick 1 blocksview 1 end Object woodwall_1_3 editor_folder wall/woodwall name wall face woodwall_8.111 move_block all no_pick 1 blocksview 1 end Object woodwall_2_2_4 editor_folder wall/woodwall name wall face woodwall_9.111 move_block all no_pick 1 blocksview 1 end Object woodwall_2_1_2 editor_folder wall/woodwall name wall face woodwall_A.111 move_block all no_pick 1 blocksview 1 end Object woodwall_3_1 editor_folder wall/woodwall name wall face woodwall_B.111 move_block all no_pick 1 blocksview 1 end Object woodwall_2_2_3 editor_folder wall/woodwall name wall face woodwall_C.111 move_block all no_pick 1 blocksview 1 end Object woodwall_3_4 editor_folder wall/woodwall name wall face woodwall_D.111 move_block all no_pick 1 blocksview 1 end Object woodwall_3_3 editor_folder wall/woodwall name wall face woodwall_E.111 move_block all no_pick 1 blocksview 1 end Object woodwall_4 editor_folder wall/woodwall name wall face woodwall_F.111 move_block all no_pick 1 blocksview 1 end Object woodwall_win1 editor_folder wall/woodwall name window face woodwindow_0.111 move_block all no_pick 1 end Object woodwall_win2 editor_folder wall/woodwall name window face woodwindow_1.111 move_block all no_pick 1 end Object wwall_0 editor_folder wall/wwall name wall face wwall_0.111 move_block all no_pick 1 blocksview 1 end Object wwall_1_2 editor_folder wall/wwall name wall face wwall_1.111 move_block all no_pick 1 blocksview 1 end Object wwall_1_4 editor_folder wall/wwall name wall face wwall_2.111 move_block all no_pick 1 blocksview 1 end Object wwall_2_2_1 editor_folder wall/wwall name wall face wwall_3.111 move_block all no_pick 1 blocksview 1 end Object wwall_1_1 editor_folder wall/wwall name wall face wwall_4.111 move_block all no_pick 1 blocksview 1 end Object wwall_2_1_1 editor_folder wall/wwall name wall face wwall_5.111 move_block all no_pick 1 blocksview 1 end Object wwall_2_2_2 editor_folder wall/wwall name wall face wwall_6.111 move_block all no_pick 1 blocksview 1 end Object wwall_3_2 editor_folder wall/wwall name wall face wwall_7.111 move_block all no_pick 1 blocksview 1 end Object wwall_1_3 editor_folder wall/wwall name wall face wwall_8.111 move_block all no_pick 1 blocksview 1 end Object wwall_2_2_4 editor_folder wall/wwall name wall face wwall_9.111 move_block all no_pick 1 blocksview 1 end Object wwall_2_1_2 editor_folder wall/wwall name wall face wwall_A.111 move_block all no_pick 1 blocksview 1 end Object wwall_3_1 editor_folder wall/wwall name wall face wwall_B.111 move_block all no_pick 1 blocksview 1 end Object wwall_2_2_3 editor_folder wall/wwall name wall face wwall_C.111 move_block all no_pick 1 blocksview 1 end Object wwall_3_4 editor_folder wall/wwall name wall face wwall_D.111 move_block all no_pick 1 blocksview 1 end Object wwall_3_3 editor_folder wall/wwall name wall face wwall_E.111 move_block all no_pick 1 blocksview 1 end Object wwall_4 editor_folder wall/wwall name wall face wwall_F.111 move_block all no_pick 1 blocksview 1 end Object wwall_left editor_folder wall/wwall name wall face wwall_left.111 no_pick 1 end Object wwall_right editor_folder wall/wwall name wall face wwall_right.111 no_pick 1 end Object wwall_weak_1 editor_folder wall/wwall name wall face wwall_w_0.111 animation wwall_weak_1 is_animated 0 tear_down 1 hp 200 maxhp 200 ac 30 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 move_block all no_pick 1 blocksview 1 alive 1 level 1 end Object wwall_weak_2 editor_folder wall/wwall name wall face wwall_w_1.111 animation wwall_weak_2 is_animated 0 tear_down 1 hp 200 maxhp 200 ac 30 resist_magic 100 resist_fire 100 resist_electricity 100 resist_cold 100 resist_confusion 100 resist_acid 100 resist_drain 100 move_block all no_pick 1 blocksview 1 alive 1 level 1 end Object wwall_win1 editor_folder wall/wwall name window face wwindow_0.111 move_block all no_pick 1 end Object wwall_win2 editor_folder wall/wwall name window face wwindow_1.111 move_block all no_pick 1 end Object CSword editor_folder weapon/artifact/ChaosSword name Chaos Sword anim_suffix sword nrof 1 last_sp 3 type 15 face CSword.113 animation CSword anim_speed 3 client_anim_random 1 material 2 weight 20000 Str 1 Con 1 Dex 1 Wis 1 Int 1 Cha 1 hp -5 sp -4 luck -3 xrays 1 dam 100 magic 10 resist_acid 75 resist_magic 30 resist_fire 30 resist_electricity 30 resist_cold 30 resist_confusion -50 attacktype 262145 weapontype 1 path_denied 2304 value 1000000 name_pl Chaos Swords client_type 100 body_arm -1 item_power 15 skill one handed weapons end Object darkblade editor_folder weapon/artifact/Darkblade name Darkblade anim_suffix sword nrof 1 type 15 face darkblade.111 animation darkblade anim_speed 5 client_anim_random 1 Cha -1 Con 2 hp 1 attacktype 256 weapontype 1 resist_poison 30 resist_drain 100 weight 20000 last_sp 7 dam 10 magic 4 value 143000 name_pl Darkblades client_type 100 body_arm -1 skill one handed weapons item_power 15 end Object demonbane editor_folder weapon/artifact/Demonbane name Demonbane name_pl Demonbanes anim_suffix double_sword nrof 1 last_sp 9 type 15 face demonbane.111 animation demonbane anim_speed 5 client_anim_random 1 material 2 dam 11 magic 3 weight 32000 value 90000 slaying demon resist_fire 30 attacktype 1 weapontype 1 client_type 100 body_arm -2 skill two handed weapons item_power 7 end Object dagger_f editor_folder weapon/artifact/Fdagger name dagger of fortune name_pl daggers of fortune face dagger_f.111 animation dagger_f anim_speed 5 client_anim_random 1 Cha 4 dam 2 luck 3 nrof 1 type 15 attacktype 1 weapontype 2 material 256 materialname glacium value 50000 weight 2000 last_sp 5 client_type 100 body_arm -1 skill one handed weapons item_power 5 end Object frost_hammer editor_folder weapon/artifact/Fhammer name Frost Hammer nrof 1 last_sp 8 type 15 weapontype 7 face frost_hammer.111 animation frost_hammer anim_speed 2 client_anim_random 1 material 256 materialname glacium dam 10 value 90000 weight 30000 magic 3 resist_cold 30 attacktype 18 Pow 3 name_pl Frost Hammers client_type 100 body_arm -2 skill two handed weapons item_power 10 end Object lamestar editor_folder weapon/artifact/Firestar name Firestar anim_suffix double_sword nrof 1 animation lamestar weapontype 7 anim_speed 5 client_anim_random 1 type 15 last_sp 9 face firestar.111 material 2 magic 3 dam 23 attacktype 5 value 400000 weight 40000 name_pl Firestars client_type 100 body_arm -2 skill two handed weapons end Object firestar editor_folder weapon/artifact/Firestar name Firestar anim_suffix double_sword nrof 1 title named Fearless animation firestar weapontype 7 anim_speed 3 client_anim_random 1 type 15 last_sp 9 face firestar.111 material 2 magic 6 dam 35 attacktype 261 resist_fire 30 resist_drain 100 resist_fear 100 value 400000 weight 40000 name_pl Firestars client_type 100 body_arm -2 skill two handed weapons item_power 25 end Object gram editor_folder weapon/artifact/Gram name Gram anim_suffix double_sword nrof 1 last_sp 15 type 15 face gram.111 animation gram anim_speed 10 client_anim_random 1 material 2 dam 18 exp 1 magic 3 weight 30000 value 80000 attacktype 33 weapontype 1 resist_ghosthit 30 resist_fear 30 luck 1 name_pl Grams client_type 100 body_arm -2 skill two handed weapons item_power 10 end Object holy_avenger editor_folder weapon/artifact/HolyAvenger name Holy Avenger anim_suffix double_sword nrof 1 face holyave.111 animation holy_avenger anim_speed 5 client_anim_random 1 last_sp 9 dam 15 type 15 magic 5 Str 1 Wis 2 Cha 2 attacktype 4194560 weapontype 1 resist_magic 30 resist_drain 100 weight 25000 value 220000 name_pl Holy Avengers client_type 100 body_arm -2 skill two handed weapons item_power 25 end Object k_dagger editor_folder weapon/artifact/Kdagger name Kobold Dagger nrof 1 slaying troll face k_dagger.111 dam 6 speed 0.100000 type 15 attacktype 1 weapontype 2 material 2 value 60000 weight 6000 magic 3 last_sp 2 name_pl Kobold Daggers client_type 100 body_arm -1 skill one handed weapons item_power 4 end Object lava_s editor_folder weapon/artifact/Lslasher name Lava Slasher anim_suffix double_sword nrof 1 face lava_s.111 animation lava_s Str 2 Con 2 dam 30 anim_speed 4 client_anim_random 1 type 15 resist_cold 75 attacktype 5 weapontype 1 material 256 materialname magmasium value 220000 weight 25000 magic 3 last_sp 9 name_pl Lava Slashers client_type 100 body_arm -2 skill two handed weapons item_power 15 end Object masamune editor_folder weapon/artifact/Masamune name Katana of Masamune nrof 1 type 15 face masamune.111 animation masamune anim_speed 5 client_anim_random 1 slaying undead last_sp 3 Str 2 Dex 2 Con 2 Wis 1 dam 25 resist_drain 100 resist_ghosthit 100 resist_deplete 30 weight 9000 value 220000 attacktype 257 weapontype 4 material 2 magic 3 name_pl Katanas of Masamune client_type 100 body_arm -1 skill one handed weapons item_power 40 end Object sting editor_folder weapon/artifact/Sting name Sting nrof 1 last_sp 6 type 15 face sting.111 animation sting anim_speed 10 client_anim_random 1 material 2 dam 5 magic 3 weight 6000 value 42000 slaying troll attacktype 1 weapontype 2 name_pl Stings client_type 100 body_arm -1 skill one handed weapons item_power 4 end Object uw_sword editor_folder weapon/artifact/UW_Sword name Belzebub's sword anim_suffix double_sword nrof 1 last_sp 7 dam 17 slaying angel Con 2 Int 1 material 256 materialname abyssium sp 1 type 15 face uw_sword.111 resist_confusion 100 resist_drain 100 resist_magic 30 magic 5 weight 30000 attacktype 65 weapontype 1 value 175000 anim_speed 10 client_anim_random 1 animation uw_sword name_pl Belzebub's swords client_type 100 body_arm -2 skill two handed weapons item_power 40 end Object uk_sd editor_folder weapon/artifact/Usword name Unknown Sword anim_suffix double_sword nrof 1 last_sp 6 type 15 face uk_sd.111 animation uk_sd anim_speed 2 client_anim_random 1 material 2 Str 2 Dex 2 dam 40 weight 111000 value 1000000 attacktype 1 weapontype 1 name_pl Unknown Swords client_type 100 body_arm -2 skill two handed weapons end Object bloodreaver editor_folder weapon/artifact name bloodreaver nrof 1 face bloodreaver.111 last_sp 11 type 15 weight 31000 value 880000 material 322 attacktype 6939904 dam 50 wc 3 item_power 8 resist_slow 15 resist_paralyze -10 Str 1 Dex 1 Wis -1 weapontype 3 name_pl bloodreavers client_type 100 body_arm -2 skill two handed weapons end Object bonecrusher editor_folder weapon/artifact name Bonecrusher nrof 1 slaying skeleton face bonecrush.111 type 15 last_sp 15 weight 150000 value 70000 magic 3 dam 50 material 64 attacktype 1 weapontype 7 name_pl Bonecrushers client_type 100 body_arm -2 skill two handed weapons item_power 4 end Object deathbringer editor_folder weapon/artifact name Deathbringer anim_suffix double_sword nrof 1 last_sp 9 type 15 face deathbring.111 material 2 dam 15 weight 30000 value 55000 magic 3 attacktype 65537 weapontype 1 name_pl Deathbringers client_type 100 body_arm -2 skill two handed weapons end Object defender editor_folder weapon/artifact name Defender anim_suffix double_sword nrof 1 last_sp 8 ac 1 type 15 face defender.111 material 2 dam 8 weight 20000 resist_drain 50 resist_physical 50 magic 3 value 150000 attacktype 1 weapontype 1 name_pl Defenders client_type 100 body_arm -1 skill one handed weapons item_power 5 end Object dragonslayer editor_folder weapon/artifact name Dragonslayer anim_suffix double_sword nrof 1 last_sp 9 type 15 face dragonslay.111 material 2 dam 11 weight 35000 value 85000 magic 3 slaying dragon resist_fire 30 attacktype 1 weapontype 1 name_pl Dragonslayers client_type 100 body_arm -2 skill two handed weapons item_power 7 end Object excalibur editor_folder weapon/artifact name Excalibur anim_suffix double_sword nrof 1 last_sp 7 Str 1 Cha 2 type 15 face excalibur.111 material 2 dam 12 magic 5 weight 25000 value 220000 resist_magic 30 resist_drain 100 attacktype 256 weapontype 1 name_pl Excaliburs client_type 100 body_arm -2 skill two handed weapons item_power 15 end Object firebrand editor_folder weapon/artifact name Firebrand anim_suffix double_sword nrof 1 last_sp 8 type 15 face firebrand.111 animation firebrand anim_speed 4 client_anim_random 1 material 2 dam 9 weight 22000 value 75000 magic 3 resist_cold 30 attacktype 5 weapontype 1 name_pl Firebrands client_type 100 body_arm -2 skill two handed weapons item_power 5 end Object frostbrand editor_folder weapon/artifact name Frostbrand anim_suffix double_sword nrof 1 last_sp 8 type 15 face frostbrand.111 material 2 dam 9 weight 22000 value 85000 magic 3 resist_fire 30 attacktype 17 weapontype 1 name_pl Frostbrands client_type 100 body_arm -2 skill two handed weapons item_power 5 end Object harakiri editor_folder weapon/artifact name Harakiri sword anim_suffix double_sword nrof 1 last_sp 6 type 15 face harakiri.111 material 2 Str 1 Dex 1 dam 30 weight 5000 value 1000000 attacktype 1 weapontype 1 name_pl Harakiri swords client_type 100 body_arm -1 skill one handed weapons end Object magi_staff editor_folder weapon/artifact name Staff of the Magi nrof 1 type 15 face magi_staff.111 animation magi_staff anim_speed 5 client_anim_random 1 material 16 weapontype 8 resist_magic 30 Int 1 Pow 1 sp 2 attacktype 257 dam 20 wc 5 magic 5 weight 4500 value 500000 name_pl Staves of the Magi client_type 100 body_arm -2 skill two handed weapons item_power 15 end Object mjoellnir editor_folder weapon/artifact name Mjoellnir nrof 1 last_sp 8 type 15 face mjoellnir.111 material 2 weapontype 7 dam 10 weight 30000 value 75000 magic 3 resist_electricity 30 attacktype 9 Str 1 name_pl Mjoellnirs client_type 100 body_arm -1 skill one handed weapons item_power 6 end Object mournblade editor_folder weapon/artifact name Mournblade anim_suffix double_sword nrof 1 last_sp 8 Str 1 sp 1 type 15 face mournblade.111 material 2 dam 9 weight 25000 value 170000 magic 4 resist_magic 30 resist_drain 100 attacktype 384 weapontype 1 name_pl Mournblades client_type 100 body_arm -2 skill two handed weapons item_power 15 end Object order_sword editor_folder weapon/artifact name Order Sword nrof 1 last_sp 3 type 15 face order_sword.111 material 2 weight 20000 Str 1 Con 1 Dex 1 Wis 1 Int 1 luck -3 xrays 1 attacktype 259 dam 90 resist_magic 20 resist_fire 0 resist_electricity 0 resist_cold 0 resist_acid 50 resist_drain 30 resist_weaponmagic 10 resist_poison 20 resist_slow 20 resist_paralyze 30 resist_fear 30 resist_deplete 30 resist_chaos -10 hp -3 sp -3 grace 2 path_denied 264192 weapontype 1 value 1000000 name_pl Order Swords client_type 100 body_arm -1 item_power 15 skill one handed weapons end Object skullcleaver editor_folder weapon/artifact name Skullcleaver nrof 1 slaying skull face skullcleav.111 animation skullcleaver anim_speed 10 client_anim_random 1 last_sp 11 type 15 weight 32000 magic 3 dam 20 material 18 value 80000 attacktype 1 weapontype 3 name_pl Skullcleavers client_type 100 body_arm -2 skill two handed weapons item_power 4 end Object stormbringer editor_folder weapon/artifact name Stormbringer anim_suffix double_sword nrof 1 last_sp 8 Str 1 hp 1 type 15 face stormbring.111 material 2 dam 9 weight 25000 value 180000 magic 4 resist_magic 30 resist_electricity 30 resist_drain 100 attacktype 136 weapontype 1 name_pl Stormbringers client_type 100 body_arm -2 skill two handed weapons item_power 20 end Object axe editor_folder weapon/axe nrof 1 last_sp 10 type 15 face axe_1.111 material 18 dam 7 weight 9000 value 20 attacktype 1 weapontype 3 name_pl axes client_type 106 body_arm -1 skill one handed weapons end Object axe_2 editor_folder weapon/axe nrof 1 name axe race throwing last_sp 10 type 15 face axe_2.111 material 18 dam 6 weight 6000 value 20 attacktype 1 weapontype 3 is_thrown 1 name_pl axes client_type 106 body_arm -1 skill one handed weapons end Object axe_3 editor_folder weapon/axe nrof 1 name axe face axe_3.111 last_sp 10 type 15 material 18 dam 8 weight 12000 value 23 attacktype 1 weapontype 3 name_pl axes client_type 106 body_arm -1 skill one handed weapons end Object axe_4 editor_folder weapon/axe nrof 1 name axe face axe_4.111 last_sp 10 type 15 material 18 dam 7 weight 10000 value 19 attacktype 1 weapontype 3 name_pl axes client_type 106 body_arm -1 skill one handed weapons end Object axe_5 editor_folder weapon/axe name vicious axe nrof 1 last_sp 12 type 15 face axe_5.111 material 18 dam 13 weight 12000 value 80 attacktype 1 weapontype 3 name_pl vicious axes client_type 106 body_arm -1 skill one handed weapons end Object b_axe1 editor_folder weapon/axe nrof 1 name axe race throwing last_sp 10 type 15 face b_axe1.111 material 18 materialname bronze dam 3 weight 6000 value 5 attacktype 1 weapontype 3 is_thrown 1 name_pl axes client_type 106 body_arm -1 skill one handed weapons end Object battle_axe editor_folder weapon/axe name Battle Axe face battle_axe.111 type 15 dam 21 speed 0.001 nrof 1 attacktype 1 weapontype 3 material 18 value 30000 weight 10000 last_sp 8 name_pl Battle Axes client_type 106 body_arm -2 skill two handed weapons end Object brdaxe1 editor_folder weapon/axe nrof 1 name bearded axe race throwing last_sp 9 type 15 face brdaxe_1.111 animation brdaxe1 material 18 dam 6 weight 4000 value 25 attacktype 1 weapontype 3 is_animated 0 is_thrown 1 is_turnable 1 name_pl bearded axes client_type 106 body_arm -1 skill one handed weapons end Object dhaxe1 editor_folder weapon/axe nrof 1 name war axe face dhaxe_1.111 last_sp 9 type 15 material 18 dam 11 weight 10000 value 600 attacktype 1 weapontype 3 name_pl war axes client_type 106 body_arm -1 skill one handed weapons end Object dhaxe2 editor_folder weapon/axe nrof 1 name axe face dhaxe_2.111 last_sp 10 type 15 material 18 dam 10 weight 9660 value 520 can_impale 1 attacktype 1 weapontype 3 name_pl axes client_type 106 body_arm -1 skill one handed weapons end Object shaxe1 editor_folder weapon/axe nrof 1 name axe face shaxe_1.111 last_sp 7 type 15 material 18 dam 9 weight 8500 value 515 can_impale 1 attacktype 1 weapontype 3 name_pl axes client_type 106 body_arm -1 skill one handed weapons end Object stoneaxe editor_folder weapon/axe nrof 1 last_sp 11 type 15 face stoneaxe.111 material 80 dam 6 weapontype 7 weight 8500 value 12 attacktype 1 name_pl stoneaxes client_type 106 body_arm -1 skill one handed weapons end Object arrow editor_folder weapon/bow race arrows type 13 face arrow.101 animation arrow is_animated 0 is_turnable 1 nrof 1 weight 25 value 1 material 16 food 20 dam 2 wc 1 attacktype 1 name_pl arrows client_type 159 end Object bolt editor_folder weapon/bow race crossbow bolts type 13 face bolt.101 animation bolt is_animated 0 is_turnable 1 nrof 1 weight 50 value 2 material 2 food 10 dam 3 wc 2 attacktype 1 name_pl bolts client_type 165 end Object bow editor_folder weapon/bow race arrows type 14 nrof 1 material 16 face bow.111 dam 7 weight 12000 value 40 sp 50 no_strength 0 attacktype 1 name_pl bows client_type 151 body_arm -2 skill missile weapons anim_suffix bow end Object compositebow editor_folder weapon/bow name composite bow race arrows type 14 nrof 1 material 16 face compositebow.111 dam 14 weight 3000 value 60 sp 35 no_strength 0 attacktype 1 name_pl composite bows client_type 151 body_arm -2 skill missile weapons anim_suffix bow end Object crossbow editor_folder weapon/bow race crossbow bolts type 14 nrof 1 material 16 face crossbow.111 dam 7 weight 25000 sp 40 wc 1 value 40 no_strength 1 attacktype 1 name_pl crossbows client_type 161 body_arm -2 skill missile weapons end Object elven_bow editor_folder weapon/bow name elven bow race arrows type 14 nrof 1 material 16 face elven_bow.111 magic 3 dam 15 weight 15000 sp 70 wc 1 value 17000 no_strength 0 attacktype 1 name_pl elven bows client_type 150 body_arm -2 skill missile weapons anim_suffix bow end Object handcrossbow editor_folder weapon/bow race crossbow bolts name crossbow pistol type 14 nrof 1 material 16 face handcrossbow.111 dam 5 weight 1500 sp 30 wc 1 value 52800 no_strength 1 attacktype 1 name_pl crossbow pistols client_type 161 body_arm -1 skill missile weapons end Object handcrossbow_ivory editor_folder weapon/bow race crossbow bolts name crossbow pistol type 14 nrof 1 material 16 face handcrossbow_bone.111 dam 5 weight 1500 sp 30 wc 1 value 130050 no_strength 1 attacktype 1 name_pl crossbow pistols client_type 161 body_arm -1 skill missile weapons end Object huntersbow editor_folder weapon/bow name hunter's bow race arrows type 14 nrof 1 material 16 face huntersbow.111 dam 10 weight 2000 value 40 sp 20 no_strength 0 attacktype 1 name_pl hunter's bows client_type 150 body_arm -2 skill missile weapons anim_suffix bow end Object lightning_bow editor_folder weapon/bow name lightning bow race crossbow bolts face lightning_bow.111 sp 40 dam 14 wc -2 nrof 1 type 14 attacktype 9 material 16 value 45000 weight 25000 magic 3 no_strength 1 name_pl lightning bows client_type 150 body_arm -2 skill missile weapons end Object longbow editor_folder weapon/bow name long bow race arrows type 14 nrof 1 material 16 face longbow.111 dam 20 weight 8000 value 200 sp 40 no_strength 0 attacktype 1 name_pl long bows client_type 151 body_arm -2 skill missile weapons anim_suffix bow end Object magic_bow editor_folder weapon/bow name Energy Bow race arrows type 14 nrof 1 animation magic_bow anim_speed 10 client_anim_random 1 material 16 face magic_bow.111 magic 7 dam 30 weight 9000 sp 80 wc 3 value 1700000 no_strength 0 attacktype 1 name_pl Energy Bows client_type 151 body_arm -2 skill missile weapons anim_suffix bow end Object reflexbow editor_folder weapon/bow name reflex bow race arrows type 14 nrof 1 material 16 face reflexbow.111 dam 23 weight 6000 value 25000 sp 47 no_strength 0 attacktype 1 name_pl reflex bows client_type 151 body_arm -2 skill missile weapons anim_suffix bow end Object reflexbow_ivory editor_folder weapon/bow name reflex bow race arrows type 14 nrof 1 material 16 materialname ivory face reflexbow_bone.111 dam 23 weight 6000 value 65000 sp 47 no_strength 0 attacktype 1 name_pl reflex bows client_type 151 body_arm -2 skill missile weapons anim_suffix bow end Object reflexbow_bone editor_folder weapon/bow name reflex bow race arrows type 14 nrof 1 material 0 materialname bone face reflexbow_bone.111 dam 32 weight 8000 value 10000 sp 42 no_strength 0 attacktype 1 name_pl reflex bows client_type 151 body_arm -2 skill missile weapons anim_suffix bow end Object thundar_bolt editor_folder weapon/bow name thundar bolt race crossbow bolts face thunder_bolt.101 animation thundar_bolt is_animated 0 food 10 dam 100 wc -10 nrof 50 type 13 attacktype 9 material 2 value 20000 weight 1000 is_turnable 1 name_pl thundar bolts client_type 165 end Object large_morningstar editor_folder weapon/chained nrof 1 name large morningstar last_sp 12 type 15 face lmornstar.111 weapontype 7 material 18 dam 13 weight 25000 value 44 attacktype 1 name_pl large morningstars client_type 141 body_arm -2 skill two handed weapons end Object morningstar editor_folder weapon/chained nrof 1 last_sp 11 type 15 weapontype 7 face mornstar.111 material 18 dam 10 weight 17000 value 35 attacktype 1 name_pl morningstars client_type 141 body_arm -1 skill one handed weapons end Object nunchacu_1 editor_folder weapon/chained name nunchacu nrof 1 last_sp 4 type 15 face nunchacu_1.111 weapontype 8 material 18 dam 1 weight 5000 value 20 attacktype 1 name_pl nunchacus client_type 141 body_arm -2 skill two handed weapons end Object nunchacu_2 editor_folder weapon/chained name nunchacu nrof 1 last_sp 4 type 15 face nunchacu_2.111 weapontype 8 material 18 dam 2 weight 5500 value 25 attacktype 1 name_pl nunchacus client_type 141 body_arm -2 skill two handed weapons end Object sflail1 editor_folder weapon/chained nrof 1 name spiked flail last_sp 15 type 15 face sflail_1.111 weapontype 7 material 18 dam 16 weight 28000 value 288 attacktype 1 name_pl spiked flails client_type 141 body_arm -2 skill two handed weapons end Object shootingstar editor_folder weapon/chained name shootingstar nrof 1 last_sp 6 type 15 face shootingstar.111 weapontype 7 material 2 dam 40 weight 20000 value 30000 attacktype 1 name_pl shootingstars client_type 141 body_arm -2 skill two handed weapons end Object big_club editor_folder weapon/club nrof 1 name large club last_sp 17 type 15 face big_club.111 material 16 weapontype 8 dam 20 weight 40000 value 20 attacktype 1 name_pl large clubs client_type 121 body_arm -2 skill two handed weapons end Object club editor_folder weapon/club nrof 1 last_sp 9 type 15 face club.111 material 16 dam 6 weapontype 8 weight 9000 value 10 attacktype 1 name_pl clubs client_type 121 body_arm -1 skill one handed weapons end Object cudgel editor_folder weapon/club nrof 1 name cudgel last_sp 25 type 15 face cudgel.111 material 2 materialname bronze weapontype 8 dam 40 weight 85000 value 654 attacktype 1 name_pl cudgels client_type 121 body_arm -2 skill two handed weapons end Object quarterstaff editor_folder weapon/club nrof 1 last_sp 8 type 15 face quarters.111 material 16 dam 5 weapontype 8 weight 9000 value 20 attacktype 1 name_pl quarterstaffs client_type 121 body_arm -2 skill two handed weapons end Object hammer editor_folder weapon/hammer nrof 1 last_sp 9 type 15 face hammer_1.111 material 18 dam 7 weapontype 7 weight 17500 value 25 attacktype 1 name_pl hammers client_type 126 body_arm -1 skill one handed weapons end Object hammer_2 editor_folder weapon/hammer nrof 1 name throwing hammer race throwing last_sp 9 weapontype 7 type 15 face hammer_2.121 animation hammer_2 is_animated 0 is_turnable 1 is_thrown 1 material 80 dam 6 weight 15500 value 23 attacktype 1 name_pl throwing hammers client_type 126 body_arm -1 skill one handed weapons end Object stonehammer editor_folder weapon/hammer nrof 1 name stonehammer last_sp 10 type 15 face stonehamme.111 weapontype 7 material 80 dam 6 weight 15000 value 13 attacktype 1 name_pl stonehammers client_type 126 body_arm -1 skill one handed weapons end Object mace editor_folder weapon/mace nrof 1 last_sp 9 type 15 face mace_1.111 material 2 weapontype 7 dam 7 weight 16000 value 35 attacktype 1 name_pl maces client_type 129 body_arm -1 skill one handed weapons end Object mace_2 editor_folder weapon/mace nrof 1 name mace last_sp 9 type 15 face mace_2.111 material 18 weapontype 7 dam 8 weight 17500 value 42 attacktype 1 name_pl maces client_type 129 body_arm -1 skill one handed weapons end Object kama1 editor_folder weapon/misc nrof 1 last_sp 5 type 15 face kama_1.111 material 18 dam 6 weight 7000 value 47 attacktype 1 weapontype 3 name kama name_pl kamas client_type 106 body_arm -1 skill one handed weapons end Object kama2 editor_folder weapon/misc nrof 1 last_sp 5 type 15 face kama_2.111 material 18 dam 6 weight 7000 value 47 attacktype 1 weapontype 3 name kama name_pl kamas client_type 106 body_arm -1 skill one handed weapons end Object lspear editor_folder weapon/misc nrof 1 name long spear last_sp 9 type 15 face lspear.111 material 18 dam 12 weight 26500 value 50 can_impale 1 attacktype 1 weapontype 5 name_pl long spears client_type 136 body_arm -2 skill two handed weapons end Object poleaxe editor_folder weapon/misc nrof 1 last_sp 12 type 15 face poleaxe.111 material 18 dam 18 weight 35500 value 200 can_impale 1 can_cut 1 can_dam_armour 1 can_knockback 1 attacktype 1 name_pl poleaxes client_type 136 body_arm -2 skill two handed weapons end Object sai1 editor_folder weapon/misc name sai nrof 1 last_sp 5 type 15 face sai_1.111 material 18 dam 2 ac 1 resist_physical 2 weight 2000 value 80 attacktype 1 weapontype 5 name_pl sais client_type 145 body_arm -1 skill one handed weapons end Object sai2 editor_folder weapon/misc name sai nrof 1 last_sp 5 type 15 face sai_2.111 material 18 dam 2 ac 1 resist_physical 2 weight 2000 value 80 attacktype 1 weapontype 5 name_pl sais client_type 145 body_arm -1 skill one handed weapons end Object scythe1 editor_folder weapon/misc nrof 1 name scythe last_sp 13 type 15 face scythe_1.111 material 18 dam 14 weight 29500 value 485 attacktype 1 weapontype 1 name_pl scythes client_type 136 body_arm -2 skill two handed weapons end Object shovel_1 editor_folder weapon/misc name shovel nrof 1 slaying wall last_sp 15 type 15 face shovel_1.111 material 2 dam 10 weight 30000 value 5 animation shovel_1 attacktype 1 name_pl shovels client_type 145 body_arm -2 skill two handed weapons anim_speed 5 client_anim_random 1 end Object sickle1 editor_folder weapon/misc nrof 1 last_sp 4 type 15 face sickle_1.111 material 2 dam 7 weight 8000 value 52 attacktype 1 weapontype 1 name sickle name_pl sickles client_type 101 body_arm -1 skill one handed weapons end Object spear editor_folder weapon/misc name spear race throwing nrof 1 last_sp 9 type 15 face spear.121 animation spear is_animated 0 is_turnable 1 is_thrown 1 material 2 dam 7 weight 8500 value 25 attacktype 1 weapontype 5 name_pl spears client_type 136 body_arm -2 skill two handed weapons end Object stake editor_folder weapon/misc slaying vampire nrof 1 last_sp 11 type 15 face stake.111 material 16 dam 8 weight 2000 value 20 attacktype 131073 weapontype 5 name_pl stakes client_type 145 body_arm -1 skill one handed weapons end Object t_star1 editor_folder weapon/misc nrof 1 name throwing star race throwing last_sp 2 type 15 face t_star1.111 is_thrown 1 material 2 dam 3 weight 325 value 45 attacktype 1 weapontype 2 name_pl throwing stars client_type 101 body_arm -1 skill one handed weapons end Object taifu_1 editor_folder weapon/misc name taifu nrof 1 last_sp 6 type 15 face taifu_1.111 material 18 dam 2 ac 1 weight 5000 value 20 attacktype 1 weapontype 5 name_pl taifus client_type 145 body_arm -1 skill one handed weapons end Object trident editor_folder weapon/misc name trident race throwing type 15 nrof 1 last_sp 8 face trident.121 animation trident is_animated 0 is_turnable 1 is_thrown 1 material 2 dam 11 weight 23000 value 68 attacktype 1 weapontype 5 name_pl tridents client_type 136 body_arm -2 skill two handed weapons end Object twinblade_spear editor_folder weapon/misc nrof 1 name twinblade spear type 15 face twinblade_spear.111 material 18 weight 29000 value 900 dam 18 last_sp 8 wc 1 Dex 1 can_impale 1 attacktype 1 weapontype 5 name_pl twinblade spears client_type 136 body_arm -2 skill two handed weapons end Object pipe editor_folder weapon/other nrof 1 name pipe last_sp 8 type 15 face pipe.111 material 2 weapontype 8 dam 5 weight 6500 value 10 can_knockback 1 can_parry 1 attacktype 1 name_pl pipes client_type 145 body_arm -1 skill one handed weapons end Object saw editor_folder weapon/other nrof 1 name saw last_sp 7 slaying deathtree type 15 face saw.111 material 18 dam 4 weight 6500 value 35 attacktype 1 name_pl saws client_type 145 body_arm -1 skill one handed weapons end Object wrench editor_folder weapon/other nrof 1 name wrench last_sp 6 type 15 face wrench.111 material 2 weapontype 8 dam 3 weight 3500 value 10 can_parry 1 can_knockback 1 attacktype 1 name_pl wrenches client_type 145 body_arm -1 skill one handed weapons end Object b_bsword_1 editor_folder weapon/sword anim_suffix sword nrof 1 last_sp 8 type 15 face b_bsword_1.111 material 2 materialname bronze dam 4 weight 20000 value 11 attacktype 1 weapontype 1 name broadsword name_pl broadswords client_type 101 body_arm -1 skill one handed weapons end Object b_bsword_2 editor_folder weapon/sword anim_suffix sword nrof 1 name broadsword last_sp 8 type 15 face b_bsword_2.111 material 2 materialname bronze dam 4 weight 21500 value 11 attacktype 1 weapontype 1 name_pl broadswords client_type 101 body_arm -1 skill one handed weapons end Object b_dagger editor_folder weapon/sword nrof 1 last_sp 5 type 15 face b_dagger.111 material 2 materialname bronze dam 1 weight 2000 value 10 attacktype 1 weapontype 2 name dagger name_pl daggers client_type 101 body_arm -1 skill one handed weapons end Object b_lsword editor_folder weapon/sword anim_suffix sword nrof 1 name light sword last_sp 8 type 15 face b_lsword.111 material 2 materialname bronze dam 3 weight 11500 value 11 attacktype 1 weapontype 1 name_pl light swords client_type 101 body_arm -1 skill one handed weapons end Object b_scimitar editor_folder weapon/sword nrof 1 last_sp 8 type 15 face b_scimitar.111 material 2 materialname bronze dam 4 weight 15000 value 10 can_impale 1 can_cut 1 can_parry 1 attacktype 1 weapontype 1 name scimitar name_pl scimitars client_type 101 body_arm -1 skill one handed weapons end Object b_sicklesword editor_folder weapon/sword anim_suffix sword nrof 1 last_sp 4 type 15 face b_sicklesword.111 material 2 materialname bronze dam 4 weight 8600 value 330 attacktype 1 weapontype 1 name sickle sword name_pl sickle swords client_type 101 body_arm -1 skill one handed weapons end Object b_ssword_1 editor_folder weapon/sword anim_suffix sword nrof 1 last_sp 6 type 15 face b_ssword_1.111 material 2 materialname bronze dam 2 weight 10000 value 7 attacktype 1 weapontype 1 name shortsword name_pl shortswords client_type 101 body_arm -1 skill one handed weapons end Object b_ssword_2 editor_folder weapon/sword anim_suffix sword name shortsword nrof 1 last_sp 6 face b_ssword_2.111 material 2 materialname bronze dam 2 weight 8000 value 8 type 15 attacktype 1 weapontype 5 name_pl shortswords client_type 101 body_arm -1 skill one handed weapons end Object b_sword_1 editor_folder weapon/sword anim_suffix sword nrof 1 name long sword last_sp 8 type 15 face b_sword_1.111 material 2 materialname bronze dam 4 weight 15000 value 11 attacktype 1 weapontype 1 name_pl long swords client_type 101 body_arm -1 skill one handed weapons end Object b_sword_2 editor_folder weapon/sword anim_suffix sword nrof 1 name long sword last_sp 8 type 15 face b_sword_2.111 material 2 materialname bronze dam 4 weight 14500 value 11 attacktype 1 weapontype 1 name_pl long swords client_type 101 body_arm -1 skill one handed weapons end Object broadsword editor_folder weapon/sword anim_suffix sword nrof 1 last_sp 8 type 15 face bsword_1.111 material 2 dam 9 weight 20000 value 50 attacktype 1 weapontype 1 name_pl broadswords client_type 101 body_arm -1 skill one handed weapons end Object broadsword_2 editor_folder weapon/sword anim_suffix sword nrof 1 name broadsword last_sp 8 type 15 face bsword_2.111 material 2 dam 9 weight 21500 value 48 attacktype 1 weapontype 1 name_pl broadswords client_type 101 body_arm -1 skill one handed weapons end Object butterflysword_1 editor_folder weapon/sword name butterflysword name_pl butterflyswords nrof 1 last_sp 5 face butterflysword_1.111 material 2 dam 4 weight 10000 value 45 type 15 attacktype 1 weapontype 5 client_type 101 body_arm -1 skill one handed weapons end Object butterflysword_2 editor_folder weapon/sword name butterflysword name_pl butterflyswords nrof 1 last_sp 5 face butterflysword_2.111 material 2 dam 4 weight 10000 value 45 type 15 attacktype 1 weapontype 5 client_type 101 body_arm -1 skill one handed weapons end Object dagger editor_folder weapon/sword nrof 1 last_sp 5 type 15 face dagger.111 material 2 dam 2 weight 2000 value 20 attacktype 1 weapontype 2 name_pl daggers client_type 101 body_arm -1 skill one handed weapons end Object dragonclaw_dagger editor_folder weapon/sword nrof 1 last_sp 3 type 15 face dragonclaw_dagger.111 material 2 dam 3 weight 1500 value 60 attacktype 1 weapontype 2 name dragonclaw dagger name_pl dragonclaw daggers client_type 101 body_arm -1 skill one handed weapons end Object falchion editor_folder weapon/sword nrof 1 last_sp 8 type 15 face falchion.111 material 2 dam 7 weight 13000 value 42 attacktype 1 weapontype 1 name_pl falchions client_type 101 body_arm -1 skill one handed weapons end Object giants_knife editor_folder weapon/sword nrof 1 name giant's knife last_sp 8 type 15 face giants_knife.111 material 2 dam 18 weight 20500 value 55 attacktype 1 weapontype 1 name_pl giant's knives client_type 101 body_arm -1 skill one handed weapons end Object hooksword editor_folder weapon/sword name hooksword nrof 1 last_sp 7 type 15 face hooksword.111 material 2 dam 6 ac 2 weight 13000 value 50 attacktype 1 weapontype 4 name_pl hookswords client_type 101 body_arm -1 skill one handed weapons end Object katana_1 editor_folder weapon/sword name katana nrof 1 last_sp 6 type 15 face katana_1.111 material 2 dam 7 weight 11000 value 80 attacktype 1 weapontype 4 name_pl katanas client_type 101 body_arm -1 skill one handed weapons end Object light_sword editor_folder weapon/sword nrof 1 name light sword last_sp 8 type 15 face lsword.111 material 2 dam 6 weight 11500 value 44 attacktype 1 weapontype 1 name_pl light swords client_type 101 body_arm -1 skill one handed weapons end Object nineringsword editor_folder weapon/sword nrof 1 last_sp 8 type 15 face nineringsword.111 material 2 dam 9 weight 16000 value 65 attacktype 1 weapontype 1 name nine-ring sword name_pl nine-ring swords client_type 101 body_arm -1 skill one handed weapons end Object rapier editor_folder weapon/sword nrof 1 last_sp 8 type 15 face rapier.111 material 2 dam 7 weight 10000 value 38 attacktype 1 weapontype 2 name_pl rapiers client_type 101 body_arm -1 skill one handed weapons end Object sabre editor_folder weapon/sword nrof 1 last_sp 8 type 15 face sabre.111 material 2 dam 7 weight 13500 value 38 attacktype 1 weapontype 4 name_pl sabres client_type 101 body_arm -1 skill one handed weapons end Object scimitar editor_folder weapon/sword nrof 1 last_sp 8 type 15 face scimitar.111 material 2 dam 8 weight 15000 value 42 can_impale 1 can_cut 1 can_parry 1 attacktype 1 weapontype 1 name_pl scimitars client_type 101 body_arm -1 skill one handed weapons end Object serp_sword editor_folder weapon/sword nrof 1 name Serpentman sword last_sp 8 type 15 face serp_sword.111 material 32 dam 6 can_cut 1 weight 3000 value 25 attacktype 1 weapontype 1 name_pl Serpentman swords client_type 101 body_arm -1 skill one handed weapons end Object sicklesword editor_folder weapon/sword nrof 1 last_sp 4 type 15 face sicklesword.111 material 2 dam 8 weight 8600 value 440 attacktype 1 weapontype 1 name sickle sword name_pl sickle swords client_type 101 body_arm -1 skill one handed weapons end Object sleek_katana editor_folder weapon/sword name sleek katana name_pl sleek katanas slaying unnatural nrof 1 last_sp 3 type 15 face katana_1.111 material 2 dam 15 magic 3 weight 10000 value 1000 attacktype 256 weapontype 4 client_type 101 body_arm -1 skill one handed weapons resist_drain -100 end Object shortsword editor_folder weapon/sword nrof 1 last_sp 6 type 15 face ssword_1.111 material 2 dam 4 weight 10000 value 30 attacktype 1 weapontype 1 name_pl shortswords client_type 101 body_arm -1 skill one handed weapons end Object shortsword_2 editor_folder weapon/sword name shortsword nrof 1 last_sp 6 face ssword_2.111 material 2 dam 4 weight 8000 value 35 type 15 attacktype 1 weapontype 5 name_pl shortswords client_type 101 body_arm -1 skill one handed weapons end Object steel_shortsword editor_folder weapon/sword nrof 1 last_sp 6 type 15 face steel_ssword_1.111 material 2 materialname steel dam 6 weight 10000 value 150 attacktype 1 weapontype 1 name steel shortsword name_pl steel shortswords client_type 101 body_arm -1 skill one handed weapons end Object sword editor_folder weapon/sword anim_suffix sword nrof 1 name long sword last_sp 8 type 15 face sword_1.111 material 2 dam 8 weight 15000 value 45 attacktype 1 weapontype 1 name_pl long swords client_type 101 body_arm -1 skill one handed weapons end Object sword_2 editor_folder weapon/sword anim_suffix sword nrof 1 name long sword last_sp 8 type 15 face sword_2.111 material 2 dam 8 weight 14500 value 45 attacktype 1 weapontype 1 name_pl long swords client_type 101 body_arm -1 skill one handed weapons end Object sword_3 editor_folder weapon/sword nrof 1 name two-handed sword name_pl two-handed swords anim_suffix double_sword last_sp 8 type 15 face sword_3.111 material 2 dam 14 weight 25000 value 53 attacktype 1 weapontype 1 client_type 101 body_arm -2 skill two handed weapons end Object sword_4 editor_folder weapon/sword anim_suffix sword nrof 1 name sword last_sp 8 type 15 face sword_4.111 material 2 dam 8 weight 15500 value 55 attacktype 1 weapontype 1 name_pl swords client_type 101 body_arm -1 skill one handed weapons end Object t_dagger editor_folder weapon/sword nrof 1 name throwing dagger race throwing last_sp 4 type 15 face t_dagger.131 animation t_dagger is_animated 0 is_turnable 1 is_thrown 1 material 2 dam 1 weight 1500 value 15 attacktype 1 weapontype 2 name_pl throwing daggers client_type 101 body_arm -1 skill one handed weapons end Object vlongsword editor_folder weapon/sword nrof 1 name two-handed sword name_pl two-handed swords anim_suffix double_sword last_sp 8 type 15 face vlongsword.111 material 2 dam 18 weight 28000 value 500 attacktype 1 weapontype 1 client_type 101 body_arm -2 skill two handed weapons end Object wicked_sabre editor_folder weapon/sword name wicked sabre name_pl wicked sabres dam 25 attacktype 262145 resist_weaponmagic -100 last_sp 4 nrof 1 type 15 face falchion.111 material 2 weight 13000 value 42 weapontype 1 client_type 101 body_arm -1 skill one handed weapons end crossfire-1.75.0/lib/wizhelp/000755 001751 001751 00000000000 13777710121 016721 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/lib/collect000644 001751 001751 00000033060 13775114567 016623 0ustar00kevinzkevinz000000 000000 #!/usr/bin/env perl require "util.pl"; if ($#ARGV >= 0) { if ($ARGV[0] =~ m/^--?[hH](elp)?$/) { die ("\nUSAGE: perl collect.pl ARCHDIR\n". "\nWhere ARCHDIR is the directory where you stored the ". "raw archetypes.\n". "This script will then create these files:\n". "archetypes,bmaps.paths,faces,treasures,animations.\n" ) } } # mkdir is nice because it is an atomic operation - if 2 programs # try to do it at the same time, one will fail. Do a -e/create # file check has a chance of race condition. if (!mkdir("collect.lock",0)) { print "Collect is already running. If you think this is an error,\n"; print "rmdir collect.lock\n"; # exit with a non zero code - in that way make errors out and # won't try to build the next target - the images. If another # process is running on the archetypes, that will make a new bmaps.paths # requiring new images at that time. exit(1); } # archonly is used to only build the archetypes. I find this # very handy if I know I've only changed .arc files - I don't want # to rebuild the other files, because now cvs tries to do diffs # on them as well as commit them, even if there are no changes. $archonly = 0; if ($#ARGV >= 1) { if ($ARGV[1] eq "ARCHONLY") { $archonly = 1; } else {print "Ignoring unknown option: $ARGV[1]\n"; } } $root = $ARGV[0]; $archetypes = "archetypes"; $faces = "faces"; $treasures = "treasures"; $animations = "animations"; $paths = "bmaps.paths"; $faceExt = "\\.[a-zA-Z0-9][A-Z0-9][A-Z0-9]"; $smooths = "smooth"; ### main &info("looking ..."); &traverse($root); $attacktype{ 'physical' } = ( 1 << 0 ); $attacktype{ 'magic' } = ( 1 << 1 ); $attacktype{ 'fire' } = ( 1 << 2 ); $attacktype{ 'electricity' } = ( 1 << 3 ); $attacktype{ 'cold' } = ( 1 << 4 ); $attacktype{ 'confusion' } = ( 1 << 5 ); $attacktype{ 'acid' } = ( 1 << 6 ); $attacktype{ 'drain' } = ( 1 << 7 ); $attacktype{ 'weaponmagic' } = ( 1 << 8 ); $attacktype{ 'ghosthit' } = ( 1 << 9 ); $attacktype{ 'poison' } = ( 1 << 10 ); $attacktype{ 'slow' } = ( 1 << 11 ); $attacktype{ 'paralyze' } = ( 1 << 12 ); $attacktype{ 'turnundead' } = ( 1 << 13 ); $attacktype{ 'fear' } = ( 1 << 14 ); $attacktype{ 'cancellation' } = ( 1 << 15 ); $attacktype{ 'deplete' } = ( 1 << 16 ); $attacktype{ 'death' } = ( 1 << 17 ); $attacktype{ 'chaos' } = ( 1 << 18 ); $attacktype{ 'counterspell' } = ( 1 << 19 ); $attacktype{ 'godpower' } = ( 1 << 20 ); $attacktype{ 'holyword' } = ( 1 << 21 ); $attacktype{ 'blind' } = ( 1 << 22 ); $attacktype{ 'internal' } = ( 1 << 23 ); $attacktype{ 'lifestealing' } = ( 1 << 24 ); $attacktype{ 'disease' } = ( 1 << 25 ); &info("writing ...$archetypes"); open(ARCH,">".$archetypes) || &my_die("cannot open ".$archetypes); binmode(ARCH); &archsOut($root); close(ARCH); if (!$archonly) { &info("$paths"); open(BMAPS,">".$paths) || &my_die("cannot open ".$paths); binmode(BMAPS); &pathsOut; close(BMAPS); &info("$faces"); open(FACES,">".$faces) || &my_die("cannot open ".$faces); binmode(FACES); &facesOut; close(FACES); &info("$smooths"); open(SMOOTHS,">".$smooths) || &my_die("cannot open ".$smooths); binmode(SMOOTHS); &smoothOut; close(SMOOTHS); &info("$treasures"); # We still support the old consolidated treasure information # so copy it over. open(TREASURES,">".$treasures) || &my_die("cannot open ".$treasures); binmode(TREASURES); print TREASURES "# # Do not modify this file - any changes will get overwritten. # instead, modify the .trs file in the arch directory. # "; &treasuresOut; close(TREASURES); &info("$animations"); open(ANIM,">".$animations) || &my_die("cannot open ".$animations); binmode(ANIM); &animOut; close(ANIM); } &stats; rmdir("collect.lock"); exit 0; sub traverse { local($dir) = shift; local($file,$name); local( $tfile); opendir(THISDIR, $dir) || my_die("couldn't open $dir"); local(@allfiles) = readdir(THISDIR); closedir(THISDIR); foreach $tfile (sort @allfiles) { next if $tfile =~ /^\./; next if $tfile =~ /~$/; $file = $dir."/".$tfile; $name = &basename($file,""); # DIR if( -d $file && $name ne "dev" && $name ne "trashbin" && $name ne ".svn" ) { &traverse($file); } elsif ( -d $file && ( $name eq "dev" || $name eq "trashbin" ) ) { # Empty directive to prevent warnings below } elsif( $file =~ /.*\.arc$/) { # ARCHETYPE $archsNum++; push(@archs,$file);n } elsif( $name =~ /(\S+)\.base($faceExt)\.png$/) { # FACE $facesNum++; $im_name = "$1$2"; &warn("duplicate face $im_name in ".$dir." and $faces{$im_name}") if $faces{$im_name}; $faces{$im_name} = $dir."/".$im_name; } elsif ( $file =~ /.*\.face$/) { # Face information file $facesFileNum++; push(@face_files, $file); } elsif ( $file =~ /.*\.trs$/) { # Treasure information file push(@treasure_files, $file); } elsif ( $file =~ /\.png$/ || $file =~ /\.xpm$/ || $file =~ /\.xcf/ || $file =~ /\.doc$/ || $file =~ /\.txt$/ || $file =~ /$faceExt$/ || $file =~ /\.blend$/ ) { # we cover many files we probably shouldn't, but oh well. # we just don't want complaints about all of these. } # ignore a couple of the more common 'junk' files that are not # really junk. elsif (($name ne "README") && ($name ne "ChangeLog") && ($name ne "TODO") && ($name ne ".svn") && ($name ne "artifacts") && ($name ne "attackmess") && ($name ne "formulae") && ($name ne "image_info") && ($name ne "materials") && ($name ne "messages") && ($name ne "races")) { $trashNum++; print "Warning: $file might be a junk file\n"; } } } sub storeFaceInfo { local($lface,@values) = @_; if ($values[0] ne "") { # blank.111 is a special case - # since no foreground pixels will actually be drawn, foreground colors is # not relevant. Several monsters use blank.111 as part of their # animation to make them appear invisible, but have some other # foreground color set. # Same applies to empty also. if ($fg{$lface} && $fg{$lface} ne $values[0] && $lface ne "blank.111" && $lface ne "empty.111") { &warn($arch." duplicate fg color ".$fg{$lface}."/".$values[0]." face ".$lface); } else { $fg{$lface} = $values[0]; } } if ($values[1] ne "" && $lface ne "blank.111" && $lface ne "empty.111") { # blank.111 is a special case - see above explanation # Its visibility is always 0. if ($visibility{$lface} && $visibility{$lface} ne $values[1]) { &warn($arch." duplicate visibilty ".$visibility{$lface}."/".$values[1]." face ".$lface); } else { $visibility{$lface} = $values[1]; } } if ($values[2] ne "" && lface ne "blank.111" && $lface ne "empty.111") { if ($magicmap{$lface} && $magicmap{$lface} ne $values[2]) { &warn($arch." duplicate magicmap color ".$magicmap{$lface}."/".$values[2]." face ".$lface); } else { $magicmap{$lface} = $values[2]; } } if ($values[3] ne "") { if ($floor{$lface} && $floor{$lface} ne $values[3]) { &warn($arch." duplicate floor information ".$floor{$lface}."/".$values[3]." face ".$lface); } else { $floor{$lface} = $values[3]; } } } sub archsOut { local($dir) = shift; foreach $arch (@archs) { # Assume the filename $arch begins with $dir. Assign all path name # components after $dir to $pathto. if($arch =~ /^\Q$dir\E\/(.*)\/[^\/]*[.]arc$/) { $pathto = $1; } else { &warn("cannot determine editor_folder from arch '$arch'"); $pathto = ""; } open(ARC,$arch) || &my_die("cannot open ".$arch); line: while() { chop; ($var,@values) = split; if ($var eq "#") { #developper comment, switch to next line $commentNum++; next line; } if ($var eq "Object") { $lface[0] = ""; $#lface = 0; $lfg = ""; $lvis = ""; $mm = ""; $floor = ""; $moveon = 0; $nopick = 0; $arch = join "_", @values; $print_editor_folder = 1; } else { $print_editor_folder = 0; } if ($var eq "end") { if ($#lface !=0) { $#lface--; foreach $face (@lface) { &storeFaceInfo($face, $lfg, $lvis,$mm,$floor); } } if ($moveon && !$nopick) { &warn("File $arch has an object with move_on set which can be picked up\n"); } } # Process the color/face info now if ($var eq "color_fg") { $lfg = $values[0]; next line; } if ($var eq "visibility") { $lvis = $values[0]; next line; } if ($var eq "magicmap") { $mm = $values[0]; next line; } if ($var eq "attacktype") { $at = 0; foreach $t ( @values ) { if ( $t =~ /^\d+$/ ) { $at |= $t; } else { if ( defined( $attacktype{ $t } ) ) { $at |= $attacktype{ $t }; } else { &warn($arch . " has invalid attacktype " . $t); } } } $_ = $var . ' ' . $at; } if ($var eq "is_floor") { $floor = $values[0]; # is_floor is also needed for archs, so let it pass # through } elsif ($var eq "no_pick") { $nopick = $values[0]; } elsif ($var eq "move_on") { $moveon = 1; } elsif ($var eq "face") { $lface[$#lface++] = $values[0] } if ($var eq "face" && ! $faces{$values[0]}) { &warn($arch." is missing face ".$values[0]) } if ($var eq "smoothface") { if ($smoothing{$values[0]} && ($smoothing{$values[0]} ne $values[1])) { &warn($arch." duplicate smoothface for ".$values[0].": ".$smoothing{$values[0]}." and ".$values[1]); } elsif ( ($values[0] eq "") || ($values[1] eq "")) { &warn ($arch." incomplete smoothface entry found: ".$values[0]." ".$values[1]); } else { $smoothing{$values[0]}=$values[1] } next line; #smoothface must be excluded from archetype file } print ARCH $_,"\n"; if ($print_editor_folder) { print ARCH "editor_folder $pathto\n" if $pathto ne ""; } } close(ARC); } } sub pline { local($face) = shift; print BMAPS sprintf("%05d",$idx++)," ",$face,"\n"; } sub opline { local($face) = shift; print BMAPS sprintf("\\%05d",$idx++),"\t",$face,"\n"; } sub pheader { print BMAPS "# This file is generated by $0, do not edit\n"; } sub pathsOut { &pheader; $idx = 0; &opline($root."/system/bug.111"); foreach $face (sort(keys %faces)) { &opline($faces{$face}) if $faces{$face} !~ /bug\.111/; } } sub treasuresOut { foreach $treasure (@treasure_files) { open(TREAS, $treasure) || &my_die("cannot open ".$treasure); while() { if (! /^\s*$/) { print TREASURES $_; } } close(FACE); } } sub facesOut { foreach $face (@face_files) { open(FACE, $face) || &my_die("cannot open ".$face); while() { chop; local ($var, @values) = split; if ($var eq "face") { $lface = $values[0]; $lfg = ""; $lvis = ""; $mm = ""; $floor = ""; } elsif ($var eq "color_fg") { $lfg = $values[0]; } elsif ($var eq "visibility") { $lvis = $values[0]; } elsif ($var eq "magicmap") { $mm = $values[0]; } elsif ($var eq "is_floor") { $floor = $values[0]; } elsif ($var eq "end") { &storeFaceInfo($lface, $lfg, $lvis, $mm, $floor); } elsif ($var eq "animation") { $animation=$values[0]; if ($anim{$1}) { &warn("$animation is a duplicate animation name"); $anim{$animation}=""; } while () { chomp; $var = $_; last if ($var =~ /^mina\s*$/); if ($var !~ /^facings/ ) { if (! $faces{$var}) { &warn($arch." is missing face ".$var); } else { $lface[$#lface++] = $var; } } $anim{$animation} .= "$var\n"; } next; # don't want the mina } } close(FACE); } print FACES "# This file is generated by $0, do not edit\n"; foreach $face (sort(keys %faces)) { if ($fg{$face} ne "" || $bg{$face} ne "" || $visibility{$face} ne "" || $magicmap{$face} ne "" || $floor{$face} ne "") { print FACES "face ".$face."\n"; print FACES "color_fg ".$fg{$face}."\n" if $fg{$face} ne ""; print FACES "visibility ".$visibility{$face}."\n" if $visibility{$face} ne ""; print FACES "magicmap ".$magicmap{$face}."\n" if $magicmap{$face} ne ""; print FACES "is_floor ".$floor{$face}."\n" if $floor{$face} ne ""; print FACES "end\n"; } } } sub animOut { foreach $anim (sort keys %anim) { print ANIM "anim $anim\n$anim{$anim}mina\n"; $animationsNum++; } } sub smoothOut { local ($sm); print SMOOTHS "##########################################################\n"; print SMOOTHS "# Do not touch this file. #\n"; print SMOOTHS "# It has been generated from the informations present #\n"; print SMOOTHS "# in the archetype files. #\n"; print SMOOTHS "# To add new entries, simply add #\n"; print SMOOTHS "# smoothface xxx yyy #\n"; print SMOOTHS "# to an archetype and collect.pl will put below an entry #\n"; print SMOOTHS "# xxx yyy #\n"; print SMOOTHS "##########################################################\n\n"; print SMOOTHS "\n# Data extracted from arch files\n"; foreach $sm (sort (keys %smoothing)) { print SMOOTHS "$sm $smoothing{$sm}\n"; $smoothNum++; } } ### print out statical information sub stats { &info(Archs.":\t".$archsNum); &info(Images.":\t".$facesNum); &info(Faces.":\t".$facesFileNum); &info(Animations.":\t".$animationsNum); &info(Treasures.":\t".($#treasure_files+1)); &info(Trash.":\t".$trashNum); &info(Smooths.":\t".$smoothNum); &info("Comment lines:\t".$commentNum); } # This is a simple function to clean up the collect lock # and then call die. sub my_die { rmdir("collect.lock"); die(@_); } crossfire-1.75.0/lib/crossfire.1000644 001751 001751 00001765013 13777710072 017342 0ustar00kevinzkevinz000000 000000 IMAGE 937 ./arch/monster/giant/DreadKnight/Bk.x11 ‰PNG  IHDR@`š„ÚiPLTE:::333 LLLeeeÿ(((UUU‰‰‰!!!ÿÿÎÎÎ###zÿÎÿe---­TTTÿÁ&&&‡‡‡[™™™¯¯yDDDÄÄÄÉÆcccÛVÍtRNS@æØfîIDATx^í•ÙŠä0 EK’·lµôŸÏòÿ9÷Æ1Ô4Ý;Í0/u+8ǒlšÝ?Ï%—\’&ŸLøµg:¥"Àj«`J pJ'Œ6u0!` §F·@±ÿ”{h Ÿ® `7€Ûs5O 'ÚÚ%¹€t…ypŽí8@&9¡”Ž¡‡ÄòA f°I€ŸO"ét•RÚ"ÀÖ <÷¿-"@ф˜ ќ O}²Äˆ^€/‡8øAɛ”€t.šsx;SŠ…÷Õm¥§(1B1oâ)Y ª×0xòu[ ð(CAÃ9äe6Œt]GCý-XÞCÃñ;v*ZËKá‡að4»îá匩ÑGºîåHŸBPÌKT8ïb(· É!Y©­ìÎùRù:±ÒÀ’" ¡vŒw xᛌ’ß,`È·D(x÷囂»±M@þà®í>Ž QŸ)ß ÊÕªæÇOfP‹œ¹Tϐµ~$jÁ’?W >õî6GÊ9ü_C³ þ .¹ä’?£¢#RdÁéIEND®B`‚IMAGE 924 ./arch/monster/giant/DreadKnight/Bk.x12 ‰PNG  IHDR@`š„ÚoPLTE 333:::LLL(((!!!UUUeee‰‰‰ÿÿÿÿÎÎÎέ¯¯yÿe&&&###,-™™™²TTTÁ---‰‡‡‡ÿcccDDDpÄÄÄÉÆ‚tRNS@æØfÛIDATx^íÔWoã0`Î²š»§·kÿÿ7Þ,iBŒXdüp÷àFæÓ.iÄü§¹å–[n™Ì8Ž'€¿VgµZM£ՙøLµo7f?ši¯õieÔ*+“á³7“f¥™: UO Šj€£¿âí± x Ó>ŽÀÓóF×à.³(°ÍKÀwϚàsÛ¹±@/(ðç™Kø»;GÀ[„øw t„Í ·ÐŸãRvq­Ùèù®#@+°o÷%BìQ þ§€°Ö©. ˆ±Yc³Áív;6 åÿ—<ëÎ5MãœH…á" OŠˆöS\Hx XŒMý A»o¿’€³û^\ì¯×*DÀëcŠbCp¢}Y¯×BÁ‰x%h”‚w k}"7(íGàï;žS%ó3î@@í3’ë˂t]ðÞµPàÇCD”^j÷³þÁ¶¢Âºa?Aì;ö!&Ž@BÀ H ûÎZ˜¢ mÁúáQ, ®pƒœ6ß7… š2L©ÜÀÀ|äØ/Ž–7HɅҠ}ŸÂzî׌0ž T €g\Œ·•@êρ÷ê[8Lq€+ö @‹  m+&hÙÏÀL@)­Ÿ(rÿ@9ðkŸä{ø·B=P|·ÜrË_¶-"à~¢IEND®B`‚IMAGE 936 ./arch/monster/giant/DreadKnight/Bk.x13 ‰PNG  IHDR@`š„ÚlPLTE333LLLUUUeeeÿÿ:::((( ‰‰‰ÿÿe&&&???¯¯yÎÎÎ,-TTTÿΉÁ!!!###‡‡‡---™™™²pcccÉÆDDDÄÄĕùÕÍtRNS@æØfêIDATx^í“×n#9EYÅØYÑÙvÿÿçi‚šUÇÑÃ>L4 ÁÀ=Hª¿ŒþÁ|M¥Mÿ ŽéOáð%ž14õ‚Á«BØ&ðòµ#EBÎÏwÐùÛ èbÄÎ]£¢žË·ªm;U(‚+òW&ªÁÒºvÄÀW(Æg;ðmA#?UUÅĬèîÍ¡iHù§ê³â" ©Œ÷ò·Ð:ðOÌŽ$ð^]T{)W¡wÔÀp8Uß?oó4Q¿C2EÉ÷ä":aÄ9>‘GiÉ&Où†˜I8èÜPfòm}\Ò2ÌÆg×DhfŸk»K—=(q Cxƒ;7nNÉ#Œûü C8Ÿá˜™A¯sÎCà8k!04'è䋻ÈwÈ£Œ`BÞ§qõ” AÉyKlEðŠ^_ßICS†ÎÇ3îdˆ^òÎZ2ð5vâ`˜€@zäâTsZAHiìdÂàq…Q/&“^ٚð'Â+ÕµÖ¢3xä…$$È$1úzœÂQׂL1*P1]:"ĵÆ[ÐZ0‹%uOÜaŠ•;φ%ŸÐ0(JòÑCqŽ"` dßþýH†é%/I‰‚@ÉÖ1<Š! 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./arch/monster/undead/zombie_gen.111 ‰PNG  IHDR D€ŠÆPLTE4Vͅ?¿¿¿ R-®}ntRNS@æØf]IDATxÚՍ1À ìÿ¿¹'èät`ⱜž[ñ€ñcâރcÀ,ÏI`°î¿è‹£€!b xíÉŸì싑*yd_P¹\}9܇bƒ§g+÷åIôÿþ>^йè“gÖIEND®B`‚crossfire-1.75.0/lib/smooth000644 001751 001751 00000017676 13777710066 016524 0ustar00kevinzkevinz000000 000000 ########################################################## # Do not touch this file. # # It has been generated from the informations present # # in the archetype files. # # To add new entries, simply add # # smoothface xxx yyy # # to an archetype and collect.pl will put below an entry # # xxx yyy # ########################################################## # Data extracted from arch files acid.111 acid_S.111 acid.112 acid_S.112 acid.113 acid_S.113 acid.114 acid_S.114 acid.115 acid_S.115 beach.111 beach_S.111 beige-cyan-c-marble.111 empty_S.111 beige-cyan-c-marble.112 empty_S.111 beige-cyan-c-marble.113 empty_S.111 beige-cyan-c-marble.114 empty_S.111 beige-green-c-marble.111 empty_S.111 beige-green-c-marble.112 empty_S.111 beige-green-c-marble.113 empty_S.111 beige-green-c-marble.114 empty_S.111 beige-pink-c-marble.111 empty_S.111 beige-pink-c-marble.112 empty_S.111 beige-pink-c-marble.113 empty_S.111 beige-pink-c-marble.114 empty_S.111 beige-white-c-marble.111 empty_S.111 beige-white-c-marble.112 empty_S.111 beige-white-c-marble.113 empty_S.111 beige-white-c-marble.114 empty_S.111 beigemarble.111 empty_S.111 blackmarble.111 empty_S.111 blackrock.111 blackrock_S.111 blake_0.111 empty_S.111 blake_1.111 empty_S.111 blake_2.111 empty_S.111 blake_3.111 empty_S.111 blake_4.111 empty_S.111 blake_5.111 empty_S.111 blake_6.111 empty_S.111 blake_7.111 empty_S.111 blake_8.111 empty_S.111 blake_9.111 empty_S.111 blake_A.111 empty_S.111 blake_B.111 empty_S.111 blake_C.111 empty_S.111 blake_D.111 empty_S.111 blake_E.111 empty_S.111 blake_F.111 empty_S.111 blood_sea.111 blood_sea_S.111 blood_sea.112 blood_sea_S.112 blood_sea.113 blood_sea_S.113 blood_sea.114 blood_sea_S.114 bluemarble.111 empty_S.111 bluemarblemedium.111 empty_S.111 brush.111 grass_S.111 cmarsh.111 empty_S.111 cobblesto1.111 empty_S.111 cobblesto2.111 empty_S.111 crater.111 empty_S.111 cyan-beige-c-marble.111 empty_S.111 cyan-beige-c-marble.112 empty_S.111 cyan-beige-c-marble.113 empty_S.111 cyan-beige-c-marble.114 empty_S.111 cyanbrush.111 cyangrass_S.111 cyangrass.111 cyangrass_S.111 cyangrasspond.111 cyangrass_S.111 cyanmarble.111 empty_S.111 darkforest.111 darkforest_S.111 dcross-red.111 empty_S.111 dcross-white.111 empty_S.111 deep_sea.111 deep_sea_S.111 deep_sea.112 deep_sea_S.112 deep_sea.113 deep_sea_S.113 deep_sea.114 deep_sea_S.114 deep_swamp.111 deep_swamp_S.111 deep_swamp.112 deep_swamp_S.112 desert.111 desert_S.111 dirtfloor.111 empty_S.111 drifts.111 empty_S.111 dunes.111 dunes_S.111 earth.111 empty_S.111 evergreens.111 evergreens_S.111 evergreens_2.111 empty_S.111 farmland.111 empty_S.111 fcross-blue.111 empty_S.111 fcross-white.111 empty_S.111 fireball.111 fireball_S.111 fireball.112 fireball_S.112 fireball.113 fireball_S.113 firebolt.121 firebolt_S.111 firebolt.141 firebolt_S.111 firebolt.161 firebolt_S.111 firebolt.181 firebolt_S.111 flagstone.111 flagstone_S.111 footpath_0.111 grass_S.111 footpath_1.111 grass_S.111 footpath_2.111 grass_S.111 footpath_3.111 grass_S.111 footpath_4.111 grass_S.111 footpath_5.111 grass_S.111 footpath_6.111 grass_S.111 footpath_7.111 grass_S.111 footpath_8.111 grass_S.111 footpath_9.111 grass_S.111 footpath_A.111 grass_S.111 footpath_B.111 grass_S.111 footpath_C.111 grass_S.111 footpath_D.111 grass_S.111 footpath_E.111 grass_S.111 footpath_F.111 grass_S.111 glacier.111 empty_S.111 grass.111 grass_S.111 grass_br_gr.111 empty_S.111 grassbrown.111 empty_S.111 grassdark.111 grassdark_S.111 grasspond.111 grass_S.111 gray-white-h-marble.111 empty_S.111 gray-white-h-marble.112 empty_S.111 graymarble.111 empty_S.111 green-beige-c-marble.111 empty_S.111 green-beige-c-marble.112 empty_S.111 green-beige-c-marble.113 empty_S.111 green-beige-c-marble.114 empty_S.111 green-white-c-marble.111 empty_S.111 green-white-c-marble.112 empty_S.111 green-white-c-marble.113 empty_S.111 green-white-c-marble.114 empty_S.111 green-white-h-marble.111 empty_S.111 green-white-h-marble.112 empty_S.111 greenmarble.111 empty_S.111 greenmarblelight.111 empty_S.111 greenmarblemedium.111 empty_S.111 hills.111 hills_S.111 hillsrocky.111 hillsrocky_S.111 hole1.111 grass_S.111 ice.111 empty_S.111 ipond.111 empty_S.111 jungle_1.111 jungle_S.111 jungle_2.111 jungle_S.111 largestone.111 empty_S.111 lava.111 lava_S.111 lava.112 lava_S.112 lava.113 lava_S.113 lava.114 lava_S.114 lava.115 lava_S.115 lightgreenmarble.111 empty_S.111 lightmagent-green-p-marble.111 empty_S.111 lightmagent-green-p-marble.112 empty_S.111 lightmagent-green-p-marble.113 empty_S.111 lightmagent-green-p-marble.114 empty_S.111 lightmagent-green-p-marble.121 empty_S.111 lightmagent-green-p-marble.122 empty_S.111 lightmagent-green-p-marble.123 empty_S.111 lightmagent-green-p-marble.124 empty_S.111 lightmagentamarble.111 empty_S.111 magentamarble.111 empty_S.111 magentamarblemedium.111 empty_S.111 marble.111 empty_S.111 marble_blgr.111 empty_S.111 marsh.111 marsh_S.111 mediumston.111 empty_S.111 moun_cave1.111 mountain_S.111 moun_cave2.111 mountain_S.111 mountain1.111 mountain_S.111 mountain2.111 mountain_S.111 mountain4.111 mountain_S.111 mountain5.111 mountain_S.111 oil_sea.111 oil_sea_S.111 oil_sea.112 oil_sea_S.112 oil_sea.113 oil_sea_S.113 oil_sea.114 oil_sea_S.114 pink-beige-c-marble.111 empty_S.111 pink-beige-c-marble.112 empty_S.111 pink-beige-c-marble.113 empty_S.111 pink-beige-c-marble.114 empty_S.111 pinkmarble.111 empty_S.111 pstone_1.111 pstone_1_S.111 pstone_2.111 pstone_1_S.111 pstone_3.111 pstone_1_S.111 pstone_4.111 pstone_4_S.111 quicksilver_sea.111 quicksilver_sea_S.111 quicksilver_sea.112 quicksilver_sea_S.112 quicksilver_sea.113 quicksilver_sea_S.113 quicksilver_sea.114 quicksilver_sea_S.114 redmarble.111 empty_S.111 sea.111 sea_S.111 sea.112 sea_S.112 sea.113 sea_S.113 sea.114 sea_S.114 sea_7.111 empty_S.111 sea_B.111 empty_S.111 sea_D.111 empty_S.111 sea_E.111 empty_S.111 shallow_sea.111 shallow_sea_S.111 shallow_sea.112 shallow_sea_S.112 shallow_sea.113 shallow_sea_S.113 shallow_sea.114 shallow_sea_S.114 slate_b.111 empty_S.111 slate_r.111 empty_S.111 slate_w.111 empty_S.111 smallstone.111 empty_S.111 snow.111 empty_S.111 snow2.111 empty_S.111 snow3.111 empty_S.111 snow4.111 empty_S.111 snow5.111 snow5_S.111 steppe.111 steppe_S.111 stfloor.111 empty_S.111 swamp.111 swamp_S.111 tree_1.111 sgrass_S.111 tree_2.111 sgrass_S.111 treed_hills.111 hills_S.111 wasteland.111 wasteland_S.111 white-beige-c-marble.111 empty_S.111 white-beige-c-marble.112 empty_S.111 white-beige-c-marble.113 empty_S.111 white-beige-c-marble.114 empty_S.111 white-gray-h-marble.111 empty_S.111 white-gray-h-marble.112 empty_S.111 white-gray-x-marble.111 empty_S.111 white-gray-x-marble.112 empty_S.111 white-gray-x-marble.113 empty_S.111 white-gray-x-marble.114 empty_S.111 white-gray-x-marble.115 empty_S.111 white-gray-x-marble.116 empty_S.111 white-gray-x-marble.117 empty_S.111 white-gray-x-marble.118 empty_S.111 white-gray-x-marble.119 empty_S.111 white-green-c-marble.111 empty_S.111 white-green-c-marble.112 empty_S.111 white-green-c-marble.113 empty_S.111 white-green-c-marble.114 empty_S.111 white-green-h-marble.111 empty_S.111 white-green-h-marble.112 empty_S.111 white-green-x-marble.111 empty_S.111 white-green-x-marble.112 empty_S.111 white-green-x-marble.113 empty_S.111 white-green-x-marble.114 empty_S.111 white-green-x-marble.115 empty_S.111 white-green-x-marble.116 empty_S.111 white-green-x-marble.117 empty_S.111 white-green-x-marble.118 empty_S.111 white-green-x-marble.119 empty_S.111 white-pink-c-marble.111 empty_S.111 white-pink-c-marble.112 empty_S.111 white-pink-c-marble.113 empty_S.111 white-pink-c-marble.114 empty_S.111 white-red-c-marble.111 empty_S.111 white-red-c-marble.112 empty_S.111 white-red-c-marble.113 empty_S.111 white-red-c-marble.114 empty_S.111 woodfloor.111 empty_S.111 woodfloor2.111 empty_S.111 woodfloorvert.111 empty_S.111 woodlarge.111 empty_S.111 woodlargevertical.111 empty_S.111 woods_1.111 sgrass_S.111 woods_2.111 woods_2_S.111 woods_3.111 sgrass_S.111 crossfire-1.75.0/lib/adm/000755 001751 001751 00000000000 13777710121 016000 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/lib/treasures000644 001751 001751 00000354777 13777710066 017236 0ustar00kevinzkevinz000000 000000 # # Do not modify this file - any changes will get overwritten. # instead, modify the .trs file in the arch directory. # treasure locking_key arch locking_key_apply end treasure lockable_door arch lockable_door_trigger end treasure fish arch fish_1 chance 10 more arch fish_2 chance 10 more arch fish_3 chance 10 more arch fish_4 chance 10 more arch fish_5 chance 10 more arch fish_6 chance 10 end ############################################################# # Gnarg - Father of goblins, Lord Troll, Master of poisons, # Patron of assassins, The Unclean one treasure Gnarg arch gnarg_avatar_info more arch gnarg_holy_servant_info more arch god_restore_grace more arch god_restore_hitpoints more arch god_cure_confusion more arch god_remove_damnation chance 30 more arch god_remove_depletion chance 50 more arch gnarg_general_info chance 10 more arch god_enchant_weapon_high chance 50 more arch god_grace_limit_low more arch helmet_gnarg chance 5 more arch spell_poison_fog more arch god_grace_limit_medium more arch spell_cause_smallpox more arch bracers_gnarg chance 2 more arch god_grace_limit_high more arch spell_cause_rabies end ############################################################# # Lythander - Elven god of luck, Huntsman of Goblins, Trollslayer, # the Trickster treasure Lythander arch lythander_avatar_info more arch lythander_holy_servant_info more arch god_restore_grace more arch god_restore_hitpoints more arch god_cure_poison more arch god_remove_damnation chance 50 more arch god_remove_depletion chance 50 more arch lythander_general_info chance 10 more arch god_enchant_weapon_medium chance 50 more arch god_grace_limit_low more arch pipe_lythander chance 3 more arch god_grace_limit_medium more arch bow_lythander chance 5 more arch spell_conflict more arch spell_defense end ############################################################# # Mostrai - Dwarven deity of metal smithing and warcraft, # Giant basher, Delver of secrets treasure Mostrai arch mostrai_avatar_info more arch mostrai_holy_servant_info more arch god_restore_grace more arch god_restore_hitpoints more arch god_cure_confusion more arch god_cure_poison more arch god_remove_damnation chance 40 more arch god_remove_depletion chance 50 more arch mostrai_general_info chance 10 more arch god_enchant_weapon_high chance 50 more arch god_grace_limit_low more arch mail_mostrai chance 3 more arch god_grace_limit_medium more arch spell_wall_of_thorns end ############################################################# # Valkyrie - goddess of warriors treasure Valkyrie arch god_restore_grace more arch god_restore_hitpoints more arch god_cure_confusion more arch god_remove_curse chance 50 more arch god_remove_damnation chance 30 more arch god_remove_depletion chance 50 more arch valkyrie_general_info chance 10 more arch god_enchant_weapon_high chance 10 more arch god_grace_limit_wimpy more arch god_grace_limit_low more arch god_grace_limit_medium more arch valkyrie_amulet_lifesave chance 10 end treasure altar_valkyrie arch altar_valkyrie_pray_event end ############################################################# # Gaea - Goddess of peace, Guardian of life, Mother of nature # treasure Gaea arch gaea_avatar_info more arch gaea_holy_servant_info more arch god_restore_grace more arch god_restore_hitpoints more arch god_cure_confusion more arch god_cure_poison more arch god_remove_curse chance 50 more arch god_remove_damnation chance 50 more arch god_remove_depletion chance 50 more arch gaea_general_info chance 10 more arch god_grace_limit_low more arch spell_spiderweb chance 20 more arch spell_wall_of_thorns more arch spell_insect_plague more arch spell_iron_skin more arch god_grace_limit_medium more arch spell_raise_dead more arch spell_remove_damnation more arch spell_nightfall more arch spell_sanctuary more arch spell_daylight more arch spell_resurrection more arch spell_peace more arch glovesofsun chance 10 more arch god_grace_limit_high more arch spell_reincarnation more list gaea_treasure chance 30 more arch shield_gaea chance 5 end treasure gaea_treasure list random_plant chance 50 no arch tear_gaea end end ############################################################# # Ixalovh - Chaos Goddess of frozen tentacles, Sea Serpent, # Ocean Waves treasure Ixalovh arch ixalovh_avatar_info more arch ixalovh_holy_servant_info more arch god_restore_grace more arch god_restore_spellpoints_high more arch god_heal more arch god_cure_poison more arch god_remove_depletion chance 50 more arch god_remove_curse chance 20 more arch ixalovh_general_info chance 10 more arch god_enchant_weapon_high chance 40 more arch god_grace_limit_low more arch spell_wave more arch spell_insect_plague more arch god_grace_limit_medium more arch spell_siren_call more arch god_grace_limit_high more arch spear_ixalovh chance 2 end ############################################################# # Ruggilli - Chaos God of slaughter and terror, Consuming worm, # Greedy gut treasure Ruggilli arch ruggilli_avatar_info more arch ruggilli_holy_servant_info more arch god_restore_grace more arch god_restore_hitpoints more arch god_cure_confusion more arch immolation more arch immolation_immunity more arch god_cure_poison more arch god_remove_depletion chance 50 more arch god_remove_curse chance 10 more arch ruggilli_general_info chance 10 more arch god_enchant_weapon_medium chance 50 more arch god_grace_limit_medium more arch spell_flaming_aura more arch spell_rage more arch god_grace_limit_high more arch spell_retributive_strike more arch burningtail chance 2 end ############################################################# # Sorig - Lord of Storms, King of Thunder and Lightning, Sky Lord # treasure Sorig arch sorig_avatar_info more arch sorig_holy_servant_info more arch god_restore_grace more arch god_restore_hitpoints more arch god_cure_confusion more arch god_cure_poison more arch god_remove_depletion chance 50 more arch god_remove_curse chance 20 more arch sorig_general_info chance 10 more arch god_enchant_weapon_medium chance 50 more arch god_grace_limit_low more arch spell_divine_shock chance 20 more arch spell_forked_lightning chance 20 more arch god_grace_limit_medium more arch spell_cause_critical_wounds more arch spell_windstorm more arch spell_cause_many_wounds more arch god_grace_limit_high more arch mithril_ar_ele_sorig chance 2 end treasureone horn_siren arch spell_siren_call chance 1 end treasureone horn_waves arch spell_wave chance 1 end treasureone pipe_lythander arch spell_mass_confusion chance 1 end ############################################################# # Devourers - Soul Eaters, Harbingers of Death, Nameless Lords # of the Tomb treasure Devourers arch devourers_avatar_info more arch devourers_holy_servant_info more arch god_restore_grace more arch god_cure_confusion more arch god_cure_poison more arch devourers_general_info chance 10 more arch god_enchant_weapon_medium chance 50 more arch god_grace_limit_medium more arch spell_nightfall more arch spell_finger_of_death more arch spell_face_of_death more arch spell_cause_many_wounds more arch spell_cause_red_death more arch god_grace_limit_high more arch spell_cause_black_death chance 10 end ############################################################# # Gorokh - Demon King, Duke of Hell, Temptor and Tormentor # treasure Gorokh arch gorokh_avatar_info more arch gorokh_holy_servant_info more arch god_restore_grace more arch god_restore_hitpoints more arch god_cure_confusion more arch god_cure_poison more arch god_remove_curse chance 10 more arch god_remove_depletion chance 40 more arch gorokh_general_info chance 10 more arch god_enchant_weapon_medium chance 50 more arch spell_flaming_aura more arch god_grace_limit_medium more arch spell_rage more arch spell_vitriol end ######################################################### # Valriel - Lord of Angels, Duke of the Heavens, Healer and Protector # treasure Valriel arch valriel_avatar_info more arch valriel_holy_servant_info more arch god_restore_grace more arch god_restore_hitpoints more arch god_cure_confusion more arch god_cure_poison more arch valriel_player_glow more arch god_remove_curse chance 10 more arch god_remove_damnation chance 60 more arch god_remove_depletion chance 50 more arch valriel_general_info chance 10 more arch god_enchant_weapon_low chance 30 more arch god_grace_limit_medium more arch spell_sunspear more arch spell_daylight more arch spell_wrathful_eye end treasure mountain arch mountain_rubble end treasureone building_benches arch building_jeweler_bench chance 1 more arch building_forge chance 1 more arch building_kitchen_stove chance 1 more arch building_thaumaturgist_desk chance 1 more arch building_workbench chance 1 more arch building_tanning_bench chance 1 end # # Map building stuff # treasureone building_material arch building_woodfloor chance 50 more arch building_woodfloor2 chance 5 more arch building_wall chance 25 more arch building_vertical_gate chance 10 more arch building_horizontal_gate chance 10 more arch building_pedestal chance 8 more arch building_lever chance 8 more arch building_button chance 3 more list building_marbles chance 5 more list building_objects chance 5 more list building_benches chance 1 more arch building_window chance 2 more arch building_vertical_gate_inv chance 1 more arch building_horizontal_gate_inv chance 1 more list building_talking_objects chance 1 end treasureone shop_building arch building_builder chance 2 more arch building_destroyer chance 2 more list building_material chance 78 more list building_material_stonewall_norm chance 20 end treasureone shop_building_fant arch building_builder chance 2 more arch building_destroyer chance 2 more list building_material chance 78 more list building_material_stonewall_fant chance 20 end treasureone shop_building_west arch building_builder chance 2 more arch building_destroyer chance 2 more list building_material chance 78 more list building_material_stonewall_west chance 20 end treasureone shop_building_east arch building_builder chance 2 more arch building_destroyer chance 2 more list building_material chance 78 more list building_material_stonewall_east chance 20 end treasureone shop_building_pupland arch building_builder chance 2 more arch building_destroyer chance 2 more list building_material chance 78 more list building_material_stonewall_pupland chance 20 end ##For areas like scorn area, sells DWall and fences treasureone building_material_stonewall_norm arch building_wall2 chance 80 more arch building_swall chance 20 end ##For brest area, sells Red Cwall rather then DWall # Added dark wood floor here too rather than create a whole new list for # dark floors in Brest (Gene Alexander) treasureone building_material_stonewall_fant arch building_wall4 chance 50 more arch building_woodfloor2 chance 40 more arch building_swall chance 10 end ##For navar area, sells West Cwall rather then DWall treasureone building_material_stonewall_west arch building_wall3 chance 80 more arch building_swall chance 20 end ##For areas like azumauindo area, sells DWall and EastWall (japanese paper wall) treasureone building_material_stonewall_east arch building_wall2 chance 50 more arch building_wall5 chance 50 end ## Dark wood floor is more likely in pupland (Gene Alexander) treasureone building_material_stonewall_pupland arch building_wall2 chance 40 more arch building_woodfloor2 chance 50 more arch building_swall chance 10 end treasureone building_marbles arch building_marble chance 8 more arch building_blackmarble chance 8 more arch building_pinkmarble chance 1 more arch building_greenmarble chance 1 more arch building_lightmagentamarble chance 1 end treasureone building_objects arch building_firepot chance 10 more arch building_brazier chance 8 more arch building_fireplace chance 6 more arch building_sign chance 4 more arch building_fountain chance 3 more arch building_bed_save chance 1 more arch building_altar chance 1 more arch building_lava_well chance 1 more arch building_burning_fountain chance 1 end treasureone building_talking_objects arch building_earbook chance 1 more arch building_mouthbook chance 2 end treasure campfire_talking arch campfire_say more arch campfire_timer end treasure chest list chest_items chance 80 no list traps more list chest_items more list chest_items more list chest_items chance 50 end end treasureone chest_items arch goldcoin chance 5 nrof 1 more arch silvercoin chance 5 nrof 9 more list random_weapon chance 30 more list random_armour chance 30 more list random_food chance 10 more list random_special chance 5 magic 6 more list random_wealth chance 5 magic 5 more list random_wealth chance 5 magic 10 more list random_potion chance 5 magic 5 more list containers chance 3 more list random_scroll chance 5 end treasure gps arch gps_event end treasure magic_whistle arch magic_whistle_event end treasure angel list all_spell_skills more list rich_old end treasure archangel list all_spell_skills more list rich_old more arch spell_wrathful_eye nrof 3 more arch spell_paralyze end treasure high_angel list rich more list all_spell_skills end treasure liteangel list rich more list all_spell_skills end treasure mesangel list rich more list all_spell_skills end treasure bear list bear_parts chance 40 end treasureone bear_parts arch hide_brown chance 50 more arch liver chance 15 more arch heart chance 10 end treasure polarbear list polarbear_parts chance 40 end treasureone polarbear_parts arch hide_white chance 25 more arch liver chance 15 more arch heart chance 10 end treasure behemoth list behemoth_parts chance 30 end treasureone behemoth_parts arch heart chance 5 more arch hide_black chance 10 end treasure giantrat list giantrat_parts chance 30 end treasureone giantrat_parts arch liver chance 20 more arch heart chance 10 more arch hide_brown chance 10 end treasure neko list neko_parts chance 99 end treasureone neko_parts arch dead_neko chance 99 end treasure dwolf arch hide_white chance 25 more arch liver chance 15 more arch heart chance 10 more arch abil_frostbolt end treasure dwolf_sire arch hide_white chance 20 more arch liver chance 12 more arch heart chance 10 more arch abil_large_icestorm more arch abil_frostbolt more arch abil_fear end treasure wolf list wolf_parts chance 40 end treasureone wolf_parts arch hide_grey chance 50 more arch liver chance 15 more arch heart chance 15 end treasure ape list ape_parts chance 30 end treasureone ape_parts arch liver chance 30 more arch heart chance 20 more arch tooth chance 10 more arch hand chance 10 more arch hide_brown chance 10 more arch brain chance 5 end treasureone sheep arch sheepskin chance 5 more arch liver chance 5 more arch heart chance 5 more arch haggis chance 2 more arch leg_mutton chance 15 end treasure giant_bat arch bat_wing chance 10 end treasure giant_worm arch spell_magic_bullet more arch spell_vitriol more arch abil_slow more arch eye chance 30 no arch residue chance 10 end more arch gem chance 60 nrof 7 end treasure purple_worm arch spell_magic_bullet more arch spell_vitriol more arch abil_slow more arch event_attack_purple_worm more arch gem chance 60 nrof 7 end treasure gryphon arch skill_use_magic_item more arch spell_paralyze more arch abil_fear more arch abil_poison_cloud more arch spell_sm_lightning more arch spell_large_lightning more arch abil_large_icestorm more arch abil_icestorm more arch spell_burning_hands more arch spell_medium_fireball more arch spell_magic_missile more arch spell_magic_bullet more arch abil_slow more list random_books more list random_books more list random_books more arch wand more arch wand more arch wand more arch wand more arch staff more arch rod_light more arch rod_light more arch rod_heavy more arch scroll_new more arch scroll_new more arch scroll_new more arch scroll_new more arch scroll_new more arch scroll_new more arch scroll_new more arch scroll_new more arch scroll_new more arch ring chance 90 more arch ring chance 50 more arch cloak end treasure leech arch blood chance 40 no arch potion_restoration chance 5 end end treasure scorpion arch insect_stinger chance 10 end treasure snake arch serp_skin chance 3 end treasure beholder list beholder_parts chance 20 more arch spell_paralyze chance 50 more arch abil_fear chance 75 more arch abil_poison_cloud chance 50 more arch spell_sm_lightning more arch spell_large_lightning more arch abil_large_icestorm chance 25 more arch abil_icestorm chance 25 more arch spell_burning_hands more arch spell_medium_fireball more arch spell_magic_missile more arch spell_magic_bullet more arch spell_small_speedball more arch spell_mass_confusion more arch abil_slow more arch gem nrof 1 chance 10 end treasureone beholder_parts arch beholdereye chance 70 more # arch tentacle # nrof 2 # chance 10 # more arch tongue chance 10 more arch brain chance 3 end treasure dread arch big_eye chance 85 more arch spell_paralyze more arch abil_fear more arch abil_poison_cloud more arch spell_sm_lightning more arch spell_large_lightning more arch abil_large_icestorm more arch abil_icestorm more arch spell_burning_hands more arch spell_medium_fireball more arch spell_magic_missile more arch spell_magic_bullet more arch spell_small_speedball more arch spell_mass_confusion more arch abil_slow more arch spell_cancellation # more # arch beholdereye end treasure liv_chaos arch spell_create_pool_of_chaos end treasure witch_chaos arch spell_color_spray more arch abil_ball_lightning nrof 3 more arch spell_create_pool_of_chaos more arch spell_summon_water_elemental more arch spell_summon_air_elemental more arch spell_summon_earth_elemental more arch spell_summon_fire_elemental end treasure Balrog list all_spell_skills more arch spell_paralyze more arch abil_fear more arch abil_burning_hands more arch abil_medium_fireball more arch spell_summon_fire_elemental more arch ring chance 90 more arch ring chance 50 more arch cloak more arch mithril_chainmail more arch firebrand end treasure demonlord arch spell_hellfire more arch abil_burning_hands more arch abil_fear more arch spell_sm_lightning more arch spell_large_lightning more arch spell_magic_missile more arch spell_paralyze end treasureone demon_parts arch icor chance 70 more arch heart chance 15 more arch demon_head chance 15 end treasure devil list all_spell_skills more list rich_old more list demon_parts chance 40 end treasure fiend list all_spell_skills more list rich_old more list demon_parts chance 40 more arch abil_burning_hands more arch abil_medium_fireball end treasure hellhound arch hide_black chance 25 more arch liver chance 15 more arch heart chance 15 more arch skill_clawing more arch abil_burning_hands more arch spell_hellfire more arch abil_fear end treasure gr_hellhound arch hide_black chance 25 more arch liver chance 15 more arch heart chance 15 more arch skill_clawing more arch spell_cause_medium_wounds more arch abil_burning_hands more arch spell_hellfire more arch abil_fear end treasure imp arch abil_burning_hands more arch abil_medium_fireball end treasure raas arch icor chance 20 end treasure chaosdragon list big_dragon_chaos_parts chance 80 more arch abil_fear more arch ability_dragonbreath nrof 5 more arch abil_icestorm more arch abil_large_icestorm more arch spell_sm_lightning more arch spell_large_lightning more arch abil_poison_cloud more arch spell_create_pool_of_chaos more arch gem nrof 40 more arch gem nrof 15 chance 60 more arch ring chance 30 more arch wand more arch wand chance 50 more arch staff chance 50 more arch rod_light chance 20 more arch rod_heavy chance 5 more arch ring more arch ring chance 50 more arch gem chance 50 nrof 20 more arch ruby nrof 6 more arch sapphire nrof 9 more arch emerald nrof 12 more arch pearl nrof 40 more arch platinacoin nrof 20 more arch goldcoin nrof 400 more arch silvercoin nrof 4000 more arch scroll_new more arch scroll_new chance 50 more arch sword_2 magic 5 chance 20 more arch cloak chance 30 more arch ring chance 30 end treasure chinese arch dragon_steak nrof 3 chance 45 more arch green_dragon_scale chance 40 nrof 2 more arch dragonclaw chance 15 nrof 12 more arch dragon_wing chance 15 nrof 2 more arch dragon_eye chance 15 more arch heart chance 5 more arch brain chance 1 more arch abil_icestorm nrof 3 more arch abil_large_icestorm nrof 3 more arch abil_fear more arch abil_poison_cloud more arch gem chance 10 nrof 1 no arch ruby nrof 1 chance 30 no arch sapphire nrof 3 chance 30 no arch emerald nrof 4 chance 50 end end end more arch platinacoin nrof 2 chance 10 no arch goldcoin nrof 7 chance 50 no arch silvercoin nrof 30 end end end treasure eternal_chinese_dragon arch green_dragon_scale more list random_scroll more list random_scroll more list random_scroll more list random_scroll more list random_talisman more list random_talisman more list random_talisman more list random_gem more list random_gem more list random_gem more list random_gem more list random_gem more list random_gem more list random_gem more list random_gem more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_scroll more list random_scroll more list random_scroll more list random_scroll more list random_scroll more list random_scroll more list random_scroll more list random_scroll more list random_scroll more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_gem more list random_gem more list chinese end treasure legendary_chinese_dragon list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_wealth more list random_gem more list random_gem more arch green_dragon_scale more list chinese end treasure Cwyvern list dragon_chaos_parts chance 70 more arch abil_fear more arch ability_dragonbreath nrof 5 more arch abil_icestorm more arch abil_large_icestorm more arch spell_sm_lightning more arch spell_large_lightning more arch abil_poison_cloud more arch spell_create_pool_of_chaos more arch gem nrof 40 more arch gem nrof 15 chance 60 more arch ring chance 30 more arch ring chance 30 end treasure big_elec arch abil_fear more arch spell_sm_lightning nrof 3 more arch spell_large_lightning nrof 3 more arch dragon_steak nrof 2 chance 90 more arch blue_dragon_scale more arch wand more arch staff chance 50 more arch wand chance 50 more arch ring more arch ring chance 50 more arch gem chance 80 nrof 2 more arch ruby nrof 3 more arch sapphire nrof 3 more arch emerald nrof 4 more arch pearl nrof 6 more arch platinacoin nrof 5 more arch goldcoin nrof 30 more arch silvercoin nrof 500 more arch scroll_new more arch scroll_new chance 50 more arch scroll_new chance 50 more arch sword_2 chance 10 magic 3 end treasure cold_dragon arch abil_icestorm nrof 2 more arch abil_large_icestorm nrof 2 end treasure shadow_dragon arch dragon_steak nrof 3 chance 45 more arch dragonclaw chance 15 nrof 20 more arch dragon_wing chance 20 nrof 2 more arch dragon_eye chance 20 more arch heart chance 15 more arch brain chance 4 more arch abil_slow nrof 3 more arch spell_nightfall nrof 1 more arch spell_negabolt nrof 2 more arch abil_fear more arch abil_poison_cloud nrof 2 more arch gem chance 30 nrof 1 no arch ruby nrof 3 chance 30 no arch sapphire nrof 3 chance 30 no arch emerald nrof 3 chance 30 end end end more arch platinacoin nrof 12 chance 15 no arch goldcoin nrof 7 chance 50 no arch silvercoin nrof 80 end end end treasure dragon list big_dragon_parts chance 80 more # arch dragon_steak # nrof 3 # chance 90 # more arch ability_dragonbreath nrof 5 more arch abil_fear more # arch dragon_scale # more arch wand more arch wand chance 50 more arch staff chance 50 more arch rod_light chance 20 more arch rod_heavy chance 5 more arch ring more arch ring chance 50 more arch gem chance 50 nrof 2 more arch ruby nrof 2 more arch sapphire nrof 3 more arch emerald nrof 4 more arch pearl nrof 10 more arch platinacoin nrof 5 more arch goldcoin nrof 100 more arch silvercoin nrof 1000 more arch scroll_new more arch scroll_new chance 50 more arch sword_2 magic 5 chance 20 more arch cloak chance 30 end # Big dragon body parts treasureone big_dragon_parts arch dragon_steak nrof 3 chance 90 more arch dragon_scale chance 80 nrof 2 more arch dragonclaw chance 30 nrof 12 more arch dragon_wing chance 30 nrof 2 more arch dragon_eye chance 30 more arch heart chance 10 more arch brain chance 1 end # more appropriate for wyvern/baby dragon treasureone dragon_parts arch dragon_steak chance 30 more arch dragonclaw chance 10 more arch dragon_wing chance 25 more arch dragon_scale chance 5 more arch brain chance 1 end # TODO: Make wings, claws, etc. have matching scales # Chaos wyvern parts treasureone dragon_chaos_parts arch dragon_steak chance 30 more arch dragonclaw chance 10 more arch dragon_wing chance 25 more arch black_dragon_scale chance 5 more arch brain chance 1 end # Big dragon body parts treasureone big_dragon_chaos_parts arch dragon_steak nrof 3 chance 90 more arch black_dragon_scale chance 80 nrof 2 more arch dragonclaw chance 30 nrof 12 more arch dragon_wing chance 30 nrof 2 more arch dragon_eye chance 30 more arch heart chance 10 more arch brain chance 1 end treasure drake arch dragonclaw chance 10 more arch dragon_wing chance 30 end treasure wyvern list dragon_parts chance 80 more arch abil_burning_hands nrof 3 more arch abil_medium_fireball nrof 3 more arch abil_fear # more # arch dragon_steak # chance 90 end treasure para_elemental arch residue chance 20 end treasure s_wyvern arch spell_negabolt more arch spell_cancellation end treasure shadow arch spell_negaball more arch spell_cancellation end treasure ice_warrior arch full_helmet more arch frostbrand more arch sapphire more arch shield nrof 50 chance 20 end treasure witch_air arch spell_sm_lightning more arch spell_large_lightning more arch abil_poison_cloud more arch spell_windstorm more arch spell_summon_air_elemental end treasure witch_earth arch skill_throwing more arch rock2 chance 50 nrof 20 no arch gem nrof 2 end more arch abil_fear more arch spell_wall_of_thorns more arch spell_summon_earth_elemental end treasure witch_fire arch abil_burning_hands more arch abil_medium_fireball more arch abil_create_fire_wall more arch spell_summon_fire_elemental end treasure witch_water arch abil_icestorm more arch abil_large_icestorm more arch spell_summon_fog more arch abil_slow more arch abil_create_frost_wall more arch spell_summon_water_elemental end treasure belzebub list all_spell_skills more arch spell_summon_pet_monster more arch ring_mail magic 4 more arch uw_shield more arch uw_sword more arch ring more arch gem chance 50 nrof 3 more arch cloak chance 50 end treasure big_wizard list all_spell_skills more arch spell_paralyze more arch abil_fear more arch abil_poison_cloud more arch spell_sm_lightning more arch spell_large_lightning more arch abil_large_icestorm more arch abil_icestorm more arch spell_burning_hands more arch spell_medium_fireball more arch spell_magic_missile more arch spell_magic_bullet more arch abil_slow more list random_books more list random_books more list random_books more arch wand more arch wand more arch wand more arch wand more arch staff more arch rod_light more arch rod_light more arch rod_heavy more arch scroll_new more arch scroll_new more arch scroll_new more arch scroll_new more arch scroll_new more arch scroll_new more arch scroll_new more arch scroll_new more arch scroll_new more arch ring chance 90 more arch ring chance 50 more arch cloak end treasure DK list all_spell_skills more arch spell_paralyze more arch spell_small_speedball more arch plate_mail more arch bighorned_helmet more arch ring more arch ring more arch gem nrof 20 chance 80 more arch mace chance 10 no arch mace_2 chance 12 no arch lamestar chance 40 end end more arch high_shield chance 50 no arch DShield chance 50 no arch DShieldm chance 25 no arch DShields chance 40 end end end end treasure EDK list all_spell_skills more arch abil_burning_hands more arch abil_medium_fireball more arch spell_paralyze more arch abil_fear more arch plate_mail more arch bighorned_helmet more arch ring more list random_books more arch ring more arch gem nrof 30 chance 80 more arch gem nrof 20 chance 80 more arch firestar chance 10 no arch lamestar chance 50 end more arch DShieldms chance 7 no arch DShield chance 60 no arch DShieldm chance 50 no arch DShields end end end end treasure titan list all_spell_skills more arch head more arch spell_paralyze more arch abil_fear nrof 2 more arch spell_sm_lightning nrof 2 more arch spell_large_lightning nrof 2 more arch abil_slow more arch bow more arch arrow nrof 100 more arch high_shield more arch bonecrusher more arch plate_mail more arch full_helmet more arch cloak chance 50 end treasure byakie arch abil_fear end treasure cave_byakie arch gem nrof 500 more arch spell_magic_missile more arch abil_slow more arch spell_dragonbreath more arch abil_icestorm more list byakie end treasure cyclops arch skill_use_magic_item more arch big_club more arch skill_throwing more arch t_lboulder nrof 20 more arch platinacoin nrof 40 end treasure djinn list all_spell_skills more arch spell_paralyze more arch spell_major_healing more arch abil_fear more arch spell_sm_lightning more arch spell_large_lightning more arch abil_large_icestorm more arch abil_icestorm more arch abil_icestorm more arch abil_large_icestorm more arch abil_burning_hands more arch spell_hellfire more arch spell_summon_fire_elemental more arch spell_summon_water_elemental more arch spell_summon_earth_elemental more arch spell_summon_air_elemental more arch abil_slow more arch rod_heavy end treasure djinn_magenta list all_spell_skills more arch spell_paralyze more arch spell_major_healing more arch abil_fear more arch spell_sm_lightning more arch spell_large_lightning more arch abil_frostbolt more arch abil_large_icestorm more arch abil_icestorm more arch abil_large_icestorm more arch abil_burning_hands more arch spell_hellfire more arch spell_comet more arch spell_steambolt more arch spell_firebolt more arch spell_large_fireball more arch spell_summon_fire_elemental more arch spell_summon_water_elemental more arch spell_summon_earth_elemental more arch spell_summon_air_elemental more arch abil_slow more arch turban more arch rod_heavy end treasure minor_djinn list all_spell_skills more arch spell_paralyze more arch abil_fear more arch spell_major_healing more arch spell_sm_lightning more arch spell_large_lightning more arch abil_large_icestorm chance 50 no arch abil_burning_hands more arch abil_medium_fireball end more arch spell_summon_fire_elemental chance 50 no arch spell_summon_water_elemental end more arch spell_summon_earth_elemental chance 50 no arch spell_summon_air_elemental end more arch abil_slow end treasure giant list giant_old more arch skill_throwing more arch t_boulder nrof 8 more list giant_parts chance 10 end treasureone giant_parts arch fl_corpse chance 15 more arch head chance 20 more arch foot chance 8 more arch hand chance 8 more arch heart chance 5 more arch liver chance 8 more arch brain chance 3 end treasure giant_old arch big_club more arch goldcoin chance 6 nrof 80 end treasure fire_serpent arch abil_burning_hands chance 50 more arch abil_medium_fireball chance 50 end treasure serpent arch poisoning chance 50 more arch serp_skin chance 20 end treasure slug arch slug_slime chance 10 end treasure gnoll list giant_parts chance 30 more arch skill_throwing chance 30 more list poor_old end treasure goblin arch skill_use_magic_item more list goblin_parts chance 10 more list poor_old end treasureone goblin_parts arch fl_corpse chance 30 more arch goblin_head chance 30 more arch foot chance 10 more arch hand chance 10 more arch liver chance 10 more arch heart chance 10 end treasure ogre arch skill_use_magic_item more list giant_parts chance 30 more arch arm chance 10 more arch skill_throwing more list throw_weapons chance 15 more list poor_old end treasure orc arch skill_use_magic_item more list goblin_parts chance 20 no arch orcchop chance 25 end more arch cloak chance 3 more # arch orcchop # chance 25 # more arch bow chance 10 yes arch arrow nrof 6 end more arch b_ssword_2 magic 1 chance 5 no arch b_ssword_1 chance 10 no arch b_dagger chance 15 no arch stoneaxe chance 20 no arch club chance 25 end end end end more arch b_small_shield chance 10 more arch silvercoin nrof 80 chance 15 end treasure guard_h arch chain_mail more arch poleaxe end treasure guard_l arch scale_mail more arch spear end treasure guard_m arch chain_mail more arch lspear end treasure a_priest list all_spell_skills more list human_parts chance 20 more arch spell_paralyze more arch spell_cause_medium_wounds more arch spell_summon_pet_monster more arch spell_magic_missile more arch robe more arch sandals end treasure beggar arch skill_use_magic_item more list slave end treasure dancing_girl arch skill_use_magic_item end treasure holy_priest list all_spell_skills more list human_parts more arch spell_paralyze more arch spell_cause_heavy_wounds more arch spell_summon_pet_monster more arch spell_magic_missile more arch robe more arch sandals end treasure merchant arch skill_use_magic_item more list throw_stnd end treasure slave list human_parts chance 20 more arch turban more arch sandals end treasure warrior_1 list all_spell_skills more arch skill_oratory more list throw_stnd end treasure conjurer list all_spell_skills more arch skill_literacy more arch spell_summon_fire_elemental more arch spell_summon_air_elemental more arch spell_summon_water_elemental more arch spell_summon_earth_elemental more arch cloak chance 60 more list rich end treasure conjurer2 list all_spell_skills more list poor end treasure fighter list all_spell_skills more list throw_stnd end treasure npc_ninja list all_spell_skills more arch skill_jumping more list poor more arch skill_hide chance 50 no arch skill_karate end end # note: punching and throwing aren't good # combination to give to NPC's. They wind # throwing away their melee weapons! treasure pirate arch skill_use_magic_item more arch skill_stealing chance 50 more arch skill_throwing chance 75 no arch skill_punching end more arch heart chance 5 more list standard end treasure dwarf list fighter_skills more arch hammer more arch shield more arch chain_mail more arch helmet more arch skill_smithery end treasure gdwar_guard list all_spell_skills more arch axe_5 more arch bighorned_helmet more arch plate_mail more arch crossbow more arch bolt nrof 30 more arch mithril nrof 3 end treasure ldwar_guard list all_spell_skills more arch axe_5 more arch bighorned_helmet more arch plate_mail more arch crossbow more arch bolt nrof 20 more arch mithril nrof 1 end treasure renegade_wizard arch spell_sm_lightning more arch spell_icestorm more arch abil_burning_hands more arch spell_paralyze more arch abil_slow more list random_books end treasure dark_elf arch skill_use_magic_item more arch skill_literacy chance 50 no arch skill_bowyer end more list throw_rich end treasure elf_1 list all_spell_skills more list throw_stnd end treasure shadow_elf arch abil_fear more arch abil_icestorm more arch abil_icestorm more arch spell_mass_confusion more list dark_elf end treasure gnome list all_spell_skills more list throw_stnd end treasure halfling list fighter_skills more arch leather_armour more arch dagger more arch skill_stealing more arch skill_hide end treasure blade_dancer arch sleek_katana nrof 2 more arch skill_use_magic_item more arch skill_stealing chance 50 more arch skill_throwing chance 75 no arch skill_punching end more arch heart chance 5 more list standard end treasure child arch skill_use_magic_item more arch chocolate chance 5 end treasure c_thief arch skill_use_magic_item more arch dagger more arch skill_stealing more arch goldcoin nrof 50 chance 20 end treasure cleric list fighter_skills more arch morningstar more arch ring_mail more arch holy_symbol more arch skill_oratory more arch cleric_book_l1 more arch b_small_shield end treasure courier list standard more arch skill_use_magic_item end treasure evilclown list human_parts chance 50 more arch spell_ball_lightning more arch spell_large_lightning more arch spell_paralyze more arch spell_sunspear more arch abil_slow more arch emerald nrof 20 chance 50 more arch amethyst nrof 20 chance 50 end treasure farmer list throw_stnd more list all_spell_skills end treasure jail list all_spell_skills more arch knight more arch knight more arch knight end treasure man list all_spell_skills more list throw_stnd end treasure postman arch skill_use_magic_item more list human_parts chance 20 more arch letter nrof 10 chance 20 more arch r_sack chance 1 end treasure princess list all_spell_skills more list throw_stnd end treasure renegade_priest arch spell_cause_heavy_wounds more arch spell_cause_medium_wounds more arch spell_cause_heavy_wounds more arch spell_summon_pet_monster more arch spell_heal more list prayer_book end treasure sage list random_books more arch skill_literacy more arch skill_alchemy chance 50 no arch skill_jeweler end more list human_parts end treasure wizard list wizard_skills more arch skill_sorcery more arch robe more arch sorcerer_book_l1 more arch sorcerer_book_l1 more arch b_dagger end treasure madman list all_spell_skills more list throw_stnd end treasure pyromaniac arch spell_create_bomb end treasure spit_ant arch ability_spit_acid more arch acid_spit nrof 30 end treasure xan arch insect_wing chance 10 end treasure mimic list chest more list random_alchemy chance 5 more list random_armour chance 10 more list random_artifact chance 3 more list random_books chance 5 more list random_wealth nrof 10 chance 95 more list random_food chance 1 more list random_inorganic nrof 2 chance 5 more list random_knowledge chance 1 more list random_magical chance 3 more list random_ore chance 5 more list random_potion chance 3 more list random_scroll chance 55 more list random_special chance 5 more list random_spells chance 5 more list random_talisman chance 5 more list rare_weapons chance 4 end treasure chess list all_spell_skills more list throw_stnd end treasure unicorn arch u_horn end treasure broo arch skill_use_magic_item more list goblin_parts chance 40 more arch skill_one_handed_weapon more arch skill_two_handed_weapon more arch club chance 40 magic 1 no arch spear chance 30 magic 2 no arch lspear chance 20 magic 3 no arch poleaxe chance 10 magic 4 end end end more arch scale_mail chance 10 magic 1 no arch plate_mail chance 5 magic 3 no arch leather_armour chance 40 magic 1 end end more arch small_shield magic 2 chance 50 no arch high_shield magic 1 chance 10 end more arch helmet magic 1 chance 30 more arch bow chance 30 magic 1 yes arch arrow nrof 30 magic 3 end more arch silvercoin nrof 30 chance 60 no arch goldcoin nrof 10 chance 30 no arch platinacoin nrof 10 chance 10 end end more arch scroll_new chance 10 nrof 3 no arch wand chance 20 no arch ring chance 10 end end end treasure c_knight arch skill_use_magic_item more list human_parts more arch sword_2 magic 3 chance 30 no arch sword_2 magic 1 end more arch plate_mail more arch ring chance 30 more arch bow magic 1 chance 30 yes arch arrow nrof 20 end more arch wand chance 20 end treasure c_m_priest list all_spell_skills more list human_parts more arch staff magic 1 more list random_books chance 50 more list random_books chance 50 more arch staff chance 30 more arch spell_paralyze chance 50 no arch spell_summon_pet_monster end more arch abil_poison_cloud chance 50 more arch spell_paralyze chance 20 no arch abil_fear end more arch spell_magic_missile chance 20 no arch spell_cause_medium_wounds end more arch spell_create_pool_of_chaos chance 20 end # treasure c_priest list all_spell_skills more list human_parts more arch staff magic 3 more arch cleric_book chance 50 more arch cleric_book more arch staff chance 80 more arch rod_light chance 30 no arch rod_heavy chance 30 end more arch spell_paralyze more arch spell_summon_pet_monster more arch abil_poison_cloud more arch spell_paralyze more arch abil_fear more arch abil_burning_hands more arch spell_hellfire chance 20 no arch spell_cause_heavy_wounds end more arch spell_create_pool_of_chaos chance 80 end treasure creeping_chaos arch abil_fear more arch abil_fear more arch spell_create_pool_of_chaos end treasure gargoyle list melee_weapons chance 30 more arch gem chance 50 nrof 1 end treasure high_chaos_knight arch wicked_sabre more list c_knight end treasure hulking_beast arch abil_fear more arch abil_burning_hands more arch spell_burning_hands more arch spell_paralyze more list broo end treasure lamia list all_spell_skills more arch spell_paralyze more arch abil_fear more arch ability_spit_acid more arch acid_spit nrof 30 more arch acid_spit nrof 30 more arch acid_spit nrof 30 more arch acid_spit nrof 30 more arch acid_spit nrof 30 more arch acid_spit nrof 30 more arch acid_spit nrof 30 more arch ring chance 50 more arch wand chance 50 more arch staff chance 30 more arch wand chance 50 more arch rod_heavy chance 5 no arch rod_light chance 20 end more arch goldcoin nrof 100 more arch big_club end treasure likanth arch abil_fear more arch abil_poison_cloud more arch spell_paralyze more arch abil_poison_cloud more list lokanth end treasure lokanth list standard more arch skill_clawing end treasure master_chaos_priest arch spell_hellfire more arch spell_dragonbreath more list c_priest end treasure pixie list all_spell_skills more arch wand chance 4 more arch pix_dust chance 15 no arch pix_wing chance 20 end end treasure serp_man arch skill_use_magic_item more arch serp_sword magic 2 chance 15 no arch serp_sword end more arch bow magic 1 chance 30 yes arch arrow nrof 20 end more arch wand chance 5 more arch goldcoin nrof 10 chance 50 end treasure serp_priest list all_spell_skills more arch dagger magic 3 more list random_books chance 50 more list random_books more arch staff chance 80 more arch rod_light chance 30 more arch abil_burning_hands chance 20 more arch abil_medium_fireball chance 20 more arch spell_paralyze chance 80 more arch abil_fear more arch spell_sm_lightning more arch spell_large_lightning more arch spell_create_pool_of_chaos chance 20 more arch spell_magic_missile chance 20 end treasure sphinx list standard_old more arch head end treasureone tentacle_victims arch bones1 nrof 1 more arch bones2 nrof 1 more arch bones3 nrof 1 more arch bones4 nrof 1 more arch bones5 nrof 1 end # treasure tentacle list tentacle_victims chance 5 more list random_wealth chance 3 more arch tentacle_hook chance 20 end treasure twisted_sprite arch spell_small_speedball more arch spell_magic_missile more arch spell_mass_confusion more arch spell_sm_lightning more arch spell_major_healing more list pixie end treasure wandering_terror arch spell_paralyze more arch abil_fear end treasure troll list giant_old more arch skill_throwing chance 40 yes arch t_boulder nrof 5 end more list troll_parts end treasure troll_big list giant_old more arch skill_throwing more arch t_boulder nrof 8 more list troll_parts chance 10 end treasureone troll_parts arch hide_troll chance 20 more arch head chance 80 more arch heart chance 5 more arch liver chance 15 more arch brain chance 3 end treasure skeletalmage arch skill_use_magic_item more list standard_old more arch abil_fear more arch abil_frostbolt chance 67 end treasure banshee arch spell_paralyze more arch abil_fear more arch spell_paralyze more arch skill_clawing more arch spell_cause_medium_wounds more arch ring chance 50 more arch amulet chance 15 more arch gem chance 30 nrof 2 more arch sapphire chance 25 nrof 3 more arch emerald chance 50 nrof 4 end treasure deathshead list skull_parts chance 50 more arch spell_paralyze more arch abil_fear more arch spell_cause_black_death more arch spell_cause_red_death chance 50 more arch spell_face_of_death more arch spell_meteor_swarm more arch spell_hellfire more arch spell_burning_hands more arch spell_large_fireball more arch spell_mass_confusion more arch spell_negabolt more arch spell_negaball more arch abil_slow more arch gem nrof 20 chance 50 more arch gem nrof 40 chance 20 end treasure demilich arch insanity more arch spell_paralyze more arch abil_fear more arch abil_poison_cloud more arch abil_large_icestorm more arch abil_icestorm more arch spell_mass_confusion more arch gem nrof 1 end treasure ghost arch ectoplasm chance 5 end treasure lich_old arch spell_paralyze more arch abil_fear more arch spell_summon_pet_monster more arch spell_magic_bullet more arch abil_large_icestorm more arch abil_icestorm more arch sword_2 chance 90 magic 5 more arch cloak more arch shield magic 4 chance 70 no arch small_shield magic 5 chance 40 end more arch full_helmet magic 3 chance 50 no arch helmet magic 3 chance 50 end more arch goldcoin chance 90 nrof 100 more arch wand chance 80 more arch staff chance 20 more list random_books more list random_books chance 70 more arch ring more arch ring chance 50 more arch scroll_new chance 90 more arch scroll_new chance 90 more arch gem chance 70 nrof 3 end # treasure lich list all_spell_skills more arch lich_dust more arch leprosy more list lich_old end treasure skeleton list standard_old end treasure skree arch abil_fear more arch spell_paralyze more arch abil_slow more list skree_bits end treasure skree_bits arch skreeclaw chance 40 nrof 2 more arch skreeeye chance 10 nrof 1 end treasureone skull_parts arch tooth chance 95 more arch tongue chance 5 end treasure skull list skull_parts chance 20 more arch spell_paralyze chance 50 more arch abil_fear chance 75 more arch abil_poison_cloud chance 50 more arch spell_sm_lightning more arch spell_large_lightning more arch abil_large_icestorm chance 25 more arch abil_icestorm chance 25 more arch spell_burning_hands more arch spell_medium_fireball more arch spell_magic_missile more arch spell_magic_bullet more arch spell_small_speedball more arch spell_mass_confusion more arch abil_slow more arch gem nrof 1 chance 10 end treasure spectre list all_spell_skills more arch ectoplasm more arch arthritis more list lich_old end treasure vampire list all_spell_skills more arch abil_fear nrof 3 more arch abil_slow more arch spell_paralyze more arch heart chance 50 more arch cloak more list random_books more list random_books chance 50 more arch ring chance 70 more arch ring chance 50 end treasure wight arch fl_corpse chance 50 end treasure zombie arch fl_corpse chance 20 end treasure generate_zombie arch gravedirt end treasure cleric_class_items list fighter_skills more arch morningstar more arch ring_mail more arch holy_symbol more arch skill_oratory more arch cleric_book_l1 more arch b_small_shield end treasure monk_class_items list basic_skills more arch skill_missile_weapon more arch skill_meditation more arch skill_karate more arch skill_sense_magic more arch robe more arch r_sack more arch sandals more arch skill_praying more arch skill_sense_curse more arch monk_no_use_weapon end treasure paladin_class_items list fighter_skills more arch guide_melee more arch b_bsword_1 more arch b_plate_mail more arch b_shield more arch b_full_helmet more arch cleric_book_l1 more arch paladin_holy_symbol more arch skill_oratory more arch sack end treasure priest_class_items list basic_skills more arch skill_praying more arch skill_one_handed_weapon more arch skill_two_handed_weapon more arch guide_priest more arch robe more arch quarterstaff more arch cleric_book_l1 more arch cleric_book_l1 more arch skill_sense_curse more arch amulet end treasure ninja_class_items list fighter_skills more arch skill_jumping more arch skill_hide more arch guide_melee more arch nunchacu_1 more arch leather_armour more arch bag more arch cloak more arch skill_karate end treasure thief_class_items list fighter_skills more arch cloak more arch shortsword more arch skill_bargaining more arch skill_stealing more arch lockpicks more arch sack more arch leather_armour end treasure thief list fighter_skills more arch cloak more arch dagger more arch skill_stealing more arch lockpicks more arch leather_armour more arch sack end # Class items for the Barbarian. Note that all skills from the "basic package" # (except Literacy and Use Magic Item) are replicated here, in order to let # Barbarians start without them. Don't forget to update this file as needed if # you change player_skills.trs! treasure barbarian_class_items arch skill_one_handed_weapon more arch skill_two_handed_weapon more arch skill_missile_weapon more arch skill_throwing more arch skill_find_traps more arch skill_remove_trap more arch skill_punching more arch guide_melee more arch leather_armour more arch mace more arch skill_climbing more arch skill_woodsman more arch b_horned_helmet more arch sack more arch round_shield more arch high_boots end treasure ranger_class_items arch huntersbow more arch arrow nrof 400 more arch quiver more arch b_dagger more arch skill_woodsman more arch skill_missile_weapon more arch skill_hide more arch skill_one_handed_weapon more list basic_skills more arch leather_armour more arch guide_ranged end treasure swashbuckler_class_items list fighter_skills more arch b_lsword more arch skill_stealing more arch skill_singing more arch b_dagger more arch amulet more arch sack end treasure swashbuckler list fighter_skills more arch light_sword more arch skill_stealing more arch skill_singing more arch dagger more arch amulet more arch sack end treasure warlock_class_items list fighter_skills more arch talisman_evocation more arch b_lsword more arch leather_armour more arch evoker_book_l1 more arch evoker_book_l1 end treasure warrior_class_items list fighter_skills more arch guide_melee more arch b_sword_2 more arch chain_mail more arch b_shield more arch sack end treasure alchemist_class_items list basic_skills more arch skill_one_handed_weapon more arch talisman_alchemist more arch skill_alchemy more arch skill_thaumaturgy more arch spell_alchemy more arch guide_alchemy more arch cauldron more arch robe more arch summoner_book_l1 more arch b_dagger end treasure devotee_class_items list wizard_skills more arch skill_evocation more arch guide_priest more arch robe more arch cleric_book_l1 more arch evoker_book_l1 more arch evoker_book_l1 more arch b_dagger end treasure evoker_class_items list basic_skills more arch skill_one_handed_weapon more arch talisman_evoker more arch robe more arch evoker_book_l1 more arch evoker_book_l1 more arch b_ssword_1 more arch staff end treasure sorcerer_class_items list basic_skills more arch skill_sorcery more arch guide_wizard more arch sorcerer_book_l1 more arch sorcerer_book_l1 more arch sorcerer_book_l1 more arch skill_sense_magic more arch skill_thaumaturgy more arch sorcerer_hat more arch robe end treasure summoner_class_items list basic_skills more arch skill_one_handed_weapon more arch skill_praying more arch guide_summon more arch talisman_summoner more arch robe more arch summoner_book_l1 more arch summoner_book_l1 more arch b_ssword_1 end treasure wizard_class_items list wizard_skills more arch skill_sorcery more arch robe more arch sorcerer_book_l1 more arch sorcerer_book_l1 more arch b_dagger end #treasure wizard_class_items # list wizard_skills # more # arch skill_sorcery # more # arch guide_wizard # more # arch robe # more # arch sorcerer_book_l1 # more # arch sorcerer_book_l1 # more # arch sorcerer_book_l1 # more # arch b_dagger # end # This is a list of the first level spells for each magic # skill - needed to give new characters spellbooks they can use. # treasureone evocation_l1 arch spell_icestorm chance 5 more arch spell_small_snowstorm chance 5 more arch spell_small_bullet chance 5 end # treasureone praying_l1 arch spell_cause_light_wounds chance 5 more arch spell_holy_word chance 5 more arch spell_light chance 2 more arch spell_minor_healing chance 5 more arch spell_turn_undead chance 3 end # treasureone sorcery_l1 arch spell_detect_magic chance 2 more arch spell_magic_bullet chance 5 more arch spell_magic_missile chance 5 more arch spell_slow chance 2 more arch spell_spark_shower chance 5 end # treasureone pyromancy_l1 arch spell_burning_hands chance 5 more arch spell_small_fireball chance 5 more arch spell_sm_lightning chance 5 end # treasureone summoning_l1 arch spell_lesser_summon_golem end ############################################################## # ability-treasure for dragon players # # Note that magic defines after how many levels of that # elemental focus that the ability is granted ############################################################## treasure dragon_ability_fire arch direct_attune_fire magic 5 more arch fire_clawing magic 10 more arch spell_dragonbreath magic 15 end treasure dragon_ability_cold arch direct_attune_cold magic 5 more arch ice_clawing magic 10 more arch spell_large_icestorm magic 15 end treasure dragon_ability_elec arch direct_attune_elec magic 5 more arch electric_clawing magic 10 more arch spell_ball_lightning magic 15 more arch dragon_ability_xrays magic 20 end treasure dragon_ability_poison arch spell_poison_cloud magic 5 more arch poison_clawing magic 10 end ############################################################## ############################################################## # Starting spells based on the elemental focus of the dragon player. # Note: WIP ############################################################## #treasure dragon_start_fire # arch abil_burning_hands # more # arch skill_pyromancy #end #treasure dragon_start_cold # arch abil_icestorm # more # arch skill_evocation #end #treasure dragon_start_elec # arch abil_sm_lightning # more # arch skill_pyromancy #end #treasure dragon_start_poison # arch abil_venom_spit # more # arch skill_sorcery #end ############################################################## # Starting skill packages for players. # Note that these are also used by some monsters, e.g. the "elf" list references # both fighter_skills and wizard_skills and is used by a number of elven # enemies. # It might someday be a good idea to split those lists off from here so player # skill packages can be tweaked without adding/removing skills on a bunch of # monsters as well. # Basic skills. All* players will start with these skills, so only skills # critical for being able to play should go here. # # * Exception: Barbarians get their own skill package based on a copy of this, # so that Literacy and Use Magic Item can be removed. If editing this list # make sure to update barbarian.trs as well, if needed. treasure basic_skills arch skill_throwing more arch skill_find_traps more arch skill_remove_trap more arch skill_use_magic_item more arch skill_literacy more arch skill_punching end # Skill package for fighty types. treasure fighter_skills arch skill_one_handed_weapon more arch skill_two_handed_weapon more arch skill_missile_weapon more list basic_skills end # Skill package for multipath (religious+arcane) spellcasters. # Note that the actual arcane casting skill isn't present here, since different # classes will use different spell types -- classes using this will have to # provide their own casting skill or talisman. treasure wizard_skills arch skill_one_handed_weapon more arch skill_praying more list basic_skills end treasure dwarf_player_items arch dwarf_player_force more arch skill_smithery end treasure elf_player_items arch elf_player_force more arch bow magic 2 more arch arrow magic 3 nrof 100 more arch quiver more arch skill_bowyer more arch skill_woodsman more arch skill_missile_weapon end treasure fenx_player_items arch bow more arch arrow nrof 100 more arch quiver more arch skill_woodsman more arch skill_missile_weapon more arch no_class_face_change more arch skill_jumping more arch skill_singing end treasure fireborn_player_items arch skill_levitate more arch fireborn_player_force more arch skill_flame_touch more arch skill_pyromancy more arch skill_praying more arch no_class_face_change more arch ring magic 5 more arch power_crystal more arch amulet magic 3 more arch pyro_book_l1 more arch cleric_book_l1 end treasure fireborn arch skill_levitate more arch skill_missile_weapon more list basic_skills more arch skill_flame_touch more arch skill_pyromancy more arch skill_praying more arch ring magic 5 more arch power_crystal more arch amulet magic 3 more arch cleric_book_l1 more arch pyro_book_l1 more arch pyro_book_l1 more arch pyro_book_l1 end treasure gnome_player_items arch gnome_player_force more arch skill_praying end treasure halfling_player_items arch halfling_force more arch skill_stealing more arch skill_hide end treasure human_player_items arch human_player_force more list random_knowledge end treasure northman_player_items arch northman_player_force more arch bighorned_helmet end treasure dragon_player_items arch dragon_skin_force more arch dragon_ability_force more arch skill_levitate more arch skill_clawing more arch skill_woodsman more arch abil_burning_hands more arch abil_medium_fireball more arch no_class_face_change more arch skill_pyromancy end treasure half_orc_player_items arch half_orc_player_force more arch skill_stealing end treasure quetzalcoatl_player_items arch quetzalcoatl_player_force more arch skill_levitate more arch skill_clawing more arch abil_burning_hands more arch abil_medium_fireball more arch no_class_face_change more arch skill_pyromancy end treasure serpentman_player_items arch serpentman_player_force more arch no_class_face_change more arch skill_clawing more arch skill_jumping end treasure troll_player_items arch troll_player_force more arch no_class_face_change end treasure viking list fighter_skills more arch leather_armour more arch sword more arch skill_bargaining more arch b_small_shield more arch bighorned_helmet end treasure wraith_player_items arch wraith_player_force more arch skill_wraith_feed more arch no_class_face_change end treasureone random_food arch food chance 35 more arch booze chance 14 more arch poison chance 13 more arch water chance 8 more arch apple chance 3 more arch wine chance 3 more arch coffee chance 1 more arch chocolate chance 3 more arch carrot chance 1 more arch fishfood chance 4 more arch mandrake_root chance 1 more arch cabbage chance 2 more arch potato chance 3 more arch loaf chance 8 more arch roast_bird chance 3 more arch mint chance 1 more arch clover chance 1 more arch onion chance 1 more arch orange chance 1 more arch cake chance 8 more arch waybread chance 4 end treasureone random_tree_green arch tree3 chance 1 more arch tree4 chance 1 more arch tree5 chance 1 end treasureone shop_alchemy list random_minerals chance 30 more arch water chance 10 more list shop_potions chance 20 more list containers chance 2 more list random_amulet chance 3 more list random_food chance 1 more list random_plant chance 15 more list random_alchemy chance 25 end treasureone shop_gems arch gem chance 5 nrof 1 more arch gem chance 5 nrof 2 more arch gem chance 5 nrof 4 more arch pearl chance 5 nrof 6 more arch pearl chance 5 nrof 12 more arch pearl chance 5 nrof 24 more arch ruby chance 5 nrof 2 more arch ruby chance 5 nrof 4 more arch ruby chance 5 nrof 8 more arch sapphire chance 5 nrof 3 more arch sapphire chance 5 nrof 5 more arch sapphire chance 5 nrof 9 more arch emerald chance 5 nrof 3 more arch emerald chance 5 nrof 6 more arch emerald chance 5 nrof 10 more arch amethyst chance 1 nrof 8 more arch amethyst chance 1 nrof 3 end treasureone shop_general list containers chance 70 more arch key chance 30 end treasureone shop_light arch flint_and_steel chance 40 more arch torch_unlit chance 40 more arch lantern_unlit chance 15 more arch lantern2_unlit chance 5 end treasureone shop_minerals list random_minerals chance 80 more list random_stone chance 20 end treasureone shop_potions arch potion_generic chance 20 more arch dust_generic chance 15 more arch balm_generic chance 10 more arch figurine_generic chance 3 more arch potion_heal chance 5 more arch potion_magic chance 5 more arch potion_fire chance 5 more arch potion_fire2 chance 1 more arch potion_cold chance 5 more arch potion_cold2 chance 1 more arch potion_shielding chance 5 more arch potion_aethereality chance 1 more arch potion_improve chance 5 more arch potion_restoration chance 10 more arch potion_heroism chance 10 more arch vial_poison chance 1 more list random_magical chance 10 end treasure shop_rings arch ring end treasureone shoparchery list missile_weapons chance 99 more list shoparcheryonly chance 1 end # treasureone shoparcheryonly arch reflexbow magic 3 chance 25 more arch reflexbow_ivory magic 3 chance 5 more arch reflexbow_bone magic 3 chance 2 more arch handcrossbow magic 3 chance 18 more arch handcrossbow_ivory magic 3 chance 2 more arch arrow magic 3 chance 50 nrof 30 end treasureone shopweapoeast list random_weapon chance 60 more list shopweapoeastweaps chance 40 end # treasureone shopweapoeastweaps arch kama1 magic 3 chance 5 more arch kama2 magic 3 chance 5 more arch sai1 magic 3 chance 5 more arch sai2 magic 3 chance 5 more arch butterflysword_1 magic 3 chance 5 more arch butterflysword_2 magic 3 chance 5 more arch nunchacu_1 magic 3 chance 10 more arch nunchacu_2 magic 3 chance 10 more arch taifu_1 magic 3 chance 10 more arch t_star1 magic 3 chance 10 more arch hooksword magic 3 chance 10 more arch nineringsword magic 3 chance 10 more arch katana_1 magic 3 chance 10 end treasureone talisman arch talisman_sorcery chance 1 more arch talisman_summoning chance 1 more arch talisman_evocation chance 1 more arch talisman_pyromancy chance 1 end treasure raise_dead_failure arch devil nrof 5 more arch skull nrof 3 end # treasure resurrection_failure arch skull nrof 5 more arch lich nrof 3 end # treasure reincarnation_failure arch lich nrof 5 more arch demilich nrof 3 more arch spectre nrof 1 end # # this basically taken from the code. Not sure if this # is still really accurate. #treasureone reincarnation_races # arch barbarian # chance 1 # more # arch cleric # chance 1 # more # arch elf # chance 1 # more # arch human # chance 1 # more # arch mage # chance 1 # more # arch ninja # chance 1 # more # arch priest # chance 1 # more # arch swashbuckler # chance 1 # more # arch thief # chance 1 # more # arch viking # chance 1 # more # arch warrior # chance 1 # more # arch wizard # chance 1 #end treasureone scroll arch spell_create_bomb chance 1 nrof 1 more arch spell_summon_golem chance 1 nrof 1 more arch spell_summon_fire_elemental chance 1 nrof 1 more arch spell_summon_earth_elemental chance 1 nrof 1 more arch spell_summon_water_elemental chance 1 nrof 1 more arch spell_summon_air_elemental chance 1 nrof 1 more arch spell_magic_mapping chance 3 nrof 2 more arch spell_destruction chance 4 nrof 3 more arch spell_invisible nrof 3 chance 2 more arch spell_improved_invisibility nrof 1 chance 1 more arch spell_armour chance 2 nrof 3 more arch spell_strength nrof 3 chance 2 more arch spell_dexterity nrof 3 chance 2 more arch spell_constitution nrof 3 chance 2 more arch spell_levitate nrof 3 chance 1 more arch spell_confusion nrof 3 chance 2 more arch spell_dark_vision nrof 3 chance 2 more arch spell_xray nrof 3 chance 1 more arch spell_summon_pet_monster nrof 3 chance 1 more arch spell_charging nrof 3 chance 1 more arch spell_alchemy nrof 3 chance 2 more arch spell_identify nrof 9 chance 10 more arch spell_detect_magic nrof 9 chance 10 more arch spell_detect_monster nrof 3 chance 6 more arch spell_ball_lightning nrof 3 chance 1 more arch spell_faery_fire nrof 3 chance 2 ################################################### # cleric spells more arch spell_perceive_self chance 2 nrof 2 more arch spell_word_of_recall chance 2 nrof 1 more arch spell_invisible_to_undead chance 2 nrof 2 more arch spell_cure_confusion chance 4 nrof 1 more arch spell_cure_blindness chance 1 nrof 1 more arch spell_cure_disease chance 5 nrof 3 more arch spell_restoration chance 1 nrof 1 more arch spell_protection_from_cold nrof 3 chance 1 more arch spell_protection_from_electricity nrof 3 chance 1 more arch spell_protection_from_fire nrof 3 chance 1 more arch spell_protection_from_poison nrof 3 chance 1 more arch spell_protection_from_slow nrof 3 chance 1 more arch spell_protection_from_paralysis nrof 3 chance 1 more arch spell_protection_from_draining nrof 3 chance 1 more arch spell_protection_from_magic nrof 3 chance 1 more arch spell_protection_from_attack nrof 3 chance 1 more arch spell_protection_from_confusion nrof 3 chance 1 more arch spell_protection_from_cancellation nrof 3 chance 1 more arch spell_protection_from_depletion nrof 3 chance 1 more arch spell_remove_curse nrof 2 chance 4 more arch spell_remove_damnation nrof 1 chance 1 more arch spell_detect_evil nrof 3 chance 5 more arch spell_detect_curse nrof 5 chance 3 more arch spell_show_invisible nrof 3 chance 1 more arch spell_cause_flu nrof 3 chance 2 more arch spell_cause_leprosy nrof 3 chance 1 more arch spell_cause_anthrax nrof 3 chance 1 more arch spell_cause_typhoid nrof 3 chance 1 more arch spell_cause_cold nrof 3 chance 2 end treasureone evoker_book_low arch spell_armour chance 5 more arch spell_icestorm chance 4 more arch spell_small_snowstorm chance 8 more arch spell_small_bullet chance 8 more arch spell_detect_monster chance 8 more arch spell_mana_blast chance 2 more arch spell_small_manaball chance 3 more arch spell_frostbolt chance 3 more arch spell_manabolt chance 2 more arch spell_medium_snowstorm chance 6 more arch spell_lg_magic_bullet chance 4 more arch spell_rune_of_frost chance 3 more arch spell_medium_manaball chance 2 more arch spell_large_snowstorm chance 2 end treasureone evoker_book_medium arch spell_bullet_swarm chance 1 more arch spell_large_manaball chance 1 more arch spell_create_frost_wall chance 2 more arch spell_bullet_storm chance 1 more arch spell_cancellation chance 1 more arch spell_create_pool_of_chaos chance 1 end treasureone evoker_book_high arch spell_build_bullet_wall chance 1 more arch spell_large_icestorm chance 1 more arch spell_sigil chance 1 end treasureone evocation_book list evoker_book_low chance 20 nrof 1 more list evoker_book_medium chance 20 magic 6 nrof 1 more list evoker_book_high chance 20 magic 11 nrof 1 end # These are arranged in level, then alphabetical order # treasureone prayer_book_low arch spell_cause_light_wounds chance 4 more arch spell_holy_word chance 4 more arch spell_light chance 3 more arch spell_minor_healing chance 5 more arch spell_turn_undead chance 4 more arch spell_bless chance 3 more arch spell_cause_cold chance 5 more arch spell_cause_flu chance 5 more arch spell_curse chance 3 more arch spell_staff_to_snake chance 1 more arch spell_cause_medium_wounds chance 3 more arch spell_detect_evil chance 5 more arch spell_protection_from_cold chance 3 more arch spell_summon_cult_monsters chance 2 more arch spell_consecrate chance 1 more arch spell_cure_poison chance 5 more arch spell_medium_healing chance 5 more arch spell_pacify chance 3 more arch spell_protection_from_electricity chance 3 more arch spell_banishment chance 1 more arch spell_cause_heavy_wounds chance 2 more arch spell_cause_leprosy chance 5 more arch spell_command_undead chance 3 more arch spell_cure_disease chance 4 more arch spell_darkness chance 1 more arch spell_detect_curse chance 3 more arch spell_protection_from_fire chance 2 end # treasureone prayer_book_medium arch spell_call_holy_servant chance 3 more arch spell_protection_from_poison chance 2 more arch spell_cure_confusion chance 2 more arch spell_holy_orb chance 3 more arch spell_protection_from_confusion chance 2 more arch spell_protection_from_depletion chance 2 more arch spell_protection_from_slow chance 2 more arch spell_regeneration chance 1 more arch spell_show_invisible chance 1 more arch spell_cause_typhoid chance 1 more arch spell_major_healing chance 3 more arch spell_protection_from_paralysis chance 2 more arch spell_remove_curse chance 1 more arch spell_cure_blindness chance 2 more arch spell_holy_possession chance 3 more arch spell_protection_from_draining chance 2 more arch spell_heal chance 1 more arch spell_protection_from_magic chance 1 more # arch spell_raise_dead # chance 1 # more arch spell_summon_avatar chance 1 more arch spell_word_of_recall chance 1 end # treasureone prayer_book_high arch spell_protection_from_cancellation chance 2 more arch spell_cause_anthrax chance 1 more arch spell_glyph chance 1 more arch spell_holy_wrath chance 1 more arch spell_protection_from_attack chance 1 more arch spell_restoration chance 1 # more # arch spell_resurrection # chance 1 # more # arch spell_reincarnation # chance 1 end # treasureone prayer_book list prayer_book_low chance 20 nrof 1 more list prayer_book_medium chance 30 magic 6 nrof 1 more list prayer_book_high chance 40 magic 11 nrof 1 end treasureone pyro_book_low arch spell_burning_hands chance 8 more arch spell_small_fireball chance 8 more arch spell_sm_lightning chance 8 more arch spell_firebolt chance 4 more arch spell_medium_fireball chance 6 more arch spell_faery_fire chance 2 more arch spell_large_lightning chance 3 more arch spell_rune_of_fire chance 5 more arch spell_large_fireball chance 2 more arch spell_searing_weapon chance 4 end treasureone pyro_book_medium arch spell_create_bomb chance 3 more arch spell_create_fire_wall chance 3 more arch spell_rune_of_shocking chance 3 more arch spell_rune_of_blasting chance 2 end treasureone pyro_book_high arch spell_firetrap chance 1 more arch spell_build_fireball_wall chance 1 more arch spell_build_lightning_wall chance 1 end treasureone pyromancy_book list pyro_book_low chance 20 nrof 1 more list pyro_book_medium chance 30 magic 6 nrof 1 more list pyro_book_high chance 40 magic 11 nrof 1 end treasureone sorcery_book_low arch spell_detect_magic chance 10 more arch spell_magic_bullet chance 10 more arch spell_magic_missile chance 8 more arch spell_marking_rune chance 5 more arch spell_probe chance 6 more arch spell_slow chance 7 more arch spell_confusion chance 7 more arch spell_paralyze chance 8 more arch spell_poison_cloud chance 6 more arch spell_strength chance 6 more arch spell_charisma chance 4 more arch spell_dexterity chance 4 more arch spell_constitution chance 4 more arch spell_disarm chance 1 more arch spell_fear chance 5 more arch spell_dark_vision chance 2 more arch spell_magic_mapping chance 5 more arch spell_steambolt chance 1 more arch spell_transference chance 1 more arch spell_aggravation chance 2 end treasureone sorcery_book_medium arch spell_invisible chance 4 more arch spell_levitate chance 2 more arch spell_rune_of_transference chance 1 more arch spell_animate_weapon chance 4 more arch spell_antimagic_rune chance 1 more arch spell_mass_confusion chance 3 more arch spell_missile_swarm chance 1 more arch spell_identify chance 5 more arch spell_improved_invisibility chance 1 more arch spell_dimension_door chance 1 more arch spell_xray chance 1 end treasureone sorcery_book_high arch spell_magic_drain chance 1 more arch spell_magic_rune chance 1 more arch spell_rune_of_death chance 1 more arch spell_destruction chance 1 more arch spell_town_portal chance 1 end treasureone sorcery_book list sorcery_book_low chance 20 nrof 1 more list sorcery_book_medium chance 30 magic 6 nrof 1 more list sorcery_book_high chance 40 magic 11 nrof 1 end treasureone summoner_book_low arch spell_create_missile chance 1 more arch spell_lesser_summon_golem chance 4 more arch spell_earth_to_dust chance 2 more arch spell_summon_fog chance 2 more arch spell_summon_golem chance 8 more arch spell_summon_pet_monster chance 7 more arch spell_alchemy chance 5 more arch spell_create_earth_wall chance 6 more arch spell_summon_earth_elemental chance 3 more arch spell_counterspell chance 1 more arch spell_charm_monsters chance 1 more arch spell_summon_water_elemental chance 4 more arch spell_mystic_fist chance 1 end treasureone summoner_book_medium arch spell_create_food chance 4 more arch spell_counterwall chance 1 more arch spell_summon_air_elemental chance 5 more arch spell_summon_fire_elemental chance 2 more arch spell_build_director chance 1 end treasureone summoner_book_high arch spell_dancing_sword chance 1 more arch spell_pentagram chance 1 end treasureone summoner_book list summoner_book_low chance 20 nrof 1 more list summoner_book_medium chance 30 magic 6 nrof 1 more list summoner_book_high chance 40 magic 11 nrof 1 end ############################################################## # # Mage Hound # treasure mage_hound arch dog nrof 1 magic 5 more arch wolf nrof 1 magic 7 more arch mastif nrof 1 magic 12 more arch dire_wolf nrof 1 magic 15 more arch hellhound nrof 1 magic 20 more arch dire_wolf_sire nrof 1 magic 30 more arch s_mastif nrof 1 magic 45 more arch gr_hellhound nrof 1 magic 60 end ############################################################## # # Pet Monsters - # treasure mage_pet_monster arch bat nrof 2 magic 1 more arch bird nrof 1 magic 2 more arch bee nrof 3 magic 3 more arch spider nrof 1 magic 4 more arch killer_bee nrof 2 magic 5 more arch panther nrof 1 magic 6 more arch wolf nrof 1 magic 7 more arch stalker nrof 1 magic 8 more arch devil nrof 2 magic 10 more arch beholder nrof 2 magic 12 more arch dark_elf nrof 3 magic 14 more arch skull nrof 1 magic 16 more arch angel nrof 2 magic 20 more arch vampire nrof 1 magic 25 end # This could be really customized a lot further instead # of using the default staff/wand lists. Set this # balance simply because there are a lot more mage type spells # then priest ones. treasureone rod_spell list wand chance 7 more list staff chance 3 end treasureone staff arch spell_sunspear nrof 35 chance 10 more arch spell_turn_undead nrof 40 chance 10 more arch spell_banishment nrof 3 chance 5 more arch spell_darkness nrof 10 chance 10 more arch spell_perceive_self nrof 20 chance 5 more arch spell_word_of_recall nrof 3 chance 5 more arch spell_minor_healing nrof 40 chance 5 more arch spell_medium_healing nrof 12 chance 5 more arch spell_heal nrof 5 chance 5 more arch spell_show_invisible nrof 8 chance 4 more arch spell_cause_flu nrof 5 chance 2 more arch spell_cause_cold nrof 5 chance 2 end treasureone wand arch spell_firebolt nrof 35 chance 10 more arch spell_frostbolt nrof 30 chance 10 more arch spell_sm_lightning nrof 40 chance 10 more arch spell_large_lightning nrof 20 chance 10 more arch spell_steambolt nrof 10 chance 10 more arch spell_magic_bullet nrof 99 chance 15 more arch spell_lg_magic_bullet nrof 33 chance 10 more arch spell_small_fireball nrof 40 chance 15 more arch spell_medium_fireball nrof 20 chance 10 more arch spell_large_fireball nrof 10 chance 6 more arch spell_small_snowstorm nrof 40 chance 15 more arch spell_medium_snowstorm nrof 20 chance 10 more arch spell_large_snowstorm nrof 10 chance 5 more arch spell_poison_cloud nrof 30 chance 10 more arch spell_icestorm nrof 15 chance 15 more arch spell_create_bomb nrof 5 chance 5 more arch spell_fear nrof 25 chance 8 more arch spell_slow nrof 30 chance 10 more arch spell_counterspell nrof 20 chance 8 more arch spell_wonder nrof 20 chance 4 more arch spell_burning_hands nrof 20 chance 10 more arch spell_mass_confusion nrof 15 chance 5 more arch spell_magic_missile nrof 75 chance 10 more arch spell_summon_golem nrof 10 chance 10 more arch spell_summon_fire_elemental nrof 4 chance 5 more arch spell_summon_fire_elemental nrof 10 chance 5 more arch spell_summon_water_elemental nrof 8 chance 5 more arch spell_summon_air_elemental nrof 6 chance 5 more arch spell_dimension_door nrof 8 chance 10 more arch spell_magic_mapping nrof 20 chance 10 more arch spell_create_earth_wall nrof 12 chance 8 more arch spell_create_pool_of_chaos nrof 10 chance 6 more arch spell_counterwall nrof 30 chance 10 more arch spell_probe nrof 40 chance 10 more arch spell_summon_pet_monster nrof 15 chance 10 more arch spell_summon_fog nrof 10 chance 8 more arch spell_cancellation nrof 10 chance 3 more arch spell_detect_magic nrof 50 chance 5 more arch spell_ball_lightning nrof 30 chance 1 # Polymorph is disabled by default. # more # arch spell_polymorph # nrof 20 # chance 2 end # end of wand # this is really used for wonder - need a source of # all spells it should cast - currently, just take all # that show up in books. This should probably be reworked # to be more selective, so wonder could at least be considered # somewhat useful - maybe toss in some spell that are quest items # even to make things interesting. treasureone wonder_spells list evocation_book chance 5 more list sorcery_book chance 5 more list pyromancy_book chance 5 more list summoner_book chance 5 end treasureone traps list physical_traps chance 50 more list magical_traps chance 50 end treasureone physical_traps arch trap_diseased_needle chance 70 more arch trap_blades chance 33 more arch trap_needle chance 33 more arch trap_spikes2 chance 33 end treasureone magical_traps arch rune_medium_fireball chance 8 more arch rune_burning_hands chance 8 more arch rune_poison_cloud chance 8 more arch rune_create_bomb chance 8 more arch rune_paralysis chance 8 more arch rune_shock chance 8 more arch rune_confusion chance 8 more arch rune_icestorm chance 8 more arch rune_drain_magic chance 8 more arch rune_blast chance 8 more arch rune_fire chance 8 more arch rune_frost chance 8 more list nastier_magical_traps magic 6 chance 20 end treasureone nastier_magical_traps arch rune_summon_air_elemental chance 10 more arch rune_dragonbreath chance 10 more arch rune_large_icestorm chance 10 more arch rune_large_fireball chance 10 more arch rune_ball_lightning chance 10 more arch rune_summon_devil chance 10 more arch rune_summon_earth_elemental chance 10 more arch rune_summon_fire_elemental chance 10 more arch rune_summon_water_elemental chance 10 more arch rune_death chance 10 end # # This file contains various treasures, with generation rules. # # $Id$ # # As of version 0.91.1, what this file was extended to handle list # re-linking and generation of only 1 item on that list. This does away # with the treasure lists from being embedded in the program. # # See the file doc/crossfire.doc for information on the format of this # file # # #NOTE: GOD treasure lists have been moved out to the arches # # # This is basically given to monsters that might get spellbooks or use # wands/rods/etc. This is mostly necessary so that if they become # the pets of players, the player will get exp awarded to the correct # skill. treasure skill_use_magic_item arch skill_use_magic_item end # treasure all_spell_skills arch skill_use_magic_item more arch skill_evocation more arch skill_praying more arch skill_pyromancy more arch skill_sorcery more arch skill_summoning end # ############################################################## # # BODY PARTS - # # human/man-sized body parts treasureone human_parts arch fl_corpse chance 60 more arch arm nrof 2 chance 15 more arch leg nrof 2 chance 15 more arch head chance 15 more arch eye nrof 2 chance 1 more arch tongue chance 1 more arch foot nrof 2 chance 10 more arch hand nrof 2 chance 10 more arch finger nrof 5 chance 3 more arch skin chance 1 more arch brain chance 1 end # treasure door list traps chance 30 end # # skill scrolls # better scrolls are harder to find # ordered by skill names treasureone random_knowledge arch scroll_alchemy chance 10 more arch scroll_bargaining chance 5 more arch scroll_bowyer chance 10 more # clawing is not something you can learn arch scroll_climbing chance 10 more arch scroll_disarm_traps chance 10 more arch scroll_evocation chance 5 more arch scroll_find_traps chance 10 more # flame touch is not something you can learn arch scroll_hiding chance 9 more # the inscription skill is only available as a pen arch stylus chance 10 more arch scroll_jewelry chance 10 more arch scroll_jumping chance 10 more arch scroll_karate chance 8 more # levitation is not something to be learned arch scroll_literacy chance 15 more # not knowledge per se, but is a random skill arch lockpicks chance 8 more # meditation can not be learned arch scroll_missile_weap chance 15 more arch scroll_one_handed_weapons chance 10 more arch scroll_oratory chance 5 more arch scroll_praying chance 15 more arch scroll_punching chance 5 more arch scroll_pyromancy chance 5 more arch scroll_sense_curse chance 5 more arch scroll_sense_mag chance 5 more # set traps is disabled arch scroll_singing chance 5 more arch scroll_smithing chance 5 more arch scroll_sorcery chance 5 more arch scroll_stealing chance 9 more arch scroll_summoning chance 5 more arch scroll_thaumaturgy chance 9 more # throwing is a native ability, but give slight chance for unclassed players arch scroll_throwing chance 1 more arch scroll_two_handed_weapons chance 10 more # use magic is a native ability, but give slight chance for unclassed players arch scroll_use_magic_item chance 1 more arch scroll_woodsman chance 10 end # traps! --peterm treasureone needle_diseases arch warts chance 20 more arch atheletes_foot chance 5 more arch tooth_decay chance 5 more arch tapeworms chance 20 more arch egg_disease chance 20 more arch diarrhea chance 20 more arch incontinence chance 20 more arch scurvy chance 20 more arch flaming_fart chance 20 end treasureone random_shop list random_weapon chance 15 more list random_armour chance 15 more list random_food chance 15 more list random_special chance 5 end treasureone random_weapon list missile_weapons chance 5 more list melee_weapons chance 10 end treasureone random_armour arch b_full_helmet magic 4 chance 5 more arch b_helmet magic 4 chance 5 more arch b_horned_helmet magic 4 chance 5 more arch b_gauntlets magic 4 chance 5 more arch b_plate_mail magic 4 chance 5 more arch b_scale_mail magic 4 chance 5 more arch b_shield magic 4 chance 5 more arch b_small_shield magic 4 chance 5 more # arch ring_mail magic 4 chance 5 more arch ring_mail magic 4 chance 5 more arch plate_mail magic 4 chance 5 more arch robe magic 4 chance 5 more arch leather_armour magic 4 chance 5 more arch scale_mail magic 4 chance 5 more arch ring_mail2 magic 3 chance 5 more arch chain_mail magic 3 chance 5 more arch full_helmet magic 2 chance 5 more arch spiked_shield magic 1 chance 1 more arch horned_helmet magic 1 chance 5 more arch helmet magic 2 chance 5 more arch bighorned_helmet magic 1 chance 5 more arch shield magic 2 chance 5 more arch small_shield magic 1 chance 5 more arch high_shield magic 2 chance 5 more arch kite_shield magic 2 chance 5 more arch round_shield magic 1 chance 5 more arch low_boots magic 1 chance 5 more arch gauntlets magic 2 chance 1 more arch high_boots magic 3 chance 3 more arch high_boots_b magic 3 chance 1 more arch high_boots_w magic 3 chance 1 more arch tunic magic 3 chance 1 more arch gloves magic 2 chance 2 more arch gloves_b magic 2 chance 1 more arch gloves_w magic 2 chance 1 more arch lapron magic 1 chance 1 more arch cloak chance 10 end treasure random_mushroom arch mushroom_1 chance 50 no arch mushroom_2 chance 50 no arch mushroom_3 chance 50 no arch mandrake_root chance 10 end end end end # this is used for shop_special treasureone random_special arch scroll_new nrof 3 chance 5 more arch scroll_new nrof 2 chance 5 more arch scroll_new chance 10 more arch torch_unlit nrof 8 chance 3 more arch torch_unlit nrof 3 chance 7 more arch flint_and_steel chance 5 more arch amulet chance 10 more arch wand chance 15 more arch staff chance 5 more arch holy_symbol chance 3 more arch ring chance 5 more list random_books chance 5 more arch emerald chance 5 nrof 8 more arch sapphire chance 5 nrof 5 more arch gem chance 5 nrof 1 more arch ruby chance 5 nrof 3 more arch pearl chance 5 nrof 16 more list special_uncommon magic 10 chance 5 more list special_uncommon magic 8 chance 5 more list special_uncommon magic 5 chance 5 more arch potion_heroism chance 5 end treasureone random_coin arch goldcoin chance 5 nrof 5 more arch goldcoin chance 5 nrof 10 more arch goldcoin chance 5 nrof 15 more arch goldcoin chance 5 nrof 20 more arch goldcoin chance 5 nrof 25 more arch silvercoin chance 5 nrof 25 more arch silvercoin chance 5 nrof 50 more arch silvercoin chance 5 nrof 75 more arch silvercoin chance 5 nrof 100 more arch silvercoin chance 5 nrof 150 more arch platinacoin chance 5 nrof 10 more arch platinacoin chance 5 nrof 2 more arch platinacoin chance 5 nrof 4 more arch platinacoin chance 5 nrof 6 end treasureone random_wealth arch goldcoin chance 5 nrof 5 more arch goldcoin chance 5 nrof 10 more arch goldcoin chance 5 nrof 15 more arch goldcoin chance 5 nrof 20 more arch goldcoin chance 5 nrof 25 more arch silvercoin chance 5 nrof 25 more arch silvercoin chance 5 nrof 50 more arch silvercoin chance 5 nrof 75 more arch silvercoin chance 5 nrof 100 more arch silvercoin chance 5 nrof 150 more arch platinacoin chance 5 nrof 1 more arch platinacoin chance 5 nrof 2 more arch platinacoin chance 5 nrof 4 more arch platinacoin chance 5 nrof 6 more arch gem chance 5 nrof 1 more arch gem chance 5 nrof 1 more arch pearl chance 5 nrof 2 more arch pearl chance 5 nrof 4 more arch ruby chance 5 nrof 1 more arch ruby chance 5 nrof 2 more arch sapphire chance 5 nrof 1 more arch sapphire chance 5 nrof 3 more arch emerald chance 5 nrof 2 more arch emerald chance 5 nrof 5 end treasureone random_gem arch gem chance 5 nrof 1 more arch gem chance 5 nrof 2 more arch pearl chance 5 nrof 4 more arch pearl chance 5 nrof 6 more arch ruby chance 5 nrof 2 more arch ruby chance 5 nrof 4 more arch sapphire chance 5 nrof 2 more arch sapphire chance 5 nrof 4 more arch emerald chance 5 nrof 10 more arch emerald chance 5 nrof 4 end treasureone starting_wealth arch goldcoin nrof 120 chance 5 more arch silvercoin nrof 1000 chance 5 more arch platinacoin nrof 40 chance 5 end treasureone random_plant arch rose_pink nrof 5 chance 8 more arch rose_yellow nrof 5 chance 12 more arch rose_white nrof 4 chance 10 more arch rose_red nrof 3 chance 8 more arch flowers_permanent chance 15 nrof 5 more arch clover nrof 2 chance 5 more arch mint chance 5 more arch mandrake_root chance 3 more list random_mushroom chance 10 magic 15 end treasureone random_alchemy arch cauldron chance 18 more arch cauldron chance 3 magic 5 more list random_books chance 10 more arch scroll_alchemy chance 2 more arch min_oil chance 12 nrof 5 more list shop_gems chance 3 magic 5 more arch phil_sulphur chance 4 nrof 3 more arch phil_salt chance 5 nrof 4 more arch phil_phosphorus chance 3 nrof 2 more arch phil_oil chance 5 nrof 3 more arch water chance 3 nrof 3 more list random_plant chance 10 magic 5 more arch mercury chance 8 more arch lead chance 8 more arch true_lead chance 2 more arch fix_mercury chance 1 end treasureone random_potion # list NONE # chance 30 # more arch potionstr chance 5 more arch potionint chance 5 more arch potioncha chance 5 more arch potionwis chance 5 more arch potioncon chance 5 more arch potiondex chance 5 more arch potionpow chance 5 more list shop_potions magic 2 chance 5 more list shop_potions magic 6 chance 5 more list shop_potions magic 12 chance 5 more list random_potion magic 8 chance 5 more list random_potion magic 10 chance 10 more list random_potion magic 12 chance 5 more list random_potion magic 14 nrof 1 chance 5 more list special_uncommon magic 14 nrof 1 chance 5 more list special_uncommon magic 13 nrof 1 chance 5 more list special_uncommon magic 12 chance 5 more list special_uncommon magic 10 chance 5 more list special_uncommon magic 7 chance 5 more list uncommon_items magic 3 chance 5 end treasureone special_uncommon list NONE chance 5 more arch bracers_ac magic 4 chance 10 more arch mithril_chainmail magic 4 chance 1 more arch lockpicks chance 10 more list rare_artifacts magic 14 chance 5 more list uncommon_artifacts magic 13 chance 5 more list uncommon_artifacts magic 7 chance 5 more arch potion_fire chance 5 more arch potion_cold chance 5 more arch potion_heal chance 5 more arch potion_magic chance 5 more arch potion_restoration chance 5 more arch rod_light chance 5 more list uncommon_items magic 2 chance 5 more list uncommon_items magic 4 chance 5 more list uncommon_items magic 6 chance 5 more list uncommon_items magic 8 chance 5 more arch ring_nodrain chance 5 end treasureone containers arch sack chance 25 more arch bag chance 25 more arch pouch chance 20 more arch key_ring chance 20 more arch quiver chance 10 more arch quiver_throwing chance 5 more arch scrollcase chance 5 end treasureone missile_weapons arch bow magic 3 chance 10 more arch arrow magic 3 chance 35 nrof 30 more arch crossbow chance 10 magic 3 more arch bolt chance 35 magic 3 nrof 25 more arch huntersbow magic 3 chance 1 more arch longbow magic 3 chance 1 more arch compositebow magic 3 chance 1 more arch quiver chance 10 end treasureone throw_weapons arch t_dagger magic 2 nrof 8 chance 30 more arch spear magic 2 nrof 4 chance 35 more arch axe_2 magic 2 nrof 5 chance 15 more arch hammer_2 magic 2 nrof 4 chance 15 more arch t_star1 magic 4 nrof 12 chance 5 more arch trident magic 3 nrof 3 chance 5 more arch quiver_throwing chance 5 end # melee_weapons combines old list 11 and list 12 together. List 26 # is obsolete now treasureone melee_weapons arch b_dagger magic 4 chance 5 more arch b_bsword_1 magic 4 chance 5 more arch b_bsword_2 magic 4 chance 5 more arch b_lsword magic 4 chance 5 more arch b_scimitar magic 4 chance 5 more arch b_ssword_1 magic 4 chance 5 more arch b_ssword_2 magic 4 chance 5 more arch b_sword_1 magic 4 chance 5 more arch b_axe1 magic 4 chance 5 more # arch dagger magic 4 chance 5 more arch shortsword_2 magic 4 chance 5 more arch t_dagger magic 4 chance 5 more arch shortsword magic 4 chance 5 more arch light_sword magic 4 chance 5 more arch falchion magic 4 chance 5 more arch sabre magic 4 chance 5 more arch scimitar magic 4 chance 5 more arch spear magic 4 chance 5 more arch lspear magic 4 chance 5 more arch poleaxe magic 4 chance 2 more arch magnifier magic 4 chance 1 more arch sword magic 4 chance 5 more arch sword_2 magic 4 chance 5 more arch sword_3 magic 4 chance 5 more arch sword_4 magic 4 chance 5 more arch broadsword magic 4 chance 5 more arch broadsword_2 magic 4 chance 5 more arch club magic 3 chance 5 more arch mace magic 4 chance 5 more arch mace_2 magic 4 chance 5 more arch hammer magic 4 chance 5 more arch hammer_2 magic 4 chance 5 more arch stonehammer magic 3 chance 5 more arch axe magic 4 chance 5 more arch axe_2 magic 4 chance 5 more arch axe_3 magic 4 chance 5 more arch axe_4 magic 4 chance 5 more arch stoneaxe magic 3 chance 5 more arch morningstar magic 4 chance 5 more arch large_morningstar magic 4 chance 5 more list uncommon_weapons chance 10 more list rare_weapons chance 1 end treasureone rare_weapons arch brdaxe1 magic 4 chance 5 more arch sflail1 magic 4 chance 2 more arch dhaxe1 magic 4 chance 2 more arch shaxe1 magic 4 chance 2 more arch dhaxe2 magic 6 chance 1 more arch sai1 magic 4 chance 1 more arch sai2 magic 4 chance 1 more arch kama1 magic 4 chance 1 more arch kama2 magic 4 chance 1 more arch vlongsword magic 4 chance 2 end treasureone uncommon_weapons arch katana_1 magic 4 chance 5 more arch nunchacu_1 magic 3 chance 5 more arch nunchacu_2 magic 3 chance 5 more arch taifu_1 magic 3 chance 5 more arch shovel_1 magic 2 chance 5 more arch stake magic 2 chance 5 more arch scythe1 magic 4 chance 2 more arch sickle1 magic 4 chance 2 more arch t_star1 magic 4 chance 3 more arch trident magic 3 chance 5 end # uncommon artifacts treasureone uncommon_artifacts arch potion_shielding chance 5 more arch mjoellnir chance 5 more arch bonecrusher chance 5 more arch firebrand chance 5 more arch frostbrand chance 5 more arch deathbringer chance 5 more arch dragonslayer chance 5 more arch skullcleaver chance 5 more arch demonbane chance 5 more arch sting chance 5 more arch levitationboots chance 5 more arch reflector chance 5 more arch holy_shield chance 5 more arch girdle_dam chance 5 more arch dragon_mail chance 5 more arch dragon_shield chance 5 more arch helmet_of_xrays chance 5 more arch amulet_lifesave chance 5 more arch elvenboots chance 5 end treasureone random_magical arch amulet chance 10 more arch ring chance 10 more list random_books chance 10 more arch wand chance 10 more arch staff chance 5 more arch rod_light chance 5 more arch scroll_new nrof 9 chance 30 more arch minor_potion_restoration chance 15 more arch medium_potion_restoration chance 10 more arch major_potion_restoration chance 5 more arch potion_restoration chance 5 more arch gem nrof 1 chance 5 more arch pearl chance 5 nrof 8 more arch ruby chance 5 nrof 2 more arch sapphire chance 5 nrof 3 more arch emerald chance 5 nrof 5 more list special_uncommon magic 9 chance 5 end # list 15 - rare artifacts treasureone rare_artifacts list NONE chance 20 more arch elven_bow chance 5 more arch helmet_of_brilliance chance 5 more arch holy_avenger chance 5 more arch darkblade chance 5 more arch excalibur chance 5 more arch stormbringer chance 5 more arch mournblade chance 5 more arch defender chance 5 more arch speedboots chance 5 more arch girdle_str chance 5 more arch girdle_con chance 5 more arch girdle_strcon chance 5 more arch gauntlets_str chance 5 more arch gauntlets_dex chance 5 more arch bracers_dex chance 5 more arch gram chance 5 end # list 16. Make the improve weapon scrolls possibly, but just give # them a very low chance. In the old method, they were supposed to # appear in shops, but never did, due to how the code worked out. treasureone random_scroll arch scroll_new chance 10 nrof 5 more arch scroll_new chance 20 nrof 4 more arch scroll_new chance 30 nrof 3 more arch scroll_new chance 40 nrof 2 more arch scroll_new chance 60 more arch prepare_weapon chance 1 more arch improve_cha chance 1 more arch improve_con chance 1 more arch improve_damage chance 1 more arch improve_dex chance 1 more arch improve_enchantment chance 1 more arch improve_int chance 1 more arch improve_pow chance 1 more arch improve_str chance 1 more arch improve_weight chance 1 more arch improve_wis chance 1 more list random_knowledge chance 7 more arch ench_armour chance 3 more list random_read chance 5 end treasure random_amulet arch amulet chance 98 no list talisman end end treasureone random_wands arch wand chance 95 more arch staff chance 30 more arch rod_light chance 5 more arch rod_heavy chance 1 end # for shop treasureone random_books arch cleric_book chance 20 more arch evoker_book chance 15 more arch pyro_book chance 15 more arch sorcerer_book chance 15 more arch summoner_book chance 15 more list random_read chance 5 end # treasureone random_read arch tome chance 45 more arch book_clasp chance 65 more arch scroll chance 65 more arch scroll_2 chance 35 end treasureone random_stone arch mountain_stone chance 15 nrof 3 more arch river_stone chance 20 nrof 6 more arch field_stone chance 25 nrof 6 more arch largenugget chance 5 nrof 3 more arch smallnugget chance 15 nrof 5 end treasureone random_inorganic list random_minerals chance 35 more list random_stone chance 40 more arch rock2 chance 25 end treasureone random_minerals arch largenugget chance 2 nrof 3 more arch smallnugget chance 5 nrof 5 more arch gypsum chance 10 nrof 3 more arch pyrite chance 10 nrof 3 more arch cinnabar chance 8 nrof 2 more arch salt chance 15 nrof 5 more arch phosphorus chance 10 nrof 4 more arch sulphur chance 10 nrof 4 end treasureone random_spells arch scroll_new chance 15 nrof 3 more arch wand chance 10 more arch staff chance 5 more list random_books chance 5 end treasureone random_talisman arch ring chance 40 more arch amulet chance 30 more list talisman chance 5 more list special_uncommon chance 5 end treasureone random_artifact list uncommon_artifacts chance 10 more list rare_artifacts chance 5 end treasureone random_ore arch rubble chance 50 more arch zincore chance 30 more arch copperore chance 30 more arch leadore chance 25 more arch tinore chance 20 more arch ironore chance 15 more arch uraniumore chance 12 more arch silverore chance 9 more arch goldore chance 3 more arch platore chance 1 end treasureone uncommon_items arch horn chance 5 more arch horn2 chance 5 more arch crown magic 3 chance 15 more arch rod_light chance 35 more arch rod_heavy chance 10 more arch lockpicks chance 5 more arch file chance 3 more list NONE chance 24 end treasure poor_old arch bow chance 5 yes arch arrow nrof 6 end more arch b_ssword_2 magic 1 chance 5 no arch b_ssword_1 chance 10 no arch b_dagger chance 15 no arch stoneaxe chance 20 no arch club chance 25 end end end end more arch b_small_shield chance 4 more arch silvercoin nrof 80 chance 20 end treasure rich list rich_old more list human_parts chance 20 end treasure standard arch skill_use_magic_item more list standard_old more # non-humaniods are unlikely to have torches! arch torch_unlit nrof 3 chance 1 more list human_parts chance 20 end treasure poor list poor_old more list human_parts chance 20 end # I switched the names to '_old' -- these lists # are just the way standard/rich were before we # started adding bodyparts to the treasure mix. # -b.t. treasure standard_old arch bow magic 1 chance 10 yes arch arrow nrof 10 end no arch crossbow magic 2 chance 5 yes arch bolt nrof 10 end end more arch club magic 1 chance 50 no arch b_dagger magic 2 chance 40 no arch quarterstaff magic 2 chance 30 no arch b_ssword_2 magic 2 chance 20 no arch b_sword_1 magic 2 chance 10 end end end end more arch b_small_shield magic 2 chance 5 no arch b_shield magic 2 chance 5 no arch small_shield magic 2 chance 4 no arch shield magic 2 chance 2 no arch high_shield magic 2 chance 1 end end end end more arch b_helmet magic 1 chance 5 no arch b_horned_helmet magic 1 chance 5 no arch b_full_helmet magic 1 chance 2 no arch bighorned_helmet magic 1 chance 1 end end end more arch goldcoin chance 8 nrof 2 more arch silvercoin chance 10 nrof 5 more arch wand chance 2 more arch staff chance 1 more arch ring chance 2 more arch scroll_new chance 2 end treasure rich_old arch bow magic 4 chance 50 yes arch arrow nrof 50 end no arch crossbow magic 4 chance 40 yes arch bolt nrof 40 end end more arch club chance 20 no arch dagger magic 4 chance 20 no arch quarterstaff magic 4 chance 30 no arch shortsword magic 4 chance 40 no arch sword_4 magic 4 chance 60 end end end end more arch shield magic 2 chance 50 no arch small_shield magic 2 chance 40 end more arch full_helmet magic 1 chance 30 no arch helmet magic 1 chance 30 end more arch goldcoin chance 10 nrof 10 more arch wand chance 10 more arch staff chance 2 more arch rod_light chance 2 no arch rod_heavy chance 1 end more list random_books chance 10 more arch ring chance 10 more arch scroll_new chance 15 more arch cloak chance 10 end treasure rod arch rod_light chance 2 no arch rod_heavy chance 1 end end treasure ring arch ring chance 2 end treasure thief_1 arch skill_stealing more arch skill_hide more list poor end treasure throw_stnd arch skill_throwing more list throw_weapons chance 15 more list standard end treasure throw_rich arch skill_throwing more list throw_weapons chance 35 more list rich end treasure mage_skills arch talisman_sorcery end treasure prayer_skills arch skill_praying end treasure monk list basic_skills more arch skill_missile_weapon more arch skill_meditation more arch skill_karate more arch skill_sense_magic more arch robe more arch r_sack more arch sandals end treasure elf list fighter_skills more list mage_skills more arch bow magic 2 more arch skill_bowyer more arch skill_woodsman more arch cloak more arch arrow nrof 50 end treasure human list fighter_skills more arch leather_armour more arch axe more arch helmet more list random_knowledge more arch sack more arch cloak end treasure ninja list fighter_skills more arch skill_jumping more arch skill_hide more arch nunchacu_1 more arch leather_armour more arch bag more arch cloak end treasure warrior list fighter_skills more arch sword more arch skill_oratory more arch high_shield more arch plate_mail more arch sack end treasure barbarian list fighter_skills more arch leather_armour more arch mace more arch skill_climbing more arch skill_woodsman more arch horned_helmet more arch sack end treasure priest list wizard_skills more arch skill_evocation more arch robe more arch quarterstaff more arch cleric_book_l1 more arch cleric_book_l1 more arch amulet end treasure mage list fighter_skills more list mage_skills more arch robe more arch quarterstaff more arch sorcerer_book_l1 more arch evoker_book_l1 end treasure avatar arch spell_summon_pet_monster more arch cloak chance 50 more arch ring_mail magic 4 more arch uw_shield more arch uw_sword more arch ring more arch gem chance 50 nrof 3 end #treasure suprise # arch firechest # chance 30 # no # arch ghost # chance 20 # no # arch gauntlets_str # chance 2 # no # arch elvenboots # chance 2 # no # arch black_pudding # chance 10 # end # end # end # end # end treasure spark arch spell_sm_lightning nrof 6 more arch spell_large_lightning nrof 6 end treasure queen_ant arch gem end # crossfire-1.75.0/lib/adm/archsearch.pl000644 001751 001751 00000002742 13414745244 020447 0ustar00kevinzkevinz000000 000000 #!/usr/bin/perl # # Usage: archsearch.pl file # # This script searches a file (either archetypes or maps) for certain # desired values. It is better than grep in that it keeps track of the # the archetype it occurs in and does smarter searches (ie, certain # bitmask values you can search for specific bit sets, which is not # easy to do with grep) # # Originally written to find all the creatures that use ghosthit. # Modified to find all object types that are being set invisible # in pupland # die("Usage: archsearch.pl file\n") if ($#ARGV < 0); for ($file=0; $file<=$#ARGV; $file++) { # print "Proccessing $ARGV[$file]\n"; if (!open(INFILE, "<$ARGV[$file]")) { print "Can not open $ARGV[$file] - skipping\n"; next; } while () { if (/^Object (\S+)/ || /^arch (\S+)/) { $obname = $1; $invisible=0; $type=-1; $x = -1; $y = -1; $title=""; } $object .= $_; $type = $1 if (/^type (\S+)/); $title = $1 if (/^title (\S+)/); $invisible = $1 if (/^invisible (\S+)/); $x = $1 if (/^x (\S+)/); $y = $1 if (/^y (\S+)/); if (/^end$/ ) { if ($obname =~ /^altar/ && $title ne "") { print "$ARGV[$file]\n$object"; } # print "Object $obname (type $type) @ $x, $y is invisible\n"; $object=""; } # This is what we are searching for. value will be put in $1 # Note that multile searches are certainly possible. # elsif (/^attacktype (\S+)/) { # if ($1 & 0x200) { # print "Found match, object $obname, line $.\n"; # } # } } # While loop } crossfire-1.75.0/lib/adm/collect_images.pl000755 001751 001751 00000011744 13775114567 021333 0ustar00kevinzkevinz000000 000000 #!/usr/bin/perl # # this script goes through and collects the various image sets into crossfire-x.png # files, where x is the numbers from the image_info file. This # collects all the images at once, whether or not they have # been changed or not. # This script collects all the images. If given a -archive option, it # does some additional work - checksumming the images, making a bmaps.client # file, and then tarring that data up. This data can then be used on the # client as a fast way to 'bootstrap' the clients images. use FileHandle; die("No arch directory - will not rebuild $mode image file") if (! -e "arch"); $archive = 0; $src_path = "."; $TMPDIR="/tmp"; # What we will call the collection of images. $ARCHNAME="crossfire-images"; $DESTDIR="$TMPDIR/$ARCHNAME"; # Maximum expected file $MAXFILESIZE=100000; if ($ARGV[0] eq "-src") { $src_path = $ARGV[1]; print "Using $ARGV[1] as source directory\n"; die("$src_path doesn't exist.") if (! -d $src_path); shift; shift; } if ($ARGV[0] eq "-archive") { $archive =1; print "Will generate appropriate files for image archive\n"; die("$DESTDIR already exists - remove if you really want to remake the images") if (-d $DESTDIR); die("$0: unable to mkdir $DESTDIR: $1\n") if (!mkdir($DESTDIR, 0755)); } open(IMAGEINFO,"$src_path/arch/image_info") || die("Can't open image_info file: $!\n"); binmode(IMAGEINFO); while () { # Ignore lines that start with comments or just empty lines next if /^#/; next if /^\s*$/; ($setnum, $ext, @rest) = split /:/; # We don't actually need that data in this script, but may as well do sanity # checking. if ($#rest != 4) { print STDERR "image_info: line is corrupt:\n$_"; } if ($extension[$setnum]) { print STDERR "Warning: set $setnum is duplicated in image_info file\n"; } $extension[$setnum] = $ext; } close(IMAGEINFO); for ($count=0; $count<=$#extension; $count++) { $ESRV[$count] = new FileHandle; $fh = $ESRV[$count]; open($fh, ">crossfire.$count") || die("Can't open crossfire.$count for write: $!\n"); binmode( $fh ); } open(BMAPS,"bmaps.paths") || die("Can't open bmaps.paths: $!\n"); binmode(BMAPS); $_ = ; while() { chop; # we need to insert the extension for the images between the name # and the number (.171 or whatever) extension, so split on that. die("Unknown line: '$_'\n") unless /^\\(\d{5})\s+(\S+)\.(\w\w\w)$/o; $num = $1; $file = $2; $file1 = $3; print "$num $file\n" if ($num % 500) == 0 ; # This probably isn't the most efficient way to do this if a # large number of images are added, as we try to open each # instance. # OTOH, we are doing one directory # at a time, so we should be hitting the DNLC at a very high # rate. for ($count=0; $count<=$#extension; $count++) { $filename = "$file.$extension[$count].$file1.png"; $fh = $ESRV[$count]; $length = -s "$filename"; if (open(FILE,"$filename")) { binmode( FILE ); print $fh "IMAGE $length $file.$file1\n"; print "Error reading file $filename" if (!read(FILE, $buf, $length)); $position = tell $fh; print $fh $buf; close(FILE); if ($archive) { # Now figure out the checksum # Same as what is used for the client/server - code basically # taken write form that. $sum = 0; for ($i=0; $i<$length; $i++) { if ($sum & 01) { $sum = ($sum >> 1) | 0x80000000; } else { $sum >>= 1; } $sum += ord(substr $buf, $i, 1); $sum &= 0xffffffff; } # Do some name translation to figure out our output file name. @comps = split /\//, $file; $destfile = $comps[$#comps]; push @csums, "$destfile.$file1 $sum crossfire.$extension[$count]\@$position:$length\n"; } # if archive } elsif ($count==0) { # set 0 should have all the sets print "Error: Image $filename not found for set 0!\n"; } } } for ($count=0; $count<=$#extension; $count++) { close($ESRV[$count]); } close(BMAPS); if ($archive) { open(OUT,">$DESTDIR/bmaps.client") || die("Can not open $DESTDIR/bmaps.client\n"); binmode(OUT); print OUT sort @csums; close(OUT); open(OUT,">$DESTDIR/README") || die("Can not open $DESTDIR/README\n"); print OUT "These image files for the client should be located in\n"; print OUT "\$prefix/share/crossfire-client. \$prefix is the location given in the -prefix\n"; print OUT "option when configure is run to build the client. The default is /usr/local.\n"; print OUT "In that case these files should be put in /usr/local/share/crossfire-client\n"; print OUT "The client will print a messgae if it is unable to find the image information\n"; print OUT "with the location is looked for them.\n"; close(OUT); for ($count=0; $count<=$#extension; $count++) { system("cp crossfire.$count $DESTDIR/crossfire.$extension[$count]"); } system("cd $DESTDIR; tar cf $TMPDIR/$ARCHNAME.tar ."); system("mv $TMPDIR/$ARCHNAME.tar ../"); system("rm -rf $TMPDIR/$ARCHNAME"); } crossfire-1.75.0/lib/wizhelp/abil.fr000644 001751 001751 00000000273 13414745244 020165 0ustar00kevinzkevinz000000 000000 Syntaxe : abil Change de façon permanente une abilité d'un joueur. est un de str, dex, con, int, wis, pow, cha. ne peut excéder 30. crossfire-1.75.0/lib/wizhelp/ssdumptable.en000644 001751 001751 00000000113 13414745244 021565 0ustar00kevinzkevinz000000 000000 Syntax: ssdumptable This will print out the current hash table to stderr. crossfire-1.75.0/lib/wizhelp/dumpfriendlyobjects.en000644 001751 001751 00000000136 13414745244 023323 0ustar00kevinzkevinz000000 000000 Syntax: dumpfriendlyobjects This prints out a list of all active friendly objects to stderr. crossfire-1.75.0/lib/wizhelp/abil.en000644 001751 001751 00000000267 13414745244 020163 0ustar00kevinzkevinz000000 000000 Syntax: abil abil will permanently change the ability scores of players. Attribute is one of str, dex, con, int, wis, pow, cha. Value may not exceed 30. crossfire-1.75.0/lib/wizhelp/printlos.en000644 001751 001751 00000000074 13414745244 021122 0ustar00kevinzkevinz000000 000000 Syntax: printlos This is used for line of sight debugging. crossfire-1.75.0/lib/wizhelp/create.en000644 001751 001751 00000002254 13532135723 020511 0ustar00kevinzkevinz000000 000000 Syntax: create [] [] [ ] [ ] ... [of ] Creating items is rather dangerous and tends to crash the server when creating some items. The number and bonus attributes may be left off, or the bonus itself may be left off any time. If a bonus is desired, number must be specified as well. Archetype must be specified in all cases. Variable and values may be left off at any time, but specifying a variable requires a value also be specified. Multipart values such as for an item name must be quoted. Creating artifacts requires placing the artifact definition at the end of the line, as any characters after the "of" are treated as part of the artifact name, regardless of quotes. Examples: create 5 +1 sword name "Spiffy Sword" face chicken.171 This would create 5 +1 longswords named 'Spiffy Sword' that look like chickens. create 10 balm_generic of first aid Note that even when creating artifacts, the actual arch name must be used. create staff level 30 food 10 of heal Note that creating wands/staves/scrolls/etc with specific spells is done in the same manner as an artifact. See also: patch, dump crossfire-1.75.0/lib/wizhelp/reset.en000644 001751 001751 00000001170 13414745244 020370 0ustar00kevinzkevinz000000 000000 Syntax: reset or reset full-reset All other characters must be off of the map at the time of reset. This will NOT reset any unique items, such as players apartments, in the case of unique items being on a map, it will cause them to be saved before the map is reset. Using 'reset .' will reset the map that the player is currently on. 'full-reset' enables to totally reset a map with unique squares. To totally reset a player's unique map, you must not be in it and use the full path. Trying to use 'reset full-reset .' on such a unique map will give you the full path required to totally reset the map. crossfire-1.75.0/lib/wizhelp/debug.en000644 001751 001751 00000000300 13414745244 020326 0ustar00kevinzkevinz000000 000000 Syntax: debug Without arguments, debug will simply print the current level of debugging. Valid debugging levels are 0-3 (llevError = 0, llevInfo = 1, llevDebug = 2, llevMonster = 3). crossfire-1.75.0/lib/wizhelp/plugin.en000644 001751 001751 00000000400 13414745244 020537 0ustar00kevinzkevinz000000 000000 Syntax: plugin This will load a new plugin into memory. Using this with no arguments, or invalid arguments will cause a server crash. Plugin name should be as it appears in your plugin directory. Double check the names before using plugins. crossfire-1.75.0/lib/wizhelp/hide.en000644 001751 001751 00000000535 13414745244 020163 0ustar00kevinzkevinz000000 000000 hide: This hides the DM from being seen by other players. This is done by making the player perpetually invisible. It also results in the player not showing up in the who command, maps command, or being reported as a player on the metaserver. Note that the DM can still do things that makes his presence known, e.g., shout, other DM actions, etc. crossfire-1.75.0/lib/wizhelp/follow.en000644 001751 001751 00000000350 13775122724 020551 0ustar00kevinzkevinz000000 000000 syntax: follow This command allows a DM to follow a specified player and keeps the DM at four (4) or fewer squares away from a player (works better when hidden). To end following, just type the command 'follow' again. crossfire-1.75.0/lib/wizhelp/stats.en000644 001751 001751 00000000103 13414745244 020377 0ustar00kevinzkevinz000000 000000 Syntax stats This displays the named players statistics. crossfire-1.75.0/lib/wizhelp/wizpass.en000644 001751 001751 00000000124 13414745244 020744 0ustar00kevinzkevinz000000 000000 Syntax: wizpass This will toggle on and off your ability to walk thru walls as DM. crossfire-1.75.0/lib/wizhelp/dumpbelow.en000644 001751 001751 00000000155 13414745244 021246 0ustar00kevinzkevinz000000 000000 Syntax: dumpbelow dumpbelow will dump the attributes of the top item you are standing over. See also: dump crossfire-1.75.0/lib/wizhelp/style_info.en000644 001751 001751 00000000125 13414745244 021420 0ustar00kevinzkevinz000000 000000 Syntax: style_info This will print out information regarding current styles in use. crossfire-1.75.0/lib/wizhelp/purge_quest_state.en000644 001751 001751 00000000311 13414745244 023005 0ustar00kevinzkevinz000000 000000 This command purges the quest state for the players from the server. It does not remove said state from the disk. It is useful to change, via .quest file editing, the status of a quest for a player. crossfire-1.75.0/lib/wizhelp/purge_quests.en000644 001751 001751 00000000275 13414745244 022001 0ustar00kevinzkevinz000000 000000 This command purges the quests definitions from the server memory. It does not remove anything from the disk. This is used to avoid restarting the server when a quest definition changes. crossfire-1.75.0/lib/wizhelp/banish.en000644 001751 001751 00000000754 13414745244 020521 0ustar00kevinzkevinz000000 000000 Syntax: banish 'Kicks' the named player and adds their current IP address to the banish file. This will prevent the named player from logging into the server (from their current IP). This is an in-game version of the ban function meant for short term relief of persistent goons and for DMs who do not have shell access. It is probably a good idea to clear out the banish file (var/crossfire/banish_file) on a regular basis and delete or move any entries to the ban_file if desired. crossfire-1.75.0/lib/wizhelp/teleport.en000644 001751 001751 00000000136 13414745244 021105 0ustar00kevinzkevinz000000 000000 Syntax: teleport Teleport will bring you immediately next to the player's location. crossfire-1.75.0/lib/wizhelp/dump.en000644 001751 001751 00000000435 13414745244 020216 0ustar00kevinzkevinz000000 000000 Syntax: dump Using dump, you can see the attributes of any item in the game. To find the object number of an item you wish to view, click on it. If this item is in your inventory, or you are standing over, click on yourself and the item tags will be displayed. See also: patch crossfire-1.75.0/lib/wizhelp/pluglist.en000644 001751 001751 00000000067 13414745244 021115 0ustar00kevinzkevinz000000 000000 Syntax: pluglist This shows currently loaded plugins. crossfire-1.75.0/lib/wizhelp/set_god.en000644 001751 001751 00000000133 13414745244 020670 0ustar00kevinzkevinz000000 000000 Syntax: set_god This will change a players deity to the deity specified. crossfire-1.75.0/lib/wizhelp/learn_spell.en000644 001751 001751 00000000431 13414745244 021545 0ustar00kevinzkevinz000000 000000 Syntax: learn_spell This will allow you to permanently learn a spell. may be a partial spell name. It is similar to learn_special_prayer except that you will retain knowledge of this spell regardless of changing deities. See also: learn_special_prayer crossfire-1.75.0/lib/wizhelp/insert_into.en000644 001751 001751 00000000146 13414745244 021605 0ustar00kevinzkevinz000000 000000 Syntax: insert_into This will insert the 2nd item in the first. 2nd can't be a player. crossfire-1.75.0/lib/wizhelp/dumpallmaps.en000644 001751 001751 00000000124 13414745244 021563 0ustar00kevinzkevinz000000 000000 Syntax: dumpallmaps This prints out map information for all active maps to stderr. crossfire-1.75.0/lib/wizhelp/patch.en000644 001751 001751 00000000370 13414745244 020346 0ustar00kevinzkevinz000000 000000 Syntax: patch Using the patch command, you can radically modify the properties of objects in the game. Simply specify the object to modify and the new values of its variables (or completely new variables). See also: dump crossfire-1.75.0/lib/wizhelp/dumpallarchtypes.en000644 001751 001751 00000000116 13414745244 022626 0ustar00kevinzkevinz000000 000000 Syntax: dumpallarchtypes This prints out a list of all archetypes to stderr. crossfire-1.75.0/lib/wizhelp/possess.en000644 001751 001751 00000000326 13414745244 020747 0ustar00kevinzkevinz000000 000000 Syntax: possess (nr) Take over the body of a given monster. It is not suggested you try to possess another player, as bad things will undoubtably happen. Allows DM to control the monster directly with his client. crossfire-1.75.0/lib/wizhelp/wizhelp.en000644 001751 001751 00000001360 13414745425 020732 0ustar00kevinzkevinz000000 000000 The following commands are available to you: dmhelp abil addexp create debug dump dumpallarchtypes dumpbelow dumpallmaps dumpallobjects dumpfriendlyobjects dumpmap free goto invisible kick learn_special_prayer learn_spell nodm nowiz overlay_save patch plugin pluglist plugout printlos reset remove set_god shutdown speed spellreset ssdumptable stats style_info summon time wizcast [] wizpass who General notes for DMs: Case sensitivity is important in player and map names. crossfire-1.75.0/lib/wizhelp/remove.en000644 001751 001751 00000000171 13414745244 020543 0ustar00kevinzkevinz000000 000000 Syntax: remove Remove will, surprisingly enough, remove the object specified by the tag supplied. See also: free crossfire-1.75.0/lib/wizhelp/time.en000644 001751 001751 00000000122 13414745425 020201 0ustar00kevinzkevinz000000 000000 Syntax: time Print current in-game time along with additional timing statistics. crossfire-1.75.0/lib/wizhelp/nowiz.en000644 001751 001751 00000000127 13414745244 020415 0ustar00kevinzkevinz000000 000000 Syntax: nodm or nowiz Both of these commands will return you to normal player status. crossfire-1.75.0/lib/wizhelp/plugout.en000644 001751 001751 00000000115 13414745244 020743 0ustar00kevinzkevinz000000 000000 Syntax: plugout This will remove a loaded plugin from memory. crossfire-1.75.0/lib/wizhelp/dumpallobjects.en000644 001751 001751 00000000120 13414745244 022250 0ustar00kevinzkevinz000000 000000 Syntax: dumpallobjects This prints out a list of all active objects to stderr. crossfire-1.75.0/lib/wizhelp/learn_special_prayer.en000644 001751 001751 00000000225 13414745244 023431 0ustar00kevinzkevinz000000 000000 Syntax: learn_special_prayer This will allow you to permanently learn a spell as a special prayer of your god. See also: learn_spell crossfire-1.75.0/lib/wizhelp/invisible.en000644 001751 001751 00000000071 13414745244 021231 0ustar00kevinzkevinz000000 000000 Syntax: invisible Makes you invisible for a short time. crossfire-1.75.0/lib/wizhelp/addexp.en000644 001751 001751 00000000431 13414745244 020512 0ustar00kevinzkevinz000000 000000 Syntax: addexp player quantity [skill] Adds experience to player. Quantity can be negative to subtract. Permanent experience is updated too, but will never fall below (player's experience * permanent experience ratio). If skill is specified, update that skill's experience too. crossfire-1.75.0/lib/wizhelp/toggle_shout.en000644 001751 001751 00000000223 13414745244 021747 0ustar00kevinzkevinz000000 000000 Syntax: toggle_shout Will toggle the no_shout bit for the named player. This will prevent or enable the player to use the shout command. crossfire-1.75.0/lib/wizhelp/shutdown.en000644 001751 001751 00000000625 13775114612 021124 0ustar00kevinzkevinz000000 000000 syntax: shutdown Shut down 'now', in 'time' minutes, or 'cancel' a pending shutdown. When using the time option in-game players will receive a notice or warning about the pending shutdown at the following time intervals (in minutes): 120, 90, 60, 45, 30, 15, 10, 5, 4, 3, 2, 1 New players logging in during the shutdown time window will also receive a notice of the pending shutdown. crossfire-1.75.0/lib/wizhelp/summon.en000644 001751 001751 00000000267 13414745244 020572 0ustar00kevinzkevinz000000 000000 Syntax: summon Summoning a player will bring them immediately to your location. There is no 'reverse' summoning, except to go to a map yourself and summon the player again. crossfire-1.75.0/lib/wizhelp/nodm.en000644 001751 001751 00000000127 13414745244 020204 0ustar00kevinzkevinz000000 000000 Syntax: nodm or nowiz Both of these commands will return you to normal player status. crossfire-1.75.0/lib/wizhelp/server_speed.en000644 001751 001751 00000000123 13414745425 021732 0ustar00kevinzkevinz000000 000000 Syntax: server_speed [speed] Print or set the server tick length in milliseconds. crossfire-1.75.0/lib/wizhelp/wizcast.en000644 001751 001751 00000000235 13414745244 020733 0ustar00kevinzkevinz000000 000000 Syntax: wizcast [] This will enable/disable your ability to cast spells and prayers anywhere as DM. Without argument it toggles between on and off. crossfire-1.75.0/lib/wizhelp/who.en000644 001751 001751 00000000122 13414745244 020037 0ustar00kevinzkevinz000000 000000 Syntax: who When used as DM, this will also print out the object tag of players. crossfire-1.75.0/lib/wizhelp/spellreset.en000644 001751 001751 00000000105 13414745244 021425 0ustar00kevinzkevinz000000 000000 Syntax: spellreset This causes the spell table to be reinitialized. crossfire-1.75.0/lib/wizhelp/free.en000644 001751 001751 00000000357 13414745244 020175 0ustar00kevinzkevinz000000 000000 Syntax: free Free should ONLY be used after remove. Freeing an object that has not been removed will cause the game to crash. For most objects, simply removing them is sufficient and they will eventually be freed. See also: remove crossfire-1.75.0/lib/wizhelp/kick.en000644 001751 001751 00000000247 13414745244 020173 0ustar00kevinzkevinz000000 000000 Syntax: kick This command will kick a player off the server. If used without an argument, it will kick all players off the server with the exception of you. crossfire-1.75.0/lib/wizhelp/mon_aggr.en000644 001751 001751 00000000215 13414745244 021036 0ustar00kevinzkevinz000000 000000 Syntax: mon_aggr Toggles the aggression of the monster you are currently possessing. Not recommended to be flipped on yourself as a player. crossfire-1.75.0/lib/wizhelp/overlay_save.en000644 001751 001751 00000000460 13414745244 021746 0ustar00kevinzkevinz000000 000000 Syntax: overlay_save This will save everything on the current map that was not originally part of it as an overlay. The overlay will then be loaded anytime the map itself is loaded. Be careful with this as EVERYTHING on the map will be saved in an overlay, such as spawned monsters and dropped objects. crossfire-1.75.0/lib/wizhelp/goto.en000644 001751 001751 00000000154 13414745244 020217 0ustar00kevinzkevinz000000 000000 Syntax: goto Using this command will instantly move you to the start point of the map specified. crossfire-1.75.0/lib/help/usekeys.fr000644 001751 001751 00000001443 13414745244 020214 0ustar00kevinzkevinz000000 000000 La commande usekeys contrÃŽle la maniÚre dont les clefs du joueur sont choisies et utilisées. Usage: usekeys où peut être l'une des options suivantes: inventory: Seules les clefs de l'inventaire principal sont utilisées. C'est le comportement par défaut. keyrings: Seules les clefs dans le trousseau actif seront utilisées. containers: Seules les clefs dans les conteneurs actifs seront utilisées. Notez que les trousseaux sont juste un type particulier de container, aussi sont-ils inclus dans la recherche si l'option "containers" est utilisée. Seuls les containers actifs sont employés. Les clefs ne sortiront donc jamais d'un container. Par contre, si une telle clef est nécessaire pour l'action envisagée, un message d'indice vous rappellera son existence.crossfire-1.75.0/lib/help/lock.en000644 001751 001751 00000000710 12346600710 017432 0ustar00kevinzkevinz000000 000000 lock will lock an item in your inventory (it has to be unlocked to be dropped). If the item is already locked, it will unlock it instead. Usage: lock can be either all or part of an item's name. If multiple items could meet the partial name's criteria, the first one encountered will be selected. It should be noted that the first item encountered in inventory may not correspond to the first item listed in the inventory window.crossfire-1.75.0/lib/help/usekeys.en000644 001751 001751 00000000766 13414745244 020216 0ustar00kevinzkevinz000000 000000 The usekeys option determines the behaviour of using keys. Values are: inventory: Only keys in the top level inventory are used (default) keyrings: Only keys in active keyrings are used. containers: Only keys in active containers are used. Note that keyrings are just a specialized container, so the containers will also find keys in keyrings. Only active containers are used - keys will not jump out of closed containers, but hints will be given if you have keys in such containers. crossfire-1.75.0/lib/help/take.en000644 001751 001751 00000001162 13414745244 017441 0ustar00kevinzkevinz000000 000000 The take commands take object(s) on the space the player is standing on, and inserts them into the players inventory. If no parameter is given, take will get the top object that can be taken and put it in the players inventory. If no object can be taken, that will be stated. A parameter can be given to take. In this case, all object that have names that match the parameter will be picked up. Thus, if there is a 'sword of WOE', and 'sword +1' and a 'sword -3' on the ground, 'take sword' will pick all of them up. By default, take is bound to the comma key, with no parameters. To change this, look at the bind command. crossfire-1.75.0/lib/help/knowledge.en000644 001751 001751 00000000757 13414745244 020505 0ustar00kevinzkevinz000000 000000 Displays known relevant information. Without any parameter, displays this help text. With "knowledge list", you can see all you know. Additionnal parameter can restrict the displayed items, using an invalid one shows the available types. With "knowledge show ", displays details about the specified item. With "knowledge search ", displays things having in summary or detail. With "knowledge attempt ", attempts to do alchemy or equivalent based on that recipe.crossfire-1.75.0/lib/help/passwd.en000644 001751 001751 00000000336 12346600710 020007 0ustar00kevinzkevinz000000 000000 passwd allows for you to change your password It prompts you for your current password, your new password, and a confirmation of your new password. Leaving any of these prompts blank cancels the password change operation.crossfire-1.75.0/lib/help/quit.en000644 001751 001751 00000000331 13414745244 017474 0ustar00kevinzkevinz000000 000000 If you want to quit without deleting your character, you must use a 'Bed to Reality'. Find a bed (probably in a building close to where you entered the game), get on top of it, and Apply it using shift-A (capital A). crossfire-1.75.0/lib/help/knowledge.fr000644 001751 001751 00000001165 13414745244 020504 0ustar00kevinzkevinz000000 000000 Affiche la liste des éléments importants connus par le personnage. Sans argument, affiche cette aide. Sous la forme "knowledge list", affiche tous les éléments connus, avec leur numéro. Un paramÚtre supplémentaire permet de restreindre l'affichage à un certain type. Utiliser un type invalide liste les types valides. Sous la forme "knowledge show ", affiche les détails de l'élément spécifié. Sous la forme "knowledge search ", affiche les éléments ayant dans leur résumé ou détail. Sous la forme "knowledge attempt ", tente de faire de l'alchimie à partir de la formule.crossfire-1.75.0/lib/help/quit.fr000644 001751 001751 00000000537 13414745244 017511 0ustar00kevinzkevinz000000 000000 Permet de détruire définitivement votre personnage et de terminer la session de jeu. Attention ! Une fois la commande quit confirmée, vous ne pourrez plus récupérer votre personnage ! Si vous souhaitez quitter le jeu sans perdre celui-ci, utilisez un "Bed to Reality" (on en trouve un peu partout dans le jeu, en particulier dans les auberges). crossfire-1.75.0/lib/help/take.fr000644 001751 001751 00000001150 13414745244 017443 0ustar00kevinzkevinz000000 000000 La commande take fait prendre au joueur les objets qui se trouve sur la case qu'il occupe et les place dans son inventaire. Usage: take Si est omis, cette commande prendra l'objet le plus haut dans la pile qui peut être pris et le placera dans l'inventaire du joueur. Si aucun objet ne peut être pris, un message d'erreur sera renvoyé. Si est spécifié, tous les objets dont les noms correspondent à seront pris. Par exemple, si une "épée de faiblesse", une "épée +1" et une "épée de Valriel" se trouvent sur le sol, "take épée" les ramasserait toutes les trois. crossfire-1.75.0/lib/help/applymode.en000644 001751 001751 00000002427 13414745244 020514 0ustar00kevinzkevinz000000 000000 Applymode controls what happens when you are equipping something that would require something else to be unequipped. The options are: nochoice: In this case, if there is no choice for the item(s) being removed in order to equip your new item. An example of this is a wand - there can only be one other item needed to be unequipped for the new item to be equipped. Note that in the case of two handed objects, like bows, it can result in two (or more) items being unequipped to equip your new item. never: In this case, it will never unequip something for you. It will instead tell you want you need to unequip - this can be a list of many objects. always: This will unequip whatever is needed to equip your new item. An example of how the above works: If your character currently has two rings, and tries to equip a third, the nochoice mode will print the two rings you currently have equipped. The always mode will unequip one of the rings in your inventory. The ring unequipped is fairly indeterminate - it depends on how the server has ordered your inventory (which is not the same as the order your window displays). If your character is currently wearing a suit of armor, and you try to equip another suit, both nochoice and always will cause the new suit to get equipped. See also: apply crossfire-1.75.0/lib/help/nextkey.en000644 001751 001751 00000000456 13114200137 020171 0ustar00kevinzkevinz000000 000000 This bound key allows you to move back through your previously used commands. This works best if you already have a key bound to the command called prevkey. You can also edit the command before you run it. This is just like the down arrow under most command line interfaces (CLI). See also: prevkey crossfire-1.75.0/lib/help/mark.fr000644 001751 001751 00000001212 13414745244 017450 0ustar00kevinzkevinz000000 000000 Mark - Marquer un objet pour l'utiliser avec d'autres. Mark est utilisé lors de l'emploi d'objets qui demandent de désigner un autre objet pour fonctionner. Un bon exemple est celui du briquet et des torches, ou d'une arme à améliorer à l'aide de parchemins magiques. Usage: mark Le paramÚtre nom est le nom d'un objet de votre inventaire. La commande recherche la meilleure correspondance de nom, d'abord selon le nom abrégé, puis sur le nom de l'objet, et enfin sur le nom d'archetype. Elle affiche le nom de l'objet marqué en retour. Si aucun nom n'est spécifié, mark affiche l'objet marqué pour l'instant (si il existe).crossfire-1.75.0/lib/help/traps.en000644 001751 001751 00000000465 13414745244 017653 0ustar00kevinzkevinz000000 000000 I recommend the following keybindings 'bind search s 'bind disarm d Then you can use the 's' and 'd' keys for searching for and disarming traps. Traps appear at random in doors and in chests. Search those before you open them up. Search by going near where you suspect a trap, and type 's' crossfire-1.75.0/lib/help/mark.en000644 001751 001751 00000000702 13414745244 017446 0ustar00kevinzkevinz000000 000000 mark is used to mark items for items that apply other items. Examples of these are flint & steel marked for apply torches, a weapon marked for improve weapon scrolls. mark without options shows your currently marked item. usage is as follows: mark sword +3 mark three torches mark sword mark will look for best match first, and then look for matches based on shortened name, object name, archetype name. It prints the match it finds. crossfire-1.75.0/lib/help/applymode.fr000644 001751 001751 00000002461 13414745244 020517 0ustar00kevinzkevinz000000 000000 Applymode contrÃŽle ce qui se passe lorsque vous équipez votre personnage d'un objet qui demande qu'autre-chose soit enlevé. Options: nochoice: Dans ce cas, la substitution est effectuée seulement si il n'y a pas de choix possible sur l'objet à enlever. Exemple typique: les baguettes, puisque vous ne pouvez en porter qu'une à la fois. Notez que dans le cas d'objets qui demandent les deux mains pour être utilisés (comme un arc par exemple), plusieurs objets peuvent malgré tout se retrouver enlevés pour vous permettre d'utiliser celui-ci. never: Dans ce cas, rien n'est enlevé automatiquement. Il vous sera plutÃŽt demandé confirmation. always: EnlÚve tout ce qui est nécessaire pour vous équiper du nouvel objet. Exemple: Si votre personnage porte deux anneaux, et tente d'en mettre un troisiÚme, le mode nochoice affichera les deux anneaux dont il est déjà équipé. Le mode always ÃŽtera automatiquement l'un de ces deux anneaux (celui qui sera enlevé est déterminé en fonction de l'agencement interne au serveur de vos objets d'inventaire, et est difficile à prédéterminer). Si votre personnage porte une armure et que vous tentez de lui en faire revêtir une autre, nochoice et always feront tous deux en sorte que le nouvel équipement remplace automatiquement l'ancien. Voir aussi: applycrossfire-1.75.0/lib/help/use_skill.en000644 001751 001751 00000000370 13414745244 020507 0ustar00kevinzkevinz000000 000000 Syntax: use_skill Will try to use the designated skill. It is best used with keybindings, as it does not set the designated skill as your active skill. The result depends on the skill selected and what items are underneath you.crossfire-1.75.0/lib/help/motd.en000644 001751 001751 00000000053 13414745244 017456 0ustar00kevinzkevinz000000 000000 motd displays the Message Of The Day file. crossfire-1.75.0/lib/help/fire_stop.en000644 001751 001751 00000000040 13414745244 020501 0ustar00kevinzkevinz000000 000000 Turn off auto-fire. See "fire". crossfire-1.75.0/lib/help/maps.en000644 001751 001751 00000000610 13414745244 017452 0ustar00kevinzkevinz000000 000000 Use the maps command to check on whether or not a map or several maps are in use. Example: 'maps brest The headers shown are: Current time is = current real time on the server Path = the map file path on the server. Pl = players. PlM = players on map. IM = in memory. TO = timeout until the map is saved to disk. Dif = map difficulty. Reset = real time on server when the map will reset. crossfire-1.75.0/lib/help/motd.fr000644 001751 001751 00000000054 13414745244 017464 0ustar00kevinzkevinz000000 000000 motd affiche le contenu du Message du Jour. crossfire-1.75.0/lib/help/maps.fr000644 001751 001751 00000001066 13414745244 017465 0ustar00kevinzkevinz000000 000000 Maps - Vérifie si une ou plusieurs cartes sont actuellement en cours d'utilisation. Usage: maps Où nom est le nom de la carte que l'on veut examiner (ou une partie de ce nom). La signification des champs affichés en retour est la suivante: Current time is = l'heure courante du serveur. Path = le chemin de fichier de la carte. Pl = joueurs. PlM = joueurs sur la carte. IM = en mémoire. TO = Délai avant que la carte ne soit transférée sur le disque. Dif = Difficulté. Reset = Temps réel du serveur pour lequel la carte sera remise à zéro. crossfire-1.75.0/lib/help/version.en000644 001751 001751 00000000355 12346600710 020174 0ustar00kevinzkevinz000000 000000 version displays the current version of the Crossfire server in use. This consists of the name and the version number of the server. If the server is built from the Subversion repository, it will include a revision number in the version.crossfire-1.75.0/lib/help/fire.en000644 001751 001751 00000000452 13414745244 017443 0ustar00kevinzkevinz000000 000000 fire (or fire ) starts to fire until fire_stop; to fire only once you can use f. For example: "fire 1" starts to fire northeast until "fire_stop". "northeast f" fires once to northeast. Use "stay f" to target on yourself. You can turn off fire with fire_stop. crossfire-1.75.0/lib/help/news.en000644 001751 001751 00000000040 13414745244 017463 0ustar00kevinzkevinz000000 000000 rules displays the server news. crossfire-1.75.0/lib/help/party_rejoin.fr000644 001751 001751 00000001212 13414745244 021223 0ustar00kevinzkevinz000000 000000 La commande party_rejoin permet de rejoindre automatiquement un groupe lors de votre connexion. Usage: party_rejoin Les modes valides sont: no: Désactive ce systÚme; if_exists: Si le groupe existe lorsque vous vous connectez et si il a le même mot de passe que lors de votre derniÚre connexion, le rejoindre; always: Comme if_exists, sauf si le groupe n'existe pas - dans ce dernier cas, un nouveau groupe avec le même nom et le même mot de passe que celui dont vous faisiez partie lors de votre derniÚre déconnexion sera créé. Si l'argument est omis, cette commande affiche le mode actuellement défini. crossfire-1.75.0/lib/help/wimpy.en000644 001751 001751 00000000404 13414745244 017660 0ustar00kevinzkevinz000000 000000 wimpy is the % of hitpoints left When your hitpoits drop below this level you will blindly auto-run away. wimpy without an argument shows the current setting; if followed with a number it sets the level. example wimpy 10 Your new wimpy level is 10. crossfire-1.75.0/lib/help/news.fr000644 001751 001751 00000000104 13414745244 017471 0ustar00kevinzkevinz000000 000000 La commande news affiche les nouvelles du jour relatives au serveur.crossfire-1.75.0/lib/help/party_rejoin.en000644 001751 001751 00000000562 13414745244 021225 0ustar00kevinzkevinz000000 000000 party_rejoin [mode] Controls whether to rejoin or not party at login. Valid modes are: no: don't rejoin party if_exists: if the party exists when you login, and has the same password as when you logged off, you'll join it always: if the party doesn't exist, create it with last password; else behaves like if_exists. With no argument, displays the mode. crossfire-1.75.0/lib/help/afk.en000644 001751 001751 00000000543 12346600710 017247 0ustar00kevinzkevinz000000 000000 The afk command toggles a flag that indicates you are away from your keyboard. It should be noted, however, that a player can have the afk flag set and still do things; this is likely so player scripts can operate while a physical player is elsewhere. This behavior, though, makes it easy to forget to unset the afk flag after returning to your keyboard.crossfire-1.75.0/lib/help/petmode.en000644 001751 001751 00000000472 13414745244 020155 0ustar00kevinzkevinz000000 000000 Petmode controls how your pets (charmed monsters) will behave. The options are: Normal: As you would expect. SAD (Search and Destroy): Pets will roam and seek out things to attack. Defend: Pets will try to stay close and defend you. Arena: As normal, except that pets will attack other players in the arena. crossfire-1.75.0/lib/help/dropall.fr000644 001751 001751 00000001333 13414745244 020157 0ustar00kevinzkevinz000000 000000 Dropall dépose sur le sol l'entiÚreté du contenu de votre inventaire, à l'exception des objets verrouillés. Usage: dropall Le type peut prendre l'une des valeurs suivantes: weapons: dépose armes, arcs et projectiles armor (ou armour): dépose armures, boucliers et casques misc: dépose cornes, livres, ceintures, amulettes, anneaux, capes, bottes, gants, bracelets, parchemins, bâtons, baguettes et potions food: dépose nourriture et boissons flesh: dépose les parties de corps Si le type n'est pas spécifié, tous les objets à l'exception de la nourriture, de l'argent, des clefs et des conteneurs seront déposés. Voir aussi: drop, comment utiliser la souris pour déposer un objet. crossfire-1.75.0/lib/help/party.fr000644 001751 001751 00000002011 13414745244 017653 0ustar00kevinzkevinz000000 000000 La commande party permet de gérer les groupes d'aventuriers. Un groupe d'aventuriers partage l'expérience reçue entre tous ses membres et dispose d'un canal de communication privé. Vous ne pouvez pas faire partie de plus d'un groupe à la fois. Notez qu'un groupe n'est pas une guilde: l'appartenance à un groupe n'est pas enregistrée de maniÚre permanente d'une session de jeu à l'autre, par exemple. Usages: party join Vous permet de rejoindre le groupe . Un mot de passe vous sera demandé si le chef du groupe a décidé d'en doter son groupe. party form Crée un groupe dont vous devenez le chef. party list Affiche la liste des groupes existants et le nom de leur chef. party who Affiche la liste des membres de votre groupe. party passwd Change le mot de passe de votre groupe. La longueur du mot ne peut dépasser 8 caractÚres. party say Envoie un message aux autres membres de votre groupe. party leave Quittez le groupe dont vous faites actuellement partie.crossfire-1.75.0/lib/help/spells.en000644 001751 001751 00000000344 13414745244 020020 0ustar00kevinzkevinz000000 000000 To cast a spell, you must first learn it. To learn spells, you need a high Wis, and a spellbook. Apply the spellbook to learn a spell. To cast a spell, you can either use the cast or invoke commands. See "cast" and "invoke". crossfire-1.75.0/lib/help/dropall.en000644 001751 001751 00000001114 13414745244 020147 0ustar00kevinzkevinz000000 000000 DROPALL help: dropall [type] dropall drops all items in your inventory to the ground, excepting locked items. The type parameter will also control what is dropped: 'empty' (e.g., nothing specified): drops all objects except food, money, keys, and containers. weapons: drops weapons, bows, and arrows. armor (armour): drops armor, shield, and helmets. misc: drops horns, books, girdles, amulets, rings, cloaks, boots, gloves, bracers, scrolls, wands, rods, and potions. food: drops food and drink. flesh: drops all flesh. See also 'drop' and mouse button control for dropping objects. crossfire-1.75.0/lib/help/petmode.fr000644 001751 001751 00000000675 13414745244 020167 0ustar00kevinzkevinz000000 000000 La commande petmode contrÃŽle le comportement de vos familiers. Usage: petmode où mode peut être: Normal: c'est le comportement par défaut; SAD (Search and Destroy): vos familiers cherchent dans les environs des monstres à attaquer; Defend: vos familiers restent prÚs de vous et tenteront de vous défendre; Arena: comme le mode Normal, sauf que les familiers attaqueront les autres joueurs lors d'un match dans l'ArÚne. crossfire-1.75.0/lib/help/party.en000644 001751 001751 00000001046 13414745244 017655 0ustar00kevinzkevinz000000 000000 party join partyname Puts you in a party, prompts you for a password if there is one. party form partyname Forms a party and puts you as leader, 32 character max. At the moment, being party leader does nothing. May be used in the future. party list Lists currently formed parties and their 'leader'. party passwd Changes the password for the party you are in, 8 character max. party who Lists the members of the party you are in. party say Sends message to party members. party leave Takes you out of current party. crossfire-1.75.0/lib/help/prevkey.en000644 001751 001751 00000000557 13114200137 020171 0ustar00kevinzkevinz000000 000000 Provides the last command input made and allows you to cycle through numerous previously entered commands. So if you wanted to run the second to last command you just ran, just hit this bound key twice and then hit Enter. You can also edit the command before you run it. This is just like the up arrow under most command line interfaces (CLI). See also: nextkey crossfire-1.75.0/lib/help/whereabouts.en000644 001751 001751 00000000142 13414745244 021042 0ustar00kevinzkevinz000000 000000 The whereabouts command gives a summary about the regions in which players are currently staying. crossfire-1.75.0/lib/help/whereabouts.fr000644 001751 001751 00000000154 13414745244 021052 0ustar00kevinzkevinz000000 000000 La commande whereabouts donne un résumé des régions dans lesquelles les joueurs se trouvent actuellement.crossfire-1.75.0/lib/help/forget_spell.en000644 001751 001751 00000000141 13137161672 021175 0ustar00kevinzkevinz000000 000000 Syntax: forget_spell This will cause you to permanently lose knowledge of a spell. crossfire-1.75.0/lib/help/title.en000644 001751 001751 00000000311 13414745244 017631 0ustar00kevinzkevinz000000 000000 TITLE help: title [new title] title clear title default title sets your title. If no new title is specified your current title is printed. 'clear' or 'default' resets the title to its default value. crossfire-1.75.0/lib/help/mapinfo.en000644 001751 001751 00000000476 12346600710 020144 0ustar00kevinzkevinz000000 000000 mapinfo gives information about the map you are currently on. Output format: () in Created: [] [Modified: []] This information is predominantly used for bug reports and similar development operations.crossfire-1.75.0/lib/help/golem.en000644 001751 001751 00000001223 13414745244 017616 0ustar00kevinzkevinz000000 000000 Golems are creatures that the player has some control over. Note that many summoned creatures are considered golems, even if they are not called golems. If you have a golem in control your spell type will be listed as golem, with the creature name in parentheses. To control your golem, just press the fire key in the direction you want your golem to move. Your golem will then start moving in that direction, and keep moving in that direction until you change its direction. Note that once you leave the map that the golem is on, the golem will disappear. Also, once you select another spell to cast, or change your range type, your golem will disappear. crossfire-1.75.0/lib/help/showpets.fr000644 001751 001751 00000000316 13414745244 020376 0ustar00kevinzkevinz000000 000000 Affiche une liste des familiers du joueur. Usage: showpets La liste est numérotée. Si est spécifié, des détails concernant un familier précis de cette liste seront affichés. crossfire-1.75.0/lib/help/showpets.en000644 001751 001751 00000000233 13414745244 020367 0ustar00kevinzkevinz000000 000000 Usage: showpets Shows a numbered list of the pets owned by the player. If a number is specified, instead shows a detailed printout about that pet crossfire-1.75.0/lib/help/mode.en000644 001751 001751 00000000303 13414745244 017435 0ustar00kevinzkevinz000000 000000 The mode commands are as follows: Applymode, adjusts how items are applied Bowmode, adjusts the way bows work Peaceful, sets how you react to other players Petmode, adjusts how your pets behave crossfire-1.75.0/lib/help/range.en000644 001751 001751 00000000326 13414745244 017612 0ustar00kevinzkevinz000000 000000 Your range weapon can be one of several weapons, a spell you cast, a bow-and-arrow, a rod, or a wand, to name a few. Your range weapon is fired when you press SHIFT-direction, and will be fired in that direction. crossfire-1.75.0/lib/help/mode.fr000644 001751 001751 00000000440 13414745244 017444 0ustar00kevinzkevinz000000 000000 Mode - Groupe de commandes Applymode: ajuste la maniÚre dont les objets sont utilisés. Bowmode: Ajuste la maniÚre dont les arcs fonctionnent. Peaceful: Définit le comportement de votre personnage face aux autres joueurs. Petmode: Ajuste la maniÚre dont se comportent vos familiers. crossfire-1.75.0/lib/help/killpets.fr000644 001751 001751 00000000610 13414745244 020346 0ustar00kevinzkevinz000000 000000 Killpets - Éliminer tous vos familiers. Usage: killpets Tue tous vos familiers dont le nom correspond à celui donné. Tout l'équipement qu'ils pouvaient posséder tombera sur le sol, et vous n'obtiendrez aucun point d'expérience pour leur disparition. Par contre, la commande les élimine instantanément. Si aucun nom n'est spécifié, tous vos familiers seront éliminés. crossfire-1.75.0/lib/help/chat.en000644 001751 001751 00000000107 13414745244 017432 0ustar00kevinzkevinz000000 000000 Usage: chat Sends a message to all players on the server. crossfire-1.75.0/lib/help/death.en000644 001751 001751 00000003145 13414745244 017605 0ustar00kevinzkevinz000000 000000 Death is not the final end for your character! When your character reaches -1 hit points or less, they experience death in the game. The first affect of death is, they are automatically transported back to their last used savebed (bed to reality). Pretty much means they are safely removed from danger of the attacking monster or trap. Careful of your own spells though! Next, your character has lost some percentage of experience points in all skills. This amount will vary by server configuration. The only way to restore the lost experience is to regain it by slaying monsters, disarm traps, using spells to slay monsters, etc. Your character has also lost stat (as in Str, Dex, Con, etc.) points. More stats are lost at higher character levels. But, this can vary based on server settings. Don't worry, this stat loss is not permanent. You can restore the lost stats through a couple of ways. One way is to consume a Potion of Life which can be found in various shops (Such as House of Healing in Scorn), as quest rewards or as random treasure. Which type of Potion of Life you need will depend on your character level. High level characters will need a Supreme Potion of Life while a low level character will need a Minor Potion of Life. A single potion will restore any and all lost stats from any and all character deaths they accumulated. Another way to restore lost stats is if you have the Praying skill, at a certain level in that skill, and following a cult that grants Restoration. That means, having your character pray long enough on your cult's altar can eventually restore all the lost stats from all deaths. crossfire-1.75.0/lib/help/invoke.en000644 001751 001751 00000000671 13414745244 020014 0ustar00kevinzkevinz000000 000000 The invoke command is used to cast a spell immediately, or when it is necessary to give a parameter to the spell. Invoke will not set the range weapon. Examples: 'invoke restoration 'invoke magic rune of large fireball 'invoke reincarnation of Iamdead 'invoke create food of waybread It is very helpful to bind healing spells to keys like this: 'bind invoke medium healing c the c key now casts medium healing instantly crossfire-1.75.0/lib/help/move.en000644 001751 001751 00000000537 13414745244 017470 0ustar00kevinzkevinz000000 000000 These are the basic movement keys: yku h l bjn Running is done by holding control and move. Running is recommended. Firing the range weapon (help range) is done by holding shift and move. 'help mouse for help on what the mouse buttons do. 'help melee for advice on how to fight 'help traps for help with finding and disarming traps crossfire-1.75.0/lib/help/bowmode.en000644 001751 001751 00000000702 13414745244 020150 0ustar00kevinzkevinz000000 000000 Bowmode controls how you will fire arrows and bolts. The options are: normal: As you would expect. threewide: Fires three arrows in parallel. spreadshot: Fires three arrows which spread out over distance. fire: Locks in the direction the missiles will fire, specify by compas position: firenorth, firene, fireeast, firese, firesouth, firesw, firewest, firenw bestarrow: Selects and fires the probable best arrow for from your inventory. crossfire-1.75.0/lib/help/skills.en000644 001751 001751 00000001157 13775114612 020021 0ustar00kevinzkevinz000000 000000 Use the skills command to learn your experience and level of your skills. The values shown are: The name of the skill. You use this name for commands like use_skill or ready_skill. The skill level. The current experience. The experience needed to level up. The permanent experience ratio relative to current experience. You'll never fall below permanent experience even if you die over and over. You can optionally add a parameter of '-l' for a longer display with more details on permanent experience. You can optionally add a search string to only show skills that include the match text. Example: skills -l traps crossfire-1.75.0/lib/help/skills.fr000644 001751 001751 00000000645 13414745244 020030 0ustar00kevinzkevinz000000 000000 La commande skills affiche le niveau de votre personnage et l'expérience qu'il a accumulée. Sont affichés: Le nom de la compétence; Le niveau dans cette compétence; Le nombre de points d'expérience; L'expérience requise pour passer au niveau suivant; Le ratio d'expérience permanente relativement à l'expérience actuelle. Vous ne pouvez pas perdre vos points permanents, même si vous mourez à répétition. crossfire-1.75.0/lib/help/run.en000644 001751 001751 00000000741 12346600710 017312 0ustar00kevinzkevinz000000 000000 run causes you to run in a direction until instructed otherwise. If a direction number is provided, you will run starting in the direction indicated. If no direction is given, you will start to run in a direction starting with your next direction command. Alternatively, " r" also can be used like the run command. For example, "northeast r" will cause you to run northeast until another direction is supplied. Running can be stopped with the run_stop command.crossfire-1.75.0/lib/help/bowmode.fr000644 001751 001751 00000000733 13414745244 020161 0ustar00kevinzkevinz000000 000000 Bowmode contrÃŽle la maniÚre dont votre personnage lancera flÚches et carreaux. Options: normal: mode par défaut threewide: lance trois projectiles en parallÚle spreadshot: lance trois projectiles en évantail fire: verrouille la direction vers laquelle les projectiles seront lancés. Les directions possibles sont: north, ne, east, se, south, sw, west, nw bestarrow: choisit le projectile le plus probablement le meilleur de votre inventaire à chaque tir crossfire-1.75.0/lib/help/face.en000644 001751 001751 00000000127 13775122724 017415 0ustar00kevinzkevinz000000 000000 face changes the direction you are facing without taking any other action. crossfire-1.75.0/lib/help/killpets.en000644 001751 001751 00000000714 13414745244 020346 0ustar00kevinzkevinz000000 000000 The killpets command is a quick and convenient way to get rid of all your pets when they are no longer useful or are getting in the way. Any equipment they had will be left behind, but you will get no experience for their death. However, it kills them instantaneously. If a name is specified then only pets with that name will be killed, e.g. killpets bat will kill bats but not bees. If a number is specified, the pet corresponding to that number is killed. crossfire-1.75.0/lib/help/apply.fr000644 001751 001751 00000000557 13414745244 017656 0ustar00kevinzkevinz000000 000000 Apply applique un objet. Si aucune option n'est donnée, cette commande applique l'objet sur lequel votre personnage se trouve. Si le nom d'un objet est donné, il applique ou désapplique celui-ci. Options supplémentaires: -a: toujours appliquer l'objet; -u: toujours désappliquer l'objet; -b: appliquer un objet au sol ou dans le conteneur actif. crossfire-1.75.0/lib/help/empty.fr000644 001751 001751 00000000403 13414745244 017655 0ustar00kevinzkevinz000000 000000 Empty - Place l'intégralité du contenu du conteneur spécifié sur le sol ou dans le conteneur ouvert. Usage: empty Où nom est le nom du conteneur à vider. Si "all" est spécifié comme nom, tous les conteneurs que vous portez seront vidés. crossfire-1.75.0/lib/help/brace.en000644 001751 001751 00000000704 13414745244 017572 0ustar00kevinzkevinz000000 000000 Brace: When you enter the 'brace' command to brace your character, your character will no longer move. It can still attack adjoining spaces. Bracing can be useful to hold a location. When you are braced, you lose your dex bonus and incur a 2 point ac penalty beyond that (if you have a negative dex bonus, you may in fact come out ahead. You also only get 20% of the normal experience for killing creatures, and incurs a 4 point wc (to hit) penalty. crossfire-1.75.0/lib/help/apply.en000644 001751 001751 00000001357 13775114612 017647 0ustar00kevinzkevinz000000 000000 Apply applies an object. If no options are given, it applies an object you are standing on. If a name follows the command, an object of that name is affected. The name does not have to be complete as long as the text uniquely matches the first part of an item name. Apply options: -a: Always apply an object and never unapply it when already applied. -u: Always unapply an object and never apply it when already unapplied. -o: Always open a container regardless of previous state. -b: Apply an item on the ground or in the active container, but not one in the characters main inventory. As -a and -u do not toggle the applied status of an item, they are useful for making keybinds that work even when the current state of the object is unknown. crossfire-1.75.0/lib/help/empty.en000644 001751 001751 00000000312 13414745244 017647 0ustar00kevinzkevinz000000 000000 Empty will put all contents of specified container either on the ground or in your opened container. Syntax: empty item item should be a container. If "all" is specified, all containers are emptied. crossfire-1.75.0/lib/help/ready_skill.en000644 001751 001751 00000000424 13414745244 021017 0ustar00kevinzkevinz000000 000000 Syntax: ready_skill Will ready the designated skill and set it as your active skill. The skill must be used by firing in a direction; ready_skill does not directly activate the skill. The result depends on the skill selected and what items are around you.crossfire-1.75.0/lib/help/brace.fr000644 001751 001751 00000000574 13414745244 017604 0ustar00kevinzkevinz000000 000000 Brace permet d'immobiliser volontairement votre personnage sur une case donnée. Lorsque vous êtes en mode "brace", vous perdez votre bonus de dextérité et recevez une pénalité supplémentaire de 2 sur votre classe d'armure. Vous ne recevrez que 20% des points d'expérience habituels pour tuer des monstres; enfin, vous subissez une pénalité de 4 sur votre classe d'arme.crossfire-1.75.0/lib/help/drop.fr000644 001751 001751 00000001355 13414745244 017472 0ustar00kevinzkevinz000000 000000 Drop permet de déposer un ou plusieurs objets de votre inventaire sur le sol ou dans un conteneur ouvert. Usage: drop nom nom: nom de ou des objet(s) à déposer. la vérification de nom est insensible à la casse et se fait en partant du début de votre inventaire. Il existe quelques valeurs particulières pour le champ nom: all: n'importe quel objet unpaid: n'importe quel objet non payé cursed: n'importe quel objet maudit ou damné unlocked: n'importe quel objet non verrouillé nombre: paramètre optionnel indiquant la quantité d'objets à déposer. Si une quantité inférieure à celle demandée est disponible, les objets ne seront pas déposés. Voir aussi: dropall, comment utiliser la souris pour déposer des objets. crossfire-1.75.0/lib/help/use.fr000644 001751 001751 00000000400 13414745244 017310 0ustar00kevinzkevinz000000 000000 Tente d'utiliser un objet avec un autre. Usage: use with Où et sont les noms des deux objets à utiliser ensemble. L'ordre des objets est important; les effets varient évidemment selon les objets qui interagissent. crossfire-1.75.0/lib/help/save.fr000644 001751 001751 00000000524 13414745244 017461 0ustar00kevinzkevinz000000 000000 La commande save sauvegarde immédiatement votre personnage sur le serveur. Si vous craignez pour la stabilité du serveur, n'hésitez pas à employer cette commande. Notez que votre personnage est automatiquement sauvegardé à chaque fois que vous mourez, que vous passez d'une carte à une autre ou que vous utilisez un Bed To Reality. crossfire-1.75.0/lib/help/save.en000644 001751 001751 00000000520 13414745244 017450 0ustar00kevinzkevinz000000 000000 No parameters. Updates players status to disk. This can be useful for making backup copies if you fear the server is about to crash. WARNING--if you want to leave the game without destroying your player, you must find a 'Bed to Reality' and hit A on the bed to apply it. Doing 'save and then quitting will still delete your character. crossfire-1.75.0/lib/help/statistics.en000644 001751 001751 00000001635 13414745425 020715 0ustar00kevinzkevinz000000 000000 statistics shows various useful information about your character. None of the information it shows is stuff that is not contained in the documentation. As of now, it shows how much experience you need for your next level. It also shows natural, real, and maximum statistic values. Your natural stat is the stat without any items/spells applied. Real is what the current value is (same as in the stat window.) Maximum is the maximum value for your natural stat. Dam/Sec is a calculation of your character's current Damage per Second (dps) that assumes every attack hits the target or foe and does *not* take in to account partial resistance values, misses or other protection such as Armour and AC. The command will also display the total amount of time this particular character has been logged in to the server using the internal time tracking of the server (ticks) and also converting the ticks to hours and minutes. crossfire-1.75.0/lib/help/drop.en000644 001751 001751 00000001416 13414745244 017463 0ustar00kevinzkevinz000000 000000 Drop usage: drop [number] name name is the name of the item(s) to drop. It may match multiple items. The name is matched against the start of the objects in your inventory. The name matching is case insensitive. There are a few special name values: all: matches any item. unpaid: matches unpaid items cursed: drops items known to be cursed or damned. unlocked: drops items not locked in your inventory number is optional. This acts as the number of the object to drop. The objects number must be at least the number for it to be dropped. For example, if you do 'drop 10 scroll', only groupings of 10 or more scrolls will be dropped. A collection of 5 scrolls will not be dropped. See also 'dropall' and mouse button control within client for dropping objects. crossfire-1.75.0/lib/help/use.en000644 001751 001751 00000000216 13414745244 017310 0ustar00kevinzkevinz000000 000000 Syntax: use with Will try to use both items together. Result depends on the items themselves. The order is important. crossfire-1.75.0/lib/help/bind.fr000644 001751 001751 00000002100 13414745244 017427 0ustar00kevinzkevinz000000 000000 Bind permet de relier une touche à une action ou suite d'actions. Syntaxe: bind [-nfreg] ParamÚtres: -n: Commande en mode normal -f: Commande en mode "tir" -r: Commande en mode "course" -e: Laisse la commande dans la ligne d'édition (utile pour say/tell/chat, par exemple) -g: Raccourci global (non recommandé) Plusieurs commandes peuvent être reliées à une seule touche en séparant chacune par un point-virgule. Raccourcis spéciaux: bind commandkey: définit la touche pour entrer en mode de commandes bind firekey1: définit la premiÚre touche de tir bind firekey2: définit la seconde touche de tir bind runkey1: définit la premiÚre touche de course bind runkey2: définit la seconde touche de course Exemples: bind -f cast fireball (F3) Signifie que Shift+F3 permettra de sélectionner le sort de boule de feu, Shift étant la touche de tir par défaut. bind use_skill sense curse; use_skill sense magic (S) Signifie que la touche S déclenchera l'usage successif de ces deux compétences. crossfire-1.75.0/lib/help/cast.fr000644 001751 001751 00000000653 13414745244 017460 0ustar00kevinzkevinz000000 000000 Cast prépare un sortilÚge à être lancé Usage: cast Où est le nom du sortilÚge à préparer. Si aucun sort n'est spécifié, ou si votre personnage ne connaît pas le sort demandé, cast affichera la liste des sorts à votre disposition. La commande cast est typiquement reliée à des touches de raccourci, pour facilement sélectionner vos sorts les plus couramment utilisés. Voir aussi: range, bindcrossfire-1.75.0/lib/help/bind.en000644 001751 001751 00000001356 13414745244 017436 0ustar00kevinzkevinz000000 000000 Syntax: bind [-nfreg] Flags (default -nrf): -n: used in normal-mode -f: used in fire-mode -r: used in run-mode -e: leave command in line edit -g: global key (not recommended) Multiple commands can be bound to the same key be separating them with semicolons. Special bind's: bind commandkey - sets commandkey bind firekey1 - sets first firekey bind firekey2 - sets second firekey bind runkey1 - sets first runkey bind runkey2 - sets second runkey Examples: bind -f cast paralyzed (F3) will typically mean that Shift-F3 is used to select that spell (Shift being the fire key) bind use_skill sense curse; use_skill sense magic (S) will bind those two commands to the S key. crossfire-1.75.0/lib/help/cast.en000644 001751 001751 00000000542 13414745244 017450 0ustar00kevinzkevinz000000 000000 You use the cast command to set your range-weapon to the spell you want. Example: 'cast burning hands sets your RANGE weapon to 'spell: burning hands' If you don't know the spell, shows which spells you do know. It is helpful to bind strings like 'cast burning hands' to keys. see 'help bind' 'help range for more information on range weapons. crossfire-1.75.0/lib/help/rotateshoottype.en000644 001751 001751 00000000660 12346600710 021763 0ustar00kevinzkevinz000000 000000 rotateshoottype switches your active attack mode (skill, ranged weapon, or spell). Usage: rotateshoottype [number] [number] will rotate through the shoot-types for the designated number of iterations. [number] can be positive or negative to affect the direction of rotation. If [number] is greater than the number of shoot-types available, it will rotate as if [number] was -1. If no [number] is provided, 1 is used as a default.crossfire-1.75.0/lib/help/shout.en000644 001751 001751 00000000107 13414745244 017655 0ustar00kevinzkevinz000000 000000 Usage: shout Sends a message to all players on the server. crossfire-1.75.0/lib/help/mouse.en000644 001751 001751 00000000444 13414745244 017647 0ustar00kevinzkevinz000000 000000 The mouse isn't a great way to move your character. It'll work, but you'll be handicapped unless you use the keyboard for this. However, the mouse has the following inventory uses: Middle button on item: apply or equip Right button: drop or pickup item on ground Left button: info on item crossfire-1.75.0/lib/help/peaceful.en000644 001751 001751 00000001650 13414745244 020303 0ustar00kevinzkevinz000000 000000 The 'peaceful' command will switch you between peaceful and hostile attack modes. When peaceful is on you will not automatically attack other player when bumping into them and will do reduced damage against other players if you do attack them (friendly fire). Having peaceful mode on only lowers damage against other players, it has no effect on damage done to monsters or other NPCs, so it is generally advisable to remain in peaceful mode unless you are looking for trouble. It is still entirely possible to kill other players when in peaceful mode so you should still be careful when interacting with other players. Hostile mode (peaceful off) will enable melee combat when bumping into other players and does normal damage for other attacks as well. Damage done by area effect attacks like cone spells, explosive detonations, fireballs, poisons, cloud or swarm attacks, runes or disease are not modified by peaceful/hostile mode. crossfire-1.75.0/lib/help/sound.en000644 001751 001751 00000000026 13414745244 017643 0ustar00kevinzkevinz000000 000000 Toggles sound on/off. crossfire-1.75.0/lib/help/language.en000644 001751 001751 00000000511 12346600710 020264 0ustar00kevinzkevinz000000 000000 language allows you to change the language of the game. Usage: language Typing language without a will list all available languages and their abbreviations. Typing language with a valid will switch the current message language to the designated language.crossfire-1.75.0/lib/help/peaceful.fr000644 001751 001751 00000001552 13414745244 020311 0ustar00kevinzkevinz000000 000000 Bascule votre personnage entre le mode pacifique et hostile. En mode pacifique, votre personnage n'attaquera pas automatiquement les autres joueurs lorsqu'il fonce dessus, et n'infligera que des dommages réduits à ceux-ci s'ils venaient à être touchés par accident (une flÚche perdue est si vite arrivée...). Le mode pacifique n'influe en rien sur les dégats infligés aux monstres et aux NPCs, aussi est-il généralement recommandé de demeurer dans ce mode. Le mode hostile active la possibilité de combattre les autres joueurs au corps-à-corps (foncez dessus comme pour un monstre) et infligera des dégats normaux aux autres joueurs. Notez que les dégats infligés par des sorts affectant une zone entiÚre ou à retardement comme les cÃŽnes, les boules de feu, les runes ou les maladies ne voient pas leurs effets modifiés par le mode pacifique/hostile.crossfire-1.75.0/lib/help/run_stop.en000644 001751 001751 00000000053 12346600710 020353 0ustar00kevinzkevinz000000 000000 run_stop makes you stop running. See "run".crossfire-1.75.0/lib/help/shout.fr000644 001751 001751 00000000447 13414745244 017671 0ustar00kevinzkevinz000000 000000 La commande shout envoie un message à tous les joueurs du serveur. Usage: shout Où est le message à envoyer. Notez que l'usage de shout devrait généralement demeurer exceptionnel - utilisez plutÃŽt chat, sauf si vous avez une bonne raison de lui préférer shout.crossfire-1.75.0/lib/help/keys.en000644 001751 001751 00000000537 13414745244 017475 0ustar00kevinzkevinz000000 000000 These are the basic movement keys: yku h l bjn Running is done by holding control and move. Running is recommended. Firing the range weapon (help range) is done by holding shift and move. 'help mouse for help on what the mouse buttons do. 'help melee for advice on how to fight 'help traps for help with finding and disarming traps crossfire-1.75.0/lib/help/rules.en000644 001751 001751 00000000063 13414745244 017646 0ustar00kevinzkevinz000000 000000 rules displays the rules in effect on this server. crossfire-1.75.0/lib/help/rename.fr000644 001751 001751 00000000732 13414745244 017773 0ustar00kevinzkevinz000000 000000 Change le nom personnalisé d'un objet. Usage: rename nom de l'objet: Le nom de l'objet à renommer, encâdré par les signes <>. Si ce paramÚtre n'est pas spécifié, l'objet actuellement marqué est choisi; nouveau nom: Le nom à donner à l'objet, encâdré par les signes <>. Si ce paramÚtre n'est pas spécifié, le nom personnalisé de l'objet sera effacé. La longueur maximale d'un nom personnalisé est de 127 caractÚres. crossfire-1.75.0/lib/help/pickup.fr000644 001751 001751 00000001212 13414745244 020011 0ustar00kevinzkevinz000000 000000 La commande pickup contrÃŽle la maniÚre dont votre personnage ramasse les objets sur lesquels il passe. Usage: pickup Signification des modes: 0: Ne rien prendre; 1: Prendre un seul objet; 2: Prendre un seul objet et stopper; 3: S'arrêter avant de prendre les objets; 4: Tout prendre; 5: Tout prendre et stopper; 6: Prendre tous les objets magiques; 7: Prendre toutes les piÚces et gemmes; au-delà de 7: prendre les objets avec une densité de valeur plus haute que le mode spécifié. Cette densité est le rapport valeur en or/poids en kilos; 10: Prendre l'or, l'argent, les anneaux, baguettes, livres, parchemins et artéfacts. crossfire-1.75.0/lib/help/rename.en000644 001751 001751 00000000421 13414745244 017761 0ustar00kevinzkevinz000000 000000 Changes the custom name of an item. Syntax: rename to (Note: <> are mandatory) If '' is omitted, defaults to marked item. If 'to ' is omitted, clears the custom name. Note: maximum allowed name length is 127 characters. crossfire-1.75.0/lib/help/dip.en000644 001751 001751 00000000270 13775122724 017272 0ustar00kevinzkevinz000000 000000 Mark an item (such as an empty potion bottle) and then use the apply command while standing over a fountain for a chance to fill the bottle (or other objects) with water for drinking. crossfire-1.75.0/lib/help/sort_inventory.en000644 001751 001751 00000001274 13414745244 021625 0ustar00kevinzkevinz000000 000000 If sort_inventory is set, items will be inserted into your inventory in order by type than alphabetical. This, all scrolls will be grouped together, but in alphabetical order. Same for all weapons. This only applies to new items you pick up - items that you are already holding will not be sorted. If sort_inventory is not set (default), items will be inserted via type, subtype and magic. This, all axes will be grouped together in magic order, all daggers by magic order, etc. Unfortunately, for scrolls and rings, new ones just get inserted last. If you have a lot of stuff that is not in alphabetical order but you would like it to be, the best method is to drop all of it and then pick it up. crossfire-1.75.0/lib/help/pickup.en000644 001751 001751 00000002327 13414745244 020014 0ustar00kevinzkevinz000000 000000 'pickup' changes how you pick up items when you step on them. To pickup an item manually, use the ',' key. Mode 0: Don't pick up items. Mode 1: Pick up one item Mode 2: Pickup up one item and stop Mode 3: Stop before picking up items Mode 4: Pick up all items Mode 5: Pick up all items and stop Mode 6: Pick up all magical items Mode 7: Pick up all coins and gems Modes above 7: Pickup items with a value density greater than the pickup mode. Value density is value in gold/weight in kilograms. The value in gold is what the item is worth if you sold it in the shop. Gold coins have a value density of 66, Density 10 will pickup silver, gold, rings, wands, books, and scrolls. Artifacts are also picked up. You can also use the syntax 'pickup +' to just add the specified type to what you pickup. Valid types are: - debug - inhibit - stop - food - drink - valuables - bow - arrow - helmet - shield - armour - boots - gloves - cloak - key - missile - allweapon - magical - potion - spellbook - skillscroll - readables - magicdevice - notcursed - jewels - flesh Three options are possible for the first character: + will make you pick the item type, - will make you stop picking the item type and ! will toggle the pick mode. crossfire-1.75.0/lib/help/rules.fr000644 001751 001751 00000000102 13414745244 017645 0ustar00kevinzkevinz000000 000000 La commande rules affiche les rÚgles en vigueur sur le serveur. crossfire-1.75.0/lib/help/quest.en000644 001751 001751 00000000274 13414745244 017661 0ustar00kevinzkevinz000000 000000 Quest displays quest-related information. Available sub-commands: list: displays quests you started or completed info: displays information about the specified (by number) quest crossfire-1.75.0/lib/help/listen.en000644 001751 001751 00000000062 13414745244 020011 0ustar00kevinzkevinz000000 000000 Listen, sets the level of messages you will hear. crossfire-1.75.0/lib/help/melee.fr000644 001751 001751 00000000723 13414745244 017613 0ustar00kevinzkevinz000000 000000 Melee - Comment combattre Le combat est l'une des principales activités de Crossfire. Vous combattez pour tuer des monstres; pour ce faire, vous disposez d'armes et de pouvoirs magiques. Pour utiliser une arme, équipez-la simplement et déplacez-vous dans la direction du monstre à attaquer. N'oubliez pas votre armure ! Pour utiliser des arcs, ou apprendre à employer la magie, consultez les articles "spells", "range", "cast" et "invoke" de l'aide en ligne. crossfire-1.75.0/lib/help/melee.en000644 001751 001751 00000000416 13414745244 017605 0ustar00kevinzkevinz000000 000000 You fight to kill monsters. You can either use magic or weapons. To use weapons, simply wield a weapon (and armour!) and move into the monster you want to attack. To use magic or bows, read 'help spells and 'help range and 'help cast and 'help invoke crossfire-1.75.0/lib/help/listen.fr000644 001751 001751 00000000412 13414745244 020015 0ustar00kevinzkevinz000000 000000 Listen - Définit le niveau des messages que vous entendrez sur le canal de chat. Usage: listen Où niveau est un nombre indiquant le niveau de messages souhaité. Consultez votre administrateur pour savoir à quel usage est réservé chaque niveau. crossfire-1.75.0/lib/help/unarmed_skill.en000644 001751 001751 00000001510 13414745244 021343 0ustar00kevinzkevinz000000 000000 The unarmed_skill command determines what skill you will use in unarmed combat. If unarmed_skill is not set, a default skill will be used. That default will be karate, clawing, flame touch, punching, and wraith feed. For dragons, clawing will be tried first, then the rest in that same order. The unarmed skill can always be overridden by explicitly using ready_skill for the desired skill. For example, you have set the unarmed_skill to flame touch. However, you are fighting a flame resistant creature, you can use karate by doing a 'ready_skill karate'. You will continue to use karate until you change it again or use some other skill (equip a weapon, cast a spell, etc) This value is saved and is persistent across logins. It is a property of the character, so different characters can be set with different unarmed_skill values. crossfire-1.75.0/lib/help/unbind.en000644 001751 001751 00000000323 13414745244 017772 0ustar00kevinzkevinz000000 000000 Syntax: unbind [-g] [#] unbind reset Without -g command uses user's binding, with -g global binding. Without number it displays current bindings, with # it unbinds it. 'reset' resets default bindings. crossfire-1.75.0/lib/help/quest.fr000644 001751 001751 00000000347 13414745244 017667 0ustar00kevinzkevinz000000 000000 Quest liste les quêtes en cours de votre personnage. Les sous-commands suivantes sont disponibles : list : affiche toutes les quêtes en cours ou terminées info : affiche les détails de la quête spécifiée crossfire-1.75.0/lib/i18n/messages.en000644 001751 001751 00000000162 13414745244 020152 0ustar00kevinzkevinz000000 000000 # English and Default messages # This file can stay mostly empty, all messages are in the source code. LN|English crossfire-1.75.0/lib/i18n/messages.fr000644 001751 001751 00000025741 13414745244 020171 0ustar00kevinzkevinz000000 000000 # Messages en Français LN|français Your current language is set to: English.|Votre langue actuelle est le français. Available languages:|Langues disponibles: Unknown language.|Langue inconnue. Your current language is set to English.|Votre langue est maintenant le français. Current time is: %02ld:%02ld:%02ld.|Heure actuelle: %02ld:%02ld:%02ld. The first column is the name of the body location.|La premiÚre colonne contient le nom de la partie du corps concernée. The second column is how many of those locations your body has.|La seconde, le nombre de telles parties votre corps comporte. The third column is how many slots in that location are available.|La troisiÚme, le nombre de slots que chacune comporte. in your range slot|comme attaque à distance in a human's range slot|comme attaque à distance d'un humain on your arm|à votre bras on a human's arm|au bras d'un humain on your body|sur votre corps on a human's torso|sur le corps d'un humain on your head|sur votre tête on a human's head|sur la tête d'un humain around your neck|autour de votre cou around a humans neck|autour du cou d'un humain in your skill slot|comme compétence in a human's skill slot|comme compétence d'un humain on your finger|à votre doigt on a human's finger|au doigt d'un humain around your shoulders|sur vos épaules around a human's shoulders|sur les épaules d'un humain on your feet|à vos pieds on a human's feet|aux pieds d'un humain on your hands|dans vos mains on a human's hands|dans les mains d'un humain around your wrists|autour de votre poignet around a human's wrist|autour du poignet d'un humain around your waist|autour de votre taille around a human's waist|autour de la taille d'un humain around your legs|à vos jambes around a human's legs|aux jambes d'un humain You are not allowed to wear armor.|Vous ne pouvez pas porter d'armure. You are not allowed to use weapons.|Vous ne pouvez pas porter d'arme. [fixed]%4d used objects: %8d|[fixed]%4d objets utilisés: %8d [fixed]%4d free objects: %8d|[fixed]%4d objets libres: %8d [fixed]%4d active objects: %8d|[fixed]%4d objets actifs: %8d [fixed]%4d players: %8d|[fixed]%4d joueurs: %8d [fixed]%4d maps allocated: %8d|[fixed]%4d cartes allouées: %8d [fixed]%4d maps in memory: %8d|[fixed]%4d cartes en mémoire: %8d [fixed]%4d archetypes: %8d|[fixed]%4d archetypes: %8d [fixed]%4d animations: %8d|[fixed]%4d animations: %8d [fixed]%4d treasurelists %8d|[fixed]%4d treasurelists %8d [fixed]%4ld treasures %8d|[fixed]%4ld trésors %8d [fixed]%4ld artifacts %8d|[fixed]%4ld artéfacts %8d [fixed]%4ld artifacts strngs %8d|[fixed]%4ld chaînes artéfacts: %8d [fixed]%4d artifactlists %8d|[fixed]%4d artifactlists %8d [fixed]Total space allocated:%8d|[fixed]Espace total alloué: %8d [fixed]Total space used: %8d|[fixed]Espace total utilisé: %8d You are in %s.\n%s|Vous êtes dans %s.\n%s players:%d difficulty:%d size:%dx%d start:%dx%d timeout %d|joueurs:%d difficulté:%d taille:%dx%d début:%dx%d timeout %d Heap is corrupted.|Le Tas est corrompu. Heap checks out OK.|Aucune erreur détectée dans le Tas. In the world currently there are:|Pour l'instant, il y a dans le monde entier: %u players in %s|%u joueurs dans %s who failed - out of memory!|who a échoué - mémoire insuffisante ! Total Players (%d) -- WIZ(%d) AFK(%d) BOT(%d)|Total Joueurs (%d) -- WIZ(%d) AFK(%d) BOT(%d) Total Players in %s (%d) -- WIZ(%d) AFK(%d) BOT(%d)|Total Joueurs dans %s (%d) -- WIZ(%d) AFK(%d) BOT(%d) Total Players in party %s (%d) -- WIZ(%d) AFK(%d) BOT(%d)|Total Joueurs dans le groupe %s (%d) -- WIZ(%d) AFK(%d) BOT(%d) You are no longer AFK|Vous êtes à nouveau disponible You are now AFK|Vous êtes marqué comme absent Global debug level is %d.|Niveau global de debogage: %d. 93|Debug est une commande privilégiée. Debug level set to %d.|Niveau de débogage: %d. You will now walk through walls.|Vous pouvez maintenant traverser les murs. You will now be stopped by walls.|Vous serez désormais bloqué par les murs. You can now cast spells anywhere.|Vous pouvez maintenant lancer des sorts n'importe où. You now cannot cast spells in no-magic areas.|Vous ne pouvez plus lancer de sorts dans les zones non-magiques. Set listen to what (presently %d)?|À quel niveau d'écoute faut-il se placer (actuellement: %d)? Verbose level should be positive.|Le niveau de verbosité doit être positif. Your verbose level is now %d.|Niveau de verbosité réglé sur %d. [fixed] Experience: %|[fixed] Expérience: % [fixed] Next Level: %|[fixed] Prochain niveau: % [fixed]\nStat Nat/Real/Max|[fixed]\nStat Nat/Réel/Max [fixed]Str %2d/ %3d/%3d|[fixed]For %2d/ %3d/%3d [fixed]Dex %2d/ %3d/%3d|[fixed]Dex %2d/ %3d/%3d [fixed]Con %2d/ %3d/%3d|[fixed]Con %2d/ %3d/%3d [fixed]Int %2d/ %3d/%3d|[fixed]Int %2d/ %3d/%3d [fixed]Wis %2d/ %3d/%3d|[fixed]Sag %2d/ %3d/%3d [fixed]Pow %2d/ %3d/%3d|[fixed]Pou %2d/ %3d/%3d [fixed]Cha %2d/ %3d/%3d|[fixed]Cha %2d/ %3d/%3d \nAttack Mode: %s|\nMode d'attaque: %s Peaceful|Pacifique [fixed]%s\t%04d %02d %02d %02d %02d %02d|[fixed]%s\t%04d %02d %02d %02d %02d %02d applymode is set to %s|applymode mis sur %s applymode: Unknown options %s, valid options are nochoice, never, always|applymode: %s est une option inconnue, les choix valides sont nochoice, never, always applymode%s set to %s|applymode%s mis sur %s bowmode is set to %s|bowmode est mis sur %s bowmode%s set to %s|bowmode%s mis sur %s petmode is set to %s|petmode est mis sur %s petmode: Unknown options %s, valid options are normal, sad (seek and destroy), defend, arena|petmode: %s est une option inconnue, les choix valides sont normal, sad (trouver et détruire), defend, arena petmode%s set to %s|petmode%s mis sur %s Pets:|Familiers : %d %s - level %d|%d %s - niveau %d [fixed]level %d %s|[fixed]niveau %d %s [fixed]%d/%d HP, %d/%d SP|[fixed]%d/%d HP, %d/%d SP [fixed]Str %d|[fixed]For %d [fixed]Dex %d|[fixed]Dex %d [fixed]Con %d|[fixed]Con %d [fixed]Int %d|[fixed]Int %d [fixed]Wis %d|[fixed]Sag %d [fixed]Cha %d|[fixed]Cha %d [fixed]Pow %d|[fixed]Pou %d [fixed]wc %d damage %d ac %d|[fixed]wc %d dégats %d ac %d You have no pets.|Vous n'avez pas de familier. No such pet.|Pas de familier correspondant. usekeys is set to %s|usekeys mis sur %s usekeys: Unknown option %s, valid options are inventory, keyrings, containers|usekeys: %s est une option inconnue, les choix valides sont inventory, keyrings, containers usekeys%s set to %s|usekeys%s mis sur %s [fixed]%-20s %+5d|[fixed]%-20s %+5d \nNatural skin resistances:|\nRésistances naturelles de peau: Wiz commands:| Commandes DM : Misc help:| Divers : Commands:| Commandes : Wiz commands:| Commandes DM : Communication commands:| Commandes de communication : Commands:| Commandes : Illegal characters in '%s'|CaractÚre illégal dans '%s' Help about '%s'|Aide sur '%s' No help available on '%s'|Aucune aide disponible sur '%s' Quitting will delete your character.\nAre you sure you want to delete your character (y/n):|Quitter effacera votre personnage.\nÊtes-vous vraiment sûr de vouloir quitter ? (y=oui/n=non): Sounds are turned off.|Les sons sont désactivés. The sounds are enabled.|Les sons sont activés. Password changed cancelled.|Changement du mot de passe annulé. You are not allowed to play.|Vous ne pouvez pas jouer ici. The passwords did not match.|Les mots de passe ne concordent pas. \nWelcome, Brave New Warrior!\n|\nBienvenue, Brave Guerrier !\n You entered the wrong current password.|Vous avez entré un mot de passe incorrect. Please enter your new password, or blank to cancel:|Entrez votre nouveau mot de passe, ou rien pour annuler : Please confirm your new password, or blank to cancel:|Confirmez votre nouveau mot de passe, ou rien pour annuler : The new passwords don't match!|Les nouveaux mots de passe ne correspondent pas ! Password changed.|Mot de passe changé. You cannot change your title.|Vous ne pouvez pas choisir votre titre. Dragons cannot change titles.|Les Dragons ne peuvent changer leur titre. Your title is '%s'.|Votre titre est '%s'. Your title is the default title.|Votre titre est le titre par défaut. Title set to default.|Titre par défaut. Title too long.|Titre trop long. You can not save on unholy ground.|Vous ne pouvez pas sauver sur un sol maudit. You don't deserve to save yet.|Vous n'avez pas encore besoin de sauver. You have been saved.|Sauvegarde effectuée. SAVE FAILED!|SAUVEGARDE IMPOSSIBLE ! You will not attack other players.|Vous n'attaquerez plus les autres joueurs. You will attack other players.|Vous attaquerez les autres joueurs. Your current wimpy level is %d.|Votre niveau de Wimpy est %d. Your new wimpy level is %d.|Votre nouveau niveau de Wimpy est %d. Your pets have been killed.|Vos familiers ont été tués. Killed %d pets.|Tué %d familiers. Couldn't find any suitable pets to kill.|Aucun familier ne correspond. Password change.\nPlease enter your current password, or empty string to cancel.|Modification de mot de passe.\nEntrez votre mot de passe actuel, ou une ligne vide pour annuler. Server settings:|ParamÚtres serveur : * item power factor: %2f| * facteur de puissance d'arme : %2f * death is not permanent| * mort non permanente * permanent death, resurrection is enabled| * mort permanente mais résurrection possible * permanent death, resurrection is NOT enabled| * mort permanente et pas de résurrection possible * players can set their title| * les joueurs peuvent définir leur titre * players can't set their title| * les joueurs ne peuvent pas définir leur titre * too much equipment can lead to spell failure and ill effects| * trop d'équipement encourt un risque d'échec de sort et de contrecoup * too much equipment can lead to spell failure but no ill effects| * trop d'équipement encourt un risque d'échec de sort, mais pas de contrecoup * too much equipment can't lead to spell failure| * trop d'équipement n'entraîne pas d'échec de sort * casting takes time| * l'invocation de sort prend du temps * casting is immediate| * l'invocation de sort est immédiate * permanent experience: %d%%| * expérience permanente : %d%% * death penalty %d%% or %d levels| * pénalité de mort : %d%% ou %d niveaux * friendly fire: %d%%| * dégâts amicaux : %d%% * players can't steal from other players| * impossible de voler d'un autre joueur * players can steal from other players| * possibilité de voler d'un autre joueur * players can create portals from their apartments| * possibilité de créer des portails dans son appartement * players can't create portals from their apartments| * impossibilité de créer des portails dans son appartement * players can write spells they are denied| * les joueurs peuvent écrire des sorts qu'ils ne peuvent lancer * players can't write spells they are denied| * les joueurs ne peuvent pas écrire de sort qu'ils ne peuvent pas lancer Wimpy level should be between 1 and 100.|Le niveau wimpy doit être entre 1 et 100. crossfire-1.75.0/lib/config/rules000644 001751 001751 00000001033 13622107600 017545 0ustar00kevinzkevinz000000 000000 # rules -- server rules # # These rules are sent to players when they connect. You should change them # to reflect the actual rules in effect on your server. [i]Behavior[/i] Please keep conversations on the shout and chat channels friendly. [i]Bugs[/i] Do not exploit bugs. If you come across one, please report it. [i]Player Killing[/i] Player killing is not allowed unless both players agree to it. [i]Stealing[/i] Do not steal items from other players. [b]All violations are punishable at the discretion of the dungeon master.[/b] crossfire-1.75.0/lib/config/news000644 001751 001751 00000001167 13622107600 017377 0ustar00kevinzkevinz000000 000000 # news -- server news # # This file contains news that is displayed whenever a player connects. The # most recent news should appear at the bottom of the file. Each news item # must start with a '%' sign and should be immediately followed by a title. # # Only significant newlines should be included; long lines are automatically # wrapped on the client side. Comments take up an entire line and should begin # with a '#' character. %Crossfire Server Successfully Installed! If you can see this message, then your Crossfire installation was successful! You should take this opportunity to update your server configuration files. crossfire-1.75.0/lib/config/dm_file000644 001751 001751 00000001303 12346600710 020014 0ustar00kevinzkevinz000000 000000 # dm_file -- dungeon master access list # # This file contains authorization for dm access. There are 3 fields, like # this: name:password:host # Any field can be ignored if a * is used instead of a normal value - this # is the extent of the wildcarding. # # Lines that start with # are obviously ignored. This file is read each time # someone attempts to become dm, so it can be changed after the server is # running and results will apply to the present server that is running. # # Example entries: # master:topsecret:* (name must be master, password is topsecret, allow any # host # *:notelling:* (only matches password) # # It is pretty easy - you should be able to figure it out with few problems crossfire-1.75.0/lib/config/forbid000644 001751 001751 00000000451 12346600710 017665 0ustar00kevinzkevinz000000 000000 # forbid -- limit playing time # # This file lets you limit playing time. Example: # #Mon 8-12 #Mon 13-16 #Tue 8-16 #Wed 8-16 #Thu 8-16 #Fri 8-12 #msg #Playing is forbidden during working hours. # # This should be extended to include connection limits at various times instead # of play/nonplay. crossfire-1.75.0/lib/config/metaserver2000644 001751 001751 00000006562 12504565315 020677 0ustar00kevinzkevinz000000 000000 # metaserver2 -- announce to the public metaserver # # The only thing contained in this file is information related to metaserver2 # notification. If you do not want to advertise your server to the world # through the metaserver, you do not need to change anything in this file # # If you do choose to use the metaservers, all information here must # be accurate - if you falsify information (claiming your server is something # it is not), you may get blacklisted from the metaservers, and getting # yourself back on may be difficult. # # This file is broken into 2 sections: Information about the # metaservers themselves (noted with metaserver2 in the start # of the variable names) and information describing the server - # those names are not prefixed. # # set notification to on to send updated to metaservers metaserver2_notification off # metaserver2_servers list the metaservers - there can be # multiple lines to list multiple servers metaserver2_server http://crossfire.real-time.com/metaserver2/meta_update.php metaserver2_server http://metaserver.eu.cross-fire.org/meta_update.php metaserver2_server http://metaserver.us.cross-fire.org/meta_update.php #metaserver2_server some other URL # Use localhostname to set your local host name. Many # systems want to advertise themselves differently than can be locally # resolved. Note: The hostname you put here must resolve to the # IP address that the update to the metaservers will come from, OR # the ip address must resolve to this hostname. In other words, # either a forward lookup or reverse lookup must point to this # host. You must put something here, even if it is just your ip # address. localhostname put.your.hostname.here # Generally, you will not need to use this - it will use the port number # that the server is using. However, if you are doing port redirection # at the firewall level, you may need to change this. The port number # the server will use is defined in include/config.h #portnumber 13327 # Two comments for the metaserver. The html comment will # be used on the web pages. The text comment will be used by # the client. Note that the client doesn't have as much space # to display the information, so you should generally put shorter # comments there. There is not any requirement that the # comments be the same. If you do use html in your comments, make # sure that it is all correct - no dangling markups, etc, as # that would likely result in messed up output on the web page, # and may warrant blacklisting. html_comment Put an html comment here. text_comment Put a comment here. # The codebase fields are used to note if your server is using # non standard set of maps, archetypes, or server. This is free # form text, but should be kept short. archbase Standard mapbase Standard codebase Standard # Flags are single character representations of aspects of the # server - useful if there is limited screen real estate to display # metaserver information. Only non standard behavior options are listed - # there isn't much point to list that a server is free, since most all servers # are free. So it is interesting to note is a server is pay for play. # List of defined flags so far: # # $ - pay to play (some form of payment necessary to play on server) # D - permanent death is set on server # K - killing of other players allowed (player killing) # # These will likely be extended in the future. #flags crossfire-1.75.0/lib/config/motd000644 001751 001751 00000000726 13622107600 017366 0ustar00kevinzkevinz000000 000000 Welcome to Crossfire! Tracker: http://sourceforge.net/p/crossfire/bugs/ After you have created your character, use the arrows to move around, press to apply. The command prompt can be accessed by typing ' (single quote). Useful commands are 'help, 'help keys, 'scroll, 'save, 'quit. Join us on #crossfire at [i]irc.freenode.net[/i]! Report bugs or brilliant ideas to the Crossfire mailing list. For more information, visit [i]http://crossfire.real-time.com[/i]. crossfire-1.75.0/lib/config/settings000644 001751 001751 00000035170 13775114612 020276 0ustar00kevinzkevinz000000 000000 # settings -- crossfire server settings # # This file is used various system settings. It removes the need for # some config.h files. Format is: # variablevalue which can have spaces # # Lines starting with # are comments. # # Some fields may be numeric, other string. The program will skip over # spaces after the setting. # # metaserver values. # metaserver1 support has been removed. Update metaserver2 # file instead # Character creation values. # The min, max, and points values are used for new (in client) # creation method - this determines those values as one would expect. # Note - the order here is relevant as the server has built in defaults # it will use, and it ensures that all the values are reasonable - thus # if one increase the points value to 140 before increasing the max value, # it will generate an error. # # the roll_stat_points is used for the legacy system where stats are rolled # up. # The reason for that difference is with the new client method, the player # can choose their stat points, so even with 84 points, they could generate # a character with 3 18 stats (it would mean the remaining stats average # 7.5) - with the roll method, it is very unlikely to generate such # characters, so if the same number of stat points were given, while # the characters total stats would be higher, the character itself # would likely be worse. # starting_stat_min 3 starting_stat_max 18 starting_stat_points 84 roll_stat_points 105 # values for the new big worldmap, and weather. Only use if you are using the # new bigmap. # worldmapstartx 100 worldmapstarty 100 worldmaptilesx 30 worldmaptilesy 30 worldmaptilesizex 50 worldmaptilesizey 50 # If this is set, when there is no player, the ingame clock will tick really fast. # If not set, it will not move and wait for a player to join. fastclock 0 # item_power_factor is the relation of how the players equipped item_power # total relates to there overall level. If 1.0, then sum of the characters # equipped item's item_power can not be greater than their overall level. # if 2.0, then that sum can not exceed twice the character overall level. # by setting this to a high enough value, you can effectively disable # the item_power code. item_power_factor 1.0 # Sets the output format for the who command. This is what a player will see # about all the other players on the server when they type 'who' The string # has escapes that are filled with the relevant values for each character. # Currently the following escapes are supported: # # %N Name of character # %t title of character # %c count of the player (for dumping/patching) # %n newline # %h [Hostile] if character is hostile, nothing otherwise # %d [WIZ] if character is a dm, nothing otherwise # %a [AFK] if character is afk, nothing otherwise # %b [BOT] if character is a bot, nothing otherwise # %l the level of the character # %m the map path the character is currently on # %M the map name of the map the character is currently on # %r the short region name (as shown by mapinfo) # %R the formal region title.(as shown by whereami) # %i player's ip address # %% a literal % # %_ a literal underscore # # an underscore that is not escaped gives a space (or you can use a real space # if you prefer) # who_wiz_format is the same but for those with dm powers who_format %N %t%h%d%a%b%n<%m> who_wiz_format %N %t%h%d%a%b%nLevel %l <%m>(@%i)(%c) # See notes for most of these in include/config.h # dm_mail your_email@addr.here # Makes death non permanent. If enabled and you die, you lose a bunch of # exp, a random stat, and go back to starting town. # If not defined, if you die, you are dead. If an a multiplayer server, # resurrection may be possible # # This option changes the game significantly one way or the other - it makes # adventuring right at the edge of death something more reasonable to do # (death still hurts here). On the other hand, it certainly makes the # game a bit safer and easier. # not_permadeth true # define resurrection if you want to let players bring other players # back to life via some spells. If resurrection is undefined, then a # death is permanent. NOTE: resurrection (either defined or undefined) # has no meaning if not_permadeth is true. resurrection false # set the following if you wish to allow players to set their title # and to save it on the disk. There really isn't much reason not # allow players to set this. set_title true # Enables the 'search-item command; a method to find equipment # in shops. Like set_title, probably no reason to ever disable this. search_items true # SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour, # you have a chance of fumbling your spellcasting with this on. More # armors/weapons, higher chance of failure. If this is false, then # you can basically always cast a spell, no matter what you are wearing. spell_encumbrance true # spell_failure_effects only has meaning if spell_encumbrance is true. # What it does, is that when the player fails a spell, various effects # will happen (player is paralyzed, confused, wonder spell is cast, etc.) # I disabled it because I think it would make life much too hazardous # for low level casters. They either need to wear light armor (which # means that they will get pounded on by monsters), or will get # confused/paralyzed/other effects often. High level casters would # be mostly unaffected, since they would be casting spells that are # below their level. # Note- it seems that you still get some failure effects even with this # not defined - most notably when reading scrolls and fail to read # them properly. # spell_failure_effects false # casting times for spells, if you have this defined then it takes a # specific amount of time for a spell to go off. You may attack or # be hit during this time, and this will cause you to lose the spell. # I commented this out on my copy - I don't like the 'double clutch' # needed to cast it (first direction key starts casting, the # next actually puts the spell into effect.) It could perhaps # be changed so that the initial direction is where it goes, and it # is cast automatically in that direction (so only 1 key is needed.) # But this could be undesirable as various things move while you cast it. # this also slows down the rate you can cast spells considerably. casting_time false # Name of the motd file - really no reason to change this. motd motd # Calling this real_Wiz is probably not really good. Something like # mud_wiz might be a better name. # # Basically, if real_wiz is set then the WIZ/WAS_WIZ flags for objects # are not set - instead, wizard created/manipulated objects appear as # normal objects. This makes the wizard a little more mudlike, since # manipulated items will be usable by normal players. real_wiz true # Set this if you want the temporary maps to be saved and reused across # crossfire runs. This can be especially useful for single player # servers, but even holds use for multiplayer servers - you can # restart a public server, and not have all the maps reset # The file temp_maps is updated each time a temp map is updated. # Note that the file used to store this information is stored in # the LIB directory. Running multiple crossfires with the same LIB # directory will cause serious problems, simply because in order for # this to really work, the filename must be constant so the next run # knows where to find the information. recycle_tmp_maps false # Enable HP bars for all living players and monsters, as if the 'probe' spell # was always cast on them. Valid settings are "true", "damaged", or "false". # "damaged" is like "true", but hides the HP bar for creatures at max health. always_show_hp false # spellpoint_level_depend -- Causes the spellpoint cost # of spells to vary with their power. Spells that become very # powerful at high level cost more. The damage/time of # characters increases though. spellpoint_level_depend true # Set this to false if you don't want characters to loose a random stat when # they die - instead, they just get depleted. # Setting it to true keeps the old behaviour. This can be # changed at run time via -stat_loss_on_death or +stat_loss_on_death. stat_loss_on_death false # This makes repeated stat loss at lower levels more merciful. Basically, # the more stats you have lost, the less likely that # you will lose more. Additionally, lower level characters are shown # a lot more mercy (there are caps on how much of a stat you can lose too). # On the nasty side, if you are higher level, you can lose multiple stats # _at_once_ and are shown less mercy when you die. But when you're higher # level, it is much easier to buy back your stats with potions. # Turn this on if you want death-based stat loss to be more merciful # at low levels and more cruel at high levels. # Only works when stats are depleted rather than lost. This option has # no effect if you are using genuine stat loss. balanced_stat_loss false # This defines how much of a player's experience should be 'permanent' and # not able to be lost on death. A high value makes multiple frequent deaths # less devastating, and also ensures that any character will make some # gradual progress even if they die all of the time. This value is the minimum # amount of a player's exp that can ever be 'permanent' so setting this to 0 # would allow all exp to be lost, and setting it to 100 would stop exp loss # entirely (the same effect would be achieved by setting the two # death_penalty settings below to 0). permanent_experience_percentage 50 # When a player dies, they lose a proportion of their experience, which is # defined by the following two values. They will lose either # death_penalty_percentage% of their experience, or no more than # death_penalty_levels levels, or half of their non-permenent experience, # whichever is the least of these. Note that this is calculated per-skill, # so which method is used could vary for different skills. death_penalty_percentage 20 death_penalty_levels 3 # This is the penalty to luck that is given to a player who kills another # player (PK's). The value here is deducted from their luck value, so set this # high to discourage PK-ing and zero (or negative) to encourage it. # Range is limited to -100 to 100, since this is the value range that the luck # stat can be within. pk_luck_penalty 1 # This handles maximum experience one can get for pking another player. # If pk_max_experience is 0 or positive, experience will never exceed that value. # If negative, all experience can be gained. # pk_max_experience_percent represents the percentage of victim's experience that will be # given to the killer. It can be greater than 100. # Note that experience given will never exceed experience the victim # can lose considering permanent experience. pk_max_experience 5000000 pk_max_experience_percent 10 # This allows reduced damage against other players when in # peaceful mode. The value is the percent of damage done # compared to normal. This does not change damage done # by not targeted things like walls, explosions, cone spells, disease, poison... set_friendly_fire 5 # This deals with armor enchantment. # # armor_max_enchant: maximum enchantments an armor will take. # default: 5 # # armor_weight_reduction (in percent) and armor_weight_linear control how weight is reduced: # * when armor_weight_linear is TRUE, armor weight is # 'base weight - armor enchantment * armor_weight_reduction' # * when armor_weight_linear is FALSE, armor weight is reduced by armor_weight_reduction % # per enchantment. # # example: # * with 10 and TRUE, if armor base weight is 100, it'll become: # 100 -> 90 -> 80 -> 70 -> 60 -> ... # * with 10 and FALSE, it'll be: # 100 -> 90 -> 81 -> 73 -> 66 -> ... # # Note that the code will enforce a minimum weight of 1, else players can't pick up armor. # # default values: 10 and TRUE. # # armor_speed_improvement and armor_speed_linear do the same for speed increase. # default values: 10 and TRUE #armor_max_enchant 5 #armor_weight_reduction 10 #armor_weight_linear TRUE #armor_speed_improvement 10 #armor_speed_linear TRUE # disable stealing from other players, if you wish to enable stealing from other players # then replace the below with: no_player_stealing FALSE no_player_stealing TRUE # disable creation of town portals inside of unique maps (apartments). To enable, replace # the below with: create_home_portals TRUE create_home_portals FALSE # If personalized blessings are activated, the weapon can bite the wielder # if he/she is not the one who initially blessed it. # Chances of being hurt depend on the experience amount ("willpower") the # object has, compared to the experience amount of the wielder. personalized_blessings TRUE # If set to TRUE, players can inscribe scrolls of spells they can't cast (denied path, ...) allow_denied_spells_writing FALSE # If set to TRUE or ON, converters will work even if the price of generated item is higher # than the price of converted items allow_broken_converters TRUE # If set, log will comport a timestamp, in the specified format. log_timestamp TRUE log_timestamp_format %y/%m/%d %H:%M:%S # port is the port the server listens to. If using metaserver2, you can pretty # much change this to anything and clients will figure it out. If using # metaserver1, changing from default (13327) may cause problems as the port # number isn't publicized. Unless there is a specific reason (firewall/nat, # running multiple servers on same host), probably best not to change # this port 13327 # When generating random maps, can a special map break the map's layout to be inserted? # TRUE by default for historical purposes special_break_map TRUE # If set to TRUE, then the plugin version won't be checked at load time. # When set to FALSE, versions must match else a plugin is not loaded. # This is mostly intended for development purposes, to not have to 'make install' # all the time. ignore_plugin_compatibility FALSE # By default anyone can connect to the server and create an account. # When enabled, only clients connecting from the host defined by # account_trusted_host can create an account. account_block_create FALSE # When account_block_create is enabled, only the IP address given here # can create accounts. If not defined, defaults to 127.0.0.1. account_trusted_host 127.0.0.1 # How to use crypt(3) to hash passwords. 0 (default if left unset) is legacy # mode, which uses crypt(3) on all systems but Windows and FreeBSD, where no # hashing is used. 1 (set as the default for new installations) is to always # use crypt(3). If crypt_mode is changed after player or account files are # created, some or all passwords may need to be reset. crypt_mode 1 # Set a minimum length for account and player names # This only applies to new characters or new accounts. min_name 1 crossfire-1.75.0/lib/config/stat_bonus000644 001751 001751 00000021564 12346600710 020611 0ustar00kevinzkevinz000000 000000 # stat_bonus -- list of stat bonuses # # This file sets the bonus for the various attributes, removing # the hard coded values from the server. # # The default provided here match the old values as closely as possible, # but there may be minor differences due to the way the calculations # are done. # # Because the parsing is not super intelligent, format is as follows: # table name to fill in # opening brace # stat values - they are comma separated, but any non digit will # act as a separator when the values are read in. # closing brace # # Repeat for all stats. If the server has an issue reading them, # it will generate an error, and should abort. # # The names are also more consistent in this file - basically, # stat name_type of bonus_bonus # In the old living.c file, there was a mix - con_bonus (really hp), # sp_bonus, etc. The idea of putting in the stat name is to try and # provide more information on what does what so when wants to make adjustments, # one has a better idea what is being adjusted. # # Note that all stats must be fully filled in, eg, you can not fill in only # the first 20 entries of a stat if the maximum in 30 - all 30 must be # filled in. All stats use the same max_stat value. # # Note also that the loader does not do anything to make sure the # stat bonus make any real sense, eg, a bonus for a higher stat could be # lower (worse) than if the stat was one less. The loader can not # really check for these, because it does not have any good idea to # know what is good or bad - for some stats, low numbers are better, # for others, high numbers are better # max_stat must be declared before any of the stat bonuses. max_stat 30 # How many extra HP a character gets per level (first 10). Old # living.c file was for every 2 levels, which is why these bonuses # are roughly half the old ones. con_hp_bonus { -3, -2.5, -2, -1.5, -1, -0.5, -0.5, 0, 0, 0, 0, 0.5, 1, 1.5, 2, 2.5, 3, 3.5, 4, 4.5, 5, 6, 7, 8, 9, 10, 11, 12.5, 15, 20, 25 } # SP (mana) bonus. Bonus the character gets is 2/3 pow, 1/3 int. # Note that in old file, the formula used to be (2*pow + int) / 12 - # effectively diving old results by 4 (eg, table had 30 for a 26 stat, # which effectively meant a 7.5 bonus) - that logic is removed, # so these bonuses are real bonuses for each level, presuming both # stats were same value - if pow gets bonus of 6, int bonus of 2, # that would be (2*6 + 4)/ 3, or 5. # Note that for first level, character get double this bonus - this # is hard coded into the server. pow_int_sp_bonus { -2.5, -2.5, -2.25, -2, -1.75, -1.5, -1.25, -1, -0.75, -0.5, -0.25, 0, 0.25, 0.5, .75, 1, 1.25, 1.5, 1.75, 2, 2.25, 2.5, 3, 3.75, 5, 6.25, 7.5, 10, 12.5, 17.5, 25 } # This is exactly like pow_int_sp_bonus above, # but is 2/3 wis, 1/3 power. In fact, table is exactly # the same, and like sp bonus, character gets double value at # first level. wis_pow_grace_bonus { -2.5, -2.5, -2.25, -2, -1.75, -1.5, -1.25, -1, -0.75, -0.5, -0.25, 0, 0.25, 0.5, .75, 1, 1.25, 1.5, 1.75, 2, 2.25, 2.5, 3, 3.75, 5, 6.25, 7.5, 10, 12.5, 17.5, 25 } # There are lots of factors into shop pricing, cha # being one of them. Old system was a float, # and the relevant formula was (bonus-1)/(bonus+1) # Values below are converted with that formula # and muliplied by 100 to make them integers. # Note that due to rounding, some minor adjustments # over the literal translated values have been made # to make the changes smoother. # # If one really wants to know shop prices: # adjustment is .4 + .5*((bonus below)/100) # # Cost to buy is 1*(1+adjustment), cost to sell is (1-adjusment) # Thus, if the value below is 20, character pays 50% above # and gets 50% of value (.4 + .5*(20/100) = .5 # # That .4 mentioned above could get all the way down to .1 # with maximum bargaining skill. # # Best way to think of it: Bonus below are percentage discount/ # premium for buying/selling on the charisma side of things. # If there was no bargaining in the game and only cha was used, # the values below would be the total percent values, eg, a value # of 50 means if you bought an item of value 100, you would pay # 150, and get 50 if sold. # # Note: These values should probably really be re-done - # I believe the formula that original values were based on changed # at some point - it is also interesting to note that this is # probably one of the few attributes where the effective # bonus one gets at higher levels is lower (eg, difference # in price for 26 to 20 is not as big a savings as 41 to 33). # With revised shop code, max bonus should probably be much closer # to zero (still would be 10% price difference even with max # bargaining) cha_shop_bonus { 81, 81, 80, 78, 75, 71, 67, 63, 60, 55, 50, 49, 47, 46, 44, 43, 41, 39, 37, 35, 33, 32, 31, 30, 28, 27, 26, 24, 23, 21, 20 } # dex_bonus is used for several things for players - # AC, bonus to hit with bows, bonus to damage with # bows, and bonus to hit with thrown weapons. # As such, name just remains dex bonus for now, but # arguably, all of these different bonuses should probably # get broken out to other tables. dex_bonus { -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7 } # How much faster the character moves or attacks. # These are the usual tick counts. # Note - I made some adjustments to smooth these out - # I don't see a good reason to go from .15 to .20, repeat # 4 times, then jump to 0.25. With this change, at # some points, the bonus is slightly higher (.02) than # before, at other points, slightly lower. # dex_speed_bonus { -0.1, -0.09, -0.08, -0.07, -0.06, -0.05, -0.025, 0.00, 0.00, 0.00, 0.00, 0.025, 0.05, 0.07, 0.09, 0.10, 0.11, 0.12, 0.13, 0.14, 0.15, 0.16, 0.17, 0.18, 0.19, 0.20, 0.21, 0.22, 0.23, 0.24, 0.25 } # # damage bonus from strength # str_damage_bonus { -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 9, 10 } # bonus to hit from strength. # renamed from thaco_bonus, since thaco (really thac0) is an acronym # for 'to hit AC 0' - in old AD&D, it was a literal number. This bonus # here is to hit any ac. # str_hit_bonus { -2, -2, -2, -2, -1, -1, -1, -1, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5 } # This determines how much the character can carry - # note that characters start to get penalties to movement before # reaching maximum. # str_weight_limit { 200000, 250000, 300000, 350000, 400000, 500000, 600000, 700000, 800000, 900000, 1000000, 1100000, 1200000, 1300000, 1400000, 1500000, 1650000, 1800000, 1950000, 2100000, 2250000, 2400000, 2550000, 2700000, 2850000, 3000000, 3250000, 3500000, 3750000, 4000000, 4500000 } # # Chance to learn a spell from a spellbook. Note that # overall level also increases these odds by a minor amount # (level/5). int or wis is used depending on the type of spell. # int_wis_learn_spell { 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100 } # # Chance for a cleric to fail casting a spell. # The chance is random(0,99) < ((spell_level * chance) / char_level) # Thus, if chance is 0, character never fails. If chance is 10, # then if the character is same level as spell, 10% chance of # of failure - if character is double level of the spell, 5% chance # of failure. # wis_cleric_chance { 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0 } # Bonus for turning (scarring) undead with various prayers. # The bonus effectively increase the character level. # To scare a creature, the characters turn level has to be # higher than the creatures level, so this bonus can be # pretty important. Note if the creature being turned is not # an enemy of the characters god, turn bonus has to greater than # twice the creatures level wis_turn_bonus { -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15 } # fear bonus increases the duration for fear # spells (it does not affect other fear attacks, # like those from weapons.) # Note: The comment in living.c, that these are bonuses # to fear resistance for players, seems incorrect/no longer # valid - the only place where get_fear_bonus() is called # is from cast_cone() # # These bonuses are as they were in the living.c # file - the only rationale I can think of for low stats # giving the bonus is idea of really ugly characters # being more fearsome - however, this goes against # the idea of higher stat is better. # cha_fear_bonus { 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } crossfire-1.75.0/lib/config/ban_file000644 001751 001751 00000003336 12346600710 020164 0ustar00kevinzkevinz000000 000000 # ban_file -- prevent users or sites from playing # # A file which contains users or sites which are banned from playing. # wildcards can be used in the file. Valid entries are put on separate lines. # For a ban to result, both the user and IP must be true. # Note: Crossfire does not do a IP -> DNS name, so matches for the # second part must be by IP. # # Syntax is "user@ip.address". Note that when actually putting in lines, the # double quotes should be ignored. user can be "*" to match any user. The # line may be prefixed by '~' to allow an entry. The lines are matched in the # given order; the first match is used. # # The IP address portion is done as a substring and not wildcard # match. Some examples, and results: # # "mark@tavern.us" - won't work - tavern.us would not match - must be ip # address. # "*@10.1.31.1" - users from 10.1.31.1 will not be able to play. # "*@10.1.31.*" - will not work - * is not a wildcard for host matches. # "*@10.1.31." - will do above - every ip that has 10.1.31. will be banned. # "*@10.1.31" - will ban above, but would also ban things like # "129.10.1.31". # "mark@10.1.31.1" - user mark from 10.1.31.1 will not be able to play. # "mark@" - user mark will not be able to play. # "mark@*" - user mark will not be able to play - * matches any host # name. # "~mark@1.2.3.4" - accept user mark from 1.2.3.4, regardless if a following # line would forbid it. For example, together with a # following line "mark@*" would allow mark to play only if # he connects from 1.2.3.4. # # Ip address can be determined by looking at the logs, or with the who command. crossfire-1.75.0/lib/config/exp_table000644 001751 001751 00000015247 12346600710 020374 0ustar00kevinzkevinz000000 000000 # exp_table -- experience table # # This table contains the experience values for the different levels. # Note the maximum theoretical value for any level is # 9223372036854775808 (2 ^ 63). However, you should put in a cap # a bit below that - while the code tries to be clever and not # do overflows, I'm not 100% confident that it would work if # max was set to that value. # # Note that this table starts at level 1 # # The format of this table isn't very strict - the # code just tries to extract the numbers, so it doesn't # care about multiple commas, etc. Note however that # the comment character (#) is only valid at the # start of the line. # # Note that I have the different tables prefixed with #A, #B, # #C, etc, to make it easier to substitute the values and # get the desired table. Note you should make sure when you # do the sub, you also get rid of the space after the letter # (Eg, s/#A //) # # Added 2003-03-01 - the maximum level is now set in this file - # thus, its just a simple matter of changing the value to whatever # and adding on to the table to allow for whatever maximum level is # desired. I've made the maxlevel for all of these level 115, and # put in a double for each level after 110 to get to that point - # this should allow all players to max all skills if they so desire. # Note that max_level must be set before the exp table is defined, # so that the program knows how much space to allocate. # # Related to this - one of the following tables must be uncommented # for the program to work properly. I uncommented what was the # default table. max_level 115 # Old (classic) exp table: #A 0,1000,2000,4000, 8000, #A 16000,32000,64000,125000,250000, #A # 10 #A 500000,900000,1400000,2000000,2600000, #A 3300000,4100000,4900000,5700000,6600000, #A # 20 #A 7500000,8400000,9300000,10300000,11300000, #A 12300000,13300000,14400000,15500000,16600000, #A # 30 #A 17700000,18800000,19900000,21100000,22300000, #A 23500000,24700000,25900000,27100000,28300000, #A # 40 #A 29500000,30800000,32100000,33400000,34700000, #A 36000000,37300000,38600000,39900000,41200000, #A # 50 #A 42600000,44000000,45400000,46800000,48200000, #A 49600000,51000000,52400000,53800000,55200000, #A # 60 #A 56600000,58000000,59400000,60800000,62200000, #A 63700000,65200000,66700000,68200000,69700000, #A # 70 #A 71200000,72700000,74200000,75700000,77200000, #A 78700000,80200000,81700000,83200000,84700000, #A # 80 #A 86200000,87700000,89300000,90900000,92500000, #A 94100000,95700000,97300000,98900000,100500000, #A # 90 #A 102100000,103700000,105300000,106900000,108500000, #A 110100000,111700000,113300000,114900000,116500000, #A # 100 #A 118100000,119700000,121300000,122900000,124500000, #A 126100000,127700000,129300000,130900000,785400000 #A # 110 #A 1570800000, 3141600000, 6283200000, #A 12566400000, 25132800000 #A #115 (end of table ) #B # this is the old default table (was #B 0,2000,4000, 8000, 16000,32000,64000,125000,250000, 500000, #B # 10 #B 900000,1400000,2000000,2600000, #B 3300000,4100000,4900000,5700000,6600000, 7500000, #B # 20 #B 8400000,9300000,10300000,11300000, #B 12300000,13300000,14400000,15500000,16600000, 17700000, #B # 30 #B 18800000,19900000,21100000,22300000, #B 23500000,24700000,25900000,27100000,28300000, 29500000, #B # 40 #B 30800000,32100000,33400000,34700000, #B 36000000,37300000,38600000,39900000,41200000, 42600000, #B # 50 #B 44000000,45400000,46800000,48200000, #B 49600000,51000000,52400000,53800000,55200000,56600000, #B # 60 #B 58000000,59400000,60800000,62200000, #B 63700000,65200000,66700000,68200000,69700000, #B 71200000, #B # 70 #B 72700000,74200000,75700000,77200000, #B 78700000,80200000,81700000,83200000,84700000, #B 86200000, #B # 80 #B 87700000,89300000,90900000,92500000, #B 94100000,95700000,97300000,98900000,100500000, 102100000, #B # 90 #B 103700000,105300000,106900000,108500000, #B 110100000,111700000,113300000,114900000,116500000, 118100000, #B # 100 #B 119700000,121300000,122900000,124500000, #B 126100000,127700000,129300000,130900000,785400000, #B 1570800000 #B # 110 #B 3141600000, 6283200000, 12566400000, #B 25132800000, 50265600000 #B # 115 and end of table #C #C # New hard exp table. 0,2000,4000, 8000, 16000,32000,64000,125000,250000, 500000, #C # 10 900000,1400000,2000000,2600000, 3300000,4100000,4900000,5700000,6600000, 7500000, #C # 20 8500000, 9500000, 10600000, 11800000, 13000000 14300000, 15600000, 17000000, 18500000, 20000000 #C # 30 21700000, 23400000, 25200000, 27000000, 29000000 31100000, 33300000, 35600000, 38000000, 40500000 #C # 40 43200000, 46000000, 48900000, 52000000, 55200000 58600000, 62100000, 65900000, 69800000, 73900000 #C # 50 78200000, 82700000, 87500000, 92500000, 97800000 103300000, 109100000, 115200000, 121500000, 128200000 #C # 60 135300000, 142700000, 150400000, 158600000, 167100000 176100000, 185600000, 195500000, 205900000, 216800000 #C # 70 228300000, 240300000, 252900000, 266200000, 280200000 294800000, 310200000, 326300000, 343200000, 361000000 #C # 80 379700000, 399300000, 419900000, 441500000, 464200000 488100000, 513100000, 539400000, 567000000, 596000000 #C # 90 626400000, 658300000, 691900000, 727100000, 764100000 802900000, 843700000, 886500000, 931500000, 978700000 #C # 100 1028200000, 1080300000, 1134900000, 1192300000, 1252500000 1315800000, 1382200000, 1451900000, 1525100000, 2100000000 #C # 110 4200000000, 8400000000, 16800000000, 33600000000, 67200000000 #D # New exp for better gain rate. Main effect is for #D # lower levels so it is takes longer to gain a level. #D # after about level 20, this matches table C #0,5000,10000, 20000, 40000,80000,150000,300000,500000, 800000, # 10 #1100000,1500000,1900000,2400000, #3000000,4600000,5300000,6000000, 6800000, 7600000, # 20 #8500000, 9500000, 10600000, 11800000, 13000000 #14300000, 15600000, 17000000, 18500000, 20000000 # 30 #21700000, 23400000, 25200000, 27000000, 29000000 #31100000, 33300000, 35600000, 38000000, 40500000 # 40 #43200000, 46000000, 48900000, 52000000, 55200000 #58600000, 62100000, 65900000, 69800000, 73900000 # 50 #78200000, 82700000, 87500000, 92500000, 97800000 #103300000, 109100000, 115200000, 121500000, 128200000 # 60 #135300000, 142700000, 150400000, 158600000, 167100000 #176100000, 185600000, 195500000, 205900000, 216800000 # 70 #228300000, 240300000, 252900000, 266200000, 280200000 #294800000, 310200000, 326300000, 343200000, 361000000 # 80 #379700000, 399300000, 419900000, 441500000, 464200000 #488100000, 513100000, 539400000, 567000000, 596000000 # 90 #626400000, 658300000, 691900000, 727100000, 764100000 #802900000, 843700000, 886500000, 931500000, 978700000 # 100 #1028200000, 1080300000, 1134900000, 1192300000, 1252500000 #1315800000, 1382200000, 1451900000, 1525100000, 2100000000 # 110 #4200000000, 8400000000, 16800000000, #33600000000, 67200000000 crossfire-1.75.0/lib/arch/image_info000644 001751 001751 00000002713 13775221756 020210 0ustar00kevinzkevinz000000 000000 # "$Id$"; # # This file describes the various image files installed. # For more information on how all this works and about adding new # image sets, see the doc/Developer/images file. # # The format of each line: # num:extension:long name:fallback:geometry:extension:description # num is the set number. # extension is the extension that image set uses (eg, base, clsc) # long name is just that - a longer (more english) name, eg, classic instead # of clsc. This is really just used by the client for it to map the # image names. Its not really intuitive for users to say -image clsc # fallback is what set to fallback to if the image does not exist in # that set. In the end, all sets must fall back to set 0. # geometry is in width x height form. This is used by the client so it # knows the spacing to use. Images in the set could be of different # sizes (eg, a 4 spaces image would be larger), but this is the normal # spacing that the client should use. # extension is for future use - it is passed to the client. This is mostly # here so that the client can know specific information about certain # image sets. # description is just a longer description that the client can display to the # user. # # NOTE: lines can not be continued with \ - everything must be on one line # for things to work. # Lines that start with # are obviously ignored. 0:base:standard:0:32x32:none:The standard image set. 1:clsc:classic:0:32x32:none:Classic and new styling. crossfire-1.75.0/lib/arch/materials000644 001751 001751 00000023432 13723052216 020057 0ustar00kevinzkevinz000000 000000 # materialtypes file. # name the name of the material. Paper, wood, iron, silver. # description OPTIONAL: what appears in the item name. "wooden" # material the material type this corresponds to. see materials.h # saves savingthrows for each of the 25 attacktypes # mods modifications to resistances for the 25 atttypes. # anything left unspecified in this file will default to zero. # # NOTE # In the very least, name and material MUST exist. # # NOTE AGAIN # Do not edit the basic types. Add any new types after these. # name paper material 1 saves 15,10,17,9,5,7,13,0,20,15,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 name iron material 2 saves 2,12,3,12,2,10,7,0,20,15,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 chance 100 name glass material 4 saves 14,11,8,3,10,5,1,0,20,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 name leather material 8 saves 5,10,10, 3, 3,10,10, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0,0 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 name pine material 16 saves 10,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12,0,0,0,0,0,0,0,0,0 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 name organics description organic material 32 saves 3,12,9,11,3,10,9,0,20,15,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 name granite material 64 saves 2,5,2,2,2,2,1,0,20,15,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 name cloth description cotton material 128 saves 14,11,13,4,4,5,10,0,20,15,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 name adamant material 256 saves 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 name liquid material 512 saves 0,8,9,6,17,0,15,0,20,15,12,0,0,0,0,11,0,0,0,0,0,0,0,0,0 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 name tin material 1024 saves 6,12,6,14,2,10,1,0,20,15,0,0,0,0,0,10,0,0,0,0,0,0,0,0,0 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 name bone material 2048 saves 10,9,4,5,3,10,10,0,20,15,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 name ice material 4096 saves 14,11,16,5,0,5,6,0,20,15,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 # # NEW NON BASIC TYPES START HERE # Those are unused from 2011/06/29 on, left in case someone feels like using that. # # BEGIN iron name gold description golden material 2 saves 9,10,10,4,2,10,0,0,20,15,0,0,0,0,0,10,0,0,0,0,0,0,0,0 mods -1,0,-1,0,0,0,8 chance 5 diff 2 magic 0 damage -1 wc 0 ac 0 weight 130 value 175 # name silver material 2 saves 8,12, 9, 4, 2,10, 1, 0,20,15, 0,0,0,0,0,10 mods 0, 0, 0, 0, 0, 0, 2 chance 4 diff 3 magic 1 damage -1 wc 0 ac 0 weight 120 value 150 # name copper material 2 saves 11,13,12, 2, 2,10, 8, 0,20,15, 0,0,0,0,0,10 mods -1, 0, -1, -1, 0, 0, -3 chance 20 diff 0 magic 0 damage -1 wc 0 ac 0 weight 110 value 75 # name platinum material 2 saves 7,10, 7, 5, 2,10, 2, 0,20,15, 0,0,0,0,0, 5 mods 0, 0, 0, 0, 0, 0, 0 chance 5 diff 4 magic 1 damage 0 wc 0 ac 0 weight 90 value 200 # name lead material 2 saves 15, 5,14,14, 6,10, 6, 0,20,15, 0,0,0,0,0, 2 mods -3, 0, -5, 4, 1, 0, 5 chance 1 diff 0 magic 0 damage -2 wc -2 ac -1 weight 400 value 10 # name steel material 2 saves 1,13, 2,10, 2,10, 5, 0,20,15, 0,0,0,0,0,10 mods 1, 0, 3, 0, 0, 0, 1 chance 10 diff 2 magic 0 damage 1 wc 0 ac 0 weight 80 value 110 # name bronze material 2 saves 9,13,10, 2, 2,10, 8, 0,20,15, 0,0,0,0,0,10 mods 0, 0, 1, 0, 0, 0, 0 chance 40 diff 0 magic 0 damage 0 wc 0 ac 0 weight 110 value 80 # name mithril material 2 saves 1, 1, 2, 3, 2, 2, 2, 0,10, 7, 0,0,0,0,0, 5 mods 2, 0, 5, 1, 1, 0, 2 chance 3 diff 8 magic 2 damage 1 wc 1 ac 1 weight 50 value 250 # BEGIN cloth name silk material 128 saves 17,9,13,5,4,5,11,0,19,15,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0 mods 0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 chance 10 diff 3 magic 0 damage 0 wc 0 ac 0 weight 90 value 130 # name velvet material 128 saves 17,9,13,4,6,5,11,0,19,15,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0 mods 0,0,0,1,-1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 chance 10 diff 3 magic 0 damage 0 wc 0 ac 0 weight 110 value 140 # name burlap material 128 saves 10,10,12,3,3,7,11,0,19,15 mods 1,0,0,1,1 chance 8 diff 4 magic 0 damage 0 wc 0 ac 0 weight 140 value 70 # name wool material 128 saves 16,15,18,3,3,3,16,0,20,15 mods -1,0,-1,0,2 chance 8 diff 4 magic 0 damage 0 wc 0 ac 0 weight 110 value 115 # name kashmir material 128 saves 18,18,18,10,10,10,18,0,20,15 mods -1,0,0,0,1 chance 5 diff 2 magic 0 damage 0 wc 0 ac -1 weight 70 value 180 # name astolare material 128 saves 10,10,10, 4, 4, 4,7, 0,20,15 mods 0,2,0,1,1,1,0,2 chance 1 diff 10 magic 2 damage 0 wc 0 ac 0 weight 90 value 200 # name asbestos material 128 saves 14,11,1,4,4,5,15,0,20,15 mods 0,0,4,0,0,0,-4 chance 1 diff 10 magic 0 damage 0 wc 0 ac 0 weight 110 value 50 # name rubber material 128 saves 14,11,18,1,4,5,15,0,20,15 mods 1,0,-4,4,0,0,-1 chance 1 diff 10 magic 0 damage 0 wc 0 ac 0 weight 80 value 150 # # BEGIN wood name oak material 16 saves 9,10,14, 2, 2,10, 8, 0,20,15, 0,0,0,0,0,12 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 chance 10 diff 1 magic 0 damage 1 wc 0 ac 0 sp -1 weight 110 value 110 # name birch material 16 saves 11,11,13, 2, 2,10, 9, 0,20,15, 0,0,0,0,0,12 mods 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 chance 10 diff 2 magic 0 damage 0 wc 0 ac 0 sp 1 weight 90 value 110 # name spruce material 16 saves 14,11,13, 2, 2,10, 13, 0,20,15 mods -1,0,0,0,0,0,-1 chance 10 diff 2 magic 0 damage 0 wc 0 ac 0 sp 0 weight 80 value 80 # name balsa material 16 saves 18,11,13, 2, 2,10,12, 0,20,15 mods -2,0,-1,2 chance 2 diff 0 magic 0 damage -1 wc -1 ac -1 sp -10 weight 10 value 30 # name yew material 16 saves 10,11,13, 2, 2,10, 9, 0,20,15 mods -2,0,0 chance 5 diff 5 magic 1 damage 2 wc 0 ac 0 sp 10 weight 130 value 150 # name bamboo material 16 saves 10,11,13, 2, 2,10, 9, 0,20,15 mods 2,0,-1 chance 3 diff 5 magic 0 damage 0 wc 2 ac 0 sp 1 weight 70 value 130 # name ironwood material 16 saves 7,11,10,2, 2,10, 9, 0,20,15 mods 3,0,1 chance 3 diff 10 magic 0 damage 2 wc 0 ac 1 sp -4 weight 180 value 115 # name wyrmwood material 16 saves 10,8,12, 2, 2,10, 7, 0,20,15 mods 2,2,-2,0,0,2,0,2 chance 2 diff 15 magic 1 wc 1 ac 1 sp 1 weight 80 value 200 # # BEGIN stone name marble material 64 saves 2, 5, 2, 2, 2, 2, 1, 0,20,15, 0,0,0,0,0, 5 mods 0,0,0 chance 40 diff 0 damage 2 wc -1 ac 0 weight 180 value 80 # name obsidian material 64 saves 4, 6, 4, 4, 4, 4, 4, 0,20,15, 0,0,0,0,0, 7 mods -1,0,-1 chance 10 diff 3 damage 1 wc 1 ac 0 weight 90 value 130 # name limestone material 64 saves 8, 5, 2, 2, 2, 2, 17, 0,20,15 mods -1,0,0,0,0,0,-5 chance 8 diff 3 damage 0 wc 0 ac 0 weight 80 value 70 # name runestone material 64 saves 3, 0, 3, 4, 4, 4, 4, 0,20,15 mods 2,3,0,0 chance 1 diff 15 damage 1 wc -1 ac 0 weight 60 value 250 # # BEGIN bone # name ivory material 2048 saves 10, 10, 5, 5, 3,10,10, 0,20,15 mods 0,0,0,0 chance 30 diff 3 weight 80 value 120 # name dragonscale material 2048 saves 4,4,0,5,15,1,1,0,15,15 mods 1,1,5,0,-5 chance 2 diff 15 magic 2 ac 1 weight 110 value 200 # # BEGIN adamant # # note that by making the chance 100, I override adamant above to never appear. name argonite material 256 saves 3, 3, 4, 3, 2, 2, 2, 0,12,10, 0,0,0,0,0, 8 mods 0, 0, 0, 1, -1, 0, 0 chance 100 diff 0 magic 0 damage 0 wc 0 ac 0 weight 110 value 90 # name sanguinite material 256 saves 8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8 mods -1,-1,-1,-1,0,-1,0,0,0,10 chance 2 diff 0 magic 0 damage -1 wc 0 ac 0 weight 115 value 60 # name abyssium material 256 saves 5,5,5,5,5,5,2,5,5,5,5,5,5,5,5,5,5 mods -3,-3,5,0,-5,5,-2,-10,5 chance 1 diff 15 magic 0 damage 0 wc 0 ac 0 weight 200 value 40 # name astrium material 256 saves 3, 3, 3, 3, 2, 2, 2, 0,12,10, 0,0,0,0,0, 7 mods 0, 2, 0, 0, 0, 2, 0, 2, 0, 0, 0, 2, 2, 0, 2 chance 20 diff 5 magic 0 damage 0 wc 0 ac 0 weight 100 value 100 # name celestium material 256 saves 3, 2, 3, 3, 2, 2, 2, 0,12,10, 0,0,0,0,0, 1 mods 0, 4, 0, 0, 0, 2, 0, 3, 0, 0, 0, 3, 3, 0, 4 chance 10 diff 10 magic 1 damage 0 wc 0 ac 0 weight 110 value 150 # name damascus material 256 saves 2, 2, 2, 2, 2, 2, 2, 0,6,6, 0,0,0,0,0, 2 mods 2, 0, 1, 1, 1, 0, 2 chance 5 diff 12 magic 2 damage 0 wc 0 ac 1 weight 150 value 200 # name adamantium material 256 saves 1,1,1,1,1,1,1,0,2,2,0,0,0,0,0,1 mods 3, 0, 5, 1, 1, 0, 2, 5 chance 2 diff 15 magic 3 damage 1 wc 0 ac 2 weight 175 value 300 # name magmasium material 256 saves 3,3,0,0,10,3,3,3,3,3,3,3,3,3,3 mods 0,0,5,0,-5,0,2 chance 1 diff 15 magic 3 damage 0 wc 0 ac 0 weight 140 value 320 # name electrum material 256 saves 3,3,10,0,3,3,3,3,3,3,3,3,3,3,3 mods 0,0,-5,5,0,0,2 chance 1 diff 15 magic 3 damage 0 wc 0 ac 0 weight 140 value 320 # name glacium material 256 saves 3,3,10,3,0,3,3,3,3,3,3,3,3,3,3 mods 0,0,-5,0,5,0,0,2 chance 1 diff 15 magic 3 damage 0 wc 0 ac 0 weight 140 value 320 # # BEGIN leather # name snakeskin material 8 saves 5,11,11, 4, 3,10,9, 0,20,15 mods 0,0,1,0,-1 chance 30 diff 3 ac 1 weight 90 value 110 # name humanskin material 8 saves 10,15,15,15,15,15,15,0,20,15 mods -1,-1,-1,-1,-1,0,-1 chance 1 diff 15 magic 2 ac -1 weight 80 value 40 # name bearskin material 8 saves 4,10,11, 3, 2,10,10, 0,20,15 mods 0,0,0,0,1 chance 15 diff 5 weight 110 value 110 # name dragonhide material 8 saves 4,6,4,5,10,10,6,0,20,15 mods 1,1,3,0,-3 chance 2 diff 15 ac 1 magic 2 weight 70 value 250 # name wolfhide material 8 saves 4,10,11, 3, 2,10,10, 0,20,15 mods 0,0,0,0,1 chance 15 diff 4 weight 115 value 80 # name deerskin material 8 saves saves 8,10,11, 3, 2,10,10, 0,20,15 mods -1,0,0,0,0 chance 10 diff 10 ac 2 sp 1 wc 1 weight 80 value 140 # # BEGIN specialty metals. # these are one offs, like mercury, etc. # name mercury material 1024 saves 5, 3, 9, 6,17, 0,10, 0,20,15 mods 0,0,0 chance 0 diff 0 weight 100 value 100 # crossfire-1.75.0/lib/arch/races000644 001751 001751 00000007470 13743345302 017202 0ustar00kevinzkevinz000000 000000 # # the races file # # To start a new race category w/ 'RACE' identifier # list the name of the archetypes singly on lines below # # Each arch entered will have thei op->race reset to # the value listed for the last occuring 'RACE'. Also, # if the arch is a creature, it is added to a linked # list of monsters that all have the same race. # Any type of archetype may be listed, but monsters # should be ordered by inherent level value/exp # # This appears to be only used for summoning cult monsters. # Hence the need for order by level. # # Prepending a '!' will prevent an item from having its # op->race field reset to RACE. # # Prepending a '@' will prevent a creature from having its # arch listed on the summoning list. # # You can have an entry with both '@' and '!' (ie "@!") # but that is the same as not listing the arch! # # RACE undead generate_ghost generate_zombie generate_skeleton generate_skull generate_vampire ghost zombie skeleton grimreaper wight wraith ghast nightmare spectre vampire skull lich demilich dave nazgul RACE demon generate_devil imp devil raas big_demon demon_lord Greater_Demon belzebub jessyb bone_head evil_master1 evil_master2 evil_master3 evil_master4 RACE angel angel liteangel mesangel ArchAngel RACE goblin generate_kobold generate_goblin generate_orc generate_gnoll kobold goblin orc gnoll ologhi h_kobold unusual_kobold RACE troll small_troll troll gaelotroll RACE faerie generate_pixie generate_stalker pixie elf_1 sandy stalker dark_elf unicorn faerie_dragon deathtree ent lamia RACE animal generate_bat generate_mouse generate_panther generate_scorpion mouse bat dog panther giant_bat scorpion wolf bear rustmonster shadowpup polarbear dire_wolf behemoth shadowtiger giantrat pet_necro neko RACE bird generate_bird chicken goose bird RACE reptile generate_serp_man snake serpent serp_man cobra serp_priest fire_serpent RACE slime blob slime fungus acid_sphere green_slime black_pudding RACE unnatural generate_beholder beholder sphinx baslic dread golem_necro RACE dragon generate_dragon @pl_dragon dragon baby_dragon chinese_dragon big_elec big_dragon dragonman Cwyvern big_dragon_worthless RACE water_elemental !para_mud para_water para_ice water_elemental water_witch RACE fire_elemental para_fire para_lava fire_elemental fire_witch RACE air_elemental para_air para_lightning air_elemental air_witch RACE earth_elemental para_mud para_earth earth_elemental earth_witch RACE giant generate_ogre generate_giant ogre giant titan DK big_wiz cyclops EDK mabu RACE human generate_madman charwoman prisoner crone guildmaster sage woman man c_sage c_woman c_man princess fighter thief_1 ninja_1 ninja2 conjurer2 warrior_1 pirate northman pirate_lass madman conjurer guard light_guard pyromaniac medium_guard knight lord_e necromancer siegfried RACE chess chess_pawn chess_rook chess_knight chess_bishop chess_queen chess_king RACE chaos living_chaos chaos_witch RACE dwarf !gnome dwarf @dwarf_player dwarf_priest dwarf_wiz lesser_dwarven_guard greater_dwarven_guard RACE insect generate_ant generate_bee spider_gen generate_xan beehive ant bee centipede killer_bee spider xan # this is the summoning list for the god ruggilli RACE consuming_fire_creatures !para_fire !fire_serpent !fire_elemental !fire_witch !dragon !baby_dragon !big_dragon # this is the summoning list for the goddess Ixalovh RACE chaotic_water_creatures !para_water !water_elemental !lokanth !tentacle !water_witch !tentacle2 !chinese_dragon crossfire-1.75.0/lib/arch/formulae000644 001751 001751 00000216402 13777707134 017730 0ustar00kevinzkevinz000000 000000 # formulae -- herein lie the formulae for alchemical products # # The code is designed so that any combination of objects may be combined to # comprise a formula. Because the code only requires that the 'names' (see def # below) of cauldron ingredients match those listen in the formula, you can # use anything found in the game as a possible ingredient. Legal names include # both 'obj->name' and a title field, if it exists. For example, it is legal # to use an artifact like a "cloak of protection" as an ingredient. # # Definitions of fields: # # "Object" This is the title of the formula. In # conjunction with a value in "arch" these # are used to lookup artifacts from the # artifacts file (ie. of ). # If you want to just create the arch w/o # making it an artifact, designate the # object field as "NONE". # # "chance" is how likely a formula is to appear in # an alchemical grimore. Chance of 0 indicates # the formula never appears. # # "arch" indicates the possible archetype that may # be used to generate the item. # # "ingred" is a comma delimited list of ingredients # that are needed to create the item. Each # alchemical formula *should* be unique! but # note that this is not required. Values of # ingredients must be the object names. Prepend # an integer value to denote the number of that # ingredient ("1" is not needed for single # ingredients). Note that the ordering of the # ingredients is *not* important. # # "yield" is the theoretical possible maximum # of # items the recipe can generate. # It is fundamentally useful for balancing # reward/effort for these recipes. One intention # is to enforce conservation of mass by means # of this #. # # "trans" defaults to '0' and is not explicitly needed. # If you define it to any value (ie '1') then # one of the ingredients will be used as the base # arch for the product. Obviously, the ingredient # so used *must* have the same archetype as the # product so don't be a fool and leave out a # common archetype ingredient!! See bolt of Dragon # slaying for an example of a transmution formula. # Ingredients with titles, such as items given by # other fomulas, can not be used as base items in # transmutation recipes. Such items will be # cleared of all stats if given. # # "keycode" A string, such as "fire". In order for the alchemist # to execute this recipe, he must have a FORCE with a # slaying field matching the keycode # # "skill" A string, such as "alchemy". This is the name of the skill # that is used to create this formula. Must be set if this is # an alchemy recipe, in which case it must match one of the # following: # smithery, bowyer, jeweler, alchemy, thaumaturgy, literacy, # woodsman # # "cauldron" A string, which must be the valid archetype name for an # archetype. In the example of a true alchemy formula, this # would be a cauldron. A smithery formula might use something # like a forge. You can create formulae that are only usable # with a specific facilities. This field is required unless the # formula describes an item transformation. # # "exp" A required integer. This is the amount of experience a user # gets by using this formula. You should factor difficulty in # when setting exp. The game does not do this for you. # # "diff" A required integer. This is the difficulty level of the formula. # A player with skill (after cauldron bonuses) equal to diff # succeeds 51% of the time, maxing out at 95% when the player's # skill is 35 or more than diff. # # "failure_arch" An optional string, which must be the valid archetype name for an # archetype. Instead of a random effect, this item will be generated in case # of alchemy failure. # # "failure_message" An optional string. If set, a failure in alchemy will # display this message instead of a server-decided message. Only used if # failure_arch is set too. # # "min_level" An optional integer. If set, this is the minimum required level # needed to attempt the formulae. # # "combination" An optional integer. If set (and non-zero), the formula will never # appear in the randomly generated books. # # "tool" An optional comma delimited list of archetypes names. If set, the formula # explains what items can be transformed into when a 'tool' is used. # 'arch' then lists all generated products, and 'ingred' what is transformed. # # # IMPORTANT NOTE ----> # It is not enough to construct ad-hoc lists of # ingredients to make a formula. Playbalance will # be adversely effected if you make a formula for # a powerful artifact (potion of stat raising, for # example) that is common, and/or easy to assemble # the ingredients, and/or has few ingredients. Thus, # here are some general guidelines for making formulae: # # 1) no fewer than 2 ingredients # 2) at least one ingredient needs to be found # in the dungeon, or is rarely appearing in shop. # 3) more ingredients for more powerful stuff. # 4) more 'expensive' ingredients for more powerful # stuff. 'expensive' here means its harder to get, # more costly to buy, rarer to find. # 5) Run crossfire with the -m9 switch to check your formula - # It does some sanity checking and price checking # # # >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # F O R M U L A E B E G I N # >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> # # -------------- # Basic formulae - these formulae make some of the most often used # ingredients. # -------------- # # true lead Object NONE arch true_lead yield 3 chance 5 diff 20 exp 100000 skill alchemy cauldron cauldron ingred lead,pile of philosophical salt,bottle of philosophical oil,pile of philosophical sulphur,pile of philosophical phosphorus # # fixed mercury Object NONE arch fix_mercury yield 3 chance 5 diff 20 exp 100000 skill alchemy cauldron cauldron ingred mercury,pile of philosophical salt,bottle of philosophical oil,pile of philosophical sulphur,pile of philosophical phosphorus # # mercury Object NONE arch mercury chance 10 diff 5 exp 1000 skill alchemy cauldron cauldron ingred 3 pile of cinnabar # # philosophical salt Object NONE arch phil_salt chance 10 diff 5 exp 1000 yield 7 skill alchemy cauldron cauldron ingred 7 pile of salt # # philosophical sulphur Object NONE arch phil_sulphur chance 10 diff 5 exp 1000 yield 7 skill alchemy cauldron cauldron ingred 7 pile of sulphur # # philosophical phosphorus Object NONE arch phil_phosphorus chance 10 diff 5 exp 1000 yield 7 skill alchemy cauldron cauldron ingred 7 pile of phosphorus # # philosophical oil Object NONE arch phil_oil chance 9 diff 5 exp 1000 yield 7 skill alchemy cauldron cauldron ingred 7 bottle of mineral oil # # water of the wise Object the wise arch water chance 30 diff 8 exp 1000 yield 7 skill alchemy cauldron cauldron ingred 7 water # # water of diamond Object diamond arch water chance 30 diff 10 exp 5000 yield 1 skill alchemy cauldron cauldron ingred water of the wise,3 diamond # # water of ruby Object ruby arch water diff 10 exp 5000 chance 35 skill alchemy cauldron cauldron ingred 3 ruby,water of the wise # # water of sapphire Object sapphire arch water diff 10 exp 5000 chance 40 skill alchemy cauldron cauldron ingred 3 sapphire,water of the wise # # water of emerald Object emerald arch water chance 40 diff 10 exp 5000 skill alchemy cauldron cauldron ingred 3 emerald,water of the wise # # water of pearl Object pearl arch water chance 40 diff 10 exp 5000 skill alchemy cauldron cauldron ingred 3 pearl,water of the wise # # Now for basic smithery ingredients -- the bars (made from ores) # # # copper bar Object NONE arch copperbar chance 8 diff 3 exp 500 skill smithery cauldron forge ingred 5 copper ore # # gold bar Object NONE arch goldbar chance 8 diff 3 exp 500 skill smithery cauldron forge ingred 5 gold ore # # iron bar Object NONE arch ironbar chance 8 diff 3 exp 500 skill smithery cauldron forge ingred 5 iron ore # # lead bar Object NONE arch leadbar chance 8 diff 3 exp 500 skill smithery cauldron forge ingred 5 lead ore # # platinum bar Object NONE arch platbar chance 8 diff 3 exp 500 skill smithery cauldron forge ingred 5 platinum ore # # silver bar Object NONE arch silverbar chance 8 diff 3 exp 500 skill smithery cauldron forge ingred 5 silver ore # # tin bar Object NONE arch tinbar chance 8 diff 3 exp 500 skill smithery cauldron forge ingred 5 tin ore # # uranium bar Object NONE arch uraniumbar chance 8 diff 3 exp 500 skill smithery cauldron forge ingred 5 uranium ore # # zinc bar Object NONE arch zincbar chance 8 diff 3 exp 500 skill smithery cauldron forge ingred 5 zinc ore # # steel bar Object NONE arch steelbar chance 6 diff 5 exp 1000 skill smithery cauldron forge ingred 5 iron ore,ashes # # bronze bar Object NONE arch bronzebar chance 6 diff 5 exp 1000 skill smithery cauldron forge ingred 4 copper ore,tin ore # * in reality, bronze was more 9:1, but I don't feel like making it that convoluted # # brass bar Object NONE arch brassbar chance 6 diff 5 exp 1000 skill smithery cauldron forge ingred 3 copper ore,2 zinc ore # # -------------- # Basic weaponry # -------------- # # # iron dagger Object NONE arch dagger chance 5 diff 7 exp 1500 yield 10 skill smithery cauldron forge ingred iron bar,brass bar # The brass is for the hilt of the dagger # # bronze dagger Object NONE arch b_dagger chance 6 diff 6 exp 1200 yield 10 skill smithery cauldron forge ingred bronze bar,brass bar # # iron shortsword Object NONE arch shortsword chance 5 diff 10 exp 2000 yield 3 skill smithery cauldron forge ingred 2 iron bar,brass bar # # bronze shortsword Object NONE arch b_ssword_1 chance 6 diff 9 exp 1700 yield 3 skill smithery cauldron forge ingred 2 bronze bar,brass bar # # steel shortsword Object NONE arch steel_shortsword chance 1 diff 25 exp 2500 yield 3 skill smithery cauldron forge ingred 2 steel bar,brass bar # # ---------------- # Silvered weapons # ---------------- # It takes a different amount of silver filings depending on the weapon # so these all get to be defined seperately # The more silver a weapon requires, the higher the difficulty to not mess up the weapon. # Swords are estimated as 1% of weapon weight in added silver. # Non-swords estimate the amount of weight that is contributed by the sharp parts and use that # # # shortsword Object Silvered Edge arch shortsword,shortsword_2 chance 1 diff 35 exp 10000 trans 1 skill smithery cauldron forge ingred shortsword,10 silver filings # # broadsword Object Silvered Edge arch broadsword chance 1 diff 40 exp 12000 trans 1 skill smithery cauldron forge ingred broadsword,20 silver filings # # dagger Object Silvered Edge arch dagger chance 1 diff 30 exp 9000 trans 1 skill smithery cauldron forge ingred dagger,2 silver filings # # sword Object Silvered Edge arch sword_4 chance 1 diff 37 exp 11000 trans 1 skill smithery cauldron forge ingred sword,15 silver filings # # long sword Object Silvered Edge arch sword,sword_2 chance 1 diff 37 exp 11000 trans 1 skill smithery cauldron forge ingred long sword,15 silver filings # # two-handed sword Object Silvered Edge arch sword_3 chance 1 diff 45 exp 16000 trans 1 skill smithery cauldron forge ingred two-handed sword,25 silver filings # # light sword Object Silvered Edge arch light_sword chance 1 diff 36 exp 10500 trans 1 skill smithery cauldron forge ingred light sword,12 silver filings # # katana Object Silvered Edge arch katana_1 chance 1 diff 36 exp 10500 trans 1 skill smithery cauldron forge ingred katana,11 silver filings # # falchion Object Silvered Edge arch falchion chance 1 diff 36 exp 10500 trans 1 skill smithery cauldron forge ingred falchion,13 silver filings # # sabre Object Silvered Edge arch sabre chance 1 diff 36 exp 10500 trans 1 skill smithery cauldron forge ingred sabre,13 silver filings # # scimitar Object Silvered Edge arch scimitar chance 1 diff 37 exp 11000 trans 1 skill smithery cauldron forge ingred scimitar,15 silver filings # # rapier Object Silvered Edge arch rapier chance 1 diff 30 exp 9000 trans 1 skill smithery cauldron forge ingred rapier,10 silver filings # # sicklesword Object Silvered Edge arch sicklesword chance 1 diff 30 exp 9000 trans 1 skill smithery cauldron forge ingred sicklesword,9 silver filings # # Serpentman sword Object Silvered Edge arch serp_sword chance 1 diff 33 exp 10000 trans 1 skill smithery cauldron forge ingred Serpentman sword,3 silver filings # # throwing dagger Object Silvered Edge arch t_dagger chance 1 diff 28 exp 8000 trans 1 skill smithery cauldron forge ingred throwing dagger,2 silver filings # # kama Object Silvered Edge arch kama1,kama2 chance 1 diff 30 exp 9000 trans 1 skill smithery cauldron forge ingred kama,4 silver filings # # long spear Object Silvered Edge arch lspear chance 1 diff 25 exp 5000 trans 1 skill smithery cauldron forge ingred long spear,silver filings # # poleaxe Object Silvered Edge arch poleaxe chance 1 diff 30 exp 9000 trans 1 skill smithery cauldron forge ingred poleaxe,8 silver filings # # sai Object Silvered Edge arch sai1,sai2 chance 1 diff 30 exp 9000 trans 1 skill smithery cauldron forge ingred sai,2 silver filings # # scythe Object Silvered Edge arch scythe1 chance 1 diff 35 exp 10000 trans 1 skill smithery cauldron forge ingred scythe,10 silver filings # # sickle Object Silvered Edge arch sickle1 chance 1 diff 30 exp 9000 trans 1 skill smithery cauldron forge ingred sickle,8 silver filings # # spear Object Silvered Edge arch spear chance 1 diff 25 exp 5000 trans 1 skill smithery cauldron forge ingred spear,silver filings # # taifu Object Silvered Edge arch taifu_1 chance 1 diff 29 exp 8500 trans 1 skill smithery cauldron forge ingred taifu,5 silver filings # # trident Object Silvered Edge arch trident chance 1 diff 31 exp 9200 trans 1 skill smithery cauldron forge ingred trident,9 silver filings # # throwing stars Object Silvered Edge arch t_star1 chance 1 diff 35 exp 10000 trans 1 yield 3 skill smithery cauldron forge ingred 3 throwing star,silver filings # # Battle Axe Object Silvered Edge arch battle_axe chance 1 diff 30 exp 9000 trans 1 skill smithery cauldron forge ingred Battle Axe,5 silver filings # # vicious axe Object Silvered Edge arch axe_5 chance 1 diff 30 exp 9000 trans 1 skill smithery cauldron forge ingred vicious axe,6 silver filings # # axes Object Silvered Edge arch axe,axe_2,axe_3,axe_4 chance 1 diff 30 exp 9000 trans 1 skill smithery cauldron forge ingred axe,5 silver filings # # ----------- # Basic armor # ----------- # # # iron scale mail Object NONE arch scale_mail chance 5 diff 7 exp 1500 skill smithery cauldron forge ingred 2 iron bar # # bronze scale mail Object NONE arch b_scale_mail chance 6 diff 6 exp 1200 skill smithery cauldron forge ingred 2 bronze bar # # lead scale mail Object NONE arch lead_scale_mail chance 2 diff 4 exp 800 skill smithery cauldron forge ingred leather,2 lead bar # # iron small shield Object NONE arch small_shield chance 6 diff 5 exp 1000 skill smithery cauldron forge ingred iron bar,2 leather strip # # bronze small shield Object NONE arch b_small_shield chance 6 diff 4 exp 800 skill smithery cauldron forge ingred bronze bar,2 leather strip # # iron high shield Object NONE arch high_shield chance 6 diff 8 exp 2000 skill smithery cauldron forge ingred 2 iron bar,2 leather strip # # lead shield Object NONE arch lead_shield chance 2 # Lead is super soft, so its easy to get it to shape how you want diff 3 exp 500 skill smithery cauldron forge ingred 3 lead bar,2 leather strip # # lead full helmet Object NONE arch lead_full_helmet chance 2 diff 3 exp 500 skill smithery cauldron forge ingred 2 lead bar # # ---------------- # Tanning # ---------------- # # # leather -- from small troll Object NONE arch leather chance 3 diff 4 exp 850 skill woodsman cauldron tanbench ingred small troll's hide # # leather -- from large troll Object NONE arch leather chance 3 diff 5 exp 1000 yield 5 skill woodsman cauldron tanbench ingred troll's hide # # leather -- from wolf Object NONE arch leather chance 3 diff 5 exp 1000 skill woodsman cauldron tanbench ingred 2 wolf's hide # # leather -- from bear Object NONE arch leather chance 3 diff 5 exp 1000 yield 2 skill woodsman cauldron tanbench ingred bear's hide # # white leather -- from sheep's sheepskin Object NONE arch leather_white chance 2 diff 7 exp 1500 skill woodsman cauldron tanbench ingred 2 sheep's sheepskin # # # white leather -- from sheepskin rugs Object NONE arch leather_white chance 1 # To be a rug, there's already been some amount of processing done to it. diff 3 exp 500 skill woodsman cauldron tanbench ingred 2 sheepskin rug # # white leather -- from dire wolf Object NONE arch leather_white chance 3 diff 7 exp 1500 skill woodsman cauldron tanbench ingred 2 dire wolf's hide # # white leather -- from dire wolf sire Object NONE arch leather_white chance 3 diff 7 exp 1500 skill woodsman cauldron tanbench ingred dire wolf sire's hide # # white leather -- from polar bear Object NONE arch leather_white chance 3 diff 7 exp 1500 yield 5 skill woodsman cauldron tanbench ingred polar bear's hide # # black leather -- from behemoth Object NONE arch leather_black yield 14 chance 3 diff 7 exp 1500 skill woodsman cauldron tanbench ingred behemoth's hide # # black leather -- from hellhound Object NONE arch leather_black chance 3 diff 7 exp 1500 skill woodsman cauldron tanbench ingred 3 hellhound's hide # # black leather -- from greater hellhound Object NONE arch leather_black chance 3 diff 7 exp 1500 skill woodsman cauldron tanbench ingred greater hellhound's hide # # ------------------------- # Basic recipes for leather # ------------------------- # Object NONE arch leather_strips yield 50 ingred leather chance 0 combination 1 tool slicingknife,b_slicingknife # # Cloak Object NONE arch cloak yield 5 chance 5 diff 6 exp 1200 skill woodsman cauldron tanbench # use a leather strip for cloak hood ingred leather,leather strip # # Black leather cloak Object black leather arch cloak yield 5 chance 5 diff 8 exp 1400 skill woodsman cauldron tanbench # use a leather strip for cloak hood ingred black leather,leather strip # # White leather cloak Object white leather arch cloak yield 5 chance 5 diff 8 exp 1400 skill woodsman cauldron tanbench # use a leather strip for cloak hood ingred white leather,leather strip # # leather armour Object NONE arch leather_armour chance 5 diff 8 exp 1500 skill woodsman cauldron tanbench ingred leather # # -------------- # Potions -- incl. balms, figurines, and dusts # -------------- # # -- Balms of protection. Since balm is rubbed on, I made only # protections vs. things that 'physically' must touch you. # Other protections are in potion. # # -- balms of protection -- # # -- fire prot. Object asbestos arch balm_generic chance 25 diff 15 exp 8000 skill alchemy cauldron cauldron ingred 3 red dragon scale,water of the wise # # -- cold prot. #1 Object warmth arch balm_generic chance 25 diff 16 exp 12000 yield 6 skill alchemy cauldron cauldron ingred vampire's heart,water of the wise,icecube # # -- cold prot. #2 Object warmth arch balm_generic chance 25 diff 14 exp 6000 yield 3 skill alchemy cauldron cauldron ingred water of the wise,water of pearl,icecube # # -- elect prot. Object insulation arch balm_generic chance 25 diff 14 exp 7000 skill alchemy cauldron cauldron ingred beholdereye,water of the wise,2 key # # -- phys. prot. Object aethereality arch balm_generic chance 28 diff 17 exp 8000 skill alchemy cauldron cauldron ingred 3 ghost's ectoplasm,water of emerald # # -- misc. balms -- # # -- word of recall Object return home arch balm_generic chance 2 diff 12 exp 6000 yield 3 skill alchemy cauldron cauldron ingred 3 xan's wing,3 pixie's wings,3 water of sapphire # # -- invisible Object transparency arch balm_generic chance 8 diff 14 exp 7000 skill alchemy cauldron cauldron ingred ghost's ectoplasm,water of emerald,3 onion # # -- invisible to undead Object invisible to undead arch balm_generic chance 15 diff 10 exp 5000 skill alchemy cauldron cauldron ingred zombie's corpse,graveyard dirt # # -- minor heal Object first aid arch balm_generic chance 27 diff 9 exp 4000 skill alchemy cauldron cauldron yield 7 ingred water of the wise,mandrake root # # -- levitation Object flying arch balm_generic chance 20 diff 13 exp 7000 skill alchemy cauldron cauldron ingred 2 giant bat's wing,water of the wise # # -- serpent to snake (you rub it on your staff!) Object the serpent arch balm_generic chance 12 diff 12 exp 6000 skill alchemy cauldron cauldron ingred snake's skin,bottle of philosophical oil # # Figurines -- these devices should only summon 'golems'; never any # other effects. # # -- summon golem Object clay arch figurine_generic chance 8 diff 8 exp 3000 skill alchemy cauldron cauldron ingred 3 graveyard dirt,water of the wise # # -- summon air elem Object whirlwind arch figurine_generic chance 7 diff 20 exp 20000 yield 4 skill alchemy cauldron cauldron ingred air para-elemental's residue,7 pile of gypsum,bottle of philosophical oil # # -- summon earth elem Object stone arch figurine_generic chance 5 diff 20 exp 20000 yield 4 skill alchemy cauldron cauldron ingred earth para-elemental's residue,7 pile of pyrite,bottle of philosophical oil # # -- summon water elem Object a great wave arch figurine_generic chance 4 diff 20 exp 20000 yield 4 skill alchemy cauldron cauldron ingred water para-elemental's residue,7 water,bottle of philosophical oil # # -- summon fire elem Object a flame arch figurine_generic chance 3 diff 20 exp 20000 yield 4 skill alchemy cauldron cauldron ingred fire para-elemental's residue,7 pile of sulphur,bottle of philosophical oil # # -- mystic fist Object a clenched hand arch figurine_generic chance 1 yield 7 diff 14 exp 10000 skill alchemy cauldron cauldron ingred figurine of clay,hill giant's hand,bottle of philosophical oil # # Dusts -- these either allow 360 deg 'attacks' or effect some kind of # detection. # # -- dusts w/ 360 effect -- # # -- paralyze Object stasis arch dust_generic chance 15 diff 10 exp 5000 skill alchemy cauldron cauldron ingred mountain stone,goblin's liver # # -- mass confusion Object madness arch dust_generic chance 15 diff 12 exp 6000 yield 2 skill alchemy cauldron cauldron ingred madman's corpse,2 water of the wise # # -- burning hands Object ignition arch dust_generic chance 19 yield 4 diff 15 exp 8000 skill alchemy cauldron cauldron ingred water of diamond,pile of salt,pile of phosphorus,pile of sulphur # # -- hellfire Object conflagration arch dust_generic chance 5 yield 4 diff 20 exp 20000 skill alchemy cauldron cauldron ingred water of diamond,pile of philosophical salt,pile of philosophical phosphorus,pile of philosophical sulphur # # -- counterspell Object countermagic arch dust_generic chance 23 diff 15 exp 9000 yield 4 skill alchemy cauldron cauldron ingred 2 lead,pile of philosophical phosphorus # # -- slow Object lethargy arch dust_generic chance 23 diff 15 exp 9000 yield 6 skill alchemy cauldron cauldron ingred water of pearl,slug's slime,river stone # # -- icestorm #1 Object frost arch dust_generic chance 18 diff 12 exp 10000 yield 4 skill alchemy cauldron cauldron ingred icecube,icecube,icecube,water of diamond # # -- icestorm #2 Object frost arch dust_generic chance 18 diff 14 exp 8000 yield 3 skill alchemy cauldron cauldron ingred water of pearl,water of diamond,pile of gypsum # # -- shockwave Object concussion arch dust_generic chance 8 diff 10 exp 5000 yield 2 skill alchemy cauldron cauldron ingred dust of conflagration,dust of ignition # # -- fear Object fright arch dust_generic chance 16 diff 12 exp 6000 yield 2 skill alchemy cauldron cauldron ingred orc's heart,water of the wise # # -- turn undead Object repelling undead arch dust_generic chance 11 diff 9 exp 4500 yield 6 skill alchemy cauldron cauldron ingred pile of salt,graveyard dirt # # -- face of death -- this is potent stuff!! # unfortuneately its currently buggy :< #Object Necrocritis #arch dust_generic #chance 0 #ingred 3 graveyard dirt,vampire's heart,zombie corpse,lich dust # # -- dusts of detection -- # # -- magic mapping Object clairvoyance arch dust_generic chance 14 diff 7 exp 4000 yield 6 skill alchemy cauldron cauldron ingred 2 beholdereye,water of sapphire # # -- show invisible Object revealing arch dust_generic chance 3 diff 9 exp 4500 yield 5 skill alchemy cauldron cauldron ingred 3 pile of gypsum,Dread's eye,water of emerald # # -- detect magic Object show enchantment arch dust_generic chance 38 diff 5 exp 2000 yield 5 skill alchemy cauldron cauldron ingred pixie dust,pile of pyrite # # -- dark vision Object night vision arch dust_generic chance 17 diff 15 exp 9000 yield 10 skill alchemy cauldron cauldron ingred beholdereye,3 carrots,water of the wise # # -- xray Object piercing vision arch dust_generic chance 11 yield 10 diff 9 exp 4500 skill alchemy cauldron cauldron ingred water of sapphire,7 carrots # # -- faery fire Object clinging glow arch dust_generic chance 21 diff 14 exp 8000 yield 10 skill alchemy cauldron cauldron ingred pile of pyrite,3 pixie dust,water of the wise # # -- fog, ok, ok. Not a detection spell. Not 360. But where else # to put it? And after all the work I put in this game, # can't I name an artifact after a favorite character? :) # -- b.t. Object Biren's mist arch dust_generic chance 6 diff 15 exp 7000 yield 3 skill alchemy cauldron cauldron ingred water of the wise,icecube,booze # # biren's mist #2 Object Biren's mist arch dust_generic chance 6 yield 6 diff 14 exp 7500 skill alchemy cauldron cauldron ingred water of the wise,water of pearl,booze # # -- command undead Object the Dead arch dust_generic chance 14 diff 14 exp 7000 yield 5 skill alchemy cauldron cauldron ingred skull's tongue,zombie's corpse,graveyard dirt # # -- light Object brightness arch dust_generic chance 24 diff 12 exp 6000 yield 6 skill alchemy cauldron cauldron ingred torch,water of ruby,pile of sulphur # # -- darkness Object impenatrability arch dust_generic chance 15 diff 18 exp 12000 yield 3 skill alchemy cauldron cauldron ingred burnt out torch,lead,dust of Biren's mist # # -- mana blast Object consuming wrath arch dust_generic chance 16 diff 18 exp 12000 yield 5 skill alchemy cauldron cauldron ingred water of diamond,pile of phosphorus,lead,pile of sulphur # # -- medium mana ball Object encompassing rage arch dust_generic chance 4 diff 20 exp 20000 yield 5 skill alchemy cauldron cauldron ingred water of diamond,pile of philosophical phosphorus,lead,pile of philosophical sulphur # # # -- medium snowstowm Object blizzards arch dust_generic chance 5 yield 5 diff 15 exp 10000 skill alchemy cauldron cauldron ingred water of sapphire,dust of frost,bottle of philosophical oil # # Potions -- these give 'non-contact' protections, have # attack effects on the 'drinker' (or one it is # thrown at ;), give immunities, give cures and # have the more powerfull misc. effects. # # -- stat enchancing potion. (temporary, allowing players to make # permantent stat raising items is a playbalance no no I think). # # -- strength spell Object strength arch potion_generic chance 18 diff 16 exp 12000 skill alchemy cauldron cauldron yield 7 ingred 3 water of the wise,ogre's arm,pile of philosophical salt # # -- dex spell Object agility arch potion_generic chance 18 diff 16 exp 12000 yield 7 skill alchemy cauldron cauldron ingred 3 water of the wise,pixie dust,pile of philosophical salt # # -- con spell Object fortitude arch potion_generic chance 17 diff 16 exp 12000 yield 7 skill alchemy cauldron cauldron ingred 3 water of the wise,small troll's liver,pile of philosophical salt # # -- cha spell (gets rid of wrinkles, better as balm! :) Object beauty arch balm_generic chance 5 diff 16 exp 12000 yield 7 skill alchemy cauldron cauldron ingred woman's head,3 mint sprig,water of the wise # # -- heroism Object NONE arch potion_heroism chance 11 diff 16 exp 12000 yield 8 skill alchemy cauldron cauldron ingred ogre's heart,3 water of the wise,pile of philosophical salt,pirate's heart # # -- immunity potion, these are separate archs each already -- # Note the 0 chance--these formulae are quest items. # # -- fire immune # (quest: peterm/FireTemple) Object NONE arch potion_cold chance 0 diff 50 exp 500000 yield 10 skill alchemy cauldron cauldron ingred fire para-elemental's residue,3 balm of asbestos,dragon's steak,7 water of ruby keycode fire alchemist # # -- cold immune Object NONE arch potion_fire chance 1 diff 50 exp 500000 yield 10 skill alchemy cauldron cauldron ingred ice para-elemental's residue,3 balm of warmth,chinese dragon's steak,7 water of sapphire # # -- renamed potion of invulnerability to potion of shielding Object NONE arch potion_shielding chance 0 diff 50 exp 500000 yield 4 skill alchemy cauldron cauldron ingred Spectre's ectoplasm,demon's head,7 water of ruby,3 balm of aethereality # # -- magic immunity (very powerful) Object magic resistance arch potion_generic chance 0 diff 50 exp 500000 yield 14 skill alchemy cauldron cauldron ingred block of true lead,demon's heart,7 water of diamond,3 potion of resist magic # # -- electric immunity (very powerful) Object shock resistance arch potion_generic chance 0 diff 50 exp 500000 yield 14 skill alchemy cauldron cauldron ingred lightning para-elemental's residue,block of fixed mercury,titan's head,7 water of ruby # # -- prot from magic Object resist magic arch potion_generic chance 25 diff 20 exp 20000 yield 2 skill alchemy cauldron cauldron ingred water of ruby,beholder's tongue,mandrake root # # -- prot from confusion Object resist confusion arch potion_generic chance 22 diff 20 exp 20000 skill alchemy cauldron cauldron ingred madman's head,beholdereye,water of ruby # # -- prot from draining Object resist draining arch potion_generic chance 21 diff 15 exp 12000 yield 10 skill alchemy cauldron cauldron ingred wight's corpse,water of ruby,graveyard dirt # # -- prot from paralysis Object resist paralysis arch potion_generic chance 24 diff 14 exp 11000 yield 10 skill alchemy cauldron cauldron ingred mercury,water of ruby,cunning gnome's corpse # # -- prot from slow Object resist slow arch potion_generic chance 24 diff 14 exp 11000 yield 10 skill alchemy cauldron cauldron ingred water of ruby,2 xan's wing # # -- prot from poison Object resist poison arch potion_generic chance 20 diff 15 exp 12000 yield 10 skill alchemy cauldron cauldron ingred scorpion's stinger,water of ruby,clover # # -- curative potion # # -- cure blindness Object cure vision arch potion_generic chance 15 diff 12 exp 9000 yield 5 skill alchemy cauldron cauldron ingred man's eye,carrots,balm of first aid # # -- cure poison Object cure poison arch potion_generic chance 16 diff 12 exp 9000 yield 5 skill alchemy cauldron cauldron ingred snake's skin,apple,balm of first aid # # -- cure confusion Object cure madness arch potion_generic chance 17 diff 12 exp 9000 yield 9 skill alchemy cauldron cauldron ingred madman's head,apple,balm of first aid # # -- potion casting other magic, dedicated archs first, then potion_gen # # -- sp regen. Recipe #1 Object NONE arch potion_magic chance 0 diff 20 exp 20000 yield 5 skill alchemy cauldron cauldron ingred 3 potion of mystic power,block of fixed mercury,water of diamond # # -- sp regen. Recipe #2 Object NONE arch potion_magic chance 0 diff 20 exp 25000 yield 4 skill alchemy cauldron cauldron ingred potion of mystic power,mushroom of Magic,water of diamond # # -- restoration Object NONE arch potion_restoration chance 7 diff 10 exp 10000 yield 5 skill alchemy cauldron cauldron ingred unicorn horn,3 booze # # -- healing recipe #1 Object NONE arch potion_heal cauldron cauldron chance 8 diff 13 exp 2600 skill alchemy yield 1 ingred mushroom of Healing,water of emerald,water of diamond # # -- healing recipe #2 Object NONE arch potion_heal cauldron cauldron chance 4 diff 13 exp 13000 skill alchemy yield 1 ingred balm of first aid,red rose,unicorn horn # # -- regeneration Object recuperation arch potion_generic chance 9 diff 13 exp 13000 yield 7 skill alchemy cauldron cauldron ingred troll's liver,water of the wise,3 booze # # -- haste Object speed arch potion_generic chance 1 diff 20 exp 20000 yield 4 skill alchemy cauldron cauldron ingred pixie's wings,xan's wing,water of diamond # # -- transfer Object mystic power arch potion_generic chance 8 diff 12 exp 12000 yield 6 skill alchemy cauldron cauldron ingred 3 water of diamond,sage's head,clover # # -- perceive self Object self knowledge arch potion_generic chance 20 diff 10 exp 10000 yield 3 skill alchemy cauldron cauldron ingred sage's head,water of the wise # # -- probe Object testing monsters arch potion_generic chance 20 diff 10 exp 10000 yield 3 skill alchemy cauldron cauldron ingred magnifying glass,tissue paper,7 water # # -- cure disease Object cure disease arch potion_generic chance 20 diff 5 exp 5000 yield 5 skill alchemy cauldron cauldron ingred booze,balm of first aid,red rose # # -- attack potion. Drinker/target is effected adversely # # -- sm. lightning Object electric shock arch potion_generic chance 4 diff 10 exp 10000 yield 3 skill alchemy cauldron cauldron ingred lightning para-elemental's residue,water of diamond # # -- firebolt Object fire arch potion_generic chance 4 diff 10 exp 10000 yield 3 skill alchemy cauldron cauldron ingred fire para-elemental's residue,water of ruby # # -- frostbolt Object freezing arch potion_generic chance 4 diff 10 exp 10000 yield 3 skill alchemy cauldron cauldron ingred ice para-elemental's residue,water of sapphire # # -- sunspear Object sunfire arch potion_generic chance 4 diff 10 exp 10000 yield 3 skill alchemy cauldron cauldron ingred lava para-elemental's residue,water of diamond # # -- comet Object black fire arch potion_generic chance 2 diff 10 exp 10000 yield 5 skill alchemy cauldron cauldron ingred potion of fire,potion of sunfire,water of diamond # # -- meteor storm, very powerful. Object fiery destruction arch potion_generic chance 0 diff 50 exp 50000 yield 6 skill alchemy cauldron cauldron ingred potion of black fire,water of diamond,water of ruby,water of sapphire,water of emerald # # -- s. fireball Object firestorm arch potion_generic chance 12 diff 18 exp 18000 yield 7 skill alchemy cauldron cauldron ingred dust of ignition,3 booze,bottle of philosophical oil # # -- m. fireball Object great firestorm arch potion_generic chance 4 diff 18 exp 18000 yield 7 skill alchemy cauldron cauldron ingred dust of conflagration,3 booze,bottle of philosophical oil # # -- poison cloud Object noxious fumes arch potion_generic chance 15 diff 18 exp 18000 yield 7 skill alchemy cauldron cauldron ingred 3 xan's wing,water of emerald # # -- color spray. very powerful, probably should be a quest item Object Rainbow Wave arch potion_generic chance 0 diff 50 exp 100000 yield 6 skill alchemy cauldron cauldron ingred wyvern of chaos's steak,7 water of diamond,potion of electric shock,skull's tongue # # -- ball lightning Object lasting shock arch potion_generic chance 3 diff 28 exp 40000 yield 3 skill alchemy cauldron cauldron ingred 3 water of diamond,3 potion of electric shock,electric dragon's steak # # ------------------- # Missile weapons # ------------------- # Object Slay Dragon arch arrow chance 3 trans 1 diff 5 exp 5000 yield 20 skill bowyer cauldron workbench ingred 20 arrow,dragon's claw # Object Slay Dragon arch bolt chance 4 diff 5 exp 5000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 bolt,dragon's claw # # Object Assassinating Dragons arch bolt chance 0 diff 30 exp 50000 yield 20 trans 1 skill bowyer cauldron workbench ingred 20 bolt,dragon's heart,water of emerald,scorpion's stinger # # Object Assassinating Dragons arch arrow chance 0 diff 30 exp 50000 yield 20 trans 1 skill bowyer cauldron workbench ingred 20 arrow,dragon's heart,water of emerald,scorpion's stinger # Object Assassinating Trolls arch bolt chance 0 diff 30 exp 50000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 bolt,troll's heart,scorpion's stinger # # Object Assassinating Trolls arch arrow chance 0 diff 30 exp 50000 yield 20 trans 1 skill bowyer cauldron workbench ingred 20 arrow,troll's heart,scorpion's stinger # # Object Blessedness arch bolt chance 0 diff 30 exp 50000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 bolt,unicorn horn,2 water of sapphire # # Object Blessedness arch arrow chance 0 diff 30 exp 50000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 arrow,unicorn horn,2 water of sapphire # # Object Magic arch arrow chance 4 diff 5 exp 5000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 arrow,potion of mystic power # # Object Magic arch bolt chance 4 diff 5 exp 5000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 bolt,potion of mystic power # # Object Fire arch arrow chance 4 trans 1 diff 5 exp 5000 yield 20 skill bowyer cauldron workbench ingred 20 arrow,wyvern's steak # # Object Fire arch bolt chance 4 diff 5 exp 5000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 bolt,wyvern's steak # # Object Frost arch arrow chance 4 diff 5 exp 5000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 arrow,ghost's ectoplasm # # Object Frost arch bolt chance 4 diff 5 exp 5000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 bolt,ghost's ectoplasm # # Object Lightning arch arrow chance 4 diff 5 exp 5000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 arrow,skull's tooth # # Object Lightning arch bolt chance 4 diff 5 exp 5000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 bolt,skull's tooth # # Object Paralysis arch arrow chance 4 diff 5 exp 5000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 arrow,beholdereye # # Object Paralysis arch bolt chance 4 diff 5 exp 5000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 bolt,beholdereye # # Object Poison arch arrow chance 4 diff 5 exp 5000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 arrow,scorpion's stinger # # Object Poison arch bolt chance 4 diff 5 exp 5000 trans 1 yield 20 skill bowyer cauldron workbench ingred 20 bolt,scorpion's stinger # # ------------------- # Cloaks # ------------------- # Object minor protection arch cloak chance 5 diff 5 exp 5000 trans 1 yield 1 skill woodsman cauldron tanbench ingred cloak,balm of aethereality # Object intermediate protection arch cloak chance 4 diff 10 exp 15000 trans 1 yield 1 skill woodsman cauldron tanbench ingred cloak,ghost's ectoplasm,balm of aethereality # Object greater protection arch cloak chance 2 diff 20 exp 30000 trans 1 yield 1 skill woodsman cauldron tanbench ingred cloak,Spectre's ectoplasm,potion of aethereality # Object Insulation arch cloak chance 3 diff 10 exp 10000 trans 1 yield 1 skill woodsman cauldron tanbench ingred cloak,3 electric dragon's steak,balm of insulation # Object Warmth arch cloak diff 10 exp 10000 chance 3 trans 1 yield 1 skill woodsman cauldron tanbench ingred cloak,3 chinese dragon's steak,balm of insulation # Object Asbestos arch cloak chance 3 diff 10 exp 10000 trans 1 yield 1 skill woodsman cauldron tanbench ingred cloak,3 dragon's steak,balm of insulation # Object Acid Proofing arch cloak chance 3 diff 25 exp 50000 trans 1 yield 1 skill woodsman cauldron tanbench ingred cloak,gaelotroll's corpse,block of true lead # Object Lythander arch cloak chance 1 diff 25 exp 50000 trans 1 yield 1 skill woodsman cauldron tanbench ingred cloak,Dread's eye,holy symbol,2 potion of power # Object Gaea arch cloak chance 1 yield 1 diff 26 trans 1 exp 55000 skill woodsman cauldron tanbench ingred cloak,balm of asbestos,balm of insulation,balm of warmth,holy symbol # Object the Magi arch cloak chance 1 diff 26 exp 80000 trans 1 yield 1 skill woodsman cauldron tanbench ingred cloak,potion of wisdom,2 potion of power # Object Unholy Protection arch cloak chance 3 diff 25 exp 50000 trans 1 yield 1 skill woodsman cauldron tanbench ingred cloak,ring of Doom,amulet of Unholiness,lich dust,vampire's heart # # ------------------- # Boots # ------------------- # Object granite arch high_boots,high_boots_b,high_boots_w chance 5 diff 5 exp 10000 trans 1 yield 1 skill smithery cauldron forge ingred jack boots,3 lead # Object granite arch low_boots chance 5 diff 5 exp 10000 trans 1 yield 1 skill smithery cauldron forge ingred pair of shoes,3 lead # Object mobility arch low_boots chance 3 diff 10 exp 20000 trans 1 yield 1 skill smithery cauldron forge ingred pair of shoes,beholdereye,3 lead # Object mobility arch elvenboots chance 1 diff 10 exp 20000 trans 1 yield 1 skill smithery cauldron forge ingred elven boots,Dread's eye,block of true lead # Object mobility arch levitationboots chance 1 diff 20 exp 50000 trans 1 yield 1 skill smithery cauldron forge ingred levitation boots,Dread's eye,block of true lead # Object clawing arch low_boots chance 5 diff 10 exp 20000 trans 1 yield 1 skill smithery cauldron forge ingred pair of shoes,goblin's head,lead # Object clawing arch high_boots,high_boots_b,high_boots_w chance 5 diff 10 exp 20000 trans 1 yield 1 skill smithery cauldron forge ingred jack boots,goblin's head,lead # Object steel arch high_boots,high_boots_b,high_boots_w chance 5 diff 15 exp 25000 trans 1 yield 1 skill smithery cauldron forge ingred jack boots,3 mithril crystal # Object steel arch low_boots chance 5 diff 15 exp 25000 trans 1 yield 1 skill smithery cauldron forge ingred pair of shoes,3 mithril crystal # # ------------------- # Armour # ------------------- # Object Gorokh arch scale_mail,b_scale_mail chance 3 diff 12 exp 20000 trans 1 yield 1 skill smithery cauldron forge ingred scale mail,potion of magic resistance,demon's head # Object Gorokh arch plate_mail,b_plate_mail chance 3 diff 12 exp 25000 trans 1 yield 1 skill smithery cauldron forge ingred plate mail,potion of magic resistance,demon's head # Object Gnarg arch scale_mail,b_scale_mail chance 4 diff 15 exp 30000 trans 1 yield 1 skill smithery cauldron forge ingred scale mail,potion of resist poison,troll's heart # Object Gnarg arch plate_mail,b_plate_mail chance 4 diff 18 exp 40000 trans 1 yield 1 skill smithery cauldron forge ingred plate mail,potion of resist poison,troll's heart # Object Protection arch scale_mail,b_scale_mail chance 6 diff 25 exp 80000 trans 1 yield 1 skill smithery cauldron forge ingred scale mail,amulet of Shielding,lead # Object Protection arch plate_mail,b_plate_mail chance 6 diff 30 exp 100000 trans 1 yield 1 skill smithery cauldron forge ingred plate mail,amulet of Shielding,3 lead # Object Berwean arch plate_mail,b_plate_mail chance 4 diff 10 exp 20000 trans 1 yield 1 skill smithery cauldron forge ingred plate mail,3 pixie's wings,3 xan's wing # Object Berwean arch mithril_chainmail chance 2 diff 20 exp 40000 trans 1 yield 1 skill smithery cauldron forge ingred mithril chainmail,3 pixie's wings,3 xan's wing,potion of speed # Object Blazing Fires arch dragon_mail chance 1 diff 30 exp 100000 trans 1 yield 1 skill smithery cauldron forge ingred red dragon mail,3 dragon's steak,dragon's eye,red dragon scale,fire para-elemental's residue # Object Blazing Fires arch scale_mail,b_scale_mail chance 2 diff 25 exp 80000 trans 1 yield 1 skill smithery cauldron forge ingred scale mail,wyvern's steak,red dragon scale,fire para-elemental's residue # Object Gaea arch leather_armour chance 3 diff 15 exp 30000 trans 1 yield 1 skill smithery cauldron forge ingred armour,potion of resist draining,potion of recuperation # Object Gaea arch ring_mail chance 3 diff 12 exp 20000 trans 1 yield 1 skill smithery cauldron forge ingred hauberk,potion of resist draining,potion of recuperation # Object Protection arch chain_mail chance 5 diff 20 exp 40000 trans 1 yield 1 skill smithery cauldron forge ingred chain mail,balm of aethereality,lead # Object Protection arch ring_mail2 chance 5 diff 20 exp 40000 trans 1 yield 1 skill smithery cauldron forge ingred ring mail,balm of aethereality,lead # Object Power arch plate_mail,b_plate_mail chance 2 diff 40 exp 150000 trans 1 yield 1 skill smithery cauldron forge ingred plate mail,3 dragon's steak,balm of aethereality,potion of strength # Object Displacement arch robe,robe2 diff 20 exp 50000 chance 4 trans 1 yield 1 skill smithery cauldron forge ingred robe,balm of transparency,3 mercury # Object metal weave arch robe,robe2 diff 10 exp 20000 chance 4 trans 1 yield 1 skill smithery cauldron forge ingred robe,lead,balm of aethereality # Object NONE arch elven_robe diff 40 exp 150000 chance 2 yield 1 skill smithery cauldron forge ingred robe,potion of dexterity,3 potion of resist confusion,clover,unicorn horn # # ------------------ # Helmets # ------------------ # Object Xebinon arch helmet,a_helmet,b_helmet chance 2 diff 5 exp 10000 trans 1 yield 1 skill smithery cauldron forge ingred helmet,magic power potion,bottle of philosophical oil # Object Dark Vision arch helmet,a_helmet,b_helmet chance 3 diff 5 exp 10000 trans 1 yield 1 skill smithery cauldron forge ingred helmet,3 dust of night vision,bottle of philosophical oil # Object Might arch full_helmet,b_full_helmet chance 3 diff 10 exp 20000 trans 1 yield 1 skill smithery cauldron forge ingred full helmet,potion of strength,ogre's corpse,bottle of philosophical oil # Object Valriel arch full_helmet,b_full_helmet chance 4 diff 10 exp 20000 trans 1 yield 1 skill smithery cauldron forge ingred full helmet,3 balm of beauty,bottle of philosophical oil # Object Argoth arch full_helmet,b_full_helmet chance 2 diff 12 exp 25000 trans 1 yield 1 skill smithery cauldron forge ingred full helmet,3 dragon's steak,mithril crystal,bottle of philosophical oil # Object Lythander arch helmet,a_helmet,b_helmet chance 5 diff 6 exp 12000 trans 1 yield 1 skill smithery cauldron forge ingred helmet,clover,bottle of philosophical oil # Object Sorig arch crown,crown_dark,crown_gray,crown_r,crown_white chance 3 diff 20 exp 40000 trans 1 yield 1 skill smithery cauldron forge ingred crown,lightning para-elemental's residue,balm of insulation,bottle of philosophical oil # # ------------------ # Shields # ------------------ # Object Deflection arch high_shield chance 5 diff 5 exp 10000 trans 1 yield 1 skill smithery cauldron forge ingred high shield,balm of aethereality,3 lead # Object Mostrai arch small_shield,b_small_shield chance 3 diff 7 exp 10000 trans 1 yield 1 skill smithery cauldron forge ingred small shield,balm of asbestos,mithril crystal # Object Mostrai arch high_shield chance 3 diff 7 exp 10000 trans 1 yield 1 skill smithery cauldron forge ingred high shield,balm of asbestos,mithril crystal # Object Gnarg arch spiked_shield chance 3 diff 7 exp 5000 trans 1 yield 1 skill smithery cauldron forge ingred spiked shield,pixie dust,booze # # ------------------ # Gauntlets / Gloves # ------------------ # Object Havok arch gloves,gloves_b,gloves_w chance 4 diff 5 exp 12000 trans 1 yield 1 skill woodsman cauldron tanbench ingred gloves,ogre's corpse,bottle of philosophical oil # Object marksmanship arch gloves,gloves_b,gloves_w chance 5 trans 1 yield 1 diff 8 exp 16000 skill woodsman cauldron tanbench ingred gloves,5 arrow of Accuracy,bottle of mineral oil # Object Sorig arch gloves,gloves_b,gloves_w chance 3 trans 1 yield 1 diff 13 exp 20000 skill woodsman cauldron tanbench ingred gloves,hill giant's hand,lightning para-elemental's residue,bottle of philosophical oil # Object the Titans arch gauntlets,b_gauntlets chance 3 diff 14 exp 22000 trans 1 yield 1 skill smithery cauldron forge ingred gauntlets,hill giant's heart,bottle of philosophical oil # Object bladed steel arch gloves,gloves_b,gloves_w chance 5 diff 10 exp 20000 trans 1 yield 1 skill woodsman cauldron tanbench ingred gloves,hill giant's hand,bottle of mineral oil # Object Sorig arch gauntlets,b_gauntlets chance 1 diff 35 exp 120000 trans 1 yield 1 skill smithery cauldron forge ingred gauntlets,hill giant's hand,lightning para-elemental's residue,bottle of philosophical oil,electric dragon's steak # # ------------------ # Bows / Crossbows # ------------------ # Object Auriga arch bow chance 1 trans 1 yield 1 diff 15 exp 15000 skill bowyer cauldron workbench ingred bow,3 potion of strength,hill giant's corpse,troll's heart # Object Thunder arch bow chance 3 diff 16 exp 16000 trans 1 yield 1 skill bowyer cauldron workbench ingred bow,titan's head,dust of stasis # Object Thunder arch crossbow chance 3 diff 16 exp 16500 trans 1 yield 1 skill bowyer cauldron workbench ingred crossbow,titan's head,dust of stasis # Object Lythander arch longbow chance 5 diff 10 exp 10000 trans 1 yield 1 skill bowyer cauldron workbench ingred long bow,4 clover,troll's liver # Object Ruggilli arch crossbow chance 4 diff 12 exp 11000 trans 1 yield 1 skill bowyer cauldron workbench ingred crossbow,3 potion of fire,dragon's wing # Object Sorig arch huntersbow chance 5 diff 12 exp 11500 trans 1 yield 1 skill bowyer cauldron workbench ingred hunter's bow,potion of lasting shock,lightning para-elemental's residue # Object Accuracy arch bow chance 10 diff 3 exp 4000 trans 1 yield 1 skill bowyer cauldron workbench ingred bow,3 mushroom of Quickness,mercury # Object Valriel arch compositebow chance 9 diff 5 exp 6000 trans 1 yield 1 skill bowyer cauldron workbench ingred composite bow,demon's head,3 dust of frost # Object Gorokh arch longbow chance 2 diff 20 exp 18000 trans 1 yield 1 skill bowyer cauldron workbench ingred long bow,3 dust of conflagration,gaelotroll's liver,ogre's heart # Object Mostrai arch crossbow diff 18 chance 3 exp 17500 trans 1 yield 1 skill bowyer cauldron workbench ingred crossbow,3 dust of consuming wrath,hill giant's heart,3 mithril crystal # # ------------------ # Weapons # ------------------ # Object Madness arch dagger,b_dagger chance 5 diff 5 exp 8000 trans 1 yield 1 skill smithery cauldron forge ingred dagger,madman's head,bottle of mineral oil # Object Poisoning arch dagger,b_dagger chance 5 diff 5 exp 5000 trans 1 yield 1 skill smithery cauldron forge ingred dagger,xan's wing,bottle of mineral oil # Object Poisoning arch falchion chance 3 diff 6 exp 6000 trans 1 yield 1 skill smithery cauldron forge ingred falchion,3 xan's wing,bottle of philosophical oil # Object Fear arch morningstar chance 5 diff 8 exp 10000 trans 1 yield 1 skill smithery cauldron forge ingred morningstar,wyvern's steak,bottle of philosophical oil # Object Fear arch club chance 5 diff 4 exp 5000 trans 1 yield 1 skill smithery cauldron forge ingred club,wyvern's steak,bottle of philosophical oil # Object Fear arch big_club chance 5 diff 5 exp 6000 trans 1 yield 1 skill smithery cauldron forge ingred large club,wyvern's steak,bottle of philosophical oil # Object Gnarg arch sword,b_sword_1,b_sword_2,sword_2 chance 5 diff 8 exp 8000 trans 1 yield 1 skill smithery cauldron forge ingred long sword,3 xan's wing,bottle of philosophical oil # Object Gnarg arch stonehammer chance 5 diff 8 exp 8000 trans 1 yield 1 skill smithery cauldron forge ingred stonehammer,3 xan's wing,bottle of philosophical oil # Object Kragi arch sword_4 chance 10 trans 1 yield 1 diff 10 exp 10000 skill smithery cauldron forge ingred sword,healing potion,bottle of philosophical oil # Object Kragi arch hammer chance 10 diff 11 exp 12000 trans 1 yield 1 skill smithery cauldron forge ingred hammer,healing potion,bottle of philosophical oil # Object Slay Ogre arch sword_4 chance 6 diff 7 exp 8000 trans 1 yield 1 skill smithery cauldron forge ingred sword,ogre's heart,bottle of philosophical oil # Object Slay Ogre arch axe_5 chance 6 diff 6 exp 7000 trans 1 yield 1 skill smithery cauldron forge ingred vicious axe,ogre's heart,bottle of philosophical oil # Object Valriel arch morningstar chance 3 diff 12 exp 15000 trans 1 yield 1 skill smithery cauldron forge ingred morningstar,demon's head,bottle of philosophical oil # Object Valriel arch katana_1 diff 13 exp 16000 chance 3 trans 1 yield 1 skill smithery cauldron forge ingred katana,demon's head,bottle of philosophical oil # Object Gorokh arch broadsword,b_bsword_1,b_bsword_2,broadsword_2 chance 3 diff 15 exp 20000 trans 1 yield 1 skill smithery cauldron forge ingred broadsword,light angel's head,bottle of philosophical oil # Object Gorokh arch poleaxe chance 3 diff 16 exp 21000 trans 1 yield 1 skill smithery cauldron forge ingred poleaxe,light angel's head,bottle of philosophical oil # Object the Devourers arch mace,mace_2 diff 20 exp 32000 chance 3 trans 1 yield 1 skill smithery cauldron forge ingred mace,ice para-elemental's residue,bottle of philosophical oil # Object the Devourers arch nunchacu_1,nunchacu_2 chance 3 diff 25 exp 43000 trans 1 yield 1 skill smithery cauldron forge ingred nunchacu,ice para-elemental's residue,bottle of mineral oil # Object Slay Troll arch sword,b_sword_1,b_sword_2,sword_2 chance 5 diff 10 exp 13000 trans 1 yield 1 skill smithery cauldron forge ingred long sword,small troll's heart,bottle of philosophical oil # Object Slay Troll arch b_ssword_1,b_ssword_2,shortsword,shortsword_2 chance 5 diff 10 exp 13000 trans 1 yield 1 skill smithery cauldron forge ingred shortsword,small troll's heart,bottle of philosophical oil # Object Slay Undead arch axe,axe_2,axe_3,axe_4,b_axe1,dhaxe2,shaxe1 chance 5 yield 1 diff 6 trans 1 exp 8000 skill smithery cauldron forge ingred axe,zombie's corpse,bottle of philosophical oil # Object Slay Undead arch shortsword_2,b_ssword_1,b_ssword_2,shortsword chance 5 diff 5 exp 7000 trans 1 yield 1 skill smithery cauldron forge ingred shortsword,zombie's corpse,bottle of philosophical oil # # this ones just an upgrade - robbing it of possible god enchantments Object Slay Undead arch skullcleaver chance 5 diff 30 exp 50000 trans 1 yield 1 skill smithery cauldron forge ingred Skullcleaver,vampire's heart,bottle of philosophical oil # Object Slay Beholder arch lspear chance 5 diff 15 exp 15000 trans 1 yield 1 skill smithery cauldron forge ingred long spear,3 beholdereye,bottle of philosophical oil # Object Slay Beholder arch taifu_1 chance 5 diff 18 exp 23000 trans 1 yield 1 skill smithery cauldron forge ingred Taifu,3 beholdereye,bottle of philosophical oil # Object Slay Dragon arch mace,mace_2 diff 20 exp 40000 chance 5 trans 1 yield 1 skill smithery cauldron forge ingred mace,3 dragon's steak,bottle of philosophical oil # # frostbrand and firebrand have only fire/cold attacks - so will do no damage # to the wrong kind of dragon. Again we rob potential god enchantments Object Slay Dragon arch firebrand chance 5 diff 30 exp 90000 trans 1 yield 1 skill smithery cauldron forge ingred Firebrand,3 chinese dragon's steak,chinese dragon's heart,bottle of philosophical oil # Object Slay Dragon arch frostbrand chance 5 diff 30 exp 90000 trans 1 yield 1 skill smithery cauldron forge ingred Frostbrand,3 dragon's steak,dragon's heart,bottle of philosophical oil # Object Glamdri arch sabre diff 10 exp 12000 chance 2 trans 1 yield 1 skill smithery cauldron forge ingred sabre,potion of resist magic,beholdereye,bottle of philosophical oil # Object Glamdri arch light_sword,b_lsword chance 2 diff 11 exp 13000 trans 1 yield 1 skill smithery cauldron forge ingred light sword,potion of resist magic,beholdereye,bottle of philosophical oil # Object Sorig arch scimitar,b_scimitar chance 3 diff 14 exp 15000 trans 1 yield 1 skill smithery cauldron forge ingred scimitar,lightning para-elemental's residue,bottle of philosophical oil # Object Sorig arch poleaxe chance 3 diff 16 exp 20000 trans 1 yield 1 skill smithery cauldron forge ingred poleaxe,lightning para-elemental's residue,bottle of philosophical oil # Object Ruggilli arch large_morningstar chance 3 diff 14 exp 17000 trans 1 yield 1 skill smithery cauldron forge ingred large morningstar,wyvern's steak,bottle of philosophical oil # Object Ruggilli arch trident chance 3 diff 15 exp 18000 trans 1 yield 1 skill smithery cauldron forge ingred trident,wyvern's steak,bottle of philosophical oil # Object Paralysis arch dagger,b_dagger chance 6 diff 8 exp 8000 trans 1 yield 1 skill smithery cauldron forge ingred dagger,dust of stasis,bottle of mineral oil # # ------------------- # Amulets # ------------------- # cast large gold nugget -> amulet Object NONE arch amulet ingred large gold nugget yield 1 skill jeweler cauldron forge chance 0 exp 2000 diff -25 # melt amulet -> large gold nugget Object NONE arch largenugget ingred amulet yield 1 skill jeweler cauldron forge chance 0 exp 400 diff -35 # Object Shielding arch amulet chance 5 yield 1 diff 5 exp 8000 skill jeweler cauldron jeweler_bench ingred amulet,potion of aethereality,3 ruby of great value # Object Sustenance arch amulet chance 5 diff 6 exp 9000 yield 1 skill jeweler cauldron jeweler_bench ingred amulet,vampire's heart,diamond of great value # Object Empowerment arch amulet chance 3 diff 7 exp 10000 yield 1 skill jeweler cauldron jeweler_bench ingred amulet,magic power potion,3 sapphire of great value # Object Aethereality arch amulet chance 3 diff 20 exp 40000 yield 1 skill jeweler cauldron jeweler_bench ingred amulet of lifesaving,3 potion of aethereality,3 ruby of exceptional beauty # Object the Magi arch amulet chance 1 yield 1 diff 35 exp 150000 skill jeweler cauldron jeweler_bench ingred amulet of Empowerment,3 potion of intelligence,3 potion of power,3 potion of magic resistance,3 diamond of flawless beauty # Object Deflection arch amulet chance 1 yield 1 diff 35 exp 150000 skill jeweler cauldron jeweler_bench ingred amulet of Aethereality,block of true lead,amulet of lifesaving,3 emerald of flawless beauty # Object Free Action arch amulet chance 2 diff 35 exp 150000 yield 1 skill jeweler cauldron jeweler_bench ingred amulet of lifesaving,ring of Free Action,3 potion of resist paralysis,3 sapphire of exceptional beauty # Object Holiness arch amulet chance 3 diff 20 exp 40000 yield 1 skill jeweler cauldron jeweler_bench ingred amulet,2 potion of wisdom,holy symbol,30 pearl # # ------------------- # Rings # ------------------- # cast small gold nugget -> ring Object NONE arch ring ingred small gold nugget yield 1 skill jeweler cauldron forge chance 0 exp 1000 diff -30 # melt ring -> small gold nugget Object NONE arch smallnugget ingred ring yield 1 skill jeweler cauldron forge chance 0 exp 200 diff -35 # Object Thieves arch ring chance 3 yield 1 diff 15 exp 25000 skill jeweler cauldron jeweler_bench ingred ring,3 potion of dexterity,potion of speed,3 emerald of exceptional beauty # Object Combat arch ring chance 5 diff 20 exp 50000 yield 1 skill jeweler cauldron jeweler_bench ingred ring of Fighting,potion of constitution,3 sapphire of exceptional beauty # Object Strife arch ring chance 3 diff 25 exp 75000 yield 1 skill jeweler cauldron jeweler_bench ingred ring of Combat,potion of dexterity,potion of constitution,potion of strength,3 ruby of flawless beauty # Object Ice arch ring chance 5 yield 1 diff 15 exp 25000 skill jeweler cauldron jeweler_bench ingred ring,3 potion of cold resistance,chinese dragon's steak,3 sapphire of great value # Object Fire arch ring chance 5 diff 15 exp 25000 yield 1 skill jeweler cauldron jeweler_bench ingred ring,3 potion of fire resistance,dragon's steak,3 ruby of great value # Object Storm arch ring chance 5 diff 15 exp 25000 yield 1 skill jeweler cauldron jeweler_bench ingred ring,3 potion of shock resistance,electric dragon's steak,3 emerald of great value # Object Acid arch ring diff 16 exp 27000 chance 5 yield 1 skill jeweler cauldron jeweler_bench ingred ring,3 balm of aethereality,gaelotroll's liver,7 pearl # Object Magic arch ring chance 5 diff 15 exp 25000 yield 1 skill jeweler cauldron jeweler_bench ingred ring,potion of magic resistance,potion of power,3 diamond of great value # Object Ancient Magic arch ring chance 4 diff 20 exp 35000 yield 1 skill jeweler cauldron jeweler_bench ingred ring of Magic,potion of intelligence,lich dust,3 diamond of exceptional beauty # Object High Magic arch ring chance 2 diff 25 exp 45000 yield 1 skill jeweler cauldron jeweler_bench ingred ring of Ancient Magic,potion of intelligence,potion of power,Spectre's ectoplasm,3 diamond of flawless beauty # Object Mithrandir arch ring chance 1 diff 25 exp 40000 yield 1 skill jeweler cauldron jeweler_bench ingred ring of High Magic,3 potion of fire resistance,dragon's heart,3 ruby of flawless beauty # Object Beguilement arch ring chance 10 diff 15 exp 25000 yield 1 skill jeweler cauldron jeweler_bench ingred ring,potion of charisma,3 diamond of great value # Object the Dark Priest arch ring chance 3 diff 15 exp 25000 yield 1 skill jeweler cauldron jeweler_bench ingred ring,potion of wisdom,vampire's heart,3 ruby of great value # Object the Demon Priest arch ring chance 1 diff 35 exp 70000 yield 1 skill jeweler cauldron jeweler_bench ingred ring of the Dark Priest,potion of power,3 potion of fire resistance,3 ruby of flawless beauty # Object the Healer arch ring chance 5 diff 20 exp 35000 yield 1 skill jeweler cauldron jeweler_bench ingred ring,potion of wisdom,holy symbol,3 emerald of great value # Object the Paladin arch ring chance 5 diff 20 exp 35000 yield 1 skill jeweler cauldron jeweler_bench ingred ring,potion of wisdom,holy symbol,3 sapphire of great value # Object the Prelate arch ring chance 3 diff 30 exp 75000 yield 1 skill jeweler cauldron jeweler_bench ingred ring of the Healer,potion of wisdom,holy symbol of Turning,3 emerald of exceptional beauty # Object the Crusade arch ring chance 2 diff 30 exp 75000 yield 1 skill jeweler cauldron jeweler_bench ingred strange ring,potion of power,holy symbol of Great Virtue,3 emerald of exceptional beauty # Object Benevolence arch ring chance 1 diff 30 exp 75000 yield 1 skill jeweler cauldron jeweler_bench ingred ring,3 potion of magic resistance,potion of wisdom,holy symbol of Probity,3 emerald of flawless beauty # Object Halvor arch ring chance 4 diff 10 exp 15000 yield 1 skill jeweler cauldron jeweler_bench ingred ring,cunning gnome's corpse,3 sapphire of great value # Object Free Action arch ring chance 2 diff 15 exp 25000 yield 1 skill jeweler cauldron jeweler_bench ingred ring of Halvor,potion of resist confusion,3 sapphire of exceptional beauty # Object Life arch ring chance 4 diff 14 exp 23000 yield 1 skill jeweler cauldron jeweler_bench ingred strange ring,3 potion of recuperation,3 diamond of great value # Object Yordan arch ring chance 8 diff 10 exp 15000 yield 1 skill jeweler cauldron jeweler_bench ingred ring,3 potion of agility,3 diamond # Object Occidental Mages arch ring chance 7 diff 5 exp 8000 yield 1 skill jeweler cauldron jeweler_bench ingred ring,potion of Rainbow Wave,3 sapphire # # ------------------- # Horns # ------------------- # Object NONE arch horn_base chance 30 diff 5 exp 4000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred quarterstaff,amethyst # Object Plenty arch horn2 chance 15 diff 20 exp 20000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred horn base,3 mushroom of Gourmet,3 waybread of Aelingas # Object Fire arch horn2 chance 10 diff 20 exp 20000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred horn base,3 dust of ignition # Object Frost arch horn2 chance 10 diff 20 exp 20000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred horn base,3 dust of frost # Object Eorlingas arch horn2 chance 5 diff 20 exp 20000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred horn base,3 dust of ignition,potion of mystic power # # ------------------- # Talismans # ------------------- # Object Fire arch talisman_pyromancy chance 5 diff 25 exp 35000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred talisman of pyromancy,ring of Fire,dragon's heart # Object Frost arch talisman_evocation chance 5 diff 25 exp 35000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred talisman of evocation,ring of Ice,chinese dragon's heart # Object Elements arch talisman_pyromancy chance 2 diff 35 exp 75000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred talisman of Fire,talisman of Frost,3 electric dragon's steak,3 diamond of flawless beauty # Object Unified Mind arch talisman_sorcery chance 10 diff 25 exp 35000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred talisman of sorcery,potion of intelligence,helmet of Xebinon # Object Creation arch talisman_evocation chance 3 diff 25 exp 35000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred talisman of evocation,3 figurine of a clenched hand,3 balm of return home # # ------------------- # Holy Symbols # ------------------- # # exp is maybe high, but demon's icor can't be stored, and messenger's head are rare, # so that should be ok # chance is 0 because this recipe is given as a quest reward Object NONE arch holy_symbol chance 0 diff 7 exp 20000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred demon's icor,messenger's head # Object Probity arch holy_symbol chance 7 diff 25 exp 35000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred holy symbol,balm of asbestos,balm of warmth,balm of insulation # Object Turning arch holy_symbol chance 10 diff 25 exp 35000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred holy symbol,7 dust of repelling undead,bottle of philosophical oil # Object Calling arch holy_symbol chance 10 diff 25 exp 35000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred holy symbol,figurine of stone,figurine of a great wave,figurine of a flame # Object The Dark Path arch holy_symbol chance 5 diff 25 exp 35000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred holy symbol,10 arrow of Assassinating dragons,vampire's heart # Object Great Virtue arch holy_symbol chance 2 diff 25 exp 35000 yield 1 skill thaumaturgy cauldron thaumaturg_desk ingred holy symbol,figurine of a clenched hand,3 healing potion,3 dust of clairvoyance,2 potion of wisdom # # ------------------- # Food # ------------------- # Object Gourmet arch mushroom_1 chance 40 diff 5 exp 2000 yield 7 skill woodsman cauldron stove ingred 7 mushroom,water of the wise failure_arch ashes failure_message Oops, you totally burn the mushrooms! # Object Magic arch mushroom_2 chance 20 diff 8 exp 4000 yield 7 skill woodsman cauldron stove ingred 7 mushroom of Gourmet,potion of mystic power # Object Healing arch mushroom_3 chance 20 diff 8 exp 4000 yield 7 skill woodsman cauldron stove ingred 7 mushroom of Gourmet,balm of first aid # Object Stamina arch food chance 30 diff 5 exp 2000 yield 7 skill woodsman cauldron stove ingred 7 food ration,potion of recuperation # Object Aelingas arch waybread chance 30 diff 10 exp 6000 yield 7 skill woodsman cauldron stove ingred 7 waybread,potion of heroism # Object Strength arch mushroom_2 chance 30 diff 10 exp 7000 yield 7 skill woodsman cauldron stove ingred 7 mushroom of Gourmet,potion of strength # Object Quickness arch mushroom_3 chance 30 diff 12 exp 8000 yield 7 skill woodsman cauldron stove ingred 7 mushroom of Gourmet,potion of agility # Object Heat Resistance arch mushroom_1 chance 20 diff 8 exp 7000 yield 7 skill woodsman cauldron stove ingred 7 mushroom of Gourmet,balm of asbestos # Object Frost Resistance arch mushroom_2 chance 20 diff 8 exp 7000 yield 7 skill woodsman cauldron stove ingred 7 mushroom of Gourmet,balm of warmth # Object Bravery arch mushroom_3 chance 30 diff 8 exp 7000 yield 7 skill woodsman cauldron stove ingred 7 mushroom of Gourmet,dust of fright # Object Magic Resistance arch mushroom_3 chance 20 diff 8 exp 7000 yield 7 skill woodsman cauldron stove ingred 7 mushroom of Gourmet,potion of resist magic # Object Life arch mushroom_3 diff 8 exp 7000 chance 30 yield 7 skill woodsman cauldron stove ingred 7 mushroom of Gourmet,potion of resist draining # # Misc items that don't fit anywhere else Object NONE arch dice diff 5 chance 10 exp 1000 yield 2 skill jeweler cauldron jeweler_bench ingred 6 diamond,rock # # Item combinations Object NONE arch apple_half yield 2 ingred apple chance 0 combination 1 tool slicingknife,b_slicingknife Object NONE arch apple_fourth yield 2 ingred apple half chance 0 combination 1 tool slicingknife,b_slicingknife Object NONE arch apple_eighth yield 2 ingred apple fourth chance 0 combination 1 tool slicingknife,b_slicingknife # # Filing metals into a powder Object NONE arch silver_filings yield 1000 ingred silver bar chance 0 combination 1 tool file # # gem combos Object NONE arch raw_diamond_great_value yield 1 ingred 20 diamond chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 2 exp 2000 Object great value arch gem yield 1 ingred raw diamond of great value chance 1 skill jeweler cauldron jeweler_bench diff 2 exp 2000 Object NONE arch raw_diamond_exceptional_beauty yield 1 ingred 20 diamond of great value chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 6 exp 6000 Object exceptional beauty arch gem yield 1 ingred raw diamond of exceptional beauty chance 1 skill jeweler cauldron jeweler_bench diff 6 exp 6000 Object NONE arch raw_diamond_flawless_beauty yield 1 ingred 20 diamond of exceptional beauty chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 12 exp 12000 Object flawless beauty arch gem yield 1 ingred raw diamond of flawless beauty chance 1 skill jeweler cauldron jeweler_bench diff 12 exp 12000 Object NONE arch raw_ruby_great_value yield 1 ingred 20 ruby chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 2 exp 2000 Object great value arch ruby yield 1 ingred raw ruby of great value chance 1 skill jeweler cauldron jeweler_bench diff 2 exp 2000 Object NONE arch raw_ruby_exceptional_beauty yield 1 ingred 20 ruby of great value chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 6 exp 6000 Object exceptional beauty arch ruby yield 1 ingred raw ruby of exceptional beauty chance 1 skill jeweler cauldron jeweler_bench diff 6 exp 6000 Object NONE arch raw_ruby_flawless_beauty yield 1 ingred 20 ruby of exceptional beauty chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 12 exp 12000 Object flawless beauty arch ruby yield 1 ingred raw ruby of flawless beauty chance 1 skill jeweler cauldron jeweler_bench diff 12 exp 12000 Object NONE arch raw_sapphire_great_value yield 1 ingred 20 sapphire chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 2 exp 2000 Object great value arch sapphire yield 1 ingred raw sapphire of great value chance 1 skill jeweler cauldron jeweler_bench diff 2 exp 2000 Object NONE arch raw_sapphire_exceptional_beauty yield 1 ingred 20 sapphire of great value chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 6 exp 6000 Object exceptional beauty arch sapphire yield 1 ingred raw sapphire of exceptional beauty chance 1 skill jeweler cauldron jeweler_bench diff 6 exp 6000 Object NONE arch raw_sapphire_flawless_beauty yield 1 ingred 20 sapphire of exceptional beauty chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 12 exp 12000 Object flawless beauty arch sapphire yield 1 ingred raw sapphire of flawless beauty chance 1 skill jeweler cauldron jeweler_bench diff 12 exp 12000 Object NONE arch raw_emerald_great_value yield 1 ingred 20 emerald chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 2 exp 2000 Object great value arch emerald yield 1 ingred raw emerald of great value chance 1 skill jeweler cauldron jeweler_bench diff 2 exp 2000 Object NONE arch raw_emerald_exceptional_beauty yield 1 ingred 20 emerald of great value chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 6 exp 6000 Object exceptional beauty arch emerald yield 1 ingred raw emerald of exceptional beauty chance 1 skill jeweler cauldron jeweler_bench diff 6 exp 6000 Object NONE arch raw_emerald_flawless_beauty yield 1 ingred 20 emerald of exceptional beauty chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 12 exp 12000 Object flawless beauty arch emerald yield 1 ingred raw emerald of flawless beauty chance 1 skill jeweler cauldron jeweler_bench diff 12 exp 12000 Object NONE arch raw_amethyst_great_value yield 1 ingred 20 amethyst chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 2 exp 2000 Object great value arch amethyst yield 1 ingred raw amethyst of great value chance 1 skill jeweler cauldron jeweler_bench diff 2 exp 2000 Object NONE arch raw_amethyst_exceptional_beauty yield 1 ingred 20 amethyst of great value chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 6 exp 6000 Object exceptional beauty arch amethyst yield 1 ingred raw amethyst of exceptional beauty chance 1 skill jeweler cauldron jeweler_bench diff 6 exp 6000 Object NONE arch raw_amethyst_flawless_beauty yield 1 ingred 20 amethyst of exceptional beauty chance 1 skill thaumaturgy cauldron thaumaturg_desk diff 12 exp 12000 Object flawless beauty arch amethyst yield 1 ingred raw amethyst of flawless beauty chance 1 skill jeweler cauldron jeweler_bench diff 12 exp 12000 ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/lib/arch/artifacts�����������������������������������������������������������������000644 �001751 �001751 �00000177574 13765223514 020106� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������# artifacts -- a list of artifact modifiers # # Note: # Attributes (str, dex, etc) are modifiers to the previous # value - positive will increase it by that much, negative # will decrease it. # # cursed and damned flags will make the object cursed/damned. # no way to remove cursed/damnedness right now. If the # object is cursed, the present magic value will become # negative (ie, a +1 sword will become -1 cursed.) # # path_attuned, path_denied and path_repelled values are OR'd to existing values. # # resistances are modifiers to the previous value. # # luck,exp, wc and ac increase the value by that amount (which means # a negative value will decrease the value) # # lifesave, reflect_spell, reflect_missile, stealth, xrays, # and make_invisible invisible sets the appropriate value # in the new artifact. No way to remove these abilities. # # if stand_still is set, the object will not be animated # (useful if giving an artifact a new image when the object # it is being created from is animated. # # nrof is the number of object to be created. A range # of 1-nrof of objects will be created. If 0, then the # default number will be used instead. # # hp, maxhp, sp, maxsp, food, level have this: If the value is # positive, it is increased by that amount. If negative, the # artifact is created with that value absolute (ie, hp -5 # will create and artifact with hp value of 5) # # dam: If negative, absolute value is used (as in # hp, maxhp, etc above). If positive, it acts as a percentage # in increments of 10 (a value of 10 has the normal value, 5 # would be half normal, 20 twice, etc. # # weight, last_sp, gen_sp_armour is in percent (200 would # be twice normal, 50 half of normal) if positive. If negative, # the absolute value is used (so -5 would give 5); # # 'value' is a multiplier to the previous value (value 10 # means the object is worth 10 times normal) # # the 'material', 'attacktype', 'slaying', and 'msg' elements will # replace exiting values. # # magic is the mininum magic for an item to become that artifact. # # item_power replaces the item's value. # # 'face' if defined replaces the item's face. # If 'face_suffix' is defined, the artifact will have the face named # '<base item's face>_<face suffix>' if it exists, else no change is done. # The suffix is applied taking account the .111 or .1xx suffix for most faces. # So 'bag.111' with a 'holding' suffix will give 'bag_holding.111'. # In doubt, check compute_face_name() in artifact.c for details. # If 'face' is set, 'face_suffix' is ignored. # # 'animation' if defined replaces the item's animation. # If 'animation_suffix' is defined, the artifact will have the # '<base item's animation>_<animation suffix>' animation if it exists, else no # change is done. # If 'animation' is set, 'animation_suffix' is ignored. # If an animation with or without suffix is defined and valid for the item, # it takes precedences over the face with or without suffix. # # Other key-values not part of an item's regular fields are copied to the item as-is. # # items in inventory (through an "arch xxx", like in maps) # will be copied into the item's inventory. # # If the value is not described above, changing it probably is # not supported. # # This file has been changed around in 0.91.1 to allow better # control of probability and creation conditions. # # Allowed is followed with a comma seperated list of items that # that artifact is allowed for. a ! can precede the object name, # to mean that the object is allowed for all objects except those with # that name. The name will be matched to either the normal item # name, or the name of the archetype. # # After the 'Allowed <whatever>' field, a 'chance <value>' field # follows. This is how likely the item is to be created. It is relative # to other objects of the same type. What happens is that all of the # artifacts with the same type are put on 1 list, and their chance # field is summed together. Then, when an artifact is created, # a roll is made based on that sum, and the appropriate artifact # is chosen. If the item being transformed can not turn into that # artifact (magic bonus, difficulty (see below), or just not 'Allowed'), # it will be re-rolled, attempting to make an artifact again. The number # of re-rolls attempted is determined in the treasure.c file. IT is, # by default, 1. # # 'difficulty <value>' can also be included before the 'Object <name>' # field. If set, the difficulty must be greater or equal to that # value in order to the object to be created. This can make it so that # some items are never created on easy maps. # # Note that the above mentioned fields (chance, difficulty) must be set # before the Object command - if they are placed between the Object and # End commands, they will have no affect. # # Because of these changes, general artifact types are no longer allowed. # This is for a few reasons: 1) With no type, it would not be possible # to know what lists to put it on. If it put it on all lists # presently existing, then the order of this file would become relevant, # 2) Since chance is now a a field, and different items types have # different total chances, using a generic chance value could have # unexpected results. # # Various notes: # chance is meaningless if there is only 1 artifact of a certain # type. It will always be generated, no matter what the chance # is set to. As such, if adding an artifact for a new type, # make sure there are at least two, unless you always want # that specific one to be generated. # # running crossfire with -m3 creates a nice list of this # table. Good for debugging if you seem to have problems with # some entry. # # Try to keep common types of items together. For example, keep # all helmets types together, all weapon types, etc. From there, # try to group by subtype (plate mails, leathers, chains, crowns, # etc.) This just makes it easier to find stuff. From their, it # might be nice to keep them in chance order, but most aren't in # that right now. # # Monsters # Note: Only generated monsters are affected (just like items) - monsters # already on the map are not affected. Also, many of the values (exp, hp, # maxhp) are fixed addition values, so if creating generic types (like the # Leader and Chief types), you what to keep the Allowed monsters at roughly # the same power. # As of now, 1:10 monsters can become artifact monsters. This is set in # time.c Allowed orc chance 10 Object Leader type 0 wc 1 ac 1 hp 12 maxhp 12 exp 20 level 1 resist_physical 20 dam 13 face orc_leader.111 animation orc_leader_arc end # Allowed goblin chance 10 Object Leader type 0 wc 1 ac 1 hp 10 maxhp 10 exp 20 level 1 resist_physical 20 dam 13 face goblin_leader.151 animation goblin_leader_arc end # Allowed gnoll chance 10 Object Leader type 0 wc 1 ac 1 hp 13 maxhp 13 exp 20 level 1 resist_physical 20 dam 13 face gnoll_leader.111 animation gnoll_leader_arc end # Allowed ogre chance 10 Object Leader type 0 wc 1 ac 1 hp 15 maxhp 15 exp 20 level 1 resist_physical 20 dam 13 face ogre_leader.111 animation ogre_leader_arc end # Allowed skeleton chance 5 Object Leader type 0 hp 15 maxhp 15 exp 40 level 2 resist_physical 20 dam 1 face skeleton_leader.111 animation skeleton_leader_arc end # Allowed beholder chance 5 Object Leader type 0 wc 5 ac 2 hp 15 maxhp 5 exp 500 level 2 resist_physical 40 dam 15 face beholder_leader.111 animation beholder_leader_arc end # Allowed orc chance 2 Object Chief type 0 wc 2 ac 2 hp 20 maxhp 20 exp 80 level 2 resist_physical 30 dam 14 face orc_chief.111 animation orc_chief_arc end # Allowed goblin chance 2 Object Chief type 0 wc 2 ac 2 hp 20 maxhp 20 exp 100 level 2 resist_physical 30 dam 13 face goblin_chief.111 animation goblin_chief_arc end # Allowed gnoll chance 2 Object Chief type 0 wc 2 ac 2 hp 20 maxhp 20 exp 100 level 2 resist_physical 30 dam 14 face gnoll_chief.111 animation gnoll_chief_arc end # Allowed ogre chance 2 Object Chief type 0 wc 2 ac 2 hp 22 maxhp 22 exp 150 level 2 resist_physical 30 dam 19 face ogre_chief.111 animation ogre_chief_arc end # Allowed skeleton chance 2 Object Chief type 0 wc 1 hp 10 maxhp 15 exp 50 level 2 resist_physical 40 dam 1 face skeleton_chief.111 animation skeleton_chief_arc end # # Just to fix probability some. Allowed orc,goblin,ogre,gnoll,beholder chance 20 Object NONE end # # Weapons: # Allowed all chance 10 Object Ilrya type 15 value 10 weight 80 msg This weapon is made of lighter and more expensive material. endmsg end # Allowed all chance 5 Object Lythander type 15 value 20 luck 1 weight 90 item_power 1 end # Allowed all chance 5 Object Fear type 15 value 30 attacktype 16385 resist_fear 100 weight 90 item_power 2 end # Allowed all chance 20 Object Woe type 15 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Pow -1 Cha -1 luck -1 value 5 end # Allowed all chance 20 Object Mass type 15 value 5 cursed 1 weight 300 dam 15 wc -3 end # Allowed all chance 10 Object Gnarg type 15 value 10 dam 12 resist_poison 30 Cha -1 item_power 1 end # Allowed all chance 6 Object Zormola type 15 value 15 weight 80 wc 2 resist_fear 5 msg Zormola was a great female orcish warrior making efficient use of most weapons and known for her courage on the battlefield. endmsg item_power 2 end # Allowed all chance 5 Object Ixalovh type 15 value 10 sp 1 grace 1 magic 1 item_power 1 end # Allowed axe,axe_2,axe_3,axe_4,axe_5,battle_axe,stoneaxe,poleaxe,morningstar,large_morningstar,nunchacu_1,nunchacu_2,hammer,mace,mace_2,lspear,spear,club,quarterstaff,big_club,stonehammer,stake,bonecrusher,mjoellnir,skullcleaver chance 20 Object Vitality type 15 value 50 hp 1 dam 11 magic 2 item_power 1 end # Allowed all chance 20 Object Kragi type 15 value 50 magic 3 Con 1 dam 11 item_power 1 end # Allowed all chance 6 Object Morgul type 15 value 15 magic 3 dam 20 wc -3 Str -2 Dex -2 Con -2 damned 1 msg Morgul was a Dark Mage who built a tower in the hope of creating a bridge with the skies so that demons could attack heavens. Although he was defeated, some weapons are still influenced by his dark magic. endmsg end # Allowed all chance 5 Object Slay Ogre type 15 slaying ogre value 20 magic 1 item_power 2 end # Allowed all chance 15 Object Valriel type 15 slaying demon last_sp 120 value 30 magic 2 msg This weapon faintly glows with a warm radiance that casts no shadows. Just holding it gives you the courage to send the most evil monsters back to whatever Hell they came from. endmsg item_power 2 end # Allowed all chance 15 Object Gorokh type 15 slaying angel last_sp 120 value 30 magic 2 msg This weapon faintly glows with a dark radiance that makes shadows seem deeper and darker than they should be. You have a strong feeling that even the mightiest champions of light must fall to such powerful darkness. endmsg item_power 2 end # Allowed all chance 8 Object the Devourers type 15 value 30 attacktype 65553 magic 1 msg This weapon radiates a bone-chilling aura of otherworldly cold. endmsg item_power 2 end # Allowed all chance 3 Object Doom type 15 damned 1 Str -5 Con -5 Dex -5 Wis -5 Int -5 Pow -5 Cha -5 value 30 magic 1 end # Allowed all chance 20 Object Crolmi type 15 value 40 magic 3 Str 1 weight 110 msg This weapon shares with its owner a bit of the strength of Crolmi, the Dwarven Spirit of Rocks and Mountains. endmsg item_power 1 end # Allowed all chance 2 Object Great Mass type 15 value 50 damned 1 weight 600 dam 25 wc -5 end # Allowed all chance 2 Object Slay Troll type 15 slaying troll value 50 magic 2 item_power 2 end # Allowed all chance 2 Object Slay Undead type 15 slaying undead value 50 magic 2 msg This vicious weapon is designed specifically for destroying any abominations that have risen from their graves and making sure they stay dead this time. endmsg item_power 2 end # Allowed all chance 1 Object Slay Dragon type 15 slaying dragon value 100 magic 3 item_power 2 end # Allowed all chance 1 Object Slay Beholder type 15 slaying beholder value 150 resist_magic 20 magic 3 item_power 3 end # Allowed all chance 10 Object Rhyz type 15 value 80 magic 4 Str 1 Dex 1 weight 90 msg The Archmage Rhyz devised many items that increased the strength and dexterity of their owners. endmsg item_power 2 end # Allowed all chance 10 Object Glamdri type 15 value 150 magic 4 resist_magic 30 Int 1 Pow 1 weight 90 msg This weapon is dedicated to Glamdri the Last Standing One, a lesser spirit of light that represents original thinking used to get out of difficult situations. endmsg item_power 5 end # Allowed all chance 5 Object Berserkergang type 15 value 15 magic 4 dam 30 wc 7 Str 7 Dex 7 Con 7 Int -10 Wis -10 Cha -15 resist_magic 20 material 256 weight 50 exp 3 hp 2 msg This weapon burns with a supernatural rage: its anger invests the wielder and empowers him. However, it also clouds his thoughts, and drool is very unattractive. endmsg attacktype 16385 damned 1 end # # This item is attack type weaponmagic. It only happens in weapons that # are already pretty magical (+3 or better). Thus, while the chance # may look high, since there are not that many +3 or better weapons # created, it will not be created that often. # Allowed all chance 10 Object Magic Hitting type 15 magic 3 value 20 attacktype 256 item_power 1 end # Allowed axe,axe_2,axe_3,axe_4,axe_5,battle_axe,hammer,skullcleaver,mjoellnir,bonecrusher,frost_hammer chance 10 Object Mostrai type 15 magic 1 value 12 dam 14 weight 115 end # Allowed sword,sabre,rapier,scimitar,light_sword,katana_1,falchion chance 90 Object Occidental Mages type 15 magic 2 value 20 resist_physical 1 msg The Ancient School of Occidental Mages created that weapon during the Empire Wars, charging it with their Chaotic Powers. endmsg arch event_attacks title Python slaying /python/items/weapon_occidental_mages.py end end # It looks like a normal weapon, but then is anything but if you use it. Allowed all chance 1 difficulty 10 Object Souls type 15 value 1000 msg This weapon pulses with a malevolent glow. It whispers into your mind of its hunger, and promises infinite power if you satiate it. endmsg arch event_apply title Python slaying /python/items/curse_on_apply.py end arch event_drop title Python slaying /python/items/lose_buffs_on_drop.py end arch event_throw title Python slaying /python/items/lose_buffs_on_drop.py end end # # # Swords (subtype of weapons) # Allowed sword,sabre,rapier,scimitar,light_sword,katana_1,falchion chance 10 Object Poisoning type 15 value 20 weight 80 attacktype 1025 item_power 1 end # # # Metal Weapons # Allowed dagger,light_sword,shortsword,shortsword_2,taifu_1,trident,axe,axe_2,axe_3,axe_4,axe_5,battle_axe,poleaxe,morningstar,large_morningstar,hammer,mace,mace_2,lspear,spear,sword,sword_2,sword_3,sabre,rapier,rapier,scimitar,katana_1,falchion,broadsword,broadsword_2 chance 5 Object Sorig type 15 magic 1 value 15 weight 95 attacktype 9 last_sp 125 item_power 1 end # Allowed trident chance 5 Object Ixalovh type 15 magic 2 value 20 weight 20 attacktype 17 resist_fire -10 Dex 2 Cha -1 Con -1 item_power 2 end # Allowed dagger,axe,axe_2,axe_3,axe_4,axe_5,battle_axe,sword,sword_2,sword_3,sabre,rapier,scimitar,light_sword,katana_1,falchion,broadsword,broadsword_2,shortsword,shortsword_2,morningstar,large_morningstar,hammer,mace,mace_2,lspear,spear,poleaxe,taifu_1,trident chance 5 Object Ruggilli type 15 magic 1 value 15 weight 85 attacktype 5 item_power 1 last_sp 110 end # Silvered Edge (meant to be primarily a crafted item, so its rarer than its power level indicates it should be) Allowed dagger,axe,axe_2,axe_3,axe_4,axe_5,battle_axe,sword,sword_2,sword_3,sword_4,sabre,rapier,scimitar,light_sword,katana_1,falchion,broadsword,broadsword_2,shortsword,shortsword_2,lspear,spear,poleaxe,taifu_1,trident,vlongsword,sicklesword,serp_sword,t_dagger,sickle1,t_star1,sai1,sai2,kama1,kama2,scythe1 chance 1 difficulty 15 Object Silvered Edge material 8194 materialname silver type 15 value 10 # The silver coating adds a little bit of weight weight 101 slaying vampire attacktype 2 end # # Daggers (subtype of weapons) # Allowed dagger chance 10 Object Poisoning type 15 value 20 weight 80 attacktype 1025 item_power 1 end # Allowed dagger chance 10 Object Paralysis type 15 value 30 weight 80 attacktype 4097 item_power 1 end # Allowed dagger chance 10 Object Madness type 15 value 10 weight 80 attacktype 33 item_power 1 end # # # Helmets # Allowed helmet, crown chance 6 Object Xebinon type 34 value 35 gen_sp_armour -2 path_attuned 1024 sp 1 magic 2 msg This valuable item created by the Archdaemonist Xebinon enhances the mind of its wearer and channels the powers of magic. It has a small influence on its wearer's ability to regenerate spell points. endmsg item_power 1 end # Allowed all chance 1 Object Blindness type 34 is_blind 1 magic 1 cursed 1 end # Allowed !crown chance 1 Object Confusion type 34 confused 1 magic 1 msg You seem to hear whispers coming from this helmet. They are unintelligible, however, without donning it. endmsg cursed 1 end # Allowed full helmet,helmet chance 1 Object Dark Vision type 34 can_see_in_dark 1 value 10 item_power 1 end # Allowed full helmet,helmet chance 1 Object Might type 34 value 500 magic 2 Str 1 Con 1 Dex 1 item_power 3 end # Allowed full helmet chance 20 Object Valriel type 34 value 50 magic 2 Wis 1 Cha 1 item_power 2 end # Allowed full helmet chance 4 Object Argoth type 34 value 25 magic 1 ac 1 Cha 1 resist_fire 30 resist_physical 8 msg Argoth was an ancient dwarven city in a mountain which was infested with dragons. The dwarves specialized in equipment which helped them survive their environment. endmsg item_power 3 end # Allowed !crown chance 10 Object Ilrya type 34 value 10 weight 80 msg This helmet is made of lighter and more expensive material. endmsg end # Allowed !crown chance 5 Object Lythander type 34 value 20 luck 1 weight 90 item_power 1 end # Allowed !crown chance 20 Object Mass type 34 value 5 cursed 1 weight 400 end # Allowed !crown chance 2 Object Great Mass type 34 value 50 damned 1 weight 1000 end # Allowed all chance 6 Object Stupidity type 34 value 15 magic 1 Int -10 damned 1 end # Allowed all chance 5 Object Sorig type 34 value 20 ac 1 magic 1 resist_physical 8 resist_electricity 40 item_power 3 end # Allowed all chance 3 Object Doom type 34 damned 1 Str -5 Con -5 Dex -5 Wis -5 Int -5 Pow -5 Cha -5 value 30 magic 1 end # Allowed all chance 20 Object Woe type 34 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Pow -1 Cha -1 luck -1 value 5 end # # Crowns start here (subset of helmets ) # Allowed crown chance 1 Object the Magi type 34 value 500 sp 2 Int 2 Pow 2 item_power 6 end # Allowed crown chance 1 Object Fire type 34 value 100 resist_fire 30 path_attuned 2 path_repelled 4 item_power 2 end # Allowed crown chance 10 Object Lordliness magic 2 type 34 value 10 Cha 2 item_power 2 end # Allowed crown chance 6 Object Rulership type 34 value 15 magic 3 Cha 1 Wis 1 item_power 2 end # Allowed crown chance 4 Object Might type 34 value 25 magic 3 Con 1 Str 1 item_power 2 end # # Shields # Allowed all chance 10 Object Ilrya type 33 value 10 weight 80 msg This shield is made of lighter and more expensive material. endmsg end # Allowed all chance 20 Object Mass type 33 value 5 cursed 1 weight 400 end # Allowed all chance 2 Object Great Mass type 33 value 50 damned 1 weight 1000 end # Allowed all chance 2 Object Deflection type 33 value 50 magic 2 ac 3 weight 110 msg This highly enchanted shield is craftfully made to give more protection than usual. endmsg item_power 2 end # Allowed all chance 8 Object Mostrai type 33 value 24 magic 1 resist_fire 20 item_power 1 end # Allowed all chance 8 Object Gnarg type 33 magic 1 value 12 Cha -1 ac 1 resist_physical 10 end # A little bit of good-humored puns -- a kite shield of flight. Allowed kite_shield chance 5 difficulty 2 Object Flight type 33 magic 1 value 100 exp 2 weight 40 msg This winged shield feels markedly light, as if it could float away in a strong breeze. Someone appears to have affixed a string to the base of the shield as a contingency. endmsg move_type fly_low item_power 10 end # This one is amazingly rare, I would be surprised if I ever saw one! Allowed high_shield chance 1 difficulty 10 Object holy light type 33 magic 3 value 1200 weight 90 Cha 5 ac 4 reflect_spell 1 resist_physical 50 resist_drain 100 resist_ghosthit 60 resist_fire 25 resist_cold 25 glow_radius 1 face holyshield.111 msg Passed down from one of the elder this shield is amazing. Its soft glow hides a deep power which you can almost taste. It soon dawns on you that this must be one of the most prized shields of all the lands. endmsg item_power 25 end # Allowed all chance 3 Object Doom type 33 damned 1 Str -5 Con -5 Dex -5 Wis -5 Int -5 Pow -5 Cha -5 value 30 magic 1 end # Allowed all chance 20 Object Woe type 33 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Pow -1 Cha -1 luck -1 value 5 end # Allowed all chance 8 Object Gnarg type 33 magic 1 value 12 Cha -1 ac 1 resist_physical 10 end # # # # Gauntlets / Gloves # Allowed gauntlets chance 5 Object Sorig type 100 resist_physical 8 resist_electricity 35 attacktype 8 weight 125 value 175 item_power 3 end # Allowed gloves chance 10 Object Havok type 100 dam -4 wc 2 resist_physical 8 weight 125 value 175 item_power 2 end # Allowed gloves chance 10 Object Sorig type 100 resist_physical 5 resist_electricity 30 weight 125 value 10 item_power 2 end # Allowed all chance 20 Object bladed steel type 100 resist_physical 10 dam -2 material 8194 materialname steel weight 125 value 40 end # Allowed gauntlets chance 20 Object the Titans type 100 resist_physical 10 dam -8 weight 2500 value 40 end # Allowed gloves chance 20 Object marksmanship type 100 resist_physical 2 wc 4 weight 95 value 40 item_power 4 end # Allowed gloves chance 20 Object oiled leather material 8200 materialname leather type 100 resist_acid 25 Cha -4 Dex -2 weight 115 value 40 end # # Armour # Allowed all chance 10 Object Ilrya type 16 value 10 weight 80 msg This armour is made of lighter and more expensive material. endmsg end # Allowed all chance 20 Object Mass type 16 value 5 cursed 1 weight 300 end # Allowed all chance 2 Object Great Mass type 16 value 50 damned 1 weight 1000 end # Allowed all chance 6 Object Clumsiness type 16 value 15 Dex -1 cursed 1 end # Allowed plate_mail,scale_mail chance 6 Object Valriel type 16 value 20 resist_physical 5 resist_blind 40 weight 110 magic 1 item_power 2 end # Allowed plate_mail,scale_mail,b_scale_mail,b_plate_mail chance 6 Object Gorokh type 16 value 15 ac 2 resist_magic 15 resist_fear 30 resist_physical 15 weight 105 magic 1 item_power 3 end # Allowed plate_mail,scale_mail,b_scale_mail,b_plate_mail chance 6 Object Gnarg type 16 value 15 ac 1 resist_poison +45 resist_magic -10 weight 105 magic 1 item_power 2 end # Allowed plate_mail,scale_mail,dragon_mail,b_scale_mail chance 6 Object Blazing Fires type 16 value 55 ac 1 resist_physical 15 resist_fire 35 weight 90 magic 2 item_power 3 end # Allowed all chance 10 Object Gaea type 16 value 25 ac 1 hp 1 resist_drain 30 resist_deplete 30 resist_death 30 resist_physical 10 magic 2 item_power 5 end # Allowed all chance 6 Object Protection type 16 value 15 ac 2 resist_physical 20 magic 3 msg The quality of this superb armour is extreme; it gives much more protection than any made today. It is very old, probably from some lost civilization who had much better skills, but it doesn't look worn at all. It is obviously highly enchanted. endmsg item_power 3 end # Allowed all chance 6 Object Berwean type 16 value 15 ac -1 resist_physical 8 last_sp 150 exp 1 weight 70 msg This armour is made of very light and expensive material. As a result you can move much faster in it, but it gives a bit worse protection than normal armour. endmsg end # Allowed all chance 3 Object Doom type 16 damned 1 Str -5 Con -5 Dex -5 Wis -5 Int -5 Pow -5 Cha -5 value 30 magic 1 end # Allowed all chance 20 Object Woe type 16 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Pow -1 Cha -1 luck -1 value 5 end # Allowed plate_mail,b_plate_mail chance 1 Object Power type 16 value 150 magic 4 Str 1 resist_fire 30 weight 200 last_sp 5 resist_physical 20 ac 1 msg This extremely unique platemail was made for the line of dwarven kings in one of the vanished northern kingdoms of old. Due to its magic, it will fit creatures of any size. It is highly enchanted, increasing the strength of the wearer and protecting against fire. Unfortunately it is also very heavy, limiting speed somewhat. endmsg item_power 4 end # Allowed plate_mail chance 5 Object Prowess type 16 resist_physical 30 weight 250 ac 1 Str 2 Dex 2 Int -5 Pow -5 value 100 msg This very heavy armour gives protection greater than normal mail. It is created for fighters - the high weight and the fact that it clouds the mind makes it unsuitable for mages. It increases the wearer's strength and dexterity, making him even more fearsome in battle. endmsg end # Allowed leather_armour,mithril_chainmail chance 10 Object Irial type 16 value 10 Cha 1 msg This armour, which is of elven origin, is beautifully decorated with ancient emblems. endmsg item_power 1 end # # Robes (subtype of armor) # Allowed robe chance 10 Object Displacement type 16 value 100 ac 3 msg This robe blurs the vision of those trying to attack, making the wearer more difficult to hit. endmsg item_power 3 end # Allowed robe chance 10 Object metal weave face metalrobe.111 material 2 type 16 value 100 weight 150 resist_physical 15 ac 3 msg This magical robe is somehow woven of metal fibers. endmsg item_power 3 end # # Rings # # Ring of Thieves # Allowed all chance 20 Object Thieves value 80 type 70 face ring_thieves.111 animation ring_thieves client_anim_random 1 exp 5 Dex 3 stealth 1 can_see_in_dark 1 item_power 10 end # #Ring of Fighting # Allowed all chance 32 Object Fighting face ring_fighting.117 type 70 value 30 Str 1 Con 1 exp 2 wc 2 dam 2 hp 1 item_power 9 end # #Ring of Combat # Allowed all chance 8 Object Combat type 70 face ring_combat.117 value 130 Str 1 Con 1 Dex 1 wc 2 exp 3 magic -1 resist_physical 10 resist_magic -5 dam 2 hp 1 item_power 8 end # # #Ring of Strife # Allowed all chance 4 Object Strife type 70 face ring_strife.117 value 230 exp 4 Str 2 Con 2 Dex 2 Wis -1 Int -1 wc 2 magic -1 resist_physical 20 resist_magic -15 ac 1 dam 3 hp 2 item_power 6 end # #Ring of War # Allowed all chance 1 Object War face ring_war.117 type 70 value 350 Str 3 Con 3 Dex 3 Int -1 Wis -1 Pow -1 magic -5 exp 5 resist_physical 30 resist_magic -20 hp 3 dam 5 ac 2 wc 3 item_power 7 end # #Ring of Ice # Allowed all chance 33 Object Ice face ring_ice.111 animation ring_ice client_anim_random 1 anim_speed 5 type 70 value 30 resist_cold 30 path_attuned 4 msg This elemental ring is one of those made at the Guild of Magicks by the powerful wizards who survived the ancient war of the elementals. The wielder is surrounded by a thin, almost invisible, globe of warmth; which protects against cold. It also grants its holder greater control of cold spells. endmsg item_power 3 end # Allowed all chance 28 Object Fire face ring_fire.111 animation ring_fire client_anim_random 1 anim_speed 5 type 70 value 35 resist_fire 30 path_attuned 2 msg This elemental ring is one of those made at the Guild of Magicks by the powerful wizards who survived the ancient war of the elementals. The wielder is surrounded by a thin, almost invisible, globe of coolness; which protects against heat. It also grants the holder greater facility with fire spells. endmsg item_power 3 end # Allowed all chance 40 Object Storm face ring_storm.111 animation ring_storm client_anim_random 1 type 70 value 25 resist_electricity 30 path_attuned 8 msg This elemental ring is one of those made at the Guild of Magicks by the powerful wizards who survived the ancient war of the elementals. The wielder is surrounded by a thin, almost invisible, grid of force; which protects against electricity. It also gives facility with electricity spells. endmsg item_power 3 end # Allowed all chance 13 Object Magic face ring_magic.111 animation ring_magic client_anim_random 1 type 70 value 80 sp 1 Pow 1 resist_magic 20 msg Most highlevel wizards receive one of these from their guild when they become its leader. endmsg item_power 3 end # Allowed all chance 7 Object Ancient Magic face ring_ancient_magic.111 animation ring_ancient_magic client_anim_random 1 type 70 value 150 sp 2 Int 1 Pow 1 resist_magic 25 item_power 5 end # Allowed all chance 4 Object High Magic face ring_high_magic.111 animation ring_high_magic client_anim_random 1 type 70 value 250 sp 2 material 256 Int 2 Pow 2 resist_magic 30 item_power 7 end # # Slaying balrog--aint no such thing as a balrog yet, but.. when there is... # Mithrandir's magic ring--gives power according to the ability of the user # Allowed all chance 1 Object Mithrandir slaying Balrog face ring.117 type 70 value 450 sp 2 Int 2 material 256 Pow 2 resist_magic 30 resist_fire 20 path_attuned 2 item_power 9 end # # Galadriel's magic ring. She used it for the protection and healing # of her land in Lord of the Rings # Allowed all chance 1 Object Adamant face ring.117 type 70 value 450 sp 3 material 256 Int 3 Pow 2 resist_magic 30 resist_drain 100 path_attuned 257 item_power 15 end # # Elrond's magic ring. It was the greatest of the three rings. # Allowed all chance 1 Object Elrond face ring.117 type 70 value 550 sp 3 material 256 Int 3 Pow 3 resist_magic 30 resist_drain 100 resist_deplete 100 path_attuned 259 item_power 25 end # # The One Ring to rule them all # Allowed all chance 1 difficulty 6 Object Ruling face ring.117 type 70 value 1750 sp 5 Int 3 Pow 3 Wis 2 Con -2 Cha -2 msg One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them. endmsg food 2 stealth 1 ac 6 material 256 resist_magic 40 resist_ghosthit -100 path_attuned 606 path_repelled 257 item_power 15 end # # Beguilement # Allowed all chance 13 Object Beguilement face ring.117 type 70 value 50 Cha 3 item_power 3 end # # Ring of the Dark Priest # Allowed all chance 4 Object the Dark Priest face ring.117 type 70 value 50 Cha -1 material 256 path_attuned 131072 path_repelled 256 Wis 1 Pow 1 can_see_in_dark 1 grace 1 item_power 3 end # # Ring of the Healer # Allowed all chance 4 Object the Healer face ring.117 type 70 value 50 Cha 1 material 256 path_attuned 256 path_repelled 131072 Wis 1 Pow 1 grace 1 item_power 4 end # # Ring of the Paladin # Allowed all chance 4 Object the Paladin face ring.117 type 70 value 50 Cha 1 path_attuned 65536 path_repelled 64 Wis 1 material 256 Pow 1 grace 1 item_power 4 end # # Ring of the Prelate # Allowed all chance 7 Object the Prelate face ring.117 type 70 value 250 Cha 1 path_attuned 65664 Wis 2 material 256 Pow 1 grace 2 item_power 7 end # # Ring of the Demon Priest # Allowed all chance 2 difficulty 6 Object the Demon Priest face ring.117 type 70 material 256 value 250 Cha -2 path_attuned 131136 path_repelled 256 resist_fire 30 Wis 2 Pow 2 grace 2 can_see_in_dark 1 item_power 6 end # # Ring of Benevolence # Allowed all chance 2 difficulty 6 Object Benevolence face ring.117 type 70 material 256 value 250 Cha 2 path_attuned 257 path_repelled 131072 Wis 2 Pow 2 grace 2 resist_magic 30 item_power 7 msg This ring is blessed by the gods who do good, and protects a little against the power of those who twist natural forces to do harm. endmsg end # # Ring of the Crusade # Allowed all chance 2 difficulty 6 Object the Crusade face ring.117 type 70 value 250 material 256 Cha 2 path_attuned 65664 Wis 2 Pow 2 resist_drain 100 grace 2 item_power 14 end # # Ring of the Death Priest # Allowed all chance 1 difficulty 7 Object the Death Priest face ring.117 type 70 value 400 material 256 Cha -3 path_attuned 393280 path_repelled 256 resist_death 100 resist_fear 100 can_see_in_dark 1 Wis 3 Pow 2 grace 3 item_power 20 end # # Ring of the Saint # Allowed all difficulty 7 chance 1 Object the Saint face ring_saint.111 animation ring_saint client_anim_random 1 anim_speed 5 type 70 material 256 value 400 Cha 3 path_attuned 65665 path_repelled 131072 resist_drain 100 resist_deplete 100 resist_ghosthit 100 Wis 3 Pow 2 grace 2 item_power 25 end # # Ring of Miracles # Allowed all difficulty 7 chance 1 Object Miracles face ring.117 type 70 value 450 Cha 3 path_attuned 67969 path_repelled 131072 path_denied 262144 resist_drain 100 resist_deplete 100 Wis 3 Pow 3 material 256 grace 3 item_power 30 end # # Allowed all chance 40 Object Acid face ring_acid.111 animation ring_acid anim_speed 5 client_anim_random 1 type 70 value 25 resist_acid 30 material 256 resist_physical 20 msg This elemental ring is one of those made at the Guild of Magicks by the powerful wizards who survived the ancient war of the elementals. The wielder is surrounded by a thin, almost invisible globe of base liquid; which protects against acid. It also gives a fair protection against normal attacks. endmsg item_power 3 end # Allowed all chance 17 Object Free Action face ring.117 type 70 value 60 resist_slow 100 resist_paralyze 100 resist_confusion 30 resist_fear 30 item_power 11 end # Allowed all chance 13 Object Life face ring.117 type 70 value 80 resist_drain 100 resist_deplete 100 hp 2 msg This semi-elemental ring is one of those made at the Guild of Magics by the powerful wizards who survived the ancient war of the elementals. The wielder is surrounded by a thin, almost invisible, globe of positive energy; which makes the wielder immune from life draining. It also grants an unnatural vitality. endmsg item_power 9 end # Allowed all chance 50 Object Halvor face ring.117 type 70 value 20 Str 1 resist_paralyze 100 item_power 5 end # Allowed all chance 25 Object Yordan face ring.117 type 70 value 40 wc 2 Dex 2 dam 2 item_power 6 end # Allowed all chance 25 Object Extremity face ring.117 type 70 value 40 wc 2 Str 4 Dex 4 Con -5 Int -3 Wis -3 Pow -5 damned 1 end # Allowed all chance 33 Object Doom face ring_doom.111 animation ring_doom anim_speed 5 client_anim_random 1 type 70 damned 1 Str -5 Con -5 Dex -5 Wis -5 Int -5 Pow -5 Cha -5 value 30 end # Allowed all chance 200 Object Woe type 70 face ring_woe.111 animation ring_woe anim_speed 5 client_anim_random 1 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Pow -1 Cha -1 luck -1 value 5 end # Allowed all chance 15 Object Occidental Mages type 70 face ring.117 value 5 msg The Ancient School of Occidental Mages created that ring during the Empire Wars, charging it with their Chaotic Powers. endmsg arch event_apply title Python slaying /python/items/ring_occidental_mages.py end end # # Horns: # Allowed horn,shell horn chance 17 Object Plenty face horn2.111 type 3 level -20 hp -30 maxhp -30 value 25 other_arch spell_create_food animation_suffix plenty end # Allowed horn,shell horn chance 10 Object Fire type 3 other_arch spell_firebolt hp -40 maxhp -40 value 10 animation_suffix fire end # Allowed horn,shell horn chance 10 Object Frost type 3 other_arch spell_frostbolt hp -40 maxhp -40 value 10 animation_suffix frost end # # Because rod of wonder wasn't enough >:) Allowed horn,shell_horn chance 1 Object Mysteries type 3 other_arch spell_wonder level 5 hp -35 maxhp -35 value 25 animation_suffix mystery end # Allowed horn,shell horn chance 33 Object Aggravation type 3 other_arch spell_aggravation hp -30 maxhp -30 value 3 cursed 1 level -40 animation_suffix aggravation end # Allowed horn,shell horn chance 20 Object Fools type 3 other_arch spell_aggravation hp -50 maxhp -50 value 5 luck -2 Int -2 level -100 damned 1 animation_suffix fools end # This is a god-given item -- chance 0 Allowed horn,shell horn chance 0 Object Sirens msg This is a charming little horn. endmsg type 3 other_arch spell_siren_call hp -20 maxhp -20 Cha 2 Int -2 value 30 animation_suffix sirens end # Allowed horn,shell horn chance 3 Object Eorlingas type 3 other_arch spell_firebolt hp -100 maxhp -100 value 40 Cha 1 animation_suffix eorlingas end # # Cloaks # Allowed all chance 49 Object Woe type 87 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Pow -1 Cha -1 luck -1 value 5 end # Allowed all chance 50 Object Woe type 87 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Pow -1 Cha -1 luck -1 value 5 face cloak_black.111 stand_still 1 end # Allowed all chance 50 Object Woe type 87 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Pow -1 Cha -1 luck -1 value 5 face cloak_red.111 stand_still 1 end # Allowed all chance 50 Object Woe type 87 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Pow -1 Cha -1 luck -1 value 5 face cloak_white.111 stand_still 1 end # Allowed all chance 3 Object Doom type 87 damned 1 Str -5 Con -5 Dex -5 Wis -5 Int -5 Pow -5 Cha -5 value 30 magic 1 face cloak_lgrey.111 stand_still 1 end # Allowed all chance 3 Object Doom type 87 damned 1 Str -5 Con -5 Dex -5 Wis -5 Int -5 Pow -5 Cha -5 value 30 magic 1 face cloak_black.111 stand_still 1 end # Allowed all chance 2 Object the Magi type 87 weight 120 Pow 1 Wis 1 sp 2 value 2000 material 8320 materialname astolare face cloak_purple.111 stand_still 1 item_power 4 end # Allowed all chance 2 Object Lythander type 87 weight 120 Pow 2 sp 1 resist_confusion 55 value 2000 material 256 face serp_cloak.111 stand_still 1 item_power 5 end # Allowed all chance 2 Object Gaea type 87 weight 120 reflect_spell 1 Str -1 hp 2 resist_fire 10 resist_cold 10 resist_electricity 10 value 2000 material 256 face serp_cloak.111 stand_still 1 item_power 3 end # Allowed all chance 50 difficulty 3 Object minor protection weight 120 type 87 value 20 ac 1 face cloak_lgrey.111 stand_still 1 item_power 1 end # Allowed all chance 10 difficulty 5 Object intermediate protection weight 125 type 87 value 100 ac 2 face cloak_white.111 stand_still 1 item_power 2 end # Allowed all chance 3 difficulty 7 Object greater protection type 87 weight 130 value 300 ac 3 material 8320 materialname astolare face cloak_white.111 stand_still 1 item_power 3 end # Allowed all chance 10 difficulty 3 Object beguilement type 87 value 100 Cha 2 weight 110 face cloak_lblue.111 stand_still 1 item_power 2 end # Allowed all chance 3 difficulty 3 Object Asbestos type 87 weight 135 value 400 resist_fire 25 material 8320 materialname asbestos face cloak_lgrey.111 stand_still 1 item_power 1 end # Allowed all chance 3 difficulty 3 Object Warmth type 87 weight 140 value 350 resist_cold 25 material 8320 materialname wool face cloak_red.111 stand_still 1 item_power 1 end # Allowed all chance 3 difficulty 3 Object Insulation type 87 weight 140 value 350 resist_electricity 25 material 8320 materialname rubber face cloak_white.111 stand_still 1 item_power 1 end # Allowed all chance 2 difficulty 3 Object Acid Proofing type 87 value 500 weight 95 resist_acid 65 material 8320 materialname astolare face cloak_acid_proofing.111 stand_still 1 item_power 3 end # Allowed all chance 3 difficulty 3 Object the Devourers type 87 value 500 weight 50 resist_drain 30 resist_ghosthit 30 resist_deplete 100 material 8320 materialname astolare Cha -2 face cloak_black.111 stand_still 1 item_power 4 end # Allowed all chance 1 difficulty 5 Object Gorokh type 87 value 5000 weight 200 resist_fire 30 resist_acid 50 material 0 Cha -6 face cloak_red.111 stand_still 1 end # Allowed all chance 1 difficulty 7 Object the Underworld type 87 value 2000 resist_confusion 50 resist_acid 90 resist_drain 100 resist_fire -10 resist_ghosthit 90 resist_deplete 100 weight 150 material 8320 materialname astolare Cha -4 face cloak_black.111 stand_still 1 item_power 19 end # Allowed all chance 1 difficulty 20 Object Invisibility type 87 value 800 weight 130 material 8320 materialname astolare Str -10 Dex -10 Con -10 msg This cloak sucks vitality from the wearer in order to maintain his invisibility. endmsg make_invisible 1 resist_paralyze -100 face cloak_trans.112 stand_still 1 end # Allowed all chance 1 difficulty 50 Object Unholy Protection type 87 damned 1 weight 50 resist_holyword 50 material 8320 materialname astolare Wis -2 face cloak_black.111 stand_still 1 item_power 5 end # These two are used for alchemy, and thus do not randomly spawn Allowed all chance 0 difficulty 2 Object white leather type 87 face cloak_white.111 value 3 end # Allowed all chance 0 difficulty 2 Object black leather type 87 face cloak_black.111 value 3 end # #Artifact boots! # Allowed low_boots chance 1 difficulty 15 Object Invisibility type 99 value 800 weight 60 material 8200 materialname dragonhide ac 1 Str -10 Dex -12 Con -10 msg These shoes prevent others from seeing your movements. Bewarned however that they slow you down and draw strength from you. Not only this but some enemies can still see you with magic! endmsg make_invisible 1 face low_boots.111 stand_still 1 end # Allowed !sandals chance 20 difficulty 2 Object granite type 99 value 60 weight 1000 material 8256 materialname granite ac 5 msg What strange boots, they look very protective, but amazingly heavy. There also doesn't appear to be any laces, you wonder how you're ever going to take them off. endmsg face high_boots.111 stand_still 1 cursed 1 end # Allowed !high_boots chance 40 difficulty 1 Object mobility type 99 value 50 weight 80 material 8200 materialname dragonhide resist_confusion 25 resist_slow 20 resist_paralyze 20 resist_fear 50 exp 2 msg These sure look like useful boots. They feel a little lighter and appear a bit sleeker. endmsg stand_still 1 item_power 4 end # Allowed all chance 40 difficulty 1 Object clawing type 99 value 50 weight 120 material 8200 materialname dragonhide dam -2 msg These boots have sharpened claws at the tips, which look like they would aid greatly in combat. endmsg stand_still 1 item_power 1 end # Allowed all chance 40 difficulty 1 Object steel type 99 value 50 weight 110 material 8194 materialname steel ac 1 resist_physical 10 msg The metal exterior provides a little extra resistance. endmsg stand_still 1 item_power 2 end # # #Artifact gems! # Allowed diamond chance 60 Object great value face pretty_crystal.111 stand_still 1 value 10 type 60 weight 110 end # Allowed diamond chance 20 difficulty 3 Object exceptional beauty face diamond_exceptional.111 value 100 stand_still 1 type 60 weight 130 nrof 4 end # Allowed diamond chance 5 difficulty 5 Object flawless beauty face diamond_flawless.111 value 1000 stand_still 1 type 60 weight 200 nrof 4 end # Allowed ruby chance 60 Object great value face pretty_ruby.111 stand_still 1 value 10 type 60 weight 110 end # Allowed ruby chance 20 difficulty 3 Object exceptional beauty face ruby_exceptional.111 value 100 stand_still 1 type 60 weight 130 nrof 4 end # Allowed ruby chance 5 difficulty 5 Object flawless beauty face ruby_flawless.111 value 1000 stand_still 1 type 60 weight 200 nrof 4 end # Allowed sapphire chance 60 Object great value face pretty_sapphire.111 stand_still 1 value 10 type 60 weight 110 end # Allowed sapphire chance 20 difficulty 3 Object exceptional beauty face sapphire_exceptional.111 value 100 stand_still 1 type 60 weight 130 nrof 4 end # Allowed sapphire chance 5 difficulty 5 Object flawless beauty face sapphire_flawless.111 value 1000 stand_still 1 type 60 weight 200 nrof 4 end # Allowed emerald chance 60 Object great value face pretty_emerald.111 stand_still 1 value 10 type 60 weight 110 end # Allowed emerald chance 20 difficulty 3 Object exceptional beauty face emerald_exceptional.111 value 100 stand_still 1 type 60 weight 130 nrof 4 end # Allowed emerald chance 5 difficulty 5 Object flawless beauty face emerald_flawless.111 value 1000 stand_still 1 type 60 weight 200 nrof 4 end # Allowed amethyst chance 60 Object great value face pretty_amethyst.111 stand_still 1 value 10 type 60 weight 110 end # Allowed amethyst chance 20 difficulty 3 Object exceptional beauty face amethyst_exceptional.111 value 100 stand_still 1 type 60 weight 130 nrof 4 end # Allowed amethyst chance 5 difficulty 5 Object flawless beauty face amethyst_flawless.111 value 1000 stand_still 1 type 60 weight 200 nrof 4 end # # #Amulets! # Allowed all chance 127 Object Shielding face amulet_shielding.111 resist_physical 20 type 39 value 20 item_power 1 end # Allowed all chance 127 Object Sustenance face amulet_sustenance.111 food 15 type 39 value 20 # item power calculation is skewed because of # the high food value above item_power 4 end # Allowed all chance 100 difficulty 6 Object Empowerment face amulet_empowerement.111 material 256 type 39 value 40 sp 2 item_power 2 end # Allowed all chance 255 difficulty 6 Object Sorrow face amulet_sorrow.111 type 39 value 0 cursed 1 resist_magic -100 end # Allowed all chance 50 difficulty 4 Object Calling Death face amulet_calling_death.111 type 39 value 0 damned 1 cursed 1 resist_physical -100 resist_magic -100 resist_fire -100 resist_electricity -100 resist_cold -100 resist_confusion -100 resist_acid -100 end # Allowed all chance 10 difficulty 10 Object Aethereality face amulet_aethereality.111 material 256 type 39 value 3000 resist_physical 50 item_power 3 end # Allowed all chance 10 difficulty 10 Object Power type 39 face amulet_power.111 material 256 sp 7 value 4000 item_power 5 end # Allowed all chance 75 difficulty 7 Object Deflection reflect_spell 1 face amulet_deflection.111 reflect_missile 1 material 256 ac 2 resist_physical 30 type 39 value 1000 item_power 5 end # Allowed all chance 50 difficulty 7 Object the Shielded Mind face amulet_shielded_mind.111 type 39 material 256 resist_confusion 100 resist_paralyze 100 resist_fear 100 value 1000 item_power 14 end # Allowed all chance 40 difficulty 5 Object Free Action face amulet_free_action.111 type 39 material 256 value 300 resist_slow 100 resist_paralyze 100 resist_confusion 30 resist_fear 30 item_power 8 end # Allowed all chance 5 difficulty 9 Object the Magi face amulet_magi.111 type 39 material 256 sp 5 Int 2 Pow 2 value 5000 resist_magic 30 reflect_spell 1 item_power 12 end # Allowed all chance 30 difficulty 9 Object Holiness face amulet_holiness.111 type 39 material 256 Wis 3 value 300 path_attuned 385 item_power 3 end # Allowed all chance 60 difficulty 9 Object Unholiness face amulet_unholiness.111 type 39 value 10 path_repelled 257 path_attuned 192 damned 1 cursed 1 end # Allowed all chance 1 difficulty 9 Object Destruction face amulet_destruction.111 type 39 value 800 material 256 path_repelled 256 path_attuned 542 path_denied 2048 end # # Containers (the following is hack to get a quiver for bolts also) # It would be better that it would be possible to define object # NONE also, and not use the fixed probability. # Allowed quiver chance 100 Object Holding Throwing Weapons type 122 value 100 race throwing Str 80 food -15 end # Allowed quiver chance 100 Object Holding Bolts type 122 value 100 race crossbow bolts Str 80 face quiver_bolt.111 end # Allowed quiver chance 100 Object Holding Arrows type 122 value 100 Str 80 face quiver_arrow.111 end # Allowed !quiver,!cauldron chance 100 Object Holding type 122 value 100 Str 50 face_suffix holding end # Allowed bag chance 10 difficulty 7 Object Great Holding type 122 value 100 Str 75 end # # Arrows/Missiles # Allowed all chance 250 Object inaccuracy type 13 wc -7 cursed 1 end # Allowed all chance 100 difficulty 5 Object Accuracy type 13 value 5 wc 7 dam -8 food 50 end # Allowed all chance 100 Object Fire attacktype 4 type 13 dam -8 value 6 animation_suffix fire end # Allowed all chance 100 Object Frost attacktype 16 type 13 dam -8 value 6 animation_suffix frost end # Allowed all chance 100 difficulty 6 Object Poison attacktype 1025 type 13 dam -8 value 6 magic 1 animation_suffix poison end # Allowed all chance 100 Object Lightning attacktype 8 type 13 dam -8 value 6 animation_suffix lightning end # Allowed all chance 50 difficulty 6 Object Paralysis attacktype 4097 type 13 value 8 wc 2 food 80 msg These missiles have been soaked in some strange liquid which stuns the victim. These missiles also break much more easily than normal ones. endmsg animation_suffix paralysis end # Allowed all chance 20 Object Assassinating Trolls slaying troll attacktype 131072 msg These missiles are inscribed with powerful runes for the bane of trolls. A scratch from one of these arrows could smite one dead. endmsg type 13 value 500 wc 7 dam -20 food 100 nrof 10 level 40 end # Allowed all chance 20 difficulty 5 Object Assassinating Dragons slaying dragon attacktype 131072 msg These missiles are inscribed with powerful runes for the bane of dragons. A scratch from one of these arrows could smite one dead. endmsg type 13 value 1000 wc 7 dam -20 food 100 nrof 10 resist_fire 100 level 50 end # Allowed all chance 20 difficulty 5 Object Blessedness slaying undead,demon msg These missiles are invested with a great holiness so that even a scratch might banish an undead creature or a demon back to the hell from which it came. endmsg attacktype 131072 type 13 value 500 wc 7 dam -20 food 70 nrof 10 level 50 end # Allowed arrow,bolt chance 100 difficulty 5 Object Slay Dragon type 13 value 5 slaying dragon dam -12 food 10 animation_suffix slay_dragon end # Allowed arrow,bolt chance 50 difficulty 8 Object Magic type 13 value 10 attacktype 2 dam -20 wc 6 msg These magical arrows are very powerful weapon. endmsg food 90 animation_suffix magic end # Allowed bolt chance 1 difficulty 5 Object Demon Slaying type 13 value 5 slaying demon magic 4 dam 12 food 10 msg This powerful bolt can rip right through any demon it is shot at, but it tends to break very easily. endmsg end # Allowed bolt chance 100 difficulty 5 Object silver head material 8194 materialname silver type 13 value 5 slaying vampire attacktype 2 end # Allowed bolt chance 50 difficulty 8 Object Piercing type 13 value 7 dam -25 wc 6 weight 150 food 10 end # Allowed bolt chance 10 Object Adamantite type 13 value 10 weight 90 material 8448 materialname adamantium food 10 end # Allowed arrow,bolt chance 1 Object fire explosion type 13 value 20 arrow_spell small fireball arch event_attacks title Python slaying python/items/spell_arrow.py end end # Allowed arrow,bolt chance 1 Object cold storm type 13 value 20 arrow_spell small snowstorm arch event_attacks title Python slaying python/items/spell_arrow.py end end # Allowed arrow,bolt chance 1 Object noxious fumes type 13 value 20 arrow_spell poison cloud arch event_attacks title Python slaying python/items/spell_arrow.py end end # # Bows # Allowed all chance 10 Object Accuracy type 14 value 5 weight 80 wc 4 item_power 2 end # Allowed all chance 10 Object Valriel type 14 magic 1 value 15 weight 110 dam 20 end # Allowed all chance 15 Object Gorokh type 14 magic 2 value 15 attacktype 65 dam 16 item_power 1 end # Allowed !crossbow chance 10 Object Lythander type 14 magic 1 value 22 weight 75 sp 150 wc 1 item_power 1 end # Allowed crossbow chance 10 Object Ruggilli type 14 magic 2 value 18 weight 85 sp 110 wc 1 attacktype 4 item_power 2 end # Allowed all chance 12 Object Sorig type 14 magic 2 value 20 weight 95 sp 125 wc 1 attacktype 8 item_power 2 end # Allowed crossbow chance 5 Object Mostrai type 14 magic 3 dam 14 sp 75 value 50 attacktype 256 item_power 1 end # Allowed all chance 10 difficulty 5 Object Thunder type 14 value 10 magic 2 weight 90 dam 15 wc 2 attacktype 6145 item_power 3 end # Allowed all chance 40 Object inaccuracy type 14 value 5 wc -4 cursed 1 end # Allowed bow chance 1 difficulty 5 Object Auriga type 14 weight 80 msg This magical bow shoots with such force that the arrows sometimes fly right through the target. endmsg value 100 wc 5 dam -25 item_power 4 end # Allowed bow chance 5 Object wizard type 14 value 5 dam -7 msg This bow is magically enchanted so that archer's strength doesn't affect damage made by it. endmsg no_strength 1 end # # # SKILLS # Allowed lockpicks chance 100 Object quality type 74 value 5 Dex 1 end # Allowed lockpicks chance 30 Object high quality type 74 value 10 Dex 3 end # # talismans - # Allowed talisman chance 50 Object Fire type 74 material 256 value 3 path_attuned 2 path_repelled 4 end # Allowed talisman chance 50 Object Frost type 74 material 256 value 3 path_attuned 4 path_repelled 2 end # Allowed talisman chance 80 Object Missiles type 74 material 256 value 5 path_attuned 16 end # Allowed talisman chance 40 Object Unified Mind type 74 material 256 value 7 path_attuned 1056 Int 3 item_power 4 end # Allowed talisman chance 20 difficulty 10 Object Creation type 74 material 256 value 9 path_attuned 6208 item_power 2 end # Allowed talisman chance 20 difficulty 10 Object Elements type 74 material 256 value 9 path_attuned 14 item_power 4 end # Allowed talisman chance 3 difficulty 13 Object Wizardry type 74 material 256 value 25 path_attuned 28286 Pow 1 item_power 5 end # # holy symbols # Allowed holy_symbol chance 80 difficulty 5 Object Probity type 74 material 256 value 5 path_attuned 257 path_repelled 128 path_denied 0 item_power 1 face holy_symbol_probity.111 end # Allowed holy_symbol chance 10 difficulty 5 Object Great Virtue type 74 material 256 value 25 path_attuned 8640 Wis 2 item_power 4 face holy_symbol_great_virtue.111 end # Allowed holy_symbol chance 10 difficulty 5 Object The Dark Path type 74 material 256 value 25 path_attuned 393216 path_denied 256 item_power 2 face holy_symbol_dark_path.111 end # Allowed holy_symbol chance 10 difficulty 5 Object Turning type 74 material 256 value 25 path_attuned 65536 item_power 1 face holy_symbol_turning.111 end # Allowed holy_symbol chance 50 difficulty 5 Object Calling type 74 material 256 value 5 path_attuned 64 path_repelled 256 face holy_symbol_calling.111 end # # DRINK. # Allowed water chance 90 Object the wise type 54 food 1 value 10 face water_wise.111 end # Allowed water chance 17 difficulty 2 Object pearl type 54 food 1 value 50 face water_pearl.111 end # Allowed water chance 15 difficulty 3 Object emerald type 54 food 1 value 58 face water_emerald.111 end # Allowed water chance 13 difficulty 5 Object sapphire type 54 food 1 value 67 face water_sapphire.111 end # Allowed water chance 8 difficulty 5 Object ruby type 54 food 1 value 76 face water_ruby.111 end # Allowed water chance 3 difficulty 8 Object diamond type 54 food 1 value 191 face water_diamond.111 end # # FOOD. Types of food which can effect player status # # Note: an item is cursed, the effect is generally reversed! # Allowed !waybread chance 200 Object Poison type 6 food 10 hp -5 cursed 1 end # Allowed !waybread chance 20 Object Hideous Poison type 6 food 10 hp -25 Str -1 Con -1 Dex -1 Cha -1 cursed 1 end # Allowed mushroom_1, mushroom_2, mushroom_3 chance 150 Object Gourmet type 6 value 2 food 250 end # Allowed mushroom_1, mushroom_2, mushroom_3 chance 5 Object Magic type 6 value 80 sp 100 end # # note the cursed status here!, this mushroom drains mana # Allowed mushroom_1, mushroom_2, mushroom_3 chance 15 Object Magic type 6 value 80 cursed 1 sp 100 end # Allowed mushroom_1, mushroom_2, mushroom_3 chance 20 Object Healing type 6 value 40 hp 50 end # Allowed food, mushroom_1, mushroom_2 chance 15 Object Stamina type 6 value 30 Con 1 end # Allowed waybread chance 100 Object Aelingas type 6 value 10 Str 1 Con 1 end # Allowed mushroom_2, mushroom_3 chance 15 Object Strength type 6 value 30 Str 1 end # Allowed mushroom_1, mushroom_3 chance 15 Object Quickness type 6 value 30 Dex 1 end # Allowed mushroom_1 chance 100 Object Heat Resistance type 6 value 30 resist_fire 30 end # Allowed mushroom_2 chance 100 Object Frost Resistance type 6 value 30 resist_cold 30 end # Allowed mushroom_1, mushroom_2, mushroom_3 chance 10 Object Bravery type 6 value 100 resist_fear 30 end # Allowed mushroom_3 chance 90 Object Magic Resistance type 6 value 40 resist_magic 30 end # Allowed mushroom_2, mushroom_3 chance 5 Object Life type 6 value 500 Con 1 resist_drain 30 resist_deplete 30 end # # Potions (incl. dusts, balms and figurine sub-types) # # # - attack potions # Allowed potion_generic chance 1 Object firestorm face potion_fire2.111 stand_still 1 type 5 value 1 other_arch spell_small_fireball end # Allowed potion_generic chance 1 Object great firestorm face potion_fire2.111 stand_still 1 type 5 other_arch spell_medium_fireball value 5 end # Allowed potion_generic chance 1 Object black fire face potion_fire2.111 stand_still 1 type 5 other_arch spell_comet value 8 level -30 end # Allowed potion_generic chance 1 Object fiery destruction type 5 face potion_fire2.111 stand_still 1 other_arch spell_meteor_swarm value 15 level -60 end # Allowed potion_generic chance 1 Object sunfire face potion_fire2.111 stand_still 1 type 5 other_arch spell_sunspear value 5 end # Allowed potion_generic chance 1 Object freezing face potion_freeze.111 stand_still 1 type 5 other_arch spell_frostbolt value 1 end # Allowed potion_generic chance 1 Object fire face potion_fire2.111 stand_still 1 type 5 other_arch spell_firebolt value 1 end # Allowed potion_generic chance 1 Object electric shock face potion_shock.111 stand_still 1 type 5 other_arch spell_sm_lightning value 1 end # # -- poison cloud Allowed potion_generic chance 1 Object noxious fumes stand_still 1 type 5 other_arch spell_poison_cloud value 1 end # # -- ball lightning Allowed potion_generic chance 1 Object lasting shock stand_still 1 type 5 other_arch spell_ball_lightning value 15 end # # -- color spray Allowed potion_generic chance 1 Object Rainbow Wave stand_still 1 type 5 other_arch spell_color_spray value 20 end # # - curative potions # Allowed balm_generic chance 1 Object first aid face balm_first_aid.111 type 5 value 1 other_arch spell_minor_healing end # Allowed potion_generic chance 1 Object cure vision face potion_heal2.111 type 5 other_arch spell_cure_blindness value 2 end # Allowed potion_generic chance 1 Object cure poison face potion_heal2.111 stand_still 1 type 5 other_arch spell_cure_poison value 1 end # Allowed potion_generic chance 1 Object cure madness face potion_heal2.111 stand_still 1 type 5 other_arch spell_cure_confusion value 2 end # Allowed potion_generic chance 1 Object cure disease stand_still 1 type 5 other_arch spell_cure_disease value 3 end # Allowed potion_generic chance 1 Object testing monsters stand_still 1 type 5 value 1 other_arch spell_probe end # # - protective potions # Allowed balm_generic chance 1 Object aethereality face balm_aethereality.111 type 5 resist_physical 50 value 15 end # Allowed balm_generic chance 1 Object asbestos face balm_asbestos.111 type 5 resist_fire 50 value 5 end # Allowed balm_generic chance 1 Object insulation face balm_insulation.111 type 5 resist_electricity 50 value 5 end # Allowed balm_generic chance 1 Object warmth face balm_warmth.111 type 5 resist_cold 50 value 5 end # Allowed potion_generic chance 1 Object resist confusion stand_still 1 face potion_resist.111 type 5 value 1 resist_confusion 50 end # Allowed potion_generic chance 1 Object resist magic face potion_resist.111 stand_still 1 type 5 resist_magic 50 value 3 end # Allowed potion_generic chance 1 Object resist draining face potion_resist.111 stand_still 1 type 5 value 1 resist_drain 50 end # Allowed potion_generic chance 1 Object resist paralysis face potion_resist.111 stand_still 1 type 5 resist_paralyze 50 value 1 end # Allowed potion_generic chance 1 Object resist poison face potion_resist.111 stand_still 1 type 5 resist_poison 50 value 1 end # Allowed potion_generic chance 1 Object resist slow face potion_resist.111 stand_still 1 type 5 resist_slow 50 value 1 end # Allowed potion_generic chance 1 Object shock resistance type 5 face potion_ishock.111 stand_still 1 resist_electricity 90 value 100 end # Allowed potion_generic chance 1 Object magic resistance face potion_mimm.111 stand_still 1 type 5 resist_magic 90 value 150 end # # - stat potions # Allowed potion_generic chance 1 Object strength face potion_util.111 stand_still 1 type 5 other_arch spell_strength value 1 end # Allowed potion_generic chance 1 Object agility type 5 face potion_util.111 stand_still 1 other_arch spell_dexterity value 1 end # Allowed potion_generic chance 1 Object fortitude type 5 face potion_util.111 stand_still 1 other_arch spell_constitution value 1 end # Allowed balm_generic chance 1 Object beauty type 5 other_arch spell_charisma value 20 end # # - misc. potions and balms # Allowed balm_generic chance 1 Object flying face balm_flying.111 type 5 value 5 other_arch spell_levitate end # Allowed balm_generic chance 1 Object the serpent face balm_serpent.111 type 5 value 5 other_arch spell_staff_to_snake end # Allowed balm_generic chance 1 Object invisible to undead face balm_invisible_undead.111 type 5 other_arch spell_invisible_to_undead value 5 end # Allowed balm_generic chance 1 Object transparency face balm_transparency.111 type 5 other_arch spell_improved_invisibility value 5 end # Allowed balm_generic chance 1 Object return home face balm_return_home.111 type 5 value 5 other_arch spell_word_of_recall end # Allowed potion_generic chance 1 Object self knowledge face potion_util.111 type 5 value 1 other_arch spell_perceive_self end # Allowed potion_generic chance 1 Object mystic power face potion_util.111 type 5 other_arch spell_transference value 8 end # Allowed potion_generic chance 1 Object speed face potion_util.111 stand_still 1 type 5 level -80 other_arch spell_haste value 15 end # Allowed potion_generic chance 1 Object recuperation face potion_util.111 stand_still 1 type 5 other_arch spell_regeneration value 2 end # # - figurines- these summon stuff # Allowed figurine_generic chance 1 Object clay type 5 other_arch spell_summon_golem value 1 level -20 face figurine_clay.111 end # Allowed figurine_generic chance 1 Object stone type 5 other_arch spell_summon_earth_elemental level -20 value 1 face figurine_stone.111 end # Allowed figurine_generic chance 1 Object whirlwind type 5 other_arch spell_summon_air_elemental level -20 value 1 face figurine_whirlwind.111 end # Allowed figurine_generic chance 1 Object a great wave type 5 other_arch spell_summon_water_elemental level -20 value 1 face figurine_great_wave.111 end # Allowed figurine_generic chance 1 Object a flame type 5 other_arch spell_summon_fire_elemental value 1 level -20 face figurine_flame.111 end # Allowed figurine_generic chance 1 Object a clenched hand type 5 other_arch spell_mystic_fist level -20 value 1 end # # Dusts. # # - 360 deg effect # Allowed dust_generic chance 1 Object stasis face dust_stasis.111 type 5 value 1 other_arch spell_paralyze end # Allowed dust_generic chance 1 Object frost face dust_frost.111 type 5 other_arch spell_icestorm value 1 end # Allowed dust_generic chance 1 Object fright face dust_fright.111 type 5 value 1 other_arch spell_fear end # Allowed dust_generic chance 1 Object lethargy face dust_lethargy.111 type 5 value 1 other_arch spell_slow end # Allowed dust_generic chance 1 Object concussion face dust_concussion.111 type 5 other_arch spell_shockwave value 6 end # #Allowed dust_generic #chance 1 #Object Necrocritis #type 5 #other_arch spell_face_of_death #level -20 #value 20 #end # Allowed dust_generic chance 1 Object repelling undead face dust_repelling_undead.111 type 5 other_arch spell_turn_undead level -30 value 1 end # Allowed dust_generic chance 1 Object madness face dust_madness.111 type 5 other_arch spell_mass_confusion value 2 end # Allowed dust_generic chance 1 Object ignition face dust_ignition.111 type 5 other_arch spell_burning_hands value 2 end # Allowed dust_generic chance 1 Object conflagration face dust_conflagration.111 type 5 other_arch spell_hellfire value 4 end # Allowed dust_generic chance 1 Object countermagic face dust_countermagic.111 type 5 other_arch spell_counterspell level -30 value 1 end # Allowed dust_generic chance 1 Object the Dead face dust_dead.111 type 5 other_arch spell_command_undead level -30 value 1 end # # -- mana blast Allowed dust_generic chance 1 Object consuming wrath face dust_consuming_wrath.111 type 5 other_arch spell_mana_blast value 3 end # # -- medium mana ball Allowed dust_generic chance 1 Object encompassing rage face dust_encompassing_rage.111 type 5 other_arch spell_medium_manaball value 6 end # # -- medium snowstorm Allowed dust_generic chance 1 Object blizzards face dust_blizzards.111 type 5 other_arch spell_medium_snowstorm value 4 end # # dusts w/ provide detection # Allowed dust_generic chance 1 Object clairvoyance face dust_clairvoyance.111 type 5 other_arch spell_magic_mapping value 2 end # Allowed dust_generic chance 1 Object revealing face dust_revealing.111 type 5 other_arch spell_show_invisible level -20 value 8 end # Allowed dust_generic chance 1 Object show enchantment face dust_show_enchantment.111 type 5 other_arch spell_detect_magic value 1 end # Allowed dust_generic chance 1 Object night vision face dust_night_vision.111 type 5 value 1 other_arch spell_dark_vision end # Allowed dust_generic chance 1 Object piercing vision face dust_piercing_vision.111 type 5 other_arch spell_xray value 6 end # Allowed dust_generic chance 1 Object clinging glow face dust_clinging_glow.111 type 5 other_arch spell_faery_fire value 1 end # Allowed dust_generic chance 1 Object Biren's mist face dust_biren_mist.111 type 5 other_arch spell_summon_fog value 1 end # # misc. dusts # # -- light Allowed dust_generic chance 1 Object brightness face dust_brightness.111 type 5 other_arch spell_light level -20 value 1 end # # -- darkness Allowed dust_generic chance 1 Object impenatrability face dust_impenatrability.111 type 5 other_arch spell_darkness level -20 value 1 end # ������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/lib/arch/attackmess����������������������������������������������������������������000644 �001751 �001751 �00000035710 13723052216 020237� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������# attackmess -- messages to describe attacks and their effects # arrows TYPE:0 3=hit 3= 3= grazes 6=hit 6= 6= pricks 11=hit 11= 11= pierces 17=hit 17= 17= punctures 29=hit 29= 29= deeply punctures 45=hit 45= 45= stabs 65=hit 65= 65= deeply stabs 90=hit 90= 90= penetrates 130=hit 130= 130= perforates 160=hit 160= 160= drills into 200=hit 200= 200= drives deeply into 9999=hit 9999= 9999= goes straight through #drain TYPE:1 3=draw life from 3= 3= drew life from 6=drain 6= 6= drains 9=feed upon the life force of 9= 9= feeds upon the life force from 14=feel the life force of 14= course through your veins 14= pulls vital life force away from 19=suck the life out of 19= 19= sucks the life out of 26=tug mercilessly at 26='s soul 26= tugs mercilessly at the soul of 36=send dark waves of energy into 36= 36= sends dark waves of energy into 46=hear a wail of despair as 46= shudders briefly 46= causes wails of despair come from deep within 75=hear the laughter of dark gods as 75= vibrates with pain 75= vibrations of pain and ethereal laughter haunt 100=bite deeply into 100='s soul 100='s dark power bites deeply into 130=violently tear 130='s life force from the body 130= tears the life force away from 170=watch dark rippling waves cover 170= with screams of agony 170= sends dark waves of power into 210=laugh hideously as 210= begs for mercy at your feet 210= inflicts unbelievable pain upon 9999=witness the soul of 9999= shimmering out of the body violently 9999= cackles as the soul begins to depart from #electric TYPE:2 3=zap 3= 3= zaps 7=shock 7= 7= shocks 10=jolt 10= 10= jolts 13=electrify 13= 13= electrifies 16=cause sparks to jump off 16='s body 16= causes sparks to dance around 21=electrocute 21= 21= electrocutes 29=cackle with glee as 29= convulses with pain 29= causes convulsions of pain to wrack 50=send shimmering shockwaves of power into 50= 50= sends shimmering shockwaves of power into 80=cause bolts of energy to crackle across 80='s body 80= causes bolts of energy to crackle around 130=send 130= into violent seizures 130= causes violent seizures in 170=watch 170= writhe in pain as electric bolts crackle violently 170='s power causes violent spasms in 200=are horrified by the sight of 200= frothing madly at your feet 200= causes uncontrollable muscle spasms in 9999=feel a violent shockwave crackling with power as 9999= shudders with blinding arcs 9999= sends horrible crackling power into #cold TYPE:3 3=nip 3= 3= nips 8=chill 8= 8= chills 12=cause 12= to shiver 12= causes shivers in 17=cause 17= to shiver violently 17= causes violent shivers in 28=coat 28= in frost 28= sends a blast of frost at 60=cover 60= in a sheet of ice 60= sends a blast of ice at 90=freeze 90= 90= freezes 130=the intense cold causes 130= to shiver violently with pain 130= cold power causes violent shakes in 180=tear into 180= with a blast of arctic wind 180= sends a blast of arctic wind at 9999=nearly freeze 9999= solid 9999= nearly froze #fire TYPE:4 3=singe 3= 3= singes 6=burn 6= 6= burns 9=ignite 9= 9= ignites 12=scorch 12= 12= scorches 16=torch 16= 16= torches 20=set 20= on fire 20= sets fire to 27=roast 27= 27= roasts 40=melt 40= 40= melts 70=set 70= ablaze 70= horribly burns 100=fry 100= 100= fries 130=fry 130= to a crisp 130= viciously fries 160=incinerate 160= 160= incinerates 200=cause 200= to burst into raging flames 200= causes flames to engulf 250=burn 250= to ashes 250= send blistering heatwaves into 9999=nearly vaporize 9999= 9999= nearly vaporizes #basic hit TYPE:5 3=grazed 3= 3= grazes 6=hit 6= 6= hits 9=hit 9= hard 9= skillfully hits 12=hit 12= very hard 12= deftly hits 16=hit 16= extremely hard 16= violently hits 20=crush 20= very hard 20= crushes 27=smash 27= with a bonecrunching sound 27= smashes 40=shred 40= to pieces 40= shreds 70=beat 70= to a pulp 70= beats 130=grind 130= to dust 130= grinds 250=atomize 250= 250= atomizes 9999=annihilate 9999= 9999= annihilates #karate! TYPE:6 3=graze 3= with your chop 3= grazes 6=hit 6= with your chop 6= hits 10=firmly strike 10= with your chop 10= firmly strikes 20=chop 20= upside the head 20= plants a chop to 40=kick 40= 40= kicks 60=spinkick 60= 60= spinkicks 90=acrobatically kick 90= in the head 90= head kicks 120=launch a fury of flying fists at 120= 120= launches a fury of flying fists at 150=touch a pressure point on 150= sending him into spasms 150= touches a pressure point on 180=dropkick 180= 180= dropkicks 220=spin and deliver a heel kick to the back of 220='s head 220= heel kicks 9999=unleash a fury of brutal attacks against 9999= knocking him to the floor 9999= unleashes a fury of brutal attacks against #claws TYPE:7 3=graze 3= 3= grazes 6= claw 6= 6= claws 10=slash 10= 10= slashes 18= tear 18= 18= tears 27=rip into 27= 27= rips into 38=shred 38= 38= shreds 60=leave gushing wounds in 60= 60= leaves gushing wounds in 90=rake 90= with your razor sharp talons 90= rakes 120=slice deeply into the body of 120= 120= slices deeply into the body of 150=tear gaping holes in 150= 150= tears gaping holes in 200=severs the flesh from 200='s bone 200= severs flesh from bone in 250= gut 250= 250= guts 9999= eviscerate 9999= 9999= eviscerates #punching TYPE:8 3=smack 3= 3= smacks 9=punch 9= 9= punches 15=punches 15= hard 15= skillfully punches 25=punches 25= very hard 25= deftly punches 35=violently beat 35= 35= violently beats 60=pulverize 60= 60= pulverizes 90=hammer 90= 90= hammers 120=beat 120= to a pulp 120= powerfully beats 150=beat the tar out of 150= 150= beats the tar out of 9999=nearly shatter the skull of 9999= 9999= pummels #slash TYPE:9 3=cut 3= 3= cuts 6=cut 6= hard 6= skillfully cuts 9=cut 9= very hard 9= viciously cuts 12=slash 12= 12= slashes 20=slash 20= hard 20= skillfully slashes 30=slash 30= very hard 30= viciously slashes 45=slash 45= with a powerful sweep 45= powerfully slashes 60=lay open 60= with a vicious swipe 60= lays open 80=deeply gash 80= 80= deeply gashes 100= tear open 100= with a cruel slash 100= tears open 130=open up deep wounds 130= with a brutal swipe 130= opens up deep wounds in 160=mince 160= 160= minces 190=lacerate 190= with a gruesome hack 190= lacerates 230=tears a gaping wound into 230= with a horrendous sweep 230= tears a gaping wound into 9999=nearly bisects 9999= with a terrifying slash 9999= nearly bisects #pierce TYPE:10 3=prick 3= 3= pricks 6=jab 6= 6= jabs 9=jab 9= hard 9= skillfully jabs 15=jab 15= very hard 15= viciously jabs 21=pierce 21= 21= pierces 34=pierce 34= hard 34= skillfully pierces 48=pierce 48= very hard 48= viciously pierces 65=drive your blade deeply into 65= 65= drives his blade deeply into 80=swiftly strike 80= with a penetrating jab 80= brutally pierces 115=deftly jab 115= with a perfectly aimed attack 115= deftly jabs 150=unleash a flurry of quick pierces into the 150='s gut 150= unleashes a flurry of pierces into 200=thrust your blade deep into the heart of 200= 200= thrusts deeply into the heart of 250=devastate 250= with a lightning fast jab 250= devastates 9999=strike hard and fast against 9999= leaving a gaping hole 9999= strikes hard and fast against #cleave TYPE:11 3=hack at 3= 3= hacks at 6=hack hard at 6= 6= hacks hard at 9=hack very hard at 9= 9= hacks very hard at 12=cleave 12= 12= cleaves 15=cleave 15= hard 15= skillfully cleaves 18=cleave 18= very hard 18= viciously cleaves 21=carve into 21= 21= carves into 25=carve deeply into 25= 25= carves deeply into 30=rend flesh from the body of 30= 30= rends flesh from the body of 40=tear into 40= 40= tears into 55=tear deeply into 55= 55= tears deeply into 70=rip a deep gash in 70= 70= rips a deep gash in 90=sever bone and flesh from the body of 90= 90= severs bone and flesh from the body of 120=swing down hard at 120=, who spews forth an arc of blood 120= swings down hard at 150=are enshrouded in a mist of 150='s blood as your violent blow finds a home 150= is enshrouded in a mist of blood from 180=cross into 180= with a cruel gut-splitting cleave 180= crosses into 210=see a look of despair in the eyes of 210= as you tear him limb from limb 210= tears limbs and bone from 250=splattered with the blood of 250= as sinews of muscle give way to steel 250= is splattered with the blood of 9999=swing down hard on 9999= nearly splitting him end to end 9999= swings down hard on #slice TYPE:12 3=slit open 3= 3= slits open 6=slice 6= 6= slices 9=slice 9= hard 9= skillfully slices 12=slice 12= very hard 12= viciously slices 20=brutally slice 20= 20= brutally slices 30=cut down 30= 30= cuts down 45=severs flesh 45= with a cruel slice 45= cruelly slices 60=carve deeply into 60= 60= carves deeply into 80=perform a wide arcing slice gashing open 80= 80= performs a wide arcing slice gashing open 120=slice open 120= with an overhead sweep 120= slices down 150=dissect 150= with a series of deep slices 150= dissects 180=split 180= wide open 180= splits 240=brutally slices 240= with a cruel flurry of blows 240= brutally slices 9999=unleash a blizzard of steel on 9999= filling the air with a mist of blood 9999= unleashes a blizzard of steel on #stab TYPE:13 3=stab 3= 3= stabs 6=stab 6= hard 6= viciously stab 9=stab 9= very hard 9= violently stabs 12=thrust into 12= 12= thrusts into 18=thrust hard into 18= 18= thrusts hard into 25=thrust very hard into 25= 25= thrusts very hard into 35=drive your weapon hard into 35= 35= drives his weapon hard into 50=violently stabs 50= leaving a deep wound 50= brutally stabs 80=bore a deep hole in 80= 80= bores a deep hole in 115=draw back and ram your weapon into the upper body of 115= 115= draws back and rams his weapon into 150=scream a brutal war cry at 150= as you violently stab him 150= screams and repeatedly stabs 200=throw all your weight into a cruel thrust against 200= 200= throws all his weight into a cruel thrust against 9999=are covered in a rain of blood as your weapon homes in on 9999= 9999= is covered in a rain of blood from #whip TYPE:14 3=lash 3= 3= lashes 6=lash 6= hard 6= viciously lash 9=lash 9= very hard 9= brutally lashes 12=whip 12= 12= whips 20=whip 20= hard 20= viciously whips 30=whip 30= very hard 30= brutally whips 45=flog 45= 45= flogs 60=flog 60= hard 60= viciously flogs 75=flog 75= very hard 75= brutally flogs 90=thrash 90= 90= thrashes 120=leave deep welts and bruises on 120= 120= cruelly thrashes 150=cruelly whip 150= as he screams in agony 150= causes screams of agony to emanate from 180=tear open gaping wounds in 180= 180= tears open gaping wounds in 9999=wrap your whip around 9999= and nearly strangle him 9999= nearly strangles #crush TYPE:15 3=bruise 3= 3= bruises 6=crush 6= 6= crushes 9=skilfully crush 9= 9= skilfully crushes 12=violently crush 12= 12= violently crushes 18=brutally crush 18= 18= brutally crushes 25=smash 25= 25= smashes 35=splatter 35= 35= splatters 45=rupture 45= 45= ruptures 60=swing overhead and deliver a bone fracturing blow to 60= 60= swings overhead and delivers a bone fracturing blow to 80=beat 80= to a bloody pulp 80= pulps 100=deliver an organ-rupturing blow to 100= 100= delvivers an organ-rupturing blow to 120=swing violently at 120= shattering bone like glass 120= shatters the bones of 140=hear the sound of 140='s spine shattering 140= shatters the spine of 160=paint the walls with 160='s cerebral fluid as you crush his skull 160= paints the walls with bits of 180=cave in 180='s face with your crushing blow 180= caves in the face of 210=smash 210='s bones to a bloody paste 210= smashes the bones and flesh of 240=create a greusome and bloody mess from 240= 240= creates a bloody mess from 270=fly into a violent rampage against 270= throwing bone splinters and innards everywhere 270= flies into a violent rampage against 9999=pop 9999='s head like a ripe melon 9999= immolates #bludgeon TYPE:16 3=raise a nasty welt on 3='s body 3= raises a nasty welt on 6=smack 6= 6= smacks 9=bash 9= 9= bashes 12=whack 12= 12= whacks 15=bludgeon 15= 15= bludgeons 20=strike 20= hard 20= strikes hard 25=strike 25= very hard 25= strikes very hard 35=viciously strike 35= 35= viciously strikes 45=create an oozing wound on 45='s body 45= creates an oozing wound on 60=land a rupturing blow on 60= 60= lands a rupturing blow on 75=watch 75= stagger back from your blow 75= hammers 100=knock 100= into next week 100= brutally hammers 140=send 140= flying 140= viciously hammers 180=buckle 180= at the knees 180= buckles the knees of 210=pound 210= nearly into unconciousness 210= brutally pounds 250=beat 250= into a mind altering state 250= lands a mind altering blow against 310=strike 310= with a heart-stopping blow 310= strikes a heart-stopping blow against 9999=ruthlessly pummel 9999= causing a fountain of blood to erupt from every orifice 9999= causes more damage than the developer could fathom to #door TYPE:17 3=knock on the 3= 3= knocks on the 6=beat on the 6= 6= beats on the 9=pound on the 9= 9= pounds on the 15=kick at the 15=, wearing at the hinges 15= pounds on the 20=pummel the 20= 20= pummels the 40=pound hard on the 40= leaving large dents 40= pounds hard on the 80=body slam the door 80= making the door groan 80= crashes at the 150=wipe out the 150= 150= wipes out the 200=demolish bits of the 200=, indeed how is it still standing? 200= demolishes the 9999=command the 9999= to open with all the force at your command 9999=charges head first at the #suffering (poison and diseases) TYPE:18 3=cause the 3= to cough 3= itches 6=irritate the 6='s throat and eyes 6= brings a sweat to 10=force the 10= to take some deep breaths 10= gives a painful rash to the 15=force the 15= to convulse and throw up 15= makes angry sores on 30=make the 30= cough up blood and bile 30= makes blood burst from the sores on the 50=cause violent convulsions in the 50= 50= forces screaming agony from the 80=pauses the heart of the 80= for a moment causing mind numbing pain 80= makes foam burst from the mouth and nose of the 100=produce massive blisters on the 100=, which screams out howls of pain 100= makes blood leak from the eyes and ears of the 150=destroy vast areas of flesh on the 150=, which nearly causes you to vomit in disgust 150= makes blood burst from the eyes of the 180=force the 180= to tear desperately at its own flesh in pain 180= rots body parts off of the 200=ravage the nervous system of the 200=, death is surely only moments away 200= digests the muscle tissue of the 250=cause the 250= to howl in great agony, you are surprised it can survive such poison 250= causes a gruesome blood curdling howl of despair to come from the 9999=are covered in rotting pus from the 9999='s bursting blisters, you cackle with hideous glee 9999= causes blood to flow swiftly from bursting flesh of the TYPE:19 3=feed upon 3= 3= feeds upon 6=steal some of 6='s life 6=steals some life from 10=pull life from 10= 10= pulls life from 15=rapidly age 15= 15= rapidly ages 20=draw life from 20= 20= draws life from 25=draw soul from 25= 25= draws soul from 30=are filled with the essense of 30= 30= is filled with the essense of 50=bathe in the essense of 50= 50= bathes in the essense of 80=pull a stream of life from 80= 80= pulls a stream of life from 100=tug at the soul of 100= 100= tugs at the soul of 130=deal an antonian blow to 130= 130= deals an antonian blow to 165=suck 165= lifeless 165= sucks lifeless 9999=take 9999='s soul 9999= take soul from ��������������������������������������������������������crossfire-1.75.0/lib/arch/messages������������������������������������������������������������������000644 �001751 �001751 �00000056516 13737440117 017724� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������# # Message file for books # # Message entries contained in this file will # appear randomly in readable objects like books, scrolls # and such (op->type==BOOK). # # File format: # ------------ # MSG <identifier>: start of new message. The identifier is optional and free-form, # and must be unique. # If set then players will keep the message as part of their knowledge when read. # Do NOT reuse identifiers if changing messages. # TITLE <title>: message's title, for knowledge management. Mandatory if #  the message has an identifier, else unused. # CHANCE <chance>: optional chance of the message appearing in a book, relative # to the sum of all chances. 0 or no line means this message will never appear. # TEXT: start of the message's body # ENDMSG: marks the end of a message's body and message. # QUEST: optional quest internal code and state this message will activate. # Example: "QUEST TempleOfDoom 0>10" will set the quest 'TempleOfDoom' to state 10 #  if the player didn't yet do it. # # TEXT must be the last item in a MSG block. # # When designing messages please keep in mind: # ------------------------------------------- # 1) Message length shouldn't exceed the maximum # buffer size for books (you'll generate a warning message # if you do this). Check the file include/read.h for the # current message size limit (BOOK_BUF). # 2) Only put newlines where significant. Clients will # automatically wrap the text. # # MSG CHANCE 1 TEXT <undecipherable text> ENDMSG # # MSG G-001 TITLE Fortress of Barad-Dur QUEST quests/BaradDur 0>10 FACE tower_a.x11 CHANCE 1 TEXT "In the mountains north-west of the great city we found it at last -- the hidden fortress of Barad-Dur. What treasures could lie in it I do not know for our party never gained its way past the entryway. Skulls, pixies, and a horrible creature I hesitate to name decimated my friends and I." ENDMSG # # MSG G-002 TITLE Fortress of Ang QUEST quests/FortressAng 0>10 FACE fort.x11 CHANCE 1 TEXT In ancient times past the great fortress of Ang was raised on the eastern shore. Many inhabitants it has had, but the last known was the most unusual. A titan of rare power is said to live in Ang now. There he serves as guardian of an artifact of unusual might. The exact location is now lost, but rumors locate it east, north-east of Navar, near the southern shore. ENDMSG # # MSG G-003 TITLE About the northern country CHANCE 1 TEXT Many have ventured into the northern country. Up beyond the mountains, alone in the wastes lies a vast domain of mines that delve deep into the earth. Know that these tunnels and shafts are quite perilous; for only once in recent times have I heard of an expedition returning from them. ENDMSG # # MSG G-004 TITLE Map of western world CHANCE 1 TEXT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~ ~~~~~~~~~ ^^^^^^^^^^^^^ ~~~~~~~~X========== ^ %%%%%%^%^^^^^ ~~~~~~~ santo = %%%%%%%%%%%%%% ~~~~~~~ dominion = %%%The%%%%%%% ~~~~~~ ^^ = %%%%%%%%%%%%% ~~~~~~ ^^ = %%Great%%%%%% ~~~~~~^ ^ = %%%%%%%%%%%% ~~~~~~X=============================== ~~~~~~ Scorn ^^^ = %%%%%%%%%%%% ~~~~~ ^^^^ = %% %%Forest%%%%% ~~~ ^^^ = %%%%%%%%%%%%%% ~~~ ^^^ = %%%%%%%%%%%%%% ~~~ ^^ === %%%%%%%%%%%%% ~~~ X Brest ~~~~ ~~~~~ ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------Map of Western World-------- ENDMSG # # MSG G-005 TITLE Alchemy attempt CHANCE 1 TEXT ...and then did the Alchemist agree to make me my potion. First he called to his grimm servants who hauld forth a great iron cauldron. Into this black device did he deposit his ingredients and, opening his spell book for reference, then did he cast his spell of alchemy therepon the cauldron. Greatly did the tub shake and move! I thought that the Alchemist had broke his device, but he chuckled at my ignorance. Into the cauldron did he reach an brought forth a filled bottle of golden amber fluid... ENDMSG # # MSG G-006 TITLE Alchemy basics CHANCE 1 TEXT Know that there are 4 principle philosophical ingredients. In order, they are: - philosophical salt - philosophical sulphur - philosophical phosphorus - philosophical oil The great alchemist has often said that all living things are made of these ingredients. Proper combination of these with other base objects can often create potions of power and might. ENDMSG # # # (C)2007 Y.E.J. Chachkoff. All rights reserved. # The author agreed to have his work distributed with the original Crossfire RPG game, any fork excluded. MSG G-007 TITLE Commandeer's story CHANCE 1 TEXT 11 Tromisian 5211EK: We made a strange encounter while we were travelling down the ancient road to Lake Country. Plunderers from Jangk were attacking a caravan near the Iron Doors. We of course helped the merchants, and easily defeated the bandits, some fleeing. But merchants seemed... uneasy, once they recognized our Guard uniforms. We soon understood why: their twelve heavily sealed wagons were filled with Goblins, Orcs, and other creatures with the gift of speaking. They refused to tell us anything, so we decided to defer to the Lord's Justice. I don't know what will happen to them. From some testimonies we could gather, this traffic has been going on for years, for the benefit of the biggest domains of Lake Country. Me and my men will try to learn more about this. ENDMSG # # # (C)2007 Y.E.J. Chachkoff. All rights reserved. # The author agreed to have his work distributed with the original Crossfire RPG game, any fork excluded. MSG G-008 TITLE Port Joseph's Bottle Riots CHANCE 1 TEXT In 5122EK, Bottle Riots, only reprimed with difficulty, in Port Joseph drove local authorities to totally forbid taverns and other drink-related places, with the sole exception of shops controlled by the Sea Princes themselves. However, Josephians rapidly found a loophole in the decree, noticing it only applied to buildings on or above the ground level. They thus refurbished to taverns caves in individual houses; they are indicated by their green frontage. ENDMSG # # The following extracts are from the Crossfire wiki at http://wiki.metalforge.net/doku.php # and are supposed to be GPL or at least reusable ingame. If not the case, please tell and we'll remove MSG G-009 TITLE Skorn foundation CHANCE 1 TEXT The colony of Skorn was founded in 435EK by Skud the Great, when his expedition reached the shores of the continent. It is said that he first pitched his tent on the site where the inn now stands. ENDMSG MSG G-010 TITLE Scorn's war against Dragons CHANCE 1 TEXT The war against the Dragons rages from 1064 to 1135EK. Scorn is destroyed. Most of its inhabitants flee to the south. After 1115EK, the city is progressively rebuilt on top of the now buried ruins nowadays known as the Old City. ENDMSG MSG G-011 TITLE The Sea Princes CHANCE 1 TEXT The War of the Sea Princes took place in 1177EK. The last imperial ship reaches Scorn. Contacts with Khelens are now broken. Scorn becomes an independent kingdom. ENDMSG MSG G-012 TITLE About Khelens CHANCE 1 TEXT Khelens is the name of both a city and an Empire, that once ruled the world. The cities of Scorn and Navar were initially colonies of the Empire of Khelens. The fate of Khelens is currently unknown. According to the last known historical records, a political crisis shattered the very foundations of the Empire 5000 years ago, creating a civil war that ended by the independence of Scorn and the other colonies from it. Since that time, no imperial ship ever sailed back to Scorn, and the location of Khelens is now forgotten. ENDMSG MSG G-013 TITLE Skud the Great CHANCE 1 TEXT One of the first Builders, Skud the Great created many famous places, like the Scorn’s First Inn or the Newbie Tower. The reasons of the disappearance of Skud are mostly unknown. The Codex Skudensis mentions that it could have been because of the negative influence of the Arch-Demon Neth Aq. It is thought that The Tower of Skud, although left unfinished by its creator, may contain informations about the fate of one of the most famous Builder. ENDMSG MSG G-014 TITLE History of Scorn CHANCE 1 TEXT It is said that Scorn, as we currently know it, was built on an older version of itself, now buried underground. When the colony of Skorn was founded by Skud, the whole west was infested by dragons and wyverns. The imperial armies successfully fought the monsters, pushing them back on the other side of the mountains, and kept a vigilant guard to ensure that the huge monsters wouldn’t sneak in and attack their settlements. But there are always men who think they’re smarter than everybody else. Enteranni the Red was one of those men. Trying to take control of Scorn for himself, he decided to unleash a couple dragons against the city, after which he’d banish them and be seen as a savior. But so blind and thirsty of power he had become that dragons easily tricked him. His plan failed, and the flame of the dragonbreath destroyed Scorn. When dragon were finally vainquished, Scorn was rebuilt on top of its own ruins. The Old City of Scorn is now a dark, forgotten maze of crypts and halls infested by vermin of all sorts. Rumors say that some treasures from the glorious past of the city still sleep there, waiting to be found. Who knows? Maybe it is true, after all. ENDMSG MSG G-015 TITLE Navar's location CHANCE 1 TEXT Straddling the corner of the Imperial highway as it turns North near the Eastern border of the known world, and surrounded by dangerous territory, Navar is an unlikely site for one of the world’s grandest cities. Yet there it stands, dominating the skyline for miles around and showing the same bustling activity expected of any thriving market town. ENDMSG MSG G-016 TITLE Darcap's foundation CHANCE 1 TEXT In 2264 EK, the Kingdom of the Masts founded a colony called Darcap in the north of the continent. But before this colony could become autonomous the kingdom was destroyed, in 2287 EK, leaving it totally isolated. The inhabitants endured many hardships, many died of hunger. Some tried to reach, by small boat or on foot, a better land – none of them ever came back. One of the colonists, named Andreas, succeeded in persuading many inhabitants to worship Devourers, whose followers don’t suffer hunger. The other inhabitants argued, logically, that since many did convert they would have enough food, and refused to convert. After his death, Andreas was nicknamed “Andreas the Ravenous” – because he always liked good jokes –, and the church of Devourers was named after him. ENDMSG MSG G-017 TITLE Darcap's rediscovery CHANCE 1 TEXT In 6138 EK, a famous explorer named Herghist Appelnisht set foot in Darcap, the first stranger in four millenia. He stayed 2 years, learning the history and customs of Darcap and teaching the whereabouts of the rest of the world to the inhabitants. He then travelled back to Navar with a delegation in order to establish relations between Darcap and the other towns. ENDMSG MSG G-018 TITLE Julio's story CHANCE 1 TEXT In 6795 EK, a magician named Julio, wishing to take some distance with the agitation of the world, came to live in Darcap. He was expert in the four elements and spent the rest of his life studying the interactions of those, transforming four houses in the center of the town in laboratories. He was at the origin of many incidents and many inhabitants came to hate him. It is only many years after his death, in 6813 EK, that his major contribution to the town was made public. He had advised leaders on the affairs of the world, giving advice, solving many conflicts. A status was made as a token of gratitude and his house, which was once considered for destruction, was restored to display his work. ENDMSG MSG G-019 TITLE The Imperial Highway CHANCE 1 TEXT The proverbial “Yellow Brick Road” (nicknamed because the durable yellow clay used to make the bricks) which strings its way across the Main continent of BigWorld, the Imperial Highway was created during the time of the Empire and is a lasting legacy of a more peaceful time. Travel along the Imperial Highway is still reasonable safe as the road is maintained and there are inns and shops along this road. ENDMSG MSG G-020 TITLE The Sannista CHANCE 1 TEXT Shortly summarized, the Sannista is a legendary flying boat that was powered by the reaction of a fire and a water elemental. It was built by the tenth Commander of Euthville, Farkennis, as a gift for the 18th Birthday of his daughter, Sannista. That’s the boat that was stolen by Fax when he fled from Euthville, and that he used to get to Khelens. Giusitta the Verbous then sailed it back to the Continent, and hid it “somewhere in the mountains of Euth”. ENDMSG MSG G-021 TITLE Euthville's foundation CHANCE 1 TEXT If you went there about half a millenia ago, you’d have seen something very different than the field of haunted ruins Euthville has since become. It was initially founded by a handful of industrious, clever dwarves, that had found a mystical way to locate fields of precious Karitta, the famous metal that is as transparent as a pearl of the North Sea, yet as strong as the best irons of Navar. And thus, they found at the location of Euthville a lot of that raw metal, which quickly made the city one of the richest of all. And for a long time, it stayed so. The inhabitants of Euthville weren’t interested by war, work, or anything else too tiresome - they preferred to pay somebody else to do all of this. And with the advanced technical knowledge brought by the dwarves, working was less and less an issue for them. ENDMSG MSG G-022 TITLE Euthville's destruction CHANCE 1 TEXT Finally, the Commander decided that the city couldn’t stand this anymore, and ordered that the Demons had to be attracted faraway from the city. On this fateful day, a whole fanfare left the city, hoping that the demons would follow, attracted by the music. And so, they did. One after another, they climbed out of Earth itself, and walked in the direction of the music, obviously unaware of the hundreds of buildings they were crushing by their giant footsteps, and the thousands of inhabitants that they toasted with their dark fire. Seeing that, even the bravest ones went mad, and ran for their lives, leaving pipes, clavicelles and harpsichords fall on the ground. The rest of the story is easy to understand: Demons, free from the magical music that enslaved them, crushed what remained of the city, in a bloody fest that they will forever keep in their twisted memories. The Commander went mad, of course, and it is said that his madness was so strong that his mind was unable to understand that he was dead. If you search enough in the ruins of Euthville, you’ll probably encounter his ghost, as well as those of the many who perished for having believed that mortals could enslave the hell. Some demons stayed there, obviously enjoying the area and its newborn ashes that smelled fresh blood and carnage. Euthville is now, of course, a dangerous, deserted place, and the richesses that are still sleeping below the ruins of its former palaces are now guarded by powerful entities of the 9th Circle. ENDMSG MSG G-023 TITLE The Enchanted Music CHANCE 1 TEXT Many said that, if the Enchanted Music could be found, it would open the gates of many treasures, but because none of the former Euthvillians survived, and because nobody knows where the Boy went afterwards, those gates are still closed. I’ve heard that the School of Daemonology was precisely founded to rediscover that spell. But who am I to claim this to be true? I’m only a man of the past that tells stories before a fire, and the fire is dying, and so has my tale reached the end. ENDMSG MSG G-024 TITLE Euthville's power hunger CHANCE 1 TEXT Yet they were facing a problem. All their devices, all their machineries, all their tricks to cheat with nature required energy. Lots of energy. They relied first on the strength of horses and donkeys, but it wasn’t enough. Then, they tamed the dangerous Wyverns of Kal-Durandasi, so that the hot lizards would provide them with the full force of their steamy breath. But soon, it wasn’t enough. They also used the hidden power provided by the Faeries of the Tarniska river, building a dam, so that they could put the invisible horses of water that the sylphids are rumored to breed in use. But even so, their hunger for power wasn’t satisfied, and became an increasing nuisance for them. So, the Commander of Euthville (which was, more or less, the equivalent to our King at Scorn), finally decided to send messengers across the whole Continent, calling the world for a challenge. Whoever would be able to fulfill the needs of Euthvillians of energy would become the new Commander, thus the ruler of the richest city ever built since Khelens. ENDMSG MSG G-025 TITLE Euthville's salvation CHANCE 1 TEXT And then came a boy. He wasn’t a wizard, nor pretended to be one. He was young, but the story didn’t kept the record of his name, and some now think it is because he was damned. Who knows? The Boy sat in the middle of the city, playing with his flute, laughing whenever he saw one of the demonstrations of the powerful wizards and engineers, who were failing again and again. After several days, the Commander noticed the Boy, and said: “who are you to laugh, you, who has only a flute ?” “I have only a flute for sure - but there’s more in my simple pipe than in those legions of wizards.” “Really ?” said the Commander, half-laughing, half-curious, “so you think you can solve my challenge ?” The Boy smiled. “Not only I can, but I shall - and my price will be quite acceptable to give you the energy you need.” “And that would be...?” - “A new pipe.” came the reply “That one is becoming old.” “Agreed, you have your chance.” The Boy then started to play an amused melody. It sounded like an invitation to a great feast, the opening of a meeting where everybody was invited. And then came from earth itself sounds of steps, climbing from the depth. The fountain that stood in the middle of the place crumbled, leaving a great hole from which flames emerged. But the fire seemed to dance at the rythm of the music itself. The Boy then said to the Commander: “As long as you keep playing for the Demons there, at least 23 hours each day, you’ll get them to make whatever you need.” And he gave them the score, took a brand new silver flute, and left, and never was seen again at Euthville. ENDMSG MSG G-026 TITLE Euthville's destruction CHANCE 1 TEXT At first, things seemed fine, and the Commander couldn’t believe his luck, as a pipe was a feeble price to pay for such a powerful recipe of prosperity. Who wouldn’t want to tame the Demons themselves? Quickly, though, it appeared obvious that, for enough demons to be there, that music needed to be played rather loudly. And if, at first, it sounded entertaining, joyous, and funny, it quickly grew on the nerves of many. And especially because it was played 23 hours a day. Finally, the Commander decided that the city couldn’t stand this anymore, and ordered that the Demons had to be attracted faraway from the city. On this fateful day, a whole fanfare left the city, hoping that the demons would follow, attracted by the music. ENDMSG # End of extract from the wiki MSG G-027 TITLE Temple of Justice QUEST darcap/TempleJustice 0>10 FACE quest_darcap_temple_justice.111 CHANCE 1 TEXT And so the Temple of Justice was founded, to show Valriel's Glory to the whole world! Oh, it was magnificient, located on the north side of the Continent, west of Darcap. And for years followers of Valriel came as pilgrims, to worship His Altar. But things started to fall over, and slowly the priests started to accumulate wealth instead of giving it back, and using it for their glory instead of Valriel's. So the Temple was slowly abandonned by pilgrims, who sought other Places Of Glory. It probably still exists, but who knows what secrets it bears. ENDMSG MSG G-028 TITLE The Tower of Grukk QUEST navar/grukk 0>10 FACE s_tower1.x11 CHANCE 1 TEXT Grukk was a rich merchant from Navar, who accumulated wealth by being the right person at the right place. Alas, all his influcence couldn't prevent him from being ostracised when Navar decided to banish all undead creatures. For some time he still stayed in his house, but then decided he couldn't bear anymore this situation. So he had a tower built, somewhere on the east shore of the continent, south of Navar, and moved all belongings here. There are rumours he still deals in some goods through intermediaries, but no one has any proof. ENDMSG MSG G-029 TITLE Glowing Crystals CHANCE 1 TEXT Glowing Crystals are the dream of every magician. They enable to store mana energy up to a certain quantity, and recover it at will. Thus a magician cast more spells without needing to rest to recover his energy. Such Crystals are unfortunately pretty rare, so magicians have to figure by themselves how to find some. ENDMSG MSG G-030 TITLE The Dark Forest CHANCE 1 QUEST scorn/DarkForest 0>10 FACE power_crystal.111 TEXT And thus the Glowing Crystal was stolen from Scorn's City Hall. The thieves fled to the Dark Forest, which is said to be cursed. According to rumors the Crystal was put at the heart of the Dark Temple, to be used for some religious ceremony. No one has yet to claim it. The Forest is a well-known cursed place, located on the road from Scorn to Navar, approximately 50 chains west of Hermes's Inn and 10 chains north of the road. ENDMSG MSG G-031 TITLE Narcopin CHANCE 1 QUEST quests/Narcopin 0>10 FACE ruins.111 TEXT Once there stood upon the desert, west of Navar, a city called Narcopin, ruled by a dynasty of kings, wise and powerful. In time the monarchs grew less wise but more powerful. The last of their line was Aljwaf the terrible. His reign was bloody and he made enemies of all the neighbouring lands. His troops put women and children to the sword, he consorted with evil forces. It is said he cared for nothing save a single concubine. He fashioned a necklace for her made of one ruby, two emeralds and three sapphires. His reign ended when he was stricken with an unknown wasting disease and died horribly after a long illness. Some said the illness came from his evil dealings, they were quickly impaled for treason. Narcopin was razed to the ground by the surrounding kingdoms within six months of his death. Now only ruins remain, though some say spirits guard the tomb Aljwaf made for himself... ENDMSG MSG G-032 TITLE The hunt for Nilplur CHANCE 1 QUEST quests/Nilplur 0>10 FACE dragon.x71 TEXT As per your instructions, I've hunted down Nilplur the dragon to its lair. It is located in a mountain range east of the lake between Scorn and Euthville, but seems heavily guarded. The cave is richely decorated, adding some weight to the rumours Nilplur accumulated much wealth -- including powerful spells. I will try to slay the beast, but in case I don't return I thus dispatch this message so others can take over my duty. Your humble servitor Kolgar ENDMSG MSG G-033 TITLE Who has the best water? CHANCE 1 TEXT Travelers refilling their empty bottles at fountains around the world often claim that water from their home town tastes the best. This apparent conundrum was settled by leading alchemists from Nurnberg, who found no material differences between bottles of water collected from various fountains around the world. Still, this was not enough reason to sway the fanciful; some claim that fantastic things happen when they 'dip' their empty bottles or other belongings into fountains. 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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. */ /* */ /*****************************************************************************/ /** * @defgroup plugin_citybell City bell plugin * Plugin to control the temple bells in the main cities. * Ported out of python in an attempt to make it more efficient. * * @{ */ /** * @file * This file is part of the @ref plugin_citybell "city bell plugin". * See this page for more information. */ #include <stdarg.h> #include <string.h> #include <cfcitybell.h> #include <cfcitybell_proto.h> #include <svnversion.h> CF_PLUGIN char SvnRevPlugin[] = SVN_REV; static int last_hr; // Static functions /** * Ring the temple bells for a player in Scorn. * * @param pl * The object of the player for whom the bells toll. */ static void ring_scorn(object *pl) { const char *god_name = cf_object_get_sstring_property(pl, CFAPI_OBJECT_PROP_GOD); char buf[MAX_BUF]; // TODO: We could be really clever and use the return value of strcmp to reduce comparisons. if (!strcmp(god_name, "Devourers") || !strcmp(god_name, "Sorig") || !strcmp(god_name, "Ruggilli") || !strcmp(god_name, "Gaea") || !strcmp(god_name, "Mostrai") || !strcmp(god_name, "Lythander")) { snprintf(buf, MAX_BUF, "You hear the bell of the glorious temple of %s.", god_name); } else if (!strcmp(god_name, "Valriel") || !strcmp(god_name, "Gorokh")) { snprintf(buf, MAX_BUF, "You hear the bell of the glorious church of %s.", god_name); } else strcpy(buf, "You hear the bells of the various temples of Scorn."); cf_player_message(pl, buf, NDI_UNIQUE|NDI_ORANGE); } /** * Ring the bell in Darcap * * @param pl * The object of the player hearing the bell. */ static void ring_darcap(object *pl) { const char *god_name = cf_object_get_sstring_property(pl, CFAPI_OBJECT_PROP_GOD); if (!strcmp(god_name, "Devourers")) { cf_player_message(pl, "You hear the glorious bell of St. Andreas.", NDI_UNIQUE|NDI_ORANGE); } else { cf_player_message(pl, "You hear the bell of St. Andreas.", NDI_UNIQUE|NDI_ORANGE); } } /** * Ring the bells in Navar * * @param pl * Player object to hear the bells */ static void ring_navar(object *pl) { const char *god_name = cf_object_get_sstring_property(pl, CFAPI_OBJECT_PROP_GOD); if (!strcmp(god_name, "Gorokh") || !strcmp(god_name, "Ruggilli") || !strcmp(god_name, "Sorig") || !strcmp(god_name, "Valkyrie") || !strcmp(god_name, "Valriel")) { char buf[MAX_BUF]; snprintf(buf, MAX_BUF, "You hear the bell of the glorious temple of %s.", god_name); cf_player_message(pl, buf, NDI_UNIQUE|NDI_ORANGE); } else if (!strcmp(god_name, "Mostrai")) { cf_player_message(pl, "You hear the bell of Mostrai's glorious cathedral.", NDI_UNIQUE|NDI_ORANGE); } else if (!strcmp(god_name, "Gaea")) { cf_player_message(pl, "You hear the bell of Gaea's glorious shrine.", NDI_UNIQUE|NDI_ORANGE); } else { cf_player_message(pl, "You hear the bells of the temples of Navar.", NDI_UNIQUE|NDI_ORANGE); } } /** * Ring the city bells for each player. */ static void ring_bell(void) { object *pl; region *reg; const char *reg_name; // Looks like we just build this as we go from the python plugin. // So we can do each one as we encounter it instead of building an array. pl = cf_object_get_object_property(NULL, CFAPI_PLAYER_PROP_NEXT); while (pl) { // If the player is on a map, then try to ring the bell if (pl->map) { reg = cf_map_get_region_property(pl->map, CFAPI_MAP_PROP_REGION); if (reg) { reg_name = cf_region_get_name(reg); if (!strcmp(reg_name, "scorn")) { ring_scorn(pl); } else if (!strcmp(reg_name, "darcap")) { ring_darcap(pl); } else if (!strcmp(reg_name, "navar")) { ring_navar(pl); } } } // Get the next player pl = cf_object_get_object_property(pl, CFAPI_PLAYER_PROP_NEXT); } } /** * Global server event handling. Only uses EVENT_CLOCK. * @param type * The event type. * @return * 0. */ CF_PLUGIN int cfcitybell_globalEventListener(int *type, ...) { va_list args; int code; timeofday_t tod; va_start(args, type); code = va_arg(args, int); switch (code) { case EVENT_CLOCK: cf_get_time(&tod); if (tod.hour != last_hr) { last_hr = tod.hour; ring_bell(); } break; } va_end(args); return 0; } /** * Unused. * @param type * unused. * @return * 0. */ CF_PLUGIN int eventListener(int *type, ...) { return 0; } /** * Plugin initialization. * @param iversion * server version. * @param gethooksptr * function to get hooks. * @return * 0. */ CF_PLUGIN int initPlugin(const char *iversion, f_plug_api gethooksptr) { cf_init_plugin(gethooksptr); cf_log(llevDebug, PLUGIN_VERSION " init\n"); return 0; } /** * Get the plugin identification or full name. * @param type * unused. * @return * NULL. */ CF_PLUGIN void *getPluginProperty(int *type, ...) { va_list args; const char *propname; int size; char *buf; va_start(args, type); propname = va_arg(args, const char *); if (!strcmp(propname, "Identification")) { buf = va_arg(args, char *); size = va_arg(args, int); va_end(args); snprintf(buf, size, PLUGIN_NAME); return NULL; } else if (!strcmp(propname, "FullName")) { buf = va_arg(args, char *); size = va_arg(args, int); va_end(args); snprintf(buf, size, PLUGIN_VERSION); return NULL; } va_end(args); return NULL; } /** * Unused. * @param op * unused. * @param params * unused. * @return * -1. */ CF_PLUGIN int cfcitybell_runPluginCommand(object *op, char *params) { return -1; } /** * Plugin initialisation. * Also sets the initial last_hr * @return * 0. */ CF_PLUGIN int postInitPlugin(void) { timeofday_t tod; // Initialize last_hr cf_get_time(&tod); last_hr = tod.hour; cf_log(llevDebug, PLUGIN_VERSION " post init\n"); cf_system_register_global_event(EVENT_CLOCK, PLUGIN_NAME, cfcitybell_globalEventListener); return 0; } /** * Unloading of plugin. * @return * 0. */ CF_PLUGIN int closePlugin(void) { cf_log(llevDebug, PLUGIN_VERSION " closing\n"); return 0; } /*@}*/ �����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfcitybell/Makefile.am�����������������������������������������������������000644 �001751 �001751 �00000000677 13411243603 022327� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������SUBDIRS = include if CFCITYBELL_PLUGIN plugin_LTLIBRARIES = cfcitybell.la else plugin_LTLIBRARIES = endif plugindir=$(pkglibdir)/plugins noinst_HEADERS = include/cfcitybell.h ../common/include/plugin_common.h cfcitybell_la_SOURCES = cfcitybell.c\ ../common/plugin_common.c cfcitybell_la_LIBADD = cfcitybell_la_LDFLAGS = -module -avoid-version -rdynamic AM_CPPFLAGS = -I$(srcdir)/include -I$(srcdir)/../common/include -I$(top_srcdir)/include �����������������������������������������������������������������crossfire-1.75.0/plugins/cfcitybell/include/cfcitybell.h��������������������������������������������000644 �001751 �001751 �00000005477 13523072164 024220� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* Template for version 2.0 plugins. */ /* Contact: yann.chachkoff@myrealbox.com */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. */ /* */ /*****************************************************************************/ /** * @file * This file is part of the @ref plugin_citybell "city bell plugin". * See this page for more information. * @ingroup plugin_citybell * @{ */ #ifndef PLUGIN_cfcitybell_H #define PLUGIN_cfcitybell_H #define PLUGIN_NAME "cfcitybell" #define PLUGIN_VERSION "Hourly city bell plugin version 1.0" #include <plugin.h> #undef MODULEAPI #ifdef WIN32 # ifdef PYTHON_PLUGIN_EXPORTS # define MODULEAPI __declspec(dllexport) # else # define MODULEAPI __declspec(dllimport) # endif #else #ifdef HAVE_VISIBILITY # define MODULEAPI __attribute__((visibility("default"))) #else # define MODULEAPI #endif #endif #include <plugin_common.h> extern f_plug_api gethook; #endif /* PLUGIN_cfcitybell_H */ /*@}*/ �������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfcitybell/include/Makefile.am���������������������������������������������000644 �001751 �001751 �00000000062 13411243603 023736� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������noinst_HEADERS = cfcitybell_proto.h cfcitybell.h ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfcitybell/include/Makefile.in���������������������������������������������000644 �001751 �001751 �00000035512 13777710001 023765� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������# Makefile.in generated by automake 1.16.3 from Makefile.am. # @configure_input@ # Copyright (C) 1994-2020 Free Software Foundation, Inc. # This Makefile.in is free software; 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int eventListener(int *type, ...); int initPlugin(const char *iversion, f_plug_api gethooksptr); void *getPluginProperty(int *type, ...); int cfcitybell_runPluginCommand(object *op, char *params); int postInitPlugin(void); int closePlugin(void); ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/common/plugin_common.c�����������������������������������������������������000644 �001751 �001751 �00000156147 13775114612 022473� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* Crossfire Plugin Interface Common Parts */ /* Version: 2.0beta8 (also known as "Alexander") */ /* Contact: yann.chachkoff@myrealbox.com */ /*****************************************************************************/ /* The CPICP are the various functions of the server that can be used by all */ /* plugins. It is recommended that plugins do not call the server-provided */ /* functions directly, but instead use the wrappers provided here by the */ /* CPICP interface. By doing so, various validity checks can be performed */ /* by CPICP, protecting the server from potential nasty effects of passing */ /* it wrong parameter values. */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. */ /* */ /*****************************************************************************/ #include <assert.h> #include <string.h> #include "plugin_common.h" static f_plug_api cfapiSystem_add_string = NULL; static f_plug_api cfapiSystem_find_string = NULL; static f_plug_api cfapiSystem_register_global_event = NULL; static f_plug_api cfapiSystem_remove_string = NULL; static f_plug_api cfapiSystem_unregister_global_event = NULL; static f_plug_api cfapiSystem_strdup_local = NULL; static f_plug_api cfapiSystem_find_animation = NULL; static f_plug_api cfapiSystem_find_face = NULL; static f_plug_api cfapiSystem_log = NULL; static f_plug_api cfapiSystem_get_time = NULL; static f_plug_api cfapiSystem_timer_create = NULL; static f_plug_api cfapiSystem_timer_destroy = NULL; static f_plug_api cfapiSystem_directory = NULL; static f_plug_api cfapiSystem_re_cmp = NULL; static f_plug_api cfapiObject_get_property = NULL; static f_plug_api cfapiObject_set_property = NULL; static f_plug_api cfapiObject_apply = NULL; static f_plug_api cfapiObject_identify = NULL; static f_plug_api cfapiObject_describe = NULL; static f_plug_api cfapiObject_drain = NULL; static f_plug_api cfapiObject_fix = NULL; static f_plug_api cfapiObject_give_skill = NULL; static f_plug_api cfapiObject_transmute = NULL; static f_plug_api cfapiObject_remove = NULL; static f_plug_api cfapiObject_delete = NULL; static f_plug_api cfapiObject_clone = NULL; static f_plug_api cfapiObject_create = NULL; static f_plug_api cfapiObject_insert = NULL; static f_plug_api cfapiObject_split = NULL; static f_plug_api cfapiObject_merge = NULL; static f_plug_api cfapiObject_distance = NULL; static f_plug_api cfapiObject_update = NULL; static f_plug_api cfapiObject_clear = NULL; static f_plug_api cfapiObject_reset = NULL; static f_plug_api cfapiObject_activate_rune = NULL; static f_plug_api cfapiObject_check_trigger = NULL; static f_plug_api cfapiObject_query_money = NULL; static f_plug_api cfapiObject_cast = NULL; static f_plug_api cfapiObject_learn_spell = NULL; static f_plug_api cfapiObject_forget_spell = NULL; static f_plug_api cfapiObject_check_spell = NULL; static f_plug_api cfapiObject_pay_amount = NULL; static f_plug_api cfapiObject_pay_item = NULL; static f_plug_api cfapiObject_transfer = NULL; static f_plug_api cfapiObject_find_archetype_inside = NULL; static f_plug_api cfapiObject_find_by_arch_name = NULL; static f_plug_api cfapiObject_find_by_name = NULL; static f_plug_api cfapiObject_out_of_map = NULL; static f_plug_api cfapiObject_drop = NULL; static f_plug_api cfapiObject_change_abil = NULL; static f_plug_api cfapiObject_say = NULL; static f_plug_api cfapiMap_get_property = NULL; static f_plug_api cfapiMap_set_property = NULL; static f_plug_api cfapiMap_get_map = NULL; static f_plug_api cfapiMap_message = NULL; static f_plug_api cfapiMap_get_object_at = NULL; static f_plug_api cfapiMap_find_by_archetype_name = NULL; static f_plug_api cfapiMap_create_path = NULL; static f_plug_api cfapiMap_has_been_loaded = NULL; static f_plug_api cfapiMap_change_light = NULL; static f_plug_api cfapiMap_trigger_connected = NULL; static f_plug_api cfapiPlayer_find = NULL; static f_plug_api cfapiPlayer_message = NULL; static f_plug_api cfapiObject_teleport = NULL; static f_plug_api cfapiObject_pickup = NULL; static f_plug_api cfapiObject_get_key = NULL; static f_plug_api cfapiObject_set_key = NULL; static f_plug_api cfapiObject_move = NULL; static f_plug_api cfapiObject_apply_below = NULL; static f_plug_api cfapiArchetype_get_property = NULL; static f_plug_api cfapiParty_get_property = NULL; static f_plug_api cfapiRegion_get_property = NULL; static f_plug_api cfapiPlayer_can_pay = NULL; static f_plug_api cfapiFriendlylist_get_next = NULL; static f_plug_api cfapiSet_random_map_variable = NULL; static f_plug_api cfapiGenerate_random_map = NULL; static f_plug_api cfapiObject_change_exp = NULL; static f_plug_api cfapiSystem_get_month_name = NULL; static f_plug_api cfapiSystem_get_season_name = NULL; static f_plug_api cfapiSystem_get_weekday_name = NULL; static f_plug_api cfapiSystem_get_periodofday_name = NULL; static f_plug_api cfapiObject_user_event = NULL; static f_plug_api cfapiCost_string_from_value = NULL; static f_plug_api cfapiPlayer_quest = NULL; static f_plug_api cfapiObject_remove_depletion = NULL; static f_plug_api cfapiPlayer_knowledge = NULL; static f_plug_api cfapiObject_perm_exp = NULL; #define GET_HOOK(x, y, z) { \ getHooks(&z, 1, y, &x); \ if (z != CFAPI_FUNC) { \ printf("unable to find hook %s!\n", y); \ return 0; \ } \ } int cf_init_plugin(f_plug_api getHooks) { int z; GET_HOOK(cfapiSystem_strdup_local, "cfapi_system_strdup_local", z); GET_HOOK(cfapiSystem_add_string, "cfapi_system_add_string", z); GET_HOOK(cfapiSystem_register_global_event, "cfapi_system_register_global_event", z); GET_HOOK(cfapiSystem_remove_string, "cfapi_system_remove_string", z); GET_HOOK(cfapiSystem_directory, "cfapi_system_directory", z); GET_HOOK(cfapiSystem_unregister_global_event, "cfapi_system_unregister_global_event", z); GET_HOOK(cfapiSystem_find_animation, "cfapi_system_find_animation", z); GET_HOOK(cfapiSystem_find_face, "cfapi_system_find_face", z); GET_HOOK(cfapiSystem_re_cmp, "cfapi_system_re_cmp", z); GET_HOOK(cfapiObject_get_property, "cfapi_object_get_property", z); GET_HOOK(cfapiObject_set_property, "cfapi_object_set_property", z); GET_HOOK(cfapiObject_apply, "cfapi_object_apply", z); GET_HOOK(cfapiObject_identify, "cfapi_object_identify", z); GET_HOOK(cfapiObject_describe, "cfapi_object_describe", z); GET_HOOK(cfapiObject_drain, "cfapi_object_drain", z); GET_HOOK(cfapiObject_fix, "cfapi_object_fix", z); GET_HOOK(cfapiObject_give_skill, "cfapi_object_give_skill", z); GET_HOOK(cfapiObject_transmute, "cfapi_object_transmute", z); GET_HOOK(cfapiObject_remove, "cfapi_object_remove", z); GET_HOOK(cfapiObject_delete, "cfapi_object_delete", z); GET_HOOK(cfapiObject_clone, "cfapi_object_clone", z); GET_HOOK(cfapiObject_create, "cfapi_object_create", z); GET_HOOK(cfapiObject_insert, "cfapi_object_insert", z); GET_HOOK(cfapiObject_split, "cfapi_object_split", z); GET_HOOK(cfapiObject_merge, "cfapi_object_merge", z); GET_HOOK(cfapiObject_distance, "cfapi_object_distance", z); GET_HOOK(cfapiObject_update, "cfapi_object_update", z); GET_HOOK(cfapiObject_clear, "cfapi_object_clear", z); GET_HOOK(cfapiObject_reset, "cfapi_object_reset", z); GET_HOOK(cfapiObject_activate_rune, "cfapi_object_spring_trap", z); GET_HOOK(cfapiObject_check_trigger, "cfapi_object_check_trigger", z); GET_HOOK(cfapiObject_query_money, "cfapi_object_query_money", z); GET_HOOK(cfapiObject_cast, "cfapi_object_cast", z); GET_HOOK(cfapiObject_learn_spell, "cfapi_object_learn_spell", z); GET_HOOK(cfapiObject_forget_spell, "cfapi_object_forget_spell", z); GET_HOOK(cfapiObject_check_spell, "cfapi_object_check_spell", z); GET_HOOK(cfapiObject_pay_amount, "cfapi_object_pay_amount", z); GET_HOOK(cfapiObject_pay_item, "cfapi_object_pay_item", z); GET_HOOK(cfapiObject_transfer, "cfapi_object_transfer", z); GET_HOOK(cfapiObject_find_archetype_inside, "cfapi_object_find_archetype_inside", z); GET_HOOK(cfapiObject_remove, "cfapi_object_remove", z); GET_HOOK(cfapiObject_delete, "cfapi_object_delete", z); GET_HOOK(cfapiObject_out_of_map, "cfapi_map_out_of_map", z); GET_HOOK(cfapiObject_drop, "cfapi_object_drop", z); GET_HOOK(cfapiObject_change_abil, "cfapi_object_change_abil", z); GET_HOOK(cfapiObject_say, "cfapi_object_say", z); GET_HOOK(cfapiMap_create_path, "cfapi_map_create_path", z); GET_HOOK(cfapiMap_get_property, "cfapi_map_get_property", z); GET_HOOK(cfapiMap_set_property, "cfapi_map_set_property", z); GET_HOOK(cfapiMap_get_map, "cfapi_map_get_map", z); GET_HOOK(cfapiMap_message, "cfapi_map_message", z); GET_HOOK(cfapiMap_get_object_at, "cfapi_map_get_object_at", z); GET_HOOK(cfapiMap_find_by_archetype_name, "cfapi_map_find_by_archetype_name", z); GET_HOOK(cfapiMap_change_light, "cfapi_map_change_light", z); GET_HOOK(cfapiMap_has_been_loaded, "cfapi_map_has_been_loaded", z); GET_HOOK(cfapiMap_trigger_connected, "cfapi_map_trigger_connected", z); GET_HOOK(cfapiPlayer_find, "cfapi_player_find", z); GET_HOOK(cfapiPlayer_message, "cfapi_player_message", z); GET_HOOK(cfapiObject_teleport, "cfapi_object_teleport", z); GET_HOOK(cfapiObject_pickup, "cfapi_object_pickup", z); GET_HOOK(cfapiObject_get_key, "cfapi_object_get_key", z); GET_HOOK(cfapiObject_set_key, "cfapi_object_set_key", z); GET_HOOK(cfapiObject_move, "cfapi_object_move", z); GET_HOOK(cfapiObject_apply_below, "cfapi_object_apply_below", z); GET_HOOK(cfapiArchetype_get_property, "cfapi_archetype_get_property", z); GET_HOOK(cfapiParty_get_property, "cfapi_party_get_property", z); GET_HOOK(cfapiRegion_get_property, "cfapi_region_get_property", z); GET_HOOK(cfapiPlayer_can_pay, "cfapi_player_can_pay", z); GET_HOOK(cfapiSystem_log, "cfapi_log", z); GET_HOOK(cfapiSystem_get_time, "cfapi_system_get_time", z); GET_HOOK(cfapiSystem_timer_create, "cfapi_system_timer_create", z); GET_HOOK(cfapiSystem_timer_destroy, "cfapi_system_timer_destroy", z); GET_HOOK(cfapiFriendlylist_get_next, "cfapi_friendlylist_get_next", z); GET_HOOK(cfapiSet_random_map_variable, "cfapi_set_random_map_variable", z); GET_HOOK(cfapiGenerate_random_map, "cfapi_generate_random_map", z); GET_HOOK(cfapiObject_change_exp, "cfapi_object_change_exp", z); GET_HOOK(cfapiSystem_get_season_name, "cfapi_system_get_season_name", z); GET_HOOK(cfapiSystem_get_month_name, "cfapi_system_get_month_name", z); GET_HOOK(cfapiSystem_get_weekday_name, "cfapi_system_get_weekday_name", z); GET_HOOK(cfapiSystem_get_periodofday_name, "cfapi_system_get_periodofday_name", z); GET_HOOK(cfapiObject_user_event, "cfapi_object_user_event", z); GET_HOOK(cfapiSystem_find_string, "cfapi_system_find_string", z); GET_HOOK(cfapiCost_string_from_value, "cfapi_cost_string_from_value", z); GET_HOOK(cfapiPlayer_quest, "cfapi_player_quest", z); GET_HOOK(cfapiObject_remove_depletion, "cfapi_object_remove_depletion", z); GET_HOOK(cfapiObject_find_by_arch_name, "cfapi_object_find_by_arch_name", z); GET_HOOK(cfapiObject_find_by_name, "cfapi_object_find_by_name", z); GET_HOOK(cfapiPlayer_knowledge, "cfapi_player_knowledge", z); GET_HOOK(cfapiObject_perm_exp, "cfapi_object_perm_exp", z); return 1; } /* Should get replaced by tons of more explicit wrappers */ /*void *cf_map_get_property(mapstruct *map, int propcode) { int type; return cfapiMap_get_property(&type, propcode, map); }*/ int cf_map_get_int_property(mapstruct *map, int property) { int type, value; cfapiMap_get_property(&type, map, property, &value); assert(type == CFAPI_INT); return value; } int cf_object_user_event(object *op, object *activator, object *third, const char *message, int fix) { int type, value; cfapiObject_user_event(&type, op, activator, third, message, fix, &value); assert(type == CFAPI_INT); return value; } sstring cf_map_get_sstring_property(mapstruct *map, int propcode) { int type; sstring value; cfapiMap_get_property(&type, map, propcode, &value); assert(type == CFAPI_SSTRING); return value; } mapstruct *cf_map_get_map_property(mapstruct *map, int propcode) { int type; mapstruct *value; cfapiMap_get_property(&type, map, propcode, &value); assert(type == CFAPI_PMAP); return value; } region *cf_map_get_region_property(mapstruct *map, int propcode) { int type; region *value; cfapiMap_get_property(&type, map, propcode, &value); assert(type == CFAPI_PREGION); return value; } /* Should get replaced by tons of more explicit wrappers */ void cf_map_set_int_property(mapstruct *map, int propcode, int value) { int type; cfapiMap_set_property(&type, map, propcode, value); assert(type == CFAPI_INT); } void cf_map_set_string_property(mapstruct *map, int propcode, const char *value) { int type; cfapiMap_set_property(&type, map, propcode, value); assert(type == CFAPI_STRING); } /* Should get replaced by tons of more explicit wrappers */ int16_t cf_object_get_resistance(object *op, int rtype) { int type; int16_t resist; cfapiObject_get_property(&type, op, CFAPI_OBJECT_PROP_RESIST, rtype, &resist); assert(type == CFAPI_INT16); return resist; } void cf_object_set_resistance(object *op, int rtype, int16_t value) { int type; cfapiObject_set_property(&type, op, CFAPI_OBJECT_PROP_RESIST, rtype, value); assert(type == CFAPI_INT16); } /* Should get replaced by tons of more explicit wrappers */ void cf_object_set_int_property(object *op, int propcode, int value) { int type; cfapiObject_set_property(&type, op, propcode, value); assert(type == CFAPI_INT); } int cf_object_get_int_property(object *op, int propcode) { int type, value; cfapiObject_get_property(&type, op, propcode, &value); assert(type == CFAPI_INT); return value; } long cf_object_get_long_property(object *op, long propcode) { int type; long value; cfapiObject_get_property(&type, op, propcode, &value); assert(type == CFAPI_LONG); return value; } void cf_object_set_movetype_property(object *op, int propcode, MoveType value) { int type; /* note: MoveType can't be used through va_arg, so use MoveType * */ cfapiObject_set_property(&type, op, propcode, &value); assert(type == CFAPI_MOVETYPE); } MoveType cf_object_get_movetype_property(object *op, int propcode) { int type; MoveType value; cfapiObject_get_property(&type, op, propcode, &value); assert(type == CFAPI_MOVETYPE); return value; } object *cf_object_get_object_property(object *op, int propcode) { int type; object *value; cfapiObject_get_property(&type, op, propcode, &value); assert(type == CFAPI_POBJECT); return value; } mapstruct *cf_object_get_map_property(object *op, int propcode) { int type; mapstruct *value; cfapiObject_get_property(&type, op, propcode, &value); assert(type == CFAPI_PMAP); return value; } int64_t cf_object_get_int64_property(object *op, int propcode) { int type; int64_t value; cfapiObject_get_property(&type, op, propcode, &value); assert(type == CFAPI_SINT64); return value; } /* Should get replaced by tons of more explicit wrappers */ void cf_object_set_long_property(object *op, int propcode, long value) { int type; cfapiObject_set_property(&type, op, propcode, value); assert(type == CFAPI_LONG); } void cf_object_set_float_property(object *op, int propcode, float value) { int type; cfapiObject_set_property(&type, op, propcode, value); assert(type == CFAPI_FLOAT); } void cf_object_set_int64_property(object *op, int propcode, int64_t value) { int type; cfapiObject_set_property(&type, op, propcode, value); assert(type == CFAPI_SINT64); } float cf_object_get_float_property(object *op, int propcode) { int type; float value; cfapiObject_get_property(&type, op, propcode, &value); assert(type == CFAPI_FLOAT); return value; } archetype *cf_object_get_archetype_property(object *op, int propcode) { int type; archetype *value; cfapiObject_get_property(&type, op, propcode, &value); assert(type == CFAPI_PARCH); return value; } partylist *cf_object_get_partylist_property(object *op, int propcode) { int type; partylist *value; cfapiObject_get_property(&type, op, propcode, &value); assert(type == CFAPI_PPARTY); return value; } double cf_object_get_double_property(object *op, int propcode) { int type; double value; cfapiObject_get_property(&type, op, propcode, &value); assert(type == CFAPI_DOUBLE); return value; } sstring cf_object_get_sstring_property(object *op, int propcode) { int type; sstring value; cfapiObject_get_property(&type, op, propcode, &value); assert(type == CFAPI_SSTRING); return value; } char *cf_object_get_string_property(object *op, int propcode, char *buf, int size) { int type; cfapiObject_get_property(&type, op, propcode, buf, size); assert(type == CFAPI_STRING); return buf; } /* Should get replaced by tons of more explicit wrappers */ void cf_object_set_string_property(object *op, int propcode, const char *value) { int type; /* use cf_object_set_face() for changing the face! */ assert(propcode != CFAPI_OBJECT_PROP_FACE); /* use cf_object_set_animation() to change the animation */ assert(propcode != CFAPI_OBJECT_PROP_ANIMATION); cfapiObject_set_property(&type, op, propcode, value); assert(type == CFAPI_STRING); } /** * Set the object's face. * @param op who to change the face for. * @param face face to set. * @return 0 if invalid face, non zero is set. */ int cf_object_set_face(object *op, const char *face) { int type, ret; cfapiObject_set_property(&type, op, CFAPI_OBJECT_PROP_FACE, face, &ret); assert(type == CFAPI_INT); return ret; } /** * Set the object's animation. * @param op who to change the animation for. * @param animation animation's name to set. * @return 0 if invalid animation, non zero is set. */ int cf_object_set_animation(object *op, const char *animation) { int type, ret; cfapiObject_set_property(&type, op, CFAPI_OBJECT_PROP_ANIMATION, animation, &ret); assert(type == CFAPI_INT); return ret; } void cf_object_set_object_property(object *op, int propcode, object *value) { int type; cfapiObject_set_property(&type, op, propcode, value); assert(type == CFAPI_POBJECT); } /** * Wrapper for change_exp(). * @copydoc change_exp(). */ void cf_object_change_exp(object *op, int64_t exp, const char *skill_name, int flag) { int type; cfapiObject_change_exp(&type, op, exp, skill_name && strlen(skill_name) > 0 ? skill_name : NULL, flag); assert(type == CFAPI_NONE); } /** * Wrapper for PERM_EXP macro. * @return The amount of total experience that is permanent experience */ int64_t cf_object_perm_exp(object *op) { int type, ret; cfapiObject_perm_exp(&type, op, &ret); assert(type == CFAPI_SINT64); return ret; } int cf_player_move(player *pl, int dir) { int type, ret; cfapiObject_move(&type, 1, pl, dir, &ret); assert(type == CFAPI_INT); return ret; } int cf_object_move(object *op, int dir, object*originator) { int type, ret; cfapiObject_move(&type, 0, op, dir, originator, &ret); assert(type == CFAPI_INT); return ret; } /** * Wrapper for apply_manual(). * @copydoc apply_manual() */ int cf_object_apply(object *op, object *tmp, int aflag) { int type, ret; cfapiObject_apply(&type, op, tmp, aflag, &ret); return ret; } /** * Wrapper for apply_by_living_below(). * @copydoc apply_by_living_below() */ void cf_object_apply_below(object *pl) { int type; cfapiObject_apply_below(&type, pl); } /** * Wrapper for object_remove(). * @copydoc object_remove() */ void cf_object_remove(object *op) { int type; cfapiObject_remove(&type, op); } /** * Wrapper for object_free_drop_inventory(). * @copydoc object_free_drop_inventory() */ void cf_object_free_drop_inventory(object *ob) { int type; cfapiObject_delete(&type, ob); } /** * Kinda wrapper for arch_present_in_ob(). */ object *cf_object_present_archname_inside(object *op, char *whatstr) { int type; object *value; cfapiObject_find_archetype_inside(&type, op, whatstr, &value); assert(type == CFAPI_POBJECT); return value; } /** * Wrapper for object_find_by_arch_name(). * @copydoc object_find_by_arch_name() */ object *cf_object_find_by_arch_name(const object *who, const char *name) { int type; object *result; cfapiObject_find_by_arch_name(&type, who, name, &result); assert(type == CFAPI_POBJECT); return result; } /** * Wrapper for object_find_by_name(). * @copydoc object_find_by_name() */ object *cf_object_find_by_name(const object *who, const char *name) { int type; object *result; cfapiObject_find_by_name(&type, who, name, &result); assert(type == CFAPI_POBJECT); return result; } /** * Wrapper for transfer_ob(). * @copydoc transfer_ob() */ int cf_object_transfer(object *op, int x, int y, int randomly, object *originator) { int type, value; cfapiObject_transfer(&type, op, 0, x, y, randomly, originator, &value); assert(type == CFAPI_INT); return value; } /** * Wrapper for move_to(). * @copydoc move_to() */ int cf_object_move_to(object *op, int x, int y) { int type, value; cfapiObject_transfer(&type, op, 2, x, y, &value); assert(type == CFAPI_INT); return value; } /** * Wrapper for object_insert_in_map_at(). * @copydoc object_insert_in_map_at(). */ object *cf_object_change_map(object *op, mapstruct *m, object *originator, int flag, int x, int y) { int type; object *value; cfapiObject_transfer(&type, op, 1, m, originator, flag, x, y, &value); assert(type == CFAPI_POBJECT); return value; } /** * Wrapper for GET_MAP_OB(). * @copydoc GET_MAP_OB() */ object *cf_map_get_object_at(mapstruct *m, int x, int y) { int type; object *value; cfapiMap_get_object_at(&type, m, x, y, &value); assert(type == CFAPI_POBJECT); return value; } /** * Partial wrapper for ext_info_map(). * @todo add missing parameters. */ void cf_map_message(mapstruct *m, const char *msg, int color) { int type; cfapiMap_message(&type, m, msg, color); } /** * Clone an object. * @param op * what to clone. * @param clonetype * - 0 means to clone through object_create_clone(). * - 1 means to clone through object_copy(). * @return * clone. */ object *cf_object_clone(object *op, int clonetype) { int type; object *value; cfapiObject_clone(&type, op, clonetype, &value); assert(type == CFAPI_POBJECT); return value; } /** * Wrapper for object_split(). * @copydoc object_split(). */ object *cf_object_split(object *orig_ob, uint32_t nr, char *err, size_t size) { int type; object *value; cfapiObject_split(&type, orig_ob, nr, err, size, &value); if (value == NULL) { assert(type == CFAPI_NONE); } else { assert(type == CFAPI_POBJECT); } return value; } /** * Wrapper for pay_for_item(). * @copydoc pay_for_item(). */ int cf_object_pay_item(object *op, object *pl) { int type, value; cfapiObject_pay_item(&type, op, pl, &value); assert(type == CFAPI_INT); return value; } /** * Wrapper for pay_for_amount(). * @copydoc pay_for_amount(). */ int cf_object_pay_amount(object *pl, uint64_t to_pay) { int type, value; cfapiObject_pay_amount(&type, pl, to_pay, &value); assert(type == CFAPI_INT); return value; } /** * Wrapper for cast_spell(). * @copydoc cast_spell(). */ int cf_object_cast_spell(object *op, object *caster, int dir, object *spell_ob, char *stringarg) { int type, value; cfapiObject_cast(&type, op, caster, dir, spell_ob, stringarg, &value); assert(type == CFAPI_INT); return value; } /** * Wrapper for do_learn_spell(). * @copydoc do_learn_spell(). */ void cf_object_learn_spell(object *op, object *spell, int special_prayer) { int type; cfapiObject_learn_spell(&type, op, spell, special_prayer); assert(type == CFAPI_NONE); } /** * Wrapper for do_forget_spell(), except takes an object, not a string. * @todo * make coherent with do_forget_spell() (string instead of ob). */ void cf_object_forget_spell(object *op, object *sp) { int type; cfapiObject_forget_spell(&type, op, sp); } /** * Wrapper for check_spell_known(). * @copydoc check_spell_known() */ object *cf_object_check_for_spell(object *op, const char *name) { int type; object *value; cfapiObject_check_spell(&type, op, name, &value); assert(type == CFAPI_POBJECT); return value; } void cf_player_message(object *op, char *txt, int flags) { int type; cfapiPlayer_message(&type, flags, 0, op, txt); assert(type == CFAPI_NONE); } /** * Wrapper for remove_depletion(). * @copydoc remove_depletion() */ int cf_object_remove_depletion(object *op, int level) { int type, result; cfapiObject_remove_depletion(&type, op, level, &result); assert(type == CFAPI_INT); return result; } /** * Wrapper for identify(). * @copydoc identify() * @param op * @return */ object *cf_identify(object *op) { int type; object *result; cfapiObject_identify(&type, op, &result); assert(type == CFAPI_POBJECT); return result; } /** * Wrapper for find_player_partial_name(). * @copydoc find_player_partial_name(). */ player *cf_player_find(const char *plname) { int type; player *value; cfapiPlayer_find(&type, plname, &value); assert(type == CFAPI_PPLAYER); return value; } char *cf_player_get_title(object *op, char *title, int size) { int type; cfapiObject_get_property(&type, op, CFAPI_PLAYER_PROP_TITLE, title, size); assert(type == CFAPI_STRING); return title; } void cf_player_set_title(object *op, const char *title) { int type; cfapiObject_set_property(&type, op, CFAPI_PLAYER_PROP_TITLE, title); } sstring cf_player_get_ip(object *op) { int type; sstring value; cfapiObject_get_property(&type, op, CFAPI_PLAYER_PROP_IP, &value); assert(type == CFAPI_SSTRING); return value; } object *cf_player_get_marked_item(object *op) { int type; object *value; cfapiObject_get_property(&type, op, CFAPI_PLAYER_PROP_MARKED_ITEM, &value); assert(type == CFAPI_POBJECT); return value; } void cf_player_set_marked_item(object *op, object *ob) { int type; cfapiObject_set_property(&type, op, CFAPI_PLAYER_PROP_MARKED_ITEM, ob); } partylist *cf_player_get_party(object *op) { return cf_object_get_partylist_property(op, CFAPI_PLAYER_PROP_PARTY); } void cf_player_set_party(object *op, partylist *party) { int type; cfapiObject_set_property(&type, op, CFAPI_PLAYER_PROP_PARTY, party); } /** * Wrapper for can_pay(). * @copydoc can_pay(). */ int cf_player_can_pay(object *pl) { int type, value; cfapiPlayer_can_pay(&type, pl, &value); assert(type == CFAPI_INT); return value; } /** * Wrapper for knowledge_player_has(). * @param op who to check knowledge for. * @param knowledge what to check for. * @return 0 if op is not a player or knowledge is not known, 1 else. */ int cf_player_knowledge_has(object *op, const char *knowledge) { int type, value; cfapiPlayer_knowledge(&type, 1, op, knowledge, &value); assert(type == CFAPI_INT); return value; } /** * Wrapper for knowledge_give(); * @param op who to give knowledge to. * @param knowledge knowledge to give, internal value. */ void cf_player_knowledge_give(object *op, const char *knowledge) { int type; cfapiPlayer_knowledge(&type, 2, op, knowledge); assert(type == CFAPI_NONE); } /** * Wrapper for player_arrest(). * @copydoc player_arrest() */ int cf_player_arrest(object *who) { int type, value; cfapiObject_move(&type, 2, who, &value); assert(type == CFAPI_INT); return value; } /** * Wrapper for ready_map_name(). * @copydoc ready_map_name() */ mapstruct *cf_map_get_map(const char *name, int flags) { int type; mapstruct *ret; cfapiMap_get_map(&type, 1, name, flags, &ret); assert(type == CFAPI_PMAP); return ret; } /** * Wrapper for get_empty_map(). * @copydoc get_empty_map(). */ mapstruct *cf_get_empty_map(int sizex, int sizey) { int type; mapstruct *ret; cfapiMap_get_map(&type, 0, sizex, sizey, &ret); assert(type == CFAPI_PMAP); return ret; } /** * Wrapper for has_been_loaded(). * @copydoc has_been_loaded() */ mapstruct *cf_map_has_been_loaded(const char *name) { int type; mapstruct *ret; cfapiMap_has_been_loaded(&type, name, &ret); assert(type == CFAPI_PMAP); return ret; } /** * Gives access to ::first_map. * @return * ::first_map. */ mapstruct *cf_map_get_first(void) { return cf_map_get_map_property(NULL, CFAPI_MAP_PROP_NEXT); } /** * Wrapper for query_money(). * @copydoc query_money(). */ int cf_object_query_money(const object *op) { int type, value; cfapiObject_query_money(&type, op, &value); assert(type == CFAPI_INT); return value; } /** * Wrapper for cost_string_from_value modified to take a char* and length instead of a StringBuffer. */ void cf_cost_string_from_value(uint64_t cost, int largest_coin, char *buffer, int length) { int type; cfapiCost_string_from_value(&type, cost, largest_coin, buffer, length); assert(type == CFAPI_NONE); } /** * Wrapper for spring_trap(). * @copydoc spring_trap(). */ void cf_spring_trap(object *trap, object *victim) { int type; if (trap) cfapiObject_activate_rune(&type, trap, victim); } /** * Wrapper for check_trigger(). * @copydoc check_trigger(). */ int cf_object_check_trigger(object *op, object *cause) { int type, value; cfapiObject_check_trigger(&type, op, cause, &value); assert(type == CFAPI_INT); return value; } /** * Wrapper for trigger_connected(). * @copydoc trigger_connected(). */ void cf_map_trigger_connected(objectlink *ol, object *cause, int state) { int type; cfapiMap_trigger_connected(&type, ol, cause, state); assert(type == CFAPI_NONE); } int cf_object_out_of_map(object *op, int x, int y) { int type, value; cfapiObject_out_of_map(&type, op->map, x, y, &value); assert(type == CFAPI_INT); return value; } void cf_object_drop(object *op, object *author) { int type; cfapiObject_drop(&type, op, author); } void cf_object_say(object *op, char *msg) { int type, value; cfapiObject_say(&type, op, msg, &value); assert(type == CFAPI_INT); } object *cf_object_insert_object(object *op, object *container) { int type; object *value; cfapiObject_insert(&type, op, 3, container, &value); assert(type == CFAPI_POBJECT); return value; } /** * Wrapper for create_pathname(). * @copydoc create_pathname() */ char *cf_get_maps_directory(const char *name, char *buf, int size) { int type; cfapiMap_create_path(&type, 0, name, buf, size); assert(type == CFAPI_STRING); return buf; } /** * Wrapper for object_new(). * @copydoc object_new(). */ object *cf_create_object(void) { int type; object *value; cfapiObject_create(&type, 0, &value); assert(type == CFAPI_POBJECT); return value; } /** * Wrapper for create_archetype() and create_archetype_by_object_name(). */ object *cf_create_object_by_name(const char *name) { int type; object *value; cfapiObject_create(&type, 1, name, &value); assert(type == CFAPI_POBJECT); return value; } void cf_system_register_global_event(int event, const char *name, f_plug_event hook) { int type; cfapiSystem_register_global_event(&type, event, name, hook); assert(type == CFAPI_NONE); } void cf_system_unregister_global_event(int event, const char *name) { int type; cfapiSystem_unregister_global_event(&type, event, name); assert(type == CFAPI_NONE); } /** * Gets a directory Crossfire uses. * @param id * what directory to return: * -# @copydoc Settings::mapdir * -# @copydoc Settings::uniquedir * -# @copydoc Settings::tmpdir * -# @copydoc Settings::confdir * -# @copydoc Settings::localdir * -# @copydoc Settings::playerdir * -# @copydoc Settings::datadir * @return * directory. Must not be altered. NULL if invalid value. */ const char *cf_get_directory(int id) { int type; const char *ret; cfapiSystem_directory(&type, id, &ret); assert(type == CFAPI_STRING); return ret; } /** * Wrapper for re_cmp(). * @copydoc re_cmp() */ const char *cf_re_cmp(const char *str, const char *regexp) { int type; const char *result; cfapiSystem_re_cmp(&type, str, regexp, &result); assert(type == CFAPI_STRING); return result; } /** * Wrapper for fix_object(). * @copydoc fix_object() */ void cf_fix_object(object *op) { int type; if (op) cfapiObject_fix(&type, op); } /** * Wrapper for add_string(). * @copydoc add_string() */ sstring cf_add_string(const char *str) { int type; sstring ret; if (!str) return NULL; cfapiSystem_add_string(&type, str, &ret); assert(type == CFAPI_SSTRING); return ret; } /** * Wrapper for free_string(). * @copydoc free_string() */ void cf_free_string(sstring str) { int type; if (str) cfapiSystem_remove_string(&type, str); } sstring cf_find_string(const char *str) { int type; sstring ret; if (!str) return NULL; cfapiSystem_find_string(&type, str, &ret); assert(type == CFAPI_SSTRING); return ret; } char *cf_query_name(object *ob, char *name, int size) { int type; cfapiObject_get_property(&type, ob, CFAPI_OBJECT_PROP_NAME, name, size); assert(type == CFAPI_STRING); return name; } sstring cf_query_name_pl(object *ob) { int type; sstring value; cfapiObject_get_property(&type, ob, CFAPI_OBJECT_PROP_NAME_PLURAL, &value); assert(type == CFAPI_SSTRING); return value; } char *cf_query_base_name(object *ob, int plural, char *name, int size) { int type; cfapiObject_get_property(&type, ob, CFAPI_OBJECT_PROP_BASE_NAME, name, size); assert(type == CFAPI_STRING); return name; } sstring cf_object_get_msg(object *ob) { int type; sstring value; cfapiObject_get_property(&type, ob, CFAPI_OBJECT_PROP_MESSAGE, &value); assert(type == CFAPI_SSTRING); return value; } void cf_object_set_weight(object *ob, int weight) { int type; cfapiObject_set_property(&type, ob, CFAPI_OBJECT_PROP_WEIGHT, weight); assert(type == CFAPI_INT); } void cf_object_set_weight_limit(object *ob, int weight_limit) { int type; cfapiObject_set_property(&type, ob, CFAPI_OBJECT_PROP_WEIGHT_LIMIT, weight_limit); assert(type == CFAPI_INT); } int cf_object_get_weight(object *ob) { int type, weight; cfapiObject_get_property(&type, ob, CFAPI_OBJECT_PROP_WEIGHT, &weight); assert(type == CFAPI_INT); return weight; } int cf_object_get_weight_limit(object *ob) { int type, limit; cfapiObject_get_property(&type, ob, CFAPI_OBJECT_PROP_WEIGHT_LIMIT, &limit); assert(type == CFAPI_INT); return limit; } /** * @return -1=nrof is invalid, 0=nrof is ok# */ int cf_object_set_nrof(object *ob, int nrof) { int type; if (nrof < 0) return -1; cfapiObject_set_property(&type, ob, CFAPI_OBJECT_PROP_NROF, nrof); return 0; } int cf_object_get_nrof(object *ob) { int type, nrof; cfapiObject_get_property(&type, ob, CFAPI_OBJECT_PROP_NROF, &nrof); return nrof; } int cf_object_get_flag(object *ob, int flag) { int type; int rv; cfapiObject_get_property(&type, ob, CFAPI_OBJECT_PROP_FLAGS, flag, &rv); if (rv != 0) return 1; else return 0; } void cf_object_set_flag(object *ob, int flag, int value) { int type; cfapiObject_set_property(&type, ob, CFAPI_OBJECT_PROP_FLAGS, flag, value ? 1 : 0); } /** * Wrapper for object_insert_in_ob(). * @copydoc object_insert_in_ob(). */ object *cf_object_insert_in_ob(object *op, object *where) { int type; object *value; if (!cf_object_get_flag(op, FLAG_REMOVED)) { cfapiObject_remove(&type, op); } cfapiObject_insert(&type, op, 3, where, &value); assert(type == CFAPI_POBJECT); return value; } /** * Wrapper for object_insert_in_map(). * @copydoc object_insert_in_map(). */ object *cf_map_insert_object_there(object *op, mapstruct *m, object *originator, int flag) { int type; object *value; cfapiObject_insert(&type, op, 1, m, originator, flag, &value); assert(type == CFAPI_POBJECT); return value; } /** * Wrapper for object_insert_in_map_at(). * @todo * merge/replace with cf_object_change_map */ object *cf_map_insert_object(mapstruct *where, object *op, int x, int y) { int type; object *value; cfapiObject_insert(&type, op, 0, where, NULL, 0 , x, y, &value); assert(type == CFAPI_POBJECT); return value; } /** * Will insert op in the map where around the spot x, y. * Combination of object_find_free_spot and object_insert_in_map_at. * @param where * map to insert into. * @param op * what to insert. * @param x * @param y * where to insert op. * @return * NULL if op couldn't be inserted around the spot, else op or an object it merged with. */ object *cf_map_insert_object_around(mapstruct *where, object *op, int x, int y) { int type; object *value; cfapiObject_insert(&type, op, 2, where, NULL, 0 , x, y, &value); assert(type == CFAPI_POBJECT); return value; } int cf_object_teleport(object *op, mapstruct *map, int x, int y) { int type, value; cfapiObject_teleport(&type, op, map, x, y, &value); assert(type == CFAPI_INT); return value; } /** * Kinda wrapper for map_find_by_archetype_name(). */ object *cf_map_find_by_archetype_name(const char *str, mapstruct *map, int nx, int ny) { int type; object *value; cfapiMap_find_by_archetype_name(&type, str, map, nx, ny, &value); assert(type == CFAPI_POBJECT); return value; } int cf_map_get_difficulty(mapstruct *map) { return cf_map_get_int_property(map, CFAPI_MAP_PROP_DIFFICULTY); } int cf_map_get_reset_time(mapstruct *map) { return cf_map_get_int_property(map, CFAPI_MAP_PROP_RESET_TIME); } int cf_map_get_reset_timeout(mapstruct *map) { return cf_map_get_int_property(map, CFAPI_MAP_PROP_RESET_TIMEOUT); } int cf_map_get_players(mapstruct *map) { return cf_map_get_int_property(map, CFAPI_MAP_PROP_PLAYERS); } int cf_map_get_darkness(mapstruct *map) { return cf_map_get_int_property(map, CFAPI_MAP_PROP_DARKNESS); } int cf_map_get_width(mapstruct *map) { return cf_map_get_int_property(map, CFAPI_MAP_PROP_WIDTH); } int cf_map_get_height(mapstruct *map) { return cf_map_get_int_property(map, CFAPI_MAP_PROP_HEIGHT); } int cf_map_get_enter_x(mapstruct *map) { return cf_map_get_int_property(map, CFAPI_MAP_PROP_ENTER_X); } int cf_map_get_enter_y(mapstruct *map) { return cf_map_get_int_property(map, CFAPI_MAP_PROP_ENTER_Y); } /** * Wrapper for change_map_light(). * @copydoc change_map_light(). */ int cf_map_change_light(mapstruct *m, int change) { int type, value; cfapiMap_change_light(&type, m, change, &value); assert(type == CFAPI_INT); return value; } void cf_object_update(object *op, int flags) { int type; cfapiObject_update(&type, op, flags); } void cf_object_pickup(object *op, object *what) { int type; cfapiObject_pickup(&type, op, what); assert(type == CFAPI_NONE); } /** * Wrapper for strdup_local(). * * @copydoc strdup_local(). */ char *cf_strdup_local(const char *str) { int type; char *dup; if (str == NULL) return NULL; cfapiSystem_strdup_local(&type, str, &dup); assert(type == CFAPI_STRING); return dup; } /** * Wrapper for get_map_flags(). * @copydoc get_map_flags() */ int cf_map_get_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny) { int type, value; cfapiMap_get_property(&type, oldmap, CFAPI_MAP_PROP_FLAGS, newmap, x, y, nx, ny, &value); assert(type == CFAPI_INT); return value; } /** * Wrapper for set_random_map_variable(). * @copydoc set_random_map_variable() */ int cf_random_map_set_variable(RMParms *rp, const char *buf) { int type, ret; cfapiSet_random_map_variable(&type, rp, buf, &ret); assert(type == CFAPI_INT); return ret; } /** * Wrapper for generate_random_map(). * @copydoc generate_random_map() */ mapstruct *cf_random_map_generate(const char *OutFileName, RMParms *RP, char **use_layout) { int type; mapstruct *map; cfapiGenerate_random_map(&type, OutFileName, RP, use_layout, &map); assert(type == CFAPI_PMAP); return map; } /** * Wrapper for find_animation(). * @copydoc find_animation(). */ int cf_find_animation(const char *name) { int type, anim; cfapiSystem_find_animation(&type, name, &anim); assert(type == CFAPI_INT); return anim; } /** * Wrapper for find_face(). * @copydoc find_face(). */ int cf_find_face(const char *name, int error) { int type, anim; cfapiSystem_find_face(&type, name, error, &anim); assert(type == CFAPI_INT); return anim; } /** * Wrapper for LOG(). * @copydoc LOG(). */ void cf_log(LogLevel logLevel, const char *format, ...) { int type; /* Copied from common/logger.c */ char buf[20480]; /* This needs to be really really big - larger than any other buffer, since that buffer may need to be put in this one. */ va_list ap; va_start(ap, format); buf[0] = '\0'; vsprintf(buf, format, ap); va_end(ap); cfapiSystem_log(&type, logLevel, buf); assert(type == CFAPI_NONE); } /** * Wrapper for LOG() that * uses directly a buffer, without format */ void cf_log_plain(LogLevel logLevel, const char *message) { int type; cfapiSystem_log(&type, logLevel, message); assert(type == CFAPI_NONE); } void cf_get_time(timeofday_t *tod) { int type; cfapiSystem_get_time(&type, tod); assert(type == CFAPI_NONE); } const char *cf_get_season_name(int index) { int type; char *result; cfapiSystem_get_season_name(&type, index, &result); assert(type == CFAPI_STRING); return result; } const char *cf_get_month_name(int index) { int type; char *result; cfapiSystem_get_month_name(&type, index, &result); assert(type == CFAPI_STRING); return result; } const char *cf_get_weekday_name(int index) { int type; char *result; cfapiSystem_get_weekday_name(&type, index, &result); assert(type == CFAPI_STRING); return result; } const char *cf_get_periodofday_name(int index) { int type; char *result; cfapiSystem_get_periodofday_name(&type, index, &result); assert(type == CFAPI_STRING); return result; } /** * Creates a timer, equivalent of calling cftimer_create(). * * @param ob * ::object that will get called. Should handle ::EVENT_TIMER. * @param delay * delay, seconds or ticks. * @param mode * timer mode, ::TIMER_MODE_SECONDS or ::TIMER_MODE_CYCLES * @return * timer identifier, or one of ::TIMER_ERR_ID, ::TIMER_ERR_OBJ or ::TIMER_ERR_MODE */ int cf_timer_create(object *ob, long delay, int mode) { int type, timer; cfapiSystem_timer_create(&type, ob, delay, mode, &timer); assert(type == CFAPI_INT); return timer; } /** * Destroys specified timer, equivalent of calling cftimer_destroy(). * * @param id * timer to destroy * @return * ::TIMER_ERR_ID if invalid id, ::TIMER_ERR_NONE else. */ int cf_timer_destroy(int id) { int type, code; cfapiSystem_timer_destroy(&type, id, &code); assert(type == CFAPI_INT); return code; } /** * Gets value for specified key, equivalent of object_get_value(). * @param op * ::object for which we search a key. * @param keyname * key to look for. Not required to be a shared string. * @return * value (shared string), or NULL if not found. */ const char *cf_object_get_key(object *op, const char *keyname) { int type; const char *value; cfapiObject_get_key(&type, op, keyname, &value); assert(type == CFAPI_SSTRING); return value; } /** * Sets a value for specified key, equivalent to object_set_value(). * @param op * ::object which will contain the key/value * @param keyname * key * @param value * value * @param add_key * if 0, key is only updated if it exists, else it's updated or added. * @return * TRUE or FALSE. */ int cf_object_set_key(object *op, const char *keyname, const char *value, int add_key) { int type, ret; cfapiObject_set_key(&type, op, keyname, value, add_key, &ret); assert(type == CFAPI_INT); return ret; } /** * Wrapper for change_abil(). * @copydoc change_abil(). */ int cf_object_change_abil(object *op, object *tmp) { int type, ret; cfapiObject_change_abil(&type, op, tmp, &ret); assert(type == CFAPI_INT); return ret; } /* Archetype-related functions */ /** * Get first archetype. * @return * first archetype in the archetype list. */ archetype *cf_archetype_get_first(void) { int type; archetype *value; cfapiArchetype_get_property(&type, NULL, CFAPI_ARCH_PROP_NEXT, &value); assert(type == CFAPI_PARCH); return value; } /** * Get archetype's name. * @param arch * archetype, mustn't be NULL. * @return * archetype's name. */ sstring cf_archetype_get_name(archetype *arch) { int type; sstring name; cfapiArchetype_get_property(&type, arch, CFAPI_ARCH_PROP_NAME, &name); assert(type == CFAPI_SSTRING); return name; } /** * Get next archetype in linked list. * @param arch * archetype for which we want the next. Can be NULL, in which case it is equivalent * to calling cf_archetype_get_first(). * @return * next archetype. */ archetype *cf_archetype_get_next(archetype *arch) { int type; archetype *value; cfapiArchetype_get_property(&type, arch, CFAPI_ARCH_PROP_NEXT, &value); assert(type == CFAPI_PARCH); return value; } /** * Get next part of archetype. * @param arch * archetype, mustn't be NULL. * @return * archetype's more field. */ archetype *cf_archetype_get_more(archetype *arch) { int type; archetype *value; cfapiArchetype_get_property(&type, arch, CFAPI_ARCH_PROP_MORE, &value); assert(type == CFAPI_PARCH); return value; } /** * Get head of archetype. * @param arch * archetype, mustn't be NULL. * @return * archetype's head field. */ archetype *cf_archetype_get_head(archetype *arch) { int type; archetype *value; cfapiArchetype_get_property(&type, arch, CFAPI_ARCH_PROP_HEAD, &value); assert(type == CFAPI_PARCH); return value; } /** * Get clone of archetype. * @param arch * archetype, mustn't be NULL. * @return * archetype's clone. Will never be NULL. */ object *cf_archetype_get_clone(archetype *arch) { int type; object *value; cfapiArchetype_get_property(&type, arch, CFAPI_ARCH_PROP_CLONE, &value); assert(type == CFAPI_POBJECT); return value; } /* Party-related functions */ /** * Get first party. * @return * first party in partylist. */ partylist *cf_party_get_first(void) { int type; partylist *value; cfapiParty_get_property(&type, NULL, CFAPI_PARTY_PROP_NEXT, &value); assert(type == CFAPI_PPARTY); return value; } /** * @param party * party, mustn't be NULL. * @return * party's name. */ const char *cf_party_get_name(partylist *party) { int type; sstring value; cfapiParty_get_property(&type, party, CFAPI_PARTY_PROP_NAME, &value); assert(type == CFAPI_SSTRING); return value; } /** * Get next party in party list. * @param party * party, can be NULL in which case behaves like cf_party_get_first(). * @return * party's next field. */ partylist *cf_party_get_next(partylist *party) { int type; partylist *value; cfapiParty_get_property(&type, party, CFAPI_PARTY_PROP_NEXT, &value); assert(type == CFAPI_PPARTY); return value; } /** * Get party's password. * @param party * party, mustn't be NULL. * @return * party's password field. */ const char *cf_party_get_password(partylist *party) { int type; sstring value; cfapiParty_get_property(&type, party, CFAPI_PARTY_PROP_PASSWORD, &value); assert(type == CFAPI_SSTRING); return value; } /** * Get first player in party. * @param party * party, mustn't be NULL. * @return * party's first player. */ player *cf_party_get_first_player(partylist *party) { int type; player *value; cfapiParty_get_property(&type, party, CFAPI_PARTY_PROP_PLAYER, NULL, &value); assert(type == CFAPI_PPLAYER); return value; } /** * Get next player in party. * @param party * party, mustn't be NULL. * @param op * player we want the next of. Can be NULL, in this case behaves like cf_party_get_first_player(). * @return * party's name. */ player *cf_party_get_next_player(partylist *party, player *op) { int type; player *value; cfapiParty_get_property(&type, party, CFAPI_PARTY_PROP_PLAYER, op, &value); assert(type == CFAPI_PPLAYER); return value; } /** * Get first region in region list. * @return * first region. */ region *cf_region_get_first(void) { int type; region *value; cfapiRegion_get_property(&type, NULL, CFAPI_REGION_PROP_NEXT, &value); assert(type == CFAPI_PREGION); return value; } /** * Get name of region. * @param reg * region. Mustn't be NULL. * @return * region's name. */ const char *cf_region_get_name(region *reg) { int type; sstring value; cfapiRegion_get_property(&type, reg, CFAPI_REGION_PROP_NAME, &value); assert(type == CFAPI_SSTRING); return value; } /** * Get next region in region list. * @param reg * region. Can be NULL in which case equivalent of cf_region_get_first(). * @return * next region. */ region *cf_region_get_next(region *reg) { int type; region *value; cfapiRegion_get_property(&type, reg, CFAPI_REGION_PROP_NEXT, &value); assert(type == CFAPI_PREGION); return value; } /** * Get parent of region. * @param reg * region. Mustn't be NULL. * @return * region's parent. */ region *cf_region_get_parent(region *reg) { int type; region *value; cfapiRegion_get_property(&type, reg, CFAPI_REGION_PROP_PARENT, &value); assert(type == CFAPI_PREGION); return value; } /** * Get longname of region. * @param reg * region. Mustn't be NULL. * @return * region's longname. */ const char *cf_region_get_longname(region *reg) { int type; sstring value; cfapiRegion_get_property(&type, reg, CFAPI_REGION_PROP_LONGNAME, &value); assert(type == CFAPI_SSTRING); return value; } /** * Get message of region. * @param reg * region. Mustn't be NULL. * @return * region's message. */ const char *cf_region_get_message(region *reg) { int type; sstring value; cfapiRegion_get_property(&type, reg, CFAPI_REGION_PROP_MESSAGE, &value); assert(type == CFAPI_SSTRING); return value; } /** * Get region's jail x coordinate. * @param reg * region. Mustn't be NULL. * @return * region's x coordinate for jail. */ int cf_region_get_jail_x(region *reg) { int type, value; cfapiRegion_get_property(&type, reg, CFAPI_REGION_PROP_JAIL_X, &value); assert(type == CFAPI_INT); return value; } /** * Get region's jail y coordinate. * @param reg * region. Mustn't be NULL. * @return * region's y coordinate for jail. */ int cf_region_get_jail_y(region *reg) { int type, value; cfapiRegion_get_property(&type, reg, CFAPI_REGION_PROP_JAIL_Y, &value); assert(type == CFAPI_INT); return value; } /** * Get jail path of region. * @param reg * region. Mustn't be NULL. * @return * region's jail path, can be NULL. */ const char *cf_region_get_jail_path(region *reg) { int type; sstring value; cfapiRegion_get_property(&type, reg, CFAPI_REGION_PROP_JAIL_PATH, &value); assert(type == CFAPI_SSTRING); return value; } /* Friendlylist functions. */ /** * Get first object on friendly list. * @return * first object on friendly list. */ object *cf_friendlylist_get_first(void) { int type; object *value; cfapiFriendlylist_get_next(&type, NULL, &value); assert(type == CFAPI_POBJECT); return value; } /** * Get next object on friendly list. * @param ob * object we want the next of. If NULL then equivalent of cf_friendlylist_get_first(). * @return * next object. */ object *cf_friendlylist_get_next(object *ob) { int type; object *value; cfapiFriendlylist_get_next(&type, ob, &value); assert(type == CFAPI_POBJECT); return value; } /* Quest-related functions */ /** * Wrapper for quest_get_player_state(). * @copydoc quest_get_player_state() */ int cf_quest_get_player_state(object *pl, sstring quest_code) { int type, ret; cfapiPlayer_quest(&type, CFAPI_PLAYER_QUEST_GET_STATE, pl, quest_code, &ret); assert(type == CFAPI_INT); return ret; } /** * Wrapper for quest_start(). * @copydoc quest_start() */ void cf_quest_start(object *pl, sstring quest_code, int state) { int type; cfapiPlayer_quest(&type, CFAPI_PLAYER_QUEST_START, pl, quest_code, state); assert(type == CFAPI_NONE); } /** * Wrapper for quest_set_player_state(); * @copydoc quest_set_player_state() */ void cf_quest_set_player_state(object *pl, sstring quest_code, int state) { int type; cfapiPlayer_quest(&type, CFAPI_PLAYER_QUEST_SET_STATE, pl, quest_code, state); 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Homme, Oslo 1992. */ /*****************************************************************************/ /* This is a pointer association hash table library for plugins to use with */ /* a simple interface. This file is named as it is for other hash table */ /* types to be added if people wish to. */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. */ /* */ /*****************************************************************************/ #include <string.h> #include <stdlib.h> #ifdef WIN32 #include <global.h> typedef UINT_PTR uintptr_t; #include <malloc.h> #else #include <stdint.h> #include <autoconf.h> #endif #ifdef HAVE_LIBDMALLOC #include <dmalloc.h> #endif #include <hashtable.h> /** * Initialises the hash table for a pointer association table. * * @param hash_table * Pointer to the hash table to initialise. */ void init_ptr_assoc_table(ptr_assoc **hash_table) { (void)memset((void *)hash_table, 0, PTR_ASSOC_TABLESIZE*sizeof(ptr_assoc *)); } /** * Hashing-function used by the pointer association library. Currently * just takes the pointer modulus the table size (which should be a prime * number). * * @param ptr * The pointer to hash. * * @return * The returned hash value. */ static int hashptr(void *ptr) { return (int)((uintptr_t)ptr%PTR_ASSOC_TABLESIZE); } /** * Allocates and initialises a new ptr_assoc structure. * * @param key * The key to lookup by in the association. * @param value * The value to store with the key. * * @return * The new ptr_assoc structure. */ static ptr_assoc *new_ptr_assoc(void *key, void *value) { ptr_assoc *assoc; assoc = (ptr_assoc *)malloc(sizeof(ptr_assoc)); assoc->previous = NULL; assoc->array = NULL; assoc->next = NULL; assoc->key = key; assoc->value = value; return assoc; } /** * Adds a value to a hash table which one can lookup with key. * * @param hash_table * Pointer to the hash table to add to. * @param key * The key to lookup by in the association. * @param value * The value to store with the key. */ void add_ptr_assoc(ptr_assoc **hash_table, void *key, void *value) { ptr_assoc *assoc; int ind; ind = hashptr(key); assoc = hash_table[ind]; /* Is there an entry for that hash? */ if (assoc) { /* Simple case first: See if the first pointer matches. */ if (key != assoc->key) { /* Apparantly, a association with the same hash value has this * slot. We must see in the list if this perticular key has * been registered before. */ while (assoc->next) { assoc = assoc->next; if (key != assoc->key) { /* This wasn't the right key... */ continue; } /* We found an entry for this key. Make sure the value * is set as we want it. */ assoc->value = value; return; } /* There are no occurences of this key in the hash table. */ { ptr_assoc *new_assoc; new_assoc = new_ptr_assoc(key, value); assoc->next = new_assoc; new_assoc->previous = assoc; return; } } return; } else { /* The string isn't registered, and the slot is empty. */ hash_table[ind] = new_ptr_assoc(key, value); hash_table[ind]->array = &(hash_table[ind]); return; } } /** * Find the ptr_assoc with a given key. * * @param hash_table * Pointer to the hash table to search. * @param key * The key to lookup by in the association. * * @return * The ptr_assoc that is found, or null if none is found. */ static ptr_assoc *find_ptr_assoc(ptr_assoc **hash_table, void *key) { ptr_assoc *assoc; int ind; ind = hashptr(key); assoc = hash_table[ind]; /* Is there an entry for that hash? */ if (assoc) { /* Simple case first: Is the first key the right one? */ if (assoc->key == key) { return assoc; } else { /* Recurse through the linked list, if there's one. */ while (assoc->next) { assoc = assoc->next; if (assoc->key == key) { return assoc; } } /* No match. Fall through. */ } } return NULL; } /** * Find the value associated with a given key. * * @param hash_table * Pointer to the hash table to search. * @param key * The key to lookup by in the association. * * @return * The value associated with the key. */ void *find_assoc_value(ptr_assoc **hash_table, void *key) { ptr_assoc *assoc; assoc = find_ptr_assoc(hash_table, key); if (!assoc) return NULL; return assoc->value; } /** * Remove the association with a given key. * * @param hash_table * Pointer to the hash table to search. * @param key * The key to lookup by in the association. */ void free_ptr_assoc(ptr_assoc **hash_table, void *key) { ptr_assoc *assoc; assoc = find_ptr_assoc(hash_table, key); if (!assoc) return; if (assoc->array) { /* We must put a new value into the hash_table[]. */ if (assoc->next) { *(assoc->array) = assoc->next; assoc->next->previous = NULL; assoc->next->array = assoc->array; } else { *(assoc->array) = NULL; } free(assoc); } else { /* Relink and free this struct. */ if (assoc->next) assoc->next->previous = assoc->previous; assoc->previous->next = assoc->next; free(assoc); } } ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/common/Makefile.am���������������������������������������������������������000644 �001751 �001751 �00000000105 13414745244 021474� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������SUBDIRS = include noinst_HEADERS = \ plugin_common.c\ hashtable.c �����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/common/include/Makefile.in�������������������������������������������������000644 �001751 �001751 �00000035477 13777710002 023150� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������# Makefile.in generated by automake 1.16.3 from Makefile.am. # @configure_input@ # Copyright (C) 1994-2020 Free Software Foundation, Inc. # This Makefile.in is free software; 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������������������������������������������������������������������������������������������������������������������������������������������������������������������������noinst_HEADERS = \ plugin_common.h\ hashtable.h ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/common/include/plugin_common.h���������������������������������������������000644 �001751 �001751 �00000035063 13775114612 024114� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* Crossfire Plugin Interface Common Parts */ /* Version: 2.0beta8 (also known as "Alexander") */ /* Contact: yann.chachkoff@myrealbox.com */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. */ /* */ /*****************************************************************************/ #ifndef PLUGIN_COMMON_H #define PLUGIN_COMMON_H #ifdef WIN32 #define CF_PLUGIN __declspec(dllexport) #else #ifdef HAVE_VISIBILITY #define CF_PLUGIN __attribute__((visibility("default"))) #else #define CF_PLUGIN #endif #endif #include <plugin.h> #define PLUGIN_ERROR_INT 0x0FFFFF extern int cf_init_plugin(f_plug_api getHooks); extern void cf_system_register_global_event(int event, const char *name, f_plug_event hook); extern void cf_system_unregister_global_event(int event, const char *name); /* General functions */ extern sstring cf_add_string(const char *str); extern void cf_free_string(sstring str); extern sstring cf_find_string(const char *str); extern char *cf_strdup_local(const char *str); extern char *cf_get_maps_directory(const char *name, char *buf, int size); extern int cf_find_animation(const char *txt); extern int cf_find_face(const char *name, int error); extern void cf_log(LogLevel logLevel, const char *format, ...); extern void cf_log_plain(LogLevel logLevel, const char *message); extern void cf_get_time(timeofday_t *tod); extern int cf_timer_create(object *ob, long delay, int mode); extern int cf_timer_destroy(int id); extern const char *cf_get_directory(int id); extern const char *cf_re_cmp(const char *str, const char *regexp); extern const char *cf_get_season_name(int index); extern const char *cf_get_month_name(int index); extern const char *cf_get_weekday_name(int index); extern const char *cf_get_periodofday_name(int index); extern void cf_cost_string_from_value(uint64_t cost, int largest_coin, char *buffer, int length); /* Objects */ extern void cf_object_set_int_property(object *op, int propcode, int value); extern int cf_object_get_int_property(object *op, int propcode); extern long cf_object_get_long_property(object *op, long propcode); extern void cf_object_set_movetype_property(object *op, int propcode, MoveType value); extern MoveType cf_object_get_movetype_property(object *op, int propcode); extern object *cf_object_get_object_property(object *op, int propcode); extern void cf_object_set_object_property(object *op, int propcode, object *value); extern float cf_object_get_float_property(object *op, int propcode); extern void cf_object_set_float_property(object *op, int propcode, float value); extern mapstruct *cf_object_get_map_property(object *op, int propcode); extern archetype *cf_object_get_archetype_property(object *op, int propcode); extern partylist *cf_object_get_partylist_property(object *op, int propcode); extern int64_t cf_object_get_int64_property(object *op, int propcode); extern void cf_object_set_int64_property(object *op, int propcode, int64_t value); extern double cf_object_get_double_property(object *op, int propcode); extern sstring cf_object_get_sstring_property(object *op, int propcode); extern char *cf_object_get_string_property(object *op, int propcode, char *buf, int size); extern void cf_fix_object(object *op); extern char *cf_query_name(object *ob, char *name, int size); extern sstring cf_query_name_pl(object *ob); extern char *cf_query_base_name(object *ob, int plural, char *name, int size); extern const char *cf_object_get_msg(object *); extern void cf_object_set_weight(object *ob, int weight); extern int cf_object_get_weight(object *ob); extern void cf_object_set_weight_limit(object *ob, int weight); extern int cf_object_get_weight_limit(object *ob); extern int cf_object_set_nrof(object *, int nrof); extern int cf_object_get_nrof(object *); extern int cf_object_get_flag(object *ob, int flag); extern void cf_object_set_flag(object *ob, int flag, int value); extern object *cf_object_insert_in_ob(object *op, object *where); extern void cf_object_set_string_property(object *op, int propcode, const char *value); extern void cf_spring_trap(object *trap, object *victim); extern int cf_object_check_trigger(object *op, object *cause); extern int cf_object_query_money(const object *op); extern int cf_object_query_cost(const object *tmp, object *who, int flag); extern void cf_object_query_cost_string(const object *tmp, object *who, int flag, char *buffer, int length); extern int cf_object_cast_spell(object *op, object *caster, int dir, object *spell_ob, char *stringarg); extern void cf_object_learn_spell(object *op, object *spell, int special_prayer); extern void cf_object_forget_spell(object *op, object *sp); extern object *cf_object_check_for_spell(object *op, const char *name); extern int cf_object_pay_amount(object *pl, uint64_t to_pay); extern int cf_object_pay_item(object *op, object *pl); extern void cf_object_set_long_property(object *op, int propcode, long value); extern int cf_object_transfer(object *op, int x, int y, int randomly, object *originator); extern int cf_object_move_to(object *op, int x, int y); extern int cf_object_out_of_map(object *op, int x, int y); extern void cf_object_drop(object *op, object *author); extern void cf_object_say(object *op, char *msg); extern object *cf_object_insert_object(object *op, object *container); extern object *cf_object_present_archname_inside(object *op, char *whatstr); extern int cf_object_apply(object *op, object *author, int flags); extern void cf_object_remove(object *op); extern void cf_object_free_drop_inventory(object *ob); extern object *cf_create_object(void); extern object *cf_create_object_by_name(const char *name); extern object *cf_object_change_map(object *op, mapstruct *m, object *originator, int flag, int x, int y); extern int cf_object_teleport(object *ob, mapstruct *map, int x, int y); extern void cf_object_update(object *op, int flags); extern void cf_object_pickup(object *op, object *what); extern const char *cf_object_get_key(object *op, const char *keyname); extern int cf_object_set_key(object *op, const char *keyname, const char *value, int add_key); extern int16_t cf_object_get_resistance(object *op, int rtype); extern void cf_object_set_resistance(object *op, int rtype, int16_t value); extern int cf_object_move(object *op, int dir, object*originator); extern void cf_object_apply_below(object *pl); extern object *cf_object_clone(object *op, int clonetype); extern void cf_object_change_exp(object *op, int64_t exp, const char *skill_name, int flag); extern int cf_object_change_abil(object *op, object *tmp); extern int cf_object_user_event(object *op, object *activator, object *third, const char *message, int fix); extern int cf_object_remove_depletion(object *op, int level); extern object *cf_object_find_by_arch_name(const object *who, const char *name); extern object *cf_object_find_by_name(const object *who, const char *name); extern object *cf_object_split(object *orig_ob, uint32_t nr, char *err, size_t size); extern object *cf_object_clone(object *op, int clonetype); extern int cf_object_set_face(object *op, const char *face); extern int cf_object_set_animation(object *op, const char *animation); extern object *cf_identify(object *op); extern int64_t cf_object_perm_exp(object *op); /* Maps */ /*extern void *cf_map_get_property(mapstruct *map, int propcode);*/ extern sstring cf_map_get_sstring_property(mapstruct *map, int propcode); extern mapstruct *cf_map_get_map_property(mapstruct *map, int propcode); extern region *cf_map_get_region_property(mapstruct *map, int propcode); extern int cf_map_get_int_property(mapstruct *map, int property); extern void cf_map_set_int_property(mapstruct *map, int propcode, int value); extern void cf_map_set_string_property(mapstruct *map, int propcode, const char *value); extern mapstruct *cf_map_get_map(const char *name, int flags); extern mapstruct *cf_get_empty_map(int sizex, int sizey); extern mapstruct *cf_map_get_first(void); extern mapstruct *cf_map_has_been_loaded(const char *name); extern void cf_map_message(mapstruct *m, const char *msg, int color); extern object *cf_map_get_object_at(mapstruct *m, int x, int y); extern object *cf_map_insert_object(mapstruct *where, object *op, int x, int y); extern object *cf_map_insert_object_around(mapstruct *where, object *op, int x, int y); extern object *cf_map_find_by_archetype_name(const char *str, mapstruct *map, int nx, int ny); extern int cf_map_get_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny); extern object *cf_map_insert_object_there(object *op, mapstruct *m, object *originator, int flag); extern int cf_map_get_difficulty(mapstruct *map); extern int cf_map_get_reset_time(mapstruct *map); extern int cf_map_get_reset_timeout(mapstruct *map); extern int cf_map_get_players(mapstruct *map); extern int cf_map_get_darkness(mapstruct *map); extern int cf_map_get_light(mapstruct *map); extern int cf_map_get_width(mapstruct *map); extern int cf_map_get_height(mapstruct *map); extern int cf_map_get_enter_x(mapstruct *map); extern int cf_map_get_enter_y(mapstruct *map); extern int cf_map_change_light(mapstruct *m, int change); extern void cf_map_trigger_connected(objectlink *ol, object *cause, int state); /* Random maps */ extern int cf_random_map_set_variable(RMParms *rp, const char *buf); extern mapstruct *cf_random_map_generate(const char *OutFileName, RMParms *RP, char **use_layout); /* Players */ extern char *cf_player_get_title(object *op, char *title, int size); extern void cf_player_set_title(object *op, const char *title); extern sstring cf_player_get_ip(object *op); extern object *cf_player_get_marked_item(object *op); extern void cf_player_set_marked_item(object *op, object *ob); extern player *cf_player_find(const char *plname); extern void cf_player_message(object *op, char *txt, int flags); extern int cf_player_move(player *pl, int dir); extern partylist *cf_player_get_party(object *op); extern void cf_player_set_party(object *op, partylist *party); extern int cf_player_can_pay(object *op); extern int cf_player_knowledge_has(object *op, const char *knowledge); extern void cf_player_knowledge_give(object *op, const char *knowledge); extern int cf_player_arrest(object *who); /* Archetypes */ extern archetype *cf_archetype_get_first(void); extern sstring cf_archetype_get_name(archetype *arch); extern archetype *cf_archetype_get_next(archetype *arch); extern archetype *cf_archetype_get_more(archetype *arch); extern archetype *cf_archetype_get_head(archetype *arch); extern object *cf_archetype_get_clone(archetype *arch); /* Parties */ extern partylist *cf_party_get_first(void); extern const char *cf_party_get_name(partylist *party); extern partylist *cf_party_get_next(partylist *party); extern const char *cf_party_get_password(partylist *party); extern player *cf_party_get_first_player(partylist *party); extern player *cf_party_get_next_player(partylist *party, player *op); /* Regions */ extern region *cf_region_get_first(void); extern const char *cf_region_get_name(region *reg); extern region *cf_region_get_next(region *reg); extern region *cf_region_get_parent(region *reg); extern const char *cf_region_get_longname(region *reg); extern const char *cf_region_get_message(region *reg); extern int cf_region_get_jail_x(region *reg); extern int cf_region_get_jail_y(region *reg); extern const char *cf_region_get_jail_path(region *reg); /* Friendly list */ extern object *cf_friendlylist_get_first(void); extern object *cf_friendlylist_get_next(object *ob); /* Quest-related functions */ extern int cf_quest_get_player_state(object *pl, sstring quest_code); extern void cf_quest_start(object *pl, sstring quest_code, int state); extern void cf_quest_set_player_state(object *pl, sstring quest_code, int state); extern int cf_quest_was_completed(object *pl, sstring quest_code); #endif /* PLUGIN_COMMON_H */ �����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/common/include/hashtable.h�������������������������������������������������000644 �001751 �001751 �00000001320 13523171373 023164� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/* Usually we will store only about 10 or so elements, however we may get * cases of a fair bit more and we should handle those cases efficently. * hashptr() assumes this value will fit in int. */ #define PTR_ASSOC_TABLESIZE 251 typedef struct _ptr_assoc { struct _ptr_assoc **array; 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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. */ /* */ /*****************************************************************************/ /* First let's include the header file needed */ #include <cfnewspaper.h> #include <stdarg.h> #include <cfnewspaper_proto.h> #include <sqlite3.h> #include <stdlib.h> #include <string.h> #include <svnversion.h> CF_PLUGIN char SvnRevPlugin[] = SVN_REV; f_plug_api gethook; f_plug_api registerGlobalEvent; f_plug_api unregisterGlobalEvent; f_plug_api reCmp; static sqlite3 *logger_database; static sqlite3 *newspaper_database; static void do_sql(const char *sql, sqlite3 *base) { int err; char *msg; if (!base) return; err = sqlite3_exec(base, sql, NULL, NULL, &msg); if (err != SQLITE_OK) { cf_log(llevError, " [%s] error: %d [%s] for sql = %s\n", PLUGIN_NAME, err, msg, sql); sqlite3_free(msg); } } static int get_region_id(region *reg) { char **line; char *sql; int nrow, ncolumn, id; if (!reg) return 0; sql = sqlite3_mprintf("select reg_id from region where reg_name='%q'", reg->name); sqlite3_get_table(logger_database, sql, &line, &nrow, &ncolumn, NULL); if (nrow > 0) id = atoi(line[ncolumn]); else { sqlite3_free(sql); sql = sqlite3_mprintf("insert into region(reg_name) values( '%q' )", reg->name); do_sql(sql, logger_database); id = sqlite3_last_insert_rowid(logger_database); } sqlite3_free(sql); sqlite3_free_table(line); return id; } static void format_time(timeofday_t *tod, char *buffer, int size) { snprintf(buffer, size, "%10d-%2d-%2d %2d:%2d", tod->year, tod->month, tod->day, tod->hour, tod->minute); } static void read_parameters(void) { } CF_PLUGIN int initPlugin(const char *iversion, f_plug_api gethooksptr) { cf_init_plugin(gethooksptr); cf_log(llevInfo, "%s init\n", PLUGIN_VERSION); return 0; } CF_PLUGIN void *getPluginProperty(int *type, ...) { va_list args; const char *propname; int size; char *buf; va_start(args, type); propname = va_arg(args, const char *); if (!strcmp(propname, "Identification")) { buf = va_arg(args, char *); size = va_arg(args, int); va_end(args); snprintf(buf, size, PLUGIN_NAME); return NULL; } if (!strcmp(propname, "FullName")) { buf = va_arg(args, char *); size = va_arg(args, int); va_end(args); snprintf(buf, size, PLUGIN_VERSION); return NULL; } va_end(args); return NULL; } CF_PLUGIN int cfnewspaper_runPluginCommand(object *op, char *params) { return -1; } CF_PLUGIN int cfnewspaper_globalEventListener(int *type, ...) { va_list args; int rv = 0; int event_code; va_start(args, type); event_code = va_arg(args, int); switch (event_code) { } va_end(args); return rv; } CF_PLUGIN int postInitPlugin(void) { char path[500]; const char *dir; cf_log(llevInfo, "%s post init\n", PLUGIN_VERSION); dir = cf_get_directory(4); snprintf(path, 500, "%s/cflogger.db", dir); if (sqlite3_open(path, &logger_database) != SQLITE_OK) { cf_log(llevError, " [%s] couldn't connect to logger database!\n", PLUGIN_NAME); sqlite3_close(logger_database); logger_database = NULL; return 0; } snprintf(path, 500, "%s/cfnewspaper.db", dir); if (sqlite3_open(path, &newspaper_database) != SQLITE_OK) { cf_log(llevError, " [%s] unable to open newspaper database!\n", PLUGIN_NAME); sqlite3_close(logger_database); sqlite3_close(newspaper_database); logger_database = NULL; newspaper_database = NULL; return 0; } read_parameters(); return 0; } typedef struct paper_properties { const char *name; int info_region; int info_world; } paper_properties; static paper_properties default_properties = { "world newspaper", 0, 1 }; typedef struct kill_format { const char *no_player_death; const char *one_player_death; const char *many_player_death; const char *no_monster_death; const char *one_monster_death; const char *many_monster_death; } kill_format; static paper_properties *get_newspaper(const char *name) { return &default_properties; } static void news_cat(char *buffer, int size, const char *format, ...) { va_list args; size -= strlen(buffer)-1; buffer += strlen(buffer); va_start(args, format); vsprintf(buffer, format, args); va_end(args); } static void do_kills(char *buffer, int size, time_t start, time_t end, const char *reg, kill_format *format) { char *sql; char **results; int deaths = 0; int nrow, ncolumn; int err; char *msg; const char *raw_players = "select sum(1) as deaths from kill_event inner join living on liv_id = ke_victim_id where liv_is_player = %d and ke_time >= %d and ke_time < %d %s"; const char *raw_monsters = "select sum(1) as deaths from kill_event inner join living on liv_id = ke_victim_id where liv_is_player = %d and ke_time >= %d and ke_time < %d"; sql = sqlite3_mprintf(raw_players, 1, start, end, reg); err = sqlite3_get_table(logger_database, sql, &results, &nrow, &ncolumn, &msg); sqlite3_free(sql); if (err != SQLITE_OK) { cf_log(llevError, " [%s] error: %d [%s] for sql = %s\n", PLUGIN_NAME, err, msg, sql); sqlite3_free(msg); } if (nrow > 0 && results[ncolumn] != NULL) deaths = atoi(results[ncolumn]); sqlite3_free_table(results); if (deaths == 0) news_cat(buffer, size, format->no_player_death); else if (deaths == 1) news_cat(buffer, size, format->one_player_death); else news_cat(buffer, size, format->many_player_death, deaths); news_cat(buffer, size, "\n"); sql = sqlite3_mprintf(raw_monsters, 0, start, end); err = sqlite3_get_table(logger_database, sql, &results, &nrow, &ncolumn, &msg); sqlite3_free(sql); if (err != SQLITE_OK) { cf_log(llevError, " [%s] error: %d [%s] for sql = %s\n", PLUGIN_NAME, err, msg, sql); sqlite3_free(msg); } if (nrow > 0 && results[ncolumn] != NULL) deaths = atoi(results[ncolumn]); sqlite3_free_table(results); if (deaths == 0) news_cat(buffer, size, format->no_monster_death); else if (deaths == 1) news_cat(buffer, size, format->one_monster_death); else news_cat(buffer, size, format->many_monster_death, deaths); news_cat(buffer, size, "\n"); } static void do_region_kills(region *reg, char *buffer, int size, time_t start, time_t end) { kill_format f; char where[50]; int region_id; f.no_player_death = "No player died."; f.one_player_death = "Only one player died, May Fido(tm) Have Mercy."; f.many_player_death = "Monsters were busy, %d players died."; f.no_monster_death = "No monster was killed, players were lazy around here."; f.one_monster_death = "One poor monster was killed."; f.many_monster_death = "Players tried hard to kill monsters, with %d victims."; region_id = get_region_id(reg); snprintf(where, 50, "and map_reg_id = %d", region_id); do_kills(buffer, size, start, end, where, &f); } static void do_region(region *reg, char *buffer, int size, time_t start, time_t end) { news_cat(buffer, size, "--- local %s news ---\n", reg->name); do_region_kills(reg, buffer, size, start, end); news_cat(buffer, size, "\n\n"); } static void do_world_kills(char *buffer, int size, time_t start, time_t end) { kill_format f; f.no_player_death = "No player died at all."; f.one_player_death = "Only one player died in the whole world, May Fido(tm) Have Mercy."; f.many_player_death = "Monsters all around the world were busy, %d players died."; f.no_monster_death = "No monster was killed at all, players must be tired!"; f.one_monster_death = "One poor monster was killed in the whole world, too bad for it."; f.many_monster_death = "Bad day for monsters, with %d dead in their ranks."; do_kills(buffer, size, start, end, "", &f); } static void do_world(char *buffer, int size, time_t start, time_t end) { news_cat(buffer, size, "--- worldnews section ---\n"); do_world_kills(buffer, size, start, end); news_cat(buffer, size, "\n\n"); } static void get_newspaper_content(object *paper, paper_properties *properties, region *reg) { char contents[5000]; char *sql; char **results; char date[50]; int nrow, ncolumn; time_t start, end; timeofday_t tod; int err; char *msg; start = 0; time(&end); cf_get_time(&tod); format_time(&tod, date, 50); sql = sqlite3_mprintf("select * from time where time_ingame < '%q' order by time_ingame desc", date); err = sqlite3_get_table(logger_database, sql, &results, &nrow, &ncolumn, &msg); sqlite3_free(sql); if (err != SQLITE_OK) { cf_log(llevError, " [%s] error: %d [%s] for sql = %s\n", PLUGIN_NAME, err, msg, sql); sqlite3_free(msg); } if (nrow > 1 && results[ncolumn+1] != NULL) { end = atol(results[ncolumn+1]); if (nrow > 1 && results[ncolumn+2] != NULL) start = atol(results[ncolumn+2]); } contents[0] = '\0'; if (properties->info_region) do_region(reg, contents, 5000, start, end); if (properties->info_world) do_world(contents, 5000, start, end); cf_object_set_string_property(paper, CFAPI_OBJECT_PROP_MESSAGE, contents); } CF_PLUGIN int eventListener(int *type, ...) { int rv = 0; va_list args; object *who; int event_code; object *activator; /*object *third;*/ object *event; /*char *buf;*/ /*int fix;*/ object *newspaper; paper_properties *paper; region *reg; va_start(args, type); who = va_arg(args, object *); /*event_code = va_arg(args, int);*/ activator = va_arg(args, object *); /*third =*/ va_arg(args, object *); /*buf =*/ va_arg(args, char *); /*fix =*/ va_arg(args, int); /*buf = va_arg(args, char *);*/ event = va_arg(args, object *); event_code = event->subtype; va_end(args); if (event_code != EVENT_APPLY) return rv; paper = get_newspaper(event->slaying); newspaper = cf_create_object_by_name("scroll"); cf_object_set_string_property(newspaper, CFAPI_OBJECT_PROP_NAME, paper->name); cf_object_set_string_property(newspaper, CFAPI_OBJECT_PROP_NAME_PLURAL, paper->name); if (activator->map) reg = cf_map_get_region_property(activator->map, CFAPI_MAP_PROP_REGION); else reg = NULL; get_newspaper_content(newspaper, paper, reg); cf_object_insert_object(newspaper, who); return rv; } CF_PLUGIN int closePlugin(void) { cf_log(llevInfo, "%s closing.\n", PLUGIN_VERSION); if (logger_database) { sqlite3_close(logger_database); logger_database = NULL; } if (newspaper_database) { sqlite3_close(newspaper_database); newspaper_database = NULL; } return 0; } �����������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfnewspaper/include/cfnewspaper.h������������������������������������������000644 �001751 �001751 �00000005210 13523072164 024573� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* Template for version 2.0 plugins. */ /* Contact: yann.chachkoff@myrealbox.com */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. */ /* */ /*****************************************************************************/ #ifndef PLUGIN_TEMPLATE_H #define PLUGIN_TEMPLATE_H #define PLUGIN_NAME "Newspaper" #define PLUGIN_VERSION "Newspaper Plugin 1.0 alpha" #include <plugin.h> #undef MODULEAPI #ifdef WIN32 # ifdef PYTHON_PLUGIN_EXPORTS # define MODULEAPI __declspec(dllexport) # else # define MODULEAPI __declspec(dllimport) # endif #else #ifdef HAVE_VISIBILITY # define MODULEAPI __attribute__((visibility("default"))) #else # define MODULEAPI #endif #endif #include <plugin_common.h> extern f_plug_api gethook; #endif /* PLUGIN_TEMPLATE_H */ ����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfnewspaper/include/Makefile.in��������������������������������������������000644 �001751 �001751 �00000035517 13777710001 024167� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������# Makefile.in generated by automake 1.16.3 from Makefile.am. # @configure_input@ # Copyright (C) 1994-2020 Free Software Foundation, Inc. # This Makefile.in is free software; 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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. */ /* */ /*****************************************************************************/ /** * @defgroup plugin_rhg Random house generation plugin * This plugin links unused exits to random maps. * The random map parameters vary based on the map it is in, but each exit will always use * the same random seed to have the same layout and content. * * Exits will only point to a random map if both their @ref obj::slaying "slaying" and * @ref obj::msg "msg" fields are empty. * * @todo * - make more parameters vary based on maps * - add exits to all towns * * @{ */ /** * @file * This file is part of the @ref plugin_rhg "random house generation plugin". * See this page for more information. */ #include <stdarg.h> #include <assert.h> #include <string.h> #include <cfrhg.h> #include <cfrhg_proto.h> #include <svnversion.h> CF_PLUGIN char SvnRevPlugin[] = SVN_REV; /** Link between a map and the exits to generate for it. */ typedef struct house_zone_struct { const char *mappath; /**< Full map path. */ const char *monsterstyle; /**< Style of monsters. */ } house_zone_struct; /** Maps we work on. */ static const house_zone_struct zones[] = { /* Scorn */ { "/world/world_104_115", "city" }, { "/world/world_105_115", "city" }, { "/world/world_104_116", "city" }, { "/world/world_105_116", "city" }, /* Navar */ { "/world/world_122_116", "city" }, { "/world/world_121_116", "city" }, { "/world/world_122_117", "city" }, { "/world/world_121_117", "city" }, { NULL, NULL } }; /** * Get the random map parameters of a map. * @param map * map to get the zone of. * @return * NULL if the map shouldn't be processed, else its parameters. */ static const house_zone_struct *get_map_zone(const mapstruct *map) { int zone; for (zone = 0; zones[zone].mappath != NULL; zone++) { if (strcmp(zones[zone].mappath, map->path) == 0) return &zones[zone]; } return NULL; } /** * Should we add a random map to this exit? * @param exit * exit to check. * @return * 1 if a map should be set, 0 else. */ static int is_suitable_exit(object *exit) { assert(exit); if (cf_object_get_int_property(exit, CFAPI_OBJECT_PROP_TYPE) != EXIT) return 0; if (cf_object_get_sstring_property(exit, CFAPI_OBJECT_PROP_SLAYING) || cf_object_get_sstring_property(exit, CFAPI_OBJECT_PROP_MESSAGE)) return 0; return 1; } /** * Get the random map seed. Will always yield the same value for the same (position included) exit. * @param exit * exit to get the seed of. * @param map * map the exit is on. * @return * random seed. */ static int get_exit_seed(const object *exit, const mapstruct *map) { char r[500]; int seed = 0, len, w = 0; snprintf(r, sizeof(r), "%s!%d,%d*%s", exit->arch->name, exit->x, exit->y, map->path); len = strlen(r)-1; while (len >= 0) { seed ^= ((int)r[len])<<w; w += 8; w = w%32; len--; } return seed; } /** * Change an empty exit to point to a random map. * @param exit * exit to alter. * @param zone * zone we're part of, to know the random map parameters. * @param map * map the exit is on. */ static void add_exit_to_item(object *exit, const house_zone_struct *zone, const mapstruct *map) { char params[MAX_BUF]; assert(exit); assert(zone); snprintf(params, sizeof(params), "layoutstyle onion\n" "floorstyle indoor\n" "wallstyle wooden\n" "monsterstyle %s\n" "dungeon_level 1\n" "dungeon_depth 1\n" "decorstyle furniture\n" "random_seed %d\n", zone->monsterstyle, get_exit_seed(exit, map)); cf_object_set_string_property(exit, CFAPI_OBJECT_PROP_SLAYING, "/!"); cf_object_set_string_property(exit, CFAPI_OBJECT_PROP_MESSAGE, params); } /** * Checks if the map should be processed, and if so process it. * @param map * map to work on. */ static void add_exits_to_map(const mapstruct *map) { int x, y; const house_zone_struct *zone = get_map_zone(map); if (!zone) return; for (x = 0; x < MAP_WIDTH(map); x++) { for (y = 0; y < MAP_HEIGHT(map); y++) { FOR_MAP_PREPARE(map, x, y, item) { if (is_suitable_exit(item)) add_exit_to_item(item, zone, map); } FOR_MAP_FINISH(); } } } /** * Global server event handling. Only uses EVENT_MAPLOAD. * @param type * unused. * @return * 0. */ CF_PLUGIN int cfrhg_globalEventListener(int *type, ...) { va_list args; int rv = 0; mapstruct *map; int code; va_start(args, type); code = va_arg(args, int); switch (code) { case EVENT_MAPLOAD: map = va_arg(args, mapstruct *); add_exits_to_map(map); break; } va_end(args); return rv; } /** * Unused. * @param type * unused. * @return * 0. */ CF_PLUGIN int eventListener(int *type, ...) { return 0; } /** * Plugin initialization. * @param iversion * server version. * @param gethooksptr * function to get hooks. * @return * 0. */ CF_PLUGIN int initPlugin(const char *iversion, f_plug_api gethooksptr) { cf_init_plugin(gethooksptr); cf_log(llevDebug, PLUGIN_VERSION " init\n"); return 0; } /** * Get the plugin identification or full name. * @param type * unused. * @return * NULL. */ CF_PLUGIN void *getPluginProperty(int *type, ...) { va_list args; const char *propname; int size; char *buf; va_start(args, type); propname = va_arg(args, const char *); if (!strcmp(propname, "Identification")) { buf = va_arg(args, char *); size = va_arg(args, int); va_end(args); snprintf(buf, size, PLUGIN_NAME); return NULL; } else if (!strcmp(propname, "FullName")) { buf = va_arg(args, char *); size = va_arg(args, int); va_end(args); snprintf(buf, size, PLUGIN_VERSION); return NULL; } va_end(args); return NULL; } /** * Unused. * @param op * unused. * @param params * unused. * @return * -1. */ CF_PLUGIN int cfrhg_runPluginCommand(object *op, char *params) { return -1; } /** * Plugin initialisation. * @return * 0. */ CF_PLUGIN int postInitPlugin(void) { cf_log(llevDebug, PLUGIN_VERSION " post init\n"); cf_system_register_global_event(EVENT_MAPLOAD, PLUGIN_NAME, cfrhg_globalEventListener); return 0; } /** * Unloading of plugin. * @return * 0. */ CF_PLUGIN int closePlugin(void) { cf_log(llevDebug, PLUGIN_VERSION " closing\n"); return 0; } /*@}*/ ���������������������������������������������������������crossfire-1.75.0/plugins/cfrhg/include/�������������������������������������������������������������000755 �001751 �001751 �00000000000 13777710122 020667� 5����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfrhg/include/Makefile.am��������������������������������������������������000644 �001751 �001751 �00000000050 13414745244 022717� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������noinst_HEADERS = cfrhg_proto.h cfrhg.h ����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfrhg/include/Makefile.in��������������������������������������������������000644 �001751 �001751 �00000035461 13777710002 022742� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������# Makefile.in generated by automake 1.16.3 from Makefile.am. # @configure_input@ # Copyright (C) 1994-2020 Free Software Foundation, Inc. # This Makefile.in is free software; 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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. */ /* */ /*****************************************************************************/ /** * @file * This file is part of the @ref plugin_rhg "random house generation plugin". * See this page for more information. * @ingroup plugin_rhg * @{ */ #ifndef PLUGIN_cfrhg_H #define PLUGIN_cfrhg_H #define PLUGIN_NAME "cfrhg" #define PLUGIN_VERSION "Random house generator plugin version 1.0" #include <plugin.h> #undef MODULEAPI #ifdef WIN32 # ifdef PYTHON_PLUGIN_EXPORTS # define MODULEAPI __declspec(dllexport) # else # define MODULEAPI __declspec(dllimport) # endif #else #ifdef HAVE_VISIBILITY # define MODULEAPI __attribute__((visibility("default"))) #else # define MODULEAPI #endif #endif #include <plugin_common.h> #include <cfrhg.h> extern f_plug_api gethook; /*@}*/ #endif /* PLUGIN_cfrhg_H */ ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfrhg/include/cfrhg_proto.h������������������������������������������������000644 �001751 �001751 �00000000456 13523171373 023357� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/* cfrhg.c */ int cfrhg_globalEventListener(int *type, ...); int eventListener(int *type, ...); int initPlugin(const char *iversion, f_plug_api gethooksptr); void *getPluginProperty(int *type, ...); int cfrhg_runPluginCommand(object *op, char *params); int postInitPlugin(void); int closePlugin(void); ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfanim/Makefile.am���������������������������������������������������������000644 �001751 �001751 �00000000511 13414745425 021443� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������plugindir=$(pkglibdir)/plugins plugin_LTLIBRARIES = cfanim.la cfanim_la_SOURCES = cfanim.c\ ../common/plugin_common.c cfanim_la_CPSOURCES = cfanim.c SUBDIRS=include cfanim_la_LIBADD = cfanim_la_LDFLAGS = -module -avoid-version -rdynamic AM_CPPFLAGS = -I$(srcdir)/include -I$(srcdir)/../common/include -I$(top_srcdir)/include ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfanim/cfanim.c������������������������������������������������������������000644 �001751 �001751 �00000123370 13414745425 021021� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* Crossfire Animator v2.0a */ /* Contacts: yann.chachkoff@myrealbox.com, tchize@myrealbox.com */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* */ /* (C) 2001 David Delbecq for the original code version. */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. */ /* */ /*****************************************************************************/ /* First let's include the header file needed */ #include <assert.h> #include <stdarg.h> #include <stdlib.h> #include <string.h> #include "cfanim.h" #include "svnversion.h" CF_PLUGIN char SvnRevPlugin[] = SVN_REV; static CFanimation *first_animation = NULL; /**< Animations we're currently processing. */ static int get_boolean(const char *strg, int *bl); /** * Returns the direction from its name. * @param name direction's name * @return direction or -1 if unknown. */ static int get_dir_from_name(const char *name) { if (!strcmp(name, "north")) return 1; if (!strcmp(name, "north_east")) return 2; if (!strcmp(name, "east")) return 3; if (!strcmp(name, "south_east")) return 4; if (!strcmp(name, "south")) return 5; if (!strcmp(name, "south_west")) return 6; if (!strcmp(name, "west")) return 7; if (!strcmp(name, "north_west")) return 8; return -1; } static long int initmovement(const char *name, char *parameters, struct CFmovement_struct *move_entity) { int dir; dir = get_dir_from_name(name); move_entity->parameters = NULL; return dir; } static anim_move_result runmovement(struct CFanimation_struct *animation, long int id, void *parameters) { object *op = animation->victim; int dir = id; if (animation->verbose) cf_log(llevDebug, "CFAnim: Moving in direction %ld\n", id); if (op->type == PLAYER) cf_player_move(op->contr, dir); else cf_object_move(op, dir, op); return mr_finished; } static long int initfire(const char *name, char *parameters, struct CFmovement_struct *move_entity) { int dir; dir = get_dir_from_name(&(name[5])); move_entity->parameters = NULL; return dir; } /** @todo fix */ static anim_move_result runfire(struct CFanimation_struct *animation, long int id, void *parameters) { if (animation->verbose) cf_log(llevDebug, "CFAnim: Firing in direction %ld\n", id); return mr_finished; } static long int initturn(const char *name, char *parameters, struct CFmovement_struct *move_entity) { int dir; dir = get_dir_from_name(&(name[5])); move_entity->parameters = NULL; return dir; } static anim_move_result runturn(struct CFanimation_struct *animation, long int id, void *parameters) { object *op = animation->victim; int dir = id; /*int face;*/ if (animation->verbose) cf_log(llevDebug, "CFAnim: Turning in direction %ld\n", id); op->facing = dir; /** @todo fix suspicious or missing call */ /* cf_object_set_int_property(op, CFAPI_OBJECT_PROP_ANIMATION, face);*/ return mr_finished; } static long int initcamera(const char *name, char *parameters, struct CFmovement_struct *move_entity) { int dir; dir = get_dir_from_name(&(name[7])); move_entity->parameters = NULL; return dir; } /** @todo fix */ static anim_move_result runcamera(struct CFanimation_struct *animation, long int id, void *parameters) { if (animation->verbose) cf_log(llevDebug, "CFAnim: Moving the camera in direction %ld\n", id); return mr_finished; /*if (animation->victim->type == PLAYER) hook_scroll_map(animation->victim, id); else printf("CFAnim: Not a player\n"); return 1;*/ } static long int initvisible(const char *name, char *parameters, struct CFmovement_struct *move_entity) { int result; if (get_boolean(parameters, &result)) return result; cf_log(llevError, "CFAnim: Error in animation - possible values for 'invisible' are 'yes' and 'no'\n"); return -1; } static anim_move_result runvisible(struct CFanimation_struct *animation, long int id, void *parameters) { if (id == -1) return mr_finished; animation->invisible = id; return mr_finished; } static long int initwizard(const char *name, char *parameters, struct CFmovement_struct *move_entity) { int result; if (get_boolean(parameters, &result)) return result; cf_log(llevError, "CFAnim: Error in animation - possible values for 'wizard' are 'yes' and 'no'\n"); return -1; } static anim_move_result runwizard(struct CFanimation_struct *animation, long int id, void *parameters) { if (id == -1) return 1; animation->wizard = id; return mr_finished; } static long int initsay(const char *name, char *parameters, struct CFmovement_struct *move_entity) { if (parameters) move_entity->parameters = cf_strdup_local(parameters); else move_entity->parameters = NULL; if (move_entity->parent->verbose) cf_log(llevDebug, "CFAnim: init say: parameters: %s\n", parameters ? parameters : "null"); return 1; } static anim_move_result runsay(struct CFanimation_struct *animation, long int id, void *parameters) { if (parameters) { cf_object_say(animation->victim, parameters); free(parameters); } else cf_log(llevError, "CFAnim: Error in animation: nothing to say with say function\n"); return mr_finished; } static long int initapply(const char *name, char *parameters, struct CFmovement_struct *move_entity) { return 1; } static anim_move_result runapply(struct CFanimation_struct *animation, long int id, void *parameters) { object *current_container; if (animation->victim->type != PLAYER) return mr_finished; current_container = animation->victim->container; animation->victim->container = NULL; cf_object_apply_below(animation->victim); animation->victim->container = current_container; return mr_finished; } static long int initapplyobject(const char *name, char *parameters, struct CFmovement_struct *move_entity) { move_entity->parameters = parameters ? (void*)cf_add_string(parameters) : NULL; return 1; } static anim_move_result runapplyobject(struct CFanimation_struct *animation, long int id, void *parameters) { object *current; int aflag; if (!parameters) return mr_finished; current = animation->victim->below; FOR_OB_AND_BELOW_PREPARE(current) if (current->name == parameters) break; FOR_OB_AND_BELOW_FINISH(); if (!current) current = cf_object_find_by_name(animation->victim, parameters); if (!current) { cf_free_string(parameters); return mr_finished; } aflag = AP_APPLY; cf_object_apply(animation->victim, current, aflag); cf_free_string(parameters); return mr_finished; } static long int initdropobject(const char *name, char *parameters, struct CFmovement_struct *move_entity) { move_entity->parameters = parameters ? (void *)cf_add_string(parameters) : NULL; return 1; } static anim_move_result rundropobject(struct CFanimation_struct *animation, long int id, void *parameters) { object *what; if (!parameters) return mr_finished; what = cf_object_find_by_name(animation->victim, parameters); if (what != NULL) cf_object_drop(what, animation->victim); cf_free_string(parameters); return mr_finished; } static long int initpickup(const char *name, char *parameters, struct CFmovement_struct *move_entity) { return 1; } static anim_move_result runpickup(struct CFanimation_struct *animation, long int id, void *parameters) { object *current; current = animation->victim->below; if (!current) return mr_finished; cf_object_pickup(animation->victim, current); return mr_finished; } static long int initpickupobject(const char *name, char *parameters, struct CFmovement_struct *move_entity) { move_entity->parameters = parameters ? (void*)cf_add_string(parameters) : NULL; return 1; } static anim_move_result runpickupobject(struct CFanimation_struct *animation, long int id, void *parameters) { if (!parameters) return mr_finished; FOR_BELOW_PREPARE(animation->victim, current) if (current->name == parameters) { cf_object_pickup(animation->victim, current); break; } FOR_BELOW_FINISH(); cf_free_string(parameters); return mr_finished; } static long int initghosted(const char *name, char *parameters, struct CFmovement_struct *move_entity) { int result; if (get_boolean(parameters, &result)) return result; cf_log(llevError, "CFAnim: Error in animation: possible values for 'ghosted' are 'yes' and 'no'\n"); return -1; } static anim_move_result runghosted(struct CFanimation_struct *animation, long int id, void *parameters) { object *corpse; if ((id && animation->ghosted) || (!id && !animation->ghosted)) runghosted(animation, !id, parameters); if (id) { /*Create a ghost/corpse pair*/ corpse = cf_object_clone(animation->victim, 1); corpse->x = animation->victim->x; corpse->y = animation->victim->y; corpse->type = 0; CLEAR_FLAG(corpse, FLAG_WIZ); corpse->contr = NULL; cf_map_insert_object_there(corpse, animation->victim->map, NULL, 0); animation->wizard = 1; animation->invisible = 1; animation->corpse = corpse; } else { /*Remove a corpse, make current player visible*/ animation->wizard = 0; animation->invisible = 0; cf_object_remove(animation->corpse); cf_object_free_drop_inventory(animation->corpse); animation->corpse = NULL; animation->victim->invisible = 0; cf_player_move(animation->victim->contr, 0); } animation->ghosted = id; return mr_finished; } typedef struct { char *mapname; int mapx; int mapy; } teleport_params; static long int initteleport(const char *name, char *parameters, struct CFmovement_struct *move_entity) { char *mapname; int mapx; int mapy; teleport_params *teleport; move_entity->parameters = NULL; cf_log(llevDebug, ".(%s)\n", parameters); if (!parameters) { cf_log(llevError, "CFAnim: Error - no parameters for teleport\n"); return 0; } mapname = strstr(parameters, " "); cf_log(llevDebug, ".(%s)\n", parameters); if (!mapname) return 0; *mapname = '\0'; mapx = atoi(parameters); mapname++; parameters = mapname; assert(parameters != NULL); cf_log(llevDebug, ".(%s)\n", parameters); mapname = strstr(parameters, " "); cf_log(llevDebug, ".\n"); if (!mapname) return 0; *mapname = '\0'; mapy = atoi(parameters); mapname++; if (mapname[0] == '\0') return 0; teleport = (teleport_params *)malloc(sizeof(teleport_params)); teleport->mapname = cf_strdup_local(mapname); teleport->mapx = mapx; teleport->mapy = mapy; move_entity->parameters = teleport; return 1; } static anim_move_result runteleport(struct CFanimation_struct *animation, long int id, void *parameters) { teleport_params *teleport = (teleport_params *)parameters; if (!parameters) return mr_finished; cf_object_teleport(animation->victim, cf_map_get_map(teleport->mapname, 0), teleport->mapx, teleport->mapy); free(parameters); return mr_finished; } static long int initnotice(const char *name, char *parameters, struct CFmovement_struct *move_entity) { move_entity->parameters = parameters ? cf_strdup_local(parameters) : NULL; return 1; } static anim_move_result runnotice(struct CFanimation_struct *animation, long int id, void *parameters) { int val; val = NDI_NAVY|NDI_UNIQUE; cf_player_message(animation->victim, parameters, val); return mr_finished; } static long int initstop(const char *name, char *parameters, struct CFmovement_struct *move_entity) { return 1; } /** @todo fix */ static anim_move_result runstop(struct CFanimation_struct *animation, long int id, void *parameters) { if (animation->verbose) cf_log(llevDebug, "CFAnim: stop encountered\n"); return mr_finished; } /** Destination for moveto command. */ typedef struct { int x, y; /**< Coordinates. */ } param_moveto; static long int initmoveto(const char *name, char *parameters, struct CFmovement_struct *move_entity) { param_moveto *moveto; int x, y; if (sscanf(parameters, "%d %d", &x, &y) != 2) return 0; moveto = (param_moveto *)calloc(1, sizeof(param_moveto)); moveto->x = x; moveto->y = y; move_entity->parameters = moveto; return 1; } static anim_move_result runmoveto(struct CFanimation_struct *animation, long int id, void *parameters) { int move; param_moveto *dest = (param_moveto *)parameters; if (!dest) return mr_finished; move = cf_object_move_to(animation->victim, dest->x, dest->y); if (animation->victim->x == dest->x && animation->victim->y == dest->y) { free(parameters); return mr_finished; } if (move == 1) return mr_again; return mr_finished; } static long int initmessage(const char *name, char *parameters, struct CFmovement_struct *move_entity) { if (parameters) move_entity->parameters = strdup(parameters); else move_entity->parameters = NULL; return 1; } static anim_move_result runmessage(struct CFanimation_struct *animation, long int id, void *parameters) { if (parameters && animation->victim->map) { cf_map_message(animation->victim->map, (const char *)parameters, NDI_UNIQUE|NDI_GREEN); free(parameters); } return mr_finished; } static long int inittrigger(const char *name, char *parameters, struct CFmovement_struct *move_entity) { long int connection; move_entity->parameters = NULL; if (sscanf(parameters, "%ld", &connection) != 1 || connection <= 0) { cf_log(llevError, "CFAnim: invalid connection %s\n", parameters); return 0; } return connection; } static anim_move_result runtrigger(struct CFanimation_struct *animation, long int id, void *parameters) { oblinkpt *olp; mapstruct *map; objectlink *ol = NULL; if (animation->victim == NULL || animation->victim->map == NULL) { cf_log(llevError, "CFAnim: trigger for victim not on map or NULL.\n"); return mr_finished; } map = animation->victim->map; /* locate objectlink for this connected value */ if (!map->buttons) { cf_log(llevError, "Map %s called for trigger on connected %d but there ain't any button list for that map!\n", cf_map_get_sstring_property(map, CFAPI_MAP_PROP_PATH), id); return mr_finished; } for (olp = map->buttons; olp; olp = olp->next) { if (olp->value == id) { ol = olp->link; break; } } if (ol == NULL) { cf_log(llevError, "Map %s called for trigger on connected %d but there ain't any button list for that map!\n", cf_map_get_sstring_property(map, CFAPI_MAP_PROP_PATH), id); return mr_finished; } /* run the object link */ cf_map_trigger_connected(ol, NULL, 1); return mr_finished; } /** Available animation commands. */ CFanimationHook animationbox[] = { { "north", initmovement, runmovement }, { "north_east", initmovement, runmovement }, { "east", initmovement, runmovement }, { "south_east", initmovement, runmovement }, { "south", initmovement, runmovement }, { "south_west", initmovement, runmovement }, { "west", initmovement, runmovement }, { "north_west", initmovement, runmovement }, { "fire_north", initfire, runfire }, { "fire_north_east", initfire, runfire }, { "fire_east", initfire, runfire }, { "fire_south_east", initfire, runfire }, { "fire_south", initfire, runfire }, { "fire_south_west", initfire, runfire }, { "fire_west", initfire, runfire }, { "fire_north_west", initfire, runfire }, { "turn_north", initturn, runturn }, { "turn_north_east", initturn, runturn }, { "turn_east", initturn, runturn }, { "turn_south_east", initturn, runturn }, { "turn_south", initturn, runturn }, { "turn_south_west", initturn, runturn }, { "turn_west", initturn, runturn }, { "turn_north_west", initturn, runturn }, { "camera_north", initcamera, runcamera }, { "camera_north_east", initcamera, runcamera }, { "camera_east", initcamera, runcamera }, { "camera_south_east", initcamera, runcamera }, { "camera_south", initcamera, runcamera }, { "camera_south_west", initcamera, runcamera }, { "camera_west", initcamera, runcamera }, { "camera_north_west", initcamera, runcamera }, { "invisible", initvisible, runvisible }, { "wizard", initwizard, runwizard }, { "say", initsay, runsay }, { "apply", initapply, runapply }, { "apply_object", initapplyobject, runapplyobject }, { "drop_object", initdropobject, rundropobject }, { "pickup", initpickup, runpickup }, { "pickup_object", initpickupobject, runpickupobject }, { "ghosted", initghosted, runghosted }, { "teleport", initteleport, runteleport }, { "notice", initnotice, runnotice }, { "stop", initstop, runstop }, { "moveto", initmoveto, runmoveto }, { "message", initmessage, runmessage }, { "trigger", inittrigger, runtrigger } }; int animationcount = sizeof(animationbox)/sizeof(CFanimationHook); static int ordered_commands = 0; static int compareAnims(const void *a, const void *b) { return strcmp(((const CFanimationHook *)a)->name, ((const CFanimationHook *)b)->name); } static void prepare_commands(void) { qsort(animationbox, animationcount, sizeof(CFanimationHook), compareAnims); ordered_commands = 1; } static CFanimationHook *get_command(char *command) { CFanimationHook dummy; dummy.name = command; if (!ordered_commands) prepare_commands(); return (CFanimationHook *)bsearch(&dummy, animationbox, animationcount, sizeof(CFanimationHook), compareAnims); } /** * Parse an animation block in the animation file. * @param buffer buffer to read data info, will have been modified when function exits. * @param buffer_size size of buffer. * @param fichier file to read from. * @param parent animation we're reading the block for. * @return one animation frame. */ static CFmovement *parse_animation_block(char *buffer, size_t buffer_size, FILE *fichier, CFanimation *parent) { CFmovement *first = NULL; CFmovement *current = NULL; CFmovement *next; char *time; char *name; char *parameters; int tick; CFanimationHook *animationhook; if (parent->verbose) cf_log(llevDebug, "CFAnim: In parse block for %s\n", buffer); while (fgets(buffer, buffer_size, fichier)) { if (buffer[0] == '[') break; if (buffer[0] == '#') continue; buffer[strlen(buffer)-strlen("\n")] = '\0'; while (buffer[strlen(buffer)-1] == ' ') buffer[strlen(buffer)-1] = '\0'; if (strlen(buffer) <= 0) continue; time = buffer; name = strstr(buffer, " "); if (!name) continue; *name = '\0'; name++; while (*name == ' ') name++; tick = atoi(time); if (tick < 0) continue; parameters = strstr(name, " "); if (parameters) { /*Parameters may be nul*/ *parameters = '\0'; parameters++; while (*parameters == ' ') parameters++; if (*parameters == '\0') parameters = NULL; } animationhook = get_command(name); if (!animationhook) cf_log(llevError, "CFAnim: %s - Unknown animation command\n", name); else if (parent->verbose) { cf_log(llevDebug, "CFAnim: Parsed %s -> %p\n", name, animationhook); } if (!animationhook) { if (parent->errors_allowed) continue; else break; } next = (CFmovement *)malloc(sizeof(CFmovement)); if (!next) continue; next->parent = parent; next->tick = tick; next->next = NULL; if (animationhook->funcinit) next->id = animationhook->funcinit(name, parameters, next); next->func = animationhook->funcrun; if (current) current->next = next; else first = next; current = next; } return first; } /** * This function take buffer with a value like "blabla= things" and extracts some things. * * @param buffer where equality is written * @param[out] variable will be positionned to where in buffer the * variable name starts. leading spaces will be converted to \0 * @param[out] value same as above but for the value part * @note variable and value become pointers to internals of * buffer. If buffer chages, they will change too and/or become invalid! */ static int equality_split(char *buffer, char **variable, char **value) { if (!strcmp(&buffer[strlen(buffer)-strlen("\n")], "\n")) buffer[strlen(buffer)-strlen("\n")] = '\0'; *value = strstr(buffer, "="); if (!*value) return 0; **value = '\0'; *variable = buffer; (*value)++; while ((strlen(*variable) > 0) && ((*variable)[strlen(*variable)-1] == ' ')) (*variable)[strlen(*variable)-1] = '\0'; while ((strlen(*value) > 0) && ((*value)[strlen(*value)-1] == ' ')) (*value)[strlen(*value)-1] = '\0'; while (**value == ' ') (*value)++; if ((**variable == '\0') || (**value == '\0')) return 0; return 1; } /** * This function gets a string containing * [Y/y](es)/[N/n](o), 1/0 * and set bl according to what's read * if return value is true, strg was set successfully * else, an error occured and bl was not touched * * @param strg string to process. * @param bl value strg meant. * @return 1 if strg was processed, 0 else. */ static int get_boolean(const char *strg, int *bl) { /* * We're only parsing the first character, so we * really don't need to call strncmp(). * Should future checks need to check multiple characters, * strncmp() would be a good choice. For that reason, * I won't optimize this down to a switch statement. * It makes it clearer how to handle multi-character checks. */ if (*strg == 'y') *bl = 1; else if (*strg == 'n') *bl = 0; else if (*strg == 'Y') *bl = 1; else if (*strg == 'N') *bl = 0; else if (*strg == '1') *bl = 1; else if (*strg == '0') *bl = 0; else return 0; return 1; } /** * Is specified object currently being animated? * @param ob object to search for. * @return 1 if ob is part of animation, 0 else. */ static int is_animated_object(const object *ob) { CFanimation *current; for (current = first_animation; current; current = current->nextanimation) if (current->victim == ob) { return 1; } return 0; } /** * Create a new animation. * @return new animation pointer inserted in the list of animations. */ static CFanimation *create_animation(void) { CFanimation *new; CFanimation *current; new = (CFanimation *)malloc(sizeof(CFanimation)); if (!new) return NULL; new->name = NULL; new->victim = NULL; new->event = NULL; new->nextmovement = NULL; new->nextanimation = NULL; new->delete_end = 0; for (current = first_animation; (current && current->nextanimation); current = current->nextanimation) ; if (!current) first_animation = new; else current->nextanimation = new; return new; } static object *find_by_name(object *origin, const char *name) { int x, y, w, h; mapstruct *map; const char *sname; sname = cf_find_string(name); if (!sname) return NULL; while (origin && !origin->map) origin = origin->env; if (!origin || !origin->map) return NULL; map = origin->map; w = cf_map_get_width(map); h = cf_map_get_height(map); for (x = 0; x < w; x++) { for (y = 0; y < h; y++) { FOR_MAP_PREPARE(map, x, y, ob) { if (/*cf_object_get_sstring_property(ob, CFAPI_OBJECT_PROP_NAME)*/ob->name == sname) return ob; } FOR_MAP_FINISH(); } } return NULL; } /** * Create a new animation object according to file, option and activator (who) * * @param who object that raised the event leading to the plugin. * @param activator object that caused who to get an event. * @param event actual event object linking who and this plugin. Can be removed. * @param file file name to read from, should be accessible from the current path. * @param message if non empty, will be the name of the used animation instead of the one specified in the file. * @return 1 if the animation was created, 0 else. * @todo fix memory leaks in case of errors. */ static int start_animation(object *who, object *activator, object *event, const char *file, const char *message) { FILE *fichier; char *name = NULL; int victimtype = 0; object *victim = NULL; int unique = 0; int always_delete = 0; int delete_end = 0; int parallel = 0; int paralyzed = 1; int invisible = 0; int wizard = 0; enum time_enum timetype; int errors_allowed = 0; int verbose = 0; const char *animationitem = NULL; char buffer[HUGE_BUF]; char *variable; char *value; int errors_found = 0; CFanimation *current_anim; fichier = fopen(file, "r"); if (fichier == NULL) { cf_log(llevDebug, "CFAnim: Unable to open %s\n", file); return 0; } while (fgets(buffer, HUGE_BUF, fichier)) { if (buffer[0] == '[') break; if (buffer[0] == '#') continue; if (!strcmp(buffer, "\n")) continue; errors_found = 1; cf_log(llevError, "CFAnim: '%s' has an invalid syntax.\n", buffer); } if (feof(fichier)) { fclose(fichier); return 0; } if (strncmp(buffer, "[Config]", 8)) { cf_log(llevError, "CFAnim: Fatal error in %s: [Config] must be the first group defined.\n", file); fclose(fichier); return 0; } while (fgets(buffer, HUGE_BUF, fichier)) { if (buffer[0] == '[') break; if (buffer[0] == '#') continue; if (!strcmp(buffer, "\n")) continue; if (!equality_split(buffer, &variable, &value)) errors_found = 1; else { if (!strcmp(variable, "name")) { if (*value == '"') value++; if (value[strlen(value)-1] == '"') value[strlen(value)-1] = '\0'; name = cf_strdup_local(value); } else if (!strcmp(variable, "victimtype")) { if (!strcmp(value, "player")) victimtype = 0; else if (!strcmp(value, "object")) victimtype = 1; else if (!strcmp(value, "any")) victimtype = 2; else if (!strcmp(value, "byname")) victimtype = 3; else errors_found = 1; } else if (!strcmp(variable, "victim")) { cf_log(llevDebug, "CFAnim: Setting victim to %s\n", value); if (!strcmp(value, "who")) victim = who; else if (!strcmp(value, "activator")) victim = activator; else if (!strcmp(value, "who_owner")) if (!who) { errors_found = 1; cf_log(llevError, "CFAnim: Warning: object \"who\" doesn't exist and you're victimized it's owner\n"); } else victim = who->env; else if (!strcmp(value, "activator_owner")) if (!activator) { errors_found = 1; cf_log(llevError, "CFAnim: Warning: object \"activator\" doesn't exist and you're victimized it's owner\n"); } else victim = activator->env; else if (victimtype == 3) { victim = find_by_name(who, value); } else errors_found = 1; } else if (!strcmp(variable, "unique")) { if (!get_boolean(value, &unique)) errors_found = 1; } else if (!strcmp(variable, "always_delete")) { if (!get_boolean(value, &always_delete)) errors_found = 1; } else if (!strcmp(variable, "delete_event_end")) { if (!get_boolean(value, &delete_end)) errors_found = 1; } else if (!strcmp(variable, "parallel")) { if (!get_boolean(value, ¶llel)) errors_found = 1; } else if (!strcmp(variable, "paralyzed")) { if (!get_boolean(value, ¶lyzed)) errors_found = 1; } else if (!strcmp(variable, "invisible")) { if (!get_boolean(value, &invisible)) errors_found = 1; } else if (!strcmp(variable, "wizard")) { if (!get_boolean(value, &wizard)) errors_found = 1; } else if (!strcmp(variable, "errors_allowed")) { if (!get_boolean(value, &errors_allowed)) errors_found = 1; } else if (!strcmp(variable, "verbose")) { if (!get_boolean(value, &verbose)) errors_found = 1; } else if (!strcmp(variable, "time_representation")) { if (!strcmp(value, "second")) timetype = time_second; else if (!strcmp(value, "tick")) timetype = time_tick; else errors_found = 1; } else if (!strcmp(variable, "animation")) { animationitem = cf_add_string(value); } else errors_found = 1; } } if (message && message[0] != '\0') { cf_free_string(animationitem); animationitem = cf_add_string(message); } if (buffer[0] == '\0') { if (animationitem) cf_free_string(animationitem); cf_log(llevError, "CFAnim: Errors occurred during the parsing of %s\n", file); fclose(fichier); return 0; } if (!animationitem) { cf_log(llevError, "CFAnim: no animation specified when using %s\n", file); fclose(fichier); return 0; } if (!victim) { if (animationitem) cf_free_string(animationitem); cf_log(llevError, "CFAnim: Fatal error - victim is NULL"); fclose(fichier); return 0; } if (!(current_anim = create_animation())) { if (animationitem) cf_free_string(animationitem); cf_log(llevError, "CFAnim: Fatal error - Not enough memory.\n"); fclose(fichier); return 0; } if (always_delete) { /*if (verbose) printf("CFAnim: Freeing event nr. %d for %s.\n", current_event, who->name);*/ cf_object_remove(event); event = NULL; } if (((victim->type == PLAYER) && (victimtype == 1)) || ((victim->type != PLAYER) && (victimtype == 0)) || (errors_found && !errors_allowed)) { if (verbose) cf_log(llevError, "CFAnim: No correct victim found or errors found, aborting.\n"); if (animationitem) cf_free_string(animationitem); free(current_anim); fclose(fichier); return 0; } if (unique && !always_delete) { /*if (verbose) printf("CFAnim: Freeing event nr. %d for %s.\n", current_event, who->name);*/ cf_object_remove(event); event = NULL; } current_anim->name = name; current_anim->victim = victim; current_anim->event = event; current_anim->paralyze = paralyzed; current_anim->invisible = invisible; current_anim->wizard = wizard; current_anim->unique = unique; current_anim->delete_end = delete_end; current_anim->ghosted = 0; current_anim->corpse = NULL; current_anim->time_representation = timetype; current_anim->verbose = verbose; current_anim->tick_left = 0; current_anim->errors_allowed = errors_allowed; while (buffer[0] == '[') { while (strncmp(&buffer[1], animationitem, strlen(animationitem))) { while ((value = fgets(buffer, HUGE_BUF, fichier)) != NULL) if (buffer[0] == '[') break; if (value == NULL) { cf_log(llevError, "CFAnim: no matching animation %s in file.\n", animationitem); cf_free_string(animationitem); fclose(fichier); return 0; } } current_anim->nextmovement = parse_animation_block(buffer, HUGE_BUF, fichier, current_anim); if (current_anim->nextmovement) break; } fclose(fichier); return 1; } /** * Checks if an animation can execute one or more moves, and if so does them. * @param animation animation to check * @param milliseconds time elapsed since the last time this function was called. */ static void animate_one(CFanimation *animation, long int milliseconds) { CFmovement *current; int mult = 1; anim_move_result result; if (animation->time_representation == time_second) { animation->tick_left += milliseconds; mult = 1000; } else animation->tick_left++; if (animation->verbose) cf_log(llevDebug, "CFAnim: Ticking %s for %s. Tickleft is %ld\n", animation->name, animation->victim->name, animation->tick_left); if (animation->invisible) animation->victim->invisible = 10; if (animation->wizard && animation->victim->type == PLAYER) { /* setting FLAG_WIZ *on non player leads to issues, as many functions expect contr to not be NULL in this case. */ if (animation->verbose) cf_log(llevDebug, "CFAnim: Setting wizard flags\n"); cf_object_set_flag(animation->victim, FLAG_WIZPASS, 1); cf_object_set_flag(animation->victim, FLAG_WIZCAST, 1); cf_object_set_flag(animation->victim, FLAG_WIZ, 1); if (animation->verbose) cf_log(llevDebug, "CFAnim: Setting wizard flags done\n"); } if (animation->paralyze) animation->victim->speed_left = -99999; cf_object_update(animation->victim, UP_OBJ_CHANGE); if (animation->nextmovement) while (animation->tick_left > animation->nextmovement->tick*mult) { animation->tick_left -= animation->nextmovement->tick*mult; result = animation->nextmovement->func(animation, animation->nextmovement->id, animation->nextmovement->parameters); if (result == mr_again) continue; current = animation->nextmovement; animation->nextmovement = animation->nextmovement->next; free(current); if (!animation->nextmovement) break; } cf_object_set_flag(animation->victim, FLAG_WIZPASS, 0); cf_object_set_flag(animation->victim, FLAG_WIZCAST, 0); cf_object_set_flag(animation->victim, FLAG_WIZ, 0); } /** * Return the number of microseconds between two timespec structures. * This function was copied from common/time.c since linking is too hard. */ long usec_elapsed(struct timespec first, struct timespec second) { time_t sec_elapsed = second.tv_sec - first.tv_sec; long nsec_elapsed = second.tv_nsec - first.tv_nsec; return (sec_elapsed * 1e6) + (nsec_elapsed / 1e3); } /** * Animates all currently running animations. */ static void animate(void) { CFanimation *current; CFanimation *next; CFanimation *previous_anim = NULL; struct timespec now; static struct timespec yesterday; static int already_passed = 0; long int delta_milli; clock_gettime(CLOCK_MONOTONIC, &now); if (!already_passed) { already_passed = 1; yesterday = now; return; } delta_milli = usec_elapsed(yesterday, now) / 1e3; /*printf("Working for %ld milli seconds\n", delta_milli);*/ yesterday = now; for (current = first_animation; current; current = current->nextanimation) animate_one(current, delta_milli); current = first_animation; while (current) { if (!current->nextmovement) { if (current->paralyze) current->victim->speed_left = current->victim->speed; next = current->nextanimation; if (first_animation == current) first_animation = next; else { previous_anim->nextanimation = next; } if (current->delete_end && current->event != NULL) cf_object_remove(current->event); free(current->name); free(current); current = next; } else { previous_anim = current; current = current->nextanimation; } } } /** * Plugin initialisation function. * @param iversion server version. * @param gethooksptr function to get the hooks. * @return 0 */ CF_PLUGIN int initPlugin(const char *iversion, f_plug_api gethooksptr) { cf_init_plugin(gethooksptr); cf_log(llevDebug, "CFAnim 2.0a init\n"); /* Place your initialization code here */ return 0; } CF_PLUGIN void *getPluginProperty(int *type, ...) { va_list args; const char *propname; char *buf; int size; va_start(args, type); propname = va_arg(args, const char *); if (!strcmp(propname, "Identification")) { buf = va_arg(args, char *); size = va_arg(args, int); va_end(args); snprintf(buf, size, PLUGIN_NAME); return NULL; } else if (!strcmp(propname, "FullName")) { buf = va_arg(args, char *); size = va_arg(args, int); va_end(args); snprintf(buf, size, PLUGIN_VERSION); return NULL; } va_end(args); return NULL; } CF_PLUGIN anim_move_result cfanim_runPluginCommand(object *op, char *params) { return -1; } CF_PLUGIN int postInitPlugin(void) { cf_log(llevDebug, "CFAnim 2.0a post init\n"); /* Pick the global events you want to monitor from this plugin */ cf_system_register_global_event(EVENT_CLOCK, PLUGIN_NAME, cfanim_globalEventListener); return 0; } CF_PLUGIN int cfanim_globalEventListener(int *type, ...) { va_list args; int rv = 0; int event_code; va_start(args, type); event_code = va_arg(args, int); assert(event_code == EVENT_CLOCK); animate(); va_end(args); return rv; } CF_PLUGIN int eventListener(int *type, ...) { int rv = 0; va_list args; char *buf, message[MAX_BUF], script[MAX_BUF]; object *who, *activator/*, *third*/, *event; int query; va_start(args, type); who = va_arg(args, object *); activator = va_arg(args, object *); /*third =*/ va_arg(args, object *); buf = va_arg(args, char *); if (buf != NULL) { snprintf(message, sizeof(message), "%s", buf); } else { message[0] = '\0'; } query = va_arg(args, int); /* 'fix', ignored */ event = va_arg(args, object *); if (query == 1 && strcmp(message, "query_object_is_animated") == 0) { rv = is_animated_object(who); va_end(args); return rv; } /** @todo build from current map's path, probably */ cf_get_maps_directory(event->slaying, script, sizeof(script)); va_end(args); /* Put your plugin action(s) here */ if (activator != NULL) { cf_log(llevDebug, "CFAnim: %s called animator script %s\n", activator->name, script); } else if (who != NULL) { activator = who; cf_log(llevDebug, "CFAnim: %s called animator script %s\n", who->name, script); } rv = start_animation(who, activator, event, script, message); return rv; } CF_PLUGIN int closePlugin(void) { cf_log(llevDebug, "CFAnim 2.0a closing\n"); return 0; } ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfanim/Makefile.in���������������������������������������������������������000644 �001751 �001751 �00000064516 13777710001 021465� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������# Makefile.in generated by automake 1.16.3 from Makefile.am. # @configure_input@ # Copyright (C) 1994-2020 Free Software Foundation, Inc. # This Makefile.in is free software; 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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. */ /* */ /*****************************************************************************/ #ifndef PLUGIN_ANIM_H #define PLUGIN_ANIM_H #define PLUGIN_NAME "Animator" #define PLUGIN_VERSION "CFAnim Plugin 2.0" #include <plugin.h> #include <plugin_common.h> /** Time units the animation can use. @todo add owner's speed unit */ enum time_enum { time_second, /**< One second. */ time_tick /**< One server tick. */ }; /** Result of one animation move. */ typedef enum anim_move_result { mr_finished, /**< Move completed. */ mr_again /**< Move should continue next time. */ } anim_move_result; struct CFanimation_struct; struct CFmovement_struct; typedef anim_move_result (*CFAnimRunFunc)(struct CFanimation_struct *animation, long int id, void *parameters); typedef long int (*CFAnimInitFunc)(const char *name, char *parameters, struct CFmovement_struct *); /** One move in an animation. */ typedef struct CFmovement_struct { struct CFanimation_struct *parent; /**< Animation this move is linked to. */ CFAnimRunFunc func; /**< Function to run for this move. */ void *parameters; /**< Parameters to the function. */ long int id; /**< Identifier, used for various things. */ int tick; /**< Move duration, units depending on parent's time_representation. */ struct CFmovement_struct *next; /**< Next move in the animation. */ } CFmovement; /** One full animation. */ typedef struct CFanimation_struct { char *name; object *victim; object *event; int paralyze; int invisible; int wizard; int unique; int verbose; int ghosted; int errors_allowed; int delete_end; object *corpse; long int tick_left; enum time_enum time_representation; struct CFmovement_struct *nextmovement; struct CFanimation_struct *nextanimation; } CFanimation; /** Available animation move. */ typedef struct { const char *name; /**< Name as it appears in the animation file. */ CFAnimInitFunc funcinit; /**< Function to process the parameters of the move. */ CFAnimRunFunc funcrun; /**< Function to run the move. */ } CFanimationHook; extern CFanimationHook animationbox[]; extern int animationcount; #include <cfanim_proto.h> #endif /* PLUGIN_ANIM_H */ ���������������������������������������������������������������������������crossfire-1.75.0/plugins/cfanim/include/cfanim_proto.h����������������������������������������������000644 �001751 �001751 �00000000604 13523171373 023662� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/* cfanim.c */ CF_PLUGIN int initPlugin(const char *iversion, f_plug_api gethooksptr); CF_PLUGIN void *getPluginProperty(int *type, ...); CF_PLUGIN anim_move_result cfanim_runPluginCommand(object *op, char *params); CF_PLUGIN int postInitPlugin(void); CF_PLUGIN int cfanim_globalEventListener(int *type, ...); CF_PLUGIN int eventListener(int *type, ...); CF_PLUGIN int closePlugin(void); ����������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfanim/include/Makefile.am�������������������������������������������������000644 �001751 �001751 �00000000052 13414745244 023065� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������noinst_HEADERS = cfanim.h cfanim_proto.h ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfanim/include/Makefile.in�������������������������������������������������000644 �001751 �001751 �00000035466 13777710001 023112� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������# Makefile.in generated by automake 1.16.3 from Makefile.am. # @configure_input@ # Copyright (C) 1994-2020 Free Software Foundation, Inc. # This Makefile.in is free software; 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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. */ /* */ /*****************************************************************************/ /** * @file cflogger.c * This plugin will log events to an sqlite3 database named cflogger.db in the * var directory. * * Log includes: * @li players join/leave/creation/quit * @li map load/unload/reset/enter/leave * @li kills, whenever a player is concerned * @li ingame/real time links * * @warning * The plugin will not check the database size, which can grow a lot. * * @note * Thanks to sqlite's locking, it's possible to access the database through the command * line even while the server is running. */ #include <cflogger.h> #include <cflogger_proto.h> #include <sqlite3.h> #include <stdlib.h> #include <string.h> #include <svnversion.h> CF_PLUGIN char SvnRevPlugin[] = SVN_REV; /** Current database format */ #define CFLOGGER_CURRENT_FORMAT 3 /** Pointer to the logging database. */ static sqlite3 *database; /** To keep track of stored ingame/real time matching. */ static int last_stored_day = -1; /** * Simple callback to get an integer from a query. * * @param param * user-supplied data. * @param argc * number of items. * @param argv * values. * @param azColName * column names. * * @return * always returns 0 to continue the execution. */ static int check_tables_callback(void *param, int argc, char **argv, char **azColName) { int *format = (int *)param; *format = atoi(argv[0]); return 0; } /** * Helper function to run a SQL query. * * Will LOG() an error if the query fails. * * @param sql * query to run. * * @return * SQLITE_OK if no error, other value if error. * * @note * There is most likely no need to check return value unless you need to * rollback a transaction or similar. */ static int do_sql(const char *sql) { int err; char *msg; if (!database) return -1; err = sqlite3_exec(database, sql, NULL, NULL, &msg); if (err != SQLITE_OK) { cf_log(llevError, " [%s] error: %d [%s] for sql = %s\n", PLUGIN_NAME, err, msg, sql); sqlite3_free(msg); } return err; } /** * Updates a table to a new schema, used for when ALTER TABLE doesn't work. * (Such as when changing column constraints.) * * @param table * Name of table. * @param newschema * This is the new table format. Will be inserted into the parantheses of * "create table table_name()". * @param select_columns * This is inserted into "INSERT INTO table_name SELECT _ FROM ..." to allow * changing order of columns, or skipping some. Normally it should be "*". * * @warning * This function should only be used in check_tables() below. * * No error checking is done. Also it is expected that appending an _old * on the table name won't collide with anything. * * Note that columns are expected to have same (or compatible) type, and be in * the same order. Further both tables should have the same number of columns. * * @return * SQLITE_OK if no error, non-zero if error. This SHOULD be rollback any * transaction this function is called in. */ static int update_table_format(const char *table, const char *newschema, const char *select_columns) { char *sql; int err; sql = sqlite3_mprintf("ALTER TABLE %s RENAME TO %s_old;", table, table); err = do_sql(sql); sqlite3_free(sql); if (err != SQLITE_OK) return err; sql = sqlite3_mprintf("CREATE TABLE %s(%s);", table, newschema); err = do_sql(sql); sqlite3_free(sql); if (err != SQLITE_OK) return err; sql = sqlite3_mprintf("INSERT INTO %s SELECT %s FROM %s_old;", table, select_columns, table); err = do_sql(sql); sqlite3_free(sql); if (err != SQLITE_OK) return err; sql = sqlite3_mprintf("DROP TABLE %s_old;", table, table); err = do_sql(sql); sqlite3_free(sql); /* Final return. */ return err; } /** * Helper macros for rolling back and returning if query failed. * Used in check_tables(). * * Yes they are quite messy. The alternatives seemed worse. */ #define DO_OR_ROLLBACK(sqlstring) \ if (do_sql(sqlstring) != SQLITE_OK) { \ do_sql("rollback transaction;"); \ cf_log(llevError, " [%s] Logger database format update failed! Couldn't upgrade from format %d to fromat %d!. Won't log.\n", PLUGIN_NAME, format, CFLOGGER_CURRENT_FORMAT);\ sqlite3_close(database); \ database = NULL; \ return; \ } #define UPDATE_OR_ROLLBACK(tbl, newschema, select_columns) \ if (update_table_format((tbl), (newschema), (select_columns)) != SQLITE_OK) { \ do_sql("rollback transaction;"); \ cf_log(llevError, " [%s] Logger database format update failed! Couldn't upgrade from format %d to fromat %d!. Won't log.\n", PLUGIN_NAME, format, CFLOGGER_CURRENT_FORMAT);\ sqlite3_close(database); \ database = NULL; \ return; \ } /** * Checks the database format, and applies changes if old version. */ static void check_tables(void) { int format; /*int err;*/ format = 0; /*err =*/ sqlite3_exec(database, "select param_value from parameters where param_name = 'version';", check_tables_callback, &format, NULL); /* Safety check. */ if (format > CFLOGGER_CURRENT_FORMAT) { cf_log(llevError, " [%s] Logger database format (%d) is newer than supported (%d) by this binary!. Won't log.\n", PLUGIN_NAME, format, CFLOGGER_CURRENT_FORMAT); /* This will disable using the db since do_sql() checks if database is * NULL. */ sqlite3_close(database); database = NULL; } /* Check if we need to upgrade/create database. */ if (format < 1) { cf_log(llevDebug, " [%s] Creating logger database schema (format 1).\n", PLUGIN_NAME); if (do_sql("BEGIN EXCLUSIVE TRANSACTION;") != SQLITE_OK) { cf_log(llevError, " [%s] Logger database format update failed! Couldn't acquire exclusive lock to database when upgrading from format %d to format %d!. Won't log.\n", PLUGIN_NAME, format, CFLOGGER_CURRENT_FORMAT); sqlite3_close(database); database = NULL; return; } DO_OR_ROLLBACK("create table living(liv_id integer primary key autoincrement, liv_name text, liv_is_player integer, liv_level integer);"); DO_OR_ROLLBACK("create table region(reg_id integer primary key autoincrement, reg_name text);"); DO_OR_ROLLBACK("create table map(map_id integer primary key autoincrement, map_path text, map_reg_id integer);"); DO_OR_ROLLBACK("create table time(time_real integer, time_ingame text);"); DO_OR_ROLLBACK("create table living_event(le_liv_id integer, le_time integer, le_code integer, le_map_id integer);"); DO_OR_ROLLBACK("create table map_event(me_map_id integer, me_time integer, me_code integer, me_living_id integer);"); DO_OR_ROLLBACK("create table kill_event(ke_time integer, ke_victim_id integer, ke_victim_level integer, ke_map_id integer , ke_killer_id integer, ke_killer_level integer);"); DO_OR_ROLLBACK("create table parameters(param_name text, param_value text);"); DO_OR_ROLLBACK("insert into parameters values( 'version', '1' );"); do_sql("COMMIT TRANSACTION;"); } /* Must be able to handle update from format 1. If we are creating a new * database, format 1 is still created first, then updated. * * This way is simpler than having to create two ways to make a format 2 db. */ if (format < 2) { cf_log(llevDebug, " [%s] Upgrading logger database schema (to format 2).\n", PLUGIN_NAME); if (do_sql("BEGIN EXCLUSIVE TRANSACTION;") != SQLITE_OK) { cf_log(llevError, " [%s] Logger database format update failed! Couldn't acquire exclusive lock to database when upgrading from format %d to format %d!. Won't log.\n", PLUGIN_NAME, format, CFLOGGER_CURRENT_FORMAT); sqlite3_close(database); database = NULL; return; } /* Update schema for various tables. Why so complex? Because ALTER TABLE * can't add the "primary key" bit or other constraints... */ UPDATE_OR_ROLLBACK("living", "liv_id INTEGER PRIMARY KEY AUTOINCREMENT, liv_name TEXT NOT NULL, liv_is_player INTEGER NOT NULL, liv_level INTEGER NOT NULL", "*"); UPDATE_OR_ROLLBACK("region", "reg_id INTEGER PRIMARY KEY AUTOINCREMENT, reg_name TEXT UNIQUE NOT NULL", "*"); UPDATE_OR_ROLLBACK("map", "map_id INTEGER PRIMARY KEY AUTOINCREMENT, map_path TEXT NOT NULL, map_reg_id INTEGER NOT NULL, CONSTRAINT map_path_reg_id UNIQUE(map_path, map_reg_id)", "*"); #if 0 /* Turned out this was incorrect. And version 1 -> 3 directly works for this. */ UPDATE_OR_ROLLBACK("time", "time_real INTEGER PRIMARY KEY, time_ingame TEXT UNIQUE NOT NULL"); #endif UPDATE_OR_ROLLBACK("living_event", "le_liv_id INTEGER NOT NULL, le_time INTEGER NOT NULL, le_code INTEGER NOT NULL, le_map_id INTEGER NOT NULL", "*"); UPDATE_OR_ROLLBACK("map_event", "me_map_id INTEGER NOT NULL, me_time INTEGER NOT NULL, me_code INTEGER NOT NULL, me_living_id INTEGER NOT NULL", "*"); UPDATE_OR_ROLLBACK("kill_event", "ke_time INTEGER NOT NULL, ke_victim_id INTEGER NOT NULL, ke_victim_level INTEGER NOT NULL, ke_map_id INTEGER NOT NULL, ke_killer_id INTEGER NOT NULL, ke_killer_level INTEGER NOT NULL", "*"); /* Handle changed parameters table format: */ /* Due to backward compatiblity "primary key" in SQLite doesn't imply * "not null" (http://www.sqlite.org/lang_createtable.html), unless it * is "integer primary key". * * We don't need to save anything stored in this in format 1, it was * only used for storing what format was used. */ DO_OR_ROLLBACK("DROP TABLE parameters;"); DO_OR_ROLLBACK("CREATE TABLE parameters(param_name TEXT NOT NULL PRIMARY KEY, param_value TEXT);"); DO_OR_ROLLBACK("INSERT INTO parameters (param_name, param_value) VALUES( 'version', '2' );"); /* Create various indexes. */ DO_OR_ROLLBACK("CREATE INDEX living_name_player_level ON living(liv_name,liv_is_player,liv_level);"); /* Newspaper module could make use of some indexes too: */ DO_OR_ROLLBACK("CREATE INDEX kill_event_time ON kill_event(ke_time);"); DO_OR_ROLLBACK("CREATE INDEX map_reg_id ON map(map_reg_id);"); /* Finally commit the transaction. */ do_sql("COMMIT TRANSACTION;"); } if (format < 3) { cf_log(llevDebug, " [%s] Upgrading logger database schema (to format 3).\n", PLUGIN_NAME); if (do_sql("BEGIN EXCLUSIVE TRANSACTION;") != SQLITE_OK) { cf_log(llevError, " [%s] Logger database format update failed! Couldn't acquire exclusive lock to database when upgrading from format %d to format %d!. Won't log.\n", PLUGIN_NAME, format, CFLOGGER_CURRENT_FORMAT); sqlite3_close(database); database = NULL; return; } UPDATE_OR_ROLLBACK("time", "time_ingame TEXT NOT NULL PRIMARY KEY, time_real INTEGER NOT NULL", "time_ingame, time_real"); DO_OR_ROLLBACK("UPDATE parameters SET param_value = '3' WHERE param_name = 'version';"); do_sql("COMMIT TRANSACTION;"); /* After all these changes better vacuum... The tables could have been * huge, and since we recreated several of them above there could be a * lot of wasted space. */ do_sql("VACUUM;"); } } /** * Returns a unique identifier for specified object. * * Will insert an item in the table if required. * * If the object is a player, only name is taken into account to generate an id. * * Else, the object's level is taken into account, to distinguish monsters with * the same name and different levels (special monsters, and such). * * @param living * object to get identifier for. * @return * unique identifier in the 'living' table. */ static int get_living_id(object *living) { char **line; char *sql; int nrow, ncolumn, id; if (living->type == PLAYER) sql = sqlite3_mprintf("select liv_id from living where liv_name='%q' and liv_is_player = 1", living->name); else sql = sqlite3_mprintf("select liv_id from living where liv_name='%q' and liv_is_player = 0 and liv_level = %d", living->name, living->level); sqlite3_get_table(database, sql, &line, &nrow, &ncolumn, NULL); if (nrow > 0) id = atoi(line[ncolumn]); else { sqlite3_free(sql); sql = sqlite3_mprintf("insert into living(liv_name, liv_is_player, liv_level) values('%q', %d, %d)", living->name, living->type == PLAYER ? 1 : 0, living->level); do_sql(sql); id = sqlite3_last_insert_rowid(database); } sqlite3_free(sql); sqlite3_free_table(line); return id; } /** * Gets the unique identifier for a region. * * Will generate one if required. * * @param reg * region for which an id is wanted * @return * unique region identifier, or 0 if reg is NULL. */ static int get_region_id(region *reg) { char **line; char *sql; int nrow, ncolumn, id; if (!reg) return 0; sql = sqlite3_mprintf("select reg_id from region where reg_name='%q'", reg->name); sqlite3_get_table(database, sql, &line, &nrow, &ncolumn, NULL); if (nrow > 0) id = atoi(line[ncolumn]); else { sqlite3_free(sql); sql = sqlite3_mprintf("insert into region(reg_name) values( '%q' )", reg->name); do_sql(sql); id = sqlite3_last_insert_rowid(database); } sqlite3_free(sql); sqlite3_free_table(line); return id; } /** * Gets the unique identifier for a map. * * Will generate one if required. * * Maps starting with '/random/' will all share the same identifier for the same region. * * @param map * map for which an id is wanted. Must not be NULL. * @return * unique map identifier. */ static int get_map_id(mapstruct *map) { char **line; char *sql; int nrow, ncolumn, id, reg_id; const char *path = map->path; if (strncmp(path, "/random/", 7) == 0) path = "/random/"; reg_id = get_region_id(map->region); sql = sqlite3_mprintf("select map_id from map where map_path='%q' and map_reg_id = %d", path, reg_id); sqlite3_get_table(database, sql, &line, &nrow, &ncolumn, NULL); if (nrow > 0) id = atoi(line[ncolumn]); else { sqlite3_free(sql); sql = sqlite3_mprintf("insert into map(map_path, map_reg_id) values( '%q', %d)", path, reg_id); do_sql(sql); id = sqlite3_last_insert_rowid(database); } sqlite3_free(sql); sqlite3_free_table(line); return id; } /** * Stores a line to match current ingame and real time. * * @return * 1 if a line was inserted, 0 if the current ingame time was already logged. */ static int store_time(void) { char **line; char *sql; int nrow, ncolumn; char date[50]; time_t now; timeofday_t tod; cf_get_time(&tod); now = time(NULL); if (tod.day == last_stored_day) return 0; last_stored_day = tod.day; snprintf(date, 50, "%10d-%2d-%2d %2d:%2d", tod.year, tod.month, tod.day, tod.hour, tod.minute); sql = sqlite3_mprintf("select * from time where time_ingame='%q'", date); sqlite3_get_table(database, sql, &line, &nrow, &ncolumn, NULL); sqlite3_free(sql); sqlite3_free_table(line); if (nrow > 0) return 0; sql = sqlite3_mprintf("insert into time (time_ingame, time_real) values( '%s', %d )", date, now); do_sql(sql); sqlite3_free(sql); return 1; } /** * Logs an event for a living object. * * @param pl * object for which to log an event. * @param event_code * arbitrary event code. */ static void add_player_event(object *pl, int event_code) { int id = get_living_id(pl); int map_id = 0; char *sql; if (pl == NULL) return; if (pl->map) map_id = get_map_id(pl->map); sql = sqlite3_mprintf("insert into living_event values( %d, %d, %d, %d)", id, time(NULL), event_code, map_id); do_sql(sql); sqlite3_free(sql); } /** * Logs an event for a map. * * @param map * map for which to log an event. * @param event_code * arbitrary event code. * @param pl * object causing the event. Can be NULL. */ static void add_map_event(mapstruct *map, int event_code, object *pl) { int mapid; int playerid = 0; char *sql; if (pl && pl->type == PLAYER) playerid = get_living_id(pl); mapid = get_map_id(map); sql = sqlite3_mprintf("insert into map_event values( %d, %d, %d, %d)", mapid, time(NULL), event_code, playerid); do_sql(sql); sqlite3_free(sql); } /** * Logs a death. * * If either of the parameters is NULL, or if neither is a PLAYER, nothing is logged. * * @param victim * who died. * @param killer * who killed. */ static void add_death(object *victim, object *killer) { int vid, kid, map_id; char *sql; if (!victim || !killer) return; if (victim->type != PLAYER && killer->type != PLAYER) { /* Killer might be a bullet, which might be owned by the player. */ object *owner = cf_object_get_object_property(killer, CFAPI_OBJECT_PROP_OWNER); if (owner != NULL && owner->type == PLAYER) killer = owner; else return; } vid = get_living_id(victim); kid = get_living_id(killer); map_id = get_map_id(victim->map); sql = sqlite3_mprintf("insert into kill_event values( %d, %d, %d, %d, %d, %d)", time(NULL), vid, victim->level, map_id, kid, killer->level); do_sql(sql); sqlite3_free(sql); } /** * Main plugin entry point. * * @param iversion * server version. * @param gethooksptr * function to get hooks from. * @return * always 0. */ CF_PLUGIN int initPlugin(const char *iversion, f_plug_api gethooksptr) { cf_init_plugin(gethooksptr); cf_log(llevInfo, "%s init\n", PLUGIN_VERSION); return 0; } /** * Gets a plugin property. * * @param type * ignored. * @return * @li the name, if asked for 'Identification'. * @li the version, if asked for 'FullName'. * @li NULL else. */ CF_PLUGIN void *getPluginProperty(int *type, ...) { va_list args; const char *propname; char *buf; int size; va_start(args, type); propname = va_arg(args, const char *); if (!strcmp(propname, "Identification")) { buf = va_arg(args, char *); size = va_arg(args, int); va_end(args); snprintf(buf, size, PLUGIN_NAME); return NULL; } else if (!strcmp(propname, "FullName")) { buf = va_arg(args, char *); size = va_arg(args, int); va_end(args); snprintf(buf, size, PLUGIN_VERSION); return NULL; } va_end(args); return NULL; } /** * Runs a plugin command. Doesn't do anything. * * @param op * ignored. * @param params * ignored. * @return * -1. */ CF_PLUGIN int cflogger_runPluginCommand(object *op, char *params) { return -1; } /** * Handles an object-related event. Doesn't do anything. * * @param type * ignored. * @return * 0. */ CF_PLUGIN int eventListener(int *type, ...) { return 0; } /** * Handles a global event. * * @param type * ignored. * @return * 0 */ CF_PLUGIN int cflogger_globalEventListener(int *type, ...) { va_list args; int rv = 0; player *pl; object *op/*, *op2*/; int event_code; mapstruct *map; va_start(args, type); event_code = va_arg(args, int); switch (event_code) { case EVENT_BORN: case EVENT_REMOVE: case EVENT_MUZZLE: case EVENT_KICK: op = va_arg(args, object *); add_player_event(op, event_code); break; case EVENT_PLAYER_DEATH: op = va_arg(args, object *); /*op2 =*/ va_arg(args, object *); add_player_event(op, event_code); break; case EVENT_LOGIN: case EVENT_LOGOUT: pl = va_arg(args, player *); add_player_event(pl->ob, event_code); break; case EVENT_MAPENTER: case EVENT_MAPLEAVE: op = va_arg(args, object *); map = va_arg(args, mapstruct *); add_map_event(map, event_code, op); break; case EVENT_MAPLOAD: case EVENT_MAPUNLOAD: case EVENT_MAPRESET: map = va_arg(args, mapstruct *); add_map_event(map, event_code, NULL); break; case EVENT_GKILL: { object *killer; op = va_arg(args, object *); killer = va_arg(args, object *); add_death(op, killer); } break; case EVENT_CLOCK: store_time(); break; } va_end(args); return rv; } /** * Plugin was initialized, now to finish. * * Registers events, initializes the database. * * @return * 0. */ CF_PLUGIN int postInitPlugin(void) { char path[500]; const char *dir; cf_log(llevInfo, "%s post init\n", PLUGIN_VERSION); dir = cf_get_directory(4); snprintf(path, sizeof(path), "%s/cflogger.db", dir); cf_log(llevDebug, " [%s] database file: %s\n", PLUGIN_NAME, path); if (sqlite3_open(path, &database) != SQLITE_OK) { cf_log(llevError, " [%s] database error!\n", PLUGIN_NAME); sqlite3_close(database); database = NULL; return 0; } check_tables(); store_time(); cf_system_register_global_event(EVENT_BORN, PLUGIN_NAME, cflogger_globalEventListener); cf_system_register_global_event(EVENT_REMOVE, PLUGIN_NAME, cflogger_globalEventListener); cf_system_register_global_event(EVENT_GKILL, PLUGIN_NAME, cflogger_globalEventListener); cf_system_register_global_event(EVENT_LOGIN, PLUGIN_NAME, cflogger_globalEventListener); cf_system_register_global_event(EVENT_LOGOUT, PLUGIN_NAME, cflogger_globalEventListener); cf_system_register_global_event(EVENT_PLAYER_DEATH, PLUGIN_NAME, cflogger_globalEventListener); cf_system_register_global_event(EVENT_MAPENTER, PLUGIN_NAME, cflogger_globalEventListener); cf_system_register_global_event(EVENT_MAPLEAVE, PLUGIN_NAME, cflogger_globalEventListener); cf_system_register_global_event(EVENT_MAPRESET, PLUGIN_NAME, cflogger_globalEventListener); cf_system_register_global_event(EVENT_MAPLOAD, PLUGIN_NAME, cflogger_globalEventListener); cf_system_register_global_event(EVENT_MAPUNLOAD, PLUGIN_NAME, cflogger_globalEventListener); cf_system_register_global_event(EVENT_MUZZLE, PLUGIN_NAME, cflogger_globalEventListener); cf_system_register_global_event(EVENT_KICK, PLUGIN_NAME, cflogger_globalEventListener); cf_system_register_global_event(EVENT_CLOCK, PLUGIN_NAME, cflogger_globalEventListener); return 0; } /** * Close the plugin. * * Closes the sqlite database. * * @return * 0. */ CF_PLUGIN int closePlugin(void) { cf_log(llevInfo, "%s closing.\n", PLUGIN_VERSION); if (database) { sqlite3_close(database); database = NULL; } return 0; } ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cflogger/Makefile.am�������������������������������������������������������000644 �001751 �001751 �00000000742 13414745425 022004� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������plugindir=$(pkglibdir)/plugins noinst_HEADERS = include/cflogger.h include/cflogger_proto.h ../common/include/plugin_common.h if HAVE_CFLOGGER plugin_LTLIBRARIES = cflogger.la else plugin_LTLIBRARIES = endif cflogger_la_SOURCES = cflogger.c\ ../common/plugin_common.c cflogger_la_CPSOURCES = cflogger.c cflogger_la_LIBADD = -lsqlite3 cflogger_la_LDFLAGS = -module -avoid-version -rdynamic AM_CPPFLAGS = -I$(srcdir)/include -I$(srcdir)/../common/include -I$(top_srcdir)/include ������������������������������crossfire-1.75.0/plugins/cflogger/include/����������������������������������������������������������000755 �001751 �001751 �00000000000 13777710123 021367� 5����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cflogger/include/cflogger_proto.h������������������������������������������000644 �001751 �001751 �00000000467 13523171373 024557� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/* cflogger.c */ int initPlugin(const char *iversion, f_plug_api gethooksptr); void *getPluginProperty(int *type, ...); int cflogger_runPluginCommand(object *op, char *params); int eventListener(int *type, ...); int cflogger_globalEventListener(int *type, ...); int postInitPlugin(void); int closePlugin(void); ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cflogger/include/cflogger.h������������������������������������������������000644 �001751 �001751 �00000005322 13523072164 023325� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* Template for version 2.0 plugins. */ /* Contact: yann.chachkoff@myrealbox.com */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. 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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. */ /* */ /*****************************************************************************/ /** * @defgroup plugin_citylife City life plugin * This plugin adds random NPCs to town, and makes them enter houses, spawns new * ones. * * When a map is loaded, NPCs are randomly added so they appear already. During the * course of the server, some will enter houses (disappear), others will exit from * houses (appear on a house). * * For each map to be processed, two things are defined: * - spawn zones, where NPCs should be added when the map is loaded * - spawn points, from which to add new NPCs while the map is in memory. * Should probably be houses and such. * * NPCs use a key/value to prevent them from immediately entering the building * they exited. * * @todo * - define spawn points/zones for other towns * - vary NPCs based on time of day * - define "objectives" to go to * - make NPCs pause when player talks to them * * @{ */ /** * @file * This file is part of the @ref plugin_citylife "city life plugin". * See this page for more information. */ #include <stdarg.h> #include <stdlib.h> #include <string.h> #include "citylife.h" #include "citylife_proto.h" #include "svnversion.h" CF_PLUGIN char SvnRevPlugin[] = SVN_REV; CF_PLUGIN int initPlugin(const char *iversion, f_plug_api gethooksptr) { cf_init_plugin(gethooksptr); cf_log(llevDebug, PLUGIN_VERSION " init\n"); return 0; } CF_PLUGIN void *getPluginProperty(int *type, ...) { va_list args; const char *propname; int size; char *buf; va_start(args, type); propname = va_arg(args, const char *); if (!strcmp(propname, "Identification")) { buf = va_arg(args, char *); size = va_arg(args, int); va_end(args); snprintf(buf, size, PLUGIN_NAME); return NULL; } else if (!strcmp(propname, "FullName")) { buf = va_arg(args, char *); size = va_arg(args, int); va_end(args); snprintf(buf, size, PLUGIN_VERSION); return NULL; } va_end(args); return NULL; } CF_PLUGIN int citylife_runPluginCommand(object *op, char *params) { return -1; } /** Key to contain whether it's the first move of the NPC or not. */ #define FIRST_MOVE_KEY "citylife_first_move" /** * Point from which a NPC can come when the map is loaded. */ typedef struct { int x; int y; } spawn_point; /** * Zone in which to add NPCs when the map was just loaded. * NPC will be added in [sx, ex[ and [sy, ey[. */ typedef struct { int sx, sy, ex, ey; } spawn_zone; /** * Options for a map. */ typedef struct { const spawn_point *points; /**< Points to spawn from when there is a player on the map. */ int count_points; /**< How many items in points. */ const spawn_zone *zones; /**< Zones where to spawn at load time. */ int count_zones; /**< How many items in zones. */ int population; /**< Maximum of NPCs to add at load time. */ const char *mapname; /**< Map path. */ const char *const *available_archetypes; /**< What archetypes can we chose from for an NPC? */ int archetypes_count; /**< Number of items in available_archetypes. */ } mapzone; /*@}*/ /** * @defgroup citylife_scorn Scorn parameters * Parameters for the @ref plugin_citylife "City life" plugin for Scorn. * * The city is pretty rectangular, so quite easy to define large zones to add to. * @ingroup plugin_citylife */ /*@{*/ /** Zones for map 104_115. */ static const spawn_zone scorn_nw_zones[] = { { 40, 26, 50, 50 } }; /** Points for map 104_115. */ static const spawn_point scorn_nw_points[] = { { 41, 39 }, { 48, 35 }, { 49, 40 }, { 47, 22 }, { 49, 37 } }; /** Zones for map 105_115. */ static const spawn_zone scorn_ne_zones[] = { { 0, 26, 22, 50 } }; /** Points for map 105_115. */ static const spawn_point scorn_ne_points[] = { { 15, 42 }, { 10, 34 }, { 15, 29 }, { 1, 25 }, { 1, 29 } }; /** Zones for map 104_116. */ static const spawn_zone scorn_sw_zones[] = { { 41, 0, 50, 10 } }; /** Points for map 104_116. */ static const spawn_point scorn_sw_points[] = { { 41, 2 }, { 46, 8 }, { 42, 8 } }; /** Zones for map 105_116. */ static const spawn_zone scorn_se_zones[] = { { 0, 0, 13, 10 } }; /** Points for map 105_116. */ static const spawn_point scorn_se_points[] = { { 2, 8 }, { 11, 8 }, { 8, 1 }, { 5, 8 } }; /** Archetypes to spawn in Scorn. */ static const char *const scorn_archs[] = { "c_man", "c_woman", "child", "farmer", "fatman", "fatwoman", "guard", "knight", "man", "nun", "sage", "woman" }; /*@}*/ /** * @defgroup citylife_darcap darcap parameters * Parameters for the @ref plugin_citylife "City life" plugin for Darcap. * * The city is triangluar, so we will try 3 rectangles that exclude the inn and docks. * @ingroup plugin_citylife */ /*@{*/ /** Zones for map 116_102. */ static const spawn_zone darcap_zones[] = { { 19, 24, 32, 33 }, { 19, 35, 30, 44 }, { 31, 14, 41, 25 } }; /** Points for map 116_102. */ static const spawn_point darcap_points[] = { { 23, 25 }, { 19, 27 }, { 28, 25 }, { 28, 30 }, { 26, 33 }, { 28, 35 }, { 19, 37 }, { 25, 37 }, { 19, 43 }, { 32, 44 }, { 25, 43 }, { 31, 16 }, { 31, 18 }, { 31, 20 }, { 41, 16 }, { 41, 18 }, { 41, 20 }, { 34, 17 }, { 37, 22 } }; /** Archetypes to spawn in Darcap. */ static const char *const darcap_archs[] = { "c_man", "c_woman", "child", "farmer", "fatman", "fatwoman", "guard", "knight", "man", "nun", "sage", "woman" }; /*@}*/ /** * @defgroup citylife_navar Navar parameters * Parameters for the @ref plugin_citylife "City life" plugin for navar. * * The city is lumpy with some internal walls and divisions so we need a bunch oa zones. * @ingroup plugin_citylife */ /*@{*/ /** Zones for map 121_116. */ static const spawn_zone navar_nw_zones[] = { { 38, 29, 48, 35 }, { 36, 38, 49, 44 }, { 39, 45, 49, 49 }, { 36, 48, 38, 49 } }; /** Points for map 121_116. */ static const spawn_point navar_nw_points[] = { { 39, 29 }, { 41, 31 }, { 48, 29 }, { 38, 35 }, { 43, 39 }, { 38, 46 }, { 36, 48 }, { 45, 47 } }; /** Zones for map 122_116. */ static const spawn_zone navar_ne_zones[] = { { 0, 33, 7, 49 }, { 10, 38, 19, 44}, { 11, 45, 19, 49} }; /** Points for map 122_116. */ static const spawn_point navar_ne_points[] = { { 4, 34 }, { 2, 39 }, { 2, 45 }, { 8, 46 }, { 13, 47 }, { 21, 42 } }; /** Zones for map 121_117. */ static const spawn_zone navar_sw_zones[] = { { 36, 0, 49, 5 }, { 39, 6, 49, 15} }; /** Points for map 121_117. */ static const spawn_point navar_sw_points[] = { { 42, 7 }, { 37, 4 }, { 46, 11 } }; /** Zones for map 122_117. */ static const spawn_zone navar_se_zones[] = { { 0, 0, 8, 15 }, { 4, 16, 13, 18}, { 9, 4, 18, 14}, { 10, 0, 18, 1} }; /** Points for map 122_117. */ static const spawn_point navar_se_points[] = { { 3, 0 }, { 1, 1 }, { 3, 9 }, { 5, 16 }, { 18, 14 }, { 12, 11 }, { 14, 4 }, { 12, 0 } }; /** Archetypes to spawn in Navar. */ static const char *const navar_archs[] = { "c_man", "c_woman", "child", "elf_man", "courier", "fatwoman", "guard", "knight", "dwarf_wiz", "clown", "sage", "woman", "fighter", "halfling", "sailor" }; /*@}*/ /** * @defgroup citylife_port_joseph Port Joseph parameters * Parameters for the @ref plugin_citylife "City life" plugin for Port Joseph. * * The city is pretty small, so one zone ought to do it. * @ingroup plugin_citylife */ /*@{*/ /** Zones for map 101_114. */ static const spawn_zone port_joseph_zones[] = { { 10, 27, 19, 43 } }; /** Points for map 101_114. */ static const spawn_point port_joseph_points[] = { { 14, 31 }, { 17, 32 }, { 13, 35 }, { 17, 42 }, { 13, 38 }, { 17, 36 } }; /** Archetypes to spawn in Port Joseph. */ static const char *const port_joseph_archs[] = { "c_man", "c_woman", "pirate", "fatman", "fatwoman", "man", "sailor", "woman3" }; /*@}*/ /** * @defgroup citylife_stoneville stoneville parameters * Parameters for the @ref plugin_citylife "City life" plugin for stoneville. * * The city does not have a wall or small boundries, but one zone ought to do it. * @ingroup plugin_citylife */ /*@{*/ /** Zones for map 103_127. */ static const spawn_zone stoneville_zones[] = { { 0, 8, 14, 23 } }; /** Points for map 103_127. */ static const spawn_point stoneville_points[] = { { 3, 9 }, { 8, 15 }, { 1, 21 }, { 2, 17 }, { 12, 9 } }; /** Archetypes to spawn in stoneville. */ static const char *const stoneville_archs[] = { "c_man", "c_woman", "pirate", "fatman", "fatwoman", "man", "sailor", "woman3" }; /*@}*/ /** * @defgroup citylife_wolfsburg Wolfsburg parameters * Parameters for the @ref plugin_citylife "City life" plugin for Wolfsburg. * * The city is a big rectangle, so one zone ought to do it. * @ingroup plugin_citylife */ /*@{*/ /** Zones for map 128_109. */ static const spawn_zone wolfsburg_zones[] = { { 13, 1, 45, 17 } }; /** Points for map 128_109. */ static const spawn_point wolfsburg_points[] = { { 15, 1 }, { 19, 7 }, { 22, 10 }, { 29, 7 }, { 42, 2 }, { 35, 1 }, { 43, 8 }, { 33, 11 } }; /** Archetypes to spawn in wolfsburg. */ static const char *const wolfsburg_archs[] = { "c_man", "c_woman", /* "prisoner", Why? They don't move. They look ridiculous spawning on the main map. */ "fatman", "fatwoman", "man", "sailor", "woman3", "merchant" }; /*@}*/ /** * @defgroup citylife_santo_dominion Santo Dominion parameters * Parameters for the @ref plugin_citylife "City life" plugin for Santo Dominion. * * The city is a big rectangle, so one zone ought to do it. * @ingroup plugin_citylife */ /*@{*/ /** Zones for map 102_108. */ static const spawn_zone santo_dominion_zones[] = { { 9, 14, 25, 20 }, { 15, 6, 23, 13 } }; /** Points for map 102_108. */ static const spawn_point santo_dominion_points[] = { { 15, 6 }, { 18, 5 }, { 14, 9 }, { 15, 16 }, { 31, 15 }, { 22, 20 }, { 11, 19 }, { 26, 11 } }; /** Archetypes to spawn in santo_dominion. */ static const char *const santo_dominion_archs[] = { "c_man", "c_woman", /* "prisoner", */ "fatman", "fatwoman", "man", "sailor", "woman3", "merchant" }; /*@}*/ /** * @defgroup citylife_scorn_county Scorn County parameters. * Parameters for the @ref plugin_citylife "City life" plugin for Scorn County. * @ingroup plugin_citylife */ /*@{*/ static const spawn_zone scorncounty_zones[] = { {24, 27, 27, 35}, // village {25, 12, 27, 18}, // field {34, 12, 36, 16}, // field {38, 0, 45, 2}, // field }; static const spawn_point scorncounty_points[] = { {24, 27}, {26, 27}, {24, 29}, {27, 29}, {24, 31}, {24, 34}, {34, 32}, {41, 1}, }; static const char *const scorncounty_archs[] = { "child", "farmer", "fatman", "fatwoman", }; /*@}*/ /** @ingroup plugin_citylife @{*/ /** * All maps we work on. */ static const mapzone available_zones[] = { { scorn_nw_points, 5, scorn_nw_zones, 1, 2, "/world/world_104_115", scorn_archs, 12 }, { scorn_ne_points, 5, scorn_ne_zones, 1, 5, "/world/world_105_115", scorn_archs, 12 }, { scorn_sw_points, 3, scorn_sw_zones, 1, 5, "/world/world_104_116", scorn_archs, 12 }, { scorn_se_points, 4, scorn_se_zones, 1, 5, "/world/world_105_116", scorn_archs, 12 }, { scorncounty_points, 8, scorncounty_zones, 4, 8, "/world/world_105_116", scorncounty_archs, 4}, { darcap_points, 19, darcap_zones, 3, 4, "/world/world_116_102", darcap_archs, 12}, { navar_nw_points, 8, navar_nw_zones, 4, 2, "/world/world_121_116", navar_archs, 15 }, { navar_ne_points, 6, navar_ne_zones, 3, 5, "/world/world_122_116", navar_archs, 15 }, { navar_sw_points, 3, navar_sw_zones, 2, 3, "/world/world_121_117", navar_archs, 15 }, { navar_se_points, 8, navar_se_zones, 4, 5, "/world/world_122_117", navar_archs, 15 }, { port_joseph_points, 6, port_joseph_zones, 1, 3, "/world/world_101_114", port_joseph_archs, 8 }, { stoneville_points, 5, stoneville_zones, 1, 2, "/world/world_103_127", stoneville_archs, 8 }, { wolfsburg_points, 8, wolfsburg_zones, 1, 4, "/world/world_128_109", wolfsburg_archs, 8 }, { santo_dominion_points, 8, santo_dominion_zones, 2, 3, "/world/world_102_108", santo_dominion_archs, 8 }, { NULL, -1, NULL, -1, 1, "", NULL, 0 }, }; /** * Finds if a map has a zone defined. * * @param map * candidat map. * @return * map zone, NULL if not defined. */ static const mapzone *get_zone_for_map(mapstruct *map) { int test; for (test = 0; available_zones[test].count_points != -1; test++) { if (strcmp(available_zones[test].mapname, map->path) == 0) return &available_zones[test]; } return NULL; } /** * Creates a NPC for the specified zone, and do needed initialization. * @param zone * what NPCs to create. * @return * new NPC, with event handled for time. NULL if invalid archetype in the zone. */ static object *get_npc(const mapzone *zone) { int arch = RANDOM()%zone->archetypes_count; object *npc = cf_create_object_by_name(zone->available_archetypes[arch]); object *evt; if (!npc) { cf_log(llevError, PLUGIN_NAME ": get_npc() got NULL object for %s!\n", zone->available_archetypes[arch]); return NULL; } cf_object_set_flag(npc, FLAG_RANDOM_MOVE, 1); /* Prevent disease spreading in cities, mostly rabies. */ cf_object_set_flag(npc, FLAG_UNDEAD, 1); /* add a key so NPC will not disappear in the house it came from */ cf_object_set_key(npc, FIRST_MOVE_KEY, "1", 1); evt = cf_create_object_by_name("event_time"); evt->slaying = cf_add_string(PLUGIN_NAME); evt->title = cf_add_string(PLUGIN_NAME); cf_object_insert_object(evt, npc); return npc; } /** * Add an NPC somewhere in a spawn zone. * @param zone * map zone definition from which to get a spawn zone. * @param map * map to insert into. */ static void add_npc_to_zone(const mapzone *zone, mapstruct *map) { int which; object *npc = get_npc(zone); if (!npc) return; which = RANDOM()%zone->count_zones; if (cf_object_teleport(npc, map, zone->zones[which].sx+RANDOM()%(zone->zones[which].ex-zone->zones[which].sx), zone->zones[which].sy+RANDOM()%(zone->zones[which].ey-zone->zones[which].sy))) { cf_object_free_drop_inventory(npc); } } /** * Add an NPC somewhere at a spawn point. * @param zone * map zone definition from which to get a spawn point. * @param map * map to insert into. */ static void add_npc_to_point(const mapzone *zone, mapstruct *map) { int which; object *npc = get_npc(zone); which = RANDOM()%zone->count_points; if (cf_object_teleport(npc, map, zone->points[which].x, zone->points[which].y)) { cf_object_free_drop_inventory(npc); } } /** * Add some NPCs to the map, based on the zone definition. * @param map * map to add to. */ static void add_npcs_to_map(mapstruct *map) { int add; const mapzone *zone = get_zone_for_map(map); if (!zone) return; add = 1+RANDOM()%zone->population; cf_log(llevDebug, PLUGIN_NAME ": adding %d NPC to map %s.\n", add, map->path); while (--add >= 0) { add_npc_to_zone(zone, map); } } /** * Find a suitable map loaded and add an NPC to it. */ static void add_npc_to_random_map(void) { int count, test; mapstruct *list[50]; int zones[50]; count = 0; for (test = 0; available_zones[test].count_points != -1 && count < 50; test++) { if ((list[count] = cf_map_has_been_loaded(available_zones[test].mapname)) && (list[count]->in_memory == MAP_IN_MEMORY)) { zones[count] = test; count++; } } if (!count) return; test = RANDOM()%count; add_npc_to_point(&available_zones[zones[test]], list[test]); } CF_PLUGIN int citylife_globalEventListener(int *type, ...) { va_list args; int rv = 0; mapstruct *map; int code; va_start(args, type); code = va_arg(args, int); switch (code) { case EVENT_MAPLOAD: map = va_arg(args, mapstruct *); add_npcs_to_map(map); break; case EVENT_CLOCK: if (RANDOM()%40 == 0) add_npc_to_random_map(); } va_end(args); return rv; } CF_PLUGIN int postInitPlugin(void) { cf_log(llevDebug, PLUGIN_VERSION " post init\n"); /* Pick the global events you want to monitor from this plugin */ /* cf_system_register_global_event(EVENT_BORN, PLUGIN_NAME, citylife_globalEventListener); cf_system_register_global_event(EVENT_CRASH, PLUGIN_NAME, citylife_globalEventListener); cf_system_register_global_event(EVENT_PLAYER_DEATH, PLUGIN_NAME, citylife_globalEventListener); cf_system_register_global_event(EVENT_GKILL, PLUGIN_NAME, citylife_globalEventListener); cf_system_register_global_event(EVENT_LOGIN, PLUGIN_NAME, citylife_globalEventListener); cf_system_register_global_event(EVENT_LOGOUT, PLUGIN_NAME, citylife_globalEventListener); cf_system_register_global_event(EVENT_MAPENTER, PLUGIN_NAME, citylife_globalEventListener); cf_system_register_global_event(EVENT_MAPLEAVE, PLUGIN_NAME, citylife_globalEventListener); cf_system_register_global_event(EVENT_MAPRESET, PLUGIN_NAME, citylife_globalEventListener); cf_system_register_global_event(EVENT_REMOVE, PLUGIN_NAME, citylife_globalEventListener); cf_system_register_global_event(EVENT_SHOUT, PLUGIN_NAME, citylife_globalEventListener); cf_system_register_global_event(EVENT_TELL, PLUGIN_NAME, citylife_globalEventListener); cf_system_register_global_event(EVENT_MUZZLE, PLUGIN_NAME, citylife_globalEventListener); cf_system_register_global_event(EVENT_KICK, PLUGIN_NAME, citylife_globalEventListener); */ cf_system_register_global_event(EVENT_CLOCK, PLUGIN_NAME, citylife_globalEventListener); cf_system_register_global_event(EVENT_MAPLOAD, PLUGIN_NAME, citylife_globalEventListener); /* cf_system_register_global_event(EVENT_MAPRESET, PLUGIN_NAME, citylife_globalEventListener); */ return 0; } CF_PLUGIN int eventListener(int *type, ...) { int rv = 1; va_list args; /*char *buf;*/ object *ground, *who/*, *activator, *third*/, *event; /*int fix;*/ const char *value; va_start(args, type); who = va_arg(args, object *); /*activator =*/ va_arg(args, object *); /*third =*/ va_arg(args, object *); /*buf =*/ va_arg(args, char *); /*fix =*/ va_arg(args, int); event = va_arg(args, object *); va_arg(args, talk_info *); /* ignored for now */ va_end(args); object *inv; value = cf_object_get_key(who, FIRST_MOVE_KEY); if (!value) { /** * If the key doesn't exist, it means 'who' wasn't created by us, * since we do set the key each time. * So play it safe and totally remove the event. */ if (event) { cf_log(llevInfo, "citylife: removing event from object which we didn't generate\n"); cf_object_remove(event); } return rv; } // Set the flag regardless of whether we tried to move through an exit if (strcmp(value, "1") == 0) { cf_object_set_key(who, FIRST_MOVE_KEY, "0", 1); /* must set inventory as no drop, else it'll just drop on the ground */ for (inv = cf_object_get_object_property(who, CFAPI_OBJECT_PROP_INVENTORY); inv; inv = cf_object_get_object_property(inv, CFAPI_OBJECT_PROP_OB_BELOW)) cf_object_set_flag(inv, FLAG_NO_DROP, 1); } /* should our npc disappear? -- Only attempt this if not first move */ else if (RANDOM()%100 < 30) { for (ground = cf_map_get_object_at(who->map, who->x, who->y); ground; ground = cf_object_get_object_property(ground, CFAPI_OBJECT_PROP_OB_ABOVE)) { if (ground->type == EXIT) { cf_object_remove(who); cf_object_free_drop_inventory(who); return rv; } } } /* we have to move manually, because during the night NPCs don't move. */ cf_object_move(who, 1+RANDOM()%8, NULL); return rv; } CF_PLUGIN int closePlugin(void) { cf_log(llevDebug, PLUGIN_VERSION " closing\n"); return 0; } /*@}*/ �crossfire-1.75.0/plugins/citylife/include/Makefile.in�����������������������������������������������000644 �001751 �001751 �00000035500 13777710002 023453� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������# Makefile.in generated by automake 1.16.3 from Makefile.am. # @configure_input@ # Copyright (C) 1994-2020 Free Software Foundation, Inc. # This Makefile.in is free software; the Free Software Foundation # gives unlimited permission to copy and/or distribute it, # with or without modifications, as long as this notice is preserved. # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY, to the extent permitted by law; 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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. */ /* */ /*****************************************************************************/ #ifndef PLUGIN_citylife_H #define PLUGIN_citylife_H #define PLUGIN_NAME "citylife" #define PLUGIN_VERSION "City life version 0.2" #include <plugin.h> #undef MODULEAPI #ifdef WIN32 # ifdef PYTHON_PLUGIN_EXPORTS # define MODULEAPI __declspec(dllexport) # else # define MODULEAPI __declspec(dllimport) # endif #else #ifdef HAVE_VISIBILITY # define MODULEAPI __attribute__((visibility("default"))) #else # define MODULEAPI #endif #endif #include <plugin_common.h> #endif /* PLUGIN_citylife_H */ ������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfpython/Makefile.in�������������������������������������������������������000644 �001751 �001751 �00000070666 13777710002 022066� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������# Makefile.in generated by automake 1.16.3 from Makefile.am. # @configure_input@ # Copyright (C) 1994-2020 Free Software Foundation, Inc. # This Makefile.in is free software; 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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. */ /* */ /*****************************************************************************/ #include <cfpython.h> #include <hashtable.h> /* Table for keeping track of which PyObject goes with with Crossfire object */ static ptr_assoc_table map_assoc_table; /* Helper functions for dealing with object_assoc_table */ void init_map_assoc_table(void) { init_ptr_assoc_table(map_assoc_table); } static void add_map_assoc(mapstruct *key, Crossfire_Map *value) { add_ptr_assoc(map_assoc_table, key, value); } static PyObject *find_assoc_pymap(mapstruct *key) { return (PyObject *)find_assoc_value(map_assoc_table, key); } static void free_map_assoc(mapstruct *key) { free_ptr_assoc(map_assoc_table, key); } /** This makes sure the map is in memory and not swapped out. */ static void ensure_map_in_memory(Crossfire_Map *map) { assert(map->map != NULL); if (map->map->in_memory != MAP_IN_MEMORY) { char* mapname = map->map->path; int is_unique = cf_map_get_int_property(map->map, CFAPI_MAP_PROP_UNIQUE); /* If the map is unique the path name will be freed. We need to handle that. */ if (is_unique) { char* tmp = strdup(mapname); if (!tmp) { /* FIXME: We should fatal() here, but that doesn't exist in plugins. */ cf_log(llevError, "Out of memory in ensure_map_in_memory()!\n"); abort(); } mapname = tmp; } cf_log(llevDebug, "MAP %s AIN'T READY ! Loading it...\n", mapname); /* Map pointer may change for player unique maps. */ /* Also, is the MAP_PLAYER_UNIQUE logic correct? */ map->map = cf_map_get_map(mapname, is_unique ? MAP_PLAYER_UNIQUE : 0); if (is_unique) free(mapname); } } static PyObject *Map_GetDifficulty(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Py_BuildValue("i", cf_map_get_difficulty(whoptr->map)); } static PyObject *Map_GetPath(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Py_BuildValue("s", cf_map_get_sstring_property(whoptr->map, CFAPI_MAP_PROP_PATH)); } static PyObject *Map_GetTempName(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Py_BuildValue("s", cf_map_get_sstring_property(whoptr->map, CFAPI_MAP_PROP_TMPNAME)); } static PyObject *Map_GetName(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Py_BuildValue("s", cf_map_get_sstring_property(whoptr->map, CFAPI_MAP_PROP_NAME)); } static PyObject *Map_GetResetTime(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Py_BuildValue("i", cf_map_get_reset_time(whoptr->map)); } static PyObject *Map_GetResetTimeout(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Py_BuildValue("i", cf_map_get_reset_timeout(whoptr->map)); } static PyObject *Map_GetPlayers(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Py_BuildValue("i", cf_map_get_players(whoptr->map)); } static PyObject *Map_GetDarkness(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Py_BuildValue("i", cf_map_get_darkness(whoptr->map)); } static PyObject *Map_GetWidth(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Py_BuildValue("i", cf_map_get_width(whoptr->map)); } static PyObject *Map_GetHeight(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Py_BuildValue("i", cf_map_get_height(whoptr->map)); } static PyObject *Map_GetEnterX(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Py_BuildValue("i", cf_map_get_enter_x(whoptr->map)); } static PyObject *Map_GetEnterY(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Py_BuildValue("i", cf_map_get_enter_y(whoptr->map)); } static PyObject *Map_GetMessage(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Py_BuildValue("s", cf_map_get_sstring_property(whoptr->map, CFAPI_MAP_PROP_MESSAGE)); } static PyObject *Map_GetRegion(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Crossfire_Region_wrap(cf_map_get_region_property(whoptr->map, CFAPI_MAP_PROP_REGION)); } static int Map_SetPath(Crossfire_Map *whoptr, PyObject *value, void *closure) { const char *val; MAPEXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "s", &val)) return -1; cf_map_set_string_property(whoptr->map, CFAPI_MAP_PROP_PATH, val); return 0; } static PyObject *Map_GetUnique(Crossfire_Map *whoptr, void *closure) { MAPEXISTCHECK(whoptr); return Py_BuildValue("i", cf_map_get_int_property(whoptr->map, CFAPI_MAP_PROP_UNIQUE)); } static PyObject *Map_Message(Crossfire_Map *map, PyObject *args) { int color = NDI_BLUE|NDI_UNIQUE; char *message; if (!PyArg_ParseTuple(args, "s|i", &message, &color)) return NULL; MAPEXISTCHECK(map); cf_map_message(map->map, message, color); Py_INCREF(Py_None); return Py_None; } static PyObject *Map_GetFirstObjectAt(Crossfire_Map *map, PyObject *args) { int x, y; object *val; if (!PyArg_ParseTuple(args, "ii", &x, &y)) return NULL; MAPEXISTCHECK(map); /* make sure the map is swapped in */ ensure_map_in_memory(map); val = cf_map_get_object_at(map->map, x, y); return Crossfire_Object_wrap(val); } static PyObject *Map_CreateObject(Crossfire_Map *map, PyObject *args) { char *txt; int x, y; object *op; if (!PyArg_ParseTuple(args, "sii", &txt, &x, &y)) return NULL; MAPEXISTCHECK(map); /* make sure the map is swapped in */ ensure_map_in_memory(map); op = cf_create_object_by_name(txt); if (op) op = cf_map_insert_object(map->map, op, x, y); return Crossfire_Object_wrap(op); } static PyObject *Map_Check(Crossfire_Map *map, PyObject *args) { char *what; int x, y; object *foundob; int16_t nx, ny; int mflags; if (!PyArg_ParseTuple(args, "s(ii)", &what, &x, &y)) return NULL; MAPEXISTCHECK(map); /* make sure the map is swapped in */ ensure_map_in_memory(map); mflags = cf_map_get_flags(map->map, &(map->map), (int16_t)x, (int16_t)y, &nx, &ny); if (mflags&P_OUT_OF_MAP) { Py_INCREF(Py_None); return Py_None; } foundob = cf_map_find_by_archetype_name(what, map->map, nx, ny); return Crossfire_Object_wrap(foundob); } static PyObject *Map_Next(Crossfire_Map *map, PyObject *args) { MAPEXISTCHECK(map); return Crossfire_Map_wrap(cf_map_get_map_property(map->map, CFAPI_MAP_PROP_NEXT)); } static PyObject *Map_Insert(Crossfire_Map *map, PyObject *args) { int x, y; Crossfire_Object *what; if (!PyArg_ParseTuple(args, "O!ii", &Crossfire_ObjectType, &what, &x, &y)) return NULL; MAPEXISTCHECK(map); /* make sure the map is swapped in */ ensure_map_in_memory(map); return Crossfire_Object_wrap(cf_map_insert_object(map->map, what->obj, x, y)); } static PyObject *Map_InsertAround(Crossfire_Map *map, PyObject *args) { int x, y; Crossfire_Object *what; if (!PyArg_ParseTuple(args, "O!ii", &Crossfire_ObjectType, &what, &x, &y)) return NULL; MAPEXISTCHECK(map); /* make sure the map is swapped in */ ensure_map_in_memory(map); return Crossfire_Object_wrap(cf_map_insert_object_around(map->map, what->obj, x, y)); } static PyObject *Map_ChangeLight(Crossfire_Map *map, PyObject *args) { int change; if (!PyArg_ParseTuple(args, "i", &change)) return NULL; MAPEXISTCHECK(map); return Py_BuildValue("i", cf_map_change_light(map->map, change)); } /** * Python backend method for Map.TriggerConnected(int connected, CfObject cause, int state) * * Expected arguments: * - connected will be used to locate Objectlink with given id on map * - state: 0=trigger the "release", other is trigger the "push", default is push * - cause, eventual CfObject causing this trigger * * @param map * map we're on. * @param args * arguments as explained above. * @return * NULL if error, Py_None else. */ static PyObject *Map_TriggerConnected(Crossfire_Map *map, PyObject *args) { objectlink *ol = NULL; int connected; int state; Crossfire_Object *cause = NULL; oblinkpt *olp; if (!PyArg_ParseTuple(args, "ii|O!", &connected, &state, &Crossfire_ObjectType, &cause)) return NULL; MAPEXISTCHECK(map); /* make sure the map is swapped in */ ensure_map_in_memory(map); /* locate objectlink for this connected value */ if (!map->map->buttons) { cf_log(llevError, "Map %s called for trigger on connected %d but there ain't any button list for that map!\n", cf_map_get_sstring_property(map->map, CFAPI_MAP_PROP_PATH), connected); PyErr_SetString(PyExc_ReferenceError, "No objects connected to that ID on this map."); return NULL; } for (olp = map->map->buttons; olp; olp = olp->next) { if (olp->value == connected) { ol = olp->link; break; } } if (ol == NULL) { cf_log(llevInfo, "Map %s called for trigger on connected %d but there ain't any button list for that map!\n", cf_map_get_sstring_property(map->map, CFAPI_MAP_PROP_PATH), connected); /* FIXME: I'm not sure about this message... */ PyErr_SetString(PyExc_ReferenceError, "No objects with that connection ID on this map."); return NULL; } /* run the object link */ cf_map_trigger_connected(ol, cause ? cause->obj : NULL, state); Py_INCREF(Py_None); return Py_None; } static int Map_InternalCompare(Crossfire_Map *left, Crossfire_Map *right) { MAPEXISTCHECK_INT(left); MAPEXISTCHECK_INT(right); return left->map < right->map ? -1 : (left->map == right->map ? 0 : 1); } static PyObject *Crossfire_Map_RichCompare(Crossfire_Map *left, Crossfire_Map *right, int op) { int result; if (!left || !right || !PyObject_TypeCheck((PyObject*)left, &Crossfire_MapType) || !PyObject_TypeCheck((PyObject*)right, &Crossfire_MapType)) { Py_INCREF(Py_NotImplemented); return Py_NotImplemented; } result = Map_InternalCompare(left, right); /* Handle removed maps. */ if (result == -1 && PyErr_Occurred()) return NULL; /* Based on how Python 3.0 (GPL compatible) implements it for internal types: */ switch (op) { case Py_EQ: result = (result == 0); break; case Py_NE: result = (result != 0); break; case Py_LE: result = (result <= 0); break; case Py_GE: result = (result >= 0); break; case Py_LT: result = (result == -1); break; case Py_GT: result = (result == 1); break; } return PyBool_FromLong(result); } /* Legacy code: convert to long so that non-object functions work correctly */ static PyObject *Crossfire_Map_Long(PyObject *obj) { MAPEXISTCHECK((Crossfire_Map *)obj); return Py_BuildValue("l", ((Crossfire_Map *)obj)->map); } #ifndef IS_PY3K static PyObject *Crossfire_Map_Int(PyObject *obj) { MAPEXISTCHECK((Crossfire_Map *)obj); return Py_BuildValue("i", ((Crossfire_Map *)obj)->map); } #endif /** * Python initialized. **/ static PyObject *Crossfire_Map_new(PyTypeObject *type, PyObject *args, PyObject *kwds) { Crossfire_Map *self; self = (Crossfire_Map *)type->tp_alloc(type, 0); if (self) self->map = NULL; return (PyObject *)self; } static void Crossfire_Map_dealloc(PyObject *obj) { Crossfire_Map *self; self = (Crossfire_Map *)obj; if (self) { if (self->map && self->valid) { free_map_assoc(self->map); } Py_TYPE(self)->tp_free(obj); } } void Handle_Map_Unload_Hook(Crossfire_Map *map) { map->valid = 0; free_map_assoc(map->map); } PyObject *Crossfire_Map_wrap(mapstruct *what) { Crossfire_Map *wrapper; /* return None if no object was to be wrapped */ if (what == NULL) { Py_INCREF(Py_None); return Py_None; } wrapper = (Crossfire_Map *)find_assoc_pymap(what); if (!wrapper) { wrapper = PyObject_NEW(Crossfire_Map, &Crossfire_MapType); if (wrapper != NULL) { wrapper->map = what; wrapper->valid = 1; add_map_assoc(what, wrapper); } } else { Py_INCREF(wrapper); } return (PyObject *)wrapper; } /* Python binding */ static PyGetSetDef Map_getseters[] = { { "Difficulty", (getter)Map_GetDifficulty, NULL, NULL, NULL }, { "Path", (getter)Map_GetPath, (setter)Map_SetPath, NULL, NULL }, { "TempName", (getter)Map_GetTempName, NULL, NULL, NULL }, { "Name", (getter)Map_GetName, NULL, NULL, NULL }, { "ResetTime", (getter)Map_GetResetTime, NULL, NULL, NULL }, { "ResetTimeout", (getter)Map_GetResetTimeout, NULL, NULL, NULL }, { "Players", (getter)Map_GetPlayers, NULL, NULL, NULL }, { "Light", (getter)Map_GetDarkness, NULL, NULL, NULL }, { "Darkness", (getter)Map_GetDarkness, NULL, NULL, NULL }, { "Width", (getter)Map_GetWidth, NULL, NULL, NULL }, { "Height", (getter)Map_GetHeight, NULL, NULL, NULL }, { "EnterX", (getter)Map_GetEnterX, NULL, NULL, NULL }, { "EnterY", (getter)Map_GetEnterY, NULL, NULL, NULL }, { "Message", (getter)Map_GetMessage, NULL, NULL, NULL }, { "Region", (getter)Map_GetRegion, NULL, NULL, NULL }, { "Unique", (getter)Map_GetUnique, NULL, NULL, NULL }, { NULL, NULL, NULL, NULL, NULL } }; static PyMethodDef MapMethods[] = { { "Print", (PyCFunction)Map_Message, METH_VARARGS, NULL }, { "ObjectAt", (PyCFunction)Map_GetFirstObjectAt, METH_VARARGS, NULL }, { "CreateObject", (PyCFunction)Map_CreateObject, METH_VARARGS, NULL }, { "Check", (PyCFunction)Map_Check, METH_VARARGS, NULL }, { "Next", (PyCFunction)Map_Next, METH_NOARGS, NULL }, { "Insert", (PyCFunction)Map_Insert, METH_VARARGS, NULL }, { "InsertAround", (PyCFunction)Map_InsertAround, METH_VARARGS, NULL }, { "ChangeLight", (PyCFunction)Map_ChangeLight, METH_VARARGS, NULL }, { "TriggerConnected", (PyCFunction)Map_TriggerConnected, METH_VARARGS, NULL }, { NULL, NULL, 0, NULL } }; static PyNumberMethods MapConvert = { NULL, /* binaryfunc nb_add; */ /* __add__ */ NULL, /* binaryfunc nb_subtract; */ /* __sub__ */ NULL, /* binaryfunc nb_multiply; */ /* __mul__ */ #ifndef IS_PY3K NULL, /* binaryfunc nb_divide; */ /* __div__ */ #endif NULL, /* binaryfunc nb_remainder; */ /* __mod__ */ NULL, /* binaryfunc nb_divmod; */ /* __divmod__ */ NULL, /* ternaryfunc nb_power; */ /* __pow__ */ NULL, /* unaryfunc nb_negative; */ /* __neg__ */ NULL, /* unaryfunc nb_positive; */ /* __pos__ */ NULL, /* unaryfunc nb_absolute; */ /* __abs__ */ #ifdef IS_PY3K NULL, /* inquiry nb_bool; */ /* __bool__ */ #else NULL, /* inquiry nb_nonzero; */ /* __nonzero__ */ #endif NULL, /* unaryfunc nb_invert; */ /* __invert__ */ NULL, /* binaryfunc nb_lshift; */ /* __lshift__ */ NULL, /* binaryfunc nb_rshift; */ /* __rshift__ */ NULL, /* binaryfunc nb_and; */ /* __and__ */ NULL, /* binaryfunc nb_xor; */ /* __xor__ */ NULL, /* binaryfunc nb_or; */ /* __or__ */ #ifndef IS_PY3K NULL, /* coercion nb_coerce; */ /* __coerce__ */ #endif #ifdef IS_PY3K /* This is not a typo. For Py3k it should be Crossfire_Map_Long * and NOT Crossfire_Map_Int. */ Crossfire_Map_Long, /* unaryfunc nb_int; */ /* __int__ */ NULL, /* void *nb_reserved; */ #else Crossfire_Map_Int, /* unaryfunc nb_int; */ /* __int__ */ Crossfire_Map_Long, /* unaryfunc nb_long; */ /* __long__ */ #endif NULL, /* unaryfunc nb_float; */ /* __float__ */ #ifndef IS_PY3K NULL, /* unaryfunc nb_oct; */ /* __oct__ */ NULL, /* unaryfunc nb_hex; */ /* __hex__ */ #endif NULL, /* binaryfunc nb_inplace_add; */ NULL, /* binaryfunc nb_inplace_subtract; */ NULL, /* binaryfunc nb_inplace_multiply; */ #ifndef IS_PY3K NULL, /* binaryfunc nb_inplace_divide; */ #endif NULL, /* binaryfunc nb_inplace_remainder; */ NULL, /* ternaryfunc nb_inplace_power; */ NULL, /* binaryfunc nb_inplace_lshift; */ NULL, /* binaryfunc nb_inplace_rshift; */ NULL, /* binaryfunc nb_inplace_and; */ NULL, /* binaryfunc nb_inplace_xor; */ NULL, /* binaryfunc nb_inplace_or; */ NULL, /* binaryfunc nb_floor_divide; */ NULL, /* binaryfunc nb_true_divide; */ NULL, /* binaryfunc nb_inplace_floor_divide; */ NULL, /* binaryfunc nb_inplace_true_divide; */ #if defined(IS_PY25) || defined(IS_PY3K) NULL /* unaryfunc nb_index; */ #endif }; /* Our actual Python MapType */ PyTypeObject Crossfire_MapType = { #ifdef IS_PY3K /* See http://bugs.python.org/issue4385 */ PyVarObject_HEAD_INIT(NULL, 0) #else PyObject_HEAD_INIT(NULL) 0, /* ob_size*/ #endif "Crossfire.Map", /* tp_name*/ sizeof(Crossfire_Map), /* tp_basicsize*/ 0, /* tp_itemsize*/ Crossfire_Map_dealloc, /* tp_dealloc*/ NULL, /* tp_print*/ NULL, /* tp_getattr*/ NULL, /* tp_setattr*/ #ifdef IS_PY3K NULL, /* tp_reserved */ #else (cmpfunc)Map_InternalCompare, /* tp_compare*/ #endif NULL, /* tp_repr*/ &MapConvert, /* tp_as_number*/ NULL, /* tp_as_sequence*/ NULL, /* tp_as_mapping*/ PyObject_HashNotImplemented, /* tp_hash */ NULL, /* tp_call*/ NULL, /* tp_str*/ PyObject_GenericGetAttr, /* tp_getattro*/ PyObject_GenericSetAttr, /* tp_setattro*/ NULL, /* tp_as_buffer*/ Py_TPFLAGS_DEFAULT|Py_TPFLAGS_BASETYPE, /* tp_flags*/ "Crossfire maps", /* tp_doc */ NULL, /* tp_traverse */ NULL, /* tp_clear */ (richcmpfunc)Crossfire_Map_RichCompare, /* tp_richcompare */ 0, /* tp_weaklistoffset */ NULL, /* tp_iter */ NULL, /* tp_iternext */ MapMethods, /* tp_methods */ NULL, /* tp_members */ Map_getseters, /* tp_getset */ NULL, /* tp_base */ NULL, /* tp_dict */ NULL, /* tp_descr_get */ NULL, /* tp_descr_set */ 0, /* tp_dictoffset */ NULL, /* tp_init */ NULL, /* tp_alloc */ Crossfire_Map_new, /* tp_new */ NULL, /* tp_free */ NULL, /* tp_is_gc */ NULL, /* tp_bases */ NULL, /* tp_mro */ NULL, /* tp_cache */ NULL, /* tp_subclasses */ NULL, /* tp_weaklist */ NULL, /* tp_del */ }; ����������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfpython/cfpython_party.c��������������������������������������������������000644 �001751 �001751 �00000016736 13414745244 023240� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* CFPython - A Python module for Crossfire RPG. */ /* Version: 2.0beta8 (also known as "Alexander") */ /* Contact: yann.chachkoff@myrealbox.com */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. */ /* */ /*****************************************************************************/ #include <cfpython.h> static PyObject *Crossfire_Party_GetName(Crossfire_Party *partyptr, void *closure) { return Py_BuildValue("s", cf_party_get_name(partyptr->party)); } static PyObject *Crossfire_Party_GetPassword(Crossfire_Party *partyptr, void *closure) { return Py_BuildValue("s", cf_party_get_password(partyptr->party)); } static PyObject *Crossfire_Party_GetNext(Crossfire_Party *party, void *closure) { return Crossfire_Party_wrap(cf_party_get_next(party->party)); } static PyObject *Crossfire_Party_GetPlayers(Crossfire_Party *party, PyObject *args) { PyObject *list; player *pl; list = PyList_New(0); pl = cf_party_get_first_player(party->party); while (pl) { PyList_Append(list, Crossfire_Object_wrap(pl->ob)); pl = cf_party_get_next_player(party->party, pl); } return list; } PyObject *Crossfire_Party_wrap(partylist *what) { Crossfire_Party *wrapper; /* return None if no object was to be wrapped */ if (what == NULL) { Py_INCREF(Py_None); return Py_None; } wrapper = PyObject_NEW(Crossfire_Party, &Crossfire_PartyType); if (wrapper != NULL) wrapper->party = what; return (PyObject *)wrapper; } static int Crossfire_Party_InternalCompare(Crossfire_Party *left, Crossfire_Party *right) { return (left->party < right->party ? -1 : (left->party == right->party ? 0 : 1)); } static PyObject *Crossfire_Party_RichCompare(Crossfire_Party *left, Crossfire_Party *right, int op) { int result; if (!left || !right || !PyObject_TypeCheck((PyObject*)left, &Crossfire_PartyType) || !PyObject_TypeCheck((PyObject*)right, &Crossfire_PartyType)) { Py_INCREF(Py_NotImplemented); return Py_NotImplemented; } result = Crossfire_Party_InternalCompare(left, right); /* Based on how Python 3.0 (GPL compatible) implements it for internal types: */ switch (op) { case Py_EQ: result = (result == 0); break; case Py_NE: result = (result != 0); break; case Py_LE: result = (result <= 0); break; case Py_GE: result = (result >= 0); break; case Py_LT: result = (result == -1); break; case Py_GT: result = (result == 1); break; } return PyBool_FromLong(result); } static PyGetSetDef Party_getseters[] = { { "Name", (getter)Crossfire_Party_GetName, NULL, NULL, NULL }, { "Password", (getter)Crossfire_Party_GetPassword, NULL, NULL, NULL }, { "Next", (getter)Crossfire_Party_GetNext, NULL, NULL, NULL }, { NULL, NULL, NULL, NULL, NULL } }; static PyMethodDef PartyMethods[] = { { "GetPlayers", (PyCFunction)Crossfire_Party_GetPlayers, METH_NOARGS, NULL }, { NULL, NULL, 0, NULL } }; /* Our actual Python ArchetypeType */ PyTypeObject Crossfire_PartyType = { #ifdef IS_PY3K /* See http://bugs.python.org/issue4385 */ PyVarObject_HEAD_INIT(NULL, 0) #else PyObject_HEAD_INIT(NULL) 0, /* ob_size*/ #endif "Crossfire.Party", /* tp_name*/ sizeof(Crossfire_Party), /* tp_basicsize*/ 0, /* tp_itemsize*/ NULL, /* tp_dealloc*/ NULL, /* tp_print*/ NULL, /* tp_getattr*/ NULL, /* tp_setattr*/ #ifdef IS_PY3K NULL, /* tp_reserved */ #else (cmpfunc)Crossfire_Party_InternalCompare, /* tp_compare*/ #endif NULL, /* tp_repr*/ NULL, /* tp_as_number*/ NULL, /* tp_as_sequence*/ NULL, /* tp_as_mapping*/ PyObject_HashNotImplemented, /* tp_hash */ NULL, /* tp_call*/ NULL, /* tp_str*/ PyObject_GenericGetAttr, /* tp_getattro*/ PyObject_GenericSetAttr, /* tp_setattro*/ NULL, /* tp_as_buffer*/ Py_TPFLAGS_DEFAULT|Py_TPFLAGS_BASETYPE, /* tp_flags*/ "Crossfire parties", /* tp_doc */ NULL, /* tp_traverse */ NULL, /* tp_clear */ (richcmpfunc)Crossfire_Party_RichCompare, /* tp_richcompare */ 0, /* tp_weaklistoffset */ NULL, /* tp_iter */ NULL, /* tp_iternext */ PartyMethods, /* tp_methods */ NULL, /* tp_members */ Party_getseters, /* tp_getset */ NULL, /* tp_base */ NULL, /* tp_dict */ NULL, /* tp_descr_get */ NULL, /* tp_descr_set */ 0, /* tp_dictoffset */ NULL, /* tp_init */ NULL, /* tp_alloc */ NULL, /* tp_new */ NULL, /* tp_free */ NULL, /* tp_is_gc */ NULL, /* tp_bases */ NULL, /* tp_mro */ NULL, /* tp_cache */ NULL, /* tp_subclasses */ NULL, /* tp_weaklist */ NULL, /* tp_del */ }; ����������������������������������crossfire-1.75.0/plugins/cfpython/Makefile.am�������������������������������������������������������000644 �001751 �001751 �00000001232 13612427355 022040� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������plugindir=$(pkglibdir)/plugins SUBDIRS = include if PYTHON_PLUGIN plugin_LTLIBRARIES = cfpython.la else plugin_LTLIBRARIES = endif cfpython_la_SOURCES = cfpython.c\ cfpython_archetype.c\ cfpython_object.c\ cfpython_map.c\ cfpython_party.c\ cfpython_region.c\ cjson.c\ ../common/plugin_common.c\ ../common/hashtable.c cfpython_la_CPSOURCES = cfpython.c\ cfpython_archetype.c\ cfpython_object.c\ cfpython_party.c\ cfpython_region.c\ cfpython_map.c cfpython_la_LIBADD = @PYTHON_LIBS@ cfpython_la_LDFLAGS = -module -avoid-version -rdynamic AM_CPPFLAGS = -I$(srcdir)/include -I$(top_srcdir)/plugins/common/include -I$(top_srcdir)/include @PYTHON_CFLAGS@ ����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfpython/cfpython_archetype.c����������������������������������������������000644 �001751 �001751 �00000017602 13414745244 024056� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* CFPython - A Python module for Crossfire RPG. */ /* Version: 2.0beta8 (also known as "Alexander") */ /* Contact: yann.chachkoff@myrealbox.com */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. */ /* */ /*****************************************************************************/ #include <cfpython.h> static PyObject *Crossfire_Archetype_GetName(Crossfire_Archetype *whoptr, void *closure) { return Py_BuildValue("s", cf_archetype_get_name(whoptr->arch)); } static PyObject *Crossfire_Archetype_GetNext(Crossfire_Archetype *who, void *closure) { return Crossfire_Archetype_wrap(cf_archetype_get_next(who->arch)); } static PyObject *Crossfire_Archetype_GetMore(Crossfire_Archetype *who, void *closure) { return Crossfire_Archetype_wrap(cf_archetype_get_more(who->arch)); } static PyObject *Crossfire_Archetype_GetHead(Crossfire_Archetype *who, void *closure) { return Crossfire_Archetype_wrap(cf_archetype_get_head(who->arch)); } static PyObject *Crossfire_Archetype_GetClone(Crossfire_Archetype *who, void *closure) { return Crossfire_Object_wrap(cf_archetype_get_clone(who->arch)); } static PyObject *Crossfire_Archetype_GetNewObject(Crossfire_Archetype *who, PyObject *args) { return Crossfire_Object_wrap(cf_create_object_by_name(cf_archetype_get_name(who->arch))); } PyObject *Crossfire_Archetype_wrap(archetype *what) { Crossfire_Archetype *wrapper; /* return None if no object was to be wrapped */ if (what == NULL) { Py_INCREF(Py_None); return Py_None; } wrapper = PyObject_NEW(Crossfire_Archetype, &Crossfire_ArchetypeType); if (wrapper != NULL) wrapper->arch = what; return (PyObject *)wrapper; } static int Crossfire_Archetype_InternalCompare(Crossfire_Archetype *left, Crossfire_Archetype *right) { return (left->arch < right->arch ? -1 : (left->arch == right->arch ? 0 : 1)); } static PyObject *Crossfire_Archetype_RichCompare(Crossfire_Archetype *left, Crossfire_Archetype *right, int op) { int result; if (!left || !right || !PyObject_TypeCheck((PyObject*)left, &Crossfire_ArchetypeType) || !PyObject_TypeCheck((PyObject*)right, &Crossfire_ArchetypeType)) { Py_INCREF(Py_NotImplemented); return Py_NotImplemented; } result = Crossfire_Archetype_InternalCompare(left, right); /* Based on how Python 3.0 (GPL compatible) implements it for internal types: */ switch (op) { case Py_EQ: result = (result == 0); break; case Py_NE: result = (result != 0); break; case Py_LE: result = (result <= 0); break; case Py_GE: result = (result >= 0); break; case Py_LT: result = (result == -1); break; case Py_GT: result = (result == 1); break; } return PyBool_FromLong(result); } static PyGetSetDef Archetype_getseters[] = { { "Name", (getter)Crossfire_Archetype_GetName, NULL, NULL, NULL }, { "Next", (getter)Crossfire_Archetype_GetNext, NULL, NULL, NULL }, { "More", (getter)Crossfire_Archetype_GetMore, NULL, NULL, NULL }, { "Head", (getter)Crossfire_Archetype_GetHead, NULL, NULL, NULL }, { "Clone", (getter)Crossfire_Archetype_GetClone, NULL, NULL, NULL }, { NULL, NULL, NULL, NULL, NULL } }; static PyMethodDef ArchetypeMethods[] = { { "NewObject", (PyCFunction)Crossfire_Archetype_GetNewObject, METH_NOARGS, NULL }, { NULL, NULL, 0, NULL } }; /* Our actual Python ArchetypeType */ PyTypeObject Crossfire_ArchetypeType = { #ifdef IS_PY3K /* See http://bugs.python.org/issue4385 */ PyVarObject_HEAD_INIT(NULL, 0) #else PyObject_HEAD_INIT(NULL) 0, /* ob_size*/ #endif "Crossfire.Archetype", /* tp_name*/ sizeof(Crossfire_Archetype), /* tp_basicsize*/ 0, /* tp_itemsize*/ NULL, /* tp_dealloc*/ NULL, /* tp_print*/ NULL, /* tp_getattr*/ NULL, /* tp_setattr*/ #ifdef IS_PY3K NULL, /* tp_reserved */ #else (cmpfunc)Crossfire_Archetype_InternalCompare, /* tp_compare*/ #endif NULL, /* tp_repr*/ NULL, /* tp_as_number*/ NULL, /* tp_as_sequence*/ NULL, /* tp_as_mapping*/ PyObject_HashNotImplemented, /* tp_hash */ NULL, /* tp_call*/ NULL, /* tp_str*/ PyObject_GenericGetAttr, /* tp_getattro*/ PyObject_GenericSetAttr, /* tp_setattro*/ NULL, /* tp_as_buffer*/ Py_TPFLAGS_DEFAULT|Py_TPFLAGS_BASETYPE, /* tp_flags*/ "Crossfire archetypes", /* tp_doc */ NULL, /* tp_traverse */ NULL, /* tp_clear */ (richcmpfunc)Crossfire_Archetype_RichCompare, /* tp_richcompare */ 0, /* tp_weaklistoffset */ NULL, /* tp_iter */ NULL, /* tp_iternext */ ArchetypeMethods, /* tp_methods */ NULL, /* tp_members */ Archetype_getseters, /* tp_getset */ NULL, /* tp_base */ NULL, /* tp_dict */ NULL, /* tp_descr_get */ NULL, /* tp_descr_set */ 0, /* tp_dictoffset */ NULL, /* tp_init */ NULL, /* tp_alloc */ NULL, /* tp_new */ NULL, /* tp_free */ NULL, /* tp_is_gc */ NULL, /* tp_bases */ NULL, /* tp_mro */ NULL, /* tp_cache */ NULL, /* tp_subclasses */ NULL, /* tp_weaklist */ NULL, /* tp_del */ }; ������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfpython/cfpython_region.c�������������������������������������������������000644 �001751 �001751 �00000020360 13414745244 023350� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* CFPython - A Python module for Crossfire RPG. */ /* Version: 2.0beta8 (also known as "Alexander") */ /* Contact: yann.chachkoff@myrealbox.com */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. */ /* */ /*****************************************************************************/ #include <cfpython.h> static PyObject *Crossfire_Region_GetName(Crossfire_Region *regionptr, void *closure) { return Py_BuildValue("s", cf_region_get_name(regionptr->reg)); } static PyObject *Crossfire_Region_GetLongname(Crossfire_Region *regionptr, void *closure) { return Py_BuildValue("s", cf_region_get_longname(regionptr->reg)); } static PyObject *Crossfire_Region_GetMessage(Crossfire_Region *regionptr, void *closure) { return Py_BuildValue("s", cf_region_get_message(regionptr->reg)); } static PyObject *Crossfire_Region_GetNext(Crossfire_Region *party, void *closure) { return Crossfire_Region_wrap(cf_region_get_next(party->reg)); } static PyObject *Crossfire_Region_GetParent(Crossfire_Region *party, PyObject *args) { return Crossfire_Region_wrap(cf_region_get_parent(party->reg)); } static PyObject *Crossfire_Region_GetJailX(Crossfire_Region *regionptr, void *closure) { return Py_BuildValue("i", cf_region_get_jail_x(regionptr->reg)); } static PyObject *Crossfire_Region_GetJailY(Crossfire_Region *regionptr, void *closure) { return Py_BuildValue("i", cf_region_get_jail_y(regionptr->reg)); } static PyObject *Crossfire_Region_GetJailPath(Crossfire_Region *regionptr, void *closure) { return Py_BuildValue("s", cf_region_get_jail_path(regionptr->reg)); } PyObject *Crossfire_Region_wrap(region *what) { Crossfire_Region *wrapper; /* return None if no object was to be wrapped */ if (what == NULL) { Py_INCREF(Py_None); return Py_None; } wrapper = PyObject_NEW(Crossfire_Region, &Crossfire_RegionType); if (wrapper != NULL) wrapper->reg = what; return (PyObject *)wrapper; } static int Crossfire_Region_InternalCompare(Crossfire_Region *left, Crossfire_Region *right) { return (left->reg < right->reg ? -1 : (left->reg == right->reg ? 0 : 1)); } static PyObject *Crossfire_Region_RichCompare(Crossfire_Region *left, Crossfire_Region *right, int op) { int result; if (!left || !right || !PyObject_TypeCheck((PyObject*)left, &Crossfire_RegionType) || !PyObject_TypeCheck((PyObject*)right, &Crossfire_RegionType)) { Py_INCREF(Py_NotImplemented); return Py_NotImplemented; } result = Crossfire_Region_InternalCompare(left, right); /* Based on how Python 3.0 (GPL compatible) implements it for internal types: */ switch (op) { case Py_EQ: result = (result == 0); break; case Py_NE: result = (result != 0); break; case Py_LE: result = (result <= 0); break; case Py_GE: result = (result >= 0); break; case Py_LT: result = (result == -1); break; case Py_GT: result = (result == 1); break; } return PyBool_FromLong(result); } static PyGetSetDef Region_getseters[] = { { "Name", (getter)Crossfire_Region_GetName, NULL, NULL, NULL }, { "Longname", (getter)Crossfire_Region_GetLongname, NULL, NULL, NULL }, { "Message", (getter)Crossfire_Region_GetMessage, NULL, NULL, NULL }, { "Next", (getter)Crossfire_Region_GetNext, NULL, NULL, NULL }, { "JailX", (getter)Crossfire_Region_GetJailX, NULL, NULL, NULL }, { "JailY", (getter)Crossfire_Region_GetJailY, NULL, NULL, NULL }, { "JailPath", (getter)Crossfire_Region_GetJailPath, NULL, NULL, NULL }, { NULL, NULL, NULL, NULL, NULL } }; static PyMethodDef RegionMethods[] = { { "GetParent", (PyCFunction)Crossfire_Region_GetParent, METH_NOARGS, NULL }, { NULL, NULL, 0, NULL } }; /* Our actual Python ArchetypeType */ PyTypeObject Crossfire_RegionType = { #ifdef IS_PY3K /* See http://bugs.python.org/issue4385 */ PyVarObject_HEAD_INIT(NULL, 0) #else PyObject_HEAD_INIT(NULL) 0, /* ob_size*/ #endif "Crossfire.Region", /* tp_name*/ sizeof(Crossfire_Region), /* tp_basicsize*/ 0, /* tp_itemsize*/ NULL, /* tp_dealloc*/ NULL, /* tp_print*/ NULL, /* tp_getattr*/ NULL, /* tp_setattr*/ #ifdef IS_PY3K NULL, /* tp_reserved */ #else (cmpfunc)Crossfire_Region_InternalCompare, /* tp_compare*/ #endif NULL, /* tp_repr*/ NULL, /* tp_as_number*/ NULL, /* tp_as_sequence*/ NULL, /* tp_as_mapping*/ PyObject_HashNotImplemented, /* tp_hash */ NULL, /* tp_call*/ NULL, /* tp_str*/ PyObject_GenericGetAttr, /* tp_getattro*/ PyObject_GenericSetAttr, /* tp_setattro*/ NULL, /* tp_as_buffer*/ Py_TPFLAGS_DEFAULT|Py_TPFLAGS_BASETYPE, /* tp_flags*/ "Crossfire regions", /* tp_doc */ NULL, /* tp_traverse */ NULL, /* tp_clear */ (richcmpfunc)Crossfire_Region_RichCompare, /* tp_richcompare */ 0, /* tp_weaklistoffset */ NULL, /* tp_iter */ NULL, /* tp_iternext */ RegionMethods, /* tp_methods */ NULL, /* tp_members */ Region_getseters, /* tp_getset */ NULL, /* tp_base */ NULL, /* tp_dict */ NULL, /* tp_descr_get */ NULL, /* tp_descr_set */ 0, /* tp_dictoffset */ NULL, /* tp_init */ NULL, /* tp_alloc */ NULL, /* tp_new */ NULL, /* tp_free */ NULL, /* tp_is_gc */ NULL, /* tp_bases */ NULL, /* tp_mro */ NULL, /* tp_cache */ NULL, /* tp_subclasses */ NULL, /* tp_weaklist */ NULL, /* tp_del */ }; ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfpython/cfpython_object.c�������������������������������������������������000644 �001751 �001751 �00000324512 13775114612 023340� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* CFPython - A Python module for Crossfire RPG. */ /* Version: 2.0beta8 (also known as "Alexander") */ /* Contact: yann.chachkoff@myrealbox.com */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. */ /* */ /*****************************************************************************/ #include <cfpython.h> #include <hashtable.h> #define EXISTCHECK(ob) { \ if (!ob || !ob->obj || (object_was_destroyed(ob->obj, ob->obj->count))) { \ PyErr_SetString(PyExc_ReferenceError, "Crossfire object no longer exists"); \ return NULL; \ } } /** * This is meant to be used for parameters where you don't know if the type of * the object is correct. It should NOT be used for the self pointer, since that * will always be a compatible type. */ #define TYPEEXISTCHECK(ob) { \ if (!ob || !PyObject_TypeCheck((PyObject*)ob, &Crossfire_ObjectType) || !ob->obj || (object_was_destroyed(ob->obj, ob->obj->count))) { \ PyErr_SetString(PyExc_ReferenceError, "Not a Crossfire object or Crossfire object no longer exists"); \ return NULL; \ } } #define EXISTCHECK_INT(ob) { \ if (!ob || !ob->obj || (object_was_destroyed(ob->obj, ob->obj->count))) { \ PyErr_SetString(PyExc_ReferenceError, "Crossfire object no longer exists"); \ return -1; \ } } /* Table for keeping track of which PyObject goes with with Crossfire object */ static ptr_assoc_table object_assoc_table; /* Helper functions for dealing with object_assoc_table */ void init_object_assoc_table(void) { init_ptr_assoc_table(object_assoc_table); } static void add_object_assoc(object *key, PyObject *value) { add_ptr_assoc(object_assoc_table, key, value); } static PyObject *find_assoc_pyobject(object *key) { return (PyObject *)find_assoc_value(object_assoc_table, key); } static void free_object_assoc(object *key) { free_ptr_assoc(object_assoc_table, key); } static PyObject *Player_GetTitle(Crossfire_Object *whoptr, void *closure) { char title[MAX_NAME]; EXISTCHECK(whoptr); return Py_BuildValue("s", cf_player_get_title(whoptr->obj, title, MAX_NAME)); } static int Player_SetTitle(Crossfire_Object *whoptr, PyObject *value, void *closure) { char *val; EXISTCHECK_INT(whoptr); if (value == NULL) { PyErr_SetString(PyExc_TypeError, "Cannot delete the Title attribute"); return -1; } if (!CF_IS_PYSTR(value)) { PyErr_SetString(PyExc_TypeError, "The Title attribute must be a string"); return -1; } if (!PyArg_Parse(value, "s", &val)) return -1; cf_player_set_title(whoptr->obj, val); return 0; } static PyObject *Player_GetIP(Crossfire_Player *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("s", cf_player_get_ip(whoptr->obj)); } static PyObject *Player_GetMarkedItem(Crossfire_Player *whoptr, void *closure) { EXISTCHECK(whoptr); return Crossfire_Object_wrap(cf_player_get_marked_item(whoptr->obj)); } static int Player_SetMarkedItem(Crossfire_Player *whoptr, PyObject *value, void *closure) { Crossfire_Object *ob; EXISTCHECK_INT(whoptr); if (value == Py_None) cf_player_set_marked_item(whoptr->obj, NULL); else if (!PyArg_Parse(value, "O!", &Crossfire_ObjectType, &ob)) return -1; else cf_player_set_marked_item(whoptr->obj, ob->obj); return 0; } static PyObject *Crossfire_Player_Message(Crossfire_Player *who, PyObject *args) { char *message; int color = NDI_UNIQUE|NDI_ORANGE; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "s|i", &message, &color)) return NULL; cf_player_message(who->obj, message, color); Py_INCREF(Py_None); return Py_None; } static PyObject *Player_KnowledgeKnown(Crossfire_Player *who, PyObject *args) { const char *knowledge; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "s", &knowledge)) return NULL; return Py_BuildValue("i", cf_player_knowledge_has(who->obj, knowledge)); } static PyObject *Player_GiveKnowledge(Crossfire_Player *who, PyObject *args) { const char *knowledge; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "s", &knowledge)) return NULL; cf_player_knowledge_give(who->obj, knowledge); Py_INCREF(Py_None); return Py_None; } static PyObject *Player_GetParty(Crossfire_Player *whoptr, void *closure) { EXISTCHECK(whoptr); return Crossfire_Party_wrap(cf_player_get_party(whoptr->obj)); } static int Player_SetParty(Crossfire_Player *whoptr, PyObject *value, void *closure) { Crossfire_Party *ob; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "O!", &Crossfire_PartyType, &ob)) return -1; cf_player_set_party(whoptr->obj, ob->party); return 0; } static PyObject *Crossfire_Player_CanPay(Crossfire_Player *who, PyObject *args) { EXISTCHECK(who); return Py_BuildValue("i", cf_player_can_pay(who->obj)); } static PyObject *Player_GetBedMap(Crossfire_Player *whoptr, void *closure) { char bed[200]; EXISTCHECK(whoptr); return Py_BuildValue("s", cf_object_get_string_property(whoptr->obj, CFAPI_PLAYER_PROP_BED_MAP, bed, sizeof(bed))); } static int Player_SetBedMap(Crossfire_Player *whoptr, PyObject *value, void *closure) { char *location; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "s", &location)) return -1; cf_object_set_string_property(whoptr->obj, CFAPI_PLAYER_PROP_BED_MAP, location); return 0; } static PyObject *Player_GetBedX(Crossfire_Player *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_PLAYER_PROP_BED_X)); } static int Player_SetBedX(Crossfire_Player *whoptr, PyObject *value, void *closure) { int x; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &x)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_PLAYER_PROP_BED_X, x); return 0; } static PyObject *Player_GetBedY(Crossfire_Player *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_PLAYER_PROP_BED_Y)); } static int Player_SetBedY(Crossfire_Player *whoptr, PyObject *value, void *closure) { int y; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &y)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_PLAYER_PROP_BED_Y, y); return 0; } static PyObject *Player_QuestStart(Crossfire_Player *whoptr, PyObject *args) { char *code; int state; sstring quest_code; EXISTCHECK(whoptr); if (!PyArg_ParseTuple(args, "si", &code, &state)) return NULL; quest_code = cf_add_string(code); cf_quest_start(whoptr->obj, quest_code, state); cf_free_string(quest_code); Py_INCREF(Py_None); return Py_None; } static PyObject *Player_QuestGetState(Crossfire_Player *whoptr, PyObject *args) { char *code; int state; sstring quest_code; EXISTCHECK(whoptr); if (!PyArg_ParseTuple(args, "s", &code)) return NULL; quest_code = cf_add_string(code); state = cf_quest_get_player_state(whoptr->obj, quest_code); cf_free_string(quest_code); return Py_BuildValue("i", state); } static PyObject *Player_QuestSetState(Crossfire_Player *whoptr, PyObject *args) { char *code; int state; sstring quest_code; EXISTCHECK(whoptr); if (!PyArg_ParseTuple(args, "si", &code, &state)) return NULL; quest_code = cf_add_string(code); cf_quest_set_player_state(whoptr->obj, quest_code, state); cf_free_string(quest_code); Py_INCREF(Py_None); return Py_None; } static PyObject *Player_QuestWasCompleted(Crossfire_Player *whoptr, PyObject *args) { char *code; int completed; sstring quest_code; EXISTCHECK(whoptr); if (!PyArg_ParseTuple(args, "s", &code)) return NULL; quest_code = cf_add_string(code); completed = cf_quest_was_completed(whoptr->obj, quest_code); cf_free_string(quest_code); return Py_BuildValue("i", completed); } /* Object properties. Get and maybe set. */ static PyObject *Object_GetName(Crossfire_Object *whoptr, void *closure) { char name[200]; EXISTCHECK(whoptr); return Py_BuildValue("s", cf_query_name(whoptr->obj, name, sizeof(name))); } static PyObject *Object_GetNamePl(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("s", (char *)cf_query_name_pl(whoptr->obj)); } static PyObject *Object_GetTitle(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("s", cf_object_get_sstring_property(whoptr->obj, CFAPI_OBJECT_PROP_TITLE)); } static PyObject *Object_GetRace(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("s", cf_object_get_sstring_property(whoptr->obj, CFAPI_OBJECT_PROP_RACE)); } static PyObject *Object_GetMap(Crossfire_Object *whoptr, void *closure) { mapstruct *m; EXISTCHECK(whoptr); m = cf_object_get_map_property(whoptr->obj, CFAPI_OBJECT_PROP_MAP); return Crossfire_Map_wrap(m); } static PyObject *Object_GetCha(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_CHA)); } static PyObject *Object_GetCon(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_CON)); } static PyObject *Object_GetDex(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_DEX)); } static PyObject *Object_GetInt(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_INT)); } static PyObject *Object_GetPow(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_POW)); } static PyObject *Object_GetStr(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_STR)); } static PyObject *Object_GetWis(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_WIS)); } static PyObject *Object_GetHP(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_HP)); } static PyObject *Object_GetMaxHP(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_MAXHP)); } static PyObject *Object_GetSP(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_SP)); } static PyObject *Object_GetMaxSP(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_MAXSP)); } static PyObject *Object_GetGrace(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_GP)); } static PyObject *Object_GetMaxGrace(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_MAXGP)); } static PyObject *Object_GetFood(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_FP)); } static PyObject *Object_GetAC(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_AC)); } static PyObject *Object_GetWC(Crossfire_Object *whoptr, void *closure) { return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_WC)); } static PyObject *Object_GetDam(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_DAM)); } static PyObject *Object_GetLuck(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_LUCK)); } static PyObject *Object_GetMessage(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("s", cf_object_get_sstring_property(whoptr->obj, CFAPI_OBJECT_PROP_MESSAGE)); } static PyObject *Object_GetSkill(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("s", cf_object_get_sstring_property(whoptr->obj, CFAPI_OBJECT_PROP_SKILL)); } static PyObject *Object_GetExp(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("L", cf_object_get_int64_property(whoptr->obj, CFAPI_OBJECT_PROP_EXP)); } static PyObject *Object_GetTotalExp(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("L", cf_object_get_int64_property(whoptr->obj, CFAPI_OBJECT_PROP_TOTAL_EXP)); } static PyObject *Object_GetExpMul(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("d", cf_object_get_double_property(whoptr->obj, CFAPI_OBJECT_PROP_EXP_MULTIPLIER)); } static PyObject *Object_GetSlaying(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("s", cf_object_get_sstring_property(whoptr->obj, CFAPI_OBJECT_PROP_SLAYING)); } static PyObject *Object_GetCursed(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_CURSED)); } static PyObject *Object_GetDamned(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_DAMNED)); } static PyObject *Object_GetWeight(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_WEIGHT)); } static PyObject *Object_GetWeightLimit(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_WEIGHT_LIMIT)); } static PyObject *Object_GetAbove(Crossfire_Object *whoptr, void *closure) { object *op; EXISTCHECK(whoptr); op = cf_object_get_object_property(whoptr->obj, CFAPI_OBJECT_PROP_OB_ABOVE); return Crossfire_Object_wrap(op); } static PyObject *Object_GetBelow(Crossfire_Object *whoptr, void *closure) { object *op; EXISTCHECK(whoptr); op = cf_object_get_object_property(whoptr->obj, CFAPI_OBJECT_PROP_OB_BELOW); return Crossfire_Object_wrap(op); } static PyObject *Object_GetInventory(Crossfire_Object *whoptr, void *closure) { object *op; EXISTCHECK(whoptr); op = cf_object_get_object_property(whoptr->obj, CFAPI_OBJECT_PROP_INVENTORY); return Crossfire_Object_wrap(op); } static PyObject *Object_GetX(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_X)); } static PyObject *Object_GetY(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_Y)); } static PyObject *Object_GetDirection(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_DIRECTION)); } static PyObject *Object_GetFacing(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_FACING)); } static PyObject *Object_GetUnaggressive(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_UNAGGRESSIVE)); } static PyObject *Object_GetGod(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("s", cf_object_get_sstring_property(whoptr->obj, CFAPI_OBJECT_PROP_GOD)); } static PyObject *Object_GetPickable(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", !cf_object_get_flag(whoptr->obj, FLAG_NO_PICK)); } static PyObject *Object_GetQuantity(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_NROF)); } static PyObject *Object_GetInvisible(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_INVISIBLE)); } static PyObject *Object_GetSpeed(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("f", cf_object_get_float_property(whoptr->obj, CFAPI_OBJECT_PROP_SPEED)); } static PyObject *Object_GetSpeedLeft(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("f", cf_object_get_float_property(whoptr->obj, CFAPI_OBJECT_PROP_SPEED_LEFT)); } static PyObject *Object_GetLastSP(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_LAST_SP)); } static PyObject *Object_GetLastGrace(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_LAST_GRACE)); } static PyObject *Object_GetLastEat(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_LAST_EAT)); } static PyObject *Object_GetLevel(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_LEVEL)); } static PyObject *Object_GetFace(Crossfire_Object *whoptr, void *closure) { char buf[200]; EXISTCHECK(whoptr); return Py_BuildValue("s", cf_object_get_string_property(whoptr->obj, CFAPI_OBJECT_PROP_FACE, buf, sizeof(buf))); } static PyObject *Object_GetAnim(Crossfire_Object *whoptr, void *closure) { char buf[200]; EXISTCHECK(whoptr); return Py_BuildValue("s", cf_object_get_string_property(whoptr->obj, CFAPI_OBJECT_PROP_ANIMATION, buf, sizeof(buf))); } static PyObject *Object_GetAnimSpeed(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_ANIM_SPEED)); } static PyObject *Object_GetAttackType(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_ATTACK_TYPE)); } static PyObject *Object_GetBeenApplied(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_BEEN_APPLIED)); } static PyObject *Object_GetIdentified(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_IDENTIFIED)); } static PyObject *Object_GetAlive(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_ALIVE)); } static PyObject *Object_GetDM(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_WIZ)); } static PyObject *Object_GetWasDM(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_WAS_WIZ)); } static PyObject *Object_GetApplied(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_APPLIED)); } static PyObject *Object_GetUnpaid(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_UNPAID)); } static PyObject *Object_GetMonster(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_MONSTER)); } static PyObject *Object_GetFriendly(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_FRIENDLY)); } static PyObject *Object_GetGenerator(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_GENERATOR)); } static PyObject *Object_GetThrown(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_IS_THROWN)); } static PyObject *Object_GetCanSeeInvisible(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_SEE_INVISIBLE)); } static PyObject *Object_GetRollable(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_CAN_ROLL)); } static PyObject *Object_GetTurnable(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_IS_TURNABLE)); } static PyObject *Object_GetUsedUp(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_IS_USED_UP)); } static PyObject *Object_GetSplitting(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_SPLITTING)); } static PyObject *Object_GetBlind(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_BLIND)); } static PyObject *Object_GetCanUseSkill(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_CAN_USE_SKILL)); } static PyObject *Object_GetKnownCursed(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_KNOWN_CURSED)); } static PyObject *Object_GetStealthy(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_STEALTH)); } static PyObject *Object_GetConfused(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_CONFUSED)); } static PyObject *Object_GetSleeping(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_SLEEP)); } static PyObject *Object_GetLifesaver(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_LIFESAVE)); } static PyObject *Object_GetFloor(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_IS_FLOOR)); } static PyObject *Object_GetHasXRays(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_XRAYS)); } static PyObject *Object_GetCanUseRing(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_USE_RING)); } static PyObject *Object_GetCanUseBow(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_USE_BOW)); } static PyObject *Object_GetCanUseWand(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_USE_RANGE)); } static PyObject *Object_GetCanSeeInDark(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_SEE_IN_DARK)); } static PyObject *Object_GetKnownMagical(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_KNOWN_MAGICAL)); } static PyObject *Object_GetCanUseWeapon(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_USE_WEAPON)); } static PyObject *Object_GetCanUseArmour(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_USE_ARMOUR)); } static PyObject *Object_GetCanUseScroll(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_USE_SCROLL)); } static PyObject *Object_GetCanCastSpell(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_CAST_SPELL)); } static PyObject *Object_GetReflectSpells(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_REFL_SPELL)); } static PyObject *Object_GetReflectMissiles(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_REFL_MISSILE)); } static PyObject *Object_GetUnique(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_UNIQUE)); } static PyObject *Object_GetRunAway(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_RUN_AWAY)); } static PyObject *Object_GetScared(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_SCARED)); } static PyObject *Object_GetUndead(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_UNDEAD)); } static PyObject *Object_GetBlocksView(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_BLOCKSVIEW)); } static PyObject *Object_GetHitBack(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_HITBACK)); } static PyObject *Object_GetStandStill(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_STAND_STILL)); } static PyObject *Object_GetOnlyAttack(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_ONLY_ATTACK)); } static PyObject *Object_GetMakeInvisible(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_MAKE_INVIS)); } static PyObject *Object_GetMoney(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_query_money(whoptr->obj)); } static PyObject *Object_GetType(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_TYPE)); } static PyObject *Object_GetSubtype(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_SUBTYPE)); } static PyObject *Object_GetValue(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("l", cf_object_get_long_property(whoptr->obj, CFAPI_OBJECT_PROP_VALUE)); } static PyObject *Object_GetArchName(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("s", cf_object_get_sstring_property(whoptr->obj, CFAPI_OBJECT_PROP_ARCH_NAME)); } static PyObject *Object_GetArchetype(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Crossfire_Archetype_wrap(cf_object_get_archetype_property(whoptr->obj, CFAPI_OBJECT_PROP_ARCHETYPE)); } static PyObject *Object_GetOtherArchetype(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Crossfire_Archetype_wrap(cf_object_get_archetype_property(whoptr->obj, CFAPI_OBJECT_PROP_OTHER_ARCH)); } static PyObject *Object_GetNoSave(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_NO_SAVE)); } static PyObject *Object_GetExists(Crossfire_Object *whoptr, void *closure) { if (!object_was_destroyed(whoptr->obj, whoptr->obj->count)) { Py_INCREF(Py_True); return Py_True; } else { Py_INCREF(Py_False); return Py_False; } } static PyObject *Object_GetEnv(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Crossfire_Object_wrap(cf_object_get_object_property(whoptr->obj, CFAPI_OBJECT_PROP_ENVIRONMENT)); } static PyObject *Object_GetMoveType(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_movetype_property(whoptr->obj, CFAPI_OBJECT_PROP_MOVE_TYPE)); } static PyObject *Object_GetMoveBlock(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_movetype_property(whoptr->obj, CFAPI_OBJECT_PROP_MOVE_BLOCK)); } static PyObject *Object_GetMoveAllow(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_movetype_property(whoptr->obj, CFAPI_OBJECT_PROP_MOVE_ALLOW)); } static PyObject *Object_GetMoveOn(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_movetype_property(whoptr->obj, CFAPI_OBJECT_PROP_MOVE_ON)); } static PyObject *Object_GetMoveOff(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_movetype_property(whoptr->obj, CFAPI_OBJECT_PROP_MOVE_OFF)); } static PyObject *Object_GetMoveSlow(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_movetype_property(whoptr->obj, CFAPI_OBJECT_PROP_MOVE_SLOW)); } static PyObject *Object_GetMoveSlowPenalty(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("f", cf_object_get_float_property(whoptr->obj, CFAPI_OBJECT_PROP_MOVE_SLOW_PENALTY)); } static PyObject *Object_GetOwner(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Crossfire_Object_wrap(cf_object_get_object_property(whoptr->obj, CFAPI_OBJECT_PROP_OWNER)); } static PyObject *Object_GetEnemy(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Crossfire_Object_wrap(cf_object_get_object_property(whoptr->obj, CFAPI_OBJECT_PROP_ENEMY)); } static PyObject *Object_GetCount(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_COUNT)); } static PyObject *Object_GetGodGiven(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_STARTEQUIP)); } static PyObject *Object_GetNoDamage(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_NO_DAMAGE)); } static PyObject *Object_GetRandomMovement(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_RANDOM_MOVE)); } static PyObject *Object_GetIsPet(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_FRIENDLY)); } static PyObject *Object_GetAttackMovement(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_ATTACK_MOVEMENT)); } static PyObject *Object_GetDuration(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_DURATION)); } static PyObject *Object_GetGlowRadius(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_GLOW_RADIUS)); } static PyObject *Object_GetAnimated(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_flag(whoptr->obj, FLAG_ANIMATE)); } static PyObject *Object_GetMaterial(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("{s:s,s:i}", "Name", cf_object_get_sstring_property(whoptr->obj, CFAPI_OBJECT_PROP_MATERIAL_NAME), "Number", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_MATERIAL)); } static PyObject *Object_GetContainer(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Crossfire_Object_wrap(cf_object_get_object_property(whoptr->obj, CFAPI_OBJECT_PROP_CONTAINER)); } static PyObject *Object_GetItemPower(Crossfire_Object *whoptr, void *closure) { EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_get_int_property(whoptr->obj, CFAPI_OBJECT_PROP_ITEM_POWER)); } /** Setters */ static int Object_SetMessage(Crossfire_Object *whoptr, PyObject *value, void *closure) { char *val; EXISTCHECK_INT(whoptr); if (value == NULL) { PyErr_SetString(PyExc_TypeError, "Cannot delete the Message attribute"); return -1; } if (!CF_IS_PYSTR(value)) { PyErr_SetString(PyExc_TypeError, "The Message attribute must be a string"); return -1; } if (!PyArg_Parse(value, "s", &val)) return -1; cf_object_set_string_property(whoptr->obj, CFAPI_OBJECT_PROP_MESSAGE, val); return 0; } static int Object_SetName(Crossfire_Object *whoptr, PyObject *value, void *closure) { char *val; EXISTCHECK_INT(whoptr); if (value == NULL) { PyErr_SetString(PyExc_TypeError, "Cannot delete the Name attribute"); return -1; } if (!CF_IS_PYSTR(value)) { PyErr_SetString(PyExc_TypeError, "The Name attribute must be a string"); return -1; } if (!PyArg_Parse(value, "s", &val)) return -1; cf_object_set_string_property(whoptr->obj, CFAPI_OBJECT_PROP_NAME, val); cf_object_set_string_property(whoptr->obj, CFAPI_OBJECT_PROP_NAME_PLURAL, val); return 0; } static int Object_SetNamePl(Crossfire_Object *whoptr, PyObject *value, void *closure) { char *val; EXISTCHECK_INT(whoptr); if (value == NULL) { PyErr_SetString(PyExc_TypeError, "Cannot delete the NamePl attribute"); return -1; } if (!CF_IS_PYSTR(value)) { PyErr_SetString(PyExc_TypeError, "The NamePl attribute must be a string"); return -1; } if (!PyArg_Parse(value, "s", &val)) return -1; cf_object_set_string_property(whoptr->obj, CFAPI_OBJECT_PROP_NAME_PLURAL, val); return 0; } static int Object_SetTitle(Crossfire_Object *whoptr, PyObject *value, void *closure) { char *val; EXISTCHECK_INT(whoptr); if (value == NULL) { PyErr_SetString(PyExc_TypeError, "Cannot delete the Title attribute"); return -1; } if (!CF_IS_PYSTR(value)) { PyErr_SetString(PyExc_TypeError, "The Title attribute must be a string"); return -1; } if (!PyArg_Parse(value, "s", &val)) return -1; cf_object_set_string_property(whoptr->obj, CFAPI_OBJECT_PROP_TITLE, val); return 0; } static int Object_SetRace(Crossfire_Object *whoptr, PyObject *value, void *closure) { char *val; EXISTCHECK_INT(whoptr); if (value == NULL) { PyErr_SetString(PyExc_TypeError, "Cannot delete the Race attribute"); return -1; } if (!CF_IS_PYSTR(value)) { PyErr_SetString(PyExc_TypeError, "The Race attribute must be a string"); return -1; } if (!PyArg_Parse(value, "s", &val)) return -1; cf_object_set_string_property(whoptr->obj, CFAPI_OBJECT_PROP_RACE, val); return 0; } static int Object_SetMap(Crossfire_Object *whoptr, PyObject *value, void *closure) { Crossfire_Map *val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "O!", &Crossfire_MapType, &val)) return -1; cf_object_change_map(whoptr->obj, val->map, NULL, 0, -1, -1); return 0; } static int Object_SetSlaying(Crossfire_Object *whoptr, PyObject *value, void *closure) { char *val; EXISTCHECK_INT(whoptr); if (value == NULL) { PyErr_SetString(PyExc_TypeError, "Cannot delete the Slaying attribute"); return -1; } if (!CF_IS_PYSTR(value)) { PyErr_SetString(PyExc_TypeError, "The Slaying attribute must be a string"); return -1; } if (!PyArg_Parse(value, "s", &val)) return -1; cf_object_set_string_property(whoptr->obj, CFAPI_OBJECT_PROP_SLAYING, val); return 0; } static int Object_SetSkill(Crossfire_Object *whoptr, PyObject *value, void *closure) { char *val; EXISTCHECK_INT(whoptr); if (value == NULL) { PyErr_SetString(PyExc_TypeError, "Cannot delete the Skill attribute"); return -1; } if (!CF_IS_PYSTR(value)) { PyErr_SetString(PyExc_TypeError, "The Skill attribute must be a string"); return -1; } if (!PyArg_Parse(value, "s", &val)) return -1; cf_object_set_string_property(whoptr->obj, CFAPI_OBJECT_PROP_SKILL, val); return 0; } static int Object_SetCursed(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_CURSED, val); return 0; } static int Object_SetDamned(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_DAMNED, val); return 0; } static int Object_SetApplied(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_APPLIED, val); return 0; } static int Object_SetStr(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_STR, val); /* cf_fix_object(whoptr->obj);*/ return 0; } static int Object_SetDex(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_DEX, val); /*cf_fix_object(whoptr->obj);*/ return 0; } static int Object_SetCon(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_CON, val); /*cf_fix_object(whoptr->obj);*/ return 0; } static int Object_SetInt(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_INT, val); /*cf_fix_object(whoptr->obj);*/ return 0; } static int Object_SetPow(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_POW, val); /*cf_fix_object(whoptr->obj);*/ return 0; } static int Object_SetWis(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_WIS, val); /*cf_fix_object(whoptr->obj);*/ return 0; } static int Object_SetCha(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_CHA, val); /*cf_fix_object(whoptr->obj);*/ return 0; } static int Object_SetHP(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_HP, val); return 0; } static int Object_SetMaxHP(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_MAXHP, val); return 0; } static int Object_SetSP(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_SP, val); return 0; } static int Object_SetMaxSP(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_MAXSP, val); return 0; } static int Object_SetGrace(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_GP, val); return 0; } static int Object_SetMaxGrace(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_MAXGP, val); return 0; } static int Object_SetAC(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_AC, val); return 0; } static int Object_SetWC(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_WC, val); return 0; } static int Object_SetDam(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_DAM, val); return 0; } static int Object_SetFood(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_FP, val); return 0; } static int Object_SetWeight(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_WEIGHT, val); return 0; } static int Object_SetWeightLimit(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_WEIGHT_LIMIT, val); return 0; } static int Object_SetDirection(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_DIRECTION, val); return 0; } static int Object_SetFacing(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_FACING, val); return 0; } static int Object_SetGod(Crossfire_Object *whoptr, PyObject *value, void *closure) { char *val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "s", &val)) return -1; cf_object_set_string_property(whoptr->obj, CFAPI_OBJECT_PROP_GOD, val); return 0; } static int Object_SetSpeed(Crossfire_Object *whoptr, PyObject *value, void *closure) { float val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "f", &val)) return -1; cf_object_set_float_property(whoptr->obj, CFAPI_OBJECT_PROP_SPEED, val); /* cf_fix_object(whoptr->obj);*/ return 0; } static int Object_SetSpeedLeft(Crossfire_Object *whoptr, PyObject *value, void *closure) { float val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "f", &val)) return -1; cf_object_set_float_property(whoptr->obj, CFAPI_OBJECT_PROP_SPEED_LEFT, val); /* cf_fix_object(whoptr->obj);*/ return 0; } static int Object_SetQuantity(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; if (cf_object_set_nrof(whoptr->obj, val) != 0) { PyErr_SetString(PyExc_TypeError, "Invalid quantity"); return -1; } /* cf_fix_object(whoptr->obj);*/ return 0; } static int Object_SetLastSP(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_LAST_SP, val); /* cf_fix_object(whoptr->obj);*/ return 0; } static int Object_SetLastGrace(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_LAST_GRACE, val); /* cf_fix_object(whoptr->obj);*/ return 0; } static int Object_SetLastEat(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_LAST_EAT, val); return 0; } static int Object_SetLevel(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_LEVEL, val); return 0; } static int Object_SetFace(Crossfire_Object *whoptr, PyObject *value, void *closure) { char *face; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "s", &face)) return -1; if (!cf_object_set_face(whoptr->obj, face)) { PyErr_SetString(PyExc_TypeError, "Unknown face."); return -1; } return 0; } static int Object_SetAnim(Crossfire_Object *whoptr, PyObject *value, void *closure) { char *anim; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "s", &anim)) return -1; if (!cf_object_set_animation(whoptr->obj, anim)) { PyErr_SetString(PyExc_TypeError, "Unknown animation."); return -1; } return 0; } static int Object_SetAnimSpeed(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_ANIM_SPEED, val); return 0; } static int Object_SetAttackType(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_ATTACK_TYPE, val); /* cf_fix_object(whoptr->obj);*/ return 0; } static int Object_SetIdentified(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_IDENTIFIED, val); return 0; } static int Object_SetAlive(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_ALIVE, val); return 0; } static int Object_SetUnaggressive(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_UNAGGRESSIVE, val); return 0; } static int Object_SetPickable(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_NO_PICK, !val); return 0; } static int Object_SetInvisible(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_ParseTuple(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_INVISIBLE, val); return 0; } static int Object_SetUnpaid(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_UNPAID, val); return 0; } static int Object_SetFriendly(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_FRIENDLY, val); return 0; } static int Object_SetCanSeeInvisible(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_SEE_INVISIBLE, val); return 0; } static int Object_SetRollable(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_CAN_ROLL, val); return 0; } static int Object_SetTurnable(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_IS_TURNABLE, val); return 0; } static int Object_SetUsedUp(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_IS_USED_UP, val); return 0; } static int Object_SetBlind(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_BLIND, val); return 0; } static int Object_SetKnownCursed(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_KNOWN_CURSED, val); return 0; } static int Object_SetStealthy(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_STEALTH, val); return 0; } static int Object_SetConfused(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_CONFUSED, val); return 0; } static int Object_SetSleeping(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_SLEEP, val); return 0; } static int Object_SetLifesaver(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_LIFESAVE, val); return 0; } static int Object_SetHasXRays(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_XRAYS, val); return 0; } static int Object_SetCanSeeInDark(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_SEE_IN_DARK, val); return 0; } static int Object_SetKnownMagical(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_KNOWN_MAGICAL, val); return 0; } static int Object_SetReflectSpells(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_REFL_SPELL, val); return 0; } static int Object_SetReflectMissiles(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_REFL_MISSILE, val); return 0; } static int Object_SetUnique(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_UNIQUE, val); return 0; } static int Object_SetRunAway(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_RUN_AWAY, val); return 0; } static int Object_SetScared(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_SCARED, val); return 0; } static int Object_SetUndead(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_UNDEAD, val); return 0; } static int Object_SetBlocksView(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_BLOCKSVIEW, val); return 0; } static int Object_SetHitBack(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_HITBACK, val); return 0; } static int Object_SetStandStill(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_STAND_STILL, val); return 0; } static int Object_SetOnlyAttack(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_ONLY_ATTACK, val); return 0; } static int Object_SetMakeInvisible(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_MAKE_INVIS, val); return 0; } static int Object_SetValue(Crossfire_Object *whoptr, PyObject *value, void *closure) { long val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "l", &val)) return -1; cf_object_set_long_property(whoptr->obj, CFAPI_OBJECT_PROP_VALUE, val); return 0; } static int Object_SetNoSave(Crossfire_Object *whoptr, PyObject *value, void *closure) { long val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_NO_SAVE, val); return 0; } static int Object_SetOwner(Crossfire_Object *whoptr, PyObject *value, void *closure) { Crossfire_Object *ob; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "O!", &Crossfire_ObjectType, &ob)) return -1; cf_object_set_object_property(whoptr->obj, CFAPI_OBJECT_PROP_OWNER, ob->obj); return 0; } static int Object_SetEnemy(Crossfire_Object *whoptr, PyObject *value, void *closure) { Crossfire_Object *ob; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "O!", &Crossfire_ObjectType, &ob)) return -1; cf_object_set_object_property(whoptr->obj, CFAPI_OBJECT_PROP_ENEMY, ob->obj); return 0; } static int Object_SetGodGiven(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_STARTEQUIP, val); return 0; } static int Object_SetNoDamage(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_NO_DAMAGE, val); return 0; } static int Object_SetRandomMovement(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_RANDOM_MOVE, val); return 0; } static int Object_SetIsPet(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_FRIENDLY, val); return 0; } static int Object_SetAttackMovement(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_ATTACK_MOVEMENT, val); return 0; } static int Object_SetExp(Crossfire_Object *whoptr, PyObject *value, void *closure) { int64_t val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "L", &val)) return -1; cf_object_set_int64_property(whoptr->obj, CFAPI_OBJECT_PROP_EXP, val); return 0; } static int Object_SetDuration(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_DURATION, val); return 0; } static int Object_SetGlowRadius(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_GLOW_RADIUS, val); return 0; } static int Object_SetAnimated(Crossfire_Object *whoptr, PyObject *value, void *closure) { int val; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &val)) return -1; cf_object_set_flag(whoptr->obj, FLAG_ANIMATE, val); return 0; } static int Object_SetMoveType(Crossfire_Object *whoptr, PyObject *value, void *closure) { MoveType move; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "B", &move)) return -1; cf_object_set_movetype_property(whoptr->obj, CFAPI_OBJECT_PROP_MOVE_TYPE, (MoveType)(move & MOVE_ALL)); return 0; } static int Object_SetMoveBlock(Crossfire_Object *whoptr, PyObject *value, void *closure) { MoveType move; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "B", &move)) return -1; cf_object_set_movetype_property(whoptr->obj, CFAPI_OBJECT_PROP_MOVE_BLOCK, move); return 0; } static int Object_SetMoveAllow(Crossfire_Object *whoptr, PyObject *value, void *closure) { MoveType move; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "B", &move)) return -1; cf_object_set_movetype_property(whoptr->obj, CFAPI_OBJECT_PROP_MOVE_ALLOW, move); return 0; } static int Object_SetMoveOn(Crossfire_Object *whoptr, PyObject *value, void *closure) { MoveType move; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "B", &move)) return -1; cf_object_set_movetype_property(whoptr->obj, CFAPI_OBJECT_PROP_MOVE_ON, move); return 0; } static int Object_SetMoveOff(Crossfire_Object *whoptr, PyObject *value, void *closure) { MoveType move; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "B", &move)) return -1; cf_object_set_movetype_property(whoptr->obj, CFAPI_OBJECT_PROP_MOVE_OFF, move); return 0; } static int Object_SetMoveSlow(Crossfire_Object *whoptr, PyObject *value, void *closure) { MoveType move; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "B", &move)) return -1; cf_object_set_movetype_property(whoptr->obj, CFAPI_OBJECT_PROP_MOVE_SLOW, move); return 0; } static int Object_SetItemPower(Crossfire_Object *whoptr, PyObject *value, void *closure) { int item_power; EXISTCHECK_INT(whoptr); if (!PyArg_Parse(value, "i", &item_power)) return -1; cf_object_set_int_property(whoptr->obj, CFAPI_OBJECT_PROP_ITEM_POWER, item_power); return 0; } /* Methods. */ static PyObject *Crossfire_Object_Remove(Crossfire_Object *who, PyObject *args) { EXISTCHECK(who); if ((current_context->who != NULL) && (((Crossfire_Object *)current_context->who)->obj == who->obj)) current_context->who = NULL; if (!cf_object_get_flag(who->obj, FLAG_REMOVED)) { cf_object_remove(who->obj); } cf_object_free_drop_inventory(who->obj); Py_INCREF(Py_None); return Py_None; } static PyObject *Crossfire_Object_Apply(Crossfire_Object *who, PyObject *args) { Crossfire_Object *whoptr; int flags; if (!PyArg_ParseTuple(args, "O!i", &Crossfire_ObjectType, &whoptr, &flags)) return NULL; EXISTCHECK(who); EXISTCHECK(whoptr); return Py_BuildValue("i", cf_object_apply(whoptr->obj, who->obj, flags)); } static PyObject *Crossfire_Object_Drop(Crossfire_Object *who, PyObject *args) { /* Note that this function uses the METH_O calling convention. */ Crossfire_Object *whoptr = (Crossfire_Object*)args; EXISTCHECK(who); TYPEEXISTCHECK(whoptr); cf_object_drop(whoptr->obj, who->obj); Py_INCREF(Py_None); return Py_None; } static PyObject *Crossfire_Object_Clone(Crossfire_Object *who, PyObject *args) { int clone_type; object *clone; if (!PyArg_ParseTuple(args, "i", &clone_type)) return NULL; if (clone_type != 0 && clone_type != 1) { PyErr_SetString(PyExc_ValueError, "Clone type must be 0 (object_create_clone) or 1 (object_copy)."); return NULL; } clone = cf_object_clone(who->obj, clone_type); if (clone == NULL) { PyErr_SetString(PyExc_RuntimeError, "Clone failed."); return NULL; } return Crossfire_Object_wrap(clone); } static PyObject *Crossfire_Object_Split(Crossfire_Object *who, PyObject *args) { int count; char err[255]; object *split; err[0] = '\0'; /* Just in case. */ if (!PyArg_ParseTuple(args, "i", &count)) return NULL; split = cf_object_split(who->obj, count, err, 255); if (split == NULL) { PyErr_SetString(PyExc_ValueError, err); return NULL; } return Crossfire_Object_wrap(split); } static PyObject *Crossfire_Object_Fix(Crossfire_Object *who, PyObject *args) { cf_fix_object(who->obj); Py_INCREF(Py_None); return Py_None; } static PyObject *Crossfire_Object_Take(Crossfire_Object *who, PyObject *args) { /* Note that this function uses the METH_O calling convention. */ Crossfire_Object *whoptr = (Crossfire_Object*)args; EXISTCHECK(who); TYPEEXISTCHECK(whoptr); cf_object_pickup(who->obj, whoptr->obj); Py_INCREF(Py_None); return Py_None; } static PyObject *Crossfire_Object_Teleport(Crossfire_Object *who, PyObject *args) { Crossfire_Map *where; int x, y; int val; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "O!ii", &Crossfire_MapType, &where, &x, &y)) return NULL; val = cf_object_teleport(who->obj, where->map, x, y); return Py_BuildValue("i", val); } static PyObject *Crossfire_Object_ActivateRune(Crossfire_Object *who, PyObject *args) { /* Note that this function uses the METH_O calling convention. */ object *trap; object *victim; Crossfire_Object *pcause = (Crossfire_Object*)args; EXISTCHECK(who); TYPEEXISTCHECK(pcause); trap = who->obj; victim = pcause->obj; cf_spring_trap(trap, victim); Py_INCREF(Py_None); return Py_None; } static PyObject *Crossfire_Object_CheckTrigger(Crossfire_Object *who, PyObject *args) { /* Note that this function uses the METH_O calling convention. */ object *trigger; object *cause; int result; Crossfire_Object *pcause = (Crossfire_Object*)args; EXISTCHECK(who); TYPEEXISTCHECK(pcause); trigger = who->obj; cause = pcause->obj; result = cf_object_check_trigger(trigger, cause); return Py_BuildValue("i", result); } static PyObject *Crossfire_Object_Say(Crossfire_Object *who, PyObject *args) { char *message, buf[2048]; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "s", &message)) return NULL; /* compatibility */ if (current_context->talk == NULL) { cf_object_say(who->obj, message); Py_INCREF(Py_None); return Py_None; } if (current_context->talk->npc_msg_count == MAX_NPC) { PyErr_SetString(PyExc_ValueError, "too many NPCs"); return NULL; } if (strlen(message) >= sizeof(buf) - 1) cf_log(llevError, "warning, too long message in npcSay, will be truncated"); /** @todo fix by wrapping monster_format_say() (or the whole talk structure methods) */ snprintf(buf, sizeof(buf), "%s says: %s", who->obj->name, message); current_context->talk->npc_msgs[current_context->talk->npc_msg_count] = cf_add_string(buf); current_context->talk->npc_msg_count++; Py_INCREF(Py_None); return Py_None; } static PyObject *Crossfire_Object_Reposition(Crossfire_Object *who, PyObject *args) { int x, y; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "ii", &x, &y)) return NULL; cf_object_transfer(who->obj, x, y, 0, NULL); Py_INCREF(Py_None); return Py_None; } static PyObject *Crossfire_Object_QueryName(Crossfire_Object *who, PyObject *args) { char name[200]; EXISTCHECK(who); return Py_BuildValue("s", cf_query_name(who->obj, name, sizeof(name))); } static PyObject *Crossfire_Object_GetResist(Crossfire_Object *who, PyObject *args) { int resist; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "i", &resist)) return NULL; if ((resist < 0) || (resist >= NROFATTACKS)) { return Py_BuildValue("l", 0); } return Py_BuildValue("i", cf_object_get_resistance(who->obj, resist)); } static PyObject *Crossfire_Object_SetResist(Crossfire_Object *who, PyObject *args) { int resist, value; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "ii", &resist, &value)) return NULL; if ((resist >= 0) && (resist < NROFATTACKS)) cf_object_set_resistance(who->obj, resist, value); Py_INCREF(Py_None); return Py_None; } static PyObject *Crossfire_Object_Cast(Crossfire_Object *who, PyObject *args) { int dir; char *op; Crossfire_Object *pspell; if (!PyArg_ParseTuple(args, "O!is", &Crossfire_ObjectType, &pspell, &dir, &op)) return NULL; EXISTCHECK(who); EXISTCHECK(pspell); cf_object_cast_spell(who->obj, who->obj, dir, pspell->obj, op); Py_INCREF(Py_None); return Py_None; } static PyObject *Crossfire_Object_LearnSpell(Crossfire_Object *who, PyObject *args) { /* Note that this function uses the METH_O calling convention. */ Crossfire_Object *pspell = (Crossfire_Object*)args; EXISTCHECK(who); TYPEEXISTCHECK(pspell); cf_object_learn_spell(who->obj, pspell->obj, 0); Py_INCREF(Py_None); return Py_None; } static PyObject *Crossfire_Object_ForgetSpell(Crossfire_Object *who, PyObject *args) { /* Note that this function uses the METH_O calling convention. */ Crossfire_Object *pspell = (Crossfire_Object*)args; EXISTCHECK(who); TYPEEXISTCHECK(pspell); cf_object_forget_spell(who->obj, pspell->obj); Py_INCREF(Py_None); return Py_None; } static PyObject *Crossfire_Object_KnowSpell(Crossfire_Object *who, PyObject *args) { char *spellname; object *op; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "s", &spellname)) return NULL; op = cf_object_check_for_spell(who->obj, spellname); return Crossfire_Object_wrap(op); } static PyObject *Crossfire_Object_CastAbility(Crossfire_Object *who, PyObject *args) { Crossfire_Object *pspell; int dir; char *str; if (!PyArg_ParseTuple(args, "O!is", &Crossfire_ObjectType, &pspell, &dir, &str)) return NULL; EXISTCHECK(who); EXISTCHECK(pspell); cf_log_plain(llevError, "CastAbility is deprecated and will be removed, use 'Cast'.\n"); cf_object_cast_spell(who->obj, who->obj, dir, pspell->obj, str); Py_INCREF(Py_None); return Py_None; } static PyObject *Crossfire_Object_PayAmount(Crossfire_Object *who, PyObject *args) { uint64_t to_pay; int val; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "L", &to_pay)) return NULL; val = cf_object_pay_amount(who->obj, to_pay); return Py_BuildValue("i", val); } static PyObject *Crossfire_Object_Pay(Crossfire_Object *who, PyObject *args) { /* Note that this function uses the METH_O calling convention. */ Crossfire_Object *op = (Crossfire_Object*)args; int val; EXISTCHECK(who); TYPEEXISTCHECK(op); val = cf_object_pay_item(who->obj, op->obj); return Py_BuildValue("i", val); } static PyObject *Crossfire_Object_ReadKey(Crossfire_Object *who, PyObject *args) { const char *val; char *keyname; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "s", &keyname)) return NULL; val = cf_object_get_key(who->obj, keyname); return Py_BuildValue("s", val ? val : ""); } static PyObject *Crossfire_Object_WriteKey(Crossfire_Object *who, PyObject *args) { char *keyname; char *value; int add_key = 0; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "ss|i", &keyname, &value, &add_key)) return NULL; return Py_BuildValue("i", cf_object_set_key(who->obj, keyname, value, add_key)); } static PyObject *Crossfire_Object_CreateTimer(Crossfire_Object *who, PyObject *args) { int mode; long delay; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "li", &delay, &mode)) return NULL; return Py_BuildValue("i", cf_timer_create(who->obj, delay, mode)); } static PyObject *Crossfire_Object_CheckInventory(Crossfire_Object *who, PyObject *args) { char *whatstr; object *foundob; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "s", &whatstr)) return NULL; foundob = cf_object_present_archname_inside(who->obj, whatstr); return Crossfire_Object_wrap(foundob); /* FOR_INV_PREPARE(WHO, tmp) { if (!strncmp(PyQueryName(tmp), whatstr, strlen(whatstr))) { return Py_BuildValue("l", (long)(tmp)); } if (!strncmp(tmp->name, whatstr, strlen(whatstr))) { return Py_BuildValue("l", (long)(tmp)); } } FOR_INV_FINISH(); return Py_BuildValue("l", (long)0);*/ } static PyObject *Crossfire_Object_CheckArchInventory(Crossfire_Object *who, PyObject *args) { char *whatstr; object *tmp; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "s", &whatstr)) return NULL; tmp = cf_object_find_by_arch_name(who->obj, whatstr); return Crossfire_Object_wrap(tmp); } static PyObject *Crossfire_Object_GetOutOfMap(Crossfire_Object *who, PyObject *args) { int x, y; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "ii", &x, &y)) return NULL; return Py_BuildValue("i", cf_object_out_of_map(who->obj, x, y)); } static PyObject *Crossfire_Object_CreateInside(Crossfire_Object *who, PyObject *args) { char *txt; object *myob; EXISTCHECK(who); if (!PyArg_ParseTuple(args, "s", &txt)) return NULL; myob = cf_create_object_by_name(txt); if (myob) myob = cf_object_insert_object(myob, who->obj); return Crossfire_Object_wrap(myob); } static PyObject *Crossfire_Object_InsertInto(Crossfire_Object *who, PyObject *args) { /* Note that this function uses the METH_O calling convention. */ Crossfire_Object *op = (Crossfire_Object*)args; object *myob; EXISTCHECK(who); TYPEEXISTCHECK(op); /* we can only insert removed object, so first remove it * from it's current container */ if (!cf_object_get_flag(who->obj, FLAG_REMOVED)) { cf_object_remove(who->obj); } myob = cf_object_insert_in_ob(who->obj, op->obj); return Crossfire_Object_wrap(myob); } static PyObject *Crossfire_Object_ChangeAbil(Crossfire_Object *who, PyObject *args) { /* Note that this function uses the METH_O calling convention. */ Crossfire_Object *op = (Crossfire_Object*)args; EXISTCHECK(who); TYPEEXISTCHECK(op); return Py_BuildValue("i", cf_object_change_abil(who->obj, op->obj)); } static PyObject *Crossfire_Object_AddExp(Crossfire_Object *who, PyObject *args) { int64_t exp; const char *skill = NULL; int arg = 0; if (!PyArg_ParseTuple(args, "L|si", &exp, &skill, &arg)) return NULL; EXISTCHECK(who); cf_object_change_exp(who->obj, exp, skill, arg); Py_INCREF(Py_None); return Py_None; } static PyObject *Crossfire_Object_PermExp(Crossfire_Object *who, PyObject *args) { EXISTCHECK(who); return Py_BuildValue("l", cf_object_perm_exp(who->obj)); } static PyObject *Crossfire_Object_Move(Crossfire_Object *who, PyObject *args) { int dir; if (!PyArg_ParseTuple(args, "i", &dir)) return NULL; EXISTCHECK(who); return Py_BuildValue("i", cf_object_move(who->obj, dir, who->obj)); } static PyObject *Crossfire_Object_MoveTo(Crossfire_Object *who, PyObject *args) { int x,y; if (!PyArg_ParseTuple(args, "ii", &x, &y)) return NULL; EXISTCHECK(who); return Py_BuildValue("i", cf_object_move_to(who->obj, x, y)); } static PyObject *Crossfire_Object_Event(Crossfire_Object *who, PyObject *args) { int fix; const char *message = NULL; object *op1 = NULL; object *op2 = NULL; object *op3 = NULL; Crossfire_Object *activator = NULL; Crossfire_Object *third = NULL; if (!PyArg_ParseTuple(args, "O!O!si", &Crossfire_ObjectType, &activator, &Crossfire_ObjectType, &third, &message, &fix)) return NULL; EXISTCHECK(who); EXISTCHECK(activator); EXISTCHECK(third); op1 = who->obj; op2 = activator->obj; op3 = third->obj; return Py_BuildValue("i", cf_object_user_event(op1, op2, op3, message, fix)); } static PyObject *Crossfire_Object_RemoveDepletion(Crossfire_Object *who, PyObject *args) { int level; if (!PyArg_ParseTuple(args, "i", &level)) return NULL; EXISTCHECK(who); return Py_BuildValue("i", cf_object_remove_depletion(who->obj, level)); } static PyObject *Crossfire_Object_Arrest(Crossfire_Object *who, PyObject *args) { EXISTCHECK(who); return Py_BuildValue("i", cf_player_arrest(who->obj)); } static int Crossfire_Object_InternalCompare(Crossfire_Object *left, Crossfire_Object *right) { EXISTCHECK_INT(left); EXISTCHECK_INT(right); return (left->obj < right->obj ? -1 : (left->obj == right->obj ? 0 : 1)); } static PyObject *Crossfire_Object_RichCompare(Crossfire_Object *left, Crossfire_Object *right, int op) { int result; if (!left || !right || !PyObject_TypeCheck((PyObject*)left, &Crossfire_ObjectType) || !PyObject_TypeCheck((PyObject*)right, &Crossfire_ObjectType)) { Py_INCREF(Py_NotImplemented); return Py_NotImplemented; } result = Crossfire_Object_InternalCompare(left, right); /* Handle removed objects. */ if (result == -1 && PyErr_Occurred()) return NULL; /* Based on how Python 3.0 (GPL compatible) implements it for internal types: */ switch (op) { case Py_EQ: result = (result == 0); break; case Py_NE: result = (result != 0); break; case Py_LE: result = (result <= 0); break; case Py_GE: result = (result >= 0); break; case Py_LT: result = (result == -1); break; case Py_GT: result = (result == 1); break; } return PyBool_FromLong(result); } /* Legacy code: convert to long so that non-object functions work correctly */ static PyObject *Crossfire_Object_Long(PyObject *obj) { return Py_BuildValue("l", ((Crossfire_Object *)obj)->obj); } #ifndef IS_PY3K static PyObject *Crossfire_Object_Int(PyObject *obj) { return Py_BuildValue("i", ((Crossfire_Object *)obj)->obj); } #endif /* Python binding */ static PyGetSetDef Object_getseters[] = { { "Name", (getter)Object_GetName, (setter)Object_SetName, NULL, NULL }, { "NamePl", (getter)Object_GetNamePl, (setter)Object_SetNamePl, NULL, NULL }, { "Title", (getter)Object_GetTitle, (setter)Object_SetTitle, NULL, NULL }, { "Race", (getter)Object_GetRace, (setter)Object_SetRace, NULL, NULL }, { "Skill", (getter)Object_GetSkill, (setter)Object_SetSkill, NULL, NULL }, { "Map", (getter)Object_GetMap, (setter)Object_SetMap, NULL, NULL }, { "Cha", (getter)Object_GetCha, (setter)Object_SetCha, NULL, NULL }, { "Con", (getter)Object_GetCon, (setter)Object_SetCon, NULL, NULL }, { "Dex", (getter)Object_GetDex, (setter)Object_SetDex, NULL, NULL }, { "Int", (getter)Object_GetInt, (setter)Object_SetInt, NULL, NULL }, { "Pow", (getter)Object_GetPow, (setter)Object_SetPow, NULL, NULL }, { "Str", (getter)Object_GetStr, (setter)Object_SetStr, NULL, NULL }, { "Wis", (getter)Object_GetWis, (setter)Object_SetWis, NULL, NULL }, { "HP", (getter)Object_GetHP, (setter)Object_SetHP, NULL, NULL }, { "MaxHP", (getter)Object_GetMaxHP, (setter)Object_SetMaxHP, NULL, NULL }, { "SP", (getter)Object_GetSP, (setter)Object_SetSP, NULL, NULL }, { "MaxSP", (getter)Object_GetMaxSP, (setter)Object_SetMaxSP, NULL, NULL }, { "Grace", (getter)Object_GetGrace, (setter)Object_SetGrace, NULL, NULL }, { "MaxGrace", (getter)Object_GetMaxGrace, (setter)Object_SetMaxGrace, NULL, NULL }, { "Food", (getter)Object_GetFood, (setter)Object_SetFood, NULL, NULL }, { "AC", (getter)Object_GetAC, (setter)Object_SetAC, NULL, NULL }, { "WC", (getter)Object_GetWC, (setter)Object_SetWC, NULL, NULL }, { "Dam", (getter)Object_GetDam, (setter)Object_SetDam, NULL, NULL }, { "Luck", (getter)Object_GetLuck, NULL, NULL, NULL }, { "Exp", (getter)Object_GetExp, (setter)Object_SetExp, NULL, NULL }, { "ExpMul", (getter)Object_GetExpMul, NULL, NULL, NULL }, { "TotalExp", (getter)Object_GetTotalExp, NULL, NULL, NULL }, { "Message", (getter)Object_GetMessage, (setter)Object_SetMessage, NULL, NULL }, { "Slaying", (getter)Object_GetSlaying, (setter)Object_SetSlaying, NULL, NULL }, { "Cursed", (getter)Object_GetCursed, (setter)Object_SetCursed, NULL, NULL }, { "Damned", (getter)Object_GetDamned, (setter)Object_SetDamned, NULL, NULL }, { "Weight", (getter)Object_GetWeight, (setter)Object_SetWeight, NULL, NULL }, { "WeightLimit", (getter)Object_GetWeightLimit, (setter)Object_SetWeightLimit, NULL, NULL }, { "Above", (getter)Object_GetAbove, NULL, NULL, NULL }, { "Below", (getter)Object_GetBelow, NULL, NULL, NULL }, { "Inventory", (getter)Object_GetInventory, NULL, NULL, NULL }, { "X", (getter)Object_GetX, NULL, NULL, NULL }, { "Y", (getter)Object_GetY, NULL, NULL, NULL }, { "Direction", (getter)Object_GetDirection, (setter)Object_SetDirection, NULL, NULL }, { "Facing", (getter)Object_GetFacing, (setter)Object_SetFacing, NULL, NULL }, { "Unaggressive", (getter)Object_GetUnaggressive, (setter)Object_SetUnaggressive, NULL, NULL }, { "God", (getter)Object_GetGod, (setter)Object_SetGod, NULL, NULL }, { "Pickable", (getter)Object_GetPickable, (setter)Object_SetPickable, NULL, NULL }, { "Quantity", (getter)Object_GetQuantity, (setter)Object_SetQuantity, NULL, NULL }, { "Invisible", (getter)Object_GetInvisible, (setter)Object_SetInvisible, NULL, NULL }, { "Speed", (getter)Object_GetSpeed, (setter)Object_SetSpeed, NULL, NULL }, { "SpeedLeft", (getter)Object_GetSpeedLeft, (setter)Object_SetSpeedLeft, NULL, NULL }, { "LastSP", (getter)Object_GetLastSP, (setter)Object_SetLastSP, NULL, NULL }, { "LastGrace", (getter)Object_GetLastGrace, (setter)Object_SetLastGrace, NULL, NULL }, { "LastEat", (getter)Object_GetLastEat, (setter)Object_SetLastEat, NULL, NULL }, { "Level", (getter)Object_GetLevel, (setter)Object_SetLevel, NULL, NULL }, { "Face", (getter)Object_GetFace, (setter)Object_SetFace, NULL, NULL }, { "Anim", (getter)Object_GetAnim, (setter)Object_SetAnim, NULL, NULL }, { "AnimSpeed", (getter)Object_GetAnimSpeed, (setter)Object_SetAnimSpeed, NULL, NULL }, { "AttackType", (getter)Object_GetAttackType, (setter)Object_SetAttackType, NULL, NULL }, { "BeenApplied", (getter)Object_GetBeenApplied, NULL, NULL, NULL }, { "Identified", (getter)Object_GetIdentified, (setter)Object_SetIdentified, NULL, NULL }, { "Alive", (getter)Object_GetAlive, (setter)Object_SetAlive, NULL, NULL }, { "DungeonMaster", (getter)Object_GetDM, NULL, NULL, NULL }, { "WasDungeonMaster", (getter)Object_GetWasDM, NULL, NULL, NULL }, { "Applied", (getter)Object_GetApplied, (setter)Object_SetApplied, NULL, NULL }, { "Unpaid", (getter)Object_GetUnpaid, (setter)Object_SetUnpaid, NULL, NULL }, { "Monster", (getter)Object_GetMonster, NULL, NULL, NULL }, { "Friendly", (getter)Object_GetFriendly, (setter)Object_SetFriendly, NULL, NULL }, { "Generator", (getter)Object_GetGenerator, NULL, NULL, NULL }, { "Thrown", (getter)Object_GetThrown, NULL, NULL, NULL }, { "CanSeeInvisible", (getter)Object_GetCanSeeInvisible, (setter)Object_SetCanSeeInvisible, NULL, NULL }, { "Rollable", (getter)Object_GetRollable, (setter)Object_SetRollable, NULL, NULL }, { "Turnable", (getter)Object_GetTurnable, (setter)Object_SetTurnable, NULL, NULL }, { "UsedUp", (getter)Object_GetUsedUp, (setter)Object_SetUsedUp, NULL, NULL }, { "Splitting", (getter)Object_GetSplitting, NULL, NULL, NULL }, { "Blind", (getter)Object_GetBlind, (setter)Object_SetBlind, NULL, NULL }, { "CanUseSkill", (getter)Object_GetCanUseSkill, NULL, NULL, NULL }, { "KnownCursed", (getter)Object_GetKnownCursed, (setter)Object_SetKnownCursed, NULL, NULL }, { "Stealthy", (getter)Object_GetStealthy, (setter)Object_SetStealthy, NULL, NULL }, { "Confused", (getter)Object_GetConfused, (setter)Object_SetConfused, NULL, NULL }, { "Sleeping", (getter)Object_GetSleeping, (setter)Object_SetSleeping, NULL, NULL }, { "Lifesaver", (getter)Object_GetLifesaver, (setter)Object_SetLifesaver, NULL, NULL }, { "Floor", (getter)Object_GetFloor, NULL, NULL, NULL }, { "HasXRays", (getter)Object_GetHasXRays, (setter)Object_SetHasXRays, NULL, NULL }, { "CanUseRing", (getter)Object_GetCanUseRing, NULL, NULL, NULL }, { "CanUseBow", (getter)Object_GetCanUseBow, NULL, NULL, NULL }, { "CanUseWand", (getter)Object_GetCanUseWand, NULL, NULL, NULL }, { "CanSeeInDark", (getter)Object_GetCanSeeInDark, (setter)Object_SetCanSeeInDark, NULL, NULL }, { "KnownMagical", (getter)Object_GetKnownMagical, (setter)Object_SetKnownMagical, NULL, NULL }, { "CanUseWeapon", (getter)Object_GetCanUseWeapon, NULL, NULL, NULL }, { "CanUseArmour", (getter)Object_GetCanUseArmour, NULL, NULL, NULL }, { "CanUseScroll", (getter)Object_GetCanUseScroll, NULL, NULL, NULL }, { "CanCastSpell", (getter)Object_GetCanCastSpell, NULL, NULL, NULL }, { "ReflectSpells", (getter)Object_GetReflectSpells, (setter)Object_SetReflectSpells, NULL, NULL }, { "ReflectMissiles", (getter)Object_GetReflectMissiles, (setter)Object_SetReflectMissiles, NULL, NULL }, { "Unique", (getter)Object_GetUnique, (setter)Object_SetUnique, NULL, NULL }, { "RunAway", (getter)Object_GetRunAway, (setter)Object_SetRunAway, NULL, NULL }, { "Scared", (getter)Object_GetScared, (setter)Object_SetScared, NULL, NULL }, { "Undead", (getter)Object_GetUndead, (setter)Object_SetUndead, NULL, NULL }, { "BlocksView", (getter)Object_GetBlocksView, (setter)Object_SetBlocksView, NULL, NULL }, { "HitBack", (getter)Object_GetHitBack, (setter)Object_SetHitBack, NULL, NULL }, { "StandStill", (getter)Object_GetStandStill, (setter)Object_SetStandStill, NULL, NULL }, { "OnlyAttack", (getter)Object_GetOnlyAttack, (setter)Object_SetOnlyAttack, NULL, NULL }, { "MakeInvisible", (getter)Object_GetMakeInvisible, (setter)Object_SetMakeInvisible, NULL, NULL }, { "Money", (getter)Object_GetMoney, NULL, NULL, NULL }, { "Type", (getter)Object_GetType, NULL, NULL, NULL }, { "Subtype", (getter)Object_GetSubtype, NULL, NULL, NULL }, { "Value", (getter)Object_GetValue, (setter)Object_SetValue, NULL, NULL }, { "ArchName", (getter)Object_GetArchName, NULL, NULL, NULL }, { "Archetype", (getter)Object_GetArchetype, NULL, NULL, NULL }, { "OtherArchetype", (getter)Object_GetOtherArchetype,NULL, NULL, NULL }, { "Exists", (getter)Object_GetExists, NULL, NULL, NULL }, { "NoSave", (getter)Object_GetNoSave, (setter)Object_SetNoSave, NULL, NULL }, { "Env", (getter)Object_GetEnv, NULL, NULL, NULL }, { "MoveType", (getter)Object_GetMoveType, (setter)Object_SetMoveType, NULL, NULL }, { "MoveBlock", (getter)Object_GetMoveBlock, (setter)Object_SetMoveBlock, NULL, NULL }, { "MoveAllow", (getter)Object_GetMoveAllow, (setter)Object_SetMoveAllow, NULL, NULL }, { "MoveOn", (getter)Object_GetMoveOn, (setter)Object_SetMoveOn, NULL, NULL }, { "MoveOff", (getter)Object_GetMoveOff, (setter)Object_SetMoveOff, NULL, NULL }, { "MoveSlow", (getter)Object_GetMoveSlow, (setter)Object_SetMoveSlow, NULL, NULL }, { "MoveSlowPenalty", (getter)Object_GetMoveSlowPenalty, NULL, NULL, NULL }, { "Owner", (getter)Object_GetOwner, (setter)Object_SetOwner, NULL, NULL }, { "Enemy", (getter)Object_GetEnemy, (setter)Object_SetEnemy, NULL, NULL }, { "Count", (getter)Object_GetCount, NULL, NULL, NULL }, { "GodGiven", (getter)Object_GetGodGiven, (setter)Object_SetGodGiven, NULL, NULL }, { "IsPet", (getter)Object_GetIsPet, (setter)Object_SetIsPet, NULL, NULL }, { "AttackMovement", (getter)Object_GetAttackMovement, (setter)Object_SetAttackMovement, NULL, NULL }, { "Duration", (getter)Object_GetDuration, (setter)Object_SetDuration, NULL, NULL }, { "GlowRadius", (getter)Object_GetGlowRadius, (setter)Object_SetGlowRadius, NULL, NULL }, { "Animated", (getter)Object_GetAnimated, (setter)Object_SetAnimated, NULL, NULL }, { "NoDamage", (getter)Object_GetNoDamage, (setter)Object_SetNoDamage, NULL, NULL }, { "RandomMovement", (getter)Object_GetRandomMovement, (setter)Object_SetRandomMovement, NULL, NULL }, { "Material", (getter)Object_GetMaterial, NULL, NULL, NULL }, { "Container", (getter)Object_GetContainer, NULL, NULL, NULL }, { "ItemPower", (getter)Object_GetItemPower, (setter)Object_SetItemPower, NULL, NULL }, { NULL, NULL, NULL, NULL, NULL } }; static PyMethodDef ObjectMethods[] = { { "Remove", (PyCFunction)Crossfire_Object_Remove, METH_NOARGS, NULL }, { "Apply", (PyCFunction)Crossfire_Object_Apply, METH_VARARGS, NULL }, { "Drop", (PyCFunction)Crossfire_Object_Drop, METH_O, NULL }, { "Clone", (PyCFunction)Crossfire_Object_Clone, METH_VARARGS, NULL }, { "Split", (PyCFunction)Crossfire_Object_Split, METH_VARARGS, NULL }, { "Fix", (PyCFunction)Crossfire_Object_Fix, METH_NOARGS, NULL }, { "Say", (PyCFunction)Crossfire_Object_Say, METH_VARARGS, NULL }, { "Speak", (PyCFunction)Crossfire_Object_Say, METH_VARARGS, NULL }, { "Take", (PyCFunction)Crossfire_Object_Take, METH_O, NULL }, { "Teleport", (PyCFunction)Crossfire_Object_Teleport, METH_VARARGS, NULL }, { "Reposition", (PyCFunction)Crossfire_Object_Reposition, METH_VARARGS, NULL }, { "QueryName", (PyCFunction)Crossfire_Object_QueryName, METH_NOARGS, NULL }, { "GetResist", (PyCFunction)Crossfire_Object_GetResist, METH_VARARGS, NULL }, { "SetResist", (PyCFunction)Crossfire_Object_SetResist, METH_VARARGS, NULL }, { "ActivateRune", (PyCFunction)Crossfire_Object_ActivateRune, METH_O, NULL }, { "CheckTrigger", (PyCFunction)Crossfire_Object_CheckTrigger, METH_O, NULL }, { "Cast", (PyCFunction)Crossfire_Object_Cast, METH_VARARGS, NULL }, { "LearnSpell", (PyCFunction)Crossfire_Object_LearnSpell, METH_O, NULL }, { "ForgetSpell", (PyCFunction)Crossfire_Object_ForgetSpell, METH_O, NULL }, { "KnowSpell", (PyCFunction)Crossfire_Object_KnowSpell, METH_VARARGS, NULL }, { "CastAbility", (PyCFunction)Crossfire_Object_CastAbility, METH_VARARGS, NULL }, { "PayAmount", (PyCFunction)Crossfire_Object_PayAmount, METH_VARARGS, NULL }, { "Pay", (PyCFunction)Crossfire_Object_Pay, METH_O, NULL }, { "CheckInventory", (PyCFunction)Crossfire_Object_CheckInventory, METH_VARARGS, NULL }, { "CheckArchInventory", (PyCFunction)Crossfire_Object_CheckArchInventory, METH_VARARGS, NULL }, { "OutOfMap", (PyCFunction)Crossfire_Object_GetOutOfMap, METH_VARARGS, NULL }, { "CreateObject", (PyCFunction)Crossfire_Object_CreateInside, METH_VARARGS, NULL }, { "InsertInto", (PyCFunction)Crossfire_Object_InsertInto, METH_O, NULL }, { "ReadKey", (PyCFunction)Crossfire_Object_ReadKey, METH_VARARGS, NULL }, { "WriteKey", (PyCFunction)Crossfire_Object_WriteKey, METH_VARARGS, NULL }, { "CreateTimer", (PyCFunction)Crossfire_Object_CreateTimer, METH_VARARGS, NULL }, { "AddExp", (PyCFunction)Crossfire_Object_AddExp, METH_VARARGS, NULL }, { "Move", (PyCFunction)Crossfire_Object_Move, METH_VARARGS, NULL }, { "MoveTo", (PyCFunction)Crossfire_Object_MoveTo, METH_VARARGS, NULL }, { "ChangeAbil", (PyCFunction)Crossfire_Object_ChangeAbil, METH_O, NULL }, { "Event", (PyCFunction)Crossfire_Object_Event, METH_VARARGS, NULL }, { "RemoveDepletion",(PyCFunction)Crossfire_Object_RemoveDepletion, METH_VARARGS, NULL }, { "Arrest", (PyCFunction)Crossfire_Object_Arrest, METH_VARARGS, NULL }, { "PermExp", (PyCFunction)Crossfire_Object_PermExp, METH_NOARGS, NULL }, { NULL, NULL, 0, NULL } }; static PyNumberMethods ObjectConvert = { NULL, /* binaryfunc nb_add; */ /* __add__ */ NULL, /* binaryfunc nb_subtract; */ /* __sub__ */ NULL, /* binaryfunc nb_multiply; */ /* __mul__ */ #ifndef IS_PY3K NULL, /* binaryfunc nb_divide; */ /* __div__ */ #endif NULL, /* binaryfunc nb_remainder; */ /* __mod__ */ NULL, /* binaryfunc nb_divmod; */ /* __divmod__ */ NULL, /* ternaryfunc nb_power; */ /* __pow__ */ NULL, /* unaryfunc nb_negative; */ /* __neg__ */ NULL, /* unaryfunc nb_positive; */ /* __pos__ */ NULL, /* unaryfunc nb_absolute; */ /* __abs__ */ #ifdef IS_PY3K NULL, /* inquiry nb_bool; */ /* __bool__ */ #else NULL, /* inquiry nb_nonzero; */ /* __nonzero__ */ #endif NULL, /* unaryfunc nb_invert; */ /* __invert__ */ NULL, /* binaryfunc nb_lshift; */ /* __lshift__ */ NULL, /* binaryfunc nb_rshift; */ /* __rshift__ */ NULL, /* binaryfunc nb_and; */ /* __and__ */ NULL, /* binaryfunc nb_xor; */ /* __xor__ */ NULL, /* binaryfunc nb_or; */ /* __or__ */ #ifndef IS_PY3K NULL, /* coercion nb_coerce; */ /* __coerce__ */ #endif #ifdef IS_PY3K /* This is not a typo. For Py3k it should be Crossfire_Object_Long * and NOT Crossfire_Object_Int. */ Crossfire_Object_Long, /* unaryfunc nb_int; */ /* __int__ */ NULL, /* void *nb_reserved; */ #else Crossfire_Object_Int, /* unaryfunc nb_int; */ /* __int__ */ Crossfire_Object_Long, /* unaryfunc nb_long; */ /* __long__ */ #endif NULL, /* unaryfunc nb_float; */ /* __float__ */ #ifndef IS_PY3K NULL, /* unaryfunc nb_oct; */ /* __oct__ */ NULL, /* unaryfunc nb_hex; */ /* __hex__ */ #endif NULL, /* binaryfunc nb_inplace_add; */ NULL, /* binaryfunc nb_inplace_subtract; */ NULL, /* binaryfunc nb_inplace_multiply; */ #ifndef IS_PY3K NULL, /* binaryfunc nb_inplace_divide; */ #endif NULL, /* binaryfunc nb_inplace_remainder; */ NULL, /* ternaryfunc nb_inplace_power; */ NULL, /* binaryfunc nb_inplace_lshift; */ NULL, /* binaryfunc nb_inplace_rshift; */ NULL, /* binaryfunc nb_inplace_and; */ NULL, /* binaryfunc nb_inplace_xor; */ NULL, /* binaryfunc nb_inplace_or; */ NULL, /* binaryfunc nb_floor_divide; */ NULL, /* binaryfunc nb_true_divide; */ NULL, /* binaryfunc nb_inplace_floor_divide; */ NULL, /* binaryfunc nb_inplace_true_divide; */ #if defined(IS_PY25) || defined(IS_PY3K) NULL /* unaryfunc nb_index; */ #endif }; static PyObject *Crossfire_Object_new(PyTypeObject *type, PyObject *args, PyObject *kwds) { Crossfire_Object *self; self = (Crossfire_Object *)type->tp_alloc(type, 0); if (self) { self->obj = NULL; self->count = 0; } return (PyObject *)self; } static void Crossfire_Object_dealloc(PyObject *obj) { Crossfire_Object *self; self = (Crossfire_Object *)obj; if (self) { if (self->obj) { free_object_assoc(self->obj); } Py_TYPE(self)->tp_free(obj); } } static PyObject *Crossfire_Player_new(PyTypeObject *type, PyObject *args, PyObject *kwds) { Crossfire_Player *self; self = (Crossfire_Player *)type->tp_alloc(type, 0); if (self) { self->obj = NULL; self->count = 0; } return (PyObject *)self; } static void Crossfire_Player_dealloc(PyObject *obj) { Crossfire_Player *self; self = (Crossfire_Player *)obj; if (self) { if (self->obj) { free_object_assoc(self->obj); } Py_TYPE(self)->tp_free(obj); } } /* Our actual Python ObjectType */ PyTypeObject Crossfire_ObjectType = { #ifdef IS_PY3K /* See http://bugs.python.org/issue4385 */ PyVarObject_HEAD_INIT(NULL, 0) #else PyObject_HEAD_INIT(NULL) 0, /* ob_size*/ #endif "Crossfire.Object", /* tp_name*/ sizeof(Crossfire_Object), /* tp_basicsize*/ 0, /* tp_itemsize*/ Crossfire_Object_dealloc, /* tp_dealloc*/ NULL, /* tp_print*/ NULL, /* tp_getattr*/ NULL, /* tp_setattr*/ #ifdef IS_PY3K NULL, /* tp_reserved */ #else (cmpfunc)Crossfire_Object_InternalCompare, /* tp_compare*/ #endif NULL, /* tp_repr*/ &ObjectConvert, /* tp_as_number*/ NULL, /* tp_as_sequence*/ NULL, /* tp_as_mapping*/ PyObject_HashNotImplemented, /* tp_hash */ NULL, /* tp_call*/ NULL, /* tp_str*/ PyObject_GenericGetAttr, /* tp_getattro*/ PyObject_GenericSetAttr, /* tp_setattro*/ NULL, /* tp_as_buffer*/ Py_TPFLAGS_DEFAULT|Py_TPFLAGS_BASETYPE, /* tp_flags*/ "Crossfire objects", /* tp_doc */ NULL, /* tp_traverse */ NULL, /* tp_clear */ (richcmpfunc)Crossfire_Object_RichCompare, /* tp_richcompare */ 0, /* tp_weaklistoffset */ NULL, /* tp_iter */ NULL, /* tp_iternext */ ObjectMethods, /* tp_methods */ NULL, /* tp_members */ Object_getseters, /* tp_getset */ NULL, /* tp_base */ NULL, /* tp_dict */ NULL, /* tp_descr_get */ NULL, /* tp_descr_set */ 0, /* tp_dictoffset */ NULL, /* tp_init */ NULL, /* tp_alloc */ Crossfire_Object_new, /* tp_new */ NULL, /* tp_free */ NULL, /* tp_is_gc */ NULL, /* tp_bases */ NULL, /* tp_mro */ NULL, /* tp_cache */ NULL, /* tp_subclasses */ NULL, /* tp_weaklist */ NULL, /* tp_del */ }; static PyGetSetDef Player_getseters[] = { { "Title", (getter)Player_GetTitle, (setter)Player_SetTitle, NULL, NULL }, { "IP", (getter)Player_GetIP, NULL, NULL, NULL }, { "MarkedItem", (getter)Player_GetMarkedItem, (setter)Player_SetMarkedItem, NULL, NULL }, { "Party", (getter)Player_GetParty, (setter)Player_SetParty, NULL, NULL }, { "BedMap", (getter)Player_GetBedMap, (setter)Player_SetBedMap, NULL, NULL }, { "BedX", (getter)Player_GetBedX, (setter)Player_SetBedX, NULL, NULL }, { "BedY", (getter)Player_GetBedY, (setter)Player_SetBedY, NULL, NULL }, { NULL, NULL, NULL, NULL, NULL } }; static PyMethodDef PlayerMethods[] = { { "Message", (PyCFunction)Crossfire_Player_Message, METH_VARARGS, NULL }, { "Write", (PyCFunction)Crossfire_Player_Message, METH_VARARGS, NULL }, { "CanPay", (PyCFunction)Crossfire_Player_CanPay, METH_NOARGS, NULL }, { "QuestStart", (PyCFunction)Player_QuestStart, METH_VARARGS, NULL }, { "QuestGetState", (PyCFunction)Player_QuestGetState, METH_VARARGS, NULL }, { "QuestSetState", (PyCFunction)Player_QuestSetState, METH_VARARGS, NULL }, { "QuestWasCompleted", (PyCFunction)Player_QuestWasCompleted, METH_VARARGS, NULL }, { "KnowledgeKnown", (PyCFunction)Player_KnowledgeKnown, METH_VARARGS, NULL }, { "GiveKnowledge", (PyCFunction)Player_GiveKnowledge, METH_VARARGS, NULL }, { NULL, NULL, 0, NULL } }; /* Our actual Python ObjectPlayerType */ PyTypeObject Crossfire_PlayerType = { #ifdef IS_PY3K /* See http://bugs.python.org/issue4385 */ PyVarObject_HEAD_INIT(NULL, 0) #else PyObject_HEAD_INIT(NULL) 0, /* ob_size*/ #endif "Crossfire.Player", /* tp_name*/ sizeof(Crossfire_Player), /* tp_basicsize*/ 0, /* tp_itemsize*/ Crossfire_Player_dealloc, /* tp_dealloc*/ NULL, /* tp_print*/ NULL, /* tp_getattr*/ NULL, /* tp_setattr*/ NULL, /* tp_compare*/ NULL, /* tp_repr*/ NULL, /* tp_as_number*/ NULL, /* tp_as_sequence*/ NULL, /* tp_as_mapping*/ /* Should be NULL to inherit tp_richcompare and tp_compare from Crossfire_ObjectType. */ NULL, /* tp_hash */ NULL, /* tp_call*/ NULL, /* tp_str*/ PyObject_GenericGetAttr, /* tp_getattro*/ PyObject_GenericSetAttr, /* tp_setattro*/ NULL, /* tp_as_buffer*/ Py_TPFLAGS_DEFAULT, /* tp_flags*/ "Crossfire player", /* tp_doc */ NULL, /* tp_traverse */ NULL, /* tp_clear */ NULL, /* tp_richcompare */ 0, /* tp_weaklistoffset */ NULL, /* tp_iter */ NULL, /* tp_iternext */ PlayerMethods, /* tp_methods */ NULL, /* tp_members */ Player_getseters, /* tp_getset */ &Crossfire_ObjectType, /* tp_base */ NULL, /* tp_dict */ NULL, /* tp_descr_get */ NULL, /* tp_descr_set */ 0, /* tp_dictoffset */ NULL, /* tp_init */ NULL, /* tp_alloc */ Crossfire_Player_new, /* tp_new */ NULL, /* tp_free */ NULL, /* tp_is_gc */ NULL, /* tp_bases */ NULL, /* tp_mro */ NULL, /* tp_cache */ NULL, /* tp_subclasses */ NULL, /* tp_weaklist */ NULL, /* tp_del */ }; /** * Python initialized. **/ PyObject *Crossfire_Object_wrap(object *what) { Crossfire_Object *wrapper; Crossfire_Player *plwrap; PyObject *pyobj; /* return None if no object was to be wrapped */ if (what == NULL) { Py_INCREF(Py_None); return Py_None; } pyobj = find_assoc_pyobject(what); if ((!pyobj) || (object_was_destroyed(((Crossfire_Object *)pyobj)->obj, ((Crossfire_Object *)pyobj)->count))) { if (what->type == PLAYER) { plwrap = PyObject_NEW(Crossfire_Player, &Crossfire_PlayerType); if (plwrap != NULL) { plwrap->obj = what; plwrap->count = what->count; } pyobj = (PyObject *)plwrap; } else { wrapper = PyObject_NEW(Crossfire_Object, &Crossfire_ObjectType); if (wrapper != NULL) { wrapper->obj = what; wrapper->count = what->count; } pyobj = (PyObject *)wrapper; } add_object_assoc(what, pyobj); } else { Py_INCREF(pyobj); } return pyobj; } ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfpython/cfpython.c��������������������������������������������������������000644 �001751 �001751 �00000160633 13775114612 022014� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* CFPython - A Python module for Crossfire RPG. */ /*****************************************************************************/ /* This is the third version of the Crossfire Scripting Engine. */ /* The first version used Guile. It was directly integrated in the server */ /* code, but since Guile wasn't perceived as an easy-to-learn, easy-to-use */ /* language by many, it was dropped in favor of Python. */ /* The second version, CFPython 1.0, was included as a plugin and provided */ /* just about the same level of functionality the current version has. But */ /* it used a rather counter-intuitive, procedural way of presenting things. */ /* */ /* CFPython 2.0 aims at correcting many of the design flaws crippling the */ /* older version. It is also the first plugin to be implemented using the */ /* new interface, that doesn't need awkward stuff like the horrible CFParm */ /* structure. For the Python writer, things should probably be easier and */ /* lead to more readable code: instead of writing "CFPython.getObjectXPos(ob)*/ /* he/she now can simply write "ob.X". */ /* */ /*****************************************************************************/ /* Please note that it is still very beta - some of the functions may not */ /* work as expected and could even cause the server to crash. */ /*****************************************************************************/ /* Version history: */ /* 0.1 "Ophiuchus" - Initial Alpha release */ /* 0.5 "Stalingrad" - Message length overflow corrected. */ /* 0.6 "Kharkov" - Message and Write correctly redefined. */ /* 0.7 "Koursk" - Setting informations implemented. */ /* 1.0a "Petersburg" - Last "old-fashioned" version, never submitted to CVS.*/ /* 2.0 "Arkangelsk" - First release of the 2.x series. */ /*****************************************************************************/ /* Version: 2.0beta8 (also known as "Alexander") */ /* Contact: yann.chachkoff@myrealbox.com */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. */ /* */ /*****************************************************************************/ /* First let's include the header file needed */ #include <cfpython.h> #include <fcntl.h> #include <stdarg.h> #include <node.h> #include <svnversion.h> CF_PLUGIN char SvnRevPlugin[] = SVN_REV; #define PYTHON_DEBUG /* give us some general infos out */ #define PYTHON_CACHE_SIZE 16 /* number of python scripts to store the bytecode of at a time */ /** * One compiled script, cached in memory. */ typedef struct { sstring file; /**< Script full path. */ PyCodeObject *code; /**< Compiled code, NULL if there was an error. */ time_t cached_time, /**< Time this cache entry was created. */ used_time; /**< Last use of this cache entry. */ } pycode_cache_entry; /* This structure is used to define one python-implemented crossfire command.*/ typedef struct PythonCmdStruct { sstring name; /* The name of the command, as known in the game. */ sstring script; /* The name of the script file to bind. */ double speed; /* The speed of the command execution. */ } PythonCmd; /* This plugin allows up to 1024 custom commands. */ #define NR_CUSTOM_CMD 1024 /** Commands defined by scripts. */ static PythonCmd CustomCommand[NR_CUSTOM_CMD]; /** Cached compiled scripts. */ static pycode_cache_entry pycode_cache[PYTHON_CACHE_SIZE]; static PyObject *CFPythonError; /** Set up an Python exception object. */ static void set_exception(const char *fmt, ...) { char buf[1024]; va_list arg; va_start(arg, fmt); vsnprintf(buf, sizeof(buf), fmt, arg); va_end(arg); PyErr_SetString(PyExc_ValueError, buf); } CFPContext *context_stack; CFPContext *current_context; static int current_command = -999; static PyObject *shared_data = NULL; static PyObject *private_data = NULL; static PyObject *registerGEvent(PyObject *self, PyObject *args) { int eventcode; if (!PyArg_ParseTuple(args, "i", &eventcode)) return NULL; cf_system_register_global_event(eventcode, PLUGIN_NAME, cfpython_globalEventListener); Py_INCREF(Py_None); return Py_None; } static PyObject *unregisterGEvent(PyObject *self, PyObject *args) { int eventcode; if (!PyArg_ParseTuple(args, "i", &eventcode)) return NULL; cf_system_unregister_global_event(EVENT_TELL, PLUGIN_NAME); Py_INCREF(Py_None); return Py_None; } static PyObject *createCFObject(PyObject *self, PyObject *args) { object *op; op = cf_create_object(); return Crossfire_Object_wrap(op); } static PyObject *createCFObjectByName(PyObject *self, PyObject *args) { char *obname; object *op; if (!PyArg_ParseTuple(args, "s", &obname)) return NULL; op = cf_create_object_by_name(obname); return Crossfire_Object_wrap(op); } static PyObject *getCFPythonVersion(PyObject *self, PyObject *args) { int i = 2044; return Py_BuildValue("i", i); } static PyObject *getReturnValue(PyObject *self, PyObject *args) { return Py_BuildValue("i", current_context->returnvalue); } static PyObject *setReturnValue(PyObject *self, PyObject *args) { int i; if (!PyArg_ParseTuple(args, "i", &i)) return NULL; current_context->returnvalue = i; Py_INCREF(Py_None); return Py_None; } static PyObject *matchString(PyObject *self, PyObject *args) { char *premiere; char *seconde; const char *result; if (!PyArg_ParseTuple(args, "ss", &premiere, &seconde)) return NULL; result = cf_re_cmp(premiere, seconde); if (result != NULL) return Py_BuildValue("i", 1); else return Py_BuildValue("i", 0); } static PyObject *findPlayer(PyObject *self, PyObject *args) { player *foundpl; char *txt; if (!PyArg_ParseTuple(args, "s", &txt)) return NULL; foundpl = cf_player_find(txt); if (foundpl != NULL) return Py_BuildValue("O", Crossfire_Object_wrap(foundpl->ob)); else { Py_INCREF(Py_None); return Py_None; } } static PyObject *readyMap(PyObject *self, PyObject *args) { char *mapname; mapstruct *map; int flags = 0; if (!PyArg_ParseTuple(args, "s|i", &mapname, &flags)) return NULL; map = cf_map_get_map(mapname, flags); return Crossfire_Map_wrap(map); } static PyObject *createMap(PyObject *self, PyObject *args) { int sizex, sizey; mapstruct *map; if (!PyArg_ParseTuple(args, "ii", &sizex, &sizey)) return NULL; map = cf_get_empty_map(sizex, sizey); return Crossfire_Map_wrap(map); } static PyObject *getMapDirectory(PyObject *self, PyObject *args) { return Py_BuildValue("s", cf_get_directory(0)); } static PyObject *getUniqueDirectory(PyObject *self, PyObject *args) { return Py_BuildValue("s", cf_get_directory(1)); } static PyObject *getTempDirectory(PyObject *self, PyObject *args) { return Py_BuildValue("s", cf_get_directory(2)); } static PyObject *getConfigDirectory(PyObject *self, PyObject *args) { return Py_BuildValue("s", cf_get_directory(3)); } static PyObject *getLocalDirectory(PyObject *self, PyObject *args) { return Py_BuildValue("s", cf_get_directory(4)); } static PyObject *getPlayerDirectory(PyObject *self, PyObject *args) { return Py_BuildValue("s", cf_get_directory(5)); } static PyObject *getDataDirectory(PyObject *self, PyObject *args) { return Py_BuildValue("s", cf_get_directory(6)); } static PyObject *getWhoAmI(PyObject *self, PyObject *args) { if (!current_context->who) { Py_INCREF(Py_None); return Py_None; } Py_INCREF(current_context->who); return current_context->who; } static PyObject *getWhoIsActivator(PyObject *self, PyObject *args) { if (!current_context->activator) { Py_INCREF(Py_None); return Py_None; } Py_INCREF(current_context->activator); return current_context->activator; } static PyObject *getWhoIsThird(PyObject *self, PyObject *args) { if (!current_context->third) { Py_INCREF(Py_None); return Py_None; } Py_INCREF(current_context->third); return current_context->third; } static PyObject *getWhatIsMessage(PyObject *self, PyObject *args) { if (*current_context->message == '\0') return Py_BuildValue(""); else return Py_BuildValue("s", current_context->message); } static PyObject *getScriptName(PyObject *self, PyObject *args) { return Py_BuildValue("s", current_context->script); } static PyObject *getScriptParameters(PyObject *self, PyObject *args) { if (!*current_context->options) { Py_INCREF(Py_None); return Py_None; } return Py_BuildValue("s", current_context->options); } static PyObject *getEvent(PyObject *self, PyObject *args) { if (!current_context->event) { Py_INCREF(Py_None); return Py_None; } Py_INCREF(current_context->event); return current_context->event; } static PyObject *getPrivateDictionary(PyObject *self, PyObject *args) { PyObject *data; data = PyDict_GetItemString(private_data, current_context->script); if (!data) { data = PyDict_New(); PyDict_SetItemString(private_data, current_context->script, data); Py_DECREF(data); } Py_INCREF(data); return data; } static PyObject *getSharedDictionary(PyObject *self, PyObject *args) { Py_INCREF(shared_data); return shared_data; } static PyObject *getArchetypes(PyObject *self, PyObject *args) { PyObject *list; archetype *arch; list = PyList_New(0); arch = cf_archetype_get_first(); while (arch) { PyList_Append(list, Crossfire_Archetype_wrap(arch)); arch = cf_archetype_get_next(arch); } return list; } static PyObject *getPlayers(PyObject *self, PyObject *args) { PyObject *list; object *pl; list = PyList_New(0); pl = cf_object_get_object_property(NULL, CFAPI_PLAYER_PROP_NEXT); while (pl) { PyList_Append(list, Crossfire_Object_wrap(pl)); pl = cf_object_get_object_property(pl, CFAPI_PLAYER_PROP_NEXT); } return list; } static PyObject *getMaps(PyObject *self, PyObject *args) { PyObject *list; mapstruct *map; list = PyList_New(0); map = cf_map_get_first(); while (map) { PyList_Append(list, Crossfire_Map_wrap(map)); map = cf_map_get_map_property(map, CFAPI_MAP_PROP_NEXT); } return list; } static PyObject *getParties(PyObject *self, PyObject *args) { PyObject *list; partylist *party; list = PyList_New(0); party = cf_party_get_first(); while (party) { PyList_Append(list, Crossfire_Party_wrap(party)); party = cf_party_get_next(party); } return list; } static PyObject *getRegions(PyObject *self, PyObject *args) { PyObject *list; region *reg; list = PyList_New(0); reg = cf_region_get_first(); while (reg) { PyList_Append(list, Crossfire_Region_wrap(reg)); reg = cf_region_get_next(reg); } return list; } static PyObject *getFriendlyList(PyObject *self, PyObject *args) { PyObject *list; object *ob; list = PyList_New(0); ob = cf_friendlylist_get_first(); while (ob) { PyList_Append(list, Crossfire_Object_wrap(ob)); ob = cf_friendlylist_get_next(ob); } return list; } static PyObject *registerCommand(PyObject *self, PyObject *args) { char *cmdname; char *scriptname; double cmdspeed; int i; if (!PyArg_ParseTuple(args, "ssd", &cmdname, &scriptname, &cmdspeed)) return NULL; if (cmdspeed < 0) { set_exception("speed must not be negative"); return NULL; } for (i = 0; i < NR_CUSTOM_CMD; i++) { if (CustomCommand[i].name != NULL) { if (!strcmp(CustomCommand[i].name, cmdname)) { set_exception("command '%s' is already registered", cmdname); return NULL; } } } for (i = 0; i < NR_CUSTOM_CMD; i++) { if (CustomCommand[i].name == NULL) { CustomCommand[i].name = cf_add_string(cmdname); CustomCommand[i].script = cf_add_string(scriptname); CustomCommand[i].speed = cmdspeed; break; } } Py_INCREF(Py_None); return Py_None; } static PyObject *getTime(PyObject *self, PyObject *args) { PyObject *list; timeofday_t tod; cf_get_time(&tod); list = PyList_New(0); PyList_Append(list, Py_BuildValue("i", tod.year)); PyList_Append(list, Py_BuildValue("i", tod.month)); PyList_Append(list, Py_BuildValue("i", tod.day)); PyList_Append(list, Py_BuildValue("i", tod.hour)); PyList_Append(list, Py_BuildValue("i", tod.minute)); PyList_Append(list, Py_BuildValue("i", tod.dayofweek)); PyList_Append(list, Py_BuildValue("i", tod.weekofmonth)); PyList_Append(list, Py_BuildValue("i", tod.season)); PyList_Append(list, Py_BuildValue("i", tod.periodofday)); return list; } static PyObject *destroyTimer(PyObject *self, PyObject *args) { int id; if (!PyArg_ParseTuple(args, "i", &id)) return NULL; return Py_BuildValue("i", cf_timer_destroy(id)); } static PyObject *getMapHasBeenLoaded(PyObject *self, PyObject *args) { char *name; if (!PyArg_ParseTuple(args, "s", &name)) return NULL; return Crossfire_Map_wrap(cf_map_has_been_loaded(name)); } static PyObject *findFace(PyObject *self, PyObject *args) { char *name; if (!PyArg_ParseTuple(args, "s", &name)) return NULL; return Py_BuildValue("i", cf_find_face(name, 0)); } static PyObject *log_message(PyObject *self, PyObject *args) { LogLevel level; int intLevel; char *message; if (!PyArg_ParseTuple(args, "is", &intLevel, &message)) return NULL; switch (intLevel) { case llevError: level = llevError; break; case llevInfo: level = llevInfo; break; case llevDebug: level = llevDebug; break; case llevMonster: level = llevMonster; break; default: return NULL; } if ((message != NULL) && (message[strlen(message)] == '\n')) cf_log(level, "CFPython: %s", message); else cf_log(level, "CFPython: %s\n", message); Py_INCREF(Py_None); return Py_None; } static PyObject *findAnimation(PyObject *self, PyObject *args) { char *name; if (!PyArg_ParseTuple(args, "s", &name)) return NULL; return Py_BuildValue("i", cf_find_animation(name)); } static PyObject *getSeasonName(PyObject *self, PyObject *args) { int i; if (!PyArg_ParseTuple(args, "i", &i)) return NULL; return Py_BuildValue("s", cf_get_season_name(i)); } static PyObject *getMonthName(PyObject *self, PyObject *args) { int i; if (!PyArg_ParseTuple(args, "i", &i)) return NULL; return Py_BuildValue("s", cf_get_month_name(i)); } static PyObject *getWeekdayName(PyObject *self, PyObject *args) { int i; if (!PyArg_ParseTuple(args, "i", &i)) return NULL; return Py_BuildValue("s", cf_get_weekday_name(i)); } static PyObject *getPeriodofdayName(PyObject *self, PyObject *args) { int i; if (!PyArg_ParseTuple(args, "i", &i)) return NULL; return Py_BuildValue("s", cf_get_periodofday_name(i)); } static PyObject *addReply(PyObject *self, PyObject *args) { char *word, *reply; talk_info *talk; if (current_context->talk == NULL) { set_exception("not in a dialog context"); return NULL; } talk = current_context->talk; if (!PyArg_ParseTuple(args, "ss", &word, &reply)) { return NULL; } if (talk->replies_count == MAX_REPLIES) { set_exception("too many replies"); return NULL; } talk->replies_words[talk->replies_count] = cf_add_string(word); talk->replies[talk->replies_count] = cf_add_string(reply); talk->replies_count++; Py_INCREF(Py_None); return Py_None; } static PyObject *setPlayerMessage(PyObject *self, PyObject *args) { char *message; int type = rt_reply; if (current_context->talk == NULL) { set_exception("not in a dialog context"); return NULL; } if (!PyArg_ParseTuple(args, "s|i", &message, &type)) { return NULL; } if (current_context->talk->message != NULL) cf_free_string(current_context->talk->message); current_context->talk->message = cf_add_string(message); current_context->talk->message_type = type; Py_INCREF(Py_None); return Py_None; } static PyObject *npcSay(PyObject *self, PyObject *args) { Crossfire_Object *npc = NULL; char *message, buf[2048]; if (!PyArg_ParseTuple(args, "O!s", &Crossfire_ObjectType, &npc, &message)) return NULL; if (current_context->talk == NULL) { set_exception("not in a dialog context"); return NULL; } if (current_context->talk->npc_msg_count == MAX_NPC) { set_exception("too many NPCs"); return NULL; } if (strlen(message) >= sizeof(buf) - 1) cf_log(llevError, "warning, too long message in npcSay, will be truncated"); /** @todo fix by wrapping monster_format_say() (or the whole talk structure methods) */ snprintf(buf, sizeof(buf), "%s says: %s", npc->obj->name, message); current_context->talk->npc_msgs[current_context->talk->npc_msg_count] = cf_add_string(buf); current_context->talk->npc_msg_count++; Py_INCREF(Py_None); return Py_None; } static PyObject *costStringFromValue(PyObject *self, PyObject *args) { uint64_t value; char buf[2048]; int largest_coin = 0; if (!PyArg_ParseTuple(args, "L|i", &value, &largest_coin)) return NULL; cf_cost_string_from_value(value, largest_coin, buf, sizeof(buf)); return Py_BuildValue("s", buf); } static PyMethodDef CFPythonMethods[] = { { "WhoAmI", getWhoAmI, METH_NOARGS, NULL }, { "WhoIsActivator", getWhoIsActivator, METH_NOARGS, NULL }, { "WhoIsOther", getWhoIsThird, METH_NOARGS, NULL }, { "WhatIsMessage", getWhatIsMessage, METH_NOARGS, NULL }, { "ScriptName", getScriptName, METH_NOARGS, NULL }, { "ScriptParameters", getScriptParameters, METH_NOARGS, NULL }, { "WhatIsEvent", getEvent, METH_NOARGS, NULL }, { "MapDirectory", getMapDirectory, METH_NOARGS, NULL }, { "UniqueDirectory", getUniqueDirectory, METH_NOARGS, NULL }, { "TempDirectory", getTempDirectory, METH_NOARGS, NULL }, { "ConfigDirectory", getConfigDirectory, METH_NOARGS, NULL }, { "LocalDirectory", getLocalDirectory, METH_NOARGS, NULL }, { "PlayerDirectory", getPlayerDirectory, METH_NOARGS, NULL }, { "DataDirectory", getDataDirectory, METH_NOARGS, NULL }, { "ReadyMap", readyMap, METH_VARARGS, NULL }, { "CreateMap", createMap, METH_VARARGS, NULL }, { "FindPlayer", findPlayer, METH_VARARGS, NULL }, { "MatchString", matchString, METH_VARARGS, NULL }, { "GetReturnValue", getReturnValue, METH_NOARGS, NULL }, { "SetReturnValue", setReturnValue, METH_VARARGS, NULL }, { "PluginVersion", getCFPythonVersion, METH_NOARGS, NULL }, { "CreateObject", createCFObject, METH_NOARGS, NULL }, { "CreateObjectByName", createCFObjectByName, METH_VARARGS, NULL }, { "GetPrivateDictionary", getPrivateDictionary, METH_NOARGS, NULL }, { "GetSharedDictionary", getSharedDictionary, METH_NOARGS, NULL }, { "GetPlayers", getPlayers, METH_NOARGS, NULL }, { "GetArchetypes", getArchetypes, METH_NOARGS, NULL }, { "GetMaps", getMaps, METH_NOARGS, NULL }, { "GetParties", getParties, METH_NOARGS, NULL }, { "GetRegions", getRegions, METH_NOARGS, NULL }, { "GetFriendlyList", getFriendlyList, METH_NOARGS, NULL }, { "RegisterCommand", registerCommand, METH_VARARGS, NULL }, { "RegisterGlobalEvent", registerGEvent, METH_VARARGS, NULL }, { "UnregisterGlobalEvent", unregisterGEvent, METH_VARARGS, NULL }, { "GetTime", getTime, METH_NOARGS, NULL }, { "DestroyTimer", destroyTimer, METH_VARARGS, NULL }, { "MapHasBeenLoaded", getMapHasBeenLoaded, METH_VARARGS, NULL }, { "Log", log_message, METH_VARARGS, NULL }, { "FindFace", findFace, METH_VARARGS, NULL }, { "FindAnimation", findAnimation, METH_VARARGS, NULL }, { "GetSeasonName", getSeasonName, METH_VARARGS, NULL }, { "GetMonthName", getMonthName, METH_VARARGS, NULL }, { "GetWeekdayName", getWeekdayName, METH_VARARGS, NULL }, { "GetPeriodofdayName", getPeriodofdayName, METH_VARARGS, NULL }, { "AddReply", addReply, METH_VARARGS, NULL }, { "SetPlayerMessage", setPlayerMessage, METH_VARARGS, NULL }, { "NPCSay", npcSay, METH_VARARGS, NULL }, { "CostStringFromValue", costStringFromValue, METH_VARARGS, NULL }, { NULL, NULL, 0, NULL } }; static void initContextStack(void) { current_context = NULL; context_stack = NULL; } static void pushContext(CFPContext *context) { if (current_context == NULL) { context_stack = context; context->down = NULL; } else { context->down = current_context; } current_context = context; } static CFPContext *popContext(void) { CFPContext *oldcontext; if (current_context != NULL) { oldcontext = current_context; current_context = current_context->down; return oldcontext; } else return NULL; } static void freeContext(CFPContext *context) { Py_XDECREF(context->event); Py_XDECREF(context->third); Py_XDECREF(context->who); Py_XDECREF(context->activator); free(context); } /** * Open a file in the way we need it for compilePython() and postInitPlugin(). */ static PyObject* cfpython_openpyfile(char *filename) { PyObject *scriptfile; #ifdef IS_PY3K { int fd; fd = open(filename, O_RDONLY); if (fd == -1) return NULL; scriptfile = PyFile_FromFd(fd, filename, "r", -1, NULL, NULL, NULL, 1); } #else if (!(scriptfile = PyFile_FromString(filename, "r"))) { return NULL; } #endif return scriptfile; } /** * Return a file object from a Python file (as needed for compilePython() and * postInitPlugin()) */ static FILE* cfpython_pyfile_asfile(PyObject* obj) { #ifdef IS_PY3K return fdopen(PyObject_AsFileDescriptor(obj), "r"); #else return PyFile_AsFile(obj); #endif } /** * A Python object receiving the contents of Python's stderr, and used to output * to the Crossfire log instead of stderr. */ static PyObject *catcher = NULL; /** * Trace a Python error to the Crossfire log. * This uses code from: * http://stackoverflow.com/questions/4307187/how-to-catch-python-stdout-in-c-code * See also in initPlugin() the parts about stdOutErr. */ static void log_python_error(void) { PyErr_Print(); if (catcher != NULL) { PyObject *output = PyObject_GetAttrString(catcher, "value"); //get the stdout and stderr from our catchOutErr object #ifdef IS_PY3K PyObject* empty = PyUnicode_FromString(""); #else PyObject* empty = PyString_FromString(""); #endif #ifdef IS_PY3K cf_log_plain(llevError, PyUnicode_AsUTF8(output)); #else cf_log_plain(llevError, PyString_AsString(output)); #endif Py_DECREF(output); PyObject_SetAttrString(catcher, "value", empty); Py_DECREF(empty); } return; } /** Outputs the compiled bytecode for a given python file, using in-memory caching of bytecode */ static PyCodeObject *compilePython(char *filename) { PyObject *scriptfile = NULL; sstring sh_path; struct stat stat_buf; struct _node *n; int i; pycode_cache_entry *replace = NULL, *run = NULL; if (stat(filename, &stat_buf)) { cf_log(llevDebug, "cfpython - The Script file %s can't be stat:ed\n", filename); return NULL; } sh_path = cf_add_string(filename); /* Search through cache. Three cases: * 1) script in cache, but older than file -> replace cached * 2) script in cache and up to date -> use cached * 3) script not in cache, cache not full -> add to end of cache * 4) script not in cache, cache full -> replace least recently used */ for (i = 0; i < PYTHON_CACHE_SIZE; i++) { if (pycode_cache[i].file == NULL) { /* script not in cache, cache not full */ replace = &pycode_cache[i]; /* add to end of cache */ break; } else if (pycode_cache[i].file == sh_path) { /* script in cache */ if (pycode_cache[i].code == NULL || (pycode_cache[i].cached_time < stat_buf.st_mtime)) { /* cache older than file, replace cached */ replace = &pycode_cache[i]; } else { /* cache uptodate, use cached*/ replace = NULL; run = &pycode_cache[i]; } break; } else if (replace == NULL || pycode_cache[i].used_time < replace->used_time) /* if we haven't found it yet, set replace to the oldest cache */ replace = &pycode_cache[i]; } /* replace a specific cache index with the file */ if (replace) { Py_XDECREF(replace->code); /* safe to call on NULL */ replace->code = NULL; /* Need to replace path string? */ if (replace->file != sh_path) { if (replace->file) { cf_free_string(replace->file); } replace->file = cf_add_string(sh_path); } /* Load, parse and compile. Note: because Pyhon may have been built with a * different library than Crossfire, the FILE* it uses may be incompatible. * Therefore we use PyFile to open the file, then convert to FILE* and get * Python's own structure. Messy, but can't be helped... */ if (!(scriptfile = cfpython_openpyfile(filename))) { cf_log(llevDebug, "cfpython - The Script file %s can't be opened\n", filename); cf_free_string(sh_path); return NULL; } else { /* Note: FILE* being opaque, it works, but the actual structure may be different! */ FILE* pyfile = cfpython_pyfile_asfile(scriptfile); if ((n = PyParser_SimpleParseFile(pyfile, filename, Py_file_input))) { replace->code = PyNode_Compile(n, filename); PyNode_Free(n); } if (PyErr_Occurred()) log_python_error(); else replace->cached_time = stat_buf.st_mtime; run = replace; } } cf_free_string(sh_path); if (scriptfile) { Py_DECREF(scriptfile); } assert(run != NULL); run->used_time = time(NULL); return run->code; } static int do_script(CFPContext *context, int silent) { PyCodeObject *pycode; PyObject *dict; PyObject *ret; #if 0 PyObject *list; int item; #endif pycode = compilePython(context->script); if (pycode) { pushContext(context); dict = PyDict_New(); PyDict_SetItemString(dict, "__builtins__", PyEval_GetBuiltins()); #ifdef IS_PY3K ret = PyEval_EvalCode((PyObject *)pycode, dict, NULL); #else ret = PyEval_EvalCode(pycode, dict, NULL); #endif if (PyErr_Occurred()) { log_python_error(); } Py_XDECREF(ret); #if 0 printf("cfpython - %d items in heap\n", PyDict_Size(dict)); list = PyDict_Values(dict); for (item = PyList_Size(list)-1; item >= 0; item--) { dict = PyList_GET_ITEM(list, item); ret = PyObject_Str(dict); printf(" ref %s = %d\n", PyString_AsString(ret), dict->ob_refcnt); Py_XDECREF(ret); } Py_DECREF(list); #endif Py_DECREF(dict); return 1; } else return 0; } typedef struct { const char *name; const int value; } CFConstant; static void addConstants(PyObject *module, const char *name, const CFConstant *constants) { int i = 0; char tmp[1024]; PyObject *new; PyObject *dict; snprintf(tmp, sizeof(tmp), "Crossfire_%s", name); new = PyModule_New(tmp); dict = PyDict_New(); while (constants[i].name != NULL) { PyModule_AddIntConstant(new, (char *)constants[i].name, constants[i].value); #ifdef IS_PY3K PyDict_SetItem(dict, PyLong_FromLong(constants[i].value), PyUnicode_FromString(constants[i].name)); #else PyDict_SetItem(dict, PyLong_FromLong(constants[i].value), PyString_FromString(constants[i].name)); #endif i++; } PyDict_SetItemString(PyModule_GetDict(module), name, new); snprintf(tmp, sizeof(tmp), "%sName", name); PyDict_SetItemString(PyModule_GetDict(module), tmp, dict); Py_DECREF(dict); } /** * Do half the job of addConstants. It only * Set constantc, but not a hashtable to get constant * names from values. To be used for collections of constants * which are not unique but still are usefull for scripts */ static void addSimpleConstants(PyObject *module, const char *name, const CFConstant *constants) { int i = 0; char tmp[1024]; PyObject *new; snprintf(tmp, sizeof(tmp), "Crossfire_%s", name); new = PyModule_New(tmp); while (constants[i].name != NULL) { PyModule_AddIntConstant(new, (char *)constants[i].name, constants[i].value); i++; } PyDict_SetItemString(PyModule_GetDict(module), name, new); } static void initConstants(PyObject *module) { static const CFConstant cstDirection[] = { { "NORTH", 1 }, { "NORTHEAST", 2 }, { "EAST", 3 }, { "SOUTHEAST", 4 }, { "SOUTH", 5 }, { "SOUTHWEST", 6 }, { "WEST", 7 }, { "NORTHWEST", 8 }, { NULL, 0 } }; static const CFConstant cstType[] = { { "PLAYER", PLAYER }, { "TRANSPORT", TRANSPORT }, { "ROD", ROD }, { "TREASURE", TREASURE }, { "POTION", POTION }, { "FOOD", FOOD }, { "POISON", POISON }, { "BOOK", BOOK }, { "CLOCK", CLOCK }, { "ARROW", ARROW }, { "BOW", BOW }, { "WEAPON", WEAPON }, { "ARMOUR", ARMOUR }, { "PEDESTAL", PEDESTAL }, { "ALTAR", ALTAR }, { "LOCKED_DOOR", LOCKED_DOOR }, { "SPECIAL_KEY", SPECIAL_KEY }, { "MAP", MAP }, { "DOOR", DOOR }, { "KEY", KEY }, { "TIMED_GATE", TIMED_GATE }, { "TRIGGER", TRIGGER }, { "GRIMREAPER", GRIMREAPER }, { "MAGIC_EAR", MAGIC_EAR }, { "TRIGGER_BUTTON", TRIGGER_BUTTON }, { "TRIGGER_ALTAR", TRIGGER_ALTAR }, { "TRIGGER_PEDESTAL", TRIGGER_PEDESTAL }, { "SHIELD", SHIELD }, { "HELMET", HELMET }, { "MONEY", MONEY }, { "CLASS", CLASS }, { "AMULET", AMULET }, { "PLAYERMOVER", PLAYERMOVER }, { "TELEPORTER", TELEPORTER }, { "CREATOR", CREATOR }, { "SKILL", SKILL }, { "EARTHWALL", EARTHWALL }, { "GOLEM", GOLEM }, { "THROWN_OBJ", THROWN_OBJ }, { "BLINDNESS", BLINDNESS }, { "GOD", GOD }, { "DETECTOR", DETECTOR }, { "TRIGGER_MARKER", TRIGGER_MARKER }, { "DEAD_OBJECT", DEAD_OBJECT }, { "DRINK", DRINK }, { "MARKER", MARKER }, { "HOLY_ALTAR", HOLY_ALTAR }, { "PLAYER_CHANGER", PLAYER_CHANGER }, { "BATTLEGROUND", BATTLEGROUND }, { "PEACEMAKER", PEACEMAKER }, { "GEM", GEM }, { "FIREWALL", FIREWALL }, { "CHECK_INV", CHECK_INV }, { "MOOD_FLOOR", MOOD_FLOOR }, { "EXIT", EXIT }, { "ENCOUNTER", ENCOUNTER }, { "SHOP_FLOOR", SHOP_FLOOR }, { "SHOP_MAT", SHOP_MAT }, { "RING", RING }, { "FLOOR", FLOOR }, { "FLESH", FLESH }, { "INORGANIC", INORGANIC }, { "SKILL_TOOL", SKILL_TOOL }, { "LIGHTER", LIGHTER }, { "WALL", WALL }, { "MISC_OBJECT", MISC_OBJECT }, { "MONSTER", MONSTER }, { "LAMP", LAMP }, { "DUPLICATOR", DUPLICATOR }, { "SPELLBOOK", SPELLBOOK }, { "CLOAK", CLOAK }, { "SPINNER", SPINNER }, { "GATE", GATE }, { "BUTTON", BUTTON }, { "CF_HANDLE", CF_HANDLE }, { "HOLE", HOLE }, { "TRAPDOOR", TRAPDOOR }, { "SIGN", SIGN }, { "BOOTS", BOOTS }, { "GLOVES", GLOVES }, { "SPELL", SPELL }, { "SPELL_EFFECT", SPELL_EFFECT }, { "CONVERTER", CONVERTER }, { "BRACERS", BRACERS }, { "POISONING", POISONING }, { "SAVEBED", SAVEBED }, { "WAND", WAND }, { "SCROLL", SCROLL }, { "DIRECTOR", DIRECTOR }, { "GIRDLE", GIRDLE }, { "FORCE", FORCE }, { "POTION_RESIST_EFFECT", POTION_RESIST_EFFECT }, { "EVENT_CONNECTOR", EVENT_CONNECTOR }, { "CLOSE_CON", CLOSE_CON }, { "CONTAINER", CONTAINER }, { "ARMOUR_IMPROVER", ARMOUR_IMPROVER }, { "WEAPON_IMPROVER", WEAPON_IMPROVER }, { "SKILLSCROLL", SKILLSCROLL }, { "DEEP_SWAMP", DEEP_SWAMP }, { "IDENTIFY_ALTAR", IDENTIFY_ALTAR }, { "SHOP_INVENTORY", SHOP_INVENTORY }, { "RUNE", RUNE }, { "TRAP", TRAP }, { "POWER_CRYSTAL", POWER_CRYSTAL }, { "CORPSE", CORPSE }, { "DISEASE", DISEASE }, { "SYMPTOM", SYMPTOM }, { "BUILDER", BUILDER }, { "MATERIAL", MATERIAL }, { NULL, 0 } }; static const CFConstant cstMove[] = { { "WALK", MOVE_WALK }, { "FLY_LOW", MOVE_FLY_LOW }, { "FLY_HIGH", MOVE_FLY_HIGH }, { "FLYING", MOVE_FLYING }, { "SWIM", MOVE_SWIM }, { "BOAT", MOVE_BOAT }, { "ALL", MOVE_ALL }, { NULL, 0 } }; static const CFConstant cstMessageFlag[] = { { "NDI_BLACK", NDI_BLACK }, { "NDI_WHITE", NDI_WHITE }, { "NDI_NAVY", NDI_NAVY }, { "NDI_RED", NDI_RED }, { "NDI_ORANGE", NDI_ORANGE }, { "NDI_BLUE", NDI_BLUE }, { "NDI_DK_ORANGE", NDI_DK_ORANGE }, { "NDI_GREEN", NDI_GREEN }, { "NDI_LT_GREEN", NDI_LT_GREEN }, { "NDI_GREY", NDI_GREY }, { "NDI_BROWN", NDI_BROWN }, { "NDI_GOLD", NDI_GOLD }, { "NDI_TAN", NDI_TAN }, { "NDI_UNIQUE", NDI_UNIQUE }, { "NDI_ALL", NDI_ALL }, { "NDI_ALL_DMS", NDI_ALL_DMS }, { NULL, 0 } }; static const CFConstant cstAttackType[] = { { "PHYSICAL", AT_PHYSICAL }, { "MAGIC", AT_MAGIC }, { "FIRE", AT_FIRE }, { "ELECTRICITY", AT_ELECTRICITY }, { "COLD", AT_COLD }, { "CONFUSION", AT_CONFUSION }, { "ACID", AT_ACID }, { "DRAIN", AT_DRAIN }, { "WEAPONMAGIC", AT_WEAPONMAGIC }, { "GHOSTHIT", AT_GHOSTHIT }, { "POISON", AT_POISON }, { "SLOW", AT_SLOW }, { "PARALYZE", AT_PARALYZE }, { "TURN_UNDEAD", AT_TURN_UNDEAD }, { "FEAR", AT_FEAR }, { "CANCELLATION", AT_CANCELLATION }, { "DEPLETE", AT_DEPLETE }, { "DEATH", AT_DEATH }, { "CHAOS", AT_CHAOS }, { "COUNTERSPELL", AT_COUNTERSPELL }, { "GODPOWER", AT_GODPOWER }, { "HOLYWORD", AT_HOLYWORD }, { "BLIND", AT_BLIND }, { "INTERNAL", AT_INTERNAL }, { "LIFE_STEALING", AT_LIFE_STEALING }, { "DISEASE", AT_DISEASE }, { NULL, 0 } }; static const CFConstant cstAttackTypeNumber[] = { { "PHYSICAL", ATNR_PHYSICAL }, { "MAGIC", ATNR_MAGIC }, { "FIRE", ATNR_FIRE }, { "ELECTRICITY", ATNR_ELECTRICITY }, { "COLD", ATNR_COLD }, { "CONFUSION", ATNR_CONFUSION }, { "ACID", ATNR_ACID }, { "DRAIN", ATNR_DRAIN }, { "WEAPONMAGIC", ATNR_WEAPONMAGIC }, { "GHOSTHIT", ATNR_GHOSTHIT }, { "POISON", ATNR_POISON }, { "SLOW", ATNR_SLOW }, { "PARALYZE", ATNR_PARALYZE }, { "TURN_UNDEAD", ATNR_TURN_UNDEAD }, { "FEAR", ATNR_FEAR }, { "CANCELLATION", ATNR_CANCELLATION }, { "DEPLETE", ATNR_DEPLETE }, { "DEATH", ATNR_DEATH }, { "CHAOS", ATNR_CHAOS }, { "COUNTERSPELL", ATNR_COUNTERSPELL }, { "GODPOWER", ATNR_GODPOWER }, { "HOLYWORD", ATNR_HOLYWORD }, { "BLIND", ATNR_BLIND }, { "INTERNAL", ATNR_INTERNAL }, { "LIFE_STEALING", ATNR_LIFE_STEALING }, { "DISEASE", ATNR_DISEASE }, { NULL, 0 } }; static const CFConstant cstEventType[] = { /** Object_specific events. */ { "APPLY", EVENT_APPLY }, { "ATTACK", EVENT_ATTACKED }, { "ATTACKS", EVENT_ATTACKS }, { "BOUGHT", EVENT_BOUGHT }, { "CLOSE", EVENT_CLOSE }, { "DEATH", EVENT_DEATH }, { "DESTROY", EVENT_DESTROY }, { "DROP", EVENT_DROP }, { "PICKUP", EVENT_PICKUP }, { "SAY", EVENT_SAY }, { "SELLING", EVENT_SELLING }, { "STOP", EVENT_STOP }, { "TIME", EVENT_TIME }, { "THROW", EVENT_THROW }, { "TRIGGER", EVENT_TRIGGER }, { "TIMER", EVENT_TIMER }, { "USER", EVENT_USER }, /** Global events. */ { "BORN", EVENT_BORN }, { "CLOCK", EVENT_CLOCK }, { "CRASH", EVENT_CRASH }, { "GKILL", EVENT_GKILL }, { "KICK", EVENT_KICK }, { "LOGIN", EVENT_LOGIN }, { "LOGOUT", EVENT_LOGOUT }, { "MAPENTER", EVENT_MAPENTER }, { "MAPLEAVE", EVENT_MAPLEAVE }, { "MAPLOAD", EVENT_MAPLOAD }, { "MAPRESET", EVENT_MAPRESET }, { "MAPUNLOAD", EVENT_MAPUNLOAD }, { "MUZZLE", EVENT_MUZZLE }, { "PLAYER_DEATH", EVENT_PLAYER_DEATH }, { "REMOVE", EVENT_REMOVE }, { "SHOUT", EVENT_SHOUT }, { "TELL", EVENT_TELL }, { NULL, 0 } }; static const CFConstant cstTime[] = { { "HOURS_PER_DAY", HOURS_PER_DAY }, { "DAYS_PER_WEEK", DAYS_PER_WEEK }, { "WEEKS_PER_MONTH", WEEKS_PER_MONTH }, { "MONTHS_PER_YEAR", MONTHS_PER_YEAR }, { "SEASONS_PER_YEAR", SEASONS_PER_YEAR }, { "PERIODS_PER_DAY", PERIODS_PER_DAY }, { NULL, 0 } }; static const CFConstant cstReplyTypes[] = { { "SAY", rt_say }, { "REPLY", rt_reply }, { "QUESTION", rt_question }, { NULL, 0 } }; static const CFConstant cstAttackMovement[] = { { "DISTATT", DISTATT }, { "RUNATT", RUNATT }, { "HITRUN", HITRUN }, { "WAITATT", WAITATT }, { "RUSH", RUSH }, { "ALLRUN", ALLRUN }, { "DISTHIT", DISTHIT }, { "WAIT2", WAIT2 }, { "PETMOVE", PETMOVE }, { "CIRCLE1", CIRCLE1 }, { "CIRCLE2", CIRCLE2 }, { "PACEH", PACEH }, { "PACEH2", PACEH2 }, { "RANDO", RANDO }, { "RANDO2", RANDO2 }, { "PACEV", PACEV }, { "PACEV2", PACEV2 }, { NULL, 0 } }; addConstants(module, "Direction", cstDirection); addConstants(module, "Type", cstType); addConstants(module, "Move", cstMove); addConstants(module, "MessageFlag", cstMessageFlag); addConstants(module, "AttackType", cstAttackType); addConstants(module, "AttackTypeNumber", cstAttackTypeNumber); addConstants(module, "EventType", cstEventType); addSimpleConstants(module, "Time", cstTime); addSimpleConstants(module, "ReplyType", cstReplyTypes); addSimpleConstants(module, "AttackMovement", cstAttackMovement); } /* * Set up the main module and handle misc plugin loading stuff and such. */ /** * Set up the various types (map, object, archetype and so on) as well as some * constants, and Crossfire.error. */ static void cfpython_init_types(PyObject* m) { PyObject *d = PyModule_GetDict(m); Crossfire_ObjectType.tp_new = PyType_GenericNew; Crossfire_MapType.tp_new = PyType_GenericNew; Crossfire_PlayerType.tp_new = PyType_GenericNew; Crossfire_ArchetypeType.tp_new = PyType_GenericNew; Crossfire_PartyType.tp_new = PyType_GenericNew; Crossfire_RegionType.tp_new = PyType_GenericNew; PyType_Ready(&Crossfire_ObjectType); PyType_Ready(&Crossfire_MapType); PyType_Ready(&Crossfire_PlayerType); PyType_Ready(&Crossfire_ArchetypeType); PyType_Ready(&Crossfire_PartyType); PyType_Ready(&Crossfire_RegionType); Py_INCREF(&Crossfire_ObjectType); Py_INCREF(&Crossfire_MapType); Py_INCREF(&Crossfire_PlayerType); Py_INCREF(&Crossfire_ArchetypeType); Py_INCREF(&Crossfire_PartyType); Py_INCREF(&Crossfire_RegionType); PyModule_AddObject(m, "Object", (PyObject *)&Crossfire_ObjectType); PyModule_AddObject(m, "Map", (PyObject *)&Crossfire_MapType); PyModule_AddObject(m, "Player", (PyObject *)&Crossfire_PlayerType); PyModule_AddObject(m, "Archetype", (PyObject *)&Crossfire_ArchetypeType); PyModule_AddObject(m, "Party", (PyObject *)&Crossfire_PartyType); PyModule_AddObject(m, "Region", (PyObject *)&Crossfire_RegionType); PyModule_AddObject(m, "LogError", Py_BuildValue("i", llevError)); PyModule_AddObject(m, "LogInfo", Py_BuildValue("i", llevInfo)); PyModule_AddObject(m, "LogDebug", Py_BuildValue("i", llevDebug)); PyModule_AddObject(m, "LogMonster", Py_BuildValue("i", llevMonster)); CFPythonError = PyErr_NewException("Crossfire.error", NULL, NULL); PyDict_SetItemString(d, "error", CFPythonError); } #ifdef IS_PY3K extern PyObject* PyInit_cjson(void); #else extern PyMODINIT_FUNC initcjson(void); #endif #ifdef IS_PY3K static PyModuleDef CrossfireModule = { PyModuleDef_HEAD_INIT, "Crossfire", /* m_name */ NULL, /* m_doc */ -1, /* m_size */ CFPythonMethods, /* m_methods */ NULL, /* m_reload */ NULL, /* m_traverse */ NULL, /* m_clear */ NULL /* m_free */ }; static PyObject* PyInit_Crossfire(void) { PyObject *m = PyModule_Create(&CrossfireModule); Py_INCREF(m); return m; } #endif CF_PLUGIN int initPlugin(const char *iversion, f_plug_api gethooksptr) { PyObject *m; int i; /* Python code to redirect stdouts/stderr. */ const char *stdOutErr = "import sys\n\ class CatchOutErr:\n\ def __init__(self):\n\ self.value = ''\n\ def write(self, txt):\n\ self.value += txt\n\ catchOutErr = CatchOutErr()\n\ sys.stdout = catchOutErr\n\ sys.stderr = catchOutErr\n\ "; cf_init_plugin(gethooksptr); cf_log(llevDebug, "CFPython 2.0a init\n"); init_object_assoc_table(); init_map_assoc_table(); #ifdef IS_PY26 Py_Py3kWarningFlag++; #endif #ifdef IS_PY3K PyImport_AppendInittab("Crossfire", &PyInit_Crossfire); PyImport_AppendInittab("cjson", &PyInit_cjson); #endif Py_Initialize(); #ifdef IS_PY3K m = PyImport_ImportModule("Crossfire"); #else m = Py_InitModule("Crossfire", CFPythonMethods); #endif cfpython_init_types(m); for (i = 0; i < NR_CUSTOM_CMD; i++) { CustomCommand[i].name = NULL; CustomCommand[i].script = NULL; CustomCommand[i].speed = 0.0; } initConstants(m); private_data = PyDict_New(); shared_data = PyDict_New(); /* Redirect Python's stderr to a special object so it can be put to * the Crossfire log. */ m = PyImport_AddModule("__main__"); PyRun_SimpleString(stdOutErr); catcher = PyObject_GetAttrString(m, "catchOutErr"); #ifndef IS_PY3K /* add cjson module*/ initcjson(); #endif return 0; } CF_PLUGIN void *getPluginProperty(int *type, ...) { va_list args; const char *propname; int i, size; command_array_struct *rtn_cmd; char *buf; va_start(args, type); propname = va_arg(args, const char *); if (!strcmp(propname, "command?")) { const char *cmdname; cmdname = va_arg(args, const char *); rtn_cmd = va_arg(args, command_array_struct *); va_end(args); for (i = 0; i < NR_CUSTOM_CMD; i++) { if (CustomCommand[i].name != NULL) { if (!strcmp(CustomCommand[i].name, cmdname)) { rtn_cmd->name = CustomCommand[i].name; rtn_cmd->time = (float)CustomCommand[i].speed; rtn_cmd->func = cfpython_runPluginCommand; current_command = i; return rtn_cmd; } } } return NULL; } else if (!strcmp(propname, "Identification")) { buf = va_arg(args, char *); size = va_arg(args, int); va_end(args); snprintf(buf, size, PLUGIN_NAME); return NULL; } else if (!strcmp(propname, "FullName")) { buf = va_arg(args, char *); size = va_arg(args, int); va_end(args); snprintf(buf, size, PLUGIN_VERSION); return NULL; } va_end(args); return NULL; } CF_PLUGIN void cfpython_runPluginCommand(object *op, const char *params) { char buf[1024], path[1024]; CFPContext *context; if (current_command < 0) { cf_log(llevError, "Illegal call of cfpython_runPluginCommand, call find_plugin_command first.\n"); return; } snprintf(buf, sizeof(buf), "%s.py", cf_get_maps_directory(CustomCommand[current_command].script, path, sizeof(path))); context = malloc(sizeof(CFPContext)); context->message[0] = 0; context->who = Crossfire_Object_wrap(op); context->activator = NULL; context->third = NULL; context->fix = 0; /* We are not running from an event, so set it to NULL to avoid segfaults. */ context->event = NULL; snprintf(context->script, sizeof(context->script), "%s", buf); if (params) snprintf(context->options, sizeof(context->options), "%s", params); else context->options[0] = 0; context->returnvalue = 1; /* Default is "command successful" */ current_command = -999; if (!do_script(context, 0)) { freeContext(context); return; } context = popContext(); freeContext(context); /* printf("Execution complete"); */ } static int GECodes[] = { EVENT_BORN, EVENT_CLOCK, EVENT_PLAYER_DEATH, EVENT_GKILL, EVENT_LOGIN, EVENT_LOGOUT, EVENT_MAPENTER, EVENT_MAPLEAVE, EVENT_MAPRESET, EVENT_REMOVE, EVENT_SHOUT, EVENT_TELL, EVENT_MUZZLE, EVENT_KICK, EVENT_MAPUNLOAD, EVENT_MAPLOAD, 0 }; static const char* GEPaths[] = { "born", "clock", "death", "gkill", "login", "logout", "mapenter", "mapleave", "mapreset", "remove", "shout", "tell", "muzzle", "kick", "mapunload", "mapload", NULL }; CF_PLUGIN int postInitPlugin(void) { PyObject *scriptfile; char path[1024]; int i; cf_log(llevDebug, "CFPython 2.0a post init\n"); initContextStack(); for (i = 0; GECodes[i] != 0; i++) cf_system_register_global_event(GECodes[i], PLUGIN_NAME, cfpython_globalEventListener); scriptfile = cfpython_openpyfile(cf_get_maps_directory("python/events/python_init.py", path, sizeof(path))); if (scriptfile != NULL) { FILE* pyfile = cfpython_pyfile_asfile(scriptfile); PyRun_SimpleFile(pyfile, cf_get_maps_directory("python/events/python_init.py", path, sizeof(path))); Py_DECREF(scriptfile); } for (i = 0; i < PYTHON_CACHE_SIZE; i++) { pycode_cache[i].code = NULL; pycode_cache[i].file = NULL; pycode_cache[i].cached_time = 0; pycode_cache[i].used_time = 0; } return 0; } static const char *getGlobalEventPath(int code) { for (int i = 0; GECodes[i] != 0; i++) { if (GECodes[i] == code) return GEPaths[i]; } return ""; } CF_PLUGIN int cfpython_globalEventListener(int *type, ...) { va_list args; int rv = 0; CFPContext *context; char *buf; player *pl; object *op; context = malloc(sizeof(CFPContext)); va_start(args, type); context->event_code = va_arg(args, int); context->message[0] = 0; context->who = NULL; context->activator = NULL; context->third = NULL; context->event = NULL; context->talk = NULL; rv = context->returnvalue = 0; cf_get_maps_directory("python/events/python_event.py", context->script, sizeof(context->script)); snprintf(context->options, sizeof(context->options), "%s", getGlobalEventPath(context->event_code)); switch (context->event_code) { case EVENT_CRASH: cf_log(llevDebug, "Unimplemented for now\n"); break; case EVENT_BORN: op = va_arg(args, object *); context->activator = Crossfire_Object_wrap(op); break; case EVENT_PLAYER_DEATH: op = va_arg(args, object *); context->who = Crossfire_Object_wrap(op); op = va_arg(args, object *); context->activator = Crossfire_Object_wrap(op); break; case EVENT_GKILL: op = va_arg(args, object *); object* hitter = va_arg(args, object *); context->who = Crossfire_Object_wrap(op); context->activator = Crossfire_Object_wrap(hitter); break; case EVENT_LOGIN: pl = va_arg(args, player *); context->activator = Crossfire_Object_wrap(pl->ob); buf = va_arg(args, char *); if (buf != NULL) snprintf(context->message, sizeof(context->message), "%s", buf); break; case EVENT_LOGOUT: pl = va_arg(args, player *); context->activator = Crossfire_Object_wrap(pl->ob); buf = va_arg(args, char *); if (buf != NULL) snprintf(context->message, sizeof(context->message), "%s", buf); break; case EVENT_REMOVE: op = va_arg(args, object *); context->activator = Crossfire_Object_wrap(op); break; case EVENT_SHOUT: op = va_arg(args, object *); context->activator = Crossfire_Object_wrap(op); buf = va_arg(args, char *); if (buf != NULL) snprintf(context->message, sizeof(context->message), "%s", buf); break; case EVENT_MUZZLE: op = va_arg(args, object *); context->activator = Crossfire_Object_wrap(op); buf = va_arg(args, char *); if (buf != NULL) snprintf(context->message, sizeof(context->message), "%s", buf); break; case EVENT_KICK: op = va_arg(args, object *); context->activator = Crossfire_Object_wrap(op); buf = va_arg(args, char *); if (buf != NULL) snprintf(context->message, sizeof(context->message), "%s", buf); break; case EVENT_MAPENTER: op = va_arg(args, object *); context->activator = Crossfire_Object_wrap(op); context->who = Crossfire_Map_wrap(va_arg(args, mapstruct *)); break; case EVENT_MAPLEAVE: op = va_arg(args, object *); context->activator = Crossfire_Object_wrap(op); context->who = Crossfire_Map_wrap(va_arg(args, mapstruct *)); break; case EVENT_CLOCK: break; case EVENT_MAPRESET: context->who = Crossfire_Map_wrap(va_arg(args, mapstruct *)); break; case EVENT_TELL: op = va_arg(args, object *); buf = va_arg(args, char *); context->activator = Crossfire_Object_wrap(op); if (buf != NULL) snprintf(context->message, sizeof(context->message), "%s", buf); op = va_arg(args, object *); context->third = Crossfire_Object_wrap(op); break; case EVENT_MAPUNLOAD: context->who = Crossfire_Map_wrap(va_arg(args, mapstruct *)); break; case EVENT_MAPLOAD: context->who = Crossfire_Map_wrap(va_arg(args, mapstruct *)); break; } va_end(args); context->returnvalue = 0; if (context->event_code == EVENT_CLOCK) { // Ignore EVENT_CLOCK. It is not being used in maps, but nevertheless // runs python_init.py several times per second even while idling. freeContext(context); return rv; } if (!do_script(context, 1)) { freeContext(context); return rv; } context = popContext(); rv = context->returnvalue; /* Invalidate freed map wrapper. */ if (context->event_code == EVENT_MAPUNLOAD) Handle_Map_Unload_Hook((Crossfire_Map *)context->who); freeContext(context); return rv; } CF_PLUGIN int eventListener(int *type, ...) { int rv = 0; va_list args; char *buf; CFPContext *context; object *event; context = malloc(sizeof(CFPContext)); context->message[0] = 0; va_start(args, type); context->who = Crossfire_Object_wrap(va_arg(args, object *)); context->activator = Crossfire_Object_wrap(va_arg(args, object *)); context->third = Crossfire_Object_wrap(va_arg(args, object *)); buf = va_arg(args, char *); if (buf != NULL) snprintf(context->message, sizeof(context->message), "%s", buf); context->fix = va_arg(args, int); event = va_arg(args, object *); context->talk = va_arg(args, talk_info *); context->event_code = event->subtype; context->event = Crossfire_Object_wrap(event); cf_get_maps_directory(event->slaying, context->script, sizeof(context->script)); snprintf(context->options, sizeof(context->options), "%s", event->name); context->returnvalue = 0; va_end(args); if (!do_script(context, 0)) { freeContext(context); return rv; } context = popContext(); rv = context->returnvalue; freeContext(context); return rv; } CF_PLUGIN int closePlugin(void) { int i; cf_log(llevDebug, "CFPython 2.0a closing\n"); for (i = 0; i < NR_CUSTOM_CMD; i++) { if (CustomCommand[i].name != NULL) cf_free_string(CustomCommand[i].name); if (CustomCommand[i].script != NULL) cf_free_string(CustomCommand[i].script); } for (i = 0; i < PYTHON_CACHE_SIZE; i++) { Py_XDECREF(pycode_cache[i].code); if (pycode_cache[i].file != NULL) cf_free_string(pycode_cache[i].file); } Py_Finalize(); return 0; } �����������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfpython/include/����������������������������������������������������������000755 �001751 �001751 �00000000000 13777710122 021430� 5����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfpython/cjson.c�����������������������������������������������������������000644 �001751 �001751 �00000122730 13414745244 021273� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/* * Copyright (C) 2006-2007 Dan Pascu. * Author: Dan Pascu <dan@ag-projects.com> * * Fast JSON encoder/decoder implementation for Python * This file is under GPL licence */ #include <cfpython.h> #include <Python.h> #include <stddef.h> #include <stdio.h> #include <ctype.h> #include <math.h> #if defined(IS_PY26) # include <bytesobject.h> #elif !defined(IS_PY3K) /* Python versions 2.5 or older doesn't have bytesobject.h */ # define PyBytesObject PyStringObject # define PyBytes_Check PyString_Check # define PyBytes_AS_STRING PyString_AS_STRING # define PyBytes_GET_SIZE PyString_GET_SIZE # define PyBytes_FromStringAndSize PyString_FromStringAndSize # define PyBytes_FromString PyString_FromString # define PyBytes_Size PyString_Size # define PyBytes_AsString PyString_AsString # define PyBytes_Concat PyString_Concat # define PyBytes_ConcatAndDel PyString_ConcatAndDel # define _PyBytes_Resize _PyString_Resize # define PyBytes_DecodeEscape PyString_DecodeEscape # define _PyBytes_Join _PyString_Join # define PyBytes_AsStringAndSize PyString_AsStringAndSize #endif typedef struct JSONData { char *str; /* the actual json string */ char *end; /* pointer to the string end */ char *ptr; /* pointer to the current parsing position */ int all_unicode; /* make all output strings unicode if true */ } JSONData; static PyObject *encode_object(PyObject *object); static PyObject *encode_string(PyObject *object); static PyObject *encode_unicode(PyObject *object); static PyObject *encode_tuple(PyObject *object); static PyObject *encode_list(PyObject *object); static PyObject *encode_dict(PyObject *object); static PyObject *decode_json(JSONData *jsondata); static PyObject *decode_null(JSONData *jsondata); static PyObject *decode_bool(JSONData *jsondata); static PyObject *decode_string(JSONData *jsondata); static PyObject *decode_inf(JSONData *jsondata); static PyObject *decode_nan(JSONData *jsondata); static PyObject *decode_number(JSONData *jsondata); static PyObject *decode_array(JSONData *jsondata); static PyObject *decode_object(JSONData *jsondata); static PyObject *JSON_Error; static PyObject *JSON_EncodeError; static PyObject *JSON_DecodeError; #if PY_VERSION_HEX < 0x02050000 typedef int Py_ssize_t; #define PY_SSIZE_T_MAX INT_MAX #define PY_SSIZE_T_MIN INT_MIN #define SSIZE_T_F "%d" #else #define SSIZE_T_F "%zd" #endif #define True 1 #define False 0 #ifndef INFINITY #define INFINITY HUGE_VAL #endif #ifndef NAN #define NAN (HUGE_VAL-HUGE_VAL) #endif #ifndef Py_IS_NAN #define Py_IS_NAN(X) ((X) != (X)) #endif #define skipSpaces(d) while (*((d)->ptr) && isspace(*((d)->ptr))) (d)->ptr++ /* ------------------------------ Utility ----------------------------- */ #ifdef IS_PY3K /** Same as PyObject_Str but return a UTF-8 encoded Bytes object instead. */ static PyObject* cjson_PyObject_Str(PyObject* obj) { PyObject *tmp_str, *result; tmp_str = PyObject_Str(obj); if (!tmp_str) return NULL; result = PyUnicode_AsUTF8String(tmp_str); Py_DECREF(tmp_str); return result; } #else # define cjson_PyObject_Str PyObject_Str #endif /* ------------------------------ Decoding ----------------------------- */ static void getRowAndCol(char *begin, char *current, int *row, int *col) { *col = 1; *row = 1; while (current > begin) { if (*current == '\n') (*row)++; if (*row < 2) (*col)++; current--; } } static PyObject *decode_null(JSONData *jsondata) { ptrdiff_t left; left = jsondata->end-jsondata->ptr; if (left >= 4 && strncmp(jsondata->ptr, "null", 4) == 0) { jsondata->ptr += 4; Py_INCREF(Py_None); return Py_None; } else { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "cannot parse JSON description: %.20s" "(row "SSIZE_T_F", col "SSIZE_T_F")", jsondata->ptr, (Py_ssize_t)row, (Py_ssize_t)col); return NULL; } } static PyObject *decode_bool(JSONData *jsondata) { ptrdiff_t left; left = jsondata->end-jsondata->ptr; if (left >= 4 && strncmp(jsondata->ptr, "true", 4) == 0) { jsondata->ptr += 4; Py_INCREF(Py_True); return Py_True; } else if (left >= 5 && strncmp(jsondata->ptr, "false", 5) == 0) { jsondata->ptr += 5; Py_INCREF(Py_False); return Py_False; } else { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "cannot parse JSON description: %.20s" "(row "SSIZE_T_F", col "SSIZE_T_F")", jsondata->ptr, (Py_ssize_t)row, (Py_ssize_t)col); return NULL; } } static PyObject *decode_string(JSONData *jsondata) { PyObject *object; int c, escaping, has_unicode, string_escape; Py_ssize_t len; char *ptr; /* look for the closing quote */ escaping = has_unicode = string_escape = False; ptr = jsondata->ptr+1; while (True) { c = *ptr; if (c == 0) { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "unterminated string starting at position "SSIZE_T_F"(row "SSIZE_T_F", col "SSIZE_T_F")", (Py_ssize_t)(jsondata->ptr-jsondata->str), (Py_ssize_t)row, (Py_ssize_t)col); return NULL; } if (!escaping) { if (c == '\\') { escaping = True; } else if (c == '"') { break; } else if (!isascii(c)) { has_unicode = True; } } else { switch (c) { case 'u': has_unicode = True; break; case '"': case 'r': case 'n': case 't': case 'b': case 'f': case '\\': string_escape = True; break; } escaping = False; } ptr++; } len = ptr-jsondata->ptr-1; if (has_unicode || jsondata->all_unicode) object = PyUnicode_DecodeUnicodeEscape(jsondata->ptr+1, len, NULL); else if (string_escape) object = PyBytes_DecodeEscape(jsondata->ptr+1, len, NULL, 0, NULL); else object = PyBytes_FromStringAndSize(jsondata->ptr+1, len); if (object == NULL) { PyObject *type, *value, *tb, *reason; PyErr_Fetch(&type, &value, &tb); if (type == NULL) { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "invalid string starting at position "SSIZE_T_F"(row "SSIZE_T_F", col "SSIZE_T_F")", (Py_ssize_t)(jsondata->ptr-jsondata->str), (Py_ssize_t)row, (Py_ssize_t)col); } else { if (PyErr_GivenExceptionMatches(type, PyExc_UnicodeDecodeError)) { int row, col; reason = PyObject_GetAttrString(value, "reason"); #ifdef IS_PY3K /* If we are using Python3 we need to convert to bytes here. */ if (reason && PyUnicode_Check(reason)) { PyObject * bytes_reason = PyUnicode_AsUTF8String(reason); Py_DECREF(reason); reason = bytes_reason; } #endif getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "cannot decode string starting" " at position "SSIZE_T_F"(row "SSIZE_T_F", col "SSIZE_T_F"): %s", (Py_ssize_t)(jsondata->ptr-jsondata->str), (Py_ssize_t)row, (Py_ssize_t)col, reason ? PyBytes_AsString(reason) : "bad format"); Py_XDECREF(reason); } else { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "invalid string starting at position "SSIZE_T_F"(row "SSIZE_T_F", col "SSIZE_T_F")", (Py_ssize_t)(jsondata->ptr-jsondata->str), (Py_ssize_t)row, (Py_ssize_t)col); } } Py_XDECREF(type); Py_XDECREF(value); Py_XDECREF(tb); } else { jsondata->ptr = ptr+1; } return object; } static PyObject *decode_inf(JSONData *jsondata) { PyObject *object; ptrdiff_t left; left = jsondata->end-jsondata->ptr; if (left >= 8 && strncmp(jsondata->ptr, "Infinity", 8) == 0) { jsondata->ptr += 8; object = PyFloat_FromDouble(INFINITY); return object; } else if (left >= 9 && strncmp(jsondata->ptr, "+Infinity", 9) == 0) { jsondata->ptr += 9; object = PyFloat_FromDouble(INFINITY); return object; } else if (left >= 9 && strncmp(jsondata->ptr, "-Infinity", 9) == 0) { jsondata->ptr += 9; object = PyFloat_FromDouble(-INFINITY); return object; } else { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "cannot parse JSON description: %.20s (row "SSIZE_T_F", col "SSIZE_T_F")", jsondata->ptr, (Py_ssize_t)row, (Py_ssize_t)col); return NULL; } } static PyObject *decode_nan(JSONData *jsondata) { PyObject *object; ptrdiff_t left; left = jsondata->end-jsondata->ptr; if (left >= 3 && strncmp(jsondata->ptr, "NaN", 3) == 0) { jsondata->ptr += 3; object = PyFloat_FromDouble(NAN); return object; } else { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "cannot parse JSON description: %.20s(row "SSIZE_T_F", col "SSIZE_T_F")", jsondata->ptr, (Py_ssize_t)row, (Py_ssize_t)col); return NULL; } } static PyObject *decode_number(JSONData *jsondata) { PyObject *object, *str; int c, is_float, should_stop; char *ptr; /* check if we got a floating point number */ ptr = jsondata->ptr; is_float = should_stop = False; while (True) { c = *ptr; if (c == 0) break; switch (c) { case '0': case '1': case '2': case '3': case '4': case '5': case '6': case '7': case '8': case '9': case '-': case '+': break; case '.': case 'e': case 'E': is_float = True; break; default: should_stop = True; } if (should_stop) { break; } ptr++; } str = PyBytes_FromStringAndSize(jsondata->ptr, ptr-jsondata->ptr); if (str == NULL) return NULL; if (is_float) { #ifdef IS_PY3K object = PyFloat_FromString(str); #else object = PyFloat_FromString(str, NULL); #endif } else { #ifdef IS_PY3K object = PyLong_FromString(PyBytes_AS_STRING(str), NULL, 10); #else object = PyInt_FromString(PyBytes_AS_STRING(str), NULL, 10); #endif } Py_DECREF(str); if (object == NULL) { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "invalid number starting at position "SSIZE_T_F"(row "SSIZE_T_F", col "SSIZE_T_F")", (Py_ssize_t)(jsondata->ptr-jsondata->str), (Py_ssize_t)row, (Py_ssize_t)col); } else { jsondata->ptr = ptr; } return object; } static PyObject *decode_array(JSONData *jsondata) { PyObject *object, *item; int c, expect_item, items, result; char *start; object = PyList_New(0); start = jsondata->ptr; jsondata->ptr++; expect_item = True; items = 0; while (True) { skipSpaces(jsondata); c = *jsondata->ptr; if (c == 0) { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "unterminated array starting at position "SSIZE_T_F"(row "SSIZE_T_F", col "SSIZE_T_F")", (Py_ssize_t)(start-jsondata->str), (Py_ssize_t)row, (Py_ssize_t)col); goto failure; } else if (c == ']') { if (expect_item && items > 0) { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "expecting array item at position "SSIZE_T_F"(row "SSIZE_T_F", col "SSIZE_T_F")", (Py_ssize_t)(jsondata->ptr-jsondata->str), (Py_ssize_t)row, (Py_ssize_t)col); goto failure; } jsondata->ptr++; break; } else if (c == ',') { if (expect_item) { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "expecting array item at position "SSIZE_T_F"(row "SSIZE_T_F", col "SSIZE_T_F")", (Py_ssize_t)(jsondata->ptr-jsondata->str), (Py_ssize_t)row, (Py_ssize_t)col); goto failure; } expect_item = True; jsondata->ptr++; continue; } else { item = decode_json(jsondata); if (item == NULL) goto failure; result = PyList_Append(object, item); Py_DECREF(item); if (result == -1) goto failure; expect_item = False; items++; } } return object; failure: Py_DECREF(object); return NULL; } static PyObject *decode_object(JSONData *jsondata) { PyObject *object, *key, *value; int c, expect_key, items, result; char *start; object = PyDict_New(); expect_key = True; items = 0; start = jsondata->ptr; jsondata->ptr++; while (True) { skipSpaces(jsondata); c = *jsondata->ptr; if (c == 0) { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "unterminated object starting at position "SSIZE_T_F"(row "SSIZE_T_F", col "SSIZE_T_F")", (Py_ssize_t)(start-jsondata->str), (Py_ssize_t)row, (Py_ssize_t)col); goto failure; } else if (c == '}') { if (expect_key && items > 0) { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "expecting object property name at position "SSIZE_T_F"(row "SSIZE_T_F", col "SSIZE_T_F")", (Py_ssize_t)(jsondata->ptr-jsondata->str), (Py_ssize_t)row, (Py_ssize_t)col); goto failure; } jsondata->ptr++; break; } else if (c == ',') { if (expect_key) { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "expecting object property name at position "SSIZE_T_F"(row "SSIZE_T_F", col "SSIZE_T_F")", (Py_ssize_t)(jsondata->ptr-jsondata->str), (Py_ssize_t)row, (Py_ssize_t)col); goto failure; } expect_key = True; jsondata->ptr++; continue; } else { if (c != '"') { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "expecting property name in object at position "SSIZE_T_F"(row "SSIZE_T_F", col "SSIZE_T_F")", (Py_ssize_t)(jsondata->ptr-jsondata->str), (Py_ssize_t)row, (Py_ssize_t)col); goto failure; } key = decode_json(jsondata); if (key == NULL) goto failure; skipSpaces(jsondata); if (*jsondata->ptr != ':') { int row, col; getRowAndCol(jsondata->str, jsondata->ptr, &row, &col); PyErr_Format(JSON_DecodeError, "missing colon after object property name at position "SSIZE_T_F"(row "SSIZE_T_F", col "SSIZE_T_F")", (Py_ssize_t)(jsondata->ptr-jsondata->str), (Py_ssize_t)row, (Py_ssize_t)col); Py_DECREF(key); goto failure; } else { jsondata->ptr++; } value = decode_json(jsondata); if (value == NULL) { Py_DECREF(key); goto failure; } result = PyDict_SetItem(object, key, value); Py_DECREF(key); Py_DECREF(value); if (result == -1) goto failure; expect_key = False; items++; } } return object; failure: Py_DECREF(object); return NULL; } static PyObject *decode_json(JSONData *jsondata) { PyObject *object; skipSpaces(jsondata); switch (*jsondata->ptr) { case 0: PyErr_SetString(JSON_DecodeError, "empty JSON description"); return NULL; case '{': object = decode_object(jsondata); break; case '[': object = decode_array(jsondata); break; case '"': object = decode_string(jsondata); break; case 't': case 'f': object = decode_bool(jsondata); break; case 'n': object = decode_null(jsondata); break; case 'N': object = decode_nan(jsondata); break; case 'I': object = decode_inf(jsondata); break; case '+': case '-': if (*(jsondata->ptr+1) == 'I') { object = decode_inf(jsondata); } else { object = decode_number(jsondata); } break; case '0': case '1': case '2': case '3': case '4': case '5': case '6': case '7': case '8': case '9': object = decode_number(jsondata); break; default: PyErr_SetString(JSON_DecodeError, "cannot parse JSON description"); return NULL; } return object; } /* ------------------------------ Encoding ----------------------------- */ /* * This function is an almost verbatim copy of PyString_Repr() from * Python's stringobject.c with the following differences: * * - it always quotes the output using double quotes. * - it also quotes \b and \f * - it replaces any non ASCII character hh with \u00hh instead of \xhh */ static PyObject *encode_string(PyObject *string) { register PyBytesObject *op = (PyBytesObject *)string; size_t newsize = 2+6*Py_SIZE(op); PyObject *v; if (Py_SIZE(op) > (PY_SSIZE_T_MAX-2)/6) { PyErr_SetString(PyExc_OverflowError, "string is too large to make repr"); return NULL; } v = PyBytes_FromStringAndSize((char *)NULL, newsize); if (v == NULL) { return NULL; } else { register Py_ssize_t i; register char c; register char *p; int quote; quote = '"'; p = PyBytes_AS_STRING(v); *p++ = quote; for (i = 0; i < Py_SIZE(op); i++) { /* There's at least enough room for a hex escape and a closing quote. */ assert(newsize-(p-PyBytes_AS_STRING(v)) >= 7); c = op->ob_sval[i]; if (c == quote || c == '\\') *p++ = '\\', *p++ = c; else if (c == '\t') *p++ = '\\', *p++ = 't'; else if (c == '\n') *p++ = '\\', *p++ = 'n'; else if (c == '\r') *p++ = '\\', *p++ = 'r'; else if (c == '\f') *p++ = '\\', *p++ = 'f'; else if (c == '\b') *p++ = '\\', *p++ = 'b'; else if (c < ' ' || c >= 0x7f) { /* For performance, we don't want to call * PyOS_snprintf here (extra layers of * function call). */ sprintf(p, "\\u%04x", c&0xff); p += 6; } else *p++ = c; } assert(newsize-(p-PyBytes_AS_STRING(v)) >= 1); *p++ = quote; *p = '\0'; _PyBytes_Resize(&v, (int) (p-PyBytes_AS_STRING(v))); return v; } } /* * This function is an almost verbatim copy of unicodeescape_string() from * Python's unicodeobject.c with the following differences: * * - it always quotes the output using double quotes. * - it uses \u00hh instead of \xhh in output. * - it also quotes \b and \f */ #if defined(IS_PY26) || defined(IS_PY3K) static PyObject *encode_unicode(PyObject *unicode) { PyObject *repr; Py_UNICODE *s; Py_ssize_t size; char *p; static const char *hexdigit = "0123456789abcdef"; #ifdef Py_UNICODE_WIDE static const Py_ssize_t expandsize = 10; #else static const Py_ssize_t expandsize = 6; #endif s = PyUnicode_AS_UNICODE(unicode); size = PyUnicode_GET_SIZE(unicode); if (size > (PY_SSIZE_T_MAX-2-1)/expandsize) { PyErr_SetString(PyExc_OverflowError, "unicode object is too large to make repr"); return NULL; } repr = PyByteArray_FromStringAndSize(NULL, 2 + expandsize*size + 1); if (repr == NULL) return NULL; p = PyByteArray_AS_STRING(repr); *p++ = '"'; while (size-- > 0) { Py_UNICODE ch = *s++; /* Escape quotes */ if ((ch == (Py_UNICODE)PyByteArray_AS_STRING(repr)[0] || ch == '\\')) { *p++ = '\\'; *p++ = (char)ch; continue; } #ifdef Py_UNICODE_WIDE /* Map 21-bit characters to '\U00xxxxxx' */ else if (ch >= 0x10000) { *p++ = '\\'; *p++ = 'U'; *p++ = hexdigit[(ch>>28)&0x0000000F]; *p++ = hexdigit[(ch>>24)&0x0000000F]; *p++ = hexdigit[(ch>>20)&0x0000000F]; *p++ = hexdigit[(ch>>16)&0x0000000F]; *p++ = hexdigit[(ch>>12)&0x0000000F]; *p++ = hexdigit[(ch>>8)&0x0000000F]; *p++ = hexdigit[(ch>>4)&0x0000000F]; *p++ = hexdigit[ch&0x0000000F]; continue; } #else /* Map UTF-16 surrogate pairs to Unicode \UXXXXXXXX escapes */ else if (ch >= 0xD800 && ch < 0xDC00) { Py_UNICODE ch2; Py_UCS4 ucs; ch2 = *s++; size--; if (ch2 >= 0xDC00 && ch2 <= 0xDFFF) { ucs = (((ch&0x03FF)<<10)|(ch2&0x03FF))+0x00010000; *p++ = '\\'; *p++ = 'U'; *p++ = hexdigit[(ucs>>28)&0x0000000F]; *p++ = hexdigit[(ucs>>24)&0x0000000F]; *p++ = hexdigit[(ucs>>20)&0x0000000F]; *p++ = hexdigit[(ucs>>16)&0x0000000F]; *p++ = hexdigit[(ucs>>12)&0x0000000F]; *p++ = hexdigit[(ucs>>8)&0x0000000F]; *p++ = hexdigit[(ucs>>4)&0x0000000F]; *p++ = hexdigit[ucs&0x0000000F]; continue; } /* Fall through: isolated surrogates are copied as-is */ s--; size++; } #endif /* Map 16-bit characters to '\uxxxx' */ if (ch >= 256) { *p++ = '\\'; *p++ = 'u'; *p++ = hexdigit[(ch>>12)&0x000F]; *p++ = hexdigit[(ch>>8)&0x000F]; *p++ = hexdigit[(ch>>4)&0x000F]; *p++ = hexdigit[ch&0x000F]; /* Map special whitespace to '\t', \n', '\r', '\f', '\b' */ } else if (ch == '\t') { *p++ = '\\'; *p++ = 't'; } else if (ch == '\n') { *p++ = '\\'; *p++ = 'n'; } else if (ch == '\r') { *p++ = '\\'; *p++ = 'r'; } else if (ch == '\f') { *p++ = '\\'; *p++ = 'f'; } else if (ch == '\b') { *p++ = '\\'; *p++ = 'b'; } /* Map non-printable US ASCII to '\u00hh' */ else if (ch < ' ' || ch >= 0x7F) { *p++ = '\\'; *p++ = 'u'; *p++ = '0'; *p++ = '0'; *p++ = hexdigit[(ch>>4)&0x000F]; *p++ = hexdigit[ch&0x000F]; } /* Copy everything else as-is */ else *p++ = (char)ch; } *p++ = PyByteArray_AS_STRING(repr)[0]; *p = '\0'; { PyObject *result = PyBytes_FromStringAndSize(PyByteArray_AS_STRING(repr), p - PyByteArray_AS_STRING(repr)); Py_DECREF(repr); return result; } } #else static PyObject *encode_unicode(PyObject *unicode) { PyObject *repr; Py_UNICODE *s; Py_ssize_t size; char *p; static const char *hexdigit = "0123456789abcdef"; #ifdef Py_UNICODE_WIDE static const Py_ssize_t expandsize = 10; #else static const Py_ssize_t expandsize = 6; #endif s = PyUnicode_AS_UNICODE(unicode); size = PyUnicode_GET_SIZE(unicode); if (size > (PY_SSIZE_T_MAX-2-1)/expandsize) { PyErr_SetString(PyExc_OverflowError, "unicode object is too large to make repr"); return NULL; } repr = PyString_FromStringAndSize(NULL, 2+expandsize*size+1); if (repr == NULL) return NULL; p = PyString_AS_STRING(repr); *p++ = '"'; while (size-- > 0) { Py_UNICODE ch = *s++; /* Escape quotes */ if ((ch == (Py_UNICODE)PyString_AS_STRING(repr)[0] || ch == '\\')) { *p++ = '\\'; *p++ = (char)ch; continue; } #ifdef Py_UNICODE_WIDE /* Map 21-bit characters to '\U00xxxxxx' */ else if (ch >= 0x10000) { int offset = p-PyString_AS_STRING(repr); /* Resize the string if necessary */ if (offset+12 > PyString_GET_SIZE(repr)) { if (_PyString_Resize(&repr, PyString_GET_SIZE(repr)+100)) return NULL; p = PyString_AS_STRING(repr)+offset; } *p++ = '\\'; *p++ = 'U'; *p++ = hexdigit[(ch>>28)&0x0000000F]; *p++ = hexdigit[(ch>>24)&0x0000000F]; *p++ = hexdigit[(ch>>20)&0x0000000F]; *p++ = hexdigit[(ch>>16)&0x0000000F]; *p++ = hexdigit[(ch>>12)&0x0000000F]; *p++ = hexdigit[(ch>>8)&0x0000000F]; *p++ = hexdigit[(ch>>4)&0x0000000F]; *p++ = hexdigit[ch&0x0000000F]; continue; } #endif /* Map UTF-16 surrogate pairs to Unicode \UXXXXXXXX escapes */ else if (ch >= 0xD800 && ch < 0xDC00) { Py_UNICODE ch2; Py_UCS4 ucs; ch2 = *s++; size--; if (ch2 >= 0xDC00 && ch2 <= 0xDFFF) { ucs = (((ch&0x03FF)<<10)|(ch2&0x03FF))+0x00010000; *p++ = '\\'; *p++ = 'U'; *p++ = hexdigit[(ucs>>28)&0x0000000F]; *p++ = hexdigit[(ucs>>24)&0x0000000F]; *p++ = hexdigit[(ucs>>20)&0x0000000F]; *p++ = hexdigit[(ucs>>16)&0x0000000F]; *p++ = hexdigit[(ucs>>12)&0x0000000F]; *p++ = hexdigit[(ucs>>8)&0x0000000F]; *p++ = hexdigit[(ucs>>4)&0x0000000F]; *p++ = hexdigit[ucs&0x0000000F]; continue; } /* Fall through: isolated surrogates are copied as-is */ s--; size++; /* Map 16-bit characters to '\uxxxx' */ } if (ch >= 256) { *p++ = '\\'; *p++ = 'u'; *p++ = hexdigit[(ch>>12)&0x000F]; *p++ = hexdigit[(ch>>8)&0x000F]; *p++ = hexdigit[(ch>>4)&0x000F]; *p++ = hexdigit[ch&0x000F]; /* Map special whitespace to '\t', \n', '\r', '\f', '\b' */ } else if (ch == '\t') { *p++ = '\\'; *p++ = 't'; } else if (ch == '\n') { *p++ = '\\'; *p++ = 'n'; } else if (ch == '\r') { *p++ = '\\'; *p++ = 'r'; } else if (ch == '\f') { *p++ = '\\'; *p++ = 'f'; } else if (ch == '\b') { *p++ = '\\'; *p++ = 'b'; } /* Map non-printable US ASCII to '\u00hh' */ else if (ch < ' ' || ch >= 0x7F) { *p++ = '\\'; *p++ = 'u'; *p++ = '0'; *p++ = '0'; *p++ = hexdigit[(ch>>4)&0x000F]; *p++ = hexdigit[ch&0x000F]; } /* Copy everything else as-is */ else *p++ = (char)ch; } *p++ = PyString_AS_STRING(repr)[0]; *p = '\0'; _PyString_Resize(&repr, p-PyString_AS_STRING(repr)); return repr; } #endif /* * This function is an almost verbatim copy of tuplerepr() from * Python's tupleobject.c with the following differences: * * - it uses encode_object() to get the object's JSON reprezentation. * - it uses [] as decorations isntead of () (to masquerade as a JSON array). */ static PyObject *encode_tuple(PyObject *tuple) { Py_ssize_t i, n; PyObject *s, *temp; PyObject *pieces, *result = NULL; PyTupleObject *v = (PyTupleObject *)tuple; n = Py_SIZE(v); if (n == 0) return PyBytes_FromString("[]"); pieces = PyTuple_New(n); if (pieces == NULL) return NULL; /* Do repr() on each element. */ for (i = 0; i < n; ++i) { s = encode_object(v->ob_item[i]); if (s == NULL) goto Done; PyTuple_SET_ITEM(pieces, i, s); } /* Add "[]" decorations to the first and last items. */ assert(n > 0); s = PyBytes_FromString("["); if (s == NULL) goto Done; temp = PyTuple_GET_ITEM(pieces, 0); PyBytes_ConcatAndDel(&s, temp); PyTuple_SET_ITEM(pieces, 0, s); if (s == NULL) goto Done; s = PyBytes_FromString("]"); if (s == NULL) goto Done; temp = PyTuple_GET_ITEM(pieces, n-1); PyBytes_ConcatAndDel(&temp, s); PyTuple_SET_ITEM(pieces, n-1, temp); if (temp == NULL) goto Done; /* Paste them all together with ", " between. */ s = PyBytes_FromString(", "); if (s == NULL) goto Done; result = _PyBytes_Join(s, pieces); Py_DECREF(s); Done: Py_DECREF(pieces); return result; } /* * This function is an almost verbatim copy of list_repr() from * Python's listobject.c with the following differences: * * - it uses encode_object() to get the object's JSON reprezentation. * - it doesn't use the ellipsis to represent a list with references * to itself, instead it raises an exception as such lists cannot be * represented in JSON. */ static PyObject *encode_list(PyObject *list) { Py_ssize_t i; PyObject *s, *temp; PyObject *pieces = NULL, *result = NULL; PyListObject *v = (PyListObject *)list; i = Py_ReprEnter((PyObject *)v); if (i != 0) { if (i > 0) { PyErr_SetString(JSON_EncodeError, "a list with references to itself is not JSON encodable"); } return NULL; } if (Py_SIZE(v) == 0) { result = PyBytes_FromString("[]"); goto Done; } pieces = PyList_New(0); if (pieces == NULL) goto Done; /* Do repr() on each element. Note that this may mutate the list, * so must refetch the list size on each iteration. */ for (i = 0; i < Py_SIZE(v); ++i) { int status; s = encode_object(v->ob_item[i]); if (s == NULL) goto Done; status = PyList_Append(pieces, s); Py_DECREF(s); /* append created a new ref */ if (status < 0) goto Done; } /* Add "[]" decorations to the first and last items. */ assert(PyList_GET_SIZE(pieces) > 0); s = PyBytes_FromString("["); if (s == NULL) goto Done; temp = PyList_GET_ITEM(pieces, 0); PyBytes_ConcatAndDel(&s, temp); PyList_SET_ITEM(pieces, 0, s); if (s == NULL) goto Done; s = PyBytes_FromString("]"); if (s == NULL) goto Done; temp = PyList_GET_ITEM(pieces, PyList_GET_SIZE(pieces)-1); PyBytes_ConcatAndDel(&temp, s); PyList_SET_ITEM(pieces, PyList_GET_SIZE(pieces)-1, temp); if (temp == NULL) goto Done; /* Paste them all together with ", " between. */ s = PyBytes_FromString(", "); if (s == NULL) goto Done; result = _PyBytes_Join(s, pieces); Py_DECREF(s); Done: Py_XDECREF(pieces); Py_ReprLeave((PyObject *)v); return result; } /* * This function is an almost verbatim copy of dict_repr() from * Python's dictobject.c with the following differences: * * - it uses encode_object() to get the object's JSON reprezentation. * - only accept strings for keys. * - it doesn't use the ellipsis to represent a dictionary with references * to itself, instead it raises an exception as such dictionaries cannot * be represented in JSON. */ static PyObject *encode_dict(PyObject *dict) { Py_ssize_t i; PyObject *s, *temp, *colon = NULL; PyObject *pieces = NULL, *result = NULL; PyObject *key, *value; PyDictObject *mp = (PyDictObject *)dict; i = Py_ReprEnter((PyObject *)mp); if (i != 0) { if (i > 0) { PyErr_SetString(JSON_EncodeError, "a dict with references to " "itself is not JSON encodable"); } return NULL; } if (mp->ma_used == 0) { result = PyBytes_FromString("{}"); goto Done; } pieces = PyList_New(0); if (pieces == NULL) goto Done; colon = PyBytes_FromString(": "); if (colon == NULL) goto Done; /* Do repr() on each key+value pair, and insert ": " between them. * Note that repr may mutate the dict. */ i = 0; while (PyDict_Next((PyObject *)mp, &i, &key, &value)) { int status; if (!PyBytes_Check(key) && !PyUnicode_Check(key)) { PyErr_SetString(JSON_EncodeError, "JSON encodable dictionaries must have string/unicode keys"); goto Done; } /* Prevent repr from deleting value during key format. */ Py_INCREF(value); s = encode_object(key); PyBytes_Concat(&s, colon); PyBytes_ConcatAndDel(&s, encode_object(value)); Py_DECREF(value); if (s == NULL) goto Done; status = PyList_Append(pieces, s); Py_DECREF(s); /* append created a new ref */ if (status < 0) goto Done; } /* Add "{}" decorations to the first and last items. */ assert(PyList_GET_SIZE(pieces) > 0); s = PyBytes_FromString("{"); if (s == NULL) goto Done; temp = PyList_GET_ITEM(pieces, 0); PyBytes_ConcatAndDel(&s, temp); PyList_SET_ITEM(pieces, 0, s); if (s == NULL) goto Done; s = PyBytes_FromString("}"); if (s == NULL) goto Done; temp = PyList_GET_ITEM(pieces, PyList_GET_SIZE(pieces)-1); PyBytes_ConcatAndDel(&temp, s); PyList_SET_ITEM(pieces, PyList_GET_SIZE(pieces)-1, temp); if (temp == NULL) goto Done; /* Paste them all together with ", " between. */ s = PyBytes_FromString(", "); if (s == NULL) goto Done; result = _PyBytes_Join(s, pieces); Py_DECREF(s); Done: Py_XDECREF(pieces); Py_XDECREF(colon); Py_ReprLeave((PyObject *)mp); return result; } static PyObject *encode_object(PyObject *object) { if (object == Py_True) { return PyBytes_FromString("true"); } else if (object == Py_False) { return PyBytes_FromString("false"); } else if (object == Py_None) { return PyBytes_FromString("null"); } else if (PyBytes_Check(object)) { return encode_string(object); } else if (PyUnicode_Check(object)) { return encode_unicode(object); } else if (PyFloat_Check(object)) { double val = PyFloat_AS_DOUBLE(object); if (Py_IS_NAN(val)) { return PyBytes_FromString("NaN"); } else if (Py_IS_INFINITY(val)) { if (val > 0) { return PyBytes_FromString("Infinity"); } else { return PyBytes_FromString("-Infinity"); } } else { return cjson_PyObject_Str(object); } } #ifdef IS_PY3K else if (PyLong_Check(object)) { return cjson_PyObject_Str(object); } #else else if (PyInt_Check(object) || PyLong_Check(object)) { return cjson_PyObject_Str(object); } #endif else if (PyList_Check(object)) { return encode_list(object); } else if (PyTuple_Check(object)) { return encode_tuple(object); } else if (PyDict_Check(object)) { /* use PyMapping_Check(object) instead? -Dan */ return encode_dict(object); } else { PyErr_SetString(JSON_EncodeError, "object is not JSON encodable"); return NULL; } } /* Encode object into its JSON representation */ static PyObject *JSON_encode(PyObject *self, PyObject *object) { return encode_object(object); } /* Decode JSON representation into pyhton objects */ static PyObject *JSON_decode(PyObject *self, PyObject *args, PyObject *kwargs) { static char *kwlist[] = { "json", "all_unicode", NULL }; #ifdef IS_PY3K int all_unicode = True; /* by default return unicode always */ #else int all_unicode = False; /* by default return unicode only when needed */ #endif PyObject *object, *string, *str; JSONData jsondata; if (!PyArg_ParseTupleAndKeywords(args, kwargs, "O|i:decode", kwlist, &string, &all_unicode)) return NULL; if (PyUnicode_Check(string)) { #ifdef IS_PY3K /* HACK: Workaround for crash bug in Python3's PyUnicode_AsRawUnicodeEscapeString... */ str = PyUnicode_EncodeRawUnicodeEscape(PyUnicode_AS_UNICODE(string), PyUnicode_GET_SIZE(string)); #else str = PyUnicode_AsRawUnicodeEscapeString(string); #endif if (str == NULL) { return NULL; } } else { Py_INCREF(string); str = string; } if (PyBytes_AsStringAndSize(str, &(jsondata.str), NULL) == -1) { Py_DECREF(str); return NULL; /* not a string object or it contains null bytes */ } jsondata.ptr = jsondata.str; jsondata.end = jsondata.str+strlen(jsondata.str); jsondata.all_unicode = all_unicode; object = decode_json(&jsondata); if (object != NULL) { skipSpaces(&jsondata); if (jsondata.ptr < jsondata.end) { PyErr_Format(JSON_DecodeError, "extra data after JSON description at position "SSIZE_T_F, (Py_ssize_t)(jsondata.ptr-jsondata.str)); Py_DECREF(str); Py_DECREF(object); return NULL; } } Py_DECREF(str); return object; } /* List of functions defined in the module */ static PyMethodDef cjson_methods[] = { { "encode", (PyCFunction)JSON_encode, METH_O, PyDoc_STR("encode(object) -> generate the JSON representation for object.") }, /* On Python 3.x we normally want Unicode. */ { "decode", (PyCFunction)JSON_decode, METH_VARARGS|METH_KEYWORDS, #ifdef IS_PY3K PyDoc_STR("decode(string, all_unicode=True) -> parse the JSON representation into\n" "python objects. The optional argument `all_unicode', specifies how to\n" "convert the strings in the JSON representation into python objects.\n" "If it is False (default on Python 2.x), it will return strings/bytes\n" "everywhere possible and unicode objects only where necessary, else\n" "it will return unicode objects everywhere (this is slower, but default\n" "on Python 3.x).") #else PyDoc_STR("decode(string, all_unicode=False) -> parse the JSON representation into\n" "python objects. 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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. */ /* */ /*****************************************************************************/ #ifndef CFPYTHON_ARCHETYPE_H #define CFPYTHON_ARCHETYPE_H typedef struct { PyObject_HEAD archetype *arch; } Crossfire_Archetype; extern PyTypeObject Crossfire_ArchetypeType; extern PyObject *Crossfire_Archetype_wrap(archetype *what); #endif /* CFPYTHON_ARCHETYPE_H */ ���������������������������������������crossfire-1.75.0/plugins/cfpython/include/cfpython_party.h������������������������������������������000644 �001751 �001751 �00000004702 13523072164 024651� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* CFPython - A Python module for Crossfire RPG. */ /* Version: 2.0beta8 (also known as "Alexander") */ /* Contact: yann.chachkoff@myrealbox.com */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. */ /* */ /*****************************************************************************/ #ifndef CFPYTHON_PARTY_H #define CFPYTHON_PARTY_H typedef struct { PyObject_HEAD partylist *party; } Crossfire_Party; extern PyTypeObject Crossfire_PartyType; extern PyObject *Crossfire_Party_wrap(partylist *what); #endif /* CFPYTHON_PARTY_H */ ��������������������������������������������������������������crossfire-1.75.0/plugins/cfpython/include/cfpython_object.h�����������������������������������������000644 �001751 �001751 �00000005036 13523072164 024761� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* CFPython - A Python module for Crossfire RPG. */ /* Version: 2.0beta8 (also known as "Alexander") */ /* Contact: yann.chachkoff@myrealbox.com */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. 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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. */ /* */ /*****************************************************************************/ #ifndef CFPYTHON_REGION_H #define CFPYTHON_REGION_H typedef struct { PyObject_HEAD region *reg; } Crossfire_Region; extern PyTypeObject Crossfire_RegionType; extern PyObject *Crossfire_Region_wrap(region *what); #endif /* CFPYTHON_REGION_H */ ����������������������������������������������������������������crossfire-1.75.0/plugins/cfpython/include/Makefile.am�����������������������������������������������000644 �001751 �001751 �00000000300 13414745244 023456� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������noinst_HEADERS = \ cfpython.h \ cfpython_archetype.h cfpython_party.h \ cfpython_map.h cfpython_proto.h \ cfpython_region.h \ cfpython_object.h ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfpython/include/cfpython_map.h��������������������������������������������000644 �001751 �001751 �00000005502 13523171373 024270� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* CFPython - A Python module for Crossfire RPG. */ /* Version: 2.0beta8 (also known as "Alexander") */ /* Contact: yann.chachkoff@myrealbox.com */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. */ /* */ /*****************************************************************************/ #ifndef CFPYTHON_MAP_H #define CFPYTHON_MAP_H typedef struct { PyObject_HEAD mapstruct *map; int valid; } Crossfire_Map; extern PyTypeObject Crossfire_MapType; #define MAPEXISTCHECK(map) { \ if (!(map) || ((map)->valid == 0)) { \ PyErr_SetString(PyExc_ReferenceError, "Crossfire map no longer exists"); \ return NULL; \ } \ } #define MAPEXISTCHECK_INT(map) { \ if (!(map) || ((map)->valid == 0)) { \ PyErr_SetString(PyExc_ReferenceError, "Crossfire map no longer exists"); \ return -1; \ } \ } extern PyObject *Crossfire_Map_wrap(mapstruct *what); #endif /* CFPYTHON_MAP_H */ ����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfpython/include/cfpython_proto.h������������������������������������������000644 �001751 �001751 �00000001544 13523171373 024660� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/* cfpython.c */ CF_PLUGIN int initPlugin(const char *iversion, f_plug_api gethooksptr); CF_PLUGIN void *getPluginProperty(int *type, ...); CF_PLUGIN void cfpython_runPluginCommand(object *op, const char *params); CF_PLUGIN int postInitPlugin(void); CF_PLUGIN int cfpython_globalEventListener(int *type, ...); CF_PLUGIN int eventListener(int *type, ...); CF_PLUGIN int closePlugin(void); /* cfpython_archetype.c */ PyObject *Crossfire_Archetype_wrap(archetype *what); /* cfpython_object.c */ void init_object_assoc_table(void); PyObject *Crossfire_Object_wrap(object *what); /* cfpython_party.c */ PyObject *Crossfire_Party_wrap(partylist *what); /* cfpython_region.c */ PyObject *Crossfire_Region_wrap(region *what); /* cfpython_map.c */ void init_map_assoc_table(void); void Handle_Map_Unload_Hook(Crossfire_Map *map); PyObject *Crossfire_Map_wrap(mapstruct *what); ������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/plugins/cfpython/include/cfpython.h������������������������������������������������000644 �001751 �001751 �00000011513 13523171373 023432� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������/*****************************************************************************/ /* CFPython - A Python module for Crossfire RPG. */ /* Version: 2.0beta8 (also known as "Alexander") */ /* Contact: yann.chachkoff@myrealbox.com */ /*****************************************************************************/ /* That code is placed under the GNU General Public Licence (GPL) */ /* (C)2001-2005 by Chachkoff Yann (Feel free to deliver your complaints) */ /*****************************************************************************/ /* CrossFire, A Multiplayer game for X-windows */ /* */ /* Copyright (C) 2000 Mark Wedel */ /* 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. */ /* */ /*****************************************************************************/ #ifndef PLUGIN_PYTHON_H #define PLUGIN_PYTHON_H /* First the required header files - only the CF module interface and Python */ #ifdef WIN32 #ifdef _DEBUG #undef _DEBUG #include <Python.h> #define _DEBUG #else #include <Python.h> #endif #else /* WIN32 */ #include <Python.h> #endif /* This is for allowing both python 3 and python 2. * We also use some warnings and such with python 2.6 (and later 2.x). */ #if PY_MAJOR_VERSION >= 3 # define IS_PY3K #else /* Python 2.x */ # if PY_MINOR_VERSION >= 6 /* 2.6 or later */ # define IS_PY26 # else # define IS_PY_LEGACY /* Pre-2.6 lack forward compat. changes for Py3 */ # endif # if PY_MINOR_VERSION >= 5 /* PyNumberMethods changed in 2.5 */ # define IS_PY25 # endif #endif /* Python 2.5 or older doesn't define these. */ #ifndef Py_SIZE # define Py_SIZE(ob) (((PyVarObject*)(ob))->ob_size) #endif #ifndef Py_TYPE # define Py_TYPE(ob) (((PyObject*)(ob))->ob_type) #endif /* Python 2.6 and later use PyObject_HashNotImplemented to indicate no support * for hash. */ #ifdef IS_PY_LEGACY # define PyObject_HashNotImplemented NULL #endif /* Handle Bytes vs. String */ #ifdef IS_PY3K # define CF_IS_PYSTR(cfpy_obj) (PyUnicode_Check(cfpy_obj)) #else # define CF_IS_PYSTR(cfpy_obj) (PyString_Check(cfpy_obj) || PyUnicode_Check(cfpy_obj)) #endif /* include compile.h from python. Python.h doesn't pull it in with versions * 2.3 and older, and it does have protection from double-imports. */ #include <compile.h> #include <plugin.h> #undef MODULEAPI #ifdef WIN32 # ifdef PYTHON_PLUGIN_EXPORTS # define MODULEAPI __declspec(dllexport) # else # define MODULEAPI __declspec(dllimport) # endif #else #ifdef HAVE_VISIBILITY # define MODULEAPI __attribute__((visibility("default"))) #else # define MODULEAPI #endif #endif #define PLUGIN_NAME "Python" #define PLUGIN_VERSION "CFPython Plugin 2.0a13 (Fido)" #include <plugin_common.h> #include <cfpython_object.h> #include <cfpython_map.h> #include <cfpython_archetype.h> #include <cfpython_party.h> #include <cfpython_region.h> typedef struct _cfpcontext { struct _cfpcontext *down; PyObject *who; PyObject *activator; PyObject *third; PyObject *event; char message[1024]; int fix; int event_code; char script[1024]; char options[1024]; int returnvalue; int parms[5]; struct talk_info *talk; } CFPContext; extern f_plug_api gethook; extern CFPContext *context_stack; extern CFPContext *current_context; #include <cfpython_proto.h> #endif /* PLUGIN_PYTHON_H */ �������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/utils/compile����������������������������������������������������������������������000755 �001751 �001751 �00000016350 13777710001 017211� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������#! /bin/sh # Wrapper for compilers which do not understand '-c -o'. scriptversion=2018-03-07.03; # UTC # Copyright (C) 1999-2020 Free Software Foundation, Inc. # Written by Tom Tromey <tromey@cygnus.com>. # # 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, 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, see <https://www.gnu.org/licenses/>. # As a special exception to the GNU General Public License, if you # distribute this file as part of a program that contains a # configuration script generated by Autoconf, you may include it under # the same distribution terms that you use for the rest of that program. # This file is maintained in Automake, please report # bugs to <bug-automake@gnu.org> or send patches to # <automake-patches@gnu.org>. nl=' ' # We need space, tab and new line, in precisely that order. Quoting is # there to prevent tools from complaining about whitespace usage. IFS=" "" $nl" file_conv= # func_file_conv build_file lazy # Convert a $build file to $host form and store it in $file # Currently only supports Windows hosts. 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EOF exit $? ;; -v | --v*) echo "compile $scriptversion" exit $? ;; cl | *[/\\]cl | cl.exe | *[/\\]cl.exe | \ icl | *[/\\]icl | icl.exe | *[/\\]icl.exe ) func_cl_wrapper "$@" # Doesn't return... ;; esac ofile= cfile= for arg do if test -n "$eat"; then eat= else case $1 in -o) # configure might choose to run compile as 'compile cc -o foo foo.c'. # So we strip '-o arg' only if arg is an object. eat=1 case $2 in *.o | *.obj) ofile=$2 ;; *) set x "$@" -o "$2" shift ;; esac ;; *.c) cfile=$1 set x "$@" "$1" shift ;; *) set x "$@" "$1" shift ;; esac fi shift done if test -z "$ofile" || test -z "$cfile"; then # If no '-o' option was seen then we might have been invoked from a # pattern rule where we don't need one. That is ok -- this is a # normal compilation that the losing compiler can handle. If no # '.c' file was seen then we are probably linking. That is also # ok. exec "$@" fi # Name of file we expect compiler to create. cofile=`echo "$cfile" | sed 's|^.*[\\/]||; s|^[a-zA-Z]:||; s/\.c$/.o/'` # Create the lock directory. # Note: use '[/\\:.-]' here to ensure that we don't use the same name # that we are using for the .o file. Also, base the name on the expected # object file name, since that is what matters with a parallel build. lockdir=`echo "$cofile" | sed -e 's|[/\\:.-]|_|g'`.d while true; do if mkdir "$lockdir" >/dev/null 2>&1; then break fi sleep 1 done # FIXME: race condition here if user kills between mkdir and trap. trap "rmdir '$lockdir'; exit 1" 1 2 15 # Run the compile. "$@" ret=$? if test -f "$cofile"; then test "$cofile" = "$ofile" || mv "$cofile" "$ofile" elif test -f "${cofile}bj"; then test "${cofile}bj" = "$ofile" || mv "${cofile}bj" "$ofile" fi rmdir "$lockdir" exit $ret # Local Variables: # mode: shell-script # sh-indentation: 2 # eval: (add-hook 'before-save-hook 'time-stamp) # time-stamp-start: "scriptversion=" # time-stamp-format: "%:y-%02m-%02d.%02H" # time-stamp-time-zone: "UTC0" # time-stamp-end: "; # UTC" # End: ����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/utils/config.sub�������������������������������������������������������������������000755 �001751 �001751 �00000105526 13777710001 017622� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������#! /bin/sh # Configuration validation subroutine script. # Copyright 1992-2018 Free Software Foundation, Inc. timestamp='2018-05-24' # This file 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 3 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, see <https://www.gnu.org/licenses/>. # # As a special exception to the GNU General Public License, if you # distribute this file as part of a program that contains a # configuration script generated by Autoconf, you may include it under # the same distribution terms that you use for the rest of that # program. This Exception is an additional permission under section 7 # of the GNU General Public License, version 3 ("GPLv3"). # Please send patches to <config-patches@gnu.org>. # # Configuration subroutine to validate and canonicalize a configuration type. # Supply the specified configuration type as an argument. # If it is invalid, we print an error message on stderr and exit with code 1. # Otherwise, we print the canonical config type on stdout and succeed. # You can get the latest version of this script from: # https://git.savannah.gnu.org/gitweb/?p=config.git;a=blob_plain;f=config.sub # This file is supposed to be the same for all GNU packages # and recognize all the CPU types, system types and aliases # that are meaningful with *any* GNU software. # Each package is responsible for reporting which valid configurations # it does not support. The user should be able to distinguish # a failure to support a valid configuration from a meaningless # configuration. # The goal of this file is to map all the various variations of a given # machine specification into a single specification in the form: # CPU_TYPE-MANUFACTURER-OPERATING_SYSTEM # or in some cases, the newer four-part form: # CPU_TYPE-MANUFACTURER-KERNEL-OPERATING_SYSTEM # It is wrong to echo any other type of specification. me=`echo "$0" | sed -e 's,.*/,,'` usage="\ Usage: $0 [OPTION] CPU-MFR-OPSYS or ALIAS Canonicalize a configuration name. Options: -h, --help print this help, then exit -t, --time-stamp print date of last modification, then exit -v, --version print version number, then exit Report bugs and patches to <config-patches@gnu.org>." version="\ GNU config.sub ($timestamp) Copyright 1992-2018 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE." help=" Try \`$me --help' for more information." # Parse command line while test $# -gt 0 ; do case $1 in --time-stamp | --time* | -t ) echo "$timestamp" ; exit ;; --version | -v ) echo "$version" ; exit ;; --help | --h* | -h ) echo "$usage"; exit ;; -- ) # Stop option processing shift; break ;; - ) # Use stdin as input. break ;; -* ) echo "$me: invalid option $1$help" exit 1 ;; *local*) # First pass through any local machine types. echo "$1" exit ;; * ) break ;; esac done case $# in 0) echo "$me: missing argument$help" >&2 exit 1;; 1) ;; *) echo "$me: too many arguments$help" >&2 exit 1;; esac # Split fields of configuration type IFS="-" read -r field1 field2 field3 field4 <<EOF $1 EOF # Separate into logical components for further validation case $1 in *-*-*-*-*) echo Invalid configuration \`"$1"\': more than four components >&2 exit 1 ;; *-*-*-*) basic_machine=$field1-$field2 os=$field3-$field4 ;; *-*-*) # Ambiguous whether COMPANY is present, or skipped and KERNEL-OS is two # parts maybe_os=$field2-$field3 case $maybe_os in nto-qnx* | linux-gnu* | linux-android* | linux-dietlibc \ | linux-newlib* | linux-musl* | linux-uclibc* | uclinux-uclibc* \ | uclinux-gnu* | kfreebsd*-gnu* | knetbsd*-gnu* | netbsd*-gnu* \ | netbsd*-eabi* | kopensolaris*-gnu* | cloudabi*-eabi* \ | storm-chaos* | os2-emx* | rtmk-nova*) basic_machine=$field1 os=$maybe_os ;; android-linux) basic_machine=$field1-unknown os=linux-android ;; *) basic_machine=$field1-$field2 os=$field3 ;; esac ;; *-*) # Second component is usually, but not always the OS case $field2 in # Prevent following clause from handling this valid os sun*os*) basic_machine=$field1 os=$field2 ;; # Manufacturers dec* | mips* | sequent* | encore* | pc532* | sgi* | sony* \ | att* | 7300* | 3300* | delta* | motorola* | sun[234]* \ | unicom* | ibm* | next | hp | isi* | apollo | altos* \ | convergent* | ncr* | news | 32* | 3600* | 3100* | hitachi* \ | c[123]* | convex* | sun | crds | omron* | dg | ultra | tti* \ | harris | dolphin | highlevel | gould | cbm | ns | masscomp \ | apple | axis | knuth | cray | microblaze* \ | sim | cisco | oki | wec | wrs | winbond) basic_machine=$field1-$field2 os= ;; *) basic_machine=$field1 os=$field2 ;; esac ;; *) # Convert single-component short-hands not valid as part of # multi-component configurations. case $field1 in 386bsd) basic_machine=i386-pc os=bsd ;; a29khif) basic_machine=a29k-amd os=udi ;; adobe68k) basic_machine=m68010-adobe os=scout ;; am29k) basic_machine=a29k-none os=bsd ;; amdahl) basic_machine=580-amdahl os=sysv ;; amigaos | amigados) basic_machine=m68k-unknown os=amigaos ;; amigaunix | amix) basic_machine=m68k-unknown os=sysv4 ;; apollo68) basic_machine=m68k-apollo os=sysv ;; apollo68bsd) basic_machine=m68k-apollo os=bsd ;; aros) basic_machine=i386-pc os=aros ;; aux) basic_machine=m68k-apple os=aux ;; balance) basic_machine=ns32k-sequent os=dynix ;; blackfin) basic_machine=bfin-unknown os=linux ;; cegcc) basic_machine=arm-unknown os=cegcc ;; cray) basic_machine=j90-cray os=unicos ;; craynv) basic_machine=craynv-cray os=unicosmp ;; delta88) basic_machine=m88k-motorola os=sysv3 ;; dicos) basic_machine=i686-pc os=dicos ;; djgpp) basic_machine=i586-pc os=msdosdjgpp ;; ebmon29k) basic_machine=a29k-amd os=ebmon ;; es1800 | OSE68k | ose68k | ose | OSE) basic_machine=m68k-ericsson os=ose ;; gmicro) basic_machine=tron-gmicro os=sysv ;; go32) basic_machine=i386-pc os=go32 ;; h8300hms) basic_machine=h8300-hitachi os=hms ;; h8300xray) basic_machine=h8300-hitachi os=xray ;; h8500hms) basic_machine=h8500-hitachi os=hms ;; harris) basic_machine=m88k-harris os=sysv3 ;; hp300bsd) basic_machine=m68k-hp os=bsd ;; hp300hpux) basic_machine=m68k-hp os=hpux ;; hppaosf) basic_machine=hppa1.1-hp os=osf ;; hppro) basic_machine=hppa1.1-hp os=proelf ;; i386mach) basic_machine=i386-mach os=mach ;; vsta) basic_machine=i386-unknown os=vsta ;; isi68 | isi) basic_machine=m68k-isi os=sysv ;; m68knommu) basic_machine=m68k-unknown os=linux ;; magnum | m3230) basic_machine=mips-mips os=sysv ;; merlin) basic_machine=ns32k-utek os=sysv ;; mingw64) basic_machine=x86_64-pc os=mingw64 ;; mingw32) basic_machine=i686-pc os=mingw32 ;; mingw32ce) basic_machine=arm-unknown os=mingw32ce ;; monitor) basic_machine=m68k-rom68k os=coff ;; morphos) basic_machine=powerpc-unknown os=morphos ;; moxiebox) basic_machine=moxie-unknown os=moxiebox ;; msdos) basic_machine=i386-pc os=msdos ;; msys) basic_machine=i686-pc os=msys ;; mvs) basic_machine=i370-ibm os=mvs ;; nacl) basic_machine=le32-unknown os=nacl ;; ncr3000) basic_machine=i486-ncr os=sysv4 ;; netbsd386) basic_machine=i386-unknown os=netbsd ;; netwinder) basic_machine=armv4l-rebel os=linux ;; news | news700 | news800 | news900) basic_machine=m68k-sony os=newsos ;; news1000) basic_machine=m68030-sony os=newsos ;; necv70) basic_machine=v70-nec os=sysv ;; nh3000) basic_machine=m68k-harris os=cxux ;; nh[45]000) basic_machine=m88k-harris os=cxux ;; nindy960) basic_machine=i960-intel os=nindy ;; mon960) basic_machine=i960-intel os=mon960 ;; nonstopux) basic_machine=mips-compaq os=nonstopux ;; os400) basic_machine=powerpc-ibm os=os400 ;; OSE68000 | ose68000) basic_machine=m68000-ericsson os=ose ;; os68k) basic_machine=m68k-none os=os68k ;; paragon) basic_machine=i860-intel os=osf ;; parisc) basic_machine=hppa-unknown os=linux ;; pw32) basic_machine=i586-unknown os=pw32 ;; rdos | rdos64) basic_machine=x86_64-pc os=rdos ;; rdos32) basic_machine=i386-pc os=rdos ;; rom68k) basic_machine=m68k-rom68k os=coff ;; sa29200) basic_machine=a29k-amd os=udi ;; sei) basic_machine=mips-sei os=seiux ;; sps7) basic_machine=m68k-bull os=sysv2 ;; stratus) basic_machine=i860-stratus os=sysv4 ;; sun2os3) basic_machine=m68000-sun os=sunos3 ;; sun2os4) basic_machine=m68000-sun os=sunos4 ;; sun3os3) basic_machine=m68k-sun os=sunos3 ;; sun3os4) basic_machine=m68k-sun os=sunos4 ;; sun4os3) basic_machine=sparc-sun os=sunos3 ;; sun4os4) basic_machine=sparc-sun os=sunos4 ;; sun4sol2) basic_machine=sparc-sun os=solaris2 ;; sv1) basic_machine=sv1-cray os=unicos ;; symmetry) basic_machine=i386-sequent os=dynix ;; t3e) basic_machine=alphaev5-cray os=unicos ;; t90) basic_machine=t90-cray os=unicos ;; toad1) basic_machine=pdp10-xkl os=tops20 ;; tpf) basic_machine=s390x-ibm os=tpf ;; udi29k) basic_machine=a29k-amd os=udi ;; ultra3) basic_machine=a29k-nyu os=sym1 ;; v810 | necv810) basic_machine=v810-nec os=none ;; vaxv) basic_machine=vax-dec os=sysv ;; vms) basic_machine=vax-dec os=vms ;; vxworks960) basic_machine=i960-wrs os=vxworks ;; vxworks68) basic_machine=m68k-wrs os=vxworks ;; vxworks29k) basic_machine=a29k-wrs os=vxworks ;; xbox) basic_machine=i686-pc os=mingw32 ;; ymp) basic_machine=ymp-cray os=unicos ;; *) basic_machine=$1 os= ;; esac ;; esac # Decode aliases for certain CPU-COMPANY combinations. case $basic_machine in # Recognize the basic CPU types without company name. # Some are omitted here because they have special meanings below. 1750a | 580 \ | a29k \ | aarch64 | aarch64_be \ | alpha | alphaev[4-8] | alphaev56 | alphaev6[78] | alphapca5[67] \ | alpha64 | alpha64ev[4-8] | alpha64ev56 | alpha64ev6[78] | alpha64pca5[67] \ | am33_2.0 \ | arc | arceb \ | arm | arm[bl]e | arme[lb] | armv[2-8] | armv[3-8][lb] | armv6m | armv[78][arm] \ | avr | avr32 \ | ba \ | be32 | be64 \ | bfin \ | c4x | c8051 | clipper | csky \ | d10v | d30v | dlx | dsp16xx \ | e2k | epiphany \ | fido | fr30 | frv | ft32 \ | h8300 | h8500 | hppa | hppa1.[01] | hppa2.0 | hppa2.0[nw] | hppa64 \ | hexagon \ | i370 | i860 | i960 | ia16 | ia64 \ | ip2k | iq2000 \ | k1om \ | le32 | le64 \ | lm32 \ | m32c | m32r | m32rle | m68000 | m68k | m88k \ | maxq | mb | microblaze | microblazeel | mcore | mep | metag \ | mips | mipsbe | mipseb | mipsel | mipsle \ | mips16 \ | mips64 | mips64el \ | mips64octeon | mips64octeonel \ | mips64orion | mips64orionel \ | mips64r5900 | mips64r5900el \ | mips64vr | mips64vrel \ | mips64vr4100 | mips64vr4100el \ | mips64vr4300 | mips64vr4300el \ | mips64vr5000 | mips64vr5000el \ | mips64vr5900 | mips64vr5900el \ | mipsisa32 | mipsisa32el \ | mipsisa32r2 | mipsisa32r2el \ | mipsisa32r6 | mipsisa32r6el \ | mipsisa64 | mipsisa64el \ | mipsisa64r2 | mipsisa64r2el \ | mipsisa64r6 | mipsisa64r6el \ | mipsisa64sb1 | mipsisa64sb1el \ | mipsisa64sr71k | mipsisa64sr71kel \ | mipsr5900 | mipsr5900el \ | mipstx39 | mipstx39el \ | mn10200 | mn10300 \ | moxie \ | mt \ | msp430 \ | nds32 | nds32le | nds32be \ | nfp \ | nios | nios2 | nios2eb | nios2el \ | ns16k | ns32k \ | open8 | or1k | or1knd | or32 \ | pdp10 | pj | pjl \ | powerpc | powerpc64 | powerpc64le | powerpcle | powerpcspe \ | pru \ | pyramid \ | riscv32 | riscv64 \ | rl78 | rx \ | score \ | sh | sh[1234] | sh[24]a | sh[24]aeb | sh[23]e | sh[234]eb | sheb | shbe | shle | sh[1234]le | sh3ele \ | sh64 | sh64le \ | sparc | sparc64 | sparc64b | sparc64v | sparc86x | sparclet | sparclite \ | sparcv8 | sparcv9 | sparcv9b | sparcv9v \ | spu \ | tahoe | tic4x | tic54x | tic55x | tic6x | tic80 | tron \ | ubicom32 \ | v850 | v850e | v850e1 | v850e2 | v850es | v850e2v3 \ | visium \ | wasm32 \ | x86 | xc16x | xstormy16 | xtensa \ | z8k | z80) basic_machine=$basic_machine-unknown ;; c54x) basic_machine=tic54x-unknown ;; c55x) basic_machine=tic55x-unknown ;; c6x) basic_machine=tic6x-unknown ;; leon|leon[3-9]) basic_machine=sparc-$basic_machine ;; m6811 | m68hc11 | m6812 | m68hc12 | m68hcs12x | nvptx | picochip) basic_machine=$basic_machine-unknown os=${os:-none} ;; m88110 | m680[12346]0 | m683?2 | m68360 | m5200 | v70 | w65) ;; m9s12z | m68hcs12z | hcs12z | s12z) basic_machine=s12z-unknown os=${os:-none} ;; ms1) basic_machine=mt-unknown ;; strongarm | thumb | xscale) basic_machine=arm-unknown ;; xgate) basic_machine=$basic_machine-unknown os=${os:-none} ;; xscaleeb) basic_machine=armeb-unknown ;; xscaleel) basic_machine=armel-unknown ;; # We use `pc' rather than `unknown' # because (1) that's what they normally are, and # (2) the word "unknown" tends to confuse beginning users. i*86 | x86_64) basic_machine=$basic_machine-pc ;; # Recognize the basic CPU types with company name. 580-* \ | a29k-* \ | aarch64-* | aarch64_be-* \ | alpha-* | alphaev[4-8]-* | alphaev56-* | alphaev6[78]-* \ | alpha64-* | alpha64ev[4-8]-* | alpha64ev56-* | alpha64ev6[78]-* \ | alphapca5[67]-* | alpha64pca5[67]-* | amd64-* | arc-* | arceb-* \ | arm-* | armbe-* | armle-* | armeb-* | armv*-* \ | avr-* | avr32-* \ | ba-* \ | be32-* | be64-* \ | bfin-* | bs2000-* \ | c[123]* | c30-* | [cjt]90-* | c4x-* \ | c8051-* | clipper-* | craynv-* | csky-* | cydra-* \ | d10v-* | d30v-* | dlx-* \ | e2k-* | elxsi-* \ | f30[01]-* | f700-* | fido-* | fr30-* | frv-* | fx80-* \ | h8300-* | h8500-* \ | hppa-* | hppa1.[01]-* | hppa2.0-* | hppa2.0[nw]-* | hppa64-* \ | hexagon-* \ | i*86-* | i860-* | i960-* | ia16-* | ia64-* \ | ip2k-* | iq2000-* \ | k1om-* \ | le32-* | le64-* \ | lm32-* \ | m32c-* | m32r-* | m32rle-* \ | m68000-* | m680[012346]0-* | m68360-* | m683?2-* | m68k-* \ | m88110-* | m88k-* | maxq-* | mcore-* | metag-* \ | microblaze-* | microblazeel-* \ | mips-* | mipsbe-* | mipseb-* | mipsel-* | mipsle-* \ | mips16-* \ | mips64-* | mips64el-* \ | mips64octeon-* | mips64octeonel-* \ | mips64orion-* | mips64orionel-* \ | mips64r5900-* | mips64r5900el-* \ | mips64vr-* | mips64vrel-* \ | mips64vr4100-* | mips64vr4100el-* \ | mips64vr4300-* | mips64vr4300el-* \ | mips64vr5000-* | mips64vr5000el-* \ | mips64vr5900-* | mips64vr5900el-* \ | mipsisa32-* | mipsisa32el-* \ | mipsisa32r2-* | mipsisa32r2el-* \ | mipsisa32r6-* | mipsisa32r6el-* \ | mipsisa64-* | mipsisa64el-* \ | mipsisa64r2-* | mipsisa64r2el-* \ | mipsisa64r6-* | mipsisa64r6el-* \ | mipsisa64sb1-* | mipsisa64sb1el-* \ | mipsisa64sr71k-* | mipsisa64sr71kel-* \ | mipsr5900-* | mipsr5900el-* \ | mipstx39-* | mipstx39el-* \ | mmix-* \ | mt-* \ | msp430-* \ | nds32-* | nds32le-* | nds32be-* \ | nfp-* \ | nios-* | nios2-* | nios2eb-* | nios2el-* \ | none-* | np1-* | ns16k-* | ns32k-* \ | open8-* \ | or1k*-* \ | orion-* \ | pdp10-* | pdp11-* | pj-* | pjl-* | pn-* | power-* \ | powerpc-* | powerpc64-* | powerpc64le-* | powerpcle-* | powerpcspe-* \ | pru-* \ | pyramid-* \ | riscv32-* | riscv64-* \ | rl78-* | romp-* | rs6000-* | rx-* \ | sh-* | sh[1234]-* | sh[24]a-* | sh[24]aeb-* | sh[23]e-* | sh[34]eb-* | sheb-* | shbe-* \ | shle-* | sh[1234]le-* | sh3ele-* | sh64-* | sh64le-* \ | sparc-* | sparc64-* | sparc64b-* | sparc64v-* | sparc86x-* | sparclet-* \ | sparclite-* \ | sparcv8-* | sparcv9-* | sparcv9b-* | sparcv9v-* | sv1-* | sx*-* \ | tahoe-* \ | tic30-* | tic4x-* | tic54x-* | tic55x-* | tic6x-* | tic80-* \ | tile*-* \ | tron-* \ | ubicom32-* \ | v850-* | v850e-* | v850e1-* | v850es-* | v850e2-* | v850e2v3-* \ | vax-* \ | visium-* \ | wasm32-* \ | we32k-* \ | x86-* | x86_64-* | xc16x-* | xps100-* \ | xstormy16-* | xtensa*-* \ | ymp-* \ | z8k-* | z80-*) ;; # Recognize the basic CPU types without company name, with glob match. xtensa*) basic_machine=$basic_machine-unknown ;; # Recognize the various machine names and aliases which stand # for a CPU type and a company and sometimes even an OS. 3b1 | 7300 | 7300-att | att-7300 | pc7300 | safari | unixpc) basic_machine=m68000-att ;; 3b*) basic_machine=we32k-att ;; abacus) basic_machine=abacus-unknown ;; alliant | fx80) basic_machine=fx80-alliant ;; altos | altos3068) basic_machine=m68k-altos ;; amiga | amiga-*) basic_machine=m68k-unknown ;; asmjs) basic_machine=asmjs-unknown ;; blackfin-*) basic_machine=bfin-`echo "$basic_machine" | sed 's/^[^-]*-//'` os=linux ;; bluegene*) basic_machine=powerpc-ibm os=cnk ;; c54x-*) basic_machine=tic54x-`echo "$basic_machine" | sed 's/^[^-]*-//'` ;; c55x-*) basic_machine=tic55x-`echo "$basic_machine" | sed 's/^[^-]*-//'` ;; c6x-*) basic_machine=tic6x-`echo "$basic_machine" | sed 's/^[^-]*-//'` ;; c90) basic_machine=c90-cray os=${os:-unicos} ;; convex-c1) basic_machine=c1-convex os=bsd ;; convex-c2) basic_machine=c2-convex os=bsd ;; convex-c32) basic_machine=c32-convex os=bsd ;; convex-c34) basic_machine=c34-convex os=bsd ;; convex-c38) basic_machine=c38-convex os=bsd ;; cr16 | cr16-*) basic_machine=cr16-unknown os=${os:-elf} ;; crds | unos) basic_machine=m68k-crds ;; crisv32 | crisv32-* | etraxfs*) basic_machine=crisv32-axis ;; cris | cris-* | etrax*) basic_machine=cris-axis ;; crx) basic_machine=crx-unknown os=${os:-elf} ;; da30 | da30-*) basic_machine=m68k-da30 ;; decstation | decstation-3100 | pmax | pmax-* | pmin | dec3100 | decstatn) basic_machine=mips-dec ;; decsystem10* | dec10*) basic_machine=pdp10-dec os=tops10 ;; decsystem20* | dec20*) basic_machine=pdp10-dec os=tops20 ;; delta | 3300 | motorola-3300 | motorola-delta \ | 3300-motorola | delta-motorola) basic_machine=m68k-motorola ;; dpx20 | dpx20-*) basic_machine=rs6000-bull os=${os:-bosx} ;; dpx2*) basic_machine=m68k-bull os=sysv3 ;; e500v[12]) basic_machine=powerpc-unknown os=$os"spe" ;; e500v[12]-*) basic_machine=powerpc-`echo "$basic_machine" | sed 's/^[^-]*-//'` os=$os"spe" ;; encore | umax | mmax) basic_machine=ns32k-encore ;; elxsi) basic_machine=elxsi-elxsi os=${os:-bsd} ;; fx2800) basic_machine=i860-alliant ;; genix) basic_machine=ns32k-ns ;; h3050r* | hiux*) basic_machine=hppa1.1-hitachi os=hiuxwe2 ;; hp300-*) basic_machine=m68k-hp ;; hp3k9[0-9][0-9] | hp9[0-9][0-9]) basic_machine=hppa1.0-hp ;; hp9k2[0-9][0-9] | hp9k31[0-9]) basic_machine=m68000-hp ;; hp9k3[2-9][0-9]) basic_machine=m68k-hp ;; hp9k6[0-9][0-9] | hp6[0-9][0-9]) basic_machine=hppa1.0-hp ;; hp9k7[0-79][0-9] | hp7[0-79][0-9]) basic_machine=hppa1.1-hp ;; hp9k78[0-9] | hp78[0-9]) # FIXME: really hppa2.0-hp basic_machine=hppa1.1-hp ;; hp9k8[67]1 | hp8[67]1 | hp9k80[24] | hp80[24] | hp9k8[78]9 | hp8[78]9 | hp9k893 | hp893) # FIXME: really hppa2.0-hp basic_machine=hppa1.1-hp ;; hp9k8[0-9][13679] | hp8[0-9][13679]) basic_machine=hppa1.1-hp ;; hp9k8[0-9][0-9] | hp8[0-9][0-9]) basic_machine=hppa1.0-hp ;; i370-ibm* | ibm*) basic_machine=i370-ibm ;; i*86v32) basic_machine=`echo "$1" | sed -e 's/86.*/86-pc/'` os=sysv32 ;; i*86v4*) basic_machine=`echo "$1" | sed -e 's/86.*/86-pc/'` os=sysv4 ;; i*86v) basic_machine=`echo "$1" | sed -e 's/86.*/86-pc/'` os=sysv ;; i*86sol2) basic_machine=`echo "$1" | sed -e 's/86.*/86-pc/'` os=solaris2 ;; j90 | j90-cray) basic_machine=j90-cray os=${os:-unicos} ;; iris | iris4d) basic_machine=mips-sgi case $os in irix*) ;; *) os=irix4 ;; esac ;; leon-*|leon[3-9]-*) basic_machine=sparc-`echo "$basic_machine" | sed 's/-.*//'` ;; m68knommu-*) basic_machine=m68k-`echo "$basic_machine" | sed 's/^[^-]*-//'` os=linux ;; microblaze*) basic_machine=microblaze-xilinx ;; miniframe) basic_machine=m68000-convergent ;; *mint | mint[0-9]* | *MiNT | *MiNT[0-9]*) basic_machine=m68k-atari os=mint ;; mips3*-*) basic_machine=`echo "$basic_machine" | sed -e 's/mips3/mips64/'` ;; mips3*) basic_machine=`echo "$basic_machine" | sed -e 's/mips3/mips64/'`-unknown ;; ms1-*) basic_machine=`echo "$basic_machine" | sed -e 's/ms1-/mt-/'` ;; news-3600 | risc-news) basic_machine=mips-sony os=newsos ;; next | m*-next) basic_machine=m68k-next case $os in nextstep* ) ;; ns2*) os=nextstep2 ;; *) os=nextstep3 ;; esac ;; np1) basic_machine=np1-gould ;; neo-tandem) basic_machine=neo-tandem ;; nse-tandem) basic_machine=nse-tandem ;; nsr-tandem) basic_machine=nsr-tandem ;; nsv-tandem) basic_machine=nsv-tandem ;; nsx-tandem) basic_machine=nsx-tandem ;; op50n-* | op60c-*) basic_machine=hppa1.1-oki os=proelf ;; openrisc | openrisc-*) basic_machine=or32-unknown ;; pa-hitachi) basic_machine=hppa1.1-hitachi os=hiuxwe2 ;; parisc-*) basic_machine=hppa-`echo "$basic_machine" | sed 's/^[^-]*-//'` os=linux ;; pbd) basic_machine=sparc-tti ;; pbb) basic_machine=m68k-tti ;; pc532 | pc532-*) basic_machine=ns32k-pc532 ;; pc98) basic_machine=i386-pc ;; pc98-*) basic_machine=i386-`echo "$basic_machine" | sed 's/^[^-]*-//'` ;; pentium | p5 | k5 | k6 | nexgen | viac3) basic_machine=i586-pc ;; pentiumpro | p6 | 6x86 | athlon | athlon_*) basic_machine=i686-pc ;; pentiumii | pentium2 | pentiumiii | pentium3) basic_machine=i686-pc ;; pentium4) basic_machine=i786-pc ;; pentium-* | p5-* | k5-* | k6-* | nexgen-* | viac3-*) basic_machine=i586-`echo "$basic_machine" | sed 's/^[^-]*-//'` ;; pentiumpro-* | p6-* | 6x86-* | athlon-*) basic_machine=i686-`echo "$basic_machine" | sed 's/^[^-]*-//'` ;; pentiumii-* | pentium2-* | pentiumiii-* | pentium3-*) basic_machine=i686-`echo "$basic_machine" | sed 's/^[^-]*-//'` ;; pentium4-*) basic_machine=i786-`echo "$basic_machine" | sed 's/^[^-]*-//'` ;; pn) basic_machine=pn-gould ;; power) basic_machine=power-ibm ;; ppc | ppcbe) basic_machine=powerpc-unknown ;; ppc-* | ppcbe-*) basic_machine=powerpc-`echo "$basic_machine" | sed 's/^[^-]*-//'` ;; ppcle | powerpclittle) basic_machine=powerpcle-unknown ;; ppcle-* | powerpclittle-*) basic_machine=powerpcle-`echo "$basic_machine" | sed 's/^[^-]*-//'` ;; ppc64) basic_machine=powerpc64-unknown ;; ppc64-*) basic_machine=powerpc64-`echo "$basic_machine" | sed 's/^[^-]*-//'` ;; ppc64le | powerpc64little) basic_machine=powerpc64le-unknown ;; ppc64le-* | powerpc64little-*) basic_machine=powerpc64le-`echo "$basic_machine" | sed 's/^[^-]*-//'` ;; ps2) basic_machine=i386-ibm ;; rm[46]00) basic_machine=mips-siemens ;; rtpc | rtpc-*) basic_machine=romp-ibm ;; s390 | s390-*) basic_machine=s390-ibm ;; s390x | s390x-*) basic_machine=s390x-ibm ;; sb1) basic_machine=mipsisa64sb1-unknown ;; sb1el) basic_machine=mipsisa64sb1el-unknown ;; sde) basic_machine=mipsisa32-sde os=${os:-elf} ;; sequent) basic_machine=i386-sequent ;; sh5el) basic_machine=sh5le-unknown ;; simso-wrs) basic_machine=sparclite-wrs os=vxworks ;; spur) basic_machine=spur-unknown ;; st2000) basic_machine=m68k-tandem ;; strongarm-* | thumb-*) basic_machine=arm-`echo "$basic_machine" | sed 's/^[^-]*-//'` ;; sun2) basic_machine=m68000-sun ;; sun3 | sun3-*) basic_machine=m68k-sun ;; sun4) basic_machine=sparc-sun ;; sun386 | sun386i | roadrunner) basic_machine=i386-sun ;; tile*) basic_machine=$basic_machine-unknown os=linux-gnu ;; tx39) basic_machine=mipstx39-unknown ;; tx39el) basic_machine=mipstx39el-unknown ;; tower | tower-32) basic_machine=m68k-ncr ;; vpp*|vx|vx-*) basic_machine=f301-fujitsu ;; w65*) basic_machine=w65-wdc os=none ;; w89k-*) basic_machine=hppa1.1-winbond os=proelf ;; x64) basic_machine=x86_64-pc ;; xps | xps100) basic_machine=xps100-honeywell ;; xscale-* | xscalee[bl]-*) basic_machine=`echo "$basic_machine" | sed 's/^xscale/arm/'` ;; none) basic_machine=none-none os=${os:-none} ;; # Here we handle the default manufacturer of certain CPU types. It is in # some cases the only manufacturer, in others, it is the most popular. w89k) basic_machine=hppa1.1-winbond ;; op50n) basic_machine=hppa1.1-oki ;; op60c) basic_machine=hppa1.1-oki ;; romp) basic_machine=romp-ibm ;; mmix) basic_machine=mmix-knuth ;; rs6000) basic_machine=rs6000-ibm ;; vax) basic_machine=vax-dec ;; pdp11) basic_machine=pdp11-dec ;; we32k) basic_machine=we32k-att ;; sh[1234] | sh[24]a | sh[24]aeb | sh[34]eb | sh[1234]le | sh[23]ele) basic_machine=sh-unknown ;; cydra) basic_machine=cydra-cydrome ;; orion) basic_machine=orion-highlevel ;; orion105) basic_machine=clipper-highlevel ;; mac | mpw | mac-mpw) basic_machine=m68k-apple ;; pmac | pmac-mpw) basic_machine=powerpc-apple ;; *-unknown) # Make sure to match an already-canonicalized machine name. ;; *) echo Invalid configuration \`"$1"\': machine \`"$basic_machine"\' not recognized 1>&2 exit 1 ;; esac # Here we canonicalize certain aliases for manufacturers. case $basic_machine in *-digital*) basic_machine=`echo "$basic_machine" | sed 's/digital.*/dec/'` ;; *-commodore*) basic_machine=`echo "$basic_machine" | sed 's/commodore.*/cbm/'` ;; *) ;; esac # Decode manufacturer-specific aliases for certain operating systems. if [ x$os != x ] then case $os in # First match some system type aliases that might get confused # with valid system types. # solaris* is a basic system type, with this one exception. auroraux) os=auroraux ;; bluegene*) os=cnk ;; solaris1 | solaris1.*) os=`echo $os | sed -e 's|solaris1|sunos4|'` ;; solaris) os=solaris2 ;; unixware*) os=sysv4.2uw ;; gnu/linux*) os=`echo $os | sed -e 's|gnu/linux|linux-gnu|'` ;; # es1800 is here to avoid being matched by es* (a different OS) es1800*) os=ose ;; # Some version numbers need modification chorusos*) os=chorusos ;; isc) os=isc2.2 ;; sco6) os=sco5v6 ;; sco5) os=sco3.2v5 ;; sco4) os=sco3.2v4 ;; sco3.2.[4-9]*) os=`echo $os | sed -e 's/sco3.2./sco3.2v/'` ;; sco3.2v[4-9]* | sco5v6*) # Don't forget version if it is 3.2v4 or newer. ;; scout) # Don't match below ;; sco*) os=sco3.2v2 ;; psos*) os=psos ;; # Now accept the basic system types. # The portable systems comes first. # Each alternative MUST end in a * to match a version number. # sysv* is not here because it comes later, after sysvr4. gnu* | bsd* | mach* | minix* | genix* | ultrix* | irix* \ | *vms* | esix* | aix* | cnk* | sunos | sunos[34]*\ | hpux* | unos* | osf* | luna* | dgux* | auroraux* | solaris* \ | sym* | kopensolaris* | plan9* \ | amigaos* | amigados* | msdos* | newsos* | unicos* | aof* \ | aos* | aros* | cloudabi* | sortix* \ | nindy* | vxsim* | vxworks* | ebmon* | hms* | mvs* \ | clix* | riscos* | uniplus* | iris* | rtu* | xenix* \ | knetbsd* | mirbsd* | netbsd* \ | bitrig* | openbsd* | solidbsd* | libertybsd* \ | ekkobsd* | kfreebsd* | freebsd* | riscix* | lynxos* \ | bosx* | nextstep* | cxux* | aout* | elf* | oabi* \ | ptx* | coff* | ecoff* | winnt* | domain* | vsta* \ | udi* | eabi* | lites* | ieee* | go32* | aux* | hcos* \ | chorusrdb* | cegcc* | glidix* \ | cygwin* | msys* | pe* | moss* | proelf* | rtems* \ | midipix* | mingw32* | mingw64* | linux-gnu* | linux-android* \ | linux-newlib* | linux-musl* | linux-uclibc* \ | uxpv* | beos* | mpeix* | udk* | moxiebox* \ | interix* | uwin* | mks* | rhapsody* | darwin* \ | openstep* | oskit* | conix* | pw32* | nonstopux* \ | storm-chaos* | tops10* | tenex* | tops20* | its* \ | os2* | vos* | palmos* | uclinux* | nucleus* \ | morphos* | superux* | rtmk* | windiss* \ | powermax* | dnix* | nx6 | nx7 | sei* | dragonfly* \ | skyos* | haiku* | rdos* | toppers* | drops* | es* \ | onefs* | tirtos* | phoenix* | fuchsia* | redox* | bme* \ | midnightbsd*) # Remember, each alternative MUST END IN *, to match a version number. ;; qnx*) case $basic_machine in x86-* | i*86-*) ;; *) os=nto-$os ;; esac ;; hiux*) os=hiuxwe2 ;; nto-qnx*) ;; nto*) os=`echo $os | sed -e 's|nto|nto-qnx|'` ;; sim | xray | os68k* | v88r* \ | windows* | osx | abug | netware* | os9* \ | macos* | mpw* | magic* | mmixware* | mon960* | lnews*) ;; linux-dietlibc) os=linux-dietlibc ;; linux*) os=`echo $os | sed -e 's|linux|linux-gnu|'` ;; lynx*178) os=lynxos178 ;; lynx*5) os=lynxos5 ;; lynx*) os=lynxos ;; mac*) os=`echo "$os" | sed -e 's|mac|macos|'` ;; opened*) os=openedition ;; os400*) os=os400 ;; sunos5*) os=`echo "$os" | sed -e 's|sunos5|solaris2|'` ;; sunos6*) os=`echo "$os" | sed -e 's|sunos6|solaris3|'` ;; wince*) os=wince ;; utek*) os=bsd ;; dynix*) os=bsd ;; acis*) os=aos ;; atheos*) os=atheos ;; syllable*) os=syllable ;; 386bsd) os=bsd ;; ctix* | uts*) os=sysv ;; nova*) os=rtmk-nova ;; ns2) os=nextstep2 ;; nsk*) os=nsk ;; # Preserve the version number of sinix5. sinix5.*) os=`echo $os | sed -e 's|sinix|sysv|'` ;; sinix*) os=sysv4 ;; tpf*) os=tpf ;; 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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, see <https://www.gnu.org/licenses/>. # As a special exception to the GNU General Public License, if you # distribute this file as part of a program that contains a # configuration script generated by Autoconf, you may include it under # the same distribution terms that you use for the rest of that program. # This file is maintained in Automake, please report # bugs to <bug-automake@gnu.org> or send patches to # <automake-patches@gnu.org>. get_dirname () { case $1 in */*|*\\*) printf '%s\n' "$1" | sed -e 's|\([\\/]\)[^\\/]*$|\1|';; # Otherwise, we want the empty string (not "."). esac } # guard FILE # ---------- # The CPP macro used to guard inclusion of FILE. guard () { printf '%s\n' "$1" \ | sed \ -e 'y/abcdefghijklmnopqrstuvwxyz/ABCDEFGHIJKLMNOPQRSTUVWXYZ/' \ -e 's/[^ABCDEFGHIJKLMNOPQRSTUVWXYZ]/_/g' \ -e 's/__*/_/g' } # quote_for_sed [STRING] # ---------------------- # Return STRING (or stdin) quoted to be used as a sed pattern. quote_for_sed () { case $# in 0) cat;; 1) printf '%s\n' "$1";; esac \ | sed -e 's|[][\\.*]|\\&|g' } case "$1" in '') echo "$0: No files given. Try '$0 --help' for more information." 1>&2 exit 1 ;; --basedir) basedir=$2 shift 2 ;; -h|--h*) cat <<\EOF Usage: ylwrap [--help|--version] INPUT [OUTPUT DESIRED]... -- PROGRAM [ARGS]... Wrapper for lex/yacc invocations, renaming files as desired. INPUT is the input file OUTPUT is one file PROG generates DESIRED is the file we actually want instead of OUTPUT PROGRAM is program to run ARGS are passed to PROG Any number of OUTPUT,DESIRED pairs may be used. Report bugs to <bug-automake@gnu.org>. EOF exit $? ;; -v|--v*) echo "ylwrap $scriptversion" exit $? ;; esac # The input. input=$1 shift # We'll later need for a correct munging of "#line" directives. input_sub_rx=`get_dirname "$input" | quote_for_sed` case $input in [\\/]* | ?:[\\/]*) # Absolute path; do nothing. ;; *) # Relative path. Make it absolute. input=`pwd`/$input ;; esac input_rx=`get_dirname "$input" | quote_for_sed` # Since DOS filename conventions don't allow two dots, # the DOS version of Bison writes out y_tab.c instead of y.tab.c # and y_tab.h instead of y.tab.h. 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Always update the parser itself: it is the # destination of the .y.c rule in the Makefile. Divert the # output of all other files to a temporary file so we can # compare them to existing versions. if test $from != $parser; then realtarget=$target target=tmp-`printf '%s\n' "$target" | sed 's|.*[\\/]||g'` fi # Munge "#line" or "#" directives. Don't let the resulting # debug information point at an absolute srcdir. Use the real # output file name, not yy.lex.c for instance. Adjust the # include guards too. sed -e "/^#/!b" \ -e "s|$input_rx|$input_sub_rx|" \ -e "$sed_fix_filenames" \ -e "$sed_fix_header_guards" \ "$from" >"$target" || ret=$? # Check whether files must be updated. if test "$from" != "$parser"; then if test -f "$realtarget" && cmp -s "$realtarget" "$target"; then echo "$to is unchanged" rm -f "$target" else echo "updating $to" mv -f "$target" "$realtarget" fi fi else # A missing file is only an error for the parser. This is a # blatant hack to let us support using "yacc -d". If -d is not # specified, don't fail when the header file is "missing". if test "$from" = "$parser"; then ret=1 fi fi done fi # Remove the directory. cd .. rm -rf $dirname exit $ret # Local Variables: # mode: shell-script # sh-indentation: 2 # eval: (add-hook 'before-save-hook 'time-stamp) # time-stamp-start: "scriptversion=" # time-stamp-format: "%:y-%02m-%02d.%02H" # time-stamp-time-zone: "UTC0" # time-stamp-end: "; # UTC" # End: ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/utils/crossloop.web����������������������������������������������������������������000644 �001751 �001751 �00000007043 13777710007 020362� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������#!/bin/bash # # This is a replacement for the crosserv.pl perl script., # No point in using perl for such a simple task. # This script 'archives' relevent crash information in some # directory, and sends a mail message informing people of # the crash. The mail message includes the backtrace info. # This was originally written by Bob Tanner, modified by Mark Wedel # NOTE: Before using this script, some of the variables at the top # will need to be changed. Also note that make install will not # overwrite this file if it already exists. # Note2: This script uses $HOME/.gdbweb as the script used to # feed to gdb. This file should be like: # echo \n(gdb) Executing command "bt full":\n\n # bt full # echo \n(gdb) Executing command "up" (20 times):\n\n # up # up (repeat 18 more times) # # due to variable substitution, we need all of this for it to # work. prefix="/opt/invidious" exec_prefix="${prefix}" bindir="${exec_prefix}/bin" CROSSFIRE="$bindir/crossfire-server" # This can include multiple people, just seperate them by commas. MAILTO="master@hugin" # This is the program used to send out the mail message. It needs # to support the -s (subject) option. On SysV systems, this may be # /usr/ucb/mail. MAIL=/usr/bin/Mail # URL that contains the publicly available crash information. # Thi is only used in the mail message that is sent out to make it # easier for people to go to the web site. URL="http://www.metalforge.org/core/" MAXRESTART=500 # This is the publicly available directory that will contain the log # and core files. HTMLDIR="$HOME/public_html" # This is where the source resides on the server. This is used to # get better information on backtraces. # This should be independent of other commands run from this file. # So the use of cd to get the the source directory should not conflict with anything else. SRCDIR=`cd ..; pwd`; # And then we trim off the newline from pwd, since we do not need it. chomp($SRCDIR); ulimit -c unlimited logcount=0 if [ ! -d $HTMLDIR ]; then echo "$HTMLDIR does not exist. Aborting." exit 1 fi while [ ! "$logcount"x = "$MAXRESTART"x ]; do echo "Starting Crossfire `date` for the $logcount time..." 1>$HTMLDIR/server.$$.$logcount.log 2>&1 $CROSSFIRE -d 2>>$HTMLDIR/server.$$.$logcount.log 1>&2 if [ -f core ] ; then echo "<html><pre>" > $HTMLDIR/backtrace.$$.$logcount.html /usr/bin/gdb -batch -d $SRCDIR -x $HOME/.gdbweb $CROSSFIRE core >> $HTMLDIR/backtrace.$$.$logcount.html if [ $? -ne 0 ]; then echo "gdb failed for some reaons." >> $HTMLDIR/backtrace.$$.$logcount.html fi echo "</pre></html>" >> $HTMLDIR/backtrace.$$.$logcount.html mv core $HTMLDIR/core.$$.$logcount if [ $? -ne 0 ]; then echo "Could not move core file." break fi /usr/bin/gzip -9 $HTMLDIR/core.$$.$logcount & /usr/bin/gzip -9 $HTMLDIR/server.$$.$logcount.log & /bin/chmod 644 $HTMLDIR/core*.gz echo "Crossfired crashed at `date`. Crash instance is $logcount." > /tmp/crossloop.web.$$ echo "The core files and server log can be found at" >> /tmp/crossloop.web.$$ echo "$URL/backtrace.$$.$logcount.html" >> /tmp/crossloop.web.$$ echo "$URL/core.$$.$logcount.gz" >> /tmp/crossloop.web.$$ echo "$URL/server.$$.$logcount.log.gz" >> /tmp/crossloop.web.$$ cat /tmp/crossloop.web.$$ $HTMLDIR/backtrace.$$.$logcount.html | $MAIL -s "Crossfire crashed." $MAILTO @RM@ /tmp/crossloop.web.$$ else # may or may not want to keep the old one around. #@RM@ $HTMLDIR/backtrace.$$.$logcount.html # Need some statement here for the else/fi to work. /bin/false fi logcount=`expr $logcount + 1` sleep 10s done ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/utils/player_dl.pl.in��������������������������������������������������������������000644 �001751 �001751 �00000016454 13414745425 020563� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������#!/usr/bin/env perl -w ################## # Playerfile download utility. # Version 1.2 #### # Note: This file requires the CGI.pm module to operate. # The player_dl.html file is a basic web page which # can be used for downloads. # # This CGI script allows players to download their players # files through a web interface. It does password checking # and has some extra options. # # Note 2: The player files and directories need to be readable # by whatever uid runs this program. In many cases, this may be # nobody or apache or whatever. This script does not differentiate # invalid password or lack of ability to read player files. If # you get invalid name/password combos and you're sure you're # entering them correctly, check file permissions. # # Note 3: on some systems, differnet password encryption schemes # are used. Eg, on windows, no encryption is used at all, while # on others, if des_crypt is available, that is used instead. # this script would need modification to cover those cases. # #### # Copyright (c) 2003 by Philip Stolarczyk # 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. #### # Config options: # # Where the tar program is located. $tar = '@TAR@'; $prefix="@prefix@"; # Where the crossfire directory is located. $crossfire_home = "@pkgstatedir@/players"; # Where to save temporary files $temp_dir = '/tmp'; # How often a player can have their file sent to them, in seconds. (ie. 3600 is once/hour), set to 0 to disable. $timelimit = 3600; # Where to save information on when which player files were downloaded, for the time limit function. $statefile = "$temp_dir/pldl.dat"; # Whether to delete the player's file after they download it. $delete_player = 0; # #### # BUGS: # Systems that do NL to CRLF interpretation on CGI output # will corrupt the .tar file. This includes Microsoft # Windows systems. I haven't found any solution. ################## # Code begins. use CGI; use CGI::Carp 'fatalsToBrowser'; $CGI::POST_MAX=1024; # max 1K posts $CGI::DISABLE_UPLOADS = 1; # no uploads $q = new CGI; # Verify that player name contains no invalid characters. $playername = ''; $playername = $q->param('playername') if $q->param('playername'); $playername =~ s/[^A-Za-z_\-]//g; # No invalid chars $playername =~ s/^(.{1,64}).*$/$1/; # Max 64 chars, (really it's 16 or 32 in the server) # Default to not validated, until the password is checked. $valid = 0; # No error to report yet. $errormsg = ''; # We want to the time we ran to be consistent, even if it takes a couple seconds. $time = time(); # Validate password $password = $q->param('password'); if ($playername) { # Make sure that the user typed in a playername. if ((open PLAYERFILE, "$crossfire_home/$playername/$playername.pl") # Make sure the player's file exists or (open PLAYERFILE, "$crossfire_home/$playername/$playername.pl.dead")) { # Or use the dead file, if no player is alive foreach (<PLAYERFILE>) { chomp; chomp; # Do actual checking of password. if ( /^password (.*)$/ ) { $cp = crypt($password,$1); if ($cp eq $1) { $valid = 1; } } } close PLAYERFILE; } } if (!$valid) { $errormsg = 'Invalid username or password' }; # If the player is validated, and we're limiting how often players can download their files, do so. if ($valid and $timelimit and $statefile) { open STATEFILE, "<$statefile"; @contents = <STATEFILE>; close STATEFILE; # Don't allow more than 1024 players to download their files per $timelimit seconds. # This is to prevent STATEFILE from getting too large. if ($#contents > 1024) { $valid = 0; $errormsg = 'Too many players have tried to download their files recently. Please wait a bit before trying again.\n'; } # Check timestamp of last download for this player foreach (@contents) { chomp; chomp; if (/^DL $playername (.*)$/) { # $1 is the last time the file was DLed. if ($time > ($timelimit + $1)) { $valid = 0; $errormsg = 'You just downloaded your file. Wait a bit before trying again.'; } } } } if ($valid) { # Create and send file # Create a new archive # Sending binary data. # Add content-disposition, in this way, the browser (at least mozilla) # will use it as the default filename, instead of the cgi script name. print $q->header(-type=>"application/x-compressed-tar", "-content-disposition"=>"inline; filename=\"$playername.tar\""); # Change to player directory, so that long pathname is not included in # sent file. chdir("$crossfire_home"); # archive up the player system("$tar -cf - $playername"); # 'Delete' player's files, if applicable. (technically rename them, to hide from server.) if ($valid and $delete_player) { @files= glob("$crossfire_home/$playername/*"); # Rename all files except *.tar foreach (@files) { next if ( /\.tar$/i ); rename $_, "$_.downloaded"; } } # Set timestamp of last download for this player, if applicable. # Also, remove outdated player download timestamps, if applicable. if ($timelimit > 0 and $statefile) { if (open STATEFILE, "<$statefile") { @contents = <STATEFILE>; close STATEFILE; } else { @contents = (); } if (open STATEFILE, ">$statefile") { foreach (@contents) { chomp; chomp; if (/^DL (.*) (.*)$/) { # All lines starting with DL are download time records. my ($playerdownloaded, $timedownloaded) = ($1, $2); # If this player just downloaded their file, don't copy them yet. We update their timestamp later. next if ($valid and ($playerdownloaded eq $playername)); # If this record has expired, don't copy it. next if (($timedownloaded + $timelimit) < $time); # Otherwise, copy the record to the new state file. print "$_\n"; } else { # Allow other lines in this file. print "$_\n"; } } # If this player downloaded their file, save it. if ($valid) { print STATEFILE "DL $playername $time\n"; } close STATEFILE; } else { die "Unable to save state to file $statefile.\n"; } } } # If no file was sent, send a form and any error messages. if (!$valid) { print $q->header('text/html'); # Print header print $q->start_html('Download your player file'); print "\n\n\n"; # print any error message that may have occured. if ($errormsg) { print $q->h3("ERROR: ". $errormsg), $q->br(), $q->br(); } # Print warnings if $delete_player is enabled. if ($delete_player) { print <<'(END)'; <pre><font color="#FF0000">WARNING:</font> Downloading your file will remove it from the server. If the download fails, contact the system administrator, and they may be able to retrieve the file. </pre> (END) } print $q->h2("Download your player file:"); # Print generic form to allow player to download their file. print $q->start_form(), 'Character name: ', $q->textfield('playername'), $q->br(), 'Character password: ' , $q->password_field('password'), $q->br(), $q->submit('Download'), $q->reset('Clear Entries'), $q->end_form(); print $q->end_html(); } ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/utils/missing����������������������������������������������������������������������000755 �001751 �001751 �00000015336 13777710001 017235� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������#! /bin/sh # Common wrapper for a few potentially missing GNU programs. scriptversion=2018-03-07.03; # UTC # Copyright (C) 1996-2020 Free Software Foundation, Inc. # Originally written by Fran,cois Pinard <pinard@iro.umontreal.ca>, 1996. # 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, 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, see <https://www.gnu.org/licenses/>. # As a special exception to the GNU General Public License, if you # distribute this file as part of a program that contains a # configuration script generated by Autoconf, you may include it under # the same distribution terms that you use for the rest of that program. if test $# -eq 0; then echo 1>&2 "Try '$0 --help' for more information" exit 1 fi case $1 in --is-lightweight) # Used by our autoconf macros to check whether the available missing # script is modern enough. exit 0 ;; --run) # Back-compat with the calling convention used by older automake. shift ;; -h|--h|--he|--hel|--help) echo "\ $0 [OPTION]... PROGRAM [ARGUMENT]... Run 'PROGRAM [ARGUMENT]...', returning a proper advice when this fails due to PROGRAM being missing or too old. Options: -h, --help display this help and exit -v, --version output version information and exit Supported PROGRAM values: aclocal autoconf autoheader autom4te automake makeinfo bison yacc flex lex help2man Version suffixes to PROGRAM as well as the prefixes 'gnu-', 'gnu', and 'g' are ignored when checking the name. Send bug reports to <bug-automake@gnu.org>." exit $? ;; -v|--v|--ve|--ver|--vers|--versi|--versio|--version) echo "missing $scriptversion (GNU Automake)" exit $? ;; -*) echo 1>&2 "$0: unknown '$1' option" echo 1>&2 "Try '$0 --help' for more information" exit 1 ;; esac # Run the given program, remember its exit status. "$@"; st=$? # If it succeeded, we are done. test $st -eq 0 && exit 0 # Also exit now if we it failed (or wasn't found), and '--version' was # passed; such an option is passed most likely to detect whether the # program is present and works. case $2 in --version|--help) exit $st;; esac # Exit code 63 means version mismatch. This often happens when the user # tries to use an ancient version of a tool on a file that requires a # minimum version. if test $st -eq 63; then msg="probably too old" elif test $st -eq 127; then # Program was missing. msg="missing on your system" else # Program was found and executed, but failed. Give up. exit $st fi perl_URL=https://www.perl.org/ flex_URL=https://github.com/westes/flex gnu_software_URL=https://www.gnu.org/software program_details () { case $1 in aclocal|automake) echo "The '$1' program is part of the GNU Automake package:" echo "<$gnu_software_URL/automake>" echo "It also requires GNU Autoconf, GNU m4 and Perl in order to run:" echo "<$gnu_software_URL/autoconf>" echo "<$gnu_software_URL/m4/>" echo "<$perl_URL>" ;; autoconf|autom4te|autoheader) echo "The '$1' program is part of the GNU Autoconf package:" echo "<$gnu_software_URL/autoconf/>" echo "It also requires GNU m4 and Perl in order to run:" echo "<$gnu_software_URL/m4/>" echo "<$perl_URL>" ;; esac } give_advice () { # Normalize program name to check for. normalized_program=`echo "$1" | sed ' s/^gnu-//; t s/^gnu//; t s/^g//; t'` printf '%s\n' "'$1' is $msg." configure_deps="'configure.ac' or m4 files included by 'configure.ac'" case $normalized_program in autoconf*) echo "You should only need it if you modified 'configure.ac'," echo "or m4 files included by it." program_details 'autoconf' ;; autoheader*) echo "You should only need it if you modified 'acconfig.h' or" echo "$configure_deps." program_details 'autoheader' ;; automake*) echo "You should only need it if you modified 'Makefile.am' or" echo "$configure_deps." program_details 'automake' ;; aclocal*) echo "You should only need it if you modified 'acinclude.m4' or" echo "$configure_deps." program_details 'aclocal' ;; autom4te*) echo "You might have modified some maintainer files that require" echo "the 'autom4te' program to be rebuilt." program_details 'autom4te' ;; bison*|yacc*) echo "You should only need it if you modified a '.y' file." echo "You may want to install the GNU Bison package:" echo "<$gnu_software_URL/bison/>" ;; lex*|flex*) echo "You should only need it if you modified a '.l' file." echo "You may want to install the Fast Lexical Analyzer package:" echo "<$flex_URL>" ;; help2man*) echo "You should only need it if you modified a dependency" \ "of a man page." echo "You may want to install the GNU Help2man package:" echo "<$gnu_software_URL/help2man/>" ;; makeinfo*) echo "You should only need it if you modified a '.texi' file, or" echo "any other file indirectly affecting the aspect of the manual." echo "You might want to install the Texinfo package:" echo "<$gnu_software_URL/texinfo/>" echo "The spurious makeinfo call might also be the consequence of" echo "using a buggy 'make' (AIX, DU, IRIX), in which case you might" echo "want to install GNU make:" echo "<$gnu_software_URL/make/>" ;; *) echo "You might have modified some files without having the proper" echo "tools for further handling them. Check the 'README' file, it" echo "often tells you about the needed prerequisites for installing" echo "this package. You may also peek at any GNU archive site, in" echo "case some other package contains this missing '$1' program." ;; esac } give_advice "$1" | sed -e '1s/^/WARNING: /' \ -e '2,$s/^/ /' >&2 # Propagate the correct exit status (expected to be 127 for a program # not found, 63 for a program that failed due to version mismatch). exit $st # Local variables: # eval: (add-hook 'before-save-hook 'time-stamp) # time-stamp-start: "scriptversion=" # time-stamp-format: "%:y-%02m-%02d.%02H" # time-stamp-time-zone: "UTC0" # time-stamp-end: "; # UTC" # End: ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/utils/crossloop.in�����������������������������������������������������������������000644 �001751 �001751 �00000005533 13414745425 020215� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������#!/bin/sh # crossloop -- restart crossfire-server in case of a crash # You should not edit this script! Instead, place any overrides into one of # the configuration files. # Set paths that are determined by the build system. prefix="@prefix@" exec_prefix="@exec_prefix@" # Read configuration files. for config_file in "@sysconfdir@/crossfire/crossloop.conf"; do if [ -r ${config_file} ]; then . ${config_file} && echo "===>>> Loaded '${config_file}'" fi done #### CONFIGURATION #### # Full path to server binary. CF_BIN=${CF_BIN:-"@bindir@/crossfire-server"} # Additional flags to pass to the server. CF_FLAGS=${CF_FLAGS:-"-d"} # Directory to use for storing temporary runtime files. It is created if it # does not exist. It should be dedicated to Crossfire, because it is saved # in the event of a server crash. CF_TMP=${CF_TMP:-"/tmp/crossfire"} # Path to server log (default "$CF_TMP/crossfire.log"). CF_LOG=${CF_LOG:-"${CF_TMP}/crossfire.log"} # Maximum number of restarts (set to zero to loop infinitely, default 100). MAX_RESTART=${MAX_RESTART:-"100"} # Directory for saving crash data. CRASH_DIR=${CRASH_DIR:-"`dirname ${CF_TMP}`"} # Send mail to server admins in case of a crash (comment out to disable). #CRASH_MAIL="yourname@example.com" #### END OF CONFIGURATION #### # The current generation of the server. generation=1 while [ ${MAX_RESTART} -ne ${generation} ]; do # Create folder to store temporary files if it doesn't exist. if [ ! -d ${CF_TMP} ]; then mkdir ${CF_TMP} chmod 700 ${CF_TMP} fi # Change to the ${CF_TMP} directory and start server. cd ${CF_TMP} echo "===>>> Starting server (generation ${generation})..." ${CF_BIN} ${CF_FLAGS} -tmpdir "${CF_TMP}" -log "${CF_LOG}" # If the server crashed and CRASH_DIR is set, save CF_TMP. if [ ${?} -ne 0 -a -n "${CRASH_DIR}" ]; then crash_dump="${CRASH_DIR}/crossfire-`date +%Y-%m-%d-%H:%M`.crash" mv ${CF_TMP} ${crash_dump} core_files=`ls ${crash_dump}/*core*` dumpfile="${crash_dump}/crash.log" cat << EOF > $dumpfile Crossfire has terminated unexpectedly. Information about this crash is saved in '${crash_dump}' on `hostname`. `uname -a` The following core dumps were found: ${core_files} The following backtrace was generated by GDB: `gdb ${CF_BIN} ${core_files} -batch` If this crash occurs frequently or can be reliably reproduced, please file a bug report with the full contents of this crash report. EOF if [ -n "${CRASH_MAIL}" ]; then mail -s "Crossfire crash on `hostname`" "${CRASH_MAIL}" < $dumpfile fi echo "===>>> Crash info saved in $dumpfile" fi echo "===>>> Restarting server (type CTRL-C to quit)..." # Increment server generation. generation=`expr ${generation} + 1` # Wait for 10 seconds before restarting again. sleep 10 done ���������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/utils/depcomp����������������������������������������������������������������������000755 �001751 �001751 �00000056020 13777710001 017206� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������#! /bin/sh # depcomp - compile a program generating dependencies as side-effects scriptversion=2018-03-07.03; # UTC # Copyright (C) 1999-2020 Free Software Foundation, Inc. # 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, 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, see <https://www.gnu.org/licenses/>. # As a special exception to the GNU General Public License, if you # distribute this file as part of a program that contains a # configuration script generated by Autoconf, you may include it under # the same distribution terms that you use for the rest of that program. # Originally written by Alexandre Oliva <oliva@dcc.unicamp.br>. case $1 in '') echo "$0: No command. Try '$0 --help' for more information." 1>&2 exit 1; ;; -h | --h*) cat <<\EOF Usage: depcomp [--help] [--version] PROGRAM [ARGS] Run PROGRAMS ARGS to compile a file, generating dependencies as side-effects. Environment variables: depmode Dependency tracking mode. source Source file read by 'PROGRAMS ARGS'. object Object file output by 'PROGRAMS ARGS'. DEPDIR directory where to store dependencies. depfile Dependency file to output. tmpdepfile Temporary file to use when outputting dependencies. libtool Whether libtool is used (yes/no). Report bugs to <bug-automake@gnu.org>. EOF exit $? ;; -v | --v*) echo "depcomp $scriptversion" exit $? ;; esac # Get the directory component of the given path, and save it in the # global variables '$dir'. Note that this directory component will # be either empty or ending with a '/' character. This is deliberate. set_dir_from () { case $1 in */*) dir=`echo "$1" | sed -e 's|/[^/]*$|/|'`;; *) dir=;; esac } # Get the suffix-stripped basename of the given path, and save it the # global variable '$base'. set_base_from () { base=`echo "$1" | sed -e 's|^.*/||' -e 's/\.[^.]*$//'` } # If no dependency file was actually created by the compiler invocation, # we still have to create a dummy depfile, to avoid errors with the # Makefile "include basename.Plo" scheme. make_dummy_depfile () { echo "#dummy" > "$depfile" } # Factor out some common post-processing of the generated depfile. # Requires the auxiliary global variable '$tmpdepfile' to be set. aix_post_process_depfile () { # If the compiler actually managed to produce a dependency file, # post-process it. if test -f "$tmpdepfile"; then # Each line is of the form 'foo.o: dependency.h'. # Do two passes, one to just change these to # $object: dependency.h # and one to simply output # dependency.h: # which is needed to avoid the deleted-header problem. { sed -e "s,^.*\.[$lower]*:,$object:," < "$tmpdepfile" sed -e "s,^.*\.[$lower]*:[$tab ]*,," -e 's,$,:,' < "$tmpdepfile" } > "$depfile" rm -f "$tmpdepfile" else make_dummy_depfile fi } # A tabulation character. tab=' ' # A newline character. nl=' ' # Character ranges might be problematic outside the C locale. # These definitions help. upper=ABCDEFGHIJKLMNOPQRSTUVWXYZ lower=abcdefghijklmnopqrstuvwxyz digits=0123456789 alpha=${upper}${lower} if test -z "$depmode" || test -z "$source" || test -z "$object"; then echo "depcomp: Variables source, object and depmode must be set" 1>&2 exit 1 fi # Dependencies for sub/bar.o or sub/bar.obj go into sub/.deps/bar.Po. depfile=${depfile-`echo "$object" | sed 's|[^\\/]*$|'${DEPDIR-.deps}'/&|;s|\.\([^.]*\)$|.P\1|;s|Pobj$|Po|'`} tmpdepfile=${tmpdepfile-`echo "$depfile" | sed 's/\.\([^.]*\)$/.T\1/'`} rm -f "$tmpdepfile" # Avoid interferences from the environment. gccflag= dashmflag= # Some modes work just like other modes, but use different flags. We # parameterize here, but still list the modes in the big case below, # to make depend.m4 easier to write. Note that we *cannot* use a case # here, because this file can only contain one case statement. if test "$depmode" = hp; then # HP compiler uses -M and no extra arg. gccflag=-M depmode=gcc fi if test "$depmode" = dashXmstdout; then # This is just like dashmstdout with a different argument. dashmflag=-xM depmode=dashmstdout fi cygpath_u="cygpath -u -f -" if test "$depmode" = msvcmsys; then # This is just like msvisualcpp but w/o cygpath translation. # Just convert the backslash-escaped backslashes to single forward # slashes to satisfy depend.m4 cygpath_u='sed s,\\\\,/,g' depmode=msvisualcpp fi if test "$depmode" = msvc7msys; then # This is just like msvc7 but w/o cygpath translation. # Just convert the backslash-escaped backslashes to single forward # slashes to satisfy depend.m4 cygpath_u='sed s,\\\\,/,g' depmode=msvc7 fi if test "$depmode" = xlc; then # IBM C/C++ Compilers xlc/xlC can output gcc-like dependency information. gccflag=-qmakedep=gcc,-MF depmode=gcc fi case "$depmode" in gcc3) ## gcc 3 implements dependency tracking that does exactly what ## we want. Yay! Note: for some reason libtool 1.4 doesn't like ## it if -MD -MP comes after the -MF stuff. Hmm. ## Unfortunately, FreeBSD c89 acceptance of flags depends upon ## the command line argument order; so add the flags where they ## appear in depend2.am. Note that the slowdown incurred here ## affects only configure: in makefiles, %FASTDEP% shortcuts this. for arg do case $arg in -c) set fnord "$@" -MT "$object" -MD -MP -MF "$tmpdepfile" "$arg" ;; *) set fnord "$@" "$arg" ;; esac shift # fnord shift # $arg done "$@" stat=$? if test $stat -ne 0; then rm -f "$tmpdepfile" exit $stat fi mv "$tmpdepfile" "$depfile" ;; gcc) ## Note that this doesn't just cater to obsosete pre-3.x GCC compilers. ## but also to in-use compilers like IMB xlc/xlC and the HP C compiler. ## (see the conditional assignment to $gccflag above). ## There are various ways to get dependency output from gcc. Here's ## why we pick this rather obscure method: ## - Don't want to use -MD because we'd like the dependencies to end ## up in a subdir. Having to rename by hand is ugly. ## (We might end up doing this anyway to support other compilers.) ## - The DEPENDENCIES_OUTPUT environment variable makes gcc act like ## -MM, not -M (despite what the docs say). Also, it might not be ## supported by the other compilers which use the 'gcc' depmode. ## - Using -M directly means running the compiler twice (even worse ## than renaming). if test -z "$gccflag"; then gccflag=-MD, fi "$@" -Wp,"$gccflag$tmpdepfile" stat=$? if test $stat -ne 0; then rm -f "$tmpdepfile" exit $stat fi rm -f "$depfile" echo "$object : \\" > "$depfile" # The second -e expression handles DOS-style file names with drive # letters. sed -e 's/^[^:]*: / /' \ -e 's/^['$alpha']:\/[^:]*: / /' < "$tmpdepfile" >> "$depfile" ## This next piece of magic avoids the "deleted header file" problem. ## The problem is that when a header file which appears in a .P file ## is deleted, the dependency causes make to die (because there is ## typically no way to rebuild the header). We avoid this by adding ## dummy dependencies for each header file. Too bad gcc doesn't do ## this for us directly. ## Some versions of gcc put a space before the ':'. On the theory ## that the space means something, we add a space to the output as ## well. hp depmode also adds that space, but also prefixes the VPATH ## to the object. Take care to not repeat it in the output. ## Some versions of the HPUX 10.20 sed can't process this invocation ## correctly. Breaking it into two sed invocations is a workaround. tr ' ' "$nl" < "$tmpdepfile" \ | sed -e 's/^\\$//' -e '/^$/d' -e "s|.*$object$||" -e '/:$/d' \ | sed -e 's/$/ :/' >> "$depfile" rm -f "$tmpdepfile" ;; hp) # This case exists only to let depend.m4 do its work. It works by # looking at the text of this script. This case will never be run, # since it is checked for above. exit 1 ;; sgi) if test "$libtool" = yes; then "$@" "-Wp,-MDupdate,$tmpdepfile" else "$@" -MDupdate "$tmpdepfile" fi stat=$? if test $stat -ne 0; then rm -f "$tmpdepfile" exit $stat fi rm -f "$depfile" if test -f "$tmpdepfile"; then # yes, the sourcefile depend on other files echo "$object : \\" > "$depfile" # Clip off the initial element (the dependent). Don't try to be # clever and replace this with sed code, as IRIX sed won't handle # lines with more than a fixed number of characters (4096 in # IRIX 6.2 sed, 8192 in IRIX 6.5). We also remove comment lines; # the IRIX cc adds comments like '#:fec' to the end of the # dependency line. tr ' ' "$nl" < "$tmpdepfile" \ | sed -e 's/^.*\.o://' -e 's/#.*$//' -e '/^$/ d' \ | tr "$nl" ' ' >> "$depfile" echo >> "$depfile" # The second pass generates a dummy entry for each header file. tr ' ' "$nl" < "$tmpdepfile" \ | sed -e 's/^.*\.o://' -e 's/#.*$//' -e '/^$/ d' -e 's/$/:/' \ >> "$depfile" else make_dummy_depfile fi rm -f "$tmpdepfile" ;; xlc) # This case exists only to let depend.m4 do its work. It works by # looking at the text of this script. This case will never be run, # since it is checked for above. exit 1 ;; aix) # The C for AIX Compiler uses -M and outputs the dependencies # in a .u file. In older versions, this file always lives in the # current directory. Also, the AIX compiler puts '$object:' at the # start of each line; $object doesn't have directory information. # Version 6 uses the directory in both cases. set_dir_from "$object" set_base_from "$object" if test "$libtool" = yes; then tmpdepfile1=$dir$base.u tmpdepfile2=$base.u tmpdepfile3=$dir.libs/$base.u "$@" -Wc,-M else tmpdepfile1=$dir$base.u tmpdepfile2=$dir$base.u tmpdepfile3=$dir$base.u "$@" -M fi stat=$? if test $stat -ne 0; then rm -f "$tmpdepfile1" "$tmpdepfile2" "$tmpdepfile3" exit $stat fi for tmpdepfile in "$tmpdepfile1" "$tmpdepfile2" "$tmpdepfile3" do test -f "$tmpdepfile" && break done aix_post_process_depfile ;; tcc) # tcc (Tiny C Compiler) understand '-MD -MF file' since version 0.9.26 # FIXME: That version still under development at the moment of writing. # Make that this statement remains true also for stable, released # versions. # It will wrap lines (doesn't matter whether long or short) with a # trailing '\', as in: # # foo.o : \ # foo.c \ # foo.h \ # # It will put a trailing '\' even on the last line, and will use leading # spaces rather than leading tabs (at least since its commit 0394caf7 # "Emit spaces for -MD"). 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ALPHA_CPU_TYPE=`/usr/sbin/psrinfo -v | sed -n -e 's/^ The alpha \(.*\) processor.*$/\1/p' | head -n 1` case "$ALPHA_CPU_TYPE" in "EV4 (21064)") UNAME_MACHINE=alpha ;; "EV4.5 (21064)") UNAME_MACHINE=alpha ;; "LCA4 (21066/21068)") UNAME_MACHINE=alpha ;; "EV5 (21164)") UNAME_MACHINE=alphaev5 ;; "EV5.6 (21164A)") UNAME_MACHINE=alphaev56 ;; "EV5.6 (21164PC)") UNAME_MACHINE=alphapca56 ;; "EV5.7 (21164PC)") UNAME_MACHINE=alphapca57 ;; "EV6 (21264)") UNAME_MACHINE=alphaev6 ;; "EV6.7 (21264A)") UNAME_MACHINE=alphaev67 ;; "EV6.8CB (21264C)") UNAME_MACHINE=alphaev68 ;; "EV6.8AL (21264B)") UNAME_MACHINE=alphaev68 ;; "EV6.8CX (21264D)") UNAME_MACHINE=alphaev68 ;; "EV6.9A (21264/EV69A)") UNAME_MACHINE=alphaev69 ;; "EV7 (21364)") UNAME_MACHINE=alphaev7 ;; "EV7.9 (21364A)") UNAME_MACHINE=alphaev79 ;; esac # A Pn.n version is a patched version. # A Vn.n version is a released version. # A Tn.n version is a released field test version. # A Xn.n version is an unreleased experimental baselevel. # 1.2 uses "1.2" for uname -r. echo "$UNAME_MACHINE"-dec-osf"`echo "$UNAME_RELEASE" | sed -e 's/^[PVTX]//' | tr ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz`" # Reset EXIT trap before exiting to avoid spurious non-zero exit code. exitcode=$? trap '' 0 exit $exitcode ;; Amiga*:UNIX_System_V:4.0:*) echo m68k-unknown-sysv4 exit ;; *:[Aa]miga[Oo][Ss]:*:*) echo "$UNAME_MACHINE"-unknown-amigaos exit ;; *:[Mm]orph[Oo][Ss]:*:*) echo "$UNAME_MACHINE"-unknown-morphos exit ;; *:OS/390:*:*) echo i370-ibm-openedition exit ;; *:z/VM:*:*) echo s390-ibm-zvmoe exit ;; *:OS400:*:*) echo powerpc-ibm-os400 exit ;; arm:RISC*:1.[012]*:*|arm:riscix:1.[012]*:*) echo arm-acorn-riscix"$UNAME_RELEASE" exit ;; arm*:riscos:*:*|arm*:RISCOS:*:*) echo arm-unknown-riscos exit ;; SR2?01:HI-UX/MPP:*:* | SR8000:HI-UX/MPP:*:*) echo hppa1.1-hitachi-hiuxmpp exit ;; Pyramid*:OSx*:*:* | MIS*:OSx*:*:* | MIS*:SMP_DC-OSx*:*:*) # akee@wpdis03.wpafb.af.mil (Earle F. Ake) contributed MIS and NILE. if test "`(/bin/universe) 2>/dev/null`" = att ; then echo pyramid-pyramid-sysv3 else echo pyramid-pyramid-bsd fi exit ;; NILE*:*:*:dcosx) echo pyramid-pyramid-svr4 exit ;; DRS?6000:unix:4.0:6*) echo sparc-icl-nx6 exit ;; DRS?6000:UNIX_SV:4.2*:7* | DRS?6000:isis:4.2*:7*) case `/usr/bin/uname -p` in sparc) echo sparc-icl-nx7; exit ;; esac ;; s390x:SunOS:*:*) echo "$UNAME_MACHINE"-ibm-solaris2"`echo "$UNAME_RELEASE" | sed -e 's/[^.]*//'`" exit ;; sun4H:SunOS:5.*:*) echo sparc-hal-solaris2"`echo "$UNAME_RELEASE"|sed -e 's/[^.]*//'`" exit ;; sun4*:SunOS:5.*:* | tadpole*:SunOS:5.*:*) echo sparc-sun-solaris2"`echo "$UNAME_RELEASE" | sed -e 's/[^.]*//'`" exit ;; i86pc:AuroraUX:5.*:* | i86xen:AuroraUX:5.*:*) echo i386-pc-auroraux"$UNAME_RELEASE" exit ;; i86pc:SunOS:5.*:* | i86xen:SunOS:5.*:*) UNAME_REL="`echo "$UNAME_RELEASE" | sed -e 's/[^.]*//'`" case `isainfo -b` in 32) echo i386-pc-solaris2"$UNAME_REL" ;; 64) echo x86_64-pc-solaris2"$UNAME_REL" ;; esac exit ;; sun4*:SunOS:6*:*) # According to config.sub, this is the proper way to canonicalize # SunOS6. Hard to guess exactly what SunOS6 will be like, but # it's likely to be more like Solaris than SunOS4. echo sparc-sun-solaris3"`echo "$UNAME_RELEASE"|sed -e 's/[^.]*//'`" exit ;; sun4*:SunOS:*:*) case "`/usr/bin/arch -k`" in Series*|S4*) UNAME_RELEASE=`uname -v` ;; esac # Japanese Language versions have a version number like `4.1.3-JL'. echo sparc-sun-sunos"`echo "$UNAME_RELEASE"|sed -e 's/-/_/'`" exit ;; sun3*:SunOS:*:*) echo m68k-sun-sunos"$UNAME_RELEASE" exit ;; sun*:*:4.2BSD:*) UNAME_RELEASE=`(sed 1q /etc/motd | awk '{print substr($5,1,3)}') 2>/dev/null` test "x$UNAME_RELEASE" = x && UNAME_RELEASE=3 case "`/bin/arch`" in sun3) echo m68k-sun-sunos"$UNAME_RELEASE" ;; sun4) echo sparc-sun-sunos"$UNAME_RELEASE" ;; esac exit ;; aushp:SunOS:*:*) echo sparc-auspex-sunos"$UNAME_RELEASE" exit ;; # The situation for MiNT is a little confusing. The machine name # can be virtually everything (everything which is not # "atarist" or "atariste" at least should have a processor # > m68000). The system name ranges from "MiNT" over "FreeMiNT" # to the lowercase version "mint" (or "freemint"). Finally # the system name "TOS" denotes a system which is actually not # MiNT. But MiNT is downward compatible to TOS, so this should # be no problem. atarist[e]:*MiNT:*:* | atarist[e]:*mint:*:* | atarist[e]:*TOS:*:*) echo m68k-atari-mint"$UNAME_RELEASE" exit ;; atari*:*MiNT:*:* | atari*:*mint:*:* | atarist[e]:*TOS:*:*) echo m68k-atari-mint"$UNAME_RELEASE" exit ;; *falcon*:*MiNT:*:* | *falcon*:*mint:*:* | *falcon*:*TOS:*:*) echo m68k-atari-mint"$UNAME_RELEASE" exit ;; milan*:*MiNT:*:* | milan*:*mint:*:* | *milan*:*TOS:*:*) echo m68k-milan-mint"$UNAME_RELEASE" exit ;; hades*:*MiNT:*:* | hades*:*mint:*:* | *hades*:*TOS:*:*) echo m68k-hades-mint"$UNAME_RELEASE" exit ;; *:*MiNT:*:* | *:*mint:*:* | *:*TOS:*:*) echo m68k-unknown-mint"$UNAME_RELEASE" exit ;; m68k:machten:*:*) echo m68k-apple-machten"$UNAME_RELEASE" exit ;; powerpc:machten:*:*) echo powerpc-apple-machten"$UNAME_RELEASE" exit ;; RISC*:Mach:*:*) echo mips-dec-mach_bsd4.3 exit ;; RISC*:ULTRIX:*:*) echo mips-dec-ultrix"$UNAME_RELEASE" exit ;; VAX*:ULTRIX*:*:*) echo vax-dec-ultrix"$UNAME_RELEASE" exit ;; 2020:CLIX:*:* | 2430:CLIX:*:*) echo clipper-intergraph-clix"$UNAME_RELEASE" exit ;; mips:*:*:UMIPS | mips:*:*:RISCos) set_cc_for_build sed 's/^ //' << EOF > "$dummy.c" #ifdef __cplusplus #include <stdio.h> /* for printf() prototype */ int main (int argc, char *argv[]) { #else int main (argc, argv) int argc; char *argv[]; { #endif #if defined (host_mips) && defined (MIPSEB) #if defined (SYSTYPE_SYSV) printf ("mips-mips-riscos%ssysv\\n", argv[1]); exit (0); #endif #if defined (SYSTYPE_SVR4) printf ("mips-mips-riscos%ssvr4\\n", argv[1]); exit (0); #endif #if defined (SYSTYPE_BSD43) || defined(SYSTYPE_BSD) printf ("mips-mips-riscos%sbsd\\n", argv[1]); exit (0); #endif #endif exit (-1); } EOF $CC_FOR_BUILD -o "$dummy" "$dummy.c" && dummyarg=`echo "$UNAME_RELEASE" | sed -n 's/\([0-9]*\).*/\1/p'` && SYSTEM_NAME=`"$dummy" "$dummyarg"` && { echo "$SYSTEM_NAME"; exit; } echo mips-mips-riscos"$UNAME_RELEASE" exit ;; Motorola:PowerMAX_OS:*:*) echo powerpc-motorola-powermax exit ;; Motorola:*:4.3:PL8-*) echo powerpc-harris-powermax exit ;; Night_Hawk:*:*:PowerMAX_OS | Synergy:PowerMAX_OS:*:*) echo powerpc-harris-powermax exit ;; Night_Hawk:Power_UNIX:*:*) echo powerpc-harris-powerunix exit ;; m88k:CX/UX:7*:*) echo m88k-harris-cxux7 exit ;; m88k:*:4*:R4*) echo m88k-motorola-sysv4 exit ;; m88k:*:3*:R3*) echo m88k-motorola-sysv3 exit ;; AViiON:dgux:*:*) # DG/UX returns AViiON for all architectures UNAME_PROCESSOR=`/usr/bin/uname -p` if [ "$UNAME_PROCESSOR" = mc88100 ] || [ "$UNAME_PROCESSOR" = mc88110 ] then if [ "$TARGET_BINARY_INTERFACE"x = m88kdguxelfx ] || \ [ "$TARGET_BINARY_INTERFACE"x = x ] then echo m88k-dg-dgux"$UNAME_RELEASE" else echo m88k-dg-dguxbcs"$UNAME_RELEASE" fi else echo i586-dg-dgux"$UNAME_RELEASE" fi exit ;; M88*:DolphinOS:*:*) # DolphinOS (SVR3) echo m88k-dolphin-sysv3 exit ;; M88*:*:R3*:*) # Delta 88k system running SVR3 echo m88k-motorola-sysv3 exit ;; XD88*:*:*:*) # Tektronix XD88 system running UTekV (SVR3) echo m88k-tektronix-sysv3 exit ;; Tek43[0-9][0-9]:UTek:*:*) # Tektronix 4300 system running UTek (BSD) echo m68k-tektronix-bsd exit ;; *:IRIX*:*:*) echo mips-sgi-irix"`echo "$UNAME_RELEASE"|sed -e 's/-/_/g'`" exit ;; ????????:AIX?:[12].1:2) # AIX 2.2.1 or AIX 2.1.1 is RT/PC AIX. echo romp-ibm-aix # uname -m gives an 8 hex-code CPU id exit ;; # Note that: echo "'`uname -s`'" gives 'AIX ' i*86:AIX:*:*) echo i386-ibm-aix exit ;; ia64:AIX:*:*) if [ -x /usr/bin/oslevel ] ; then IBM_REV=`/usr/bin/oslevel` else IBM_REV="$UNAME_VERSION.$UNAME_RELEASE" fi echo "$UNAME_MACHINE"-ibm-aix"$IBM_REV" exit ;; *:AIX:2:3) if grep bos325 /usr/include/stdio.h >/dev/null 2>&1; then set_cc_for_build sed 's/^ //' << EOF > "$dummy.c" #include <sys/systemcfg.h> main() { if (!__power_pc()) exit(1); puts("powerpc-ibm-aix3.2.5"); exit(0); } EOF if $CC_FOR_BUILD -o "$dummy" "$dummy.c" && SYSTEM_NAME=`"$dummy"` then echo "$SYSTEM_NAME" else echo rs6000-ibm-aix3.2.5 fi elif grep bos324 /usr/include/stdio.h >/dev/null 2>&1; then echo rs6000-ibm-aix3.2.4 else echo rs6000-ibm-aix3.2 fi exit ;; *:AIX:*:[4567]) IBM_CPU_ID=`/usr/sbin/lsdev -C -c processor -S available | sed 1q | awk '{ print $1 }'` if /usr/sbin/lsattr -El "$IBM_CPU_ID" | grep ' POWER' >/dev/null 2>&1; then IBM_ARCH=rs6000 else IBM_ARCH=powerpc fi if [ -x /usr/bin/lslpp ] ; then IBM_REV=`/usr/bin/lslpp -Lqc bos.rte.libc | awk -F: '{ print $3 }' | sed s/[0-9]*$/0/` else IBM_REV="$UNAME_VERSION.$UNAME_RELEASE" fi echo "$IBM_ARCH"-ibm-aix"$IBM_REV" exit ;; *:AIX:*:*) echo rs6000-ibm-aix exit ;; ibmrt:4.4BSD:*|romp-ibm:4.4BSD:*) echo romp-ibm-bsd4.4 exit ;; ibmrt:*BSD:*|romp-ibm:BSD:*) # covers RT/PC BSD and echo romp-ibm-bsd"$UNAME_RELEASE" # 4.3 with uname added to exit ;; # report: romp-ibm BSD 4.3 *:BOSX:*:*) echo rs6000-bull-bosx exit ;; DPX/2?00:B.O.S.:*:*) echo m68k-bull-sysv3 exit ;; 9000/[34]??:4.3bsd:1.*:*) echo m68k-hp-bsd exit ;; hp300:4.4BSD:*:* | 9000/[34]??:4.3bsd:2.*:*) echo m68k-hp-bsd4.4 exit ;; 9000/[34678]??:HP-UX:*:*) HPUX_REV=`echo "$UNAME_RELEASE"|sed -e 's/[^.]*.[0B]*//'` case "$UNAME_MACHINE" in 9000/31?) HP_ARCH=m68000 ;; 9000/[34]??) HP_ARCH=m68k ;; 9000/[678][0-9][0-9]) if [ -x /usr/bin/getconf ]; then sc_cpu_version=`/usr/bin/getconf SC_CPU_VERSION 2>/dev/null` sc_kernel_bits=`/usr/bin/getconf SC_KERNEL_BITS 2>/dev/null` case "$sc_cpu_version" in 523) HP_ARCH=hppa1.0 ;; # CPU_PA_RISC1_0 528) HP_ARCH=hppa1.1 ;; # CPU_PA_RISC1_1 532) # CPU_PA_RISC2_0 case "$sc_kernel_bits" in 32) HP_ARCH=hppa2.0n ;; 64) HP_ARCH=hppa2.0w ;; '') HP_ARCH=hppa2.0 ;; # HP-UX 10.20 esac ;; esac fi if [ "$HP_ARCH" = "" ]; then set_cc_for_build sed 's/^ //' << EOF > "$dummy.c" #define _HPUX_SOURCE #include <stdlib.h> #include <unistd.h> int main () { #if defined(_SC_KERNEL_BITS) long bits = sysconf(_SC_KERNEL_BITS); #endif long cpu = sysconf (_SC_CPU_VERSION); switch (cpu) { case CPU_PA_RISC1_0: puts ("hppa1.0"); break; case CPU_PA_RISC1_1: puts ("hppa1.1"); break; case CPU_PA_RISC2_0: #if defined(_SC_KERNEL_BITS) switch (bits) { case 64: puts ("hppa2.0w"); break; case 32: puts ("hppa2.0n"); break; default: puts ("hppa2.0"); break; } break; #else /* !defined(_SC_KERNEL_BITS) */ puts ("hppa2.0"); break; #endif default: puts ("hppa1.0"); break; } exit (0); } EOF (CCOPTS="" $CC_FOR_BUILD -o "$dummy" "$dummy.c" 2>/dev/null) && HP_ARCH=`"$dummy"` test -z "$HP_ARCH" && HP_ARCH=hppa fi ;; esac if [ "$HP_ARCH" = hppa2.0w ] then set_cc_for_build # hppa2.0w-hp-hpux* has a 64-bit kernel and a compiler generating # 32-bit code. hppa64-hp-hpux* has the same kernel and a compiler # generating 64-bit code. GNU and HP use different nomenclature: # # $ CC_FOR_BUILD=cc ./config.guess # => hppa2.0w-hp-hpux11.23 # $ CC_FOR_BUILD="cc +DA2.0w" ./config.guess # => hppa64-hp-hpux11.23 if echo __LP64__ | (CCOPTS="" $CC_FOR_BUILD -E - 2>/dev/null) | grep -q __LP64__ then HP_ARCH=hppa2.0w else HP_ARCH=hppa64 fi fi echo "$HP_ARCH"-hp-hpux"$HPUX_REV" exit ;; ia64:HP-UX:*:*) HPUX_REV=`echo "$UNAME_RELEASE"|sed -e 's/[^.]*.[0B]*//'` echo ia64-hp-hpux"$HPUX_REV" exit ;; 3050*:HI-UX:*:*) set_cc_for_build sed 's/^ //' << EOF > "$dummy.c" #include <unistd.h> int main () { long cpu = sysconf (_SC_CPU_VERSION); /* The order matters, because CPU_IS_HP_MC68K erroneously returns true for CPU_PA_RISC1_0. CPU_IS_PA_RISC returns correct results, however. */ if (CPU_IS_PA_RISC (cpu)) { switch (cpu) { case CPU_PA_RISC1_0: puts ("hppa1.0-hitachi-hiuxwe2"); break; case CPU_PA_RISC1_1: puts ("hppa1.1-hitachi-hiuxwe2"); break; case CPU_PA_RISC2_0: puts ("hppa2.0-hitachi-hiuxwe2"); break; default: puts ("hppa-hitachi-hiuxwe2"); break; } } else if (CPU_IS_HP_MC68K (cpu)) puts ("m68k-hitachi-hiuxwe2"); else puts ("unknown-hitachi-hiuxwe2"); exit (0); } EOF $CC_FOR_BUILD -o "$dummy" "$dummy.c" && SYSTEM_NAME=`"$dummy"` && { echo "$SYSTEM_NAME"; exit; } echo unknown-hitachi-hiuxwe2 exit ;; 9000/7??:4.3bsd:*:* | 9000/8?[79]:4.3bsd:*:*) echo hppa1.1-hp-bsd exit ;; 9000/8??:4.3bsd:*:*) echo hppa1.0-hp-bsd exit ;; *9??*:MPE/iX:*:* | *3000*:MPE/iX:*:*) echo hppa1.0-hp-mpeix exit ;; hp7??:OSF1:*:* | hp8?[79]:OSF1:*:*) echo hppa1.1-hp-osf exit ;; hp8??:OSF1:*:*) echo hppa1.0-hp-osf exit ;; i*86:OSF1:*:*) if [ -x /usr/sbin/sysversion ] ; then echo "$UNAME_MACHINE"-unknown-osf1mk else echo "$UNAME_MACHINE"-unknown-osf1 fi exit ;; parisc*:Lites*:*:*) echo hppa1.1-hp-lites exit ;; C1*:ConvexOS:*:* | convex:ConvexOS:C1*:*) echo c1-convex-bsd exit ;; C2*:ConvexOS:*:* | convex:ConvexOS:C2*:*) if getsysinfo -f scalar_acc then echo c32-convex-bsd else echo c2-convex-bsd fi exit ;; C34*:ConvexOS:*:* | convex:ConvexOS:C34*:*) echo c34-convex-bsd exit ;; C38*:ConvexOS:*:* | convex:ConvexOS:C38*:*) echo c38-convex-bsd exit ;; C4*:ConvexOS:*:* | convex:ConvexOS:C4*:*) echo c4-convex-bsd exit ;; CRAY*Y-MP:*:*:*) echo ymp-cray-unicos"$UNAME_RELEASE" | sed -e 's/\.[^.]*$/.X/' exit ;; CRAY*[A-Z]90:*:*:*) echo "$UNAME_MACHINE"-cray-unicos"$UNAME_RELEASE" \ | sed -e 's/CRAY.*\([A-Z]90\)/\1/' \ -e y/ABCDEFGHIJKLMNOPQRSTUVWXYZ/abcdefghijklmnopqrstuvwxyz/ \ -e 's/\.[^.]*$/.X/' exit ;; CRAY*TS:*:*:*) echo t90-cray-unicos"$UNAME_RELEASE" | sed -e 's/\.[^.]*$/.X/' exit ;; CRAY*T3E:*:*:*) echo alphaev5-cray-unicosmk"$UNAME_RELEASE" | sed -e 's/\.[^.]*$/.X/' exit ;; CRAY*SV1:*:*:*) echo sv1-cray-unicos"$UNAME_RELEASE" | sed -e 's/\.[^.]*$/.X/' exit ;; *:UNICOS/mp:*:*) echo craynv-cray-unicosmp"$UNAME_RELEASE" | sed -e 's/\.[^.]*$/.X/' exit ;; F30[01]:UNIX_System_V:*:* | F700:UNIX_System_V:*:*) FUJITSU_PROC=`uname -m | tr ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz` FUJITSU_SYS=`uname -p | tr ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz | sed -e 's/\///'` FUJITSU_REL=`echo "$UNAME_RELEASE" | sed -e 's/ /_/'` echo "${FUJITSU_PROC}-fujitsu-${FUJITSU_SYS}${FUJITSU_REL}" exit ;; 5000:UNIX_System_V:4.*:*) FUJITSU_SYS=`uname -p | tr ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz | sed -e 's/\///'` FUJITSU_REL=`echo "$UNAME_RELEASE" | tr ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz | sed -e 's/ /_/'` echo "sparc-fujitsu-${FUJITSU_SYS}${FUJITSU_REL}" exit ;; i*86:BSD/386:*:* | i*86:BSD/OS:*:* | *:Ascend\ Embedded/OS:*:*) echo "$UNAME_MACHINE"-pc-bsdi"$UNAME_RELEASE" exit ;; sparc*:BSD/OS:*:*) echo sparc-unknown-bsdi"$UNAME_RELEASE" exit ;; *:BSD/OS:*:*) echo "$UNAME_MACHINE"-unknown-bsdi"$UNAME_RELEASE" exit ;; arm:FreeBSD:*:*) UNAME_PROCESSOR=`uname -p` set_cc_for_build if echo __ARM_PCS_VFP | $CC_FOR_BUILD -E - 2>/dev/null \ | grep -q __ARM_PCS_VFP then echo "${UNAME_PROCESSOR}"-unknown-freebsd"`echo ${UNAME_RELEASE}|sed -e 's/[-(].*//'`"-gnueabi else echo "${UNAME_PROCESSOR}"-unknown-freebsd"`echo ${UNAME_RELEASE}|sed -e 's/[-(].*//'`"-gnueabihf fi exit ;; *:FreeBSD:*:*) UNAME_PROCESSOR=`/usr/bin/uname -p` echo "$UNAME_PROCESSOR"-unknown-freebsd"`echo "$UNAME_RELEASE"|sed -e 's/[-(].*//'`" exit ;; i*:CYGWIN*:*) echo "$UNAME_MACHINE"-pc-cygwin exit ;; *:MINGW64*:*) echo "$UNAME_MACHINE"-pc-mingw64 exit ;; *:MINGW*:*) echo "$UNAME_MACHINE"-pc-mingw32 exit ;; *:MSYS*:*) echo "$UNAME_MACHINE"-pc-msys exit ;; i*:PW*:*) echo "$UNAME_MACHINE"-pc-pw32 exit ;; *:Interix*:*) case "$UNAME_MACHINE" in x86) echo i586-pc-interix"$UNAME_RELEASE" exit ;; authenticamd | genuineintel | EM64T) echo x86_64-unknown-interix"$UNAME_RELEASE" exit ;; IA64) echo ia64-unknown-interix"$UNAME_RELEASE" exit ;; esac ;; i*:UWIN*:*) echo "$UNAME_MACHINE"-pc-uwin exit ;; amd64:CYGWIN*:*:* | x86_64:CYGWIN*:*:*) echo x86_64-unknown-cygwin exit ;; prep*:SunOS:5.*:*) echo powerpcle-unknown-solaris2"`echo "$UNAME_RELEASE"|sed -e 's/[^.]*//'`" exit ;; *:GNU:*:*) # the GNU system echo "`echo "$UNAME_MACHINE"|sed -e 's,[-/].*$,,'`-unknown-$LIBC`echo "$UNAME_RELEASE"|sed -e 's,/.*$,,'`" exit ;; *:GNU/*:*:*) # other systems with GNU libc and userland echo "$UNAME_MACHINE-unknown-`echo "$UNAME_SYSTEM" | sed 's,^[^/]*/,,' | tr "[:upper:]" "[:lower:]"``echo "$UNAME_RELEASE"|sed -e 's/[-(].*//'`-$LIBC" exit ;; *:Minix:*:*) echo "$UNAME_MACHINE"-unknown-minix exit ;; aarch64:Linux:*:*) echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" exit ;; aarch64_be:Linux:*:*) UNAME_MACHINE=aarch64_be echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" exit ;; alpha:Linux:*:*) case `sed -n '/^cpu model/s/^.*: \(.*\)/\1/p' < /proc/cpuinfo` in EV5) UNAME_MACHINE=alphaev5 ;; EV56) UNAME_MACHINE=alphaev56 ;; PCA56) UNAME_MACHINE=alphapca56 ;; PCA57) UNAME_MACHINE=alphapca56 ;; EV6) UNAME_MACHINE=alphaev6 ;; EV67) UNAME_MACHINE=alphaev67 ;; EV68*) UNAME_MACHINE=alphaev68 ;; esac objdump --private-headers /bin/sh | grep -q ld.so.1 if test "$?" = 0 ; then LIBC=gnulibc1 ; fi echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" exit ;; arc:Linux:*:* | arceb:Linux:*:*) echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" exit ;; arm*:Linux:*:*) set_cc_for_build if echo __ARM_EABI__ | $CC_FOR_BUILD -E - 2>/dev/null \ | grep -q __ARM_EABI__ then echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" else if echo __ARM_PCS_VFP | $CC_FOR_BUILD -E - 2>/dev/null \ | grep -q __ARM_PCS_VFP then echo "$UNAME_MACHINE"-unknown-linux-"$LIBC"eabi else echo "$UNAME_MACHINE"-unknown-linux-"$LIBC"eabihf fi fi exit ;; avr32*:Linux:*:*) echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" exit ;; cris:Linux:*:*) echo "$UNAME_MACHINE"-axis-linux-"$LIBC" exit ;; crisv32:Linux:*:*) echo "$UNAME_MACHINE"-axis-linux-"$LIBC" exit ;; e2k:Linux:*:*) echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" exit ;; frv:Linux:*:*) echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" exit ;; 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openrisc*:Linux:*:*) echo or1k-unknown-linux-"$LIBC" exit ;; or32:Linux:*:* | or1k*:Linux:*:*) echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" exit ;; padre:Linux:*:*) echo sparc-unknown-linux-"$LIBC" exit ;; parisc64:Linux:*:* | hppa64:Linux:*:*) echo hppa64-unknown-linux-"$LIBC" exit ;; parisc:Linux:*:* | hppa:Linux:*:*) # Look for CPU level case `grep '^cpu[^a-z]*:' /proc/cpuinfo 2>/dev/null | cut -d' ' -f2` in PA7*) echo hppa1.1-unknown-linux-"$LIBC" ;; PA8*) echo hppa2.0-unknown-linux-"$LIBC" ;; *) echo hppa-unknown-linux-"$LIBC" ;; esac exit ;; ppc64:Linux:*:*) echo powerpc64-unknown-linux-"$LIBC" exit ;; ppc:Linux:*:*) echo powerpc-unknown-linux-"$LIBC" exit ;; ppc64le:Linux:*:*) echo powerpc64le-unknown-linux-"$LIBC" exit ;; ppcle:Linux:*:*) echo powerpcle-unknown-linux-"$LIBC" exit ;; riscv32:Linux:*:* | riscv64:Linux:*:*) echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" exit ;; s390:Linux:*:* | s390x:Linux:*:*) echo "$UNAME_MACHINE"-ibm-linux-"$LIBC" exit ;; sh64*:Linux:*:*) echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" exit ;; sh*:Linux:*:*) echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" exit ;; sparc:Linux:*:* | sparc64:Linux:*:*) echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" exit ;; tile*:Linux:*:*) echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" exit ;; vax:Linux:*:*) echo "$UNAME_MACHINE"-dec-linux-"$LIBC" exit ;; x86_64:Linux:*:*) echo "$UNAME_MACHINE"-pc-linux-"$LIBC" exit ;; xtensa*:Linux:*:*) echo "$UNAME_MACHINE"-unknown-linux-"$LIBC" exit ;; i*86:DYNIX/ptx:4*:*) # ptx 4.0 does uname -s correctly, with DYNIX/ptx in there. # earlier versions are messed up and put the nodename in both # sysname and nodename. echo i386-sequent-sysv4 exit ;; i*86:UNIX_SV:4.2MP:2.*) # Unixware is an offshoot of SVR4, but it has its own version # number series starting with 2... # I am not positive that other SVR4 systems won't match this, # I just have to hope. -- rms. # Use sysv4.2uw... so that sysv4* matches it. echo "$UNAME_MACHINE"-pc-sysv4.2uw"$UNAME_VERSION" exit ;; i*86:OS/2:*:*) # If we were able to find `uname', then EMX Unix compatibility # is probably installed. echo "$UNAME_MACHINE"-pc-os2-emx exit ;; i*86:XTS-300:*:STOP) echo "$UNAME_MACHINE"-unknown-stop exit ;; i*86:atheos:*:*) echo "$UNAME_MACHINE"-unknown-atheos exit ;; i*86:syllable:*:*) echo "$UNAME_MACHINE"-pc-syllable exit ;; i*86:LynxOS:2.*:* | i*86:LynxOS:3.[01]*:* | i*86:LynxOS:4.[02]*:*) echo i386-unknown-lynxos"$UNAME_RELEASE" exit ;; i*86:*DOS:*:*) echo "$UNAME_MACHINE"-pc-msdosdjgpp exit ;; i*86:*:4.*:*) UNAME_REL=`echo "$UNAME_RELEASE" | sed 's/\/MP$//'` if grep Novell /usr/include/link.h >/dev/null 2>/dev/null; then echo "$UNAME_MACHINE"-univel-sysv"$UNAME_REL" else echo "$UNAME_MACHINE"-pc-sysv"$UNAME_REL" fi exit ;; i*86:*:5:[678]*) # UnixWare 7.x, OpenUNIX and OpenServer 6. case `/bin/uname -X | grep "^Machine"` in *486*) UNAME_MACHINE=i486 ;; *Pentium) UNAME_MACHINE=i586 ;; *Pent*|*Celeron) UNAME_MACHINE=i686 ;; esac echo "$UNAME_MACHINE-unknown-sysv${UNAME_RELEASE}${UNAME_SYSTEM}{$UNAME_VERSION}" exit ;; i*86:*:3.2:*) if test -f /usr/options/cb.name; then UNAME_REL=`sed -n 's/.*Version //p' </usr/options/cb.name` echo "$UNAME_MACHINE"-pc-isc"$UNAME_REL" elif /bin/uname -X 2>/dev/null >/dev/null ; 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mini*:CTIX:SYS*5:*) # "miniframe" echo m68010-convergent-sysv exit ;; mc68k:UNIX:SYSTEM5:3.51m) echo m68k-convergent-sysv exit ;; M680?0:D-NIX:5.3:*) echo m68k-diab-dnix exit ;; M68*:*:R3V[5678]*:*) test -r /sysV68 && { echo 'm68k-motorola-sysv'; exit; } ;; 3[345]??:*:4.0:3.0 | 3[34]??A:*:4.0:3.0 | 3[34]??,*:*:4.0:3.0 | 3[34]??/*:*:4.0:3.0 | 4400:*:4.0:3.0 | 4850:*:4.0:3.0 | SKA40:*:4.0:3.0 | SDS2:*:4.0:3.0 | SHG2:*:4.0:3.0 | S7501*:*:4.0:3.0) OS_REL='' test -r /etc/.relid \ && OS_REL=.`sed -n 's/[^ ]* [^ ]* \([0-9][0-9]\).*/\1/p' < /etc/.relid` /bin/uname -p 2>/dev/null | grep 86 >/dev/null \ && { echo i486-ncr-sysv4.3"$OS_REL"; exit; } /bin/uname -p 2>/dev/null | /bin/grep entium >/dev/null \ && { echo i586-ncr-sysv4.3"$OS_REL"; exit; } ;; 3[34]??:*:4.0:* | 3[34]??,*:*:4.0:*) /bin/uname -p 2>/dev/null | grep 86 >/dev/null \ && { echo i486-ncr-sysv4; exit; } ;; NCR*:*:4.2:* | MPRAS*:*:4.2:*) OS_REL='.3' test -r /etc/.relid \ && OS_REL=.`sed -n 's/[^ ]* [^ ]* \([0-9][0-9]\).*/\1/p' < /etc/.relid` /bin/uname -p 2>/dev/null | grep 86 >/dev/null \ && { echo i486-ncr-sysv4.3"$OS_REL"; exit; } /bin/uname -p 2>/dev/null | /bin/grep entium >/dev/null \ && { echo i586-ncr-sysv4.3"$OS_REL"; exit; } /bin/uname -p 2>/dev/null | /bin/grep pteron >/dev/null \ && { echo i586-ncr-sysv4.3"$OS_REL"; exit; } ;; m68*:LynxOS:2.*:* | m68*:LynxOS:3.0*:*) echo m68k-unknown-lynxos"$UNAME_RELEASE" exit ;; mc68030:UNIX_System_V:4.*:*) echo m68k-atari-sysv4 exit ;; TSUNAMI:LynxOS:2.*:*) echo sparc-unknown-lynxos"$UNAME_RELEASE" exit ;; rs6000:LynxOS:2.*:*) echo rs6000-unknown-lynxos"$UNAME_RELEASE" exit ;; PowerPC:LynxOS:2.*:* | PowerPC:LynxOS:3.[01]*:* | PowerPC:LynxOS:4.[02]*:*) echo powerpc-unknown-lynxos"$UNAME_RELEASE" exit ;; SM[BE]S:UNIX_SV:*:*) echo mips-dde-sysv"$UNAME_RELEASE" exit ;; RM*:ReliantUNIX-*:*:*) echo mips-sni-sysv4 exit ;; RM*:SINIX-*:*:*) echo mips-sni-sysv4 exit ;; *:SINIX-*:*:*) if uname -p 2>/dev/null >/dev/null ; then UNAME_MACHINE=`(uname -p) 2>/dev/null` echo "$UNAME_MACHINE"-sni-sysv4 else echo ns32k-sni-sysv fi exit ;; PENTIUM:*:4.0*:*) # Unisys `ClearPath HMP IX 4000' SVR4/MP effort # says <Richard.M.Bartel@ccMail.Census.GOV> echo i586-unisys-sysv4 exit ;; *:UNIX_System_V:4*:FTX*) # From Gerald Hewes <hewes@openmarket.com>. # How about differentiating between stratus architectures? -djm echo hppa1.1-stratus-sysv4 exit ;; *:*:*:FTX*) # From seanf@swdc.stratus.com. echo i860-stratus-sysv4 exit ;; i*86:VOS:*:*) # From Paul.Green@stratus.com. echo "$UNAME_MACHINE"-stratus-vos exit ;; *:VOS:*:*) # From Paul.Green@stratus.com. echo hppa1.1-stratus-vos exit ;; mc68*:A/UX:*:*) echo m68k-apple-aux"$UNAME_RELEASE" exit ;; news*:NEWS-OS:6*:*) echo mips-sony-newsos6 exit ;; R[34]000:*System_V*:*:* | R4000:UNIX_SYSV:*:* | R*000:UNIX_SV:*:*) if [ -d /usr/nec ]; then echo mips-nec-sysv"$UNAME_RELEASE" else echo mips-unknown-sysv"$UNAME_RELEASE" fi exit ;; BeBox:BeOS:*:*) # BeOS running on hardware made by Be, PPC only. echo powerpc-be-beos exit ;; BeMac:BeOS:*:*) # BeOS running on Mac or Mac clone, PPC only. echo powerpc-apple-beos exit ;; BePC:BeOS:*:*) # BeOS running on Intel PC compatible. echo i586-pc-beos exit ;; BePC:Haiku:*:*) # Haiku running on Intel PC compatible. echo i586-pc-haiku exit ;; x86_64:Haiku:*:*) echo x86_64-unknown-haiku exit ;; SX-4:SUPER-UX:*:*) echo sx4-nec-superux"$UNAME_RELEASE" exit ;; SX-5:SUPER-UX:*:*) echo sx5-nec-superux"$UNAME_RELEASE" exit ;; SX-6:SUPER-UX:*:*) echo sx6-nec-superux"$UNAME_RELEASE" exit ;; SX-7:SUPER-UX:*:*) echo sx7-nec-superux"$UNAME_RELEASE" exit ;; SX-8:SUPER-UX:*:*) echo sx8-nec-superux"$UNAME_RELEASE" exit ;; SX-8R:SUPER-UX:*:*) echo sx8r-nec-superux"$UNAME_RELEASE" exit ;; SX-ACE:SUPER-UX:*:*) echo sxace-nec-superux"$UNAME_RELEASE" exit ;; Power*:Rhapsody:*:*) echo powerpc-apple-rhapsody"$UNAME_RELEASE" exit ;; *:Rhapsody:*:*) echo "$UNAME_MACHINE"-apple-rhapsody"$UNAME_RELEASE" exit ;; *:Darwin:*:*) UNAME_PROCESSOR=`uname -p` || UNAME_PROCESSOR=unknown set_cc_for_build if test "$UNAME_PROCESSOR" = unknown ; then UNAME_PROCESSOR=powerpc fi if test "`echo "$UNAME_RELEASE" | sed -e 's/\..*//'`" -le 10 ; then if [ "$CC_FOR_BUILD" != no_compiler_found ]; then if (echo '#ifdef __LP64__'; echo IS_64BIT_ARCH; echo '#endif') | \ (CCOPTS="" $CC_FOR_BUILD -E - 2>/dev/null) | \ grep IS_64BIT_ARCH >/dev/null then case $UNAME_PROCESSOR in i386) UNAME_PROCESSOR=x86_64 ;; powerpc) UNAME_PROCESSOR=powerpc64 ;; esac fi # On 10.4-10.6 one might compile for PowerPC via gcc -arch ppc if (echo '#ifdef __POWERPC__'; echo IS_PPC; echo '#endif') | \ (CCOPTS="" $CC_FOR_BUILD -E - 2>/dev/null) | \ grep IS_PPC >/dev/null then UNAME_PROCESSOR=powerpc fi fi elif test "$UNAME_PROCESSOR" = i386 ; then # Avoid executing cc on OS X 10.9, as it ships with a stub # that puts up a graphical alert prompting to install # developer tools. Any system running Mac OS X 10.7 or # later (Darwin 11 and later) is required to have a 64-bit # processor. This is not true of the ARM version of Darwin # that Apple uses in portable devices. UNAME_PROCESSOR=x86_64 fi echo "$UNAME_PROCESSOR"-apple-darwin"$UNAME_RELEASE" exit ;; *:procnto*:*:* | *:QNX:[0123456789]*:*) UNAME_PROCESSOR=`uname -p` if test "$UNAME_PROCESSOR" = x86; then UNAME_PROCESSOR=i386 UNAME_MACHINE=pc fi echo "$UNAME_PROCESSOR"-"$UNAME_MACHINE"-nto-qnx"$UNAME_RELEASE" exit ;; *:QNX:*:4*) echo i386-pc-qnx exit ;; NEO-*:NONSTOP_KERNEL:*:*) echo neo-tandem-nsk"$UNAME_RELEASE" exit ;; NSE-*:NONSTOP_KERNEL:*:*) echo nse-tandem-nsk"$UNAME_RELEASE" exit ;; NSR-*:NONSTOP_KERNEL:*:*) echo nsr-tandem-nsk"$UNAME_RELEASE" exit ;; NSV-*:NONSTOP_KERNEL:*:*) echo nsv-tandem-nsk"$UNAME_RELEASE" exit ;; NSX-*:NONSTOP_KERNEL:*:*) echo nsx-tandem-nsk"$UNAME_RELEASE" exit ;; *:NonStop-UX:*:*) echo mips-compaq-nonstopux exit ;; BS2000:POSIX*:*:*) echo bs2000-siemens-sysv exit ;; DS/*:UNIX_System_V:*:*) echo "$UNAME_MACHINE"-"$UNAME_SYSTEM"-"$UNAME_RELEASE" exit ;; *:Plan9:*:*) # "uname -m" is not consistent, so use $cputype instead. 386 # is converted to i386 for consistency with other x86 # operating systems. # shellcheck disable=SC2154 if test "$cputype" = 386; then UNAME_MACHINE=i386 else UNAME_MACHINE="$cputype" fi echo "$UNAME_MACHINE"-unknown-plan9 exit ;; *:TOPS-10:*:*) echo pdp10-unknown-tops10 exit ;; *:TENEX:*:*) echo pdp10-unknown-tenex exit ;; KS10:TOPS-20:*:* | KL10:TOPS-20:*:* | TYPE4:TOPS-20:*:*) echo pdp10-dec-tops20 exit ;; XKL-1:TOPS-20:*:* | TYPE5:TOPS-20:*:*) echo pdp10-xkl-tops20 exit ;; *:TOPS-20:*:*) echo pdp10-unknown-tops20 exit ;; *:ITS:*:*) echo pdp10-unknown-its exit ;; SEI:*:*:SEIUX) echo mips-sei-seiux"$UNAME_RELEASE" exit ;; *:DragonFly:*:*) echo "$UNAME_MACHINE"-unknown-dragonfly"`echo "$UNAME_RELEASE"|sed -e 's/[-(].*//'`" exit ;; *:*VMS:*:*) UNAME_MACHINE=`(uname -p) 2>/dev/null` case "$UNAME_MACHINE" in A*) echo alpha-dec-vms ; exit ;; I*) echo ia64-dec-vms ; exit ;; V*) echo vax-dec-vms ; exit ;; esac ;; *:XENIX:*:SysV) echo i386-pc-xenix exit ;; i*86:skyos:*:*) echo "$UNAME_MACHINE"-pc-skyos"`echo "$UNAME_RELEASE" | sed -e 's/ .*$//'`" exit ;; i*86:rdos:*:*) echo "$UNAME_MACHINE"-pc-rdos exit ;; i*86:AROS:*:*) echo "$UNAME_MACHINE"-pc-aros exit ;; x86_64:VMkernel:*:*) echo "$UNAME_MACHINE"-unknown-esx exit ;; amd64:Isilon\ OneFS:*:*) echo x86_64-unknown-onefs exit ;; esac echo "$0: unable to guess system type" >&2 case "$UNAME_MACHINE:$UNAME_SYSTEM" in mips:Linux | mips64:Linux) # If we got here on MIPS GNU/Linux, output extra information. cat >&2 <<EOF NOTE: MIPS GNU/Linux systems require a C compiler to fully recognize the system type. Please install a C compiler and try again. EOF ;; esac cat >&2 <<EOF This script (version $timestamp), has failed to recognize the operating system you are using. If your script is old, overwrite *all* copies of config.guess and config.sub with the latest versions from: https://git.savannah.gnu.org/gitweb/?p=config.git;a=blob_plain;f=config.guess and https://git.savannah.gnu.org/gitweb/?p=config.git;a=blob_plain;f=config.sub If $0 has already been updated, send the following data and any information you think might be pertinent to config-patches@gnu.org to provide the necessary information to handle your system. config.guess timestamp = $timestamp uname -m = `(uname -m) 2>/dev/null || echo unknown` uname -r = `(uname -r) 2>/dev/null || echo unknown` uname -s = `(uname -s) 2>/dev/null || echo unknown` uname -v = `(uname -v) 2>/dev/null || echo unknown` /usr/bin/uname -p = `(/usr/bin/uname -p) 2>/dev/null` /bin/uname -X = `(/bin/uname -X) 2>/dev/null` hostinfo = `(hostinfo) 2>/dev/null` /bin/universe = `(/bin/universe) 2>/dev/null` /usr/bin/arch -k = `(/usr/bin/arch -k) 2>/dev/null` /bin/arch = `(/bin/arch) 2>/dev/null` /usr/bin/oslevel = `(/usr/bin/oslevel) 2>/dev/null` /usr/convex/getsysinfo = `(/usr/convex/getsysinfo) 2>/dev/null` UNAME_MACHINE = "$UNAME_MACHINE" UNAME_RELEASE = "$UNAME_RELEASE" UNAME_SYSTEM = "$UNAME_SYSTEM" UNAME_VERSION = "$UNAME_VERSION" EOF exit 1 # Local variables: # eval: (add-hook 'before-save-hook 'time-stamp) # time-stamp-start: "timestamp='" # time-stamp-format: "%:y-%02m-%02d" # time-stamp-end: "'" # End: ��������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/utils/player_dl.html���������������������������������������������������������������000644 �001751 �001751 �00000000502 13414745244 020471� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������<form method="post" action="/cgi-bin/player_dl.pl"> Character name:<br> <input type="text" name="playername" maxlength="50" size="30"> <p> Character password:<br> <input type="password" name="password" maxlength="50" size="30"> <p> <input type="submit" value="Submit"> <input type="reset" value="Clear Entries"> </form> ����������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/utils/player_dl.pl�����������������������������������������������������������������000644 �001751 �001751 �00000016503 13777710007 020151� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������#!/usr/bin/env perl -w ################## # Playerfile download utility. # Version 1.2 #### # Note: This file requires the CGI.pm module to operate. # The player_dl.html file is a basic web page which # can be used for downloads. # # This CGI script allows players to download their players # files through a web interface. It does password checking # and has some extra options. # # Note 2: The player files and directories need to be readable # by whatever uid runs this program. In many cases, this may be # nobody or apache or whatever. This script does not differentiate # invalid password or lack of ability to read player files. If # you get invalid name/password combos and you're sure you're # entering them correctly, check file permissions. # # Note 3: on some systems, differnet password encryption schemes # are used. Eg, on windows, no encryption is used at all, while # on others, if des_crypt is available, that is used instead. # this script would need modification to cover those cases. # #### # Copyright (c) 2003 by Philip Stolarczyk # 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. #### # Config options: # # Where the tar program is located. $tar = '/usr/bin/tar'; $prefix="/opt/invidious"; # Where the crossfire directory is located. $crossfire_home = "${prefix}/var/crossfire/players"; # Where to save temporary files $temp_dir = '/tmp'; # How often a player can have their file sent to them, in seconds. (ie. 3600 is once/hour), set to 0 to disable. $timelimit = 3600; # Where to save information on when which player files were downloaded, for the time limit function. $statefile = "$temp_dir/pldl.dat"; # Whether to delete the player's file after they download it. $delete_player = 0; # #### # BUGS: # Systems that do NL to CRLF interpretation on CGI output # will corrupt the .tar file. This includes Microsoft # Windows systems. I haven't found any solution. ################## # Code begins. use CGI; use CGI::Carp 'fatalsToBrowser'; $CGI::POST_MAX=1024; # max 1K posts $CGI::DISABLE_UPLOADS = 1; # no uploads $q = new CGI; # Verify that player name contains no invalid characters. $playername = ''; $playername = $q->param('playername') if $q->param('playername'); $playername =~ s/[^A-Za-z_\-]//g; # No invalid chars $playername =~ s/^(.{1,64}).*$/$1/; # Max 64 chars, (really it's 16 or 32 in the server) # Default to not validated, until the password is checked. $valid = 0; # No error to report yet. $errormsg = ''; # We want to the time we ran to be consistent, even if it takes a couple seconds. $time = time(); # Validate password $password = $q->param('password'); if ($playername) { # Make sure that the user typed in a playername. if ((open PLAYERFILE, "$crossfire_home/$playername/$playername.pl") # Make sure the player's file exists or (open PLAYERFILE, "$crossfire_home/$playername/$playername.pl.dead")) { # Or use the dead file, if no player is alive foreach (<PLAYERFILE>) { chomp; chomp; # Do actual checking of password. if ( /^password (.*)$/ ) { $cp = crypt($password,$1); if ($cp eq $1) { $valid = 1; } } } close PLAYERFILE; } } if (!$valid) { $errormsg = 'Invalid username or password' }; # If the player is validated, and we're limiting how often players can download their files, do so. if ($valid and $timelimit and $statefile) { open STATEFILE, "<$statefile"; @contents = <STATEFILE>; close STATEFILE; # Don't allow more than 1024 players to download their files per $timelimit seconds. # This is to prevent STATEFILE from getting too large. if ($#contents > 1024) { $valid = 0; $errormsg = 'Too many players have tried to download their files recently. Please wait a bit before trying again.\n'; } # Check timestamp of last download for this player foreach (@contents) { chomp; chomp; if (/^DL $playername (.*)$/) { # $1 is the last time the file was DLed. if ($time > ($timelimit + $1)) { $valid = 0; $errormsg = 'You just downloaded your file. Wait a bit before trying again.'; } } } } if ($valid) { # Create and send file # Create a new archive # Sending binary data. # Add content-disposition, in this way, the browser (at least mozilla) # will use it as the default filename, instead of the cgi script name. print $q->header(-type=>"application/x-compressed-tar", "-content-disposition"=>"inline; filename=\"$playername.tar\""); # Change to player directory, so that long pathname is not included in # sent file. chdir("$crossfire_home"); # archive up the player system("$tar -cf - $playername"); # 'Delete' player's files, if applicable. (technically rename them, to hide from server.) if ($valid and $delete_player) { @files= glob("$crossfire_home/$playername/*"); # Rename all files except *.tar foreach (@files) { next if ( /\.tar$/i ); rename $_, "$_.downloaded"; } } # Set timestamp of last download for this player, if applicable. # Also, remove outdated player download timestamps, if applicable. if ($timelimit > 0 and $statefile) { if (open STATEFILE, "<$statefile") { @contents = <STATEFILE>; close STATEFILE; } else { @contents = (); } if (open STATEFILE, ">$statefile") { foreach (@contents) { chomp; chomp; if (/^DL (.*) (.*)$/) { # All lines starting with DL are download time records. my ($playerdownloaded, $timedownloaded) = ($1, $2); # If this player just downloaded their file, don't copy them yet. We update their timestamp later. next if ($valid and ($playerdownloaded eq $playername)); # If this record has expired, don't copy it. next if (($timedownloaded + $timelimit) < $time); # Otherwise, copy the record to the new state file. print "$_\n"; } else { # Allow other lines in this file. print "$_\n"; } } # If this player downloaded their file, save it. if ($valid) { print STATEFILE "DL $playername $time\n"; } close STATEFILE; } else { die "Unable to save state to file $statefile.\n"; } } } # If no file was sent, send a form and any error messages. if (!$valid) { print $q->header('text/html'); # Print header print $q->start_html('Download your player file'); print "\n\n\n"; # print any error message that may have occured. if ($errormsg) { print $q->h3("ERROR: ". $errormsg), $q->br(), $q->br(); } # Print warnings if $delete_player is enabled. if ($delete_player) { print <<'(END)'; <pre><font color="#FF0000">WARNING:</font> Downloading your file will remove it from the server. If the download fails, contact the system administrator, and they may be able to retrieve the file. </pre> (END) } print $q->h2("Download your player file:"); # Print generic form to allow player to download their file. print $q->start_form(), 'Character name: ', $q->textfield('playername'), $q->br(), 'Character password: ' , $q->password_field('password'), $q->br(), $q->submit('Download'), $q->reset('Clear Entries'), $q->end_form(); print $q->end_html(); } ���������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������������crossfire-1.75.0/utils/metaserver�������������������������������������������������������������������000755 �001751 �001751 �00000012564 12322265555 017745� 0����������������������������������������������������������������������������������������������������ustar�00kevinz��������������������������kevinz��������������������������000000 �000000 ������������������������������������������������������������������������������������������������������������������������������������������������������������������������#!/usr/bin/env perl # Copyright 2000 by Mark Wedel. # This script follows the same license as crossfire (GPL). use Socket; use English; # We periodically generate a nice HTML file that people can't put their # web browser at. This is the location of that file. $HTML_FILE="/var/apache/htdocs/metaserver.html"; # Cache file to keep data we ahve collected. This is used so that if # the metaserver program crashes/dies, it still has some old data. # You may want to set this to a location that will survive across system # reboots. $CACHE_FILE="/var/tmp/meta_xfire.cache"; # We remove a server after $REMOVE_SERVER number of seconds of no updates. # 600 is 10 minutes - if we haven't gotten an update that fast, the server # is almost certainly gone/not available. This reduces congestion when # someone on a dhcp connection keeps running a server and it fills # up a bunch of the slots. $REMOVE_SERVER=600; # UPDATE_SYNC determines how often we update the HTML_FILE and CACHE_FILE. $UPDATE_SYNC=300; # IP_INTERVAL is how often (in seconds) same IP can request metaserver # info. This is to prevent DOS attacks. $IP_INTERVAL=5; # For gathering some anonymous statistics. You probably want to use # MRTG/RRDTOOL for generating statistics from the file. # -- Heikki Hokkanen, 2005-03-26 my $STATS_FILE="/var/tmp/meta_xfire.stats"; my $stats_updatehits = 0; # COUNTER my $stats_requesthits = 0; # COUNTER my $stats_totalplayers = 0; # GAUGE my $stats_totalservers = 0; # GAUGE socket(SOCKET, PF_INET, SOCK_DGRAM, getprotobyname("udp")) || die("$0: can not open udp socket: $OS_ERROR\n"); bind(SOCKET, sockaddr_in(13326, INADDR_ANY)) || die("$0: Can not bind to socket: $OS_ERROR\n"); # Socket1 is used for incoming requests - if we get a connection on this, # we dump out our data to that socket in an easily parsible form. socket(SOCKET1, PF_INET, SOCK_STREAM, getprotobyname("tcp")) || die("$0: can not open tcp socket: $OS_ERROR\n"); # errors on this not that critical setsockopt(SOCKET1, SOL_SOCKET, SO_REUSEADDR, 1); bind(SOCKET1, sockaddr_in(13326, INADDR_ANY)) || die("$0: Can not bind to socket: $OS_ERROR\n"); listen(SOCKET1, 10) || die("$0: Can not listen on socket: $OS_ERROR\n"); vec($rin, fileno(SOCKET), 1)=1; vec($rin, fileno(SOCKET1), 1)=1; if (open(CACHE,"<$CACHE_FILE")) { while (<CACHE>) { chomp; ($ip, $rest) = split /\|/, $_, 2; $data{$ip} = $_; } } close(CACHE); $last_sync=time; while (1) { $nfound=select($rout=$rin, undef, undef, 60); $cur_time=time; if ($nfound) { if (vec($rout, fileno(SOCKET),1)) { $ipaddr = recv(SOCKET, $data, 256, 0) || print STDERR "$0: error on recv call: $OS_ERROR\n"; ($port, $ip) = sockaddr_in($ipaddr); $host = inet_ntoa $ip; ($name, $rest) = split /\|/, $data; if ($name ne "put.your.hostname.here") { $data{$host} = "$host|$cur_time|$data"; $stats_updatehits++; } } if (vec($rout, fileno(SOCKET1),1)) { # This is overly basic - if there are enough servers # where the output won't fit in the outgoing socket, # this will block. However, if we fork, we open # ourselves up to someone intentionally designing something # that causes these to block, and then have us fork a huge # number of process potentially filling up our proc table. if ($ipaddr=accept NEWSOCKET, SOCKET1) { ($port, $ip ) = sockaddr_in( $ipaddr ); $dq = join('.',unpack('C4', $ip)); if ($ip_times{$dq} > time) { close(NEWSOCKET); } else { $ip_times{$dq} = time + $IP_INTERVAL; foreach $i (keys %data) { # Report idle time to client, and not last update # as we received in seconds since epoch. ($ip, $time, $rest) = split /\|/, $data{$i}, 3; $newtime = $cur_time - $time; print NEWSOCKET "$ip|$newtime|$rest\n"; } close(NEWSOCKET); $stats_requesthits++; } } } } # Need to generate some files. This is also where we remove outdated # hosts. if ($last_sync+$UPDATE_SYNC < $cur_time) { $last_sync = $cur_time; open(CACHE,">$CACHE_FILE"); open(HTML,">$HTML_FILE"); print HTML '<title>Crossfire Server List

Crossfire Server List

'; $stats_totalplayers = 0; $stats_totalservers = 0; foreach $i (keys %data) { $stats_totalservers++; ($ip, $time, @rest) = split /\|/, $data{$i}; if ($time+$REMOVE_SERVER<$cur_time) { delete $data{$i}; } else { print CACHE "$data{$i}\n"; $elapsed = int(($cur_time - $time)/60); $gmtime = gmtime($time); print HTML ""; print HTML "\n"; $stats_totalplayers += int($rest[2]); } } $gmtime = gmtime($cur_time); print HTML "
IP AddressLast Update Date/TimeLast Update Minutes Elapsed HostnameNumber of PlayersVersionComment
$i$gmtime$elapsed$rest[0]$rest[1]$rest[2]$rest[3]

The server name is reported by the server, while the ip address is determined by the incoming data packet. These values may not resolve to the same thing in the case of multi homed hosts or multi ip hosts.

All times are in GMT.

Last Updated: $gmtime

"; close(HTML); close(CACHE); open(STATS,">$STATS_FILE"); print STATS "$stats_updatehits:$stats_requesthits:$stats_totalservers:$stats_totalplayers\n"; close(STATS); } } crossfire-1.75.0/utils/install-sh000755 001751 001751 00000035776 13777710001 017654 0ustar00kevinzkevinz000000 000000 #!/bin/sh # install - install a program, script, or datafile scriptversion=2020-11-14.01; # UTC # This originates from X11R5 (mit/util/scripts/install.sh), which was # later released in X11R6 (xc/config/util/install.sh) with the # following copyright and license. # # Copyright (C) 1994 X Consortium # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to # deal in the Software without restriction, including without limitation the # rights to use, copy, modify, merge, publish, distribute, sublicense, and/or # sell copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in # all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # X CONSORTIUM BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN # AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNEC- # TION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. # # Except as contained in this notice, the name of the X Consortium shall not # be used in advertising or otherwise to promote the sale, use or other deal- # ings in this Software without prior written authorization from the X Consor- # tium. # # # FSF changes to this file are in the public domain. # # Calling this script install-sh is preferred over install.sh, to prevent # 'make' implicit rules from creating a file called install from it # when there is no Makefile. # # This script is compatible with the BSD install script, but was written # from scratch. tab=' ' nl=' ' IFS=" $tab$nl" # Set DOITPROG to "echo" to test this script. doit=${DOITPROG-} doit_exec=${doit:-exec} # Put in absolute file names if you don't have them in your path; # or use environment vars. chgrpprog=${CHGRPPROG-chgrp} chmodprog=${CHMODPROG-chmod} chownprog=${CHOWNPROG-chown} cmpprog=${CMPPROG-cmp} cpprog=${CPPROG-cp} mkdirprog=${MKDIRPROG-mkdir} mvprog=${MVPROG-mv} rmprog=${RMPROG-rm} stripprog=${STRIPPROG-strip} posix_mkdir= # Desired mode of installed file. mode=0755 # Create dirs (including intermediate dirs) using mode 755. # This is like GNU 'install' as of coreutils 8.32 (2020). mkdir_umask=22 backupsuffix= chgrpcmd= chmodcmd=$chmodprog chowncmd= mvcmd=$mvprog rmcmd="$rmprog -f" stripcmd= src= dst= dir_arg= dst_arg= copy_on_change=false is_target_a_directory=possibly usage="\ Usage: $0 [OPTION]... [-T] SRCFILE DSTFILE or: $0 [OPTION]... SRCFILES... DIRECTORY or: $0 [OPTION]... -t DIRECTORY SRCFILES... or: $0 [OPTION]... -d DIRECTORIES... In the 1st form, copy SRCFILE to DSTFILE. In the 2nd and 3rd, copy all SRCFILES to DIRECTORY. In the 4th, create DIRECTORIES. Options: --help display this help and exit. --version display version info and exit. -c (ignored) -C install only if different (preserve data modification time) -d create directories instead of installing files. -g GROUP $chgrpprog installed files to GROUP. -m MODE $chmodprog installed files to MODE. -o USER $chownprog installed files to USER. -p pass -p to $cpprog. -s $stripprog installed files. -S SUFFIX attempt to back up existing files, with suffix SUFFIX. -t DIRECTORY install into DIRECTORY. -T report an error if DSTFILE is a directory. Environment variables override the default commands: CHGRPPROG CHMODPROG CHOWNPROG CMPPROG CPPROG MKDIRPROG MVPROG RMPROG STRIPPROG By default, rm is invoked with -f; when overridden with RMPROG, it's up to you to specify -f if you want it. If -S is not specified, no backups are attempted. Email bug reports to bug-automake@gnu.org. Automake home page: https://www.gnu.org/software/automake/ " while test $# -ne 0; do case $1 in -c) ;; -C) copy_on_change=true;; -d) dir_arg=true;; -g) chgrpcmd="$chgrpprog $2" shift;; --help) echo "$usage"; exit $?;; -m) mode=$2 case $mode in *' '* | *"$tab"* | *"$nl"* | *'*'* | *'?'* | *'['*) echo "$0: invalid mode: $mode" >&2 exit 1;; esac shift;; -o) chowncmd="$chownprog $2" shift;; -p) cpprog="$cpprog -p";; -s) stripcmd=$stripprog;; -S) backupsuffix="$2" shift;; -t) is_target_a_directory=always dst_arg=$2 # Protect names problematic for 'test' and other utilities. case $dst_arg in -* | [=\(\)!]) dst_arg=./$dst_arg;; esac shift;; -T) is_target_a_directory=never;; --version) echo "$0 $scriptversion"; exit $?;; --) shift break;; -*) echo "$0: invalid option: $1" >&2 exit 1;; *) break;; esac shift done # We allow the use of options -d and -T together, by making -d # take the precedence; this is for compatibility with GNU install. if test -n "$dir_arg"; then if test -n "$dst_arg"; then echo "$0: target directory not allowed when installing a directory." >&2 exit 1 fi fi if test $# -ne 0 && test -z "$dir_arg$dst_arg"; then # When -d is used, all remaining arguments are directories to create. # When -t is used, the destination is already specified. # Otherwise, the last argument is the destination. Remove it from $@. for arg do if test -n "$dst_arg"; then # $@ is not empty: it contains at least $arg. set fnord "$@" "$dst_arg" shift # fnord fi shift # arg dst_arg=$arg # Protect names problematic for 'test' and other utilities. case $dst_arg in -* | [=\(\)!]) dst_arg=./$dst_arg;; esac done fi if test $# -eq 0; then if test -z "$dir_arg"; then echo "$0: no input file specified." >&2 exit 1 fi # It's OK to call 'install-sh -d' without argument. # This can happen when creating conditional directories. exit 0 fi if test -z "$dir_arg"; then if test $# -gt 1 || test "$is_target_a_directory" = always; then if test ! -d "$dst_arg"; then echo "$0: $dst_arg: Is not a directory." >&2 exit 1 fi fi fi if test -z "$dir_arg"; then do_exit='(exit $ret); exit $ret' trap "ret=129; $do_exit" 1 trap "ret=130; $do_exit" 2 trap "ret=141; $do_exit" 13 trap "ret=143; $do_exit" 15 # Set umask so as not to create temps with too-generous modes. # However, 'strip' requires both read and write access to temps. case $mode in # Optimize common cases. *644) cp_umask=133;; *755) cp_umask=22;; *[0-7]) if test -z "$stripcmd"; then u_plus_rw= else u_plus_rw='% 200' fi cp_umask=`expr '(' 777 - $mode % 1000 ')' $u_plus_rw`;; *) if test -z "$stripcmd"; then u_plus_rw= else u_plus_rw=,u+rw fi cp_umask=$mode$u_plus_rw;; esac fi for src do # Protect names problematic for 'test' and other utilities. case $src in -* | [=\(\)!]) src=./$src;; esac if test -n "$dir_arg"; then dst=$src dstdir=$dst test -d "$dstdir" dstdir_status=$? # Don't chown directories that already exist. if test $dstdir_status = 0; then chowncmd="" fi else # Waiting for this to be detected by the "$cpprog $src $dsttmp" command # might cause directories to be created, which would be especially bad # if $src (and thus $dsttmp) contains '*'. if test ! -f "$src" && test ! -d "$src"; then echo "$0: $src does not exist." >&2 exit 1 fi if test -z "$dst_arg"; then echo "$0: no destination specified." >&2 exit 1 fi dst=$dst_arg # If destination is a directory, append the input filename. if test -d "$dst"; then if test "$is_target_a_directory" = never; then echo "$0: $dst_arg: Is a directory" >&2 exit 1 fi dstdir=$dst dstbase=`basename "$src"` case $dst in */) dst=$dst$dstbase;; *) dst=$dst/$dstbase;; esac dstdir_status=0 else dstdir=`dirname "$dst"` test -d "$dstdir" dstdir_status=$? fi fi case $dstdir in */) dstdirslash=$dstdir;; *) dstdirslash=$dstdir/;; esac obsolete_mkdir_used=false if test $dstdir_status != 0; then case $posix_mkdir in '') # With -d, create the new directory with the user-specified mode. # Otherwise, rely on $mkdir_umask. if test -n "$dir_arg"; then mkdir_mode=-m$mode else mkdir_mode= fi posix_mkdir=false # The $RANDOM variable is not portable (e.g., dash). Use it # here however when possible just to lower collision chance. tmpdir=${TMPDIR-/tmp}/ins$RANDOM-$$ trap ' ret=$? rmdir "$tmpdir/a/b" "$tmpdir/a" "$tmpdir" 2>/dev/null exit $ret ' 0 # Because "mkdir -p" follows existing symlinks and we likely work # directly in world-writeable /tmp, make sure that the '$tmpdir' # directory is successfully created first before we actually test # 'mkdir -p'. if (umask $mkdir_umask && $mkdirprog $mkdir_mode "$tmpdir" && exec $mkdirprog $mkdir_mode -p -- "$tmpdir/a/b") >/dev/null 2>&1 then if test -z "$dir_arg" || { # Check for POSIX incompatibilities with -m. # HP-UX 11.23 and IRIX 6.5 mkdir -m -p sets group- or # other-writable bit of parent directory when it shouldn't. # FreeBSD 6.1 mkdir -m -p sets mode of existing directory. test_tmpdir="$tmpdir/a" ls_ld_tmpdir=`ls -ld "$test_tmpdir"` case $ls_ld_tmpdir in d????-?r-*) different_mode=700;; d????-?--*) different_mode=755;; *) false;; esac && $mkdirprog -m$different_mode -p -- "$test_tmpdir" && { ls_ld_tmpdir_1=`ls -ld "$test_tmpdir"` test "$ls_ld_tmpdir" = "$ls_ld_tmpdir_1" } } then posix_mkdir=: fi rmdir "$tmpdir/a/b" "$tmpdir/a" "$tmpdir" else # Remove any dirs left behind by ancient mkdir implementations. rmdir ./$mkdir_mode ./-p ./-- "$tmpdir" 2>/dev/null fi trap '' 0;; esac if $posix_mkdir && ( umask $mkdir_umask && $doit_exec $mkdirprog $mkdir_mode -p -- "$dstdir" ) then : else # mkdir does not conform to POSIX, # or it failed possibly due to a race condition. Create the # directory the slow way, step by step, checking for races as we go. case $dstdir in /*) prefix='/';; [-=\(\)!]*) prefix='./';; *) prefix='';; esac oIFS=$IFS IFS=/ set -f set fnord $dstdir shift set +f IFS=$oIFS prefixes= for d do test X"$d" = X && continue prefix=$prefix$d if test -d "$prefix"; then prefixes= else if $posix_mkdir; then (umask $mkdir_umask && $doit_exec $mkdirprog $mkdir_mode -p -- "$dstdir") && break # Don't fail if two instances are running concurrently. test -d "$prefix" || exit 1 else case $prefix in *\'*) qprefix=`echo "$prefix" | sed "s/'/'\\\\\\\\''/g"`;; *) qprefix=$prefix;; esac prefixes="$prefixes '$qprefix'" fi fi prefix=$prefix/ done if test -n "$prefixes"; then # Don't fail if two instances are running concurrently. (umask $mkdir_umask && eval "\$doit_exec \$mkdirprog $prefixes") || test -d "$dstdir" || exit 1 obsolete_mkdir_used=true fi fi fi if test -n "$dir_arg"; then { test -z "$chowncmd" || $doit $chowncmd "$dst"; } && { test -z "$chgrpcmd" || $doit $chgrpcmd "$dst"; } && { test "$obsolete_mkdir_used$chowncmd$chgrpcmd" = false || test -z "$chmodcmd" || $doit $chmodcmd $mode "$dst"; } || exit 1 else # Make a couple of temp file names in the proper directory. dsttmp=${dstdirslash}_inst.$$_ rmtmp=${dstdirslash}_rm.$$_ # Trap to clean up those temp files at exit. trap 'ret=$?; rm -f "$dsttmp" "$rmtmp" && exit $ret' 0 # Copy the file name to the temp name. (umask $cp_umask && { test -z "$stripcmd" || { # Create $dsttmp read-write so that cp doesn't create it read-only, # which would cause strip to fail. if test -z "$doit"; then : >"$dsttmp" # No need to fork-exec 'touch'. else $doit touch "$dsttmp" fi } } && $doit_exec $cpprog "$src" "$dsttmp") && # and set any options; do chmod last to preserve setuid bits. # # If any of these fail, we abort the whole thing. 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\ @MAPPER_TRUE@ do \ @MAPPER_TRUE@ pushd `dirname $${DEP}` >/dev/null; \ @MAPPER_TRUE@ $(MAKE) `basename $${DEP}`; \ @MAPPER_TRUE@ popd >/dev/null; \ @MAPPER_TRUE@ done; # Tell versions [3.59,3.63) of GNU make to not export all variables. # Otherwise a system limit (for SysV at least) may be exceeded. .NOEXPORT: crossfire-1.75.0/utils/crossloop.web.in000755 001751 001751 00000007023 13414745425 020770 0ustar00kevinzkevinz000000 000000 #!/bin/bash # # This is a replacement for the crosserv.pl perl script., # No point in using perl for such a simple task. # This script 'archives' relevent crash information in some # directory, and sends a mail message informing people of # the crash. The mail message includes the backtrace info. # This was originally written by Bob Tanner, modified by Mark Wedel # NOTE: Before using this script, some of the variables at the top # will need to be changed. Also note that make install will not # overwrite this file if it already exists. # Note2: This script uses $HOME/.gdbweb as the script used to # feed to gdb. This file should be like: # echo \n(gdb) Executing command "bt full":\n\n # bt full # echo \n(gdb) Executing command "up" (20 times):\n\n # up # up (repeat 18 more times) # # due to variable substitution, we need all of this for it to # work. prefix="@prefix@" exec_prefix="@exec_prefix@" bindir="@bindir@" CROSSFIRE="$bindir/crossfire-server" # This can include multiple people, just seperate them by commas. MAILTO="master@hugin" # This is the program used to send out the mail message. It needs # to support the -s (subject) option. On SysV systems, this may be # /usr/ucb/mail. MAIL=/usr/bin/Mail # URL that contains the publicly available crash information. # Thi is only used in the mail message that is sent out to make it # easier for people to go to the web site. URL="http://www.metalforge.org/core/" MAXRESTART=500 # This is the publicly available directory that will contain the log # and core files. HTMLDIR="$HOME/public_html" # This is where the source resides on the server. This is used to # get better information on backtraces. # This should be independent of other commands run from this file. # So the use of cd to get the the source directory should not conflict with anything else. SRCDIR=`cd @top_srcdir@; pwd`; # And then we trim off the newline from pwd, since we do not need it. chomp($SRCDIR); ulimit -c unlimited logcount=0 if [ ! -d $HTMLDIR ]; then echo "$HTMLDIR does not exist. Aborting." exit 1 fi while [ ! "$logcount"x = "$MAXRESTART"x ]; do echo "Starting Crossfire `date` for the $logcount time..." 1>$HTMLDIR/server.$$.$logcount.log 2>&1 $CROSSFIRE -d 2>>$HTMLDIR/server.$$.$logcount.log 1>&2 if [ -f core ] ; then echo "

" > $HTMLDIR/backtrace.$$.$logcount.html
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" >> $HTMLDIR/backtrace.$$.$logcount.html mv core $HTMLDIR/core.$$.$logcount if [ $? -ne 0 ]; then echo "Could not move core file." break fi @GZIP@ -9 $HTMLDIR/core.$$.$logcount & @GZIP@ -9 $HTMLDIR/server.$$.$logcount.log & /bin/chmod 644 $HTMLDIR/core*.gz echo "Crossfired crashed at `date`. Crash instance is $logcount." > /tmp/crossloop.web.$$ echo "The core files and server log can be found at" >> /tmp/crossloop.web.$$ echo "$URL/backtrace.$$.$logcount.html" >> /tmp/crossloop.web.$$ echo "$URL/core.$$.$logcount.gz" >> /tmp/crossloop.web.$$ echo "$URL/server.$$.$logcount.log.gz" >> /tmp/crossloop.web.$$ cat /tmp/crossloop.web.$$ $HTMLDIR/backtrace.$$.$logcount.html | $MAIL -s "Crossfire crashed." $MAILTO @RM@ /tmp/crossloop.web.$$ else # may or may not want to keep the old one around. #@RM@ $HTMLDIR/backtrace.$$.$logcount.html # Need some statement here for the else/fi to work. /bin/false fi logcount=`expr $logcount + 1` sleep 10s done crossfire-1.75.0/utils/ad2c.script000644 001751 001751 00000001103 13414745244 017665 0ustar00kevinzkevinz000000 000000 #!/bin/sh # # ad2c : Convert app-defaults file to C strings decls. # # George Ferguson, ferguson@cs.rcohester.edu, 12 Nov 1990. # Updated 19 Mar 1991 - Made it self-contained. # sed -n ' : read # remove comments /^!/d # remove blanks /^$/d # escape quotes s/"/\\"/g # escape backslash s/\\/\\\\/g # except the line continuation ones s/\\$//g # add leading quote s/^/"/ # : test /\\$/b slash s/$/",/ p n b read # : slash p n # just like "read" only does not add leading quote /^!/d /^$/d s/"/\\"/g s/\\\\/\\/g s/\\n/\\\\n/g s/\\t/\\\\t/g s/\\f/\\\\f/g s/\\b/\\\\b/g b test' "$@" crossfire-1.75.0/utils/crossloop000644 001751 001751 00000005550 13777710007 017607 0ustar00kevinzkevinz000000 000000 #!/bin/sh # crossloop -- restart crossfire-server in case of a crash # You should not edit this script! Instead, place any overrides into one of # the configuration files. # Set paths that are determined by the build system. prefix="/opt/invidious" exec_prefix="${prefix}" # Read configuration files. for config_file in "${prefix}/etc/crossfire/crossloop.conf"; do if [ -r ${config_file} ]; then . ${config_file} && echo "===>>> Loaded '${config_file}'" fi done #### CONFIGURATION #### # Full path to server binary. CF_BIN=${CF_BIN:-"${exec_prefix}/bin/crossfire-server"} # Additional flags to pass to the server. CF_FLAGS=${CF_FLAGS:-"-d"} # Directory to use for storing temporary runtime files. It is created if it # does not exist. It should be dedicated to Crossfire, because it is saved # in the event of a server crash. CF_TMP=${CF_TMP:-"/tmp/crossfire"} # Path to server log (default "$CF_TMP/crossfire.log"). CF_LOG=${CF_LOG:-"${CF_TMP}/crossfire.log"} # Maximum number of restarts (set to zero to loop infinitely, default 100). MAX_RESTART=${MAX_RESTART:-"100"} # Directory for saving crash data. CRASH_DIR=${CRASH_DIR:-"`dirname ${CF_TMP}`"} # Send mail to server admins in case of a crash (comment out to disable). #CRASH_MAIL="yourname@example.com" #### END OF CONFIGURATION #### # The current generation of the server. generation=1 while [ ${MAX_RESTART} -ne ${generation} ]; do # Create folder to store temporary files if it doesn't exist. if [ ! -d ${CF_TMP} ]; then mkdir ${CF_TMP} chmod 700 ${CF_TMP} fi # Change to the ${CF_TMP} directory and start server. cd ${CF_TMP} echo "===>>> Starting server (generation ${generation})..." ${CF_BIN} ${CF_FLAGS} -tmpdir "${CF_TMP}" -log "${CF_LOG}" # If the server crashed and CRASH_DIR is set, save CF_TMP. if [ ${?} -ne 0 -a -n "${CRASH_DIR}" ]; then crash_dump="${CRASH_DIR}/crossfire-`date +%Y-%m-%d-%H:%M`.crash" mv ${CF_TMP} ${crash_dump} core_files=`ls ${crash_dump}/*core*` dumpfile="${crash_dump}/crash.log" cat << EOF > $dumpfile Crossfire has terminated unexpectedly. Information about this crash is saved in '${crash_dump}' on `hostname`. `uname -a` The following core dumps were found: ${core_files} The following backtrace was generated by GDB: `gdb ${CF_BIN} ${core_files} -batch` If this crash occurs frequently or can be reliably reproduced, please file a bug report with the full contents of this crash report. EOF if [ -n "${CRASH_MAIL}" ]; then mail -s "Crossfire crash on `hostname`" "${CRASH_MAIL}" < $dumpfile fi echo "===>>> Crash info saved in $dumpfile" fi echo "===>>> Restarting server (type CTRL-C to quit)..." # Increment server generation. generation=`expr ${generation} + 1` # Wait for 10 seconds before restarting again. sleep 10 done crossfire-1.75.0/utils/mktable.script000644 001751 001751 00000003735 13414745425 020511 0ustar00kevinzkevinz000000 000000 #!/usr/bin/env perl # mktable - generate: # 1. struct _type # 2. table _table # 3. table size _size # 3. enum-list _enum, enumerator from given names # from one definition file # # definition file: # ^# hashes are allowed as comments in begining of line # ^# first line declares type-member pairs separated by slash # ^# typenames have to be in one part eg. "struct type" don't # ^# work, typedef these instead. # ^ type1/member1 type2/memeber2 # ^ # ^# in data lines, exist first name of row and then members # ^# of struct in order. The name may not enclose in "'s althought # ^# its type is char *. # ^ name member1 member2 # ^ name ... ... # ^ ... # if( ! $ARGV[0] ) { print "Usage: mktable definition-file\n"; exit(2); } else { $def = $ARGV[0]; } open(DEF,$def) || die("Can't open ".$def); $line = 0; $elems = 0; %table; print "/* should not be modified */\n\n"; &loop; sub loop { while() { chop; next if /^$/; next if /^[\t ]*#/; $line++; @tuple = split; shift @tuple if $tuple[0] eq ""; if($line == 1) { print "typedef struct {\n"; print "\tchar\t*key;\n"; foreach $field (@tuple) { # print "\"$field\"\n"; last if $field eq "empty"; ($type,$mem) = split(/\//,$field); print "\t$type\t$mem;\n"; } print "} ".$def."_type;\n\n"; } else { $elems++; $key = shift(@tuple); $val = join(":",@tuple); $table{$key} = $val; } } # size print "#define\t".$def."_size\t$elems\n\n"; # table print "/* sorted */\n"; print $def."_type ".$def."_table[] = {\n"; foreach $key (sort(keys(%table))) { print "\t\"$key\",\t"; foreach $mem (split(/:/,$table{$key})) { print "$mem,\t"; } print "\n"; } print "}; /* ".$def."_table */\n\n"; # enum print "typedef enum {\n"; foreach $key (sort(keys(%table))) { print "\tinput_".$key.",\n"; } print "} "."$def"."_enum;\n\n"; } crossfire-1.75.0/utils/cfdb_convert000755 001751 001751 00000002664 13775115406 020230 0ustar00kevinzkevinz000000 000000 #!/usr/bin/env python3 import bsddb3.dbshelve import dbm import os import shelve import sys auto_list = ['ImperialBank_DB', 'crossfiremail', 'crossfireboard', 'SlotMachine_file', 'PShop', 'PicDB'] def need_convert(path): try: shelve.open(path, flag='r') return False except dbm.error: return True def main(): if len(sys.argv) <= 1: print("usage: cfdb_convert FILES") print(" cfdb_convert --auto") print("Convert Python 2 databases to Python 3 databases") if len(sys.argv) >= 2: if sys.argv[1] == '--auto': files = auto_list else: files = sys.argv[1:] for path in files: if not os.path.exists(path): print(path, "does not exist, skipping") continue if not need_convert(path): print(path, "does not need to be converted, skipping") continue backup_path = path + ".bak" os.rename(path, backup_path) old_db = bsddb3.dbshelve.open(backup_path, flags='r') new_db = shelve.open(path, flag='c') # convert old keys from bytes to strings try: for key, val in old_db.items(): new_db[key.decode()] = val except Exception as e: print("error converting '%s'" % (path)) os.rename(backup_path, path) old_db.close() new_db.close() if __name__ == '__main__': main() crossfire-1.75.0/utils/test-driver000755 001751 001751 00000011127 13777710002 020027 0ustar00kevinzkevinz000000 000000 #! /bin/sh # test-driver - basic testsuite driver script. scriptversion=2018-03-07.03; # UTC # Copyright (C) 2011-2020 Free Software Foundation, Inc. # # 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, 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, see . # As a special exception to the GNU General Public License, if you # distribute this file as part of a program that contains a # configuration script generated by Autoconf, you may include it under # the same distribution terms that you use for the rest of that program. # This file is maintained in Automake, please report # bugs to or send patches to # . # Make unconditional expansion of undefined variables an error. This # helps a lot in preventing typo-related bugs. set -u usage_error () { echo "$0: $*" >&2 print_usage >&2 exit 2 } print_usage () { cat <$log_file 2>&1 estatus=$? if test $enable_hard_errors = no && test $estatus -eq 99; then tweaked_estatus=1 else tweaked_estatus=$estatus fi case $tweaked_estatus:$expect_failure in 0:yes) col=$red res=XPASS recheck=yes gcopy=yes;; 0:*) col=$grn res=PASS recheck=no gcopy=no;; 77:*) col=$blu res=SKIP recheck=no gcopy=yes;; 99:*) col=$mgn res=ERROR recheck=yes gcopy=yes;; *:yes) col=$lgn res=XFAIL recheck=no gcopy=yes;; *:*) col=$red res=FAIL recheck=yes gcopy=yes;; esac # Report the test outcome and exit status in the logs, so that one can # know whether the test passed or failed simply by looking at the '.log' # file, without the need of also peaking into the corresponding '.trs' # file (automake bug#11814). echo "$res $test_name (exit status: $estatus)" >>$log_file # Report outcome to console. echo "${col}${res}${std}: $test_name" # Register the test result, and other relevant metadata. echo ":test-result: $res" > $trs_file echo ":global-test-result: $res" >> $trs_file echo ":recheck: $recheck" >> $trs_file echo ":copy-in-global-log: $gcopy" >> $trs_file # Local Variables: # mode: shell-script # sh-indentation: 2 # eval: (add-hook 'before-save-hook 'time-stamp) # time-stamp-start: "scriptversion=" # time-stamp-format: "%:y-%02m-%02d.%02H" # time-stamp-time-zone: "UTC0" # time-stamp-end: "; # UTC" # End: crossfire-1.75.0/utils/ltmain.sh000644 001751 001751 00001170771 13777707776 017515 0ustar00kevinzkevinz000000 000000 #! /bin/sh ## DO NOT EDIT - This file generated from ./build-aux/ltmain.in ## by inline-source v2014-01-03.01 # libtool (GNU libtool) 2.4.6 # Provide generalized library-building support services. # Written by Gordon Matzigkeit , 1996 # Copyright (C) 1996-2015 Free Software Foundation, Inc. # This is free software; see the source for copying conditions. There is NO # warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. # GNU Libtool 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. # # As a special exception to the GNU General Public License, # if you distribute this file as part of a program or library that # is built using GNU Libtool, you may include this file under the # same distribution terms that you use for the rest of that program. # # GNU Libtool 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, see . PROGRAM=libtool PACKAGE=libtool VERSION=2.4.6 package_revision=2.4.6 ## ------ ## ## Usage. ## ## ------ ## # Run './libtool --help' for help with using this script from the # command line. ## ------------------------------- ## ## User overridable command paths. ## ## ------------------------------- ## # After configure completes, it has a better idea of some of the # shell tools we need than the defaults used by the functions shared # with bootstrap, so set those here where they can still be over- # ridden by the user, but otherwise take precedence. : ${AUTOCONF="autoconf"} : ${AUTOMAKE="automake"} ## -------------------------- ## ## Source external libraries. ## ## -------------------------- ## # Much of our low-level functionality needs to be sourced from external # libraries, which are installed to $pkgauxdir. # Set a version string for this script. scriptversion=2015-01-20.17; # UTC # General shell script boiler plate, and helper functions. # Written by Gary V. Vaughan, 2004 # Copyright (C) 2004-2015 Free Software Foundation, Inc. # This is free software; see the source for copying conditions. There is NO # warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. # 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 3 of the License, or # (at your option) any later version. # As a special exception to the GNU General Public License, if you distribute # this file as part of a program or library that is built using GNU Libtool, # you may include this file under the same distribution terms that you use # for the rest of that program. # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNES 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, see . # Please report bugs or propose patches to gary@gnu.org. ## ------ ## ## Usage. ## ## ------ ## # Evaluate this file near the top of your script to gain access to # the functions and variables defined here: # # . `echo "$0" | ${SED-sed} 's|[^/]*$||'`/build-aux/funclib.sh # # If you need to override any of the default environment variable # settings, do that before evaluating this file. ## -------------------- ## ## Shell normalisation. ## ## -------------------- ## # Some shells need a little help to be as Bourne compatible as possible. # Before doing anything else, make sure all that help has been provided! DUALCASE=1; export DUALCASE # for MKS sh if test -n "${ZSH_VERSION+set}" && (emulate sh) >/dev/null 2>&1; then : emulate sh NULLCMD=: # Pre-4.2 versions of Zsh do word splitting on ${1+"$@"}, which # is contrary to our usage. Disable this feature. alias -g '${1+"$@"}'='"$@"' setopt NO_GLOB_SUBST else case `(set -o) 2>/dev/null` in *posix*) set -o posix ;; esac fi # NLS nuisances: We save the old values in case they are required later. _G_user_locale= _G_safe_locale= for _G_var in LANG LANGUAGE LC_ALL LC_CTYPE LC_COLLATE LC_MESSAGES do eval "if test set = \"\${$_G_var+set}\"; then save_$_G_var=\$$_G_var $_G_var=C export $_G_var _G_user_locale=\"$_G_var=\\\$save_\$_G_var; \$_G_user_locale\" _G_safe_locale=\"$_G_var=C; \$_G_safe_locale\" fi" done # CDPATH. (unset CDPATH) >/dev/null 2>&1 && unset CDPATH # Make sure IFS has a sensible default sp=' ' nl=' ' IFS="$sp $nl" # There are apparently some retarded systems that use ';' as a PATH separator! if test "${PATH_SEPARATOR+set}" != set; then PATH_SEPARATOR=: (PATH='/bin;/bin'; FPATH=$PATH; sh -c :) >/dev/null 2>&1 && { (PATH='/bin:/bin'; FPATH=$PATH; sh -c :) >/dev/null 2>&1 || PATH_SEPARATOR=';' } fi ## ------------------------- ## ## Locate command utilities. ## ## ------------------------- ## # func_executable_p FILE # ---------------------- # Check that FILE is an executable regular file. func_executable_p () { test -f "$1" && test -x "$1" } # func_path_progs PROGS_LIST CHECK_FUNC [PATH] # -------------------------------------------- # Search for either a program that responds to --version with output # containing "GNU", or else returned by CHECK_FUNC otherwise, by # trying all the directories in PATH with each of the elements of # PROGS_LIST. # # CHECK_FUNC should accept the path to a candidate program, and # set $func_check_prog_result if it truncates its output less than # $_G_path_prog_max characters. func_path_progs () { _G_progs_list=$1 _G_check_func=$2 _G_PATH=${3-"$PATH"} _G_path_prog_max=0 _G_path_prog_found=false _G_save_IFS=$IFS; IFS=${PATH_SEPARATOR-:} for _G_dir in $_G_PATH; do IFS=$_G_save_IFS test -z "$_G_dir" && _G_dir=. for _G_prog_name in $_G_progs_list; do for _exeext in '' .EXE; do _G_path_prog=$_G_dir/$_G_prog_name$_exeext func_executable_p "$_G_path_prog" || continue case `"$_G_path_prog" --version 2>&1` in *GNU*) func_path_progs_result=$_G_path_prog _G_path_prog_found=: ;; *) $_G_check_func $_G_path_prog func_path_progs_result=$func_check_prog_result ;; esac $_G_path_prog_found && break 3 done done done IFS=$_G_save_IFS test -z "$func_path_progs_result" && { echo "no acceptable sed could be found in \$PATH" >&2 exit 1 } } # We want to be able to use the functions in this file before configure # has figured out where the best binaries are kept, which means we have # to search for them ourselves - except when the results are already set # where we skip the searches. # Unless the user overrides by setting SED, search the path for either GNU # sed, or the sed that truncates its output the least. test -z "$SED" && { _G_sed_script=s/aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa/bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb/ for _G_i in 1 2 3 4 5 6 7; do _G_sed_script=$_G_sed_script$nl$_G_sed_script done echo "$_G_sed_script" 2>/dev/null | sed 99q >conftest.sed _G_sed_script= func_check_prog_sed () { _G_path_prog=$1 _G_count=0 printf 0123456789 >conftest.in while : do cat conftest.in conftest.in >conftest.tmp mv conftest.tmp conftest.in cp conftest.in conftest.nl echo '' >> conftest.nl "$_G_path_prog" -f conftest.sed conftest.out 2>/dev/null || break diff conftest.out conftest.nl >/dev/null 2>&1 || break _G_count=`expr $_G_count + 1` if test "$_G_count" -gt "$_G_path_prog_max"; then # Best one so far, save it but keep looking for a better one func_check_prog_result=$_G_path_prog _G_path_prog_max=$_G_count fi # 10*(2^10) chars as input seems more than enough test 10 -lt "$_G_count" && break done rm -f conftest.in conftest.tmp conftest.nl conftest.out } func_path_progs "sed gsed" func_check_prog_sed $PATH:/usr/xpg4/bin rm -f conftest.sed SED=$func_path_progs_result } # Unless the user overrides by setting GREP, search the path for either GNU # grep, or the grep that truncates its output the least. test -z "$GREP" && { func_check_prog_grep () { _G_path_prog=$1 _G_count=0 _G_path_prog_max=0 printf 0123456789 >conftest.in while : do cat conftest.in conftest.in >conftest.tmp mv conftest.tmp conftest.in cp conftest.in conftest.nl echo 'GREP' >> conftest.nl "$_G_path_prog" -e 'GREP$' -e '-(cannot match)-' conftest.out 2>/dev/null || break diff conftest.out conftest.nl >/dev/null 2>&1 || break _G_count=`expr $_G_count + 1` if test "$_G_count" -gt "$_G_path_prog_max"; then # Best one so far, save it but keep looking for a better one func_check_prog_result=$_G_path_prog _G_path_prog_max=$_G_count fi # 10*(2^10) chars as input seems more than enough test 10 -lt "$_G_count" && break done rm -f conftest.in conftest.tmp conftest.nl conftest.out } func_path_progs "grep ggrep" func_check_prog_grep $PATH:/usr/xpg4/bin GREP=$func_path_progs_result } ## ------------------------------- ## ## User overridable command paths. ## ## ------------------------------- ## # All uppercase variable names are used for environment variables. These # variables can be overridden by the user before calling a script that # uses them if a suitable command of that name is not already available # in the command search PATH. : ${CP="cp -f"} : ${ECHO="printf %s\n"} : ${EGREP="$GREP -E"} : ${FGREP="$GREP -F"} : ${LN_S="ln -s"} : ${MAKE="make"} : ${MKDIR="mkdir"} : ${MV="mv -f"} : ${RM="rm -f"} : ${SHELL="${CONFIG_SHELL-/bin/sh}"} ## -------------------- ## ## Useful sed snippets. ## ## -------------------- ## sed_dirname='s|/[^/]*$||' sed_basename='s|^.*/||' # Sed substitution that helps us do robust quoting. It backslashifies # metacharacters that are still active within double-quoted strings. sed_quote_subst='s|\([`"$\\]\)|\\\1|g' # Same as above, but do not quote variable references. sed_double_quote_subst='s/\(["`\\]\)/\\\1/g' # Sed substitution that turns a string into a regex matching for the # string literally. sed_make_literal_regex='s|[].[^$\\*\/]|\\&|g' # Sed substitution that converts a w32 file name or path # that contains forward slashes, into one that contains # (escaped) backslashes. A very naive implementation. sed_naive_backslashify='s|\\\\*|\\|g;s|/|\\|g;s|\\|\\\\|g' # Re-'\' parameter expansions in output of sed_double_quote_subst that # were '\'-ed in input to the same. If an odd number of '\' preceded a # '$' in input to sed_double_quote_subst, that '$' was protected from # expansion. Since each input '\' is now two '\'s, look for any number # of runs of four '\'s followed by two '\'s and then a '$'. '\' that '$'. _G_bs='\\' _G_bs2='\\\\' _G_bs4='\\\\\\\\' _G_dollar='\$' sed_double_backslash="\ s/$_G_bs4/&\\ /g s/^$_G_bs2$_G_dollar/$_G_bs&/ s/\\([^$_G_bs]\\)$_G_bs2$_G_dollar/\\1$_G_bs2$_G_bs$_G_dollar/g s/\n//g" ## ----------------- ## ## Global variables. ## ## ----------------- ## # Except for the global variables explicitly listed below, the following # functions in the '^func_' namespace, and the '^require_' namespace # variables initialised in the 'Resource management' section, sourcing # this file will not pollute your global namespace with anything # else. There's no portable way to scope variables in Bourne shell # though, so actually running these functions will sometimes place # results into a variable named after the function, and often use # temporary variables in the '^_G_' namespace. If you are careful to # avoid using those namespaces casually in your sourcing script, things # should continue to work as you expect. And, of course, you can freely # overwrite any of the functions or variables defined here before # calling anything to customize them. EXIT_SUCCESS=0 EXIT_FAILURE=1 EXIT_MISMATCH=63 # $? = 63 is used to indicate version mismatch to missing. EXIT_SKIP=77 # $? = 77 is used to indicate a skipped test to automake. # Allow overriding, eg assuming that you follow the convention of # putting '$debug_cmd' at the start of all your functions, you can get # bash to show function call trace with: # # debug_cmd='eval echo "${FUNCNAME[0]} $*" >&2' bash your-script-name debug_cmd=${debug_cmd-":"} exit_cmd=: # By convention, finish your script with: # # exit $exit_status # # so that you can set exit_status to non-zero if you want to indicate # something went wrong during execution without actually bailing out at # the point of failure. exit_status=$EXIT_SUCCESS # Work around backward compatibility issue on IRIX 6.5. On IRIX 6.4+, sh # is ksh but when the shell is invoked as "sh" and the current value of # the _XPG environment variable is not equal to 1 (one), the special # positional parameter $0, within a function call, is the name of the # function. progpath=$0 # The name of this program. progname=`$ECHO "$progpath" |$SED "$sed_basename"` # Make sure we have an absolute progpath for reexecution: case $progpath in [\\/]*|[A-Za-z]:\\*) ;; *[\\/]*) progdir=`$ECHO "$progpath" |$SED "$sed_dirname"` progdir=`cd "$progdir" && pwd` progpath=$progdir/$progname ;; *) _G_IFS=$IFS IFS=${PATH_SEPARATOR-:} for progdir in $PATH; do IFS=$_G_IFS test -x "$progdir/$progname" && break done IFS=$_G_IFS test -n "$progdir" || progdir=`pwd` progpath=$progdir/$progname ;; esac ## ----------------- ## ## Standard options. ## ## ----------------- ## # The following options affect the operation of the functions defined # below, and should be set appropriately depending on run-time para- # meters passed on the command line. opt_dry_run=false opt_quiet=false opt_verbose=false # Categories 'all' and 'none' are always available. Append any others # you will pass as the first argument to func_warning from your own # code. warning_categories= # By default, display warnings according to 'opt_warning_types'. Set # 'warning_func' to ':' to elide all warnings, or func_fatal_error to # treat the next displayed warning as a fatal error. warning_func=func_warn_and_continue # Set to 'all' to display all warnings, 'none' to suppress all # warnings, or a space delimited list of some subset of # 'warning_categories' to display only the listed warnings. opt_warning_types=all ## -------------------- ## ## Resource management. ## ## -------------------- ## # This section contains definitions for functions that each ensure a # particular resource (a file, or a non-empty configuration variable for # example) is available, and if appropriate to extract default values # from pertinent package files. Call them using their associated # 'require_*' variable to ensure that they are executed, at most, once. # # It's entirely deliberate that calling these functions can set # variables that don't obey the namespace limitations obeyed by the rest # of this file, in order that that they be as useful as possible to # callers. # require_term_colors # ------------------- # Allow display of bold text on terminals that support it. require_term_colors=func_require_term_colors func_require_term_colors () { $debug_cmd test -t 1 && { # COLORTERM and USE_ANSI_COLORS environment variables take # precedence, because most terminfo databases neglect to describe # whether color sequences are supported. test -n "${COLORTERM+set}" && : ${USE_ANSI_COLORS="1"} if test 1 = "$USE_ANSI_COLORS"; then # Standard ANSI escape sequences tc_reset='' tc_bold=''; tc_standout='' tc_red=''; tc_green='' tc_blue=''; tc_cyan='' else # Otherwise trust the terminfo database after all. test -n "`tput sgr0 2>/dev/null`" && { tc_reset=`tput sgr0` test -n "`tput bold 2>/dev/null`" && tc_bold=`tput bold` tc_standout=$tc_bold test -n "`tput smso 2>/dev/null`" && tc_standout=`tput smso` test -n "`tput setaf 1 2>/dev/null`" && tc_red=`tput setaf 1` test -n "`tput setaf 2 2>/dev/null`" && tc_green=`tput setaf 2` test -n "`tput setaf 4 2>/dev/null`" && tc_blue=`tput setaf 4` test -n "`tput setaf 5 2>/dev/null`" && tc_cyan=`tput setaf 5` } fi } require_term_colors=: } ## ----------------- ## ## Function library. ## ## ----------------- ## # This section contains a variety of useful functions to call in your # scripts. Take note of the portable wrappers for features provided by # some modern shells, which will fall back to slower equivalents on # less featureful shells. # func_append VAR VALUE # --------------------- # Append VALUE onto the existing contents of VAR. # We should try to minimise forks, especially on Windows where they are # unreasonably slow, so skip the feature probes when bash or zsh are # being used: if test set = "${BASH_VERSION+set}${ZSH_VERSION+set}"; then : ${_G_HAVE_ARITH_OP="yes"} : ${_G_HAVE_XSI_OPS="yes"} # The += operator was introduced in bash 3.1 case $BASH_VERSION in [12].* | 3.0 | 3.0*) ;; *) : ${_G_HAVE_PLUSEQ_OP="yes"} ;; esac fi # _G_HAVE_PLUSEQ_OP # Can be empty, in which case the shell is probed, "yes" if += is # useable or anything else if it does not work. test -z "$_G_HAVE_PLUSEQ_OP" \ && (eval 'x=a; x+=" b"; test "a b" = "$x"') 2>/dev/null \ && _G_HAVE_PLUSEQ_OP=yes if test yes = "$_G_HAVE_PLUSEQ_OP" then # This is an XSI compatible shell, allowing a faster implementation... eval 'func_append () { $debug_cmd eval "$1+=\$2" }' else # ...otherwise fall back to using expr, which is often a shell builtin. func_append () { $debug_cmd eval "$1=\$$1\$2" } fi # func_append_quoted VAR VALUE # ---------------------------- # Quote VALUE and append to the end of shell variable VAR, separated # by a space. if test yes = "$_G_HAVE_PLUSEQ_OP"; then eval 'func_append_quoted () { $debug_cmd func_quote_for_eval "$2" eval "$1+=\\ \$func_quote_for_eval_result" }' else func_append_quoted () { $debug_cmd func_quote_for_eval "$2" eval "$1=\$$1\\ \$func_quote_for_eval_result" } fi # func_append_uniq VAR VALUE # -------------------------- # Append unique VALUE onto the existing contents of VAR, assuming # entries are delimited by the first character of VALUE. For example: # # func_append_uniq options " --another-option option-argument" # # will only append to $options if " --another-option option-argument " # is not already present somewhere in $options already (note spaces at # each end implied by leading space in second argument). func_append_uniq () { $debug_cmd eval _G_current_value='`$ECHO $'$1'`' _G_delim=`expr "$2" : '\(.\)'` case $_G_delim$_G_current_value$_G_delim in *"$2$_G_delim"*) ;; *) func_append "$@" ;; esac } # func_arith TERM... # ------------------ # Set func_arith_result to the result of evaluating TERMs. test -z "$_G_HAVE_ARITH_OP" \ && (eval 'test 2 = $(( 1 + 1 ))') 2>/dev/null \ && _G_HAVE_ARITH_OP=yes if test yes = "$_G_HAVE_ARITH_OP"; then eval 'func_arith () { $debug_cmd func_arith_result=$(( $* )) }' else func_arith () { $debug_cmd func_arith_result=`expr "$@"` } fi # func_basename FILE # ------------------ # Set func_basename_result to FILE with everything up to and including # the last / stripped. if test yes = "$_G_HAVE_XSI_OPS"; then # If this shell supports suffix pattern removal, then use it to avoid # forking. Hide the definitions single quotes in case the shell chokes # on unsupported syntax... _b='func_basename_result=${1##*/}' _d='case $1 in */*) func_dirname_result=${1%/*}$2 ;; * ) func_dirname_result=$3 ;; esac' else # ...otherwise fall back to using sed. _b='func_basename_result=`$ECHO "$1" |$SED "$sed_basename"`' _d='func_dirname_result=`$ECHO "$1" |$SED "$sed_dirname"` if test "X$func_dirname_result" = "X$1"; then func_dirname_result=$3 else func_append func_dirname_result "$2" fi' fi eval 'func_basename () { $debug_cmd '"$_b"' }' # func_dirname FILE APPEND NONDIR_REPLACEMENT # ------------------------------------------- # Compute the dirname of FILE. If nonempty, add APPEND to the result, # otherwise set result to NONDIR_REPLACEMENT. eval 'func_dirname () { $debug_cmd '"$_d"' }' # func_dirname_and_basename FILE APPEND NONDIR_REPLACEMENT # -------------------------------------------------------- # Perform func_basename and func_dirname in a single function # call: # dirname: Compute the dirname of FILE. If nonempty, # add APPEND to the result, otherwise set result # to NONDIR_REPLACEMENT. # value returned in "$func_dirname_result" # basename: Compute filename of FILE. # value retuned in "$func_basename_result" # For efficiency, we do not delegate to the functions above but instead # duplicate the functionality here. eval 'func_dirname_and_basename () { $debug_cmd '"$_b"' '"$_d"' }' # func_echo ARG... # ---------------- # Echo program name prefixed message. func_echo () { $debug_cmd _G_message=$* func_echo_IFS=$IFS IFS=$nl for _G_line in $_G_message; do IFS=$func_echo_IFS $ECHO "$progname: $_G_line" done IFS=$func_echo_IFS } # func_echo_all ARG... # -------------------- # Invoke $ECHO with all args, space-separated. func_echo_all () { $ECHO "$*" } # func_echo_infix_1 INFIX ARG... # ------------------------------ # Echo program name, followed by INFIX on the first line, with any # additional lines not showing INFIX. func_echo_infix_1 () { $debug_cmd $require_term_colors _G_infix=$1; shift _G_indent=$_G_infix _G_prefix="$progname: $_G_infix: " _G_message=$* # Strip color escape sequences before counting printable length for _G_tc in "$tc_reset" "$tc_bold" "$tc_standout" "$tc_red" "$tc_green" "$tc_blue" "$tc_cyan" do test -n "$_G_tc" && { _G_esc_tc=`$ECHO "$_G_tc" | $SED "$sed_make_literal_regex"` _G_indent=`$ECHO "$_G_indent" | $SED "s|$_G_esc_tc||g"` } done _G_indent="$progname: "`echo "$_G_indent" | $SED 's|.| |g'`" " ## exclude from sc_prohibit_nested_quotes func_echo_infix_1_IFS=$IFS IFS=$nl for _G_line in $_G_message; do IFS=$func_echo_infix_1_IFS $ECHO "$_G_prefix$tc_bold$_G_line$tc_reset" >&2 _G_prefix=$_G_indent done IFS=$func_echo_infix_1_IFS } # func_error ARG... # ----------------- # Echo program name prefixed message to standard error. func_error () { $debug_cmd $require_term_colors func_echo_infix_1 " $tc_standout${tc_red}error$tc_reset" "$*" >&2 } # func_fatal_error ARG... # ----------------------- # Echo program name prefixed message to standard error, and exit. func_fatal_error () { $debug_cmd func_error "$*" exit $EXIT_FAILURE } # func_grep EXPRESSION FILENAME # ----------------------------- # Check whether EXPRESSION matches any line of FILENAME, without output. func_grep () { $debug_cmd $GREP "$1" "$2" >/dev/null 2>&1 } # func_len STRING # --------------- # Set func_len_result to the length of STRING. STRING may not # start with a hyphen. test -z "$_G_HAVE_XSI_OPS" \ && (eval 'x=a/b/c; test 5aa/bb/cc = "${#x}${x%%/*}${x%/*}${x#*/}${x##*/}"') 2>/dev/null \ && _G_HAVE_XSI_OPS=yes if test yes = "$_G_HAVE_XSI_OPS"; then eval 'func_len () { $debug_cmd func_len_result=${#1} }' else func_len () { $debug_cmd func_len_result=`expr "$1" : ".*" 2>/dev/null || echo $max_cmd_len` } fi # func_mkdir_p DIRECTORY-PATH # --------------------------- # Make sure the entire path to DIRECTORY-PATH is available. func_mkdir_p () { $debug_cmd _G_directory_path=$1 _G_dir_list= if test -n "$_G_directory_path" && test : != "$opt_dry_run"; then # Protect directory names starting with '-' case $_G_directory_path in -*) _G_directory_path=./$_G_directory_path ;; esac # While some portion of DIR does not yet exist... while test ! -d "$_G_directory_path"; do # ...make a list in topmost first order. Use a colon delimited # list incase some portion of path contains whitespace. _G_dir_list=$_G_directory_path:$_G_dir_list # If the last portion added has no slash in it, the list is done case $_G_directory_path in */*) ;; *) break ;; esac # ...otherwise throw away the child directory and loop _G_directory_path=`$ECHO "$_G_directory_path" | $SED -e "$sed_dirname"` done _G_dir_list=`$ECHO "$_G_dir_list" | $SED 's|:*$||'` func_mkdir_p_IFS=$IFS; IFS=: for _G_dir in $_G_dir_list; do IFS=$func_mkdir_p_IFS # mkdir can fail with a 'File exist' error if two processes # try to create one of the directories concurrently. Don't # stop in that case! $MKDIR "$_G_dir" 2>/dev/null || : done IFS=$func_mkdir_p_IFS # Bail out if we (or some other process) failed to create a directory. test -d "$_G_directory_path" || \ func_fatal_error "Failed to create '$1'" fi } # func_mktempdir [BASENAME] # ------------------------- # Make a temporary directory that won't clash with other running # libtool processes, and avoids race conditions if possible. If # given, BASENAME is the basename for that directory. func_mktempdir () { $debug_cmd _G_template=${TMPDIR-/tmp}/${1-$progname} if test : = "$opt_dry_run"; then # Return a directory name, but don't create it in dry-run mode _G_tmpdir=$_G_template-$$ else # If mktemp works, use that first and foremost _G_tmpdir=`mktemp -d "$_G_template-XXXXXXXX" 2>/dev/null` if test ! -d "$_G_tmpdir"; then # Failing that, at least try and use $RANDOM to avoid a race _G_tmpdir=$_G_template-${RANDOM-0}$$ func_mktempdir_umask=`umask` umask 0077 $MKDIR "$_G_tmpdir" umask $func_mktempdir_umask fi # If we're not in dry-run mode, bomb out on failure test -d "$_G_tmpdir" || \ func_fatal_error "cannot create temporary directory '$_G_tmpdir'" fi $ECHO "$_G_tmpdir" } # func_normal_abspath PATH # ------------------------ # Remove doubled-up and trailing slashes, "." path components, # and cancel out any ".." path components in PATH after making # it an absolute path. func_normal_abspath () { $debug_cmd # These SED scripts presuppose an absolute path with a trailing slash. _G_pathcar='s|^/\([^/]*\).*$|\1|' _G_pathcdr='s|^/[^/]*||' _G_removedotparts=':dotsl s|/\./|/|g t dotsl s|/\.$|/|' _G_collapseslashes='s|/\{1,\}|/|g' _G_finalslash='s|/*$|/|' # Start from root dir and reassemble the path. func_normal_abspath_result= func_normal_abspath_tpath=$1 func_normal_abspath_altnamespace= case $func_normal_abspath_tpath in "") # Empty path, that just means $cwd. func_stripname '' '/' "`pwd`" func_normal_abspath_result=$func_stripname_result return ;; # The next three entries are used to spot a run of precisely # two leading slashes without using negated character classes; # we take advantage of case's first-match behaviour. ///*) # Unusual form of absolute path, do nothing. ;; //*) # Not necessarily an ordinary path; POSIX reserves leading '//' # and for example Cygwin uses it to access remote file shares # over CIFS/SMB, so we conserve a leading double slash if found. func_normal_abspath_altnamespace=/ ;; /*) # Absolute path, do nothing. ;; *) # Relative path, prepend $cwd. func_normal_abspath_tpath=`pwd`/$func_normal_abspath_tpath ;; esac # Cancel out all the simple stuff to save iterations. We also want # the path to end with a slash for ease of parsing, so make sure # there is one (and only one) here. func_normal_abspath_tpath=`$ECHO "$func_normal_abspath_tpath" | $SED \ -e "$_G_removedotparts" -e "$_G_collapseslashes" -e "$_G_finalslash"` while :; do # Processed it all yet? if test / = "$func_normal_abspath_tpath"; then # If we ascended to the root using ".." the result may be empty now. if test -z "$func_normal_abspath_result"; then func_normal_abspath_result=/ fi break fi func_normal_abspath_tcomponent=`$ECHO "$func_normal_abspath_tpath" | $SED \ -e "$_G_pathcar"` func_normal_abspath_tpath=`$ECHO "$func_normal_abspath_tpath" | $SED \ -e "$_G_pathcdr"` # Figure out what to do with it case $func_normal_abspath_tcomponent in "") # Trailing empty path component, ignore it. ;; ..) # Parent dir; strip last assembled component from result. func_dirname "$func_normal_abspath_result" func_normal_abspath_result=$func_dirname_result ;; *) # Actual path component, append it. func_append func_normal_abspath_result "/$func_normal_abspath_tcomponent" ;; esac done # Restore leading double-slash if one was found on entry. func_normal_abspath_result=$func_normal_abspath_altnamespace$func_normal_abspath_result } # func_notquiet ARG... # -------------------- # Echo program name prefixed message only when not in quiet mode. func_notquiet () { $debug_cmd $opt_quiet || func_echo ${1+"$@"} # A bug in bash halts the script if the last line of a function # fails when set -e is in force, so we need another command to # work around that: : } # func_relative_path SRCDIR DSTDIR # -------------------------------- # Set func_relative_path_result to the relative path from SRCDIR to DSTDIR. func_relative_path () { $debug_cmd func_relative_path_result= func_normal_abspath "$1" func_relative_path_tlibdir=$func_normal_abspath_result func_normal_abspath "$2" func_relative_path_tbindir=$func_normal_abspath_result # Ascend the tree starting from libdir while :; do # check if we have found a prefix of bindir case $func_relative_path_tbindir in $func_relative_path_tlibdir) # found an exact match func_relative_path_tcancelled= break ;; $func_relative_path_tlibdir*) # found a matching prefix func_stripname "$func_relative_path_tlibdir" '' "$func_relative_path_tbindir" func_relative_path_tcancelled=$func_stripname_result if test -z "$func_relative_path_result"; then func_relative_path_result=. fi break ;; *) func_dirname $func_relative_path_tlibdir func_relative_path_tlibdir=$func_dirname_result if test -z "$func_relative_path_tlibdir"; then # Have to descend all the way to the root! func_relative_path_result=../$func_relative_path_result func_relative_path_tcancelled=$func_relative_path_tbindir break fi func_relative_path_result=../$func_relative_path_result ;; esac done # Now calculate path; take care to avoid doubling-up slashes. func_stripname '' '/' "$func_relative_path_result" func_relative_path_result=$func_stripname_result func_stripname '/' '/' "$func_relative_path_tcancelled" if test -n "$func_stripname_result"; then func_append func_relative_path_result "/$func_stripname_result" fi # Normalisation. If bindir is libdir, return '.' else relative path. if test -n "$func_relative_path_result"; then func_stripname './' '' "$func_relative_path_result" func_relative_path_result=$func_stripname_result fi test -n "$func_relative_path_result" || func_relative_path_result=. : } # func_quote_for_eval ARG... # -------------------------- # Aesthetically quote ARGs to be evaled later. # This function returns two values: # i) func_quote_for_eval_result # double-quoted, suitable for a subsequent eval # ii) func_quote_for_eval_unquoted_result # has all characters that are still active within double # quotes backslashified. func_quote_for_eval () { $debug_cmd func_quote_for_eval_unquoted_result= func_quote_for_eval_result= while test 0 -lt $#; do case $1 in *[\\\`\"\$]*) _G_unquoted_arg=`printf '%s\n' "$1" |$SED "$sed_quote_subst"` ;; *) _G_unquoted_arg=$1 ;; esac if test -n "$func_quote_for_eval_unquoted_result"; then func_append func_quote_for_eval_unquoted_result " $_G_unquoted_arg" else func_append func_quote_for_eval_unquoted_result "$_G_unquoted_arg" fi case $_G_unquoted_arg in # Double-quote args containing shell metacharacters to delay # word splitting, command substitution and variable expansion # for a subsequent eval. # Many Bourne shells cannot handle close brackets correctly # in scan sets, so we specify it separately. *[\[\~\#\^\&\*\(\)\{\}\|\;\<\>\?\'\ \ ]*|*]*|"") _G_quoted_arg=\"$_G_unquoted_arg\" ;; *) _G_quoted_arg=$_G_unquoted_arg ;; esac if test -n "$func_quote_for_eval_result"; then func_append func_quote_for_eval_result " $_G_quoted_arg" else func_append func_quote_for_eval_result "$_G_quoted_arg" fi shift done } # func_quote_for_expand ARG # ------------------------- # Aesthetically quote ARG to be evaled later; same as above, # but do not quote variable references. func_quote_for_expand () { $debug_cmd case $1 in *[\\\`\"]*) _G_arg=`$ECHO "$1" | $SED \ -e "$sed_double_quote_subst" -e "$sed_double_backslash"` ;; *) _G_arg=$1 ;; esac case $_G_arg in # Double-quote args containing shell metacharacters to delay # word splitting and command substitution for a subsequent eval. # Many Bourne shells cannot handle close brackets correctly # in scan sets, so we specify it separately. *[\[\~\#\^\&\*\(\)\{\}\|\;\<\>\?\'\ \ ]*|*]*|"") _G_arg=\"$_G_arg\" ;; esac func_quote_for_expand_result=$_G_arg } # func_stripname PREFIX SUFFIX NAME # --------------------------------- # strip PREFIX and SUFFIX from NAME, and store in func_stripname_result. # PREFIX and SUFFIX must not contain globbing or regex special # characters, hashes, percent signs, but SUFFIX may contain a leading # dot (in which case that matches only a dot). if test yes = "$_G_HAVE_XSI_OPS"; then eval 'func_stripname () { $debug_cmd # pdksh 5.2.14 does not do ${X%$Y} correctly if both X and Y are # positional parameters, so assign one to ordinary variable first. func_stripname_result=$3 func_stripname_result=${func_stripname_result#"$1"} func_stripname_result=${func_stripname_result%"$2"} }' else func_stripname () { $debug_cmd case $2 in .*) func_stripname_result=`$ECHO "$3" | $SED -e "s%^$1%%" -e "s%\\\\$2\$%%"`;; *) func_stripname_result=`$ECHO "$3" | $SED -e "s%^$1%%" -e "s%$2\$%%"`;; esac } fi # func_show_eval CMD [FAIL_EXP] # ----------------------------- # Unless opt_quiet is true, then output CMD. Then, if opt_dryrun is # not true, evaluate CMD. If the evaluation of CMD fails, and FAIL_EXP # is given, then evaluate it. func_show_eval () { $debug_cmd _G_cmd=$1 _G_fail_exp=${2-':'} func_quote_for_expand "$_G_cmd" eval "func_notquiet $func_quote_for_expand_result" $opt_dry_run || { eval "$_G_cmd" _G_status=$? if test 0 -ne "$_G_status"; then eval "(exit $_G_status); $_G_fail_exp" fi } } # func_show_eval_locale CMD [FAIL_EXP] # ------------------------------------ # Unless opt_quiet is true, then output CMD. Then, if opt_dryrun is # not true, evaluate CMD. If the evaluation of CMD fails, and FAIL_EXP # is given, then evaluate it. Use the saved locale for evaluation. func_show_eval_locale () { $debug_cmd _G_cmd=$1 _G_fail_exp=${2-':'} $opt_quiet || { func_quote_for_expand "$_G_cmd" eval "func_echo $func_quote_for_expand_result" } $opt_dry_run || { eval "$_G_user_locale $_G_cmd" _G_status=$? eval "$_G_safe_locale" if test 0 -ne "$_G_status"; then eval "(exit $_G_status); $_G_fail_exp" fi } } # func_tr_sh # ---------- # Turn $1 into a string suitable for a shell variable name. # Result is stored in $func_tr_sh_result. All characters # not in the set a-zA-Z0-9_ are replaced with '_'. Further, # if $1 begins with a digit, a '_' is prepended as well. func_tr_sh () { $debug_cmd case $1 in [0-9]* | *[!a-zA-Z0-9_]*) func_tr_sh_result=`$ECHO "$1" | $SED -e 's/^\([0-9]\)/_\1/' -e 's/[^a-zA-Z0-9_]/_/g'` ;; * ) func_tr_sh_result=$1 ;; esac } # func_verbose ARG... # ------------------- # Echo program name prefixed message in verbose mode only. func_verbose () { $debug_cmd $opt_verbose && func_echo "$*" : } # func_warn_and_continue ARG... # ----------------------------- # Echo program name prefixed warning message to standard error. func_warn_and_continue () { $debug_cmd $require_term_colors func_echo_infix_1 "${tc_red}warning$tc_reset" "$*" >&2 } # func_warning CATEGORY ARG... # ---------------------------- # Echo program name prefixed warning message to standard error. Warning # messages can be filtered according to CATEGORY, where this function # elides messages where CATEGORY is not listed in the global variable # 'opt_warning_types'. func_warning () { $debug_cmd # CATEGORY must be in the warning_categories list! case " $warning_categories " in *" $1 "*) ;; *) func_internal_error "invalid warning category '$1'" ;; esac _G_category=$1 shift case " $opt_warning_types " in *" $_G_category "*) $warning_func ${1+"$@"} ;; esac } # func_sort_ver VER1 VER2 # ----------------------- # 'sort -V' is not generally available. # Note this deviates from the version comparison in automake # in that it treats 1.5 < 1.5.0, and treats 1.4.4a < 1.4-p3a # but this should suffice as we won't be specifying old # version formats or redundant trailing .0 in bootstrap.conf. # If we did want full compatibility then we should probably # use m4_version_compare from autoconf. func_sort_ver () { $debug_cmd printf '%s\n%s\n' "$1" "$2" \ | sort -t. -k 1,1n -k 2,2n -k 3,3n -k 4,4n -k 5,5n -k 6,6n -k 7,7n -k 8,8n -k 9,9n } # func_lt_ver PREV CURR # --------------------- # Return true if PREV and CURR are in the correct order according to # func_sort_ver, otherwise false. Use it like this: # # func_lt_ver "$prev_ver" "$proposed_ver" || func_fatal_error "..." func_lt_ver () { $debug_cmd test "x$1" = x`func_sort_ver "$1" "$2" | $SED 1q` } # Local variables: # mode: shell-script # sh-indentation: 2 # eval: (add-hook 'before-save-hook 'time-stamp) # time-stamp-pattern: "10/scriptversion=%:y-%02m-%02d.%02H; # UTC" # time-stamp-time-zone: "UTC" # End: #! /bin/sh # Set a version string for this script. scriptversion=2014-01-07.03; # UTC # A portable, pluggable option parser for Bourne shell. # Written by Gary V. Vaughan, 2010 # Copyright (C) 2010-2015 Free Software Foundation, Inc. # This is free software; see the source for copying conditions. There is NO # warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. # 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 3 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, see . # Please report bugs or propose patches to gary@gnu.org. ## ------ ## ## Usage. ## ## ------ ## # This file is a library for parsing options in your shell scripts along # with assorted other useful supporting features that you can make use # of too. # # For the simplest scripts you might need only: # # #!/bin/sh # . relative/path/to/funclib.sh # . relative/path/to/options-parser # scriptversion=1.0 # func_options ${1+"$@"} # eval set dummy "$func_options_result"; shift # ...rest of your script... # # In order for the '--version' option to work, you will need to have a # suitably formatted comment like the one at the top of this file # starting with '# Written by ' and ending with '# warranty; '. # # For '-h' and '--help' to work, you will also need a one line # description of your script's purpose in a comment directly above the # '# Written by ' line, like the one at the top of this file. # # The default options also support '--debug', which will turn on shell # execution tracing (see the comment above debug_cmd below for another # use), and '--verbose' and the func_verbose function to allow your script # to display verbose messages only when your user has specified # '--verbose'. # # After sourcing this file, you can plug processing for additional # options by amending the variables from the 'Configuration' section # below, and following the instructions in the 'Option parsing' # section further down. ## -------------- ## ## Configuration. ## ## -------------- ## # You should override these variables in your script after sourcing this # file so that they reflect the customisations you have added to the # option parser. # The usage line for option parsing errors and the start of '-h' and # '--help' output messages. You can embed shell variables for delayed # expansion at the time the message is displayed, but you will need to # quote other shell meta-characters carefully to prevent them being # expanded when the contents are evaled. usage='$progpath [OPTION]...' # Short help message in response to '-h' and '--help'. Add to this or # override it after sourcing this library to reflect the full set of # options your script accepts. usage_message="\ --debug enable verbose shell tracing -W, --warnings=CATEGORY report the warnings falling in CATEGORY [all] -v, --verbose verbosely report processing --version print version information and exit -h, --help print short or long help message and exit " # Additional text appended to 'usage_message' in response to '--help'. long_help_message=" Warning categories include: 'all' show all warnings 'none' turn off all the warnings 'error' warnings are treated as fatal errors" # Help message printed before fatal option parsing errors. fatal_help="Try '\$progname --help' for more information." ## ------------------------- ## ## Hook function management. ## ## ------------------------- ## # This section contains functions for adding, removing, and running hooks # to the main code. A hook is just a named list of of function, that can # be run in order later on. # func_hookable FUNC_NAME # ----------------------- # Declare that FUNC_NAME will run hooks added with # 'func_add_hook FUNC_NAME ...'. func_hookable () { $debug_cmd func_append hookable_fns " $1" } # func_add_hook FUNC_NAME HOOK_FUNC # --------------------------------- # Request that FUNC_NAME call HOOK_FUNC before it returns. FUNC_NAME must # first have been declared "hookable" by a call to 'func_hookable'. func_add_hook () { $debug_cmd case " $hookable_fns " in *" $1 "*) ;; *) func_fatal_error "'$1' does not accept hook functions." ;; esac eval func_append ${1}_hooks '" $2"' } # func_remove_hook FUNC_NAME HOOK_FUNC # ------------------------------------ # Remove HOOK_FUNC from the list of functions called by FUNC_NAME. func_remove_hook () { $debug_cmd eval ${1}_hooks='`$ECHO "\$'$1'_hooks" |$SED "s| '$2'||"`' } # func_run_hooks FUNC_NAME [ARG]... # --------------------------------- # Run all hook functions registered to FUNC_NAME. # It is assumed that the list of hook functions contains nothing more # than a whitespace-delimited list of legal shell function names, and # no effort is wasted trying to catch shell meta-characters or preserve # whitespace. func_run_hooks () { $debug_cmd case " $hookable_fns " in *" $1 "*) ;; *) func_fatal_error "'$1' does not support hook funcions.n" ;; esac eval _G_hook_fns=\$$1_hooks; shift for _G_hook in $_G_hook_fns; do eval $_G_hook '"$@"' # store returned options list back into positional # parameters for next 'cmd' execution. eval _G_hook_result=\$${_G_hook}_result eval set dummy "$_G_hook_result"; shift done func_quote_for_eval ${1+"$@"} func_run_hooks_result=$func_quote_for_eval_result } ## --------------- ## ## Option parsing. ## ## --------------- ## # In order to add your own option parsing hooks, you must accept the # full positional parameter list in your hook function, remove any # options that you action, and then pass back the remaining unprocessed # options in '_result', escaped suitably for # 'eval'. Like this: # # my_options_prep () # { # $debug_cmd # # # Extend the existing usage message. # usage_message=$usage_message' # -s, --silent don'\''t print informational messages # ' # # func_quote_for_eval ${1+"$@"} # my_options_prep_result=$func_quote_for_eval_result # } # func_add_hook func_options_prep my_options_prep # # # my_silent_option () # { # $debug_cmd # # # Note that for efficiency, we parse as many options as we can # # recognise in a loop before passing the remainder back to the # # caller on the first unrecognised argument we encounter. # while test $# -gt 0; do # opt=$1; shift # case $opt in # --silent|-s) opt_silent=: ;; # # Separate non-argument short options: # -s*) func_split_short_opt "$_G_opt" # set dummy "$func_split_short_opt_name" \ # "-$func_split_short_opt_arg" ${1+"$@"} # shift # ;; # *) set dummy "$_G_opt" "$*"; shift; break ;; # esac # done # # func_quote_for_eval ${1+"$@"} # my_silent_option_result=$func_quote_for_eval_result # } # func_add_hook func_parse_options my_silent_option # # # my_option_validation () # { # $debug_cmd # # $opt_silent && $opt_verbose && func_fatal_help "\ # '--silent' and '--verbose' options are mutually exclusive." # # func_quote_for_eval ${1+"$@"} # my_option_validation_result=$func_quote_for_eval_result # } # func_add_hook func_validate_options my_option_validation # # You'll alse need to manually amend $usage_message to reflect the extra # options you parse. It's preferable to append if you can, so that # multiple option parsing hooks can be added safely. # func_options [ARG]... # --------------------- # All the functions called inside func_options are hookable. See the # individual implementations for details. func_hookable func_options func_options () { $debug_cmd func_options_prep ${1+"$@"} eval func_parse_options \ ${func_options_prep_result+"$func_options_prep_result"} eval func_validate_options \ ${func_parse_options_result+"$func_parse_options_result"} eval func_run_hooks func_options \ ${func_validate_options_result+"$func_validate_options_result"} # save modified positional parameters for caller func_options_result=$func_run_hooks_result } # func_options_prep [ARG]... # -------------------------- # All initialisations required before starting the option parse loop. # Note that when calling hook functions, we pass through the list of # positional parameters. If a hook function modifies that list, and # needs to propogate that back to rest of this script, then the complete # modified list must be put in 'func_run_hooks_result' before # returning. func_hookable func_options_prep func_options_prep () { $debug_cmd # Option defaults: opt_verbose=false opt_warning_types= func_run_hooks func_options_prep ${1+"$@"} # save modified positional parameters for caller func_options_prep_result=$func_run_hooks_result } # func_parse_options [ARG]... # --------------------------- # The main option parsing loop. func_hookable func_parse_options func_parse_options () { $debug_cmd func_parse_options_result= # this just eases exit handling while test $# -gt 0; do # Defer to hook functions for initial option parsing, so they # get priority in the event of reusing an option name. func_run_hooks func_parse_options ${1+"$@"} # Adjust func_parse_options positional parameters to match eval set dummy "$func_run_hooks_result"; shift # Break out of the loop if we already parsed every option. test $# -gt 0 || break _G_opt=$1 shift case $_G_opt in --debug|-x) debug_cmd='set -x' func_echo "enabling shell trace mode" $debug_cmd ;; --no-warnings|--no-warning|--no-warn) set dummy --warnings none ${1+"$@"} shift ;; --warnings|--warning|-W) test $# = 0 && func_missing_arg $_G_opt && break case " $warning_categories $1" in *" $1 "*) # trailing space prevents matching last $1 above func_append_uniq opt_warning_types " $1" ;; *all) opt_warning_types=$warning_categories ;; *none) opt_warning_types=none warning_func=: ;; *error) opt_warning_types=$warning_categories warning_func=func_fatal_error ;; *) func_fatal_error \ "unsupported warning category: '$1'" ;; esac shift ;; --verbose|-v) opt_verbose=: ;; --version) func_version ;; -\?|-h) func_usage ;; --help) func_help ;; # Separate optargs to long options (plugins may need this): --*=*) func_split_equals "$_G_opt" set dummy "$func_split_equals_lhs" \ "$func_split_equals_rhs" ${1+"$@"} shift ;; # Separate optargs to short options: -W*) func_split_short_opt "$_G_opt" set dummy "$func_split_short_opt_name" \ "$func_split_short_opt_arg" ${1+"$@"} shift ;; # Separate non-argument short options: -\?*|-h*|-v*|-x*) func_split_short_opt "$_G_opt" set dummy "$func_split_short_opt_name" \ "-$func_split_short_opt_arg" ${1+"$@"} shift ;; --) break ;; -*) func_fatal_help "unrecognised option: '$_G_opt'" ;; *) set dummy "$_G_opt" ${1+"$@"}; shift; break ;; esac done # save modified positional parameters for caller func_quote_for_eval ${1+"$@"} func_parse_options_result=$func_quote_for_eval_result } # func_validate_options [ARG]... # ------------------------------ # Perform any sanity checks on option settings and/or unconsumed # arguments. func_hookable func_validate_options func_validate_options () { $debug_cmd # Display all warnings if -W was not given. test -n "$opt_warning_types" || opt_warning_types=" $warning_categories" func_run_hooks func_validate_options ${1+"$@"} # Bail if the options were screwed! $exit_cmd $EXIT_FAILURE # save modified positional parameters for caller func_validate_options_result=$func_run_hooks_result } ## ----------------- ## ## Helper functions. ## ## ----------------- ## # This section contains the helper functions used by the rest of the # hookable option parser framework in ascii-betical order. # func_fatal_help ARG... # ---------------------- # Echo program name prefixed message to standard error, followed by # a help hint, and exit. func_fatal_help () { $debug_cmd eval \$ECHO \""Usage: $usage"\" eval \$ECHO \""$fatal_help"\" func_error ${1+"$@"} exit $EXIT_FAILURE } # func_help # --------- # Echo long help message to standard output and exit. func_help () { $debug_cmd func_usage_message $ECHO "$long_help_message" exit 0 } # func_missing_arg ARGNAME # ------------------------ # Echo program name prefixed message to standard error and set global # exit_cmd. func_missing_arg () { $debug_cmd func_error "Missing argument for '$1'." exit_cmd=exit } # func_split_equals STRING # ------------------------ # Set func_split_equals_lhs and func_split_equals_rhs shell variables after # splitting STRING at the '=' sign. test -z "$_G_HAVE_XSI_OPS" \ && (eval 'x=a/b/c; test 5aa/bb/cc = "${#x}${x%%/*}${x%/*}${x#*/}${x##*/}"') 2>/dev/null \ && _G_HAVE_XSI_OPS=yes if test yes = "$_G_HAVE_XSI_OPS" then # This is an XSI compatible shell, allowing a faster implementation... eval 'func_split_equals () { $debug_cmd func_split_equals_lhs=${1%%=*} func_split_equals_rhs=${1#*=} test "x$func_split_equals_lhs" = "x$1" \ && func_split_equals_rhs= }' else # ...otherwise fall back to using expr, which is often a shell builtin. func_split_equals () { $debug_cmd func_split_equals_lhs=`expr "x$1" : 'x\([^=]*\)'` func_split_equals_rhs= test "x$func_split_equals_lhs" = "x$1" \ || func_split_equals_rhs=`expr "x$1" : 'x[^=]*=\(.*\)$'` } fi #func_split_equals # func_split_short_opt SHORTOPT # ----------------------------- # Set func_split_short_opt_name and func_split_short_opt_arg shell # variables after splitting SHORTOPT after the 2nd character. if test yes = "$_G_HAVE_XSI_OPS" then # This is an XSI compatible shell, allowing a faster implementation... eval 'func_split_short_opt () { $debug_cmd func_split_short_opt_arg=${1#??} func_split_short_opt_name=${1%"$func_split_short_opt_arg"} }' else # ...otherwise fall back to using expr, which is often a shell builtin. func_split_short_opt () { $debug_cmd func_split_short_opt_name=`expr "x$1" : 'x-\(.\)'` func_split_short_opt_arg=`expr "x$1" : 'x-.\(.*\)$'` } fi #func_split_short_opt # func_usage # ---------- # Echo short help message to standard output and exit. func_usage () { $debug_cmd func_usage_message $ECHO "Run '$progname --help |${PAGER-more}' for full usage" exit 0 } # func_usage_message # ------------------ # Echo short help message to standard output. func_usage_message () { $debug_cmd eval \$ECHO \""Usage: $usage"\" echo $SED -n 's|^# || /^Written by/{ x;p;x } h /^Written by/q' < "$progpath" echo eval \$ECHO \""$usage_message"\" } # func_version # ------------ # Echo version message to standard output and exit. func_version () { $debug_cmd printf '%s\n' "$progname $scriptversion" $SED -n ' /(C)/!b go :more /\./!{ N s|\n# | | b more } :go /^# Written by /,/# warranty; / { s|^# || s|^# *$|| s|\((C)\)[ 0-9,-]*[ ,-]\([1-9][0-9]* \)|\1 \2| p } /^# Written by / { s|^# || p } /^warranty; /q' < "$progpath" exit $? } # Local variables: # mode: shell-script # sh-indentation: 2 # eval: (add-hook 'before-save-hook 'time-stamp) # time-stamp-pattern: "10/scriptversion=%:y-%02m-%02d.%02H; # UTC" # time-stamp-time-zone: "UTC" # End: # Set a version string. scriptversion='(GNU libtool) 2.4.6' # func_echo ARG... # ---------------- # Libtool also displays the current mode in messages, so override # funclib.sh func_echo with this custom definition. func_echo () { $debug_cmd _G_message=$* func_echo_IFS=$IFS IFS=$nl for _G_line in $_G_message; do IFS=$func_echo_IFS $ECHO "$progname${opt_mode+: $opt_mode}: $_G_line" done IFS=$func_echo_IFS } # func_warning ARG... # ------------------- # Libtool warnings are not categorized, so override funclib.sh # func_warning with this simpler definition. func_warning () { $debug_cmd $warning_func ${1+"$@"} } ## ---------------- ## ## Options parsing. ## ## ---------------- ## # Hook in the functions to make sure our own options are parsed during # the option parsing loop. usage='$progpath [OPTION]... [MODE-ARG]...' # Short help message in response to '-h'. usage_message="Options: --config show all configuration variables --debug enable verbose shell tracing -n, --dry-run display commands without modifying any files --features display basic configuration information and exit --mode=MODE use operation mode MODE --no-warnings equivalent to '-Wnone' --preserve-dup-deps don't remove duplicate dependency libraries --quiet, --silent don't print informational messages --tag=TAG use configuration variables from tag TAG -v, --verbose print more informational messages than default --version print version information -W, --warnings=CATEGORY report the warnings falling in CATEGORY [all] -h, --help, --help-all print short, long, or detailed help message " # Additional text appended to 'usage_message' in response to '--help'. func_help () { $debug_cmd func_usage_message $ECHO "$long_help_message MODE must be one of the following: clean remove files from the build directory compile compile a source file into a libtool object execute automatically set library path, then run a program finish complete the installation of libtool libraries install install libraries or executables link create a library or an executable uninstall remove libraries from an installed directory MODE-ARGS vary depending on the MODE. When passed as first option, '--mode=MODE' may be abbreviated as 'MODE' or a unique abbreviation of that. Try '$progname --help --mode=MODE' for a more detailed description of MODE. When reporting a bug, please describe a test case to reproduce it and include the following information: host-triplet: $host shell: $SHELL compiler: $LTCC compiler flags: $LTCFLAGS linker: $LD (gnu? $with_gnu_ld) version: $progname (GNU libtool) 2.4.6 automake: `($AUTOMAKE --version) 2>/dev/null |$SED 1q` autoconf: `($AUTOCONF --version) 2>/dev/null |$SED 1q` Report bugs to . GNU libtool home page: . General help using GNU software: ." exit 0 } # func_lo2o OBJECT-NAME # --------------------- # Transform OBJECT-NAME from a '.lo' suffix to the platform specific # object suffix. lo2o=s/\\.lo\$/.$objext/ o2lo=s/\\.$objext\$/.lo/ if test yes = "$_G_HAVE_XSI_OPS"; then eval 'func_lo2o () { case $1 in *.lo) func_lo2o_result=${1%.lo}.$objext ;; * ) func_lo2o_result=$1 ;; esac }' # func_xform LIBOBJ-OR-SOURCE # --------------------------- # Transform LIBOBJ-OR-SOURCE from a '.o' or '.c' (or otherwise) # suffix to a '.lo' libtool-object suffix. eval 'func_xform () { func_xform_result=${1%.*}.lo }' else # ...otherwise fall back to using sed. func_lo2o () { func_lo2o_result=`$ECHO "$1" | $SED "$lo2o"` } func_xform () { func_xform_result=`$ECHO "$1" | $SED 's|\.[^.]*$|.lo|'` } fi # func_fatal_configuration ARG... # ------------------------------- # Echo program name prefixed message to standard error, followed by # a configuration failure hint, and exit. func_fatal_configuration () { func__fatal_error ${1+"$@"} \ "See the $PACKAGE documentation for more information." \ "Fatal configuration error." } # func_config # ----------- # Display the configuration for all the tags in this script. func_config () { re_begincf='^# ### BEGIN LIBTOOL' re_endcf='^# ### END LIBTOOL' # Default configuration. $SED "1,/$re_begincf CONFIG/d;/$re_endcf CONFIG/,\$d" < "$progpath" # Now print the configurations for the tags. for tagname in $taglist; do $SED -n "/$re_begincf TAG CONFIG: $tagname\$/,/$re_endcf TAG CONFIG: $tagname\$/p" < "$progpath" done exit $? } # func_features # ------------- # Display the features supported by this script. func_features () { echo "host: $host" if test yes = "$build_libtool_libs"; then echo "enable shared libraries" else echo "disable shared libraries" fi if test yes = "$build_old_libs"; then echo "enable static libraries" else echo "disable static libraries" fi exit $? } # func_enable_tag TAGNAME # ----------------------- # Verify that TAGNAME is valid, and either flag an error and exit, or # enable the TAGNAME tag. We also add TAGNAME to the global $taglist # variable here. func_enable_tag () { # Global variable: tagname=$1 re_begincf="^# ### BEGIN LIBTOOL TAG CONFIG: $tagname\$" re_endcf="^# ### END LIBTOOL TAG CONFIG: $tagname\$" sed_extractcf=/$re_begincf/,/$re_endcf/p # Validate tagname. case $tagname in *[!-_A-Za-z0-9,/]*) func_fatal_error "invalid tag name: $tagname" ;; esac # Don't test for the "default" C tag, as we know it's # there but not specially marked. case $tagname in CC) ;; *) if $GREP "$re_begincf" "$progpath" >/dev/null 2>&1; then taglist="$taglist $tagname" # Evaluate the configuration. Be careful to quote the path # and the sed script, to avoid splitting on whitespace, but # also don't use non-portable quotes within backquotes within # quotes we have to do it in 2 steps: extractedcf=`$SED -n -e "$sed_extractcf" < "$progpath"` eval "$extractedcf" else func_error "ignoring unknown tag $tagname" fi ;; esac } # func_check_version_match # ------------------------ # Ensure that we are using m4 macros, and libtool script from the same # release of libtool. func_check_version_match () { if test "$package_revision" != "$macro_revision"; then if test "$VERSION" != "$macro_version"; then if test -z "$macro_version"; then cat >&2 <<_LT_EOF $progname: Version mismatch error. This is $PACKAGE $VERSION, but the $progname: definition of this LT_INIT comes from an older release. $progname: You should recreate aclocal.m4 with macros from $PACKAGE $VERSION $progname: and run autoconf again. _LT_EOF else cat >&2 <<_LT_EOF $progname: Version mismatch error. This is $PACKAGE $VERSION, but the $progname: definition of this LT_INIT comes from $PACKAGE $macro_version. $progname: You should recreate aclocal.m4 with macros from $PACKAGE $VERSION $progname: and run autoconf again. _LT_EOF fi else cat >&2 <<_LT_EOF $progname: Version mismatch error. This is $PACKAGE $VERSION, revision $package_revision, $progname: but the definition of this LT_INIT comes from revision $macro_revision. $progname: You should recreate aclocal.m4 with macros from revision $package_revision $progname: of $PACKAGE $VERSION and run autoconf again. _LT_EOF fi exit $EXIT_MISMATCH fi } # libtool_options_prep [ARG]... # ----------------------------- # Preparation for options parsed by libtool. libtool_options_prep () { $debug_mode # Option defaults: opt_config=false opt_dlopen= opt_dry_run=false opt_help=false opt_mode= opt_preserve_dup_deps=false opt_quiet=false nonopt= preserve_args= # Shorthand for --mode=foo, only valid as the first argument case $1 in clean|clea|cle|cl) shift; set dummy --mode clean ${1+"$@"}; shift ;; compile|compil|compi|comp|com|co|c) shift; set dummy --mode compile ${1+"$@"}; shift ;; execute|execut|execu|exec|exe|ex|e) shift; set dummy --mode execute ${1+"$@"}; shift ;; finish|finis|fini|fin|fi|f) shift; set dummy --mode finish ${1+"$@"}; shift ;; install|instal|insta|inst|ins|in|i) shift; set dummy --mode install ${1+"$@"}; shift ;; link|lin|li|l) shift; set dummy --mode link ${1+"$@"}; shift ;; uninstall|uninstal|uninsta|uninst|unins|unin|uni|un|u) shift; set dummy --mode uninstall ${1+"$@"}; shift ;; esac # Pass back the list of options. func_quote_for_eval ${1+"$@"} libtool_options_prep_result=$func_quote_for_eval_result } func_add_hook func_options_prep libtool_options_prep # libtool_parse_options [ARG]... # --------------------------------- # Provide handling for libtool specific options. libtool_parse_options () { $debug_cmd # Perform our own loop to consume as many options as possible in # each iteration. while test $# -gt 0; do _G_opt=$1 shift case $_G_opt in --dry-run|--dryrun|-n) opt_dry_run=: ;; --config) func_config ;; --dlopen|-dlopen) opt_dlopen="${opt_dlopen+$opt_dlopen }$1" shift ;; --preserve-dup-deps) opt_preserve_dup_deps=: ;; --features) func_features ;; --finish) set dummy --mode finish ${1+"$@"}; shift ;; --help) opt_help=: ;; --help-all) opt_help=': help-all' ;; --mode) test $# = 0 && func_missing_arg $_G_opt && break opt_mode=$1 case $1 in # Valid mode arguments: clean|compile|execute|finish|install|link|relink|uninstall) ;; # Catch anything else as an error *) func_error "invalid argument for $_G_opt" exit_cmd=exit break ;; esac shift ;; --no-silent|--no-quiet) opt_quiet=false func_append preserve_args " $_G_opt" ;; --no-warnings|--no-warning|--no-warn) opt_warning=false func_append preserve_args " $_G_opt" ;; --no-verbose) opt_verbose=false func_append preserve_args " $_G_opt" ;; --silent|--quiet) opt_quiet=: opt_verbose=false func_append preserve_args " $_G_opt" ;; --tag) test $# = 0 && func_missing_arg $_G_opt && break opt_tag=$1 func_append preserve_args " $_G_opt $1" func_enable_tag "$1" shift ;; --verbose|-v) opt_quiet=false opt_verbose=: func_append preserve_args " $_G_opt" ;; # An option not handled by this hook function: *) set dummy "$_G_opt" ${1+"$@"}; shift; break ;; esac done # save modified positional parameters for caller func_quote_for_eval ${1+"$@"} libtool_parse_options_result=$func_quote_for_eval_result } func_add_hook func_parse_options libtool_parse_options # libtool_validate_options [ARG]... # --------------------------------- # Perform any sanity checks on option settings and/or unconsumed # arguments. libtool_validate_options () { # save first non-option argument if test 0 -lt $#; then nonopt=$1 shift fi # preserve --debug test : = "$debug_cmd" || func_append preserve_args " --debug" case $host in # Solaris2 added to fix http://debbugs.gnu.org/cgi/bugreport.cgi?bug=16452 # see also: http://gcc.gnu.org/bugzilla/show_bug.cgi?id=59788 *cygwin* | *mingw* | *pw32* | *cegcc* | *solaris2* | *os2*) # don't eliminate duplications in $postdeps and $predeps opt_duplicate_compiler_generated_deps=: ;; *) opt_duplicate_compiler_generated_deps=$opt_preserve_dup_deps ;; esac $opt_help || { # Sanity checks first: func_check_version_match test yes != "$build_libtool_libs" \ && test yes != "$build_old_libs" \ && func_fatal_configuration "not configured to build any kind of library" # Darwin sucks eval std_shrext=\"$shrext_cmds\" # Only execute mode is allowed to have -dlopen flags. if test -n "$opt_dlopen" && test execute != "$opt_mode"; then func_error "unrecognized option '-dlopen'" $ECHO "$help" 1>&2 exit $EXIT_FAILURE fi # Change the help message to a mode-specific one. generic_help=$help help="Try '$progname --help --mode=$opt_mode' for more information." } # Pass back the unparsed argument list func_quote_for_eval ${1+"$@"} libtool_validate_options_result=$func_quote_for_eval_result } func_add_hook func_validate_options libtool_validate_options # Process options as early as possible so that --help and --version # can return quickly. func_options ${1+"$@"} eval set dummy "$func_options_result"; shift ## ----------- ## ## Main. ## ## ----------- ## magic='%%%MAGIC variable%%%' magic_exe='%%%MAGIC EXE variable%%%' # Global variables. extracted_archives= extracted_serial=0 # If this variable is set in any of the actions, the command in it # will be execed at the end. This prevents here-documents from being # left over by shells. exec_cmd= # A function that is used when there is no print builtin or printf. func_fallback_echo () { eval 'cat <<_LTECHO_EOF $1 _LTECHO_EOF' } # func_generated_by_libtool # True iff stdin has been generated by Libtool. This function is only # a basic sanity check; it will hardly flush out determined imposters. func_generated_by_libtool_p () { $GREP "^# Generated by .*$PACKAGE" > /dev/null 2>&1 } # func_lalib_p file # True iff FILE is a libtool '.la' library or '.lo' object file. # This function is only a basic sanity check; it will hardly flush out # determined imposters. func_lalib_p () { test -f "$1" && $SED -e 4q "$1" 2>/dev/null | func_generated_by_libtool_p } # func_lalib_unsafe_p file # True iff FILE is a libtool '.la' library or '.lo' object file. # This function implements the same check as func_lalib_p without # resorting to external programs. To this end, it redirects stdin and # closes it afterwards, without saving the original file descriptor. # As a safety measure, use it only where a negative result would be # fatal anyway. Works if 'file' does not exist. func_lalib_unsafe_p () { lalib_p=no if test -f "$1" && test -r "$1" && exec 5<&0 <"$1"; then for lalib_p_l in 1 2 3 4 do read lalib_p_line case $lalib_p_line in \#\ Generated\ by\ *$PACKAGE* ) lalib_p=yes; break;; esac done exec 0<&5 5<&- fi test yes = "$lalib_p" } # func_ltwrapper_script_p file # True iff FILE is a libtool wrapper script # This function is only a basic sanity check; it will hardly flush out # determined imposters. func_ltwrapper_script_p () { test -f "$1" && $lt_truncate_bin < "$1" 2>/dev/null | func_generated_by_libtool_p } # func_ltwrapper_executable_p file # True iff FILE is a libtool wrapper executable # This function is only a basic sanity check; it will hardly flush out # determined imposters. func_ltwrapper_executable_p () { func_ltwrapper_exec_suffix= case $1 in *.exe) ;; *) func_ltwrapper_exec_suffix=.exe ;; esac $GREP "$magic_exe" "$1$func_ltwrapper_exec_suffix" >/dev/null 2>&1 } # func_ltwrapper_scriptname file # Assumes file is an ltwrapper_executable # uses $file to determine the appropriate filename for a # temporary ltwrapper_script. func_ltwrapper_scriptname () { func_dirname_and_basename "$1" "" "." func_stripname '' '.exe' "$func_basename_result" func_ltwrapper_scriptname_result=$func_dirname_result/$objdir/${func_stripname_result}_ltshwrapper } # func_ltwrapper_p file # True iff FILE is a libtool wrapper script or wrapper executable # This function is only a basic sanity check; it will hardly flush out # determined imposters. func_ltwrapper_p () { func_ltwrapper_script_p "$1" || func_ltwrapper_executable_p "$1" } # func_execute_cmds commands fail_cmd # Execute tilde-delimited COMMANDS. # If FAIL_CMD is given, eval that upon failure. # FAIL_CMD may read-access the current command in variable CMD! func_execute_cmds () { $debug_cmd save_ifs=$IFS; IFS='~' for cmd in $1; do IFS=$sp$nl eval cmd=\"$cmd\" IFS=$save_ifs func_show_eval "$cmd" "${2-:}" done IFS=$save_ifs } # func_source file # Source FILE, adding directory component if necessary. # Note that it is not necessary on cygwin/mingw to append a dot to # FILE even if both FILE and FILE.exe exist: automatic-append-.exe # behavior happens only for exec(3), not for open(2)! Also, sourcing # 'FILE.' does not work on cygwin managed mounts. func_source () { $debug_cmd case $1 in */* | *\\*) . "$1" ;; *) . "./$1" ;; esac } # func_resolve_sysroot PATH # Replace a leading = in PATH with a sysroot. Store the result into # func_resolve_sysroot_result func_resolve_sysroot () { func_resolve_sysroot_result=$1 case $func_resolve_sysroot_result in =*) func_stripname '=' '' "$func_resolve_sysroot_result" func_resolve_sysroot_result=$lt_sysroot$func_stripname_result ;; esac } # func_replace_sysroot PATH # If PATH begins with the sysroot, replace it with = and # store the result into func_replace_sysroot_result. func_replace_sysroot () { case $lt_sysroot:$1 in ?*:"$lt_sysroot"*) func_stripname "$lt_sysroot" '' "$1" func_replace_sysroot_result='='$func_stripname_result ;; *) # Including no sysroot. func_replace_sysroot_result=$1 ;; esac } # func_infer_tag arg # Infer tagged configuration to use if any are available and # if one wasn't chosen via the "--tag" command line option. # Only attempt this if the compiler in the base compile # command doesn't match the default compiler. # arg is usually of the form 'gcc ...' func_infer_tag () { $debug_cmd if test -n "$available_tags" && test -z "$tagname"; then CC_quoted= for arg in $CC; do func_append_quoted CC_quoted "$arg" done CC_expanded=`func_echo_all $CC` CC_quoted_expanded=`func_echo_all $CC_quoted` case $@ in # Blanks in the command may have been stripped by the calling shell, # but not from the CC environment variable when configure was run. " $CC "* | "$CC "* | " $CC_expanded "* | "$CC_expanded "* | \ " $CC_quoted"* | "$CC_quoted "* | " $CC_quoted_expanded "* | "$CC_quoted_expanded "*) ;; # Blanks at the start of $base_compile will cause this to fail # if we don't check for them as well. *) for z in $available_tags; do if $GREP "^# ### BEGIN LIBTOOL TAG CONFIG: $z$" < "$progpath" > /dev/null; then # Evaluate the configuration. eval "`$SED -n -e '/^# ### BEGIN LIBTOOL TAG CONFIG: '$z'$/,/^# ### END LIBTOOL TAG CONFIG: '$z'$/p' < $progpath`" CC_quoted= for arg in $CC; do # Double-quote args containing other shell metacharacters. func_append_quoted CC_quoted "$arg" done CC_expanded=`func_echo_all $CC` CC_quoted_expanded=`func_echo_all $CC_quoted` case "$@ " in " $CC "* | "$CC "* | " $CC_expanded "* | "$CC_expanded "* | \ " $CC_quoted"* | "$CC_quoted "* | " $CC_quoted_expanded "* | "$CC_quoted_expanded "*) # The compiler in the base compile command matches # the one in the tagged configuration. # Assume this is the tagged configuration we want. tagname=$z break ;; esac fi done # If $tagname still isn't set, then no tagged configuration # was found and let the user know that the "--tag" command # line option must be used. if test -z "$tagname"; then func_echo "unable to infer tagged configuration" func_fatal_error "specify a tag with '--tag'" # else # func_verbose "using $tagname tagged configuration" fi ;; esac fi } # func_write_libtool_object output_name pic_name nonpic_name # Create a libtool object file (analogous to a ".la" file), # but don't create it if we're doing a dry run. func_write_libtool_object () { write_libobj=$1 if test yes = "$build_libtool_libs"; then write_lobj=\'$2\' else write_lobj=none fi if test yes = "$build_old_libs"; then write_oldobj=\'$3\' else write_oldobj=none fi $opt_dry_run || { cat >${write_libobj}T </dev/null` if test "$?" -eq 0 && test -n "$func_convert_core_file_wine_to_w32_tmp"; then func_convert_core_file_wine_to_w32_result=`$ECHO "$func_convert_core_file_wine_to_w32_tmp" | $SED -e "$sed_naive_backslashify"` else func_convert_core_file_wine_to_w32_result= fi fi } # end: func_convert_core_file_wine_to_w32 # func_convert_core_path_wine_to_w32 ARG # Helper function used by path conversion functions when $build is *nix, and # $host is mingw, cygwin, or some other w32 environment. Relies on a correctly # configured wine environment available, with the winepath program in $build's # $PATH. Assumes ARG has no leading or trailing path separator characters. # # ARG is path to be converted from $build format to win32. # Result is available in $func_convert_core_path_wine_to_w32_result. # Unconvertible file (directory) names in ARG are skipped; if no directory names # are convertible, then the result may be empty. func_convert_core_path_wine_to_w32 () { $debug_cmd # unfortunately, winepath doesn't convert paths, only file names func_convert_core_path_wine_to_w32_result= if test -n "$1"; then oldIFS=$IFS IFS=: for func_convert_core_path_wine_to_w32_f in $1; do IFS=$oldIFS func_convert_core_file_wine_to_w32 "$func_convert_core_path_wine_to_w32_f" if test -n "$func_convert_core_file_wine_to_w32_result"; then if test -z "$func_convert_core_path_wine_to_w32_result"; then func_convert_core_path_wine_to_w32_result=$func_convert_core_file_wine_to_w32_result else func_append func_convert_core_path_wine_to_w32_result ";$func_convert_core_file_wine_to_w32_result" fi fi done IFS=$oldIFS fi } # end: func_convert_core_path_wine_to_w32 # func_cygpath ARGS... # Wrapper around calling the cygpath program via LT_CYGPATH. This is used when # when (1) $build is *nix and Cygwin is hosted via a wine environment; or (2) # $build is MSYS and $host is Cygwin, or (3) $build is Cygwin. In case (1) or # (2), returns the Cygwin file name or path in func_cygpath_result (input # file name or path is assumed to be in w32 format, as previously converted # from $build's *nix or MSYS format). In case (3), returns the w32 file name # or path in func_cygpath_result (input file name or path is assumed to be in # Cygwin format). Returns an empty string on error. # # ARGS are passed to cygpath, with the last one being the file name or path to # be converted. # # Specify the absolute *nix (or w32) name to cygpath in the LT_CYGPATH # environment variable; do not put it in $PATH. func_cygpath () { $debug_cmd if test -n "$LT_CYGPATH" && test -f "$LT_CYGPATH"; then func_cygpath_result=`$LT_CYGPATH "$@" 2>/dev/null` if test "$?" -ne 0; then # on failure, ensure result is empty func_cygpath_result= fi else func_cygpath_result= func_error "LT_CYGPATH is empty or specifies non-existent file: '$LT_CYGPATH'" fi } #end: func_cygpath # func_convert_core_msys_to_w32 ARG # Convert file name or path ARG from MSYS format to w32 format. Return # result in func_convert_core_msys_to_w32_result. func_convert_core_msys_to_w32 () { $debug_cmd # awkward: cmd appends spaces to result func_convert_core_msys_to_w32_result=`( cmd //c echo "$1" ) 2>/dev/null | $SED -e 's/[ ]*$//' -e "$sed_naive_backslashify"` } #end: func_convert_core_msys_to_w32 # func_convert_file_check ARG1 ARG2 # Verify that ARG1 (a file name in $build format) was converted to $host # format in ARG2. Otherwise, emit an error message, but continue (resetting # func_to_host_file_result to ARG1). func_convert_file_check () { $debug_cmd if test -z "$2" && test -n "$1"; then func_error "Could not determine host file name corresponding to" func_error " '$1'" func_error "Continuing, but uninstalled executables may not work." # Fallback: func_to_host_file_result=$1 fi } # end func_convert_file_check # func_convert_path_check FROM_PATHSEP TO_PATHSEP FROM_PATH TO_PATH # Verify that FROM_PATH (a path in $build format) was converted to $host # format in TO_PATH. Otherwise, emit an error message, but continue, resetting # func_to_host_file_result to a simplistic fallback value (see below). func_convert_path_check () { $debug_cmd if test -z "$4" && test -n "$3"; then func_error "Could not determine the host path corresponding to" func_error " '$3'" func_error "Continuing, but uninstalled executables may not work." # Fallback. This is a deliberately simplistic "conversion" and # should not be "improved". See libtool.info. if test "x$1" != "x$2"; then lt_replace_pathsep_chars="s|$1|$2|g" func_to_host_path_result=`echo "$3" | $SED -e "$lt_replace_pathsep_chars"` else func_to_host_path_result=$3 fi fi } # end func_convert_path_check # func_convert_path_front_back_pathsep FRONTPAT BACKPAT REPL ORIG # Modifies func_to_host_path_result by prepending REPL if ORIG matches FRONTPAT # and appending REPL if ORIG matches BACKPAT. func_convert_path_front_back_pathsep () { $debug_cmd case $4 in $1 ) func_to_host_path_result=$3$func_to_host_path_result ;; esac case $4 in $2 ) func_append func_to_host_path_result "$3" ;; esac } # end func_convert_path_front_back_pathsep ################################################## # $build to $host FILE NAME CONVERSION FUNCTIONS # ################################################## # invoked via '$to_host_file_cmd ARG' # # In each case, ARG is the path to be converted from $build to $host format. # Result will be available in $func_to_host_file_result. # func_to_host_file ARG # Converts the file name ARG from $build format to $host format. Return result # in func_to_host_file_result. func_to_host_file () { $debug_cmd $to_host_file_cmd "$1" } # end func_to_host_file # func_to_tool_file ARG LAZY # converts the file name ARG from $build format to toolchain format. Return # result in func_to_tool_file_result. If the conversion in use is listed # in (the comma separated) LAZY, no conversion takes place. func_to_tool_file () { $debug_cmd case ,$2, in *,"$to_tool_file_cmd",*) func_to_tool_file_result=$1 ;; *) $to_tool_file_cmd "$1" func_to_tool_file_result=$func_to_host_file_result ;; esac } # end func_to_tool_file # func_convert_file_noop ARG # Copy ARG to func_to_host_file_result. func_convert_file_noop () { func_to_host_file_result=$1 } # end func_convert_file_noop # func_convert_file_msys_to_w32 ARG # Convert file name ARG from (mingw) MSYS to (mingw) w32 format; automatic # conversion to w32 is not available inside the cwrapper. Returns result in # func_to_host_file_result. func_convert_file_msys_to_w32 () { $debug_cmd func_to_host_file_result=$1 if test -n "$1"; then func_convert_core_msys_to_w32 "$1" func_to_host_file_result=$func_convert_core_msys_to_w32_result fi func_convert_file_check "$1" "$func_to_host_file_result" } # end func_convert_file_msys_to_w32 # func_convert_file_cygwin_to_w32 ARG # Convert file name ARG from Cygwin to w32 format. Returns result in # func_to_host_file_result. func_convert_file_cygwin_to_w32 () { $debug_cmd func_to_host_file_result=$1 if test -n "$1"; then # because $build is cygwin, we call "the" cygpath in $PATH; no need to use # LT_CYGPATH in this case. func_to_host_file_result=`cygpath -m "$1"` fi func_convert_file_check "$1" "$func_to_host_file_result" } # end func_convert_file_cygwin_to_w32 # func_convert_file_nix_to_w32 ARG # Convert file name ARG from *nix to w32 format. Requires a wine environment # and a working winepath. Returns result in func_to_host_file_result. func_convert_file_nix_to_w32 () { $debug_cmd func_to_host_file_result=$1 if test -n "$1"; then func_convert_core_file_wine_to_w32 "$1" func_to_host_file_result=$func_convert_core_file_wine_to_w32_result fi func_convert_file_check "$1" "$func_to_host_file_result" } # end func_convert_file_nix_to_w32 # func_convert_file_msys_to_cygwin ARG # Convert file name ARG from MSYS to Cygwin format. Requires LT_CYGPATH set. # Returns result in func_to_host_file_result. func_convert_file_msys_to_cygwin () { $debug_cmd func_to_host_file_result=$1 if test -n "$1"; then func_convert_core_msys_to_w32 "$1" func_cygpath -u "$func_convert_core_msys_to_w32_result" func_to_host_file_result=$func_cygpath_result fi func_convert_file_check "$1" "$func_to_host_file_result" } # end func_convert_file_msys_to_cygwin # func_convert_file_nix_to_cygwin ARG # Convert file name ARG from *nix to Cygwin format. Requires Cygwin installed # in a wine environment, working winepath, and LT_CYGPATH set. Returns result # in func_to_host_file_result. func_convert_file_nix_to_cygwin () { $debug_cmd func_to_host_file_result=$1 if test -n "$1"; then # convert from *nix to w32, then use cygpath to convert from w32 to cygwin. func_convert_core_file_wine_to_w32 "$1" func_cygpath -u "$func_convert_core_file_wine_to_w32_result" func_to_host_file_result=$func_cygpath_result fi func_convert_file_check "$1" "$func_to_host_file_result" } # end func_convert_file_nix_to_cygwin ############################################# # $build to $host PATH CONVERSION FUNCTIONS # ############################################# # invoked via '$to_host_path_cmd ARG' # # In each case, ARG is the path to be converted from $build to $host format. # The result will be available in $func_to_host_path_result. # # Path separators are also converted from $build format to $host format. If # ARG begins or ends with a path separator character, it is preserved (but # converted to $host format) on output. # # All path conversion functions are named using the following convention: # file name conversion function : func_convert_file_X_to_Y () # path conversion function : func_convert_path_X_to_Y () # where, for any given $build/$host combination the 'X_to_Y' value is the # same. If conversion functions are added for new $build/$host combinations, # the two new functions must follow this pattern, or func_init_to_host_path_cmd # will break. # func_init_to_host_path_cmd # Ensures that function "pointer" variable $to_host_path_cmd is set to the # appropriate value, based on the value of $to_host_file_cmd. to_host_path_cmd= func_init_to_host_path_cmd () { $debug_cmd if test -z "$to_host_path_cmd"; then func_stripname 'func_convert_file_' '' "$to_host_file_cmd" to_host_path_cmd=func_convert_path_$func_stripname_result fi } # func_to_host_path ARG # Converts the path ARG from $build format to $host format. Return result # in func_to_host_path_result. func_to_host_path () { $debug_cmd func_init_to_host_path_cmd $to_host_path_cmd "$1" } # end func_to_host_path # func_convert_path_noop ARG # Copy ARG to func_to_host_path_result. func_convert_path_noop () { func_to_host_path_result=$1 } # end func_convert_path_noop # func_convert_path_msys_to_w32 ARG # Convert path ARG from (mingw) MSYS to (mingw) w32 format; automatic # conversion to w32 is not available inside the cwrapper. Returns result in # func_to_host_path_result. func_convert_path_msys_to_w32 () { $debug_cmd func_to_host_path_result=$1 if test -n "$1"; then # Remove leading and trailing path separator characters from ARG. MSYS # behavior is inconsistent here; cygpath turns them into '.;' and ';.'; # and winepath ignores them completely. func_stripname : : "$1" func_to_host_path_tmp1=$func_stripname_result func_convert_core_msys_to_w32 "$func_to_host_path_tmp1" func_to_host_path_result=$func_convert_core_msys_to_w32_result func_convert_path_check : ";" \ "$func_to_host_path_tmp1" "$func_to_host_path_result" func_convert_path_front_back_pathsep ":*" "*:" ";" "$1" fi } # end func_convert_path_msys_to_w32 # func_convert_path_cygwin_to_w32 ARG # Convert path ARG from Cygwin to w32 format. Returns result in # func_to_host_file_result. func_convert_path_cygwin_to_w32 () { $debug_cmd func_to_host_path_result=$1 if test -n "$1"; then # See func_convert_path_msys_to_w32: func_stripname : : "$1" func_to_host_path_tmp1=$func_stripname_result func_to_host_path_result=`cygpath -m -p "$func_to_host_path_tmp1"` func_convert_path_check : ";" \ "$func_to_host_path_tmp1" "$func_to_host_path_result" func_convert_path_front_back_pathsep ":*" "*:" ";" "$1" fi } # end func_convert_path_cygwin_to_w32 # func_convert_path_nix_to_w32 ARG # Convert path ARG from *nix to w32 format. Requires a wine environment and # a working winepath. Returns result in func_to_host_file_result. func_convert_path_nix_to_w32 () { $debug_cmd func_to_host_path_result=$1 if test -n "$1"; then # See func_convert_path_msys_to_w32: func_stripname : : "$1" func_to_host_path_tmp1=$func_stripname_result func_convert_core_path_wine_to_w32 "$func_to_host_path_tmp1" func_to_host_path_result=$func_convert_core_path_wine_to_w32_result func_convert_path_check : ";" \ "$func_to_host_path_tmp1" "$func_to_host_path_result" func_convert_path_front_back_pathsep ":*" "*:" ";" "$1" fi } # end func_convert_path_nix_to_w32 # func_convert_path_msys_to_cygwin ARG # Convert path ARG from MSYS to Cygwin format. Requires LT_CYGPATH set. # Returns result in func_to_host_file_result. func_convert_path_msys_to_cygwin () { $debug_cmd func_to_host_path_result=$1 if test -n "$1"; then # See func_convert_path_msys_to_w32: func_stripname : : "$1" func_to_host_path_tmp1=$func_stripname_result func_convert_core_msys_to_w32 "$func_to_host_path_tmp1" func_cygpath -u -p "$func_convert_core_msys_to_w32_result" func_to_host_path_result=$func_cygpath_result func_convert_path_check : : \ "$func_to_host_path_tmp1" "$func_to_host_path_result" func_convert_path_front_back_pathsep ":*" "*:" : "$1" fi } # end func_convert_path_msys_to_cygwin # func_convert_path_nix_to_cygwin ARG # Convert path ARG from *nix to Cygwin format. Requires Cygwin installed in a # a wine environment, working winepath, and LT_CYGPATH set. Returns result in # func_to_host_file_result. func_convert_path_nix_to_cygwin () { $debug_cmd func_to_host_path_result=$1 if test -n "$1"; then # Remove leading and trailing path separator characters from # ARG. msys behavior is inconsistent here, cygpath turns them # into '.;' and ';.', and winepath ignores them completely. func_stripname : : "$1" func_to_host_path_tmp1=$func_stripname_result func_convert_core_path_wine_to_w32 "$func_to_host_path_tmp1" func_cygpath -u -p "$func_convert_core_path_wine_to_w32_result" func_to_host_path_result=$func_cygpath_result func_convert_path_check : : \ "$func_to_host_path_tmp1" "$func_to_host_path_result" func_convert_path_front_back_pathsep ":*" "*:" : "$1" fi } # end func_convert_path_nix_to_cygwin # func_dll_def_p FILE # True iff FILE is a Windows DLL '.def' file. # Keep in sync with _LT_DLL_DEF_P in libtool.m4 func_dll_def_p () { $debug_cmd func_dll_def_p_tmp=`$SED -n \ -e 's/^[ ]*//' \ -e '/^\(;.*\)*$/d' \ -e 's/^\(EXPORTS\|LIBRARY\)\([ ].*\)*$/DEF/p' \ -e q \ "$1"` test DEF = "$func_dll_def_p_tmp" } # func_mode_compile arg... func_mode_compile () { $debug_cmd # Get the compilation command and the source file. base_compile= srcfile=$nonopt # always keep a non-empty value in "srcfile" suppress_opt=yes suppress_output= arg_mode=normal libobj= later= pie_flag= for arg do case $arg_mode in arg ) # do not "continue". Instead, add this to base_compile lastarg=$arg arg_mode=normal ;; target ) libobj=$arg arg_mode=normal continue ;; normal ) # Accept any command-line options. case $arg in -o) test -n "$libobj" && \ func_fatal_error "you cannot specify '-o' more than once" arg_mode=target continue ;; -pie | -fpie | -fPIE) func_append pie_flag " $arg" continue ;; -shared | -static | -prefer-pic | -prefer-non-pic) func_append later " $arg" continue ;; -no-suppress) suppress_opt=no continue ;; -Xcompiler) arg_mode=arg # the next one goes into the "base_compile" arg list continue # The current "srcfile" will either be retained or ;; # replaced later. I would guess that would be a bug. -Wc,*) func_stripname '-Wc,' '' "$arg" args=$func_stripname_result lastarg= save_ifs=$IFS; IFS=, for arg in $args; do IFS=$save_ifs func_append_quoted lastarg "$arg" done IFS=$save_ifs func_stripname ' ' '' "$lastarg" lastarg=$func_stripname_result # Add the arguments to base_compile. func_append base_compile " $lastarg" continue ;; *) # Accept the current argument as the source file. # The previous "srcfile" becomes the current argument. # lastarg=$srcfile srcfile=$arg ;; esac # case $arg ;; esac # case $arg_mode # Aesthetically quote the previous argument. func_append_quoted base_compile "$lastarg" done # for arg case $arg_mode in arg) func_fatal_error "you must specify an argument for -Xcompile" ;; target) func_fatal_error "you must specify a target with '-o'" ;; *) # Get the name of the library object. test -z "$libobj" && { func_basename "$srcfile" libobj=$func_basename_result } ;; esac # Recognize several different file suffixes. # If the user specifies -o file.o, it is replaced with file.lo case $libobj in *.[cCFSifmso] | \ *.ada | *.adb | *.ads | *.asm | \ *.c++ | *.cc | *.ii | *.class | *.cpp | *.cxx | \ *.[fF][09]? | *.for | *.java | *.go | *.obj | *.sx | *.cu | *.cup) func_xform "$libobj" libobj=$func_xform_result ;; esac case $libobj in *.lo) func_lo2o "$libobj"; obj=$func_lo2o_result ;; *) func_fatal_error "cannot determine name of library object from '$libobj'" ;; esac func_infer_tag $base_compile for arg in $later; do case $arg in -shared) test yes = "$build_libtool_libs" \ || func_fatal_configuration "cannot build a shared library" build_old_libs=no continue ;; -static) build_libtool_libs=no build_old_libs=yes continue ;; -prefer-pic) pic_mode=yes continue ;; -prefer-non-pic) pic_mode=no continue ;; esac done func_quote_for_eval "$libobj" test "X$libobj" != "X$func_quote_for_eval_result" \ && $ECHO "X$libobj" | $GREP '[]~#^*{};<>?"'"'"' &()|`$[]' \ && func_warning "libobj name '$libobj' may not contain shell special characters." func_dirname_and_basename "$obj" "/" "" objname=$func_basename_result xdir=$func_dirname_result lobj=$xdir$objdir/$objname test -z "$base_compile" && \ func_fatal_help "you must specify a compilation command" # Delete any leftover library objects. if test yes = "$build_old_libs"; then removelist="$obj $lobj $libobj ${libobj}T" else removelist="$lobj $libobj ${libobj}T" fi # On Cygwin there's no "real" PIC flag so we must build both object types case $host_os in cygwin* | mingw* | pw32* | os2* | cegcc*) pic_mode=default ;; esac if test no = "$pic_mode" && test pass_all != "$deplibs_check_method"; then # non-PIC code in shared libraries is not supported pic_mode=default fi # Calculate the filename of the output object if compiler does # not support -o with -c if test no = "$compiler_c_o"; then output_obj=`$ECHO "$srcfile" | $SED 's%^.*/%%; s%\.[^.]*$%%'`.$objext lockfile=$output_obj.lock else output_obj= need_locks=no lockfile= fi # Lock this critical section if it is needed # We use this script file to make the link, it avoids creating a new file if test yes = "$need_locks"; then until $opt_dry_run || ln "$progpath" "$lockfile" 2>/dev/null; do func_echo "Waiting for $lockfile to be removed" sleep 2 done elif test warn = "$need_locks"; then if test -f "$lockfile"; then $ECHO "\ *** ERROR, $lockfile exists and contains: `cat $lockfile 2>/dev/null` This indicates that another process is trying to use the same temporary object file, and libtool could not work around it because your compiler does not support '-c' and '-o' together. If you repeat this compilation, it may succeed, by chance, but you had better avoid parallel builds (make -j) in this platform, or get a better compiler." $opt_dry_run || $RM $removelist exit $EXIT_FAILURE fi func_append removelist " $output_obj" $ECHO "$srcfile" > "$lockfile" fi $opt_dry_run || $RM $removelist func_append removelist " $lockfile" trap '$opt_dry_run || $RM $removelist; exit $EXIT_FAILURE' 1 2 15 func_to_tool_file "$srcfile" func_convert_file_msys_to_w32 srcfile=$func_to_tool_file_result func_quote_for_eval "$srcfile" qsrcfile=$func_quote_for_eval_result # Only build a PIC object if we are building libtool libraries. if test yes = "$build_libtool_libs"; then # Without this assignment, base_compile gets emptied. fbsd_hideous_sh_bug=$base_compile if test no != "$pic_mode"; then command="$base_compile $qsrcfile $pic_flag" else # Don't build PIC code command="$base_compile $qsrcfile" fi func_mkdir_p "$xdir$objdir" if test -z "$output_obj"; then # Place PIC objects in $objdir func_append command " -o $lobj" fi func_show_eval_locale "$command" \ 'test -n "$output_obj" && $RM $removelist; exit $EXIT_FAILURE' if test warn = "$need_locks" && test "X`cat $lockfile 2>/dev/null`" != "X$srcfile"; then $ECHO "\ *** ERROR, $lockfile contains: `cat $lockfile 2>/dev/null` but it should contain: $srcfile This indicates that another process is trying to use the same temporary object file, and libtool could not work around it because your compiler does not support '-c' and '-o' together. If you repeat this compilation, it may succeed, by chance, but you had better avoid parallel builds (make -j) in this platform, or get a better compiler." $opt_dry_run || $RM $removelist exit $EXIT_FAILURE fi # Just move the object if needed, then go on to compile the next one if test -n "$output_obj" && test "X$output_obj" != "X$lobj"; then func_show_eval '$MV "$output_obj" "$lobj"' \ 'error=$?; $opt_dry_run || $RM $removelist; exit $error' fi # Allow error messages only from the first compilation. if test yes = "$suppress_opt"; then suppress_output=' >/dev/null 2>&1' fi fi # Only build a position-dependent object if we build old libraries. if test yes = "$build_old_libs"; then if test yes != "$pic_mode"; then # Don't build PIC code command="$base_compile $qsrcfile$pie_flag" else command="$base_compile $qsrcfile $pic_flag" fi if test yes = "$compiler_c_o"; then func_append command " -o $obj" fi # Suppress compiler output if we already did a PIC compilation. func_append command "$suppress_output" func_show_eval_locale "$command" \ '$opt_dry_run || $RM $removelist; exit $EXIT_FAILURE' if test warn = "$need_locks" && test "X`cat $lockfile 2>/dev/null`" != "X$srcfile"; then $ECHO "\ *** ERROR, $lockfile contains: `cat $lockfile 2>/dev/null` but it should contain: $srcfile This indicates that another process is trying to use the same temporary object file, and libtool could not work around it because your compiler does not support '-c' and '-o' together. If you repeat this compilation, it may succeed, by chance, but you had better avoid parallel builds (make -j) in this platform, or get a better compiler." $opt_dry_run || $RM $removelist exit $EXIT_FAILURE fi # Just move the object if needed if test -n "$output_obj" && test "X$output_obj" != "X$obj"; then func_show_eval '$MV "$output_obj" "$obj"' \ 'error=$?; $opt_dry_run || $RM $removelist; exit $error' fi fi $opt_dry_run || { func_write_libtool_object "$libobj" "$objdir/$objname" "$objname" # Unlock the critical section if it was locked if test no != "$need_locks"; then removelist=$lockfile $RM "$lockfile" fi } exit $EXIT_SUCCESS } $opt_help || { test compile = "$opt_mode" && func_mode_compile ${1+"$@"} } func_mode_help () { # We need to display help for each of the modes. case $opt_mode in "") # Generic help is extracted from the usage comments # at the start of this file. func_help ;; clean) $ECHO \ "Usage: $progname [OPTION]... --mode=clean RM [RM-OPTION]... FILE... Remove files from the build directory. RM is the name of the program to use to delete files associated with each FILE (typically '/bin/rm'). RM-OPTIONS are options (such as '-f') to be passed to RM. If FILE is a libtool library, object or program, all the files associated with it are deleted. Otherwise, only FILE itself is deleted using RM." ;; compile) $ECHO \ "Usage: $progname [OPTION]... --mode=compile COMPILE-COMMAND... SOURCEFILE Compile a source file into a libtool library object. This mode accepts the following additional options: -o OUTPUT-FILE set the output file name to OUTPUT-FILE -no-suppress do not suppress compiler output for multiple passes -prefer-pic try to build PIC objects only -prefer-non-pic try to build non-PIC objects only -shared do not build a '.o' file suitable for static linking -static only build a '.o' file suitable for static linking -Wc,FLAG pass FLAG directly to the compiler COMPILE-COMMAND is a command to be used in creating a 'standard' object file from the given SOURCEFILE. The output file name is determined by removing the directory component from SOURCEFILE, then substituting the C source code suffix '.c' with the library object suffix, '.lo'." ;; execute) $ECHO \ "Usage: $progname [OPTION]... --mode=execute COMMAND [ARGS]... Automatically set library path, then run a program. This mode accepts the following additional options: -dlopen FILE add the directory containing FILE to the library path This mode sets the library path environment variable according to '-dlopen' flags. If any of the ARGS are libtool executable wrappers, then they are translated into their corresponding uninstalled binary, and any of their required library directories are added to the library path. Then, COMMAND is executed, with ARGS as arguments." ;; finish) $ECHO \ "Usage: $progname [OPTION]... --mode=finish [LIBDIR]... Complete the installation of libtool libraries. Each LIBDIR is a directory that contains libtool libraries. The commands that this mode executes may require superuser privileges. Use the '--dry-run' option if you just want to see what would be executed." ;; install) $ECHO \ "Usage: $progname [OPTION]... --mode=install INSTALL-COMMAND... Install executables or libraries. INSTALL-COMMAND is the installation command. The first component should be either the 'install' or 'cp' program. The following components of INSTALL-COMMAND are treated specially: -inst-prefix-dir PREFIX-DIR Use PREFIX-DIR as a staging area for installation The rest of the components are interpreted as arguments to that command (only BSD-compatible install options are recognized)." ;; link) $ECHO \ "Usage: $progname [OPTION]... --mode=link LINK-COMMAND... Link object files or libraries together to form another library, or to create an executable program. LINK-COMMAND is a command using the C compiler that you would use to create a program from several object files. The following components of LINK-COMMAND are treated specially: -all-static do not do any dynamic linking at all -avoid-version do not add a version suffix if possible -bindir BINDIR specify path to binaries directory (for systems where libraries must be found in the PATH setting at runtime) -dlopen FILE '-dlpreopen' FILE if it cannot be dlopened at runtime -dlpreopen FILE link in FILE and add its symbols to lt_preloaded_symbols -export-dynamic allow symbols from OUTPUT-FILE to be resolved with dlsym(3) -export-symbols SYMFILE try to export only the symbols listed in SYMFILE -export-symbols-regex REGEX try to export only the symbols matching REGEX -LLIBDIR search LIBDIR for required installed libraries -lNAME OUTPUT-FILE requires the installed library libNAME -module build a library that can dlopened -no-fast-install disable the fast-install mode -no-install link a not-installable executable -no-undefined declare that a library does not refer to external symbols -o OUTPUT-FILE create OUTPUT-FILE from the specified objects -objectlist FILE use a list of object files found in FILE to specify objects -os2dllname NAME force a short DLL name on OS/2 (no effect on other OSes) -precious-files-regex REGEX don't remove output files matching REGEX -release RELEASE specify package release information -rpath LIBDIR the created library will eventually be installed in LIBDIR -R[ ]LIBDIR add LIBDIR to the runtime path of programs and libraries -shared only do dynamic linking of libtool libraries -shrext SUFFIX override the standard shared library file extension -static do not do any dynamic linking of uninstalled libtool libraries -static-libtool-libs do not do any dynamic linking of libtool libraries -version-info CURRENT[:REVISION[:AGE]] specify library version info [each variable defaults to 0] -weak LIBNAME declare that the target provides the LIBNAME interface -Wc,FLAG -Xcompiler FLAG pass linker-specific FLAG directly to the compiler -Wl,FLAG -Xlinker FLAG pass linker-specific FLAG directly to the linker -XCClinker FLAG pass link-specific FLAG to the compiler driver (CC) All other options (arguments beginning with '-') are ignored. Every other argument is treated as a filename. Files ending in '.la' are treated as uninstalled libtool libraries, other files are standard or library object files. If the OUTPUT-FILE ends in '.la', then a libtool library is created, only library objects ('.lo' files) may be specified, and '-rpath' is required, except when creating a convenience library. If OUTPUT-FILE ends in '.a' or '.lib', then a standard library is created using 'ar' and 'ranlib', or on Windows using 'lib'. If OUTPUT-FILE ends in '.lo' or '.$objext', then a reloadable object file is created, otherwise an executable program is created." ;; uninstall) $ECHO \ "Usage: $progname [OPTION]... --mode=uninstall RM [RM-OPTION]... FILE... Remove libraries from an installation directory. RM is the name of the program to use to delete files associated with each FILE (typically '/bin/rm'). RM-OPTIONS are options (such as '-f') to be passed to RM. If FILE is a libtool library, all the files associated with it are deleted. Otherwise, only FILE itself is deleted using RM." ;; *) func_fatal_help "invalid operation mode '$opt_mode'" ;; esac echo $ECHO "Try '$progname --help' for more information about other modes." } # Now that we've collected a possible --mode arg, show help if necessary if $opt_help; then if test : = "$opt_help"; then func_mode_help else { func_help noexit for opt_mode in compile link execute install finish uninstall clean; do func_mode_help done } | $SED -n '1p; 2,$s/^Usage:/ or: /p' { func_help noexit for opt_mode in compile link execute install finish uninstall clean; do echo func_mode_help done } | $SED '1d /^When reporting/,/^Report/{ H d } $x /information about other modes/d /more detailed .*MODE/d s/^Usage:.*--mode=\([^ ]*\) .*/Description of \1 mode:/' fi exit $? fi # func_mode_execute arg... func_mode_execute () { $debug_cmd # The first argument is the command name. cmd=$nonopt test -z "$cmd" && \ func_fatal_help "you must specify a COMMAND" # Handle -dlopen flags immediately. for file in $opt_dlopen; do test -f "$file" \ || func_fatal_help "'$file' is not a file" dir= case $file in *.la) func_resolve_sysroot "$file" file=$func_resolve_sysroot_result # Check to see that this really is a libtool archive. func_lalib_unsafe_p "$file" \ || func_fatal_help "'$lib' is not a valid libtool archive" # Read the libtool library. dlname= library_names= func_source "$file" # Skip this library if it cannot be dlopened. if test -z "$dlname"; then # Warn if it was a shared library. test -n "$library_names" && \ func_warning "'$file' was not linked with '-export-dynamic'" continue fi func_dirname "$file" "" "." dir=$func_dirname_result if test -f "$dir/$objdir/$dlname"; then func_append dir "/$objdir" else if test ! -f "$dir/$dlname"; then func_fatal_error "cannot find '$dlname' in '$dir' or '$dir/$objdir'" fi fi ;; *.lo) # Just add the directory containing the .lo file. func_dirname "$file" "" "." dir=$func_dirname_result ;; *) func_warning "'-dlopen' is ignored for non-libtool libraries and objects" continue ;; esac # Get the absolute pathname. absdir=`cd "$dir" && pwd` test -n "$absdir" && dir=$absdir # Now add the directory to shlibpath_var. if eval "test -z \"\$$shlibpath_var\""; then eval "$shlibpath_var=\"\$dir\"" else eval "$shlibpath_var=\"\$dir:\$$shlibpath_var\"" fi done # This variable tells wrapper scripts just to set shlibpath_var # rather than running their programs. libtool_execute_magic=$magic # Check if any of the arguments is a wrapper script. args= for file do case $file in -* | *.la | *.lo ) ;; *) # Do a test to see if this is really a libtool program. if func_ltwrapper_script_p "$file"; then func_source "$file" # Transform arg to wrapped name. file=$progdir/$program elif func_ltwrapper_executable_p "$file"; then func_ltwrapper_scriptname "$file" func_source "$func_ltwrapper_scriptname_result" # Transform arg to wrapped name. file=$progdir/$program fi ;; esac # Quote arguments (to preserve shell metacharacters). func_append_quoted args "$file" done if $opt_dry_run; then # Display what would be done. if test -n "$shlibpath_var"; then eval "\$ECHO \"\$shlibpath_var=\$$shlibpath_var\"" echo "export $shlibpath_var" fi $ECHO "$cmd$args" exit $EXIT_SUCCESS else if test -n "$shlibpath_var"; then # Export the shlibpath_var. eval "export $shlibpath_var" fi # Restore saved environment variables for lt_var in LANG LANGUAGE LC_ALL LC_CTYPE LC_COLLATE LC_MESSAGES do eval "if test \"\${save_$lt_var+set}\" = set; then $lt_var=\$save_$lt_var; export $lt_var else $lt_unset $lt_var fi" done # Now prepare to actually exec the command. exec_cmd=\$cmd$args fi } test execute = "$opt_mode" && func_mode_execute ${1+"$@"} # func_mode_finish arg... func_mode_finish () { $debug_cmd libs= libdirs= admincmds= for opt in "$nonopt" ${1+"$@"} do if test -d "$opt"; then func_append libdirs " $opt" elif test -f "$opt"; then if func_lalib_unsafe_p "$opt"; then func_append libs " $opt" else func_warning "'$opt' is not a valid libtool archive" fi else func_fatal_error "invalid argument '$opt'" fi done if test -n "$libs"; then if test -n "$lt_sysroot"; then sysroot_regex=`$ECHO "$lt_sysroot" | $SED "$sed_make_literal_regex"` sysroot_cmd="s/\([ ']\)$sysroot_regex/\1/g;" else sysroot_cmd= fi # Remove sysroot references if $opt_dry_run; then for lib in $libs; do echo "removing references to $lt_sysroot and '=' prefixes from $lib" done else tmpdir=`func_mktempdir` for lib in $libs; do $SED -e "$sysroot_cmd s/\([ ']-[LR]\)=/\1/g; s/\([ ']\)=/\1/g" $lib \ > $tmpdir/tmp-la mv -f $tmpdir/tmp-la $lib done ${RM}r "$tmpdir" fi fi if test -n "$finish_cmds$finish_eval" && test -n "$libdirs"; then for libdir in $libdirs; do if test -n "$finish_cmds"; then # Do each command in the finish commands. func_execute_cmds "$finish_cmds" 'admincmds="$admincmds '"$cmd"'"' fi if test -n "$finish_eval"; then # Do the single finish_eval. eval cmds=\"$finish_eval\" $opt_dry_run || eval "$cmds" || func_append admincmds " $cmds" fi done fi # Exit here if they wanted silent mode. $opt_quiet && exit $EXIT_SUCCESS if test -n "$finish_cmds$finish_eval" && test -n "$libdirs"; then echo "----------------------------------------------------------------------" echo "Libraries have been installed in:" for libdir in $libdirs; do $ECHO " $libdir" done echo echo "If you ever happen to want to link against installed libraries" echo "in a given directory, LIBDIR, you must either use libtool, and" echo "specify the full pathname of the library, or use the '-LLIBDIR'" echo "flag during linking and do at least one of the following:" if test -n "$shlibpath_var"; then echo " - add LIBDIR to the '$shlibpath_var' environment variable" echo " during execution" fi if test -n "$runpath_var"; then echo " - add LIBDIR to the '$runpath_var' environment variable" echo " during linking" fi if test -n "$hardcode_libdir_flag_spec"; then libdir=LIBDIR eval flag=\"$hardcode_libdir_flag_spec\" $ECHO " - use the '$flag' linker flag" fi if test -n "$admincmds"; then $ECHO " - have your system administrator run these commands:$admincmds" fi if test -f /etc/ld.so.conf; then echo " - have your system administrator add LIBDIR to '/etc/ld.so.conf'" fi echo echo "See any operating system documentation about shared libraries for" case $host in solaris2.[6789]|solaris2.1[0-9]) echo "more information, such as the ld(1), crle(1) and ld.so(8) manual" echo "pages." ;; *) echo "more information, such as the ld(1) and ld.so(8) manual pages." ;; esac echo "----------------------------------------------------------------------" fi exit $EXIT_SUCCESS } test finish = "$opt_mode" && func_mode_finish ${1+"$@"} # func_mode_install arg... func_mode_install () { $debug_cmd # There may be an optional sh(1) argument at the beginning of # install_prog (especially on Windows NT). if test "$SHELL" = "$nonopt" || test /bin/sh = "$nonopt" || # Allow the use of GNU shtool's install command. case $nonopt in *shtool*) :;; *) false;; esac then # Aesthetically quote it. func_quote_for_eval "$nonopt" install_prog="$func_quote_for_eval_result " arg=$1 shift else install_prog= arg=$nonopt fi # The real first argument should be the name of the installation program. # Aesthetically quote it. func_quote_for_eval "$arg" func_append install_prog "$func_quote_for_eval_result" install_shared_prog=$install_prog case " $install_prog " in *[\\\ /]cp\ *) install_cp=: ;; *) install_cp=false ;; esac # We need to accept at least all the BSD install flags. dest= files= opts= prev= install_type= isdir=false stripme= no_mode=: for arg do arg2= if test -n "$dest"; then func_append files " $dest" dest=$arg continue fi case $arg in -d) isdir=: ;; -f) if $install_cp; then :; else prev=$arg fi ;; -g | -m | -o) prev=$arg ;; -s) stripme=" -s" continue ;; -*) ;; *) # If the previous option needed an argument, then skip it. if test -n "$prev"; then if test X-m = "X$prev" && test -n "$install_override_mode"; then arg2=$install_override_mode no_mode=false fi prev= else dest=$arg continue fi ;; esac # Aesthetically quote the argument. func_quote_for_eval "$arg" func_append install_prog " $func_quote_for_eval_result" if test -n "$arg2"; then func_quote_for_eval "$arg2" fi func_append install_shared_prog " $func_quote_for_eval_result" done test -z "$install_prog" && \ func_fatal_help "you must specify an install program" test -n "$prev" && \ func_fatal_help "the '$prev' option requires an argument" if test -n "$install_override_mode" && $no_mode; then if $install_cp; then :; else func_quote_for_eval "$install_override_mode" func_append install_shared_prog " -m $func_quote_for_eval_result" fi fi if test -z "$files"; then if test -z "$dest"; then func_fatal_help "no file or destination specified" else func_fatal_help "you must specify a destination" fi fi # Strip any trailing slash from the destination. func_stripname '' '/' "$dest" dest=$func_stripname_result # Check to see that the destination is a directory. test -d "$dest" && isdir=: if $isdir; then destdir=$dest destname= else func_dirname_and_basename "$dest" "" "." destdir=$func_dirname_result destname=$func_basename_result # Not a directory, so check to see that there is only one file specified. set dummy $files; shift test "$#" -gt 1 && \ func_fatal_help "'$dest' is not a directory" fi case $destdir in [\\/]* | [A-Za-z]:[\\/]*) ;; *) for file in $files; do case $file in *.lo) ;; *) func_fatal_help "'$destdir' must be an absolute directory name" ;; esac done ;; esac # This variable tells wrapper scripts just to set variables rather # than running their programs. libtool_install_magic=$magic staticlibs= future_libdirs= current_libdirs= for file in $files; do # Do each installation. case $file in *.$libext) # Do the static libraries later. func_append staticlibs " $file" ;; *.la) func_resolve_sysroot "$file" file=$func_resolve_sysroot_result # Check to see that this really is a libtool archive. func_lalib_unsafe_p "$file" \ || func_fatal_help "'$file' is not a valid libtool archive" library_names= old_library= relink_command= func_source "$file" # Add the libdir to current_libdirs if it is the destination. if test "X$destdir" = "X$libdir"; then case "$current_libdirs " in *" $libdir "*) ;; *) func_append current_libdirs " $libdir" ;; esac else # Note the libdir as a future libdir. case "$future_libdirs " in *" $libdir "*) ;; *) func_append future_libdirs " $libdir" ;; esac fi func_dirname "$file" "/" "" dir=$func_dirname_result func_append dir "$objdir" if test -n "$relink_command"; then # Determine the prefix the user has applied to our future dir. inst_prefix_dir=`$ECHO "$destdir" | $SED -e "s%$libdir\$%%"` # Don't allow the user to place us outside of our expected # location b/c this prevents finding dependent libraries that # are installed to the same prefix. # At present, this check doesn't affect windows .dll's that # are installed into $libdir/../bin (currently, that works fine) # but it's something to keep an eye on. test "$inst_prefix_dir" = "$destdir" && \ func_fatal_error "error: cannot install '$file' to a directory not ending in $libdir" if test -n "$inst_prefix_dir"; then # Stick the inst_prefix_dir data into the link command. relink_command=`$ECHO "$relink_command" | $SED "s%@inst_prefix_dir@%-inst-prefix-dir $inst_prefix_dir%"` else relink_command=`$ECHO "$relink_command" | $SED "s%@inst_prefix_dir@%%"` fi func_warning "relinking '$file'" func_show_eval "$relink_command" \ 'func_fatal_error "error: relink '\''$file'\'' with the above command before installing it"' fi # See the names of the shared library. set dummy $library_names; shift if test -n "$1"; then realname=$1 shift srcname=$realname test -n "$relink_command" && srcname=${realname}T # Install the shared library and build the symlinks. func_show_eval "$install_shared_prog $dir/$srcname $destdir/$realname" \ 'exit $?' tstripme=$stripme case $host_os in cygwin* | mingw* | pw32* | cegcc*) case $realname in *.dll.a) tstripme= ;; esac ;; os2*) case $realname in *_dll.a) tstripme= ;; esac ;; esac if test -n "$tstripme" && test -n "$striplib"; then func_show_eval "$striplib $destdir/$realname" 'exit $?' fi if test "$#" -gt 0; then # Delete the old symlinks, and create new ones. # Try 'ln -sf' first, because the 'ln' binary might depend on # the symlink we replace! Solaris /bin/ln does not understand -f, # so we also need to try rm && ln -s. for linkname do test "$linkname" != "$realname" \ && func_show_eval "(cd $destdir && { $LN_S -f $realname $linkname || { $RM $linkname && $LN_S $realname $linkname; }; })" done fi # Do each command in the postinstall commands. lib=$destdir/$realname func_execute_cmds "$postinstall_cmds" 'exit $?' fi # Install the pseudo-library for information purposes. func_basename "$file" name=$func_basename_result instname=$dir/${name}i func_show_eval "$install_prog $instname $destdir/$name" 'exit $?' # Maybe install the static library, too. test -n "$old_library" && func_append staticlibs " $dir/$old_library" ;; *.lo) # Install (i.e. copy) a libtool object. # Figure out destination file name, if it wasn't already specified. if test -n "$destname"; then destfile=$destdir/$destname else func_basename "$file" destfile=$func_basename_result destfile=$destdir/$destfile fi # Deduce the name of the destination old-style object file. case $destfile in *.lo) func_lo2o "$destfile" staticdest=$func_lo2o_result ;; *.$objext) staticdest=$destfile destfile= ;; *) func_fatal_help "cannot copy a libtool object to '$destfile'" ;; esac # Install the libtool object if requested. test -n "$destfile" && \ func_show_eval "$install_prog $file $destfile" 'exit $?' # Install the old object if enabled. if test yes = "$build_old_libs"; then # Deduce the name of the old-style object file. func_lo2o "$file" staticobj=$func_lo2o_result func_show_eval "$install_prog \$staticobj \$staticdest" 'exit $?' fi exit $EXIT_SUCCESS ;; *) # Figure out destination file name, if it wasn't already specified. if test -n "$destname"; then destfile=$destdir/$destname else func_basename "$file" destfile=$func_basename_result destfile=$destdir/$destfile fi # If the file is missing, and there is a .exe on the end, strip it # because it is most likely a libtool script we actually want to # install stripped_ext= case $file in *.exe) if test ! -f "$file"; then func_stripname '' '.exe' "$file" file=$func_stripname_result stripped_ext=.exe fi ;; esac # Do a test to see if this is really a libtool program. case $host in *cygwin* | *mingw*) if func_ltwrapper_executable_p "$file"; then func_ltwrapper_scriptname "$file" wrapper=$func_ltwrapper_scriptname_result else func_stripname '' '.exe' "$file" wrapper=$func_stripname_result fi ;; *) wrapper=$file ;; esac if func_ltwrapper_script_p "$wrapper"; then notinst_deplibs= relink_command= func_source "$wrapper" # Check the variables that should have been set. test -z "$generated_by_libtool_version" && \ func_fatal_error "invalid libtool wrapper script '$wrapper'" finalize=: for lib in $notinst_deplibs; do # Check to see that each library is installed. libdir= if test -f "$lib"; then func_source "$lib" fi libfile=$libdir/`$ECHO "$lib" | $SED 's%^.*/%%g'` if test -n "$libdir" && test ! -f "$libfile"; then func_warning "'$lib' has not been installed in '$libdir'" finalize=false fi done relink_command= func_source "$wrapper" outputname= if test no = "$fast_install" && test -n "$relink_command"; then $opt_dry_run || { if $finalize; then tmpdir=`func_mktempdir` func_basename "$file$stripped_ext" file=$func_basename_result outputname=$tmpdir/$file # Replace the output file specification. relink_command=`$ECHO "$relink_command" | $SED 's%@OUTPUT@%'"$outputname"'%g'` $opt_quiet || { func_quote_for_expand "$relink_command" eval "func_echo $func_quote_for_expand_result" } if eval "$relink_command"; then : else func_error "error: relink '$file' with the above command before installing it" $opt_dry_run || ${RM}r "$tmpdir" continue fi file=$outputname else func_warning "cannot relink '$file'" fi } else # Install the binary that we compiled earlier. file=`$ECHO "$file$stripped_ext" | $SED "s%\([^/]*\)$%$objdir/\1%"` fi fi # remove .exe since cygwin /usr/bin/install will append another # one anyway case $install_prog,$host in */usr/bin/install*,*cygwin*) case $file:$destfile in *.exe:*.exe) # this is ok ;; *.exe:*) destfile=$destfile.exe ;; *:*.exe) func_stripname '' '.exe' "$destfile" destfile=$func_stripname_result ;; esac ;; esac func_show_eval "$install_prog\$stripme \$file \$destfile" 'exit $?' $opt_dry_run || if test -n "$outputname"; then ${RM}r "$tmpdir" fi ;; esac done for file in $staticlibs; do func_basename "$file" name=$func_basename_result # Set up the ranlib parameters. oldlib=$destdir/$name func_to_tool_file "$oldlib" func_convert_file_msys_to_w32 tool_oldlib=$func_to_tool_file_result func_show_eval "$install_prog \$file \$oldlib" 'exit $?' if test -n "$stripme" && test -n "$old_striplib"; then func_show_eval "$old_striplib $tool_oldlib" 'exit $?' fi # Do each command in the postinstall commands. func_execute_cmds "$old_postinstall_cmds" 'exit $?' done test -n "$future_libdirs" && \ func_warning "remember to run '$progname --finish$future_libdirs'" if test -n "$current_libdirs"; then # Maybe just do a dry run. $opt_dry_run && current_libdirs=" -n$current_libdirs" exec_cmd='$SHELL "$progpath" $preserve_args --finish$current_libdirs' else exit $EXIT_SUCCESS fi } test install = "$opt_mode" && func_mode_install ${1+"$@"} # func_generate_dlsyms outputname originator pic_p # Extract symbols from dlprefiles and create ${outputname}S.o with # a dlpreopen symbol table. func_generate_dlsyms () { $debug_cmd my_outputname=$1 my_originator=$2 my_pic_p=${3-false} my_prefix=`$ECHO "$my_originator" | $SED 's%[^a-zA-Z0-9]%_%g'` my_dlsyms= if test -n "$dlfiles$dlprefiles" || test no != "$dlself"; then if test -n "$NM" && test -n "$global_symbol_pipe"; then my_dlsyms=${my_outputname}S.c else func_error "not configured to extract global symbols from dlpreopened files" fi fi if test -n "$my_dlsyms"; then case $my_dlsyms in "") ;; *.c) # Discover the nlist of each of the dlfiles. nlist=$output_objdir/$my_outputname.nm func_show_eval "$RM $nlist ${nlist}S ${nlist}T" # Parse the name list into a source file. func_verbose "creating $output_objdir/$my_dlsyms" $opt_dry_run || $ECHO > "$output_objdir/$my_dlsyms" "\ /* $my_dlsyms - symbol resolution table for '$my_outputname' dlsym emulation. */ /* Generated by $PROGRAM (GNU $PACKAGE) $VERSION */ #ifdef __cplusplus extern \"C\" { #endif #if defined __GNUC__ && (((__GNUC__ == 4) && (__GNUC_MINOR__ >= 4)) || (__GNUC__ > 4)) #pragma GCC diagnostic ignored \"-Wstrict-prototypes\" #endif /* Keep this code in sync between libtool.m4, ltmain, lt_system.h, and tests. */ #if defined _WIN32 || defined __CYGWIN__ || defined _WIN32_WCE /* DATA imports from DLLs on WIN32 can't be const, because runtime relocations are performed -- see ld's documentation on pseudo-relocs. */ # define LT_DLSYM_CONST #elif defined __osf__ /* This system does not cope well with relocations in const data. */ # define LT_DLSYM_CONST #else # define LT_DLSYM_CONST const #endif #define STREQ(s1, s2) (strcmp ((s1), (s2)) == 0) /* External symbol declarations for the compiler. */\ " if test yes = "$dlself"; then func_verbose "generating symbol list for '$output'" $opt_dry_run || echo ': @PROGRAM@ ' > "$nlist" # Add our own program objects to the symbol list. progfiles=`$ECHO "$objs$old_deplibs" | $SP2NL | $SED "$lo2o" | $NL2SP` for progfile in $progfiles; do func_to_tool_file "$progfile" func_convert_file_msys_to_w32 func_verbose "extracting global C symbols from '$func_to_tool_file_result'" $opt_dry_run || eval "$NM $func_to_tool_file_result | $global_symbol_pipe >> '$nlist'" done if test -n "$exclude_expsyms"; then $opt_dry_run || { eval '$EGREP -v " ($exclude_expsyms)$" "$nlist" > "$nlist"T' eval '$MV "$nlist"T "$nlist"' } fi if test -n "$export_symbols_regex"; then $opt_dry_run || { eval '$EGREP -e "$export_symbols_regex" "$nlist" > "$nlist"T' eval '$MV "$nlist"T "$nlist"' } fi # Prepare the list of exported symbols if test -z "$export_symbols"; then export_symbols=$output_objdir/$outputname.exp $opt_dry_run || { $RM $export_symbols eval "$SED -n -e '/^: @PROGRAM@ $/d' -e 's/^.* \(.*\)$/\1/p' "'< "$nlist" > "$export_symbols"' case $host in *cygwin* | *mingw* | *cegcc* ) eval "echo EXPORTS "'> "$output_objdir/$outputname.def"' eval 'cat "$export_symbols" >> "$output_objdir/$outputname.def"' ;; esac } else $opt_dry_run || { eval "$SED -e 's/\([].[*^$]\)/\\\\\1/g' -e 's/^/ /' -e 's/$/$/'"' < "$export_symbols" > "$output_objdir/$outputname.exp"' eval '$GREP -f "$output_objdir/$outputname.exp" < "$nlist" > "$nlist"T' eval '$MV "$nlist"T "$nlist"' case $host in *cygwin* | *mingw* | *cegcc* ) eval "echo EXPORTS "'> "$output_objdir/$outputname.def"' eval 'cat "$nlist" >> "$output_objdir/$outputname.def"' ;; esac } fi fi for dlprefile in $dlprefiles; do func_verbose "extracting global C symbols from '$dlprefile'" func_basename "$dlprefile" name=$func_basename_result case $host in *cygwin* | *mingw* | *cegcc* ) # if an import library, we need to obtain dlname if func_win32_import_lib_p "$dlprefile"; then func_tr_sh "$dlprefile" eval "curr_lafile=\$libfile_$func_tr_sh_result" dlprefile_dlbasename= if test -n "$curr_lafile" && func_lalib_p "$curr_lafile"; then # Use subshell, to avoid clobbering current variable values dlprefile_dlname=`source "$curr_lafile" && echo "$dlname"` if test -n "$dlprefile_dlname"; then func_basename "$dlprefile_dlname" dlprefile_dlbasename=$func_basename_result else # no lafile. user explicitly requested -dlpreopen . $sharedlib_from_linklib_cmd "$dlprefile" dlprefile_dlbasename=$sharedlib_from_linklib_result fi fi $opt_dry_run || { if test -n "$dlprefile_dlbasename"; then eval '$ECHO ": $dlprefile_dlbasename" >> "$nlist"' else func_warning "Could not compute DLL name from $name" eval '$ECHO ": $name " >> "$nlist"' fi func_to_tool_file "$dlprefile" func_convert_file_msys_to_w32 eval "$NM \"$func_to_tool_file_result\" 2>/dev/null | $global_symbol_pipe | $SED -e '/I __imp/d' -e 's/I __nm_/D /;s/_nm__//' >> '$nlist'" } else # not an import lib $opt_dry_run || { eval '$ECHO ": $name " >> "$nlist"' func_to_tool_file "$dlprefile" func_convert_file_msys_to_w32 eval "$NM \"$func_to_tool_file_result\" 2>/dev/null | $global_symbol_pipe >> '$nlist'" } fi ;; *) $opt_dry_run || { eval '$ECHO ": $name " >> "$nlist"' func_to_tool_file "$dlprefile" func_convert_file_msys_to_w32 eval "$NM \"$func_to_tool_file_result\" 2>/dev/null | $global_symbol_pipe >> '$nlist'" } ;; esac done $opt_dry_run || { # Make sure we have at least an empty file. test -f "$nlist" || : > "$nlist" if test -n "$exclude_expsyms"; then $EGREP -v " ($exclude_expsyms)$" "$nlist" > "$nlist"T $MV "$nlist"T "$nlist" fi # Try sorting and uniquifying the output. if $GREP -v "^: " < "$nlist" | if sort -k 3 /dev/null 2>&1; then sort -k 3 else sort +2 fi | uniq > "$nlist"S; then : else $GREP -v "^: " < "$nlist" > "$nlist"S fi if test -f "$nlist"S; then eval "$global_symbol_to_cdecl"' < "$nlist"S >> "$output_objdir/$my_dlsyms"' else echo '/* NONE */' >> "$output_objdir/$my_dlsyms" fi func_show_eval '$RM "${nlist}I"' if test -n "$global_symbol_to_import"; then eval "$global_symbol_to_import"' < "$nlist"S > "$nlist"I' fi echo >> "$output_objdir/$my_dlsyms" "\ /* The mapping between symbol names and symbols. */ typedef struct { const char *name; void *address; } lt_dlsymlist; extern LT_DLSYM_CONST lt_dlsymlist lt_${my_prefix}_LTX_preloaded_symbols[];\ " if test -s "$nlist"I; then echo >> "$output_objdir/$my_dlsyms" "\ static void lt_syminit(void) { LT_DLSYM_CONST lt_dlsymlist *symbol = lt_${my_prefix}_LTX_preloaded_symbols; for (; symbol->name; ++symbol) {" $SED 's/.*/ if (STREQ (symbol->name, \"&\")) symbol->address = (void *) \&&;/' < "$nlist"I >> "$output_objdir/$my_dlsyms" echo >> "$output_objdir/$my_dlsyms" "\ } }" fi echo >> "$output_objdir/$my_dlsyms" "\ LT_DLSYM_CONST lt_dlsymlist lt_${my_prefix}_LTX_preloaded_symbols[] = { {\"$my_originator\", (void *) 0}," if test -s "$nlist"I; then echo >> "$output_objdir/$my_dlsyms" "\ {\"@INIT@\", (void *) <_syminit}," fi case $need_lib_prefix in no) eval "$global_symbol_to_c_name_address" < "$nlist" >> "$output_objdir/$my_dlsyms" ;; *) eval "$global_symbol_to_c_name_address_lib_prefix" < "$nlist" >> "$output_objdir/$my_dlsyms" ;; esac echo >> "$output_objdir/$my_dlsyms" "\ {0, (void *) 0} }; /* This works around a problem in FreeBSD linker */ #ifdef FREEBSD_WORKAROUND static const void *lt_preloaded_setup() { return lt_${my_prefix}_LTX_preloaded_symbols; } #endif #ifdef __cplusplus } #endif\ " } # !$opt_dry_run pic_flag_for_symtable= case "$compile_command " in *" -static "*) ;; *) case $host in # compiling the symbol table file with pic_flag works around # a FreeBSD bug that causes programs to crash when -lm is # linked before any other PIC object. But we must not use # pic_flag when linking with -static. The problem exists in # FreeBSD 2.2.6 and is fixed in FreeBSD 3.1. *-*-freebsd2.*|*-*-freebsd3.0*|*-*-freebsdelf3.0*) pic_flag_for_symtable=" $pic_flag -DFREEBSD_WORKAROUND" ;; *-*-hpux*) pic_flag_for_symtable=" $pic_flag" ;; *) $my_pic_p && pic_flag_for_symtable=" $pic_flag" ;; esac ;; esac symtab_cflags= for arg in $LTCFLAGS; do case $arg in -pie | -fpie | -fPIE) ;; *) func_append symtab_cflags " $arg" ;; esac done # Now compile the dynamic symbol file. func_show_eval '(cd $output_objdir && $LTCC$symtab_cflags -c$no_builtin_flag$pic_flag_for_symtable "$my_dlsyms")' 'exit $?' # Clean up the generated files. func_show_eval '$RM "$output_objdir/$my_dlsyms" "$nlist" "${nlist}S" "${nlist}T" "${nlist}I"' # Transform the symbol file into the correct name. symfileobj=$output_objdir/${my_outputname}S.$objext case $host in *cygwin* | *mingw* | *cegcc* ) if test -f "$output_objdir/$my_outputname.def"; then compile_command=`$ECHO "$compile_command" | $SED "s%@SYMFILE@%$output_objdir/$my_outputname.def $symfileobj%"` finalize_command=`$ECHO "$finalize_command" | $SED "s%@SYMFILE@%$output_objdir/$my_outputname.def $symfileobj%"` else compile_command=`$ECHO "$compile_command" | $SED "s%@SYMFILE@%$symfileobj%"` finalize_command=`$ECHO "$finalize_command" | $SED "s%@SYMFILE@%$symfileobj%"` fi ;; *) compile_command=`$ECHO "$compile_command" | $SED "s%@SYMFILE@%$symfileobj%"` finalize_command=`$ECHO "$finalize_command" | $SED "s%@SYMFILE@%$symfileobj%"` ;; esac ;; *) func_fatal_error "unknown suffix for '$my_dlsyms'" ;; esac else # We keep going just in case the user didn't refer to # lt_preloaded_symbols. The linker will fail if global_symbol_pipe # really was required. # Nullify the symbol file. compile_command=`$ECHO "$compile_command" | $SED "s% @SYMFILE@%%"` finalize_command=`$ECHO "$finalize_command" | $SED "s% @SYMFILE@%%"` fi } # func_cygming_gnu_implib_p ARG # This predicate returns with zero status (TRUE) if # ARG is a GNU/binutils-style import library. Returns # with nonzero status (FALSE) otherwise. func_cygming_gnu_implib_p () { $debug_cmd func_to_tool_file "$1" func_convert_file_msys_to_w32 func_cygming_gnu_implib_tmp=`$NM "$func_to_tool_file_result" | eval "$global_symbol_pipe" | $EGREP ' (_head_[A-Za-z0-9_]+_[ad]l*|[A-Za-z0-9_]+_[ad]l*_iname)$'` test -n "$func_cygming_gnu_implib_tmp" } # func_cygming_ms_implib_p ARG # This predicate returns with zero status (TRUE) if # ARG is an MS-style import library. Returns # with nonzero status (FALSE) otherwise. func_cygming_ms_implib_p () { $debug_cmd func_to_tool_file "$1" func_convert_file_msys_to_w32 func_cygming_ms_implib_tmp=`$NM "$func_to_tool_file_result" | eval "$global_symbol_pipe" | $GREP '_NULL_IMPORT_DESCRIPTOR'` test -n "$func_cygming_ms_implib_tmp" } # func_win32_libid arg # return the library type of file 'arg' # # Need a lot of goo to handle *both* DLLs and import libs # Has to be a shell function in order to 'eat' the argument # that is supplied when $file_magic_command is called. # Despite the name, also deal with 64 bit binaries. func_win32_libid () { $debug_cmd win32_libid_type=unknown win32_fileres=`file -L $1 2>/dev/null` case $win32_fileres in *ar\ archive\ import\ library*) # definitely import win32_libid_type="x86 archive import" ;; *ar\ archive*) # could be an import, or static # Keep the egrep pattern in sync with the one in _LT_CHECK_MAGIC_METHOD. if eval $OBJDUMP -f $1 | $SED -e '10q' 2>/dev/null | $EGREP 'file format (pei*-i386(.*architecture: i386)?|pe-arm-wince|pe-x86-64)' >/dev/null; then case $nm_interface in "MS dumpbin") if func_cygming_ms_implib_p "$1" || func_cygming_gnu_implib_p "$1" then win32_nmres=import else win32_nmres= fi ;; *) func_to_tool_file "$1" func_convert_file_msys_to_w32 win32_nmres=`eval $NM -f posix -A \"$func_to_tool_file_result\" | $SED -n -e ' 1,100{ / I /{ s|.*|import| p q } }'` ;; esac case $win32_nmres in import*) win32_libid_type="x86 archive import";; *) win32_libid_type="x86 archive static";; esac fi ;; *DLL*) win32_libid_type="x86 DLL" ;; *executable*) # but shell scripts are "executable" too... case $win32_fileres in *MS\ Windows\ PE\ Intel*) win32_libid_type="x86 DLL" ;; esac ;; esac $ECHO "$win32_libid_type" } # func_cygming_dll_for_implib ARG # # Platform-specific function to extract the # name of the DLL associated with the specified # import library ARG. # Invoked by eval'ing the libtool variable # $sharedlib_from_linklib_cmd # Result is available in the variable # $sharedlib_from_linklib_result func_cygming_dll_for_implib () { $debug_cmd sharedlib_from_linklib_result=`$DLLTOOL --identify-strict --identify "$1"` } # func_cygming_dll_for_implib_fallback_core SECTION_NAME LIBNAMEs # # The is the core of a fallback implementation of a # platform-specific function to extract the name of the # DLL associated with the specified import library LIBNAME. # # SECTION_NAME is either .idata$6 or .idata$7, depending # on the platform and compiler that created the implib. # # Echos the name of the DLL associated with the # specified import library. func_cygming_dll_for_implib_fallback_core () { $debug_cmd match_literal=`$ECHO "$1" | $SED "$sed_make_literal_regex"` $OBJDUMP -s --section "$1" "$2" 2>/dev/null | $SED '/^Contents of section '"$match_literal"':/{ # Place marker at beginning of archive member dllname section s/.*/====MARK====/ p d } # These lines can sometimes be longer than 43 characters, but # are always uninteresting /:[ ]*file format pe[i]\{,1\}-/d /^In archive [^:]*:/d # Ensure marker is printed /^====MARK====/p # Remove all lines with less than 43 characters /^.\{43\}/!d # From remaining lines, remove first 43 characters s/^.\{43\}//' | $SED -n ' # Join marker and all lines until next marker into a single line /^====MARK====/ b para H $ b para b :para x s/\n//g # Remove the marker s/^====MARK====// # Remove trailing dots and whitespace s/[\. \t]*$// # Print /./p' | # we now have a list, one entry per line, of the stringified # contents of the appropriate section of all members of the # archive that possess that section. Heuristic: eliminate # all those that have a first or second character that is # a '.' (that is, objdump's representation of an unprintable # character.) This should work for all archives with less than # 0x302f exports -- but will fail for DLLs whose name actually # begins with a literal '.' or a single character followed by # a '.'. # # Of those that remain, print the first one. $SED -e '/^\./d;/^.\./d;q' } # func_cygming_dll_for_implib_fallback ARG # Platform-specific function to extract the # name of the DLL associated with the specified # import library ARG. # # This fallback implementation is for use when $DLLTOOL # does not support the --identify-strict option. # Invoked by eval'ing the libtool variable # $sharedlib_from_linklib_cmd # Result is available in the variable # $sharedlib_from_linklib_result func_cygming_dll_for_implib_fallback () { $debug_cmd if func_cygming_gnu_implib_p "$1"; then # binutils import library sharedlib_from_linklib_result=`func_cygming_dll_for_implib_fallback_core '.idata$7' "$1"` elif func_cygming_ms_implib_p "$1"; then # ms-generated import library sharedlib_from_linklib_result=`func_cygming_dll_for_implib_fallback_core '.idata$6' "$1"` else # unknown sharedlib_from_linklib_result= fi } # func_extract_an_archive dir oldlib func_extract_an_archive () { $debug_cmd f_ex_an_ar_dir=$1; shift f_ex_an_ar_oldlib=$1 if test yes = "$lock_old_archive_extraction"; then lockfile=$f_ex_an_ar_oldlib.lock until $opt_dry_run || ln "$progpath" "$lockfile" 2>/dev/null; do func_echo "Waiting for $lockfile to be removed" sleep 2 done fi func_show_eval "(cd \$f_ex_an_ar_dir && $AR x \"\$f_ex_an_ar_oldlib\")" \ 'stat=$?; rm -f "$lockfile"; exit $stat' if test yes = "$lock_old_archive_extraction"; then $opt_dry_run || rm -f "$lockfile" fi if ($AR t "$f_ex_an_ar_oldlib" | sort | sort -uc >/dev/null 2>&1); then : else func_fatal_error "object name conflicts in archive: $f_ex_an_ar_dir/$f_ex_an_ar_oldlib" fi } # func_extract_archives gentop oldlib ... func_extract_archives () { $debug_cmd my_gentop=$1; shift my_oldlibs=${1+"$@"} my_oldobjs= my_xlib= my_xabs= my_xdir= for my_xlib in $my_oldlibs; do # Extract the objects. case $my_xlib in [\\/]* | [A-Za-z]:[\\/]*) my_xabs=$my_xlib ;; *) my_xabs=`pwd`"/$my_xlib" ;; esac func_basename "$my_xlib" my_xlib=$func_basename_result my_xlib_u=$my_xlib while :; do case " $extracted_archives " in *" $my_xlib_u "*) func_arith $extracted_serial + 1 extracted_serial=$func_arith_result my_xlib_u=lt$extracted_serial-$my_xlib ;; *) break ;; esac done extracted_archives="$extracted_archives $my_xlib_u" my_xdir=$my_gentop/$my_xlib_u func_mkdir_p "$my_xdir" case $host in *-darwin*) func_verbose "Extracting $my_xabs" # Do not bother doing anything if just a dry run $opt_dry_run || { darwin_orig_dir=`pwd` cd $my_xdir || exit $? darwin_archive=$my_xabs darwin_curdir=`pwd` func_basename "$darwin_archive" darwin_base_archive=$func_basename_result darwin_arches=`$LIPO -info "$darwin_archive" 2>/dev/null | $GREP Architectures 2>/dev/null || true` if test -n "$darwin_arches"; then darwin_arches=`$ECHO "$darwin_arches" | $SED -e 's/.*are://'` darwin_arch= func_verbose "$darwin_base_archive has multiple architectures $darwin_arches" for darwin_arch in $darwin_arches; do func_mkdir_p "unfat-$$/$darwin_base_archive-$darwin_arch" $LIPO -thin $darwin_arch -output "unfat-$$/$darwin_base_archive-$darwin_arch/$darwin_base_archive" "$darwin_archive" cd "unfat-$$/$darwin_base_archive-$darwin_arch" func_extract_an_archive "`pwd`" "$darwin_base_archive" cd "$darwin_curdir" $RM "unfat-$$/$darwin_base_archive-$darwin_arch/$darwin_base_archive" done # $darwin_arches ## Okay now we've a bunch of thin objects, gotta fatten them up :) darwin_filelist=`find unfat-$$ -type f -name \*.o -print -o -name \*.lo -print | $SED -e "$sed_basename" | sort -u` darwin_file= darwin_files= for darwin_file in $darwin_filelist; do darwin_files=`find unfat-$$ -name $darwin_file -print | sort | $NL2SP` $LIPO -create -output "$darwin_file" $darwin_files done # $darwin_filelist $RM -rf unfat-$$ cd "$darwin_orig_dir" else cd $darwin_orig_dir func_extract_an_archive "$my_xdir" "$my_xabs" fi # $darwin_arches } # !$opt_dry_run ;; *) func_extract_an_archive "$my_xdir" "$my_xabs" ;; esac my_oldobjs="$my_oldobjs "`find $my_xdir -name \*.$objext -print -o -name \*.lo -print | sort | $NL2SP` done func_extract_archives_result=$my_oldobjs } # func_emit_wrapper [arg=no] # # Emit a libtool wrapper script on stdout. # Don't directly open a file because we may want to # incorporate the script contents within a cygwin/mingw # wrapper executable. Must ONLY be called from within # func_mode_link because it depends on a number of variables # set therein. # # ARG is the value that the WRAPPER_SCRIPT_BELONGS_IN_OBJDIR # variable will take. If 'yes', then the emitted script # will assume that the directory where it is stored is # the $objdir directory. This is a cygwin/mingw-specific # behavior. func_emit_wrapper () { func_emit_wrapper_arg1=${1-no} $ECHO "\ #! $SHELL # $output - temporary wrapper script for $objdir/$outputname # Generated by $PROGRAM (GNU $PACKAGE) $VERSION # # The $output program cannot be directly executed until all the libtool # libraries that it depends on are installed. # # This wrapper script should never be moved out of the build directory. # If it is, it will not operate correctly. # Sed substitution that helps us do robust quoting. It backslashifies # metacharacters that are still active within double-quoted strings. sed_quote_subst='$sed_quote_subst' # Be Bourne compatible if test -n \"\${ZSH_VERSION+set}\" && (emulate sh) >/dev/null 2>&1; then emulate sh NULLCMD=: # Zsh 3.x and 4.x performs word splitting on \${1+\"\$@\"}, which # is contrary to our usage. Disable this feature. alias -g '\${1+\"\$@\"}'='\"\$@\"' setopt NO_GLOB_SUBST else case \`(set -o) 2>/dev/null\` in *posix*) set -o posix;; esac fi BIN_SH=xpg4; export BIN_SH # for Tru64 DUALCASE=1; export DUALCASE # for MKS sh # The HP-UX ksh and POSIX shell print the target directory to stdout # if CDPATH is set. (unset CDPATH) >/dev/null 2>&1 && unset CDPATH relink_command=\"$relink_command\" # This environment variable determines our operation mode. if test \"\$libtool_install_magic\" = \"$magic\"; then # install mode needs the following variables: generated_by_libtool_version='$macro_version' notinst_deplibs='$notinst_deplibs' else # When we are sourced in execute mode, \$file and \$ECHO are already set. if test \"\$libtool_execute_magic\" != \"$magic\"; then file=\"\$0\"" qECHO=`$ECHO "$ECHO" | $SED "$sed_quote_subst"` $ECHO "\ # A function that is used when there is no print builtin or printf. func_fallback_echo () { eval 'cat <<_LTECHO_EOF \$1 _LTECHO_EOF' } ECHO=\"$qECHO\" fi # Very basic option parsing. These options are (a) specific to # the libtool wrapper, (b) are identical between the wrapper # /script/ and the wrapper /executable/ that is used only on # windows platforms, and (c) all begin with the string "--lt-" # (application programs are unlikely to have options that match # this pattern). # # There are only two supported options: --lt-debug and # --lt-dump-script. There is, deliberately, no --lt-help. # # The first argument to this parsing function should be the # script's $0 value, followed by "$@". lt_option_debug= func_parse_lt_options () { lt_script_arg0=\$0 shift for lt_opt do case \"\$lt_opt\" in --lt-debug) lt_option_debug=1 ;; --lt-dump-script) lt_dump_D=\`\$ECHO \"X\$lt_script_arg0\" | $SED -e 's/^X//' -e 's%/[^/]*$%%'\` test \"X\$lt_dump_D\" = \"X\$lt_script_arg0\" && lt_dump_D=. lt_dump_F=\`\$ECHO \"X\$lt_script_arg0\" | $SED -e 's/^X//' -e 's%^.*/%%'\` cat \"\$lt_dump_D/\$lt_dump_F\" exit 0 ;; --lt-*) \$ECHO \"Unrecognized --lt- option: '\$lt_opt'\" 1>&2 exit 1 ;; esac done # Print the debug banner immediately: if test -n \"\$lt_option_debug\"; then echo \"$outputname:$output:\$LINENO: libtool wrapper (GNU $PACKAGE) $VERSION\" 1>&2 fi } # Used when --lt-debug. Prints its arguments to stdout # (redirection is the responsibility of the caller) func_lt_dump_args () { lt_dump_args_N=1; for lt_arg do \$ECHO \"$outputname:$output:\$LINENO: newargv[\$lt_dump_args_N]: \$lt_arg\" lt_dump_args_N=\`expr \$lt_dump_args_N + 1\` done } # Core function for launching the target application func_exec_program_core () { " case $host in # Backslashes separate directories on plain windows *-*-mingw | *-*-os2* | *-cegcc*) $ECHO "\ if test -n \"\$lt_option_debug\"; then \$ECHO \"$outputname:$output:\$LINENO: newargv[0]: \$progdir\\\\\$program\" 1>&2 func_lt_dump_args \${1+\"\$@\"} 1>&2 fi exec \"\$progdir\\\\\$program\" \${1+\"\$@\"} " ;; *) $ECHO "\ if test -n \"\$lt_option_debug\"; then \$ECHO \"$outputname:$output:\$LINENO: newargv[0]: \$progdir/\$program\" 1>&2 func_lt_dump_args \${1+\"\$@\"} 1>&2 fi exec \"\$progdir/\$program\" \${1+\"\$@\"} " ;; esac $ECHO "\ \$ECHO \"\$0: cannot exec \$program \$*\" 1>&2 exit 1 } # A function to encapsulate launching the target application # Strips options in the --lt-* namespace from \$@ and # launches target application with the remaining arguments. func_exec_program () { case \" \$* \" in *\\ --lt-*) for lt_wr_arg do case \$lt_wr_arg in --lt-*) ;; *) set x \"\$@\" \"\$lt_wr_arg\"; shift;; esac shift done ;; esac func_exec_program_core \${1+\"\$@\"} } # Parse options func_parse_lt_options \"\$0\" \${1+\"\$@\"} # Find the directory that this script lives in. thisdir=\`\$ECHO \"\$file\" | $SED 's%/[^/]*$%%'\` test \"x\$thisdir\" = \"x\$file\" && thisdir=. # Follow symbolic links until we get to the real thisdir. file=\`ls -ld \"\$file\" | $SED -n 's/.*-> //p'\` while test -n \"\$file\"; do destdir=\`\$ECHO \"\$file\" | $SED 's%/[^/]*\$%%'\` # If there was a directory component, then change thisdir. if test \"x\$destdir\" != \"x\$file\"; then case \"\$destdir\" in [\\\\/]* | [A-Za-z]:[\\\\/]*) thisdir=\"\$destdir\" ;; *) thisdir=\"\$thisdir/\$destdir\" ;; esac fi file=\`\$ECHO \"\$file\" | $SED 's%^.*/%%'\` file=\`ls -ld \"\$thisdir/\$file\" | $SED -n 's/.*-> //p'\` done # Usually 'no', except on cygwin/mingw when embedded into # the cwrapper. WRAPPER_SCRIPT_BELONGS_IN_OBJDIR=$func_emit_wrapper_arg1 if test \"\$WRAPPER_SCRIPT_BELONGS_IN_OBJDIR\" = \"yes\"; then # special case for '.' if test \"\$thisdir\" = \".\"; then thisdir=\`pwd\` fi # remove .libs from thisdir case \"\$thisdir\" in *[\\\\/]$objdir ) thisdir=\`\$ECHO \"\$thisdir\" | $SED 's%[\\\\/][^\\\\/]*$%%'\` ;; $objdir ) thisdir=. ;; esac fi # Try to get the absolute directory name. absdir=\`cd \"\$thisdir\" && pwd\` test -n \"\$absdir\" && thisdir=\"\$absdir\" " if test yes = "$fast_install"; then $ECHO "\ program=lt-'$outputname'$exeext progdir=\"\$thisdir/$objdir\" if test ! -f \"\$progdir/\$program\" || { file=\`ls -1dt \"\$progdir/\$program\" \"\$progdir/../\$program\" 2>/dev/null | $SED 1q\`; \\ test \"X\$file\" != \"X\$progdir/\$program\"; }; then file=\"\$\$-\$program\" if test ! -d \"\$progdir\"; then $MKDIR \"\$progdir\" else $RM \"\$progdir/\$file\" fi" $ECHO "\ # relink executable if necessary if test -n \"\$relink_command\"; then if relink_command_output=\`eval \$relink_command 2>&1\`; then : else \$ECHO \"\$relink_command_output\" >&2 $RM \"\$progdir/\$file\" exit 1 fi fi $MV \"\$progdir/\$file\" \"\$progdir/\$program\" 2>/dev/null || { $RM \"\$progdir/\$program\"; $MV \"\$progdir/\$file\" \"\$progdir/\$program\"; } $RM \"\$progdir/\$file\" fi" else $ECHO "\ program='$outputname' progdir=\"\$thisdir/$objdir\" " fi $ECHO "\ if test -f \"\$progdir/\$program\"; then" # fixup the dll searchpath if we need to. # # Fix the DLL searchpath if we need to. Do this before prepending # to shlibpath, because on Windows, both are PATH and uninstalled # libraries must come first. if test -n "$dllsearchpath"; then $ECHO "\ # Add the dll search path components to the executable PATH PATH=$dllsearchpath:\$PATH " fi # Export our shlibpath_var if we have one. if test yes = "$shlibpath_overrides_runpath" && test -n "$shlibpath_var" && test -n "$temp_rpath"; then $ECHO "\ # Add our own library path to $shlibpath_var $shlibpath_var=\"$temp_rpath\$$shlibpath_var\" # Some systems cannot cope with colon-terminated $shlibpath_var # The second colon is a workaround for a bug in BeOS R4 sed $shlibpath_var=\`\$ECHO \"\$$shlibpath_var\" | $SED 's/::*\$//'\` export $shlibpath_var " fi $ECHO "\ if test \"\$libtool_execute_magic\" != \"$magic\"; then # Run the actual program with our arguments. func_exec_program \${1+\"\$@\"} fi else # The program doesn't exist. \$ECHO \"\$0: error: '\$progdir/\$program' does not exist\" 1>&2 \$ECHO \"This script is just a wrapper for \$program.\" 1>&2 \$ECHO \"See the $PACKAGE documentation for more information.\" 1>&2 exit 1 fi fi\ " } # func_emit_cwrapperexe_src # emit the source code for a wrapper executable on stdout # Must ONLY be called from within func_mode_link because # it depends on a number of variable set therein. func_emit_cwrapperexe_src () { cat < #include #ifdef _MSC_VER # include # include # include #else # include # include # ifdef __CYGWIN__ # include # endif #endif #include #include #include #include #include #include #include #include #define STREQ(s1, s2) (strcmp ((s1), (s2)) == 0) /* declarations of non-ANSI functions */ #if defined __MINGW32__ # ifdef __STRICT_ANSI__ int _putenv (const char *); # endif #elif defined __CYGWIN__ # ifdef __STRICT_ANSI__ char *realpath (const char *, char *); int putenv (char *); int setenv (const char *, const char *, int); # endif /* #elif defined other_platform || defined ... */ #endif /* portability defines, excluding path handling macros */ #if defined _MSC_VER # define setmode _setmode # define stat _stat # define chmod _chmod # define getcwd _getcwd # define putenv _putenv # define S_IXUSR _S_IEXEC #elif defined __MINGW32__ # define setmode _setmode # define stat _stat # define chmod _chmod # define getcwd _getcwd # define putenv _putenv #elif defined __CYGWIN__ # define HAVE_SETENV # define FOPEN_WB "wb" /* #elif defined other platforms ... */ #endif #if defined PATH_MAX # define LT_PATHMAX PATH_MAX #elif defined MAXPATHLEN # define LT_PATHMAX MAXPATHLEN #else # define LT_PATHMAX 1024 #endif #ifndef S_IXOTH # define S_IXOTH 0 #endif #ifndef S_IXGRP # define S_IXGRP 0 #endif /* path handling portability macros */ #ifndef DIR_SEPARATOR # define DIR_SEPARATOR '/' # define PATH_SEPARATOR ':' #endif #if defined _WIN32 || defined __MSDOS__ || defined __DJGPP__ || \ defined __OS2__ # define HAVE_DOS_BASED_FILE_SYSTEM # define FOPEN_WB "wb" # ifndef DIR_SEPARATOR_2 # define DIR_SEPARATOR_2 '\\' # endif # ifndef PATH_SEPARATOR_2 # define PATH_SEPARATOR_2 ';' # endif #endif #ifndef DIR_SEPARATOR_2 # define IS_DIR_SEPARATOR(ch) ((ch) == DIR_SEPARATOR) #else /* DIR_SEPARATOR_2 */ # define IS_DIR_SEPARATOR(ch) \ (((ch) == DIR_SEPARATOR) || ((ch) == DIR_SEPARATOR_2)) #endif /* DIR_SEPARATOR_2 */ #ifndef PATH_SEPARATOR_2 # define IS_PATH_SEPARATOR(ch) ((ch) == PATH_SEPARATOR) #else /* PATH_SEPARATOR_2 */ # define IS_PATH_SEPARATOR(ch) ((ch) == PATH_SEPARATOR_2) #endif /* PATH_SEPARATOR_2 */ #ifndef FOPEN_WB # define FOPEN_WB "w" #endif #ifndef _O_BINARY # define _O_BINARY 0 #endif #define XMALLOC(type, num) ((type *) xmalloc ((num) * sizeof(type))) #define XFREE(stale) do { \ if (stale) { free (stale); stale = 0; } \ } while (0) #if defined LT_DEBUGWRAPPER static int lt_debug = 1; #else static int lt_debug = 0; #endif const char *program_name = "libtool-wrapper"; /* in case xstrdup fails */ void *xmalloc (size_t num); char *xstrdup (const char *string); const char *base_name (const char *name); char *find_executable (const char *wrapper); char *chase_symlinks (const char *pathspec); int make_executable (const char *path); int check_executable (const char *path); char *strendzap (char *str, const char *pat); void lt_debugprintf (const char *file, int line, const char *fmt, ...); void lt_fatal (const char *file, int line, const char *message, ...); static const char *nonnull (const char *s); static const char *nonempty (const char *s); void lt_setenv (const char *name, const char *value); char *lt_extend_str (const char *orig_value, const char *add, int to_end); void lt_update_exe_path (const char *name, const char *value); void lt_update_lib_path (const char *name, const char *value); char **prepare_spawn (char **argv); void lt_dump_script (FILE *f); EOF cat <= 0) && (st.st_mode & (S_IXUSR | S_IXGRP | S_IXOTH))) return 1; else return 0; } int make_executable (const char *path) { int rval = 0; struct stat st; lt_debugprintf (__FILE__, __LINE__, "(make_executable): %s\n", nonempty (path)); if ((!path) || (!*path)) return 0; if (stat (path, &st) >= 0) { rval = chmod (path, st.st_mode | S_IXOTH | S_IXGRP | S_IXUSR); } return rval; } /* Searches for the full path of the wrapper. Returns newly allocated full path name if found, NULL otherwise Does not chase symlinks, even on platforms that support them. */ char * find_executable (const char *wrapper) { int has_slash = 0; const char *p; const char *p_next; /* static buffer for getcwd */ char tmp[LT_PATHMAX + 1]; size_t tmp_len; char *concat_name; lt_debugprintf (__FILE__, __LINE__, "(find_executable): %s\n", nonempty (wrapper)); if ((wrapper == NULL) || (*wrapper == '\0')) return NULL; /* Absolute path? */ #if defined HAVE_DOS_BASED_FILE_SYSTEM if (isalpha ((unsigned char) wrapper[0]) && wrapper[1] == ':') { concat_name = xstrdup (wrapper); if (check_executable (concat_name)) return concat_name; XFREE (concat_name); } else { #endif if (IS_DIR_SEPARATOR (wrapper[0])) { concat_name = xstrdup (wrapper); if (check_executable (concat_name)) return concat_name; XFREE (concat_name); } #if defined HAVE_DOS_BASED_FILE_SYSTEM } #endif for (p = wrapper; *p; p++) if (*p == '/') { has_slash = 1; break; } if (!has_slash) { /* no slashes; search PATH */ const char *path = getenv ("PATH"); if (path != NULL) { for (p = path; *p; p = p_next) { const char *q; size_t p_len; for (q = p; *q; q++) if (IS_PATH_SEPARATOR (*q)) break; p_len = (size_t) (q - p); p_next = (*q == '\0' ? q : q + 1); if (p_len == 0) { /* empty path: current directory */ if (getcwd (tmp, LT_PATHMAX) == NULL) lt_fatal (__FILE__, __LINE__, "getcwd failed: %s", nonnull (strerror (errno))); tmp_len = strlen (tmp); concat_name = XMALLOC (char, tmp_len + 1 + strlen (wrapper) + 1); memcpy (concat_name, tmp, tmp_len); concat_name[tmp_len] = '/'; strcpy (concat_name + tmp_len + 1, wrapper); } else { concat_name = XMALLOC (char, p_len + 1 + strlen (wrapper) + 1); memcpy (concat_name, p, p_len); concat_name[p_len] = '/'; strcpy (concat_name + p_len + 1, wrapper); } if (check_executable (concat_name)) return concat_name; XFREE (concat_name); } } /* not found in PATH; assume curdir */ } /* Relative path | not found in path: prepend cwd */ if (getcwd (tmp, LT_PATHMAX) == NULL) lt_fatal (__FILE__, __LINE__, "getcwd failed: %s", nonnull (strerror (errno))); tmp_len = strlen (tmp); concat_name = XMALLOC (char, tmp_len + 1 + strlen (wrapper) + 1); memcpy (concat_name, tmp, tmp_len); concat_name[tmp_len] = '/'; strcpy (concat_name + tmp_len + 1, wrapper); if (check_executable (concat_name)) return concat_name; XFREE (concat_name); return NULL; } char * chase_symlinks (const char *pathspec) { #ifndef S_ISLNK return xstrdup (pathspec); #else char buf[LT_PATHMAX]; struct stat s; char *tmp_pathspec = xstrdup (pathspec); char *p; int has_symlinks = 0; while (strlen (tmp_pathspec) && !has_symlinks) { lt_debugprintf (__FILE__, __LINE__, "checking path component for symlinks: %s\n", tmp_pathspec); if (lstat (tmp_pathspec, &s) == 0) { if (S_ISLNK (s.st_mode) != 0) { has_symlinks = 1; break; } /* search backwards for last DIR_SEPARATOR */ p = tmp_pathspec + strlen (tmp_pathspec) - 1; while ((p > tmp_pathspec) && (!IS_DIR_SEPARATOR (*p))) p--; if ((p == tmp_pathspec) && (!IS_DIR_SEPARATOR (*p))) { /* no more DIR_SEPARATORS left */ break; } *p = '\0'; } else { lt_fatal (__FILE__, __LINE__, "error accessing file \"%s\": %s", tmp_pathspec, nonnull (strerror (errno))); } } XFREE (tmp_pathspec); if (!has_symlinks) { return xstrdup (pathspec); } tmp_pathspec = realpath (pathspec, buf); if (tmp_pathspec == 0) { lt_fatal (__FILE__, __LINE__, "could not follow symlinks for %s", pathspec); } return xstrdup (tmp_pathspec); #endif } char * strendzap (char *str, const char *pat) { size_t len, patlen; assert (str != NULL); assert (pat != NULL); len = strlen (str); patlen = strlen (pat); if (patlen <= len) { str += len - patlen; if (STREQ (str, pat)) *str = '\0'; } return str; } void lt_debugprintf (const char *file, int line, const char *fmt, ...) { va_list args; if (lt_debug) { (void) fprintf (stderr, "%s:%s:%d: ", program_name, file, line); va_start (args, fmt); (void) vfprintf (stderr, fmt, args); va_end (args); } } static void lt_error_core (int exit_status, const char *file, int line, const char *mode, const char *message, va_list ap) { fprintf (stderr, "%s:%s:%d: %s: ", program_name, file, line, mode); vfprintf (stderr, message, ap); fprintf (stderr, ".\n"); if (exit_status >= 0) exit (exit_status); } void lt_fatal (const char *file, int line, const char *message, ...) { va_list ap; va_start (ap, message); lt_error_core (EXIT_FAILURE, file, line, "FATAL", message, ap); va_end (ap); } static const char * nonnull (const char *s) { return s ? s : "(null)"; } static const char * nonempty (const char *s) { return (s && !*s) ? "(empty)" : nonnull (s); } void lt_setenv (const char *name, const char *value) { lt_debugprintf (__FILE__, __LINE__, "(lt_setenv) setting '%s' to '%s'\n", nonnull (name), nonnull (value)); { #ifdef HAVE_SETENV /* always make a copy, for consistency with !HAVE_SETENV */ char *str = xstrdup (value); setenv (name, str, 1); #else size_t len = strlen (name) + 1 + strlen (value) + 1; char *str = XMALLOC (char, len); sprintf (str, "%s=%s", name, value); if (putenv (str) != EXIT_SUCCESS) { XFREE (str); } #endif } } char * lt_extend_str (const char *orig_value, const char *add, int to_end) { char *new_value; if (orig_value && *orig_value) { size_t orig_value_len = strlen (orig_value); size_t add_len = strlen (add); new_value = XMALLOC (char, add_len + orig_value_len + 1); if (to_end) { strcpy (new_value, orig_value); strcpy (new_value + orig_value_len, add); } else { strcpy (new_value, add); strcpy (new_value + add_len, orig_value); } } else { new_value = xstrdup (add); } return new_value; } void lt_update_exe_path (const char *name, const char *value) { lt_debugprintf (__FILE__, __LINE__, "(lt_update_exe_path) modifying '%s' by prepending '%s'\n", nonnull (name), nonnull (value)); if (name && *name && value && *value) { char *new_value = lt_extend_str (getenv (name), value, 0); /* some systems can't cope with a ':'-terminated path #' */ size_t len = strlen (new_value); while ((len > 0) && IS_PATH_SEPARATOR (new_value[len-1])) { new_value[--len] = '\0'; } lt_setenv (name, new_value); XFREE (new_value); } } void lt_update_lib_path (const char *name, const char *value) { lt_debugprintf (__FILE__, __LINE__, "(lt_update_lib_path) modifying '%s' by prepending '%s'\n", nonnull (name), nonnull (value)); if (name && *name && value && *value) { char *new_value = lt_extend_str (getenv (name), value, 0); lt_setenv (name, new_value); XFREE (new_value); } } EOF case $host_os in mingw*) cat <<"EOF" /* Prepares an argument vector before calling spawn(). Note that spawn() does not by itself call the command interpreter (getenv ("COMSPEC") != NULL ? getenv ("COMSPEC") : ({ OSVERSIONINFO v; v.dwOSVersionInfoSize = sizeof(OSVERSIONINFO); GetVersionEx(&v); v.dwPlatformId == VER_PLATFORM_WIN32_NT; }) ? "cmd.exe" : "command.com"). Instead it simply concatenates the arguments, separated by ' ', and calls CreateProcess(). We must quote the arguments since Win32 CreateProcess() interprets characters like ' ', '\t', '\\', '"' (but not '<' and '>') in a special way: - Space and tab are interpreted as delimiters. They are not treated as delimiters if they are surrounded by double quotes: "...". - Unescaped double quotes are removed from the input. Their only effect is that within double quotes, space and tab are treated like normal characters. - Backslashes not followed by double quotes are not special. - But 2*n+1 backslashes followed by a double quote become n backslashes followed by a double quote (n >= 0): \" -> " \\\" -> \" \\\\\" -> \\" */ #define SHELL_SPECIAL_CHARS "\"\\ \001\002\003\004\005\006\007\010\011\012\013\014\015\016\017\020\021\022\023\024\025\026\027\030\031\032\033\034\035\036\037" #define SHELL_SPACE_CHARS " \001\002\003\004\005\006\007\010\011\012\013\014\015\016\017\020\021\022\023\024\025\026\027\030\031\032\033\034\035\036\037" char ** prepare_spawn (char **argv) { size_t argc; char **new_argv; size_t i; /* Count number of arguments. */ for (argc = 0; argv[argc] != NULL; argc++) ; /* Allocate new argument vector. */ new_argv = XMALLOC (char *, argc + 1); /* Put quoted arguments into the new argument vector. */ for (i = 0; i < argc; i++) { const char *string = argv[i]; if (string[0] == '\0') new_argv[i] = xstrdup ("\"\""); else if (strpbrk (string, SHELL_SPECIAL_CHARS) != NULL) { int quote_around = (strpbrk (string, SHELL_SPACE_CHARS) != NULL); size_t length; unsigned int backslashes; const char *s; char *quoted_string; char *p; length = 0; backslashes = 0; if (quote_around) length++; for (s = string; *s != '\0'; s++) { char c = *s; if (c == '"') length += backslashes + 1; length++; if (c == '\\') backslashes++; else backslashes = 0; } if (quote_around) length += backslashes + 1; quoted_string = XMALLOC (char, length + 1); p = quoted_string; backslashes = 0; if (quote_around) *p++ = '"'; for (s = string; *s != '\0'; s++) { char c = *s; if (c == '"') { unsigned int j; for (j = backslashes + 1; j > 0; j--) *p++ = '\\'; } *p++ = c; if (c == '\\') backslashes++; else backslashes = 0; } if (quote_around) { unsigned int j; for (j = backslashes; j > 0; j--) *p++ = '\\'; *p++ = '"'; } *p = '\0'; new_argv[i] = quoted_string; } else new_argv[i] = (char *) string; } new_argv[argc] = NULL; return new_argv; } EOF ;; esac cat <<"EOF" void lt_dump_script (FILE* f) { EOF func_emit_wrapper yes | $SED -n -e ' s/^\(.\{79\}\)\(..*\)/\1\ \2/ h s/\([\\"]\)/\\\1/g s/$/\\n/ s/\([^\n]*\).*/ fputs ("\1", f);/p g D' cat <<"EOF" } EOF } # end: func_emit_cwrapperexe_src # func_win32_import_lib_p ARG # True if ARG is an import lib, as indicated by $file_magic_cmd func_win32_import_lib_p () { $debug_cmd case `eval $file_magic_cmd \"\$1\" 2>/dev/null | $SED -e 10q` in *import*) : ;; *) false ;; esac } # func_suncc_cstd_abi # !!ONLY CALL THIS FOR SUN CC AFTER $compile_command IS FULLY EXPANDED!! # Several compiler flags select an ABI that is incompatible with the # Cstd library. Avoid specifying it if any are in CXXFLAGS. func_suncc_cstd_abi () { $debug_cmd case " $compile_command " in *" -compat=g "*|*\ -std=c++[0-9][0-9]\ *|*" -library=stdcxx4 "*|*" -library=stlport4 "*) suncc_use_cstd_abi=no ;; *) suncc_use_cstd_abi=yes ;; esac } # func_mode_link arg... func_mode_link () { $debug_cmd case $host in *-*-cygwin* | *-*-mingw* | *-*-pw32* | *-*-os2* | *-cegcc*) # It is impossible to link a dll without this setting, and # we shouldn't force the makefile maintainer to figure out # what system we are compiling for in order to pass an extra # flag for every libtool invocation. # allow_undefined=no # FIXME: Unfortunately, there are problems with the above when trying # to make a dll that has undefined symbols, in which case not # even a static library is built. For now, we need to specify # -no-undefined on the libtool link line when we can be certain # that all symbols are satisfied, otherwise we get a static library. allow_undefined=yes ;; *) allow_undefined=yes ;; esac libtool_args=$nonopt base_compile="$nonopt $@" compile_command=$nonopt finalize_command=$nonopt compile_rpath= finalize_rpath= compile_shlibpath= finalize_shlibpath= convenience= old_convenience= deplibs= old_deplibs= compiler_flags= linker_flags= dllsearchpath= lib_search_path=`pwd` inst_prefix_dir= new_inherited_linker_flags= avoid_version=no bindir= dlfiles= dlprefiles= dlself=no export_dynamic=no export_symbols= export_symbols_regex= generated= libobjs= ltlibs= module=no no_install=no objs= os2dllname= non_pic_objects= precious_files_regex= prefer_static_libs=no preload=false prev= prevarg= release= rpath= xrpath= perm_rpath= temp_rpath= thread_safe=no vinfo= vinfo_number=no weak_libs= single_module=$wl-single_module func_infer_tag $base_compile # We need to know -static, to get the right output filenames. for arg do case $arg in -shared) test yes != "$build_libtool_libs" \ && func_fatal_configuration "cannot build a shared library" build_old_libs=no break ;; -all-static | -static | -static-libtool-libs) case $arg in -all-static) if test yes = "$build_libtool_libs" && test -z "$link_static_flag"; then func_warning "complete static linking is impossible in this configuration" fi if test -n "$link_static_flag"; then dlopen_self=$dlopen_self_static fi prefer_static_libs=yes ;; -static) if test -z "$pic_flag" && test -n "$link_static_flag"; then dlopen_self=$dlopen_self_static fi prefer_static_libs=built ;; -static-libtool-libs) if test -z "$pic_flag" && test -n "$link_static_flag"; then dlopen_self=$dlopen_self_static fi prefer_static_libs=yes ;; esac build_libtool_libs=no build_old_libs=yes break ;; esac done # See if our shared archives depend on static archives. test -n "$old_archive_from_new_cmds" && build_old_libs=yes # Go through the arguments, transforming them on the way. while test "$#" -gt 0; do arg=$1 shift func_quote_for_eval "$arg" qarg=$func_quote_for_eval_unquoted_result func_append libtool_args " $func_quote_for_eval_result" # If the previous option needs an argument, assign it. if test -n "$prev"; then case $prev in output) func_append compile_command " @OUTPUT@" func_append finalize_command " @OUTPUT@" ;; esac case $prev in bindir) bindir=$arg prev= continue ;; dlfiles|dlprefiles) $preload || { # Add the symbol object into the linking commands. func_append compile_command " @SYMFILE@" func_append finalize_command " @SYMFILE@" preload=: } case $arg in *.la | *.lo) ;; # We handle these cases below. force) if test no = "$dlself"; then dlself=needless export_dynamic=yes fi prev= continue ;; self) if test dlprefiles = "$prev"; then dlself=yes elif test dlfiles = "$prev" && test yes != "$dlopen_self"; then dlself=yes else dlself=needless export_dynamic=yes fi prev= continue ;; *) if test dlfiles = "$prev"; then func_append dlfiles " $arg" else func_append dlprefiles " $arg" fi prev= continue ;; esac ;; expsyms) export_symbols=$arg test -f "$arg" \ || func_fatal_error "symbol file '$arg' does not exist" prev= continue ;; expsyms_regex) export_symbols_regex=$arg prev= continue ;; framework) case $host in *-*-darwin*) case "$deplibs " in *" $qarg.ltframework "*) ;; *) func_append deplibs " $qarg.ltframework" # this is fixed later ;; esac ;; esac prev= continue ;; inst_prefix) inst_prefix_dir=$arg prev= continue ;; mllvm) # Clang does not use LLVM to link, so we can simply discard any # '-mllvm $arg' options when doing the link step. prev= continue ;; objectlist) if test -f "$arg"; then save_arg=$arg moreargs= for fil in `cat "$save_arg"` do # func_append moreargs " $fil" arg=$fil # A libtool-controlled object. # Check to see that this really is a libtool object. if func_lalib_unsafe_p "$arg"; then pic_object= non_pic_object= # Read the .lo file func_source "$arg" if test -z "$pic_object" || test -z "$non_pic_object" || test none = "$pic_object" && test none = "$non_pic_object"; then func_fatal_error "cannot find name of object for '$arg'" fi # Extract subdirectory from the argument. func_dirname "$arg" "/" "" xdir=$func_dirname_result if test none != "$pic_object"; then # Prepend the subdirectory the object is found in. pic_object=$xdir$pic_object if test dlfiles = "$prev"; then if test yes = "$build_libtool_libs" && test yes = "$dlopen_support"; then func_append dlfiles " $pic_object" prev= continue else # If libtool objects are unsupported, then we need to preload. prev=dlprefiles fi fi # CHECK ME: I think I busted this. -Ossama if test dlprefiles = "$prev"; then # Preload the old-style object. func_append dlprefiles " $pic_object" prev= fi # A PIC object. func_append libobjs " $pic_object" arg=$pic_object fi # Non-PIC object. if test none != "$non_pic_object"; then # Prepend the subdirectory the object is found in. non_pic_object=$xdir$non_pic_object # A standard non-PIC object func_append non_pic_objects " $non_pic_object" if test -z "$pic_object" || test none = "$pic_object"; then arg=$non_pic_object fi else # If the PIC object exists, use it instead. # $xdir was prepended to $pic_object above. non_pic_object=$pic_object func_append non_pic_objects " $non_pic_object" fi else # Only an error if not doing a dry-run. if $opt_dry_run; then # Extract subdirectory from the argument. func_dirname "$arg" "/" "" xdir=$func_dirname_result func_lo2o "$arg" pic_object=$xdir$objdir/$func_lo2o_result non_pic_object=$xdir$func_lo2o_result func_append libobjs " $pic_object" func_append non_pic_objects " $non_pic_object" else func_fatal_error "'$arg' is not a valid libtool object" fi fi done else func_fatal_error "link input file '$arg' does not exist" fi arg=$save_arg prev= continue ;; os2dllname) os2dllname=$arg prev= continue ;; precious_regex) precious_files_regex=$arg prev= continue ;; release) release=-$arg prev= continue ;; rpath | xrpath) # We need an absolute path. case $arg in [\\/]* | [A-Za-z]:[\\/]*) ;; *) func_fatal_error "only absolute run-paths are allowed" ;; esac if test rpath = "$prev"; then case "$rpath " in *" $arg "*) ;; *) func_append rpath " $arg" ;; esac else case "$xrpath " in *" $arg "*) ;; *) func_append xrpath " $arg" ;; esac fi prev= continue ;; shrext) shrext_cmds=$arg prev= continue ;; weak) func_append weak_libs " $arg" prev= continue ;; xcclinker) func_append linker_flags " $qarg" func_append compiler_flags " $qarg" prev= func_append compile_command " $qarg" func_append finalize_command " $qarg" continue ;; xcompiler) func_append compiler_flags " $qarg" prev= func_append compile_command " $qarg" func_append finalize_command " $qarg" continue ;; xlinker) func_append linker_flags " $qarg" func_append compiler_flags " $wl$qarg" prev= func_append compile_command " $wl$qarg" func_append finalize_command " $wl$qarg" continue ;; *) eval "$prev=\"\$arg\"" prev= continue ;; esac fi # test -n "$prev" prevarg=$arg case $arg in -all-static) if test -n "$link_static_flag"; then # See comment for -static flag below, for more details. func_append compile_command " $link_static_flag" func_append finalize_command " $link_static_flag" fi continue ;; -allow-undefined) # FIXME: remove this flag sometime in the future. func_fatal_error "'-allow-undefined' must not be used because it is the default" ;; -avoid-version) avoid_version=yes continue ;; -bindir) prev=bindir continue ;; -dlopen) prev=dlfiles continue ;; -dlpreopen) prev=dlprefiles continue ;; -export-dynamic) export_dynamic=yes continue ;; -export-symbols | -export-symbols-regex) if test -n "$export_symbols" || test -n "$export_symbols_regex"; then func_fatal_error "more than one -exported-symbols argument is not allowed" fi if test X-export-symbols = "X$arg"; then prev=expsyms else prev=expsyms_regex fi continue ;; -framework) prev=framework continue ;; -inst-prefix-dir) prev=inst_prefix continue ;; # The native IRIX linker understands -LANG:*, -LIST:* and -LNO:* # so, if we see these flags be careful not to treat them like -L -L[A-Z][A-Z]*:*) case $with_gcc/$host in no/*-*-irix* | /*-*-irix*) func_append compile_command " $arg" func_append finalize_command " $arg" ;; esac continue ;; -L*) func_stripname "-L" '' "$arg" if test -z "$func_stripname_result"; then if test "$#" -gt 0; then func_fatal_error "require no space between '-L' and '$1'" else func_fatal_error "need path for '-L' option" fi fi func_resolve_sysroot "$func_stripname_result" dir=$func_resolve_sysroot_result # We need an absolute path. case $dir in [\\/]* | [A-Za-z]:[\\/]*) ;; *) absdir=`cd "$dir" && pwd` test -z "$absdir" && \ func_fatal_error "cannot determine absolute directory name of '$dir'" dir=$absdir ;; esac case "$deplibs " in *" -L$dir "* | *" $arg "*) # Will only happen for absolute or sysroot arguments ;; *) # Preserve sysroot, but never include relative directories case $dir in [\\/]* | [A-Za-z]:[\\/]* | =*) func_append deplibs " $arg" ;; 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*-*-sco3.2v5* | *-*-sco5v6*) # Causes problems with __ctype test X-lc = "X$arg" && continue ;; *-*-sysv4.2uw2* | *-*-sysv5* | *-*-unixware* | *-*-OpenUNIX*) # Compiler inserts libc in the correct place for threads to work test X-lc = "X$arg" && continue ;; esac elif test X-lc_r = "X$arg"; then case $host in *-*-openbsd* | *-*-freebsd* | *-*-dragonfly* | *-*-bitrig*) # Do not include libc_r directly, use -pthread flag. continue ;; esac fi func_append deplibs " $arg" continue ;; -mllvm) prev=mllvm continue ;; -module) module=yes continue ;; # Tru64 UNIX uses -model [arg] to determine the layout of C++ # classes, name mangling, and exception handling. # Darwin uses the -arch flag to determine output architecture. -model|-arch|-isysroot|--sysroot) func_append compiler_flags " $arg" func_append compile_command " $arg" func_append finalize_command " $arg" prev=xcompiler continue ;; -mt|-mthreads|-kthread|-Kthread|-pthread|-pthreads|--thread-safe \ |-threads|-fopenmp|-openmp|-mp|-xopenmp|-omp|-qsmp=*) func_append compiler_flags " $arg" func_append compile_command " $arg" func_append finalize_command " $arg" case "$new_inherited_linker_flags " in *" $arg "*) ;; * ) func_append new_inherited_linker_flags " $arg" ;; esac continue ;; -multi_module) single_module=$wl-multi_module continue ;; -no-fast-install) fast_install=no continue ;; -no-install) case $host in *-*-cygwin* | *-*-mingw* | *-*-pw32* | *-*-os2* | *-*-darwin* | *-cegcc*) # The PATH hackery in wrapper scripts is required on Windows # and Darwin in order for the loader to find any dlls it needs. func_warning "'-no-install' is ignored for $host" func_warning "assuming '-no-fast-install' instead" fast_install=no ;; *) no_install=yes ;; esac continue ;; -no-undefined) allow_undefined=no continue ;; -objectlist) prev=objectlist continue ;; -os2dllname) prev=os2dllname continue ;; -o) prev=output ;; -precious-files-regex) prev=precious_regex continue ;; -release) prev=release continue ;; -rpath) prev=rpath continue ;; -R) prev=xrpath continue ;; -R*) func_stripname '-R' '' "$arg" dir=$func_stripname_result # We need an absolute path. case $dir in [\\/]* | [A-Za-z]:[\\/]*) ;; =*) func_stripname '=' '' "$dir" dir=$lt_sysroot$func_stripname_result ;; *) func_fatal_error "only absolute run-paths are allowed" ;; esac case "$xrpath " in *" $dir "*) ;; *) func_append xrpath " $dir" ;; esac continue ;; -shared) # The effects of -shared are defined in a previous loop. continue ;; -shrext) prev=shrext continue ;; -static | -static-libtool-libs) # The effects of -static are defined in a previous loop. # We used to do the same as -all-static on platforms that # didn't have a PIC flag, but the assumption that the effects # would be equivalent was wrong. It would break on at least # Digital Unix and AIX. continue ;; -thread-safe) thread_safe=yes continue ;; -version-info) prev=vinfo continue ;; -version-number) prev=vinfo vinfo_number=yes continue ;; -weak) prev=weak continue ;; -Wc,*) func_stripname '-Wc,' '' "$arg" args=$func_stripname_result arg= save_ifs=$IFS; IFS=, for flag in $args; do IFS=$save_ifs func_quote_for_eval "$flag" func_append arg " $func_quote_for_eval_result" func_append compiler_flags " $func_quote_for_eval_result" done IFS=$save_ifs func_stripname ' ' '' "$arg" arg=$func_stripname_result ;; -Wl,*) func_stripname '-Wl,' '' "$arg" args=$func_stripname_result arg= save_ifs=$IFS; IFS=, for flag in $args; do IFS=$save_ifs func_quote_for_eval "$flag" func_append arg " $wl$func_quote_for_eval_result" func_append compiler_flags " $wl$func_quote_for_eval_result" func_append linker_flags " $func_quote_for_eval_result" done IFS=$save_ifs func_stripname ' ' '' "$arg" arg=$func_stripname_result ;; -Xcompiler) prev=xcompiler continue ;; -Xlinker) prev=xlinker continue ;; -XCClinker) prev=xcclinker continue ;; # -msg_* for osf cc -msg_*) func_quote_for_eval "$arg" arg=$func_quote_for_eval_result ;; # Flags to be passed through unchanged, with rationale: # -64, -mips[0-9] enable 64-bit mode for the SGI compiler # -r[0-9][0-9]* specify processor for the SGI compiler # -xarch=*, -xtarget=* enable 64-bit mode for the Sun compiler # +DA*, +DD* enable 64-bit mode for the HP compiler # -q* compiler args for the IBM compiler # -m*, -t[45]*, -txscale* architecture-specific flags for GCC # -F/path path to uninstalled frameworks, gcc on darwin # -p, -pg, --coverage, -fprofile-* profiling flags for GCC # -fstack-protector* stack protector flags for GCC # @file GCC response files # -tp=* Portland pgcc target processor selection # --sysroot=* for sysroot support # -O*, -g*, -flto*, -fwhopr*, -fuse-linker-plugin GCC link-time optimization # -stdlib=* select c++ std lib with clang -64|-mips[0-9]|-r[0-9][0-9]*|-xarch=*|-xtarget=*|+DA*|+DD*|-q*|-m*| \ -t[45]*|-txscale*|-p|-pg|--coverage|-fprofile-*|-F*|@*|-tp=*|--sysroot=*| \ -O*|-g*|-flto*|-fwhopr*|-fuse-linker-plugin|-fstack-protector*|-stdlib=*) func_quote_for_eval "$arg" arg=$func_quote_for_eval_result func_append compile_command " $arg" func_append finalize_command " $arg" func_append compiler_flags " $arg" continue ;; -Z*) if test os2 = "`expr $host : '.*\(os2\)'`"; then # OS/2 uses -Zxxx to specify OS/2-specific options compiler_flags="$compiler_flags $arg" func_append compile_command " $arg" func_append finalize_command " $arg" case $arg in -Zlinker | -Zstack) prev=xcompiler ;; esac continue else # Otherwise treat like 'Some other compiler flag' below func_quote_for_eval "$arg" arg=$func_quote_for_eval_result fi ;; # Some other compiler flag. -* | +*) func_quote_for_eval "$arg" arg=$func_quote_for_eval_result ;; *.$objext) # A standard object. func_append objs " $arg" ;; *.lo) # A libtool-controlled object. # Check to see that this really is a libtool object. if func_lalib_unsafe_p "$arg"; then pic_object= non_pic_object= # Read the .lo file func_source "$arg" if test -z "$pic_object" || test -z "$non_pic_object" || test none = "$pic_object" && test none = "$non_pic_object"; then func_fatal_error "cannot find name of object for '$arg'" fi # Extract subdirectory from the argument. func_dirname "$arg" "/" "" xdir=$func_dirname_result test none = "$pic_object" || { # Prepend the subdirectory the object is found in. pic_object=$xdir$pic_object if test dlfiles = "$prev"; then if test yes = "$build_libtool_libs" && test yes = "$dlopen_support"; then func_append dlfiles " $pic_object" prev= continue else # If libtool objects are unsupported, then we need to preload. prev=dlprefiles fi fi # CHECK ME: I think I busted this. -Ossama if test dlprefiles = "$prev"; then # Preload the old-style object. func_append dlprefiles " $pic_object" prev= fi # A PIC object. func_append libobjs " $pic_object" arg=$pic_object } # Non-PIC object. if test none != "$non_pic_object"; then # Prepend the subdirectory the object is found in. non_pic_object=$xdir$non_pic_object # A standard non-PIC object func_append non_pic_objects " $non_pic_object" if test -z "$pic_object" || test none = "$pic_object"; then arg=$non_pic_object fi else # If the PIC object exists, use it instead. # $xdir was prepended to $pic_object above. non_pic_object=$pic_object func_append non_pic_objects " $non_pic_object" fi else # Only an error if not doing a dry-run. if $opt_dry_run; then # Extract subdirectory from the argument. func_dirname "$arg" "/" "" xdir=$func_dirname_result func_lo2o "$arg" pic_object=$xdir$objdir/$func_lo2o_result non_pic_object=$xdir$func_lo2o_result func_append libobjs " $pic_object" func_append non_pic_objects " $non_pic_object" else func_fatal_error "'$arg' is not a valid libtool object" fi fi ;; *.$libext) # An archive. func_append deplibs " $arg" func_append old_deplibs " $arg" continue ;; *.la) # A libtool-controlled library. func_resolve_sysroot "$arg" if test dlfiles = "$prev"; then # This library was specified with -dlopen. func_append dlfiles " $func_resolve_sysroot_result" prev= elif test dlprefiles = "$prev"; then # The library was specified with -dlpreopen. func_append dlprefiles " $func_resolve_sysroot_result" prev= else func_append deplibs " $func_resolve_sysroot_result" fi continue ;; # Some other compiler argument. *) # Unknown arguments in both finalize_command and compile_command need # to be aesthetically quoted because they are evaled later. func_quote_for_eval "$arg" arg=$func_quote_for_eval_result ;; esac # arg # Now actually substitute the argument into the commands. if test -n "$arg"; then func_append compile_command " $arg" func_append finalize_command " $arg" fi done # argument parsing loop test -n "$prev" && \ func_fatal_help "the '$prevarg' option requires an argument" if test yes = "$export_dynamic" && test -n "$export_dynamic_flag_spec"; then eval arg=\"$export_dynamic_flag_spec\" func_append compile_command " $arg" func_append finalize_command " $arg" fi oldlibs= # calculate the name of the file, without its directory func_basename "$output" outputname=$func_basename_result libobjs_save=$libobjs if test -n "$shlibpath_var"; then # get the directories listed in $shlibpath_var eval shlib_search_path=\`\$ECHO \"\$$shlibpath_var\" \| \$SED \'s/:/ /g\'\` else shlib_search_path= fi eval sys_lib_search_path=\"$sys_lib_search_path_spec\" eval sys_lib_dlsearch_path=\"$sys_lib_dlsearch_path_spec\" # Definition is injected by LT_CONFIG during libtool generation. func_munge_path_list sys_lib_dlsearch_path "$LT_SYS_LIBRARY_PATH" func_dirname "$output" "/" "" output_objdir=$func_dirname_result$objdir func_to_tool_file "$output_objdir/" tool_output_objdir=$func_to_tool_file_result # Create the object directory. func_mkdir_p "$output_objdir" # Determine the type of output case $output in "") func_fatal_help "you must specify an output file" ;; *.$libext) linkmode=oldlib ;; *.lo | *.$objext) linkmode=obj ;; *.la) linkmode=lib ;; *) linkmode=prog ;; # Anything else should be a program. esac specialdeplibs= libs= # Find all interdependent deplibs by searching for libraries # that are linked more than once (e.g. -la -lb -la) for deplib in $deplibs; do if $opt_preserve_dup_deps; then case "$libs " in *" $deplib "*) func_append specialdeplibs " $deplib" ;; esac fi func_append libs " $deplib" done if test lib = "$linkmode"; then libs="$predeps $libs $compiler_lib_search_path $postdeps" # Compute libraries that are listed more than once in $predeps # $postdeps and mark them as special (i.e., whose duplicates are # not to be eliminated). pre_post_deps= if $opt_duplicate_compiler_generated_deps; then for pre_post_dep in $predeps $postdeps; do case "$pre_post_deps " in *" $pre_post_dep "*) func_append specialdeplibs " $pre_post_deps" ;; esac func_append pre_post_deps " $pre_post_dep" done fi pre_post_deps= fi deplibs= newdependency_libs= newlib_search_path= need_relink=no # whether we're linking any uninstalled libtool libraries notinst_deplibs= # not-installed libtool libraries notinst_path= # paths that contain not-installed libtool libraries case $linkmode in lib) passes="conv dlpreopen link" for file in $dlfiles $dlprefiles; do case $file in *.la) ;; *) func_fatal_help "libraries can '-dlopen' only libtool libraries: $file" ;; esac done ;; prog) compile_deplibs= finalize_deplibs= alldeplibs=false newdlfiles= newdlprefiles= passes="conv scan dlopen dlpreopen link" ;; *) passes="conv" ;; esac for pass in $passes; do # The preopen pass in lib mode reverses $deplibs; put it back here # so that -L comes before libs that need it for instance... if test lib,link = "$linkmode,$pass"; then ## FIXME: Find the place where the list is rebuilt in the wrong ## order, and fix it there properly tmp_deplibs= for deplib in $deplibs; do tmp_deplibs="$deplib $tmp_deplibs" done deplibs=$tmp_deplibs fi if test lib,link = "$linkmode,$pass" || test prog,scan = "$linkmode,$pass"; then libs=$deplibs deplibs= fi if test prog = "$linkmode"; then case $pass in dlopen) libs=$dlfiles ;; dlpreopen) libs=$dlprefiles ;; link) libs="$deplibs %DEPLIBS% $dependency_libs" ;; esac fi if test lib,dlpreopen = "$linkmode,$pass"; then # Collect and forward deplibs of preopened libtool libs for lib in $dlprefiles; do # Ignore non-libtool-libs dependency_libs= func_resolve_sysroot "$lib" case $lib in *.la) func_source "$func_resolve_sysroot_result" ;; esac # Collect preopened libtool deplibs, except any this library # has declared as weak libs for deplib in $dependency_libs; do func_basename "$deplib" deplib_base=$func_basename_result case " $weak_libs " in *" $deplib_base "*) ;; *) func_append deplibs " $deplib" ;; esac done done libs=$dlprefiles fi if test dlopen = "$pass"; then # Collect dlpreopened libraries save_deplibs=$deplibs deplibs= fi for deplib in $libs; do lib= found=false case $deplib in -mt|-mthreads|-kthread|-Kthread|-pthread|-pthreads|--thread-safe \ |-threads|-fopenmp|-openmp|-mp|-xopenmp|-omp|-qsmp=*) if test prog,link = "$linkmode,$pass"; then compile_deplibs="$deplib $compile_deplibs" finalize_deplibs="$deplib $finalize_deplibs" else func_append compiler_flags " $deplib" if test lib = "$linkmode"; then case "$new_inherited_linker_flags " in *" $deplib "*) ;; * ) func_append new_inherited_linker_flags " $deplib" ;; esac fi fi continue ;; -l*) if test lib != "$linkmode" && test prog != "$linkmode"; then func_warning "'-l' is ignored for archives/objects" continue fi func_stripname '-l' '' "$deplib" name=$func_stripname_result if test lib = "$linkmode"; then searchdirs="$newlib_search_path $lib_search_path $compiler_lib_search_dirs $sys_lib_search_path $shlib_search_path" else searchdirs="$newlib_search_path $lib_search_path $sys_lib_search_path $shlib_search_path" fi for searchdir in $searchdirs; do for search_ext in .la $std_shrext .so .a; do # Search the libtool library lib=$searchdir/lib$name$search_ext if test -f "$lib"; then if test .la = "$search_ext"; then found=: else found=false fi break 2 fi done done if $found; then # deplib is a libtool library # If $allow_libtool_libs_with_static_runtimes && $deplib is a stdlib, # We need to do some special things here, and not later. if test yes = "$allow_libtool_libs_with_static_runtimes"; then case " $predeps $postdeps " in *" $deplib "*) if func_lalib_p "$lib"; then library_names= old_library= func_source "$lib" for l in $old_library $library_names; do ll=$l done if test "X$ll" = "X$old_library"; then # only static version available found=false func_dirname "$lib" "" "." ladir=$func_dirname_result lib=$ladir/$old_library if test prog,link = "$linkmode,$pass"; then compile_deplibs="$deplib $compile_deplibs" finalize_deplibs="$deplib $finalize_deplibs" else deplibs="$deplib $deplibs" test lib = "$linkmode" && newdependency_libs="$deplib $newdependency_libs" fi continue fi fi ;; *) ;; esac fi else # deplib doesn't seem to be a libtool library if test prog,link = "$linkmode,$pass"; then compile_deplibs="$deplib $compile_deplibs" finalize_deplibs="$deplib $finalize_deplibs" else deplibs="$deplib $deplibs" test lib = "$linkmode" && newdependency_libs="$deplib $newdependency_libs" fi continue fi ;; # -l *.ltframework) if test prog,link = "$linkmode,$pass"; then compile_deplibs="$deplib $compile_deplibs" finalize_deplibs="$deplib $finalize_deplibs" else deplibs="$deplib $deplibs" if test lib = "$linkmode"; then case "$new_inherited_linker_flags " in *" $deplib "*) ;; * ) func_append new_inherited_linker_flags " $deplib" ;; esac fi fi continue ;; -L*) case $linkmode in lib) deplibs="$deplib $deplibs" test conv = "$pass" && continue newdependency_libs="$deplib $newdependency_libs" func_stripname '-L' '' "$deplib" func_resolve_sysroot "$func_stripname_result" func_append newlib_search_path " $func_resolve_sysroot_result" ;; prog) if test conv = "$pass"; then deplibs="$deplib $deplibs" continue fi if test scan = "$pass"; then deplibs="$deplib $deplibs" else compile_deplibs="$deplib $compile_deplibs" finalize_deplibs="$deplib $finalize_deplibs" fi func_stripname '-L' '' "$deplib" func_resolve_sysroot "$func_stripname_result" func_append newlib_search_path " $func_resolve_sysroot_result" ;; *) func_warning "'-L' is ignored for archives/objects" ;; esac # linkmode continue ;; # -L -R*) if test link = "$pass"; then func_stripname '-R' '' "$deplib" func_resolve_sysroot "$func_stripname_result" dir=$func_resolve_sysroot_result # Make sure the xrpath contains only unique directories. case "$xrpath " in *" $dir "*) ;; *) func_append xrpath " $dir" ;; esac fi deplibs="$deplib $deplibs" continue ;; *.la) func_resolve_sysroot "$deplib" lib=$func_resolve_sysroot_result ;; *.$libext) if test conv = "$pass"; then deplibs="$deplib $deplibs" continue fi case $linkmode in lib) # Linking convenience modules into shared libraries is allowed, # but linking other static libraries is non-portable. case " $dlpreconveniencelibs " in *" $deplib "*) ;; *) valid_a_lib=false case $deplibs_check_method in match_pattern*) set dummy $deplibs_check_method; shift match_pattern_regex=`expr "$deplibs_check_method" : "$1 \(.*\)"` if eval "\$ECHO \"$deplib\"" 2>/dev/null | $SED 10q \ | $EGREP "$match_pattern_regex" > /dev/null; then valid_a_lib=: fi ;; pass_all) valid_a_lib=: ;; esac if $valid_a_lib; then echo $ECHO "*** Warning: Linking the shared library $output against the" $ECHO "*** static library $deplib is not portable!" deplibs="$deplib $deplibs" else echo $ECHO "*** Warning: Trying to link with static lib archive $deplib." echo "*** I have the capability to make that library automatically link in when" echo "*** you link to this library. But I can only do this if you have a" echo "*** shared version of the library, which you do not appear to have" echo "*** because the file extensions .$libext of this argument makes me believe" echo "*** that it is just a static archive that I should not use here." fi ;; esac continue ;; prog) if test link != "$pass"; then deplibs="$deplib $deplibs" else compile_deplibs="$deplib $compile_deplibs" finalize_deplibs="$deplib $finalize_deplibs" fi continue ;; esac # linkmode ;; # *.$libext *.lo | *.$objext) if test conv = "$pass"; then deplibs="$deplib $deplibs" elif test prog = "$linkmode"; then if test dlpreopen = "$pass" || test yes != "$dlopen_support" || test no = "$build_libtool_libs"; then # If there is no dlopen support or we're linking statically, # we need to preload. func_append newdlprefiles " $deplib" compile_deplibs="$deplib $compile_deplibs" finalize_deplibs="$deplib $finalize_deplibs" else func_append newdlfiles " $deplib" fi fi continue ;; %DEPLIBS%) alldeplibs=: continue ;; esac # case $deplib $found || test -f "$lib" \ || func_fatal_error "cannot find the library '$lib' or unhandled argument '$deplib'" # Check to see that this really is a libtool archive. func_lalib_unsafe_p "$lib" \ || func_fatal_error "'$lib' is not a valid libtool archive" func_dirname "$lib" "" "." ladir=$func_dirname_result dlname= dlopen= dlpreopen= libdir= library_names= old_library= inherited_linker_flags= # If the library was installed with an old release of libtool, # it will not redefine variables installed, or shouldnotlink installed=yes shouldnotlink=no avoidtemprpath= # Read the .la file func_source "$lib" # Convert "-framework foo" to "foo.ltframework" if test -n "$inherited_linker_flags"; then tmp_inherited_linker_flags=`$ECHO "$inherited_linker_flags" | $SED 's/-framework \([^ $]*\)/\1.ltframework/g'` for tmp_inherited_linker_flag in $tmp_inherited_linker_flags; do case " $new_inherited_linker_flags " in *" $tmp_inherited_linker_flag "*) ;; *) func_append new_inherited_linker_flags " $tmp_inherited_linker_flag";; esac done fi dependency_libs=`$ECHO " $dependency_libs" | $SED 's% \([^ $]*\).ltframework% -framework \1%g'` if test lib,link = "$linkmode,$pass" || test prog,scan = "$linkmode,$pass" || { test prog != "$linkmode" && test lib != "$linkmode"; }; then test -n "$dlopen" && func_append dlfiles " $dlopen" test -n "$dlpreopen" && func_append dlprefiles " $dlpreopen" fi if test conv = "$pass"; then # Only check for convenience libraries deplibs="$lib $deplibs" if test -z "$libdir"; then if test -z "$old_library"; then func_fatal_error "cannot find name of link library for '$lib'" fi # It is a libtool convenience library, so add in its objects. func_append convenience " $ladir/$objdir/$old_library" func_append old_convenience " $ladir/$objdir/$old_library" elif test prog != "$linkmode" && test lib != "$linkmode"; then func_fatal_error "'$lib' is not a convenience library" fi tmp_libs= for deplib in $dependency_libs; do deplibs="$deplib $deplibs" if $opt_preserve_dup_deps; then case "$tmp_libs " in *" $deplib "*) func_append specialdeplibs " $deplib" ;; esac fi func_append tmp_libs " $deplib" done continue fi # $pass = conv # Get the name of the library we link against. linklib= if test -n "$old_library" && { test yes = "$prefer_static_libs" || test built,no = "$prefer_static_libs,$installed"; }; then linklib=$old_library else for l in $old_library $library_names; do linklib=$l done fi if test -z "$linklib"; then func_fatal_error "cannot find name of link library for '$lib'" fi # This library was specified with -dlopen. if test dlopen = "$pass"; then test -z "$libdir" \ && func_fatal_error "cannot -dlopen a convenience library: '$lib'" if test -z "$dlname" || test yes != "$dlopen_support" || test no = "$build_libtool_libs" then # If there is no dlname, no dlopen support or we're linking # statically, we need to preload. We also need to preload any # dependent libraries so libltdl's deplib preloader doesn't # bomb out in the load deplibs phase. func_append dlprefiles " $lib $dependency_libs" else func_append newdlfiles " $lib" fi continue fi # $pass = dlopen # We need an absolute path. case $ladir in [\\/]* | [A-Za-z]:[\\/]*) abs_ladir=$ladir ;; *) abs_ladir=`cd "$ladir" && pwd` if test -z "$abs_ladir"; then func_warning "cannot determine absolute directory name of '$ladir'" func_warning "passing it literally to the linker, although it might fail" abs_ladir=$ladir fi ;; esac func_basename "$lib" laname=$func_basename_result # Find the relevant object directory and library name. if test yes = "$installed"; then if test ! -f "$lt_sysroot$libdir/$linklib" && test -f "$abs_ladir/$linklib"; then func_warning "library '$lib' was moved." dir=$ladir absdir=$abs_ladir libdir=$abs_ladir else dir=$lt_sysroot$libdir absdir=$lt_sysroot$libdir fi test yes = "$hardcode_automatic" && avoidtemprpath=yes else if test ! -f "$ladir/$objdir/$linklib" && test -f "$abs_ladir/$linklib"; then dir=$ladir absdir=$abs_ladir # Remove this search path later func_append notinst_path " $abs_ladir" else dir=$ladir/$objdir absdir=$abs_ladir/$objdir # Remove this search path later func_append notinst_path " $abs_ladir" fi fi # $installed = yes func_stripname 'lib' '.la' "$laname" name=$func_stripname_result # This library was specified with -dlpreopen. if test dlpreopen = "$pass"; then if test -z "$libdir" && test prog = "$linkmode"; then func_fatal_error "only libraries may -dlpreopen a convenience library: '$lib'" fi case $host in # special handling for platforms with PE-DLLs. *cygwin* | *mingw* | *cegcc* ) # Linker will automatically link against shared library if both # static and shared are present. Therefore, ensure we extract # symbols from the import library if a shared library is present # (otherwise, the dlopen module name will be incorrect). We do # this by putting the import library name into $newdlprefiles. # We recover the dlopen module name by 'saving' the la file # name in a special purpose variable, and (later) extracting the # dlname from the la file. if test -n "$dlname"; then func_tr_sh "$dir/$linklib" eval "libfile_$func_tr_sh_result=\$abs_ladir/\$laname" func_append newdlprefiles " $dir/$linklib" else func_append newdlprefiles " $dir/$old_library" # Keep a list of preopened convenience libraries to check # that they are being used correctly in the link pass. test -z "$libdir" && \ func_append dlpreconveniencelibs " $dir/$old_library" fi ;; * ) # Prefer using a static library (so that no silly _DYNAMIC symbols # are required to link). if test -n "$old_library"; then func_append newdlprefiles " $dir/$old_library" # Keep a list of preopened convenience libraries to check # that they are being used correctly in the link pass. test -z "$libdir" && \ func_append dlpreconveniencelibs " $dir/$old_library" # Otherwise, use the dlname, so that lt_dlopen finds it. elif test -n "$dlname"; then func_append newdlprefiles " $dir/$dlname" else func_append newdlprefiles " $dir/$linklib" fi ;; esac fi # $pass = dlpreopen if test -z "$libdir"; then # Link the convenience library if test lib = "$linkmode"; then deplibs="$dir/$old_library $deplibs" elif test prog,link = "$linkmode,$pass"; then compile_deplibs="$dir/$old_library $compile_deplibs" finalize_deplibs="$dir/$old_library $finalize_deplibs" else deplibs="$lib $deplibs" # used for prog,scan pass fi continue fi if test prog = "$linkmode" && test link != "$pass"; then func_append newlib_search_path " $ladir" deplibs="$lib $deplibs" linkalldeplibs=false if test no != "$link_all_deplibs" || test -z "$library_names" || test no = "$build_libtool_libs"; then linkalldeplibs=: fi tmp_libs= for deplib in $dependency_libs; do case $deplib in -L*) func_stripname '-L' '' "$deplib" func_resolve_sysroot "$func_stripname_result" func_append newlib_search_path " $func_resolve_sysroot_result" ;; esac # Need to link against all dependency_libs? if $linkalldeplibs; then deplibs="$deplib $deplibs" else # Need to hardcode shared library paths # or/and link against static libraries newdependency_libs="$deplib $newdependency_libs" fi if $opt_preserve_dup_deps; then case "$tmp_libs " in *" $deplib "*) func_append specialdeplibs " $deplib" ;; esac fi func_append tmp_libs " $deplib" done # for deplib continue fi # $linkmode = prog... if test prog,link = "$linkmode,$pass"; then if test -n "$library_names" && { { test no = "$prefer_static_libs" || test built,yes = "$prefer_static_libs,$installed"; } || test -z "$old_library"; }; then # We need to hardcode the library path if test -n "$shlibpath_var" && test -z "$avoidtemprpath"; then # Make sure the rpath contains only unique directories. case $temp_rpath: in *"$absdir:"*) ;; *) func_append temp_rpath "$absdir:" ;; esac fi # Hardcode the library path. # Skip directories that are in the system default run-time # search path. case " $sys_lib_dlsearch_path " in *" $absdir "*) ;; *) case "$compile_rpath " in *" $absdir "*) ;; *) func_append compile_rpath " $absdir" ;; esac ;; esac case " $sys_lib_dlsearch_path " in *" $libdir "*) ;; *) case "$finalize_rpath " in *" $libdir "*) ;; *) func_append finalize_rpath " $libdir" ;; esac ;; esac fi # $linkmode,$pass = prog,link... if $alldeplibs && { test pass_all = "$deplibs_check_method" || { test yes = "$build_libtool_libs" && test -n "$library_names"; }; }; then # We only need to search for static libraries continue fi fi link_static=no # Whether the deplib will be linked statically use_static_libs=$prefer_static_libs if test built = "$use_static_libs" && test yes = "$installed"; then use_static_libs=no fi if test -n "$library_names" && { test no = "$use_static_libs" || test -z "$old_library"; }; then case $host in *cygwin* | *mingw* | *cegcc* | *os2*) # No point in relinking DLLs because paths are not encoded func_append notinst_deplibs " $lib" need_relink=no ;; *) if test no = "$installed"; then func_append notinst_deplibs " $lib" need_relink=yes fi ;; esac # This is a shared library # Warn about portability, can't link against -module's on some # systems (darwin). Don't bleat about dlopened modules though! dlopenmodule= for dlpremoduletest in $dlprefiles; do if test "X$dlpremoduletest" = "X$lib"; then dlopenmodule=$dlpremoduletest break fi done if test -z "$dlopenmodule" && test yes = "$shouldnotlink" && test link = "$pass"; then echo if test prog = "$linkmode"; then $ECHO "*** Warning: Linking the executable $output against the loadable module" else $ECHO "*** Warning: Linking the shared library $output against the loadable module" fi $ECHO "*** $linklib is not portable!" fi if test lib = "$linkmode" && test yes = "$hardcode_into_libs"; then # Hardcode the library path. # Skip directories that are in the system default run-time # search path. case " $sys_lib_dlsearch_path " in *" $absdir "*) ;; *) case "$compile_rpath " in *" $absdir "*) ;; *) func_append compile_rpath " $absdir" ;; esac ;; esac case " $sys_lib_dlsearch_path " in *" $libdir "*) ;; *) case "$finalize_rpath " in *" $libdir "*) ;; *) func_append finalize_rpath " $libdir" ;; esac ;; esac fi if test -n "$old_archive_from_expsyms_cmds"; then # figure out the soname set dummy $library_names shift realname=$1 shift libname=`eval "\\$ECHO \"$libname_spec\""` # use dlname if we got it. it's perfectly good, no? if test -n "$dlname"; then soname=$dlname elif test -n "$soname_spec"; then # bleh windows case $host in *cygwin* | mingw* | *cegcc* | *os2*) func_arith $current - $age major=$func_arith_result versuffix=-$major ;; esac eval soname=\"$soname_spec\" else soname=$realname fi # Make a new name for the extract_expsyms_cmds to use soroot=$soname func_basename "$soroot" soname=$func_basename_result func_stripname 'lib' '.dll' "$soname" newlib=libimp-$func_stripname_result.a # If the library has no export list, then create one now if test -f "$output_objdir/$soname-def"; then : else func_verbose "extracting exported symbol list from '$soname'" func_execute_cmds "$extract_expsyms_cmds" 'exit $?' fi # Create $newlib if test -f "$output_objdir/$newlib"; then :; else func_verbose "generating import library for '$soname'" func_execute_cmds "$old_archive_from_expsyms_cmds" 'exit $?' fi # make sure the library variables are pointing to the new library dir=$output_objdir linklib=$newlib fi # test -n "$old_archive_from_expsyms_cmds" if test prog = "$linkmode" || test relink != "$opt_mode"; then add_shlibpath= add_dir= add= lib_linked=yes case $hardcode_action in immediate | unsupported) if test no = "$hardcode_direct"; then add=$dir/$linklib case $host in *-*-sco3.2v5.0.[024]*) add_dir=-L$dir ;; *-*-sysv4*uw2*) add_dir=-L$dir ;; *-*-sysv5OpenUNIX* | *-*-sysv5UnixWare7.[01].[10]* | \ *-*-unixware7*) add_dir=-L$dir ;; *-*-darwin* ) # if the lib is a (non-dlopened) module then we cannot # link against it, someone is ignoring the earlier warnings if /usr/bin/file -L $add 2> /dev/null | $GREP ": [^:]* bundle" >/dev/null; then if test "X$dlopenmodule" != "X$lib"; then $ECHO "*** Warning: lib $linklib is a module, not a shared library" if test -z "$old_library"; then echo echo "*** And there doesn't seem to be a static archive available" echo "*** The link will probably fail, sorry" else add=$dir/$old_library fi elif test -n "$old_library"; then add=$dir/$old_library fi fi esac elif test no = "$hardcode_minus_L"; then case $host in *-*-sunos*) add_shlibpath=$dir ;; esac add_dir=-L$dir add=-l$name elif test no = "$hardcode_shlibpath_var"; then add_shlibpath=$dir add=-l$name else lib_linked=no fi ;; relink) if test yes = "$hardcode_direct" && test no = "$hardcode_direct_absolute"; then add=$dir/$linklib elif test yes = "$hardcode_minus_L"; then add_dir=-L$absdir # Try looking first in the location we're being installed to. if test -n "$inst_prefix_dir"; then case $libdir in [\\/]*) func_append add_dir " -L$inst_prefix_dir$libdir" ;; esac fi add=-l$name elif test yes = "$hardcode_shlibpath_var"; then add_shlibpath=$dir add=-l$name else lib_linked=no fi ;; *) lib_linked=no ;; esac if test yes != "$lib_linked"; then func_fatal_configuration "unsupported hardcode properties" fi if test -n "$add_shlibpath"; then case :$compile_shlibpath: in *":$add_shlibpath:"*) ;; *) func_append compile_shlibpath "$add_shlibpath:" ;; esac fi if test prog = "$linkmode"; then test -n "$add_dir" && compile_deplibs="$add_dir $compile_deplibs" test -n "$add" && compile_deplibs="$add $compile_deplibs" else test -n "$add_dir" && deplibs="$add_dir $deplibs" test -n "$add" && deplibs="$add $deplibs" if test yes != "$hardcode_direct" && test yes != "$hardcode_minus_L" && test yes = "$hardcode_shlibpath_var"; then case :$finalize_shlibpath: in *":$libdir:"*) ;; *) func_append finalize_shlibpath "$libdir:" ;; esac fi fi fi if test prog = "$linkmode" || test relink = "$opt_mode"; then add_shlibpath= add_dir= add= # Finalize command for both is simple: just hardcode it. if test yes = "$hardcode_direct" && test no = "$hardcode_direct_absolute"; then add=$libdir/$linklib elif test yes = "$hardcode_minus_L"; then add_dir=-L$libdir add=-l$name elif test yes = "$hardcode_shlibpath_var"; then case :$finalize_shlibpath: in *":$libdir:"*) ;; *) func_append finalize_shlibpath "$libdir:" ;; esac add=-l$name elif test yes = "$hardcode_automatic"; then if test -n "$inst_prefix_dir" && test -f "$inst_prefix_dir$libdir/$linklib"; then add=$inst_prefix_dir$libdir/$linklib else add=$libdir/$linklib fi else # We cannot seem to hardcode it, guess we'll fake it. add_dir=-L$libdir # Try looking first in the location we're being installed to. if test -n "$inst_prefix_dir"; then case $libdir in [\\/]*) func_append add_dir " -L$inst_prefix_dir$libdir" ;; esac fi add=-l$name fi if test prog = "$linkmode"; then test -n "$add_dir" && finalize_deplibs="$add_dir $finalize_deplibs" test -n "$add" && finalize_deplibs="$add $finalize_deplibs" else test -n "$add_dir" && deplibs="$add_dir $deplibs" test -n "$add" && deplibs="$add $deplibs" fi fi elif test prog = "$linkmode"; then # Here we assume that one of hardcode_direct or hardcode_minus_L # is not unsupported. This is valid on all known static and # shared platforms. if test unsupported != "$hardcode_direct"; then test -n "$old_library" && linklib=$old_library compile_deplibs="$dir/$linklib $compile_deplibs" finalize_deplibs="$dir/$linklib $finalize_deplibs" else compile_deplibs="-l$name -L$dir $compile_deplibs" finalize_deplibs="-l$name -L$dir $finalize_deplibs" fi elif test yes = "$build_libtool_libs"; then # Not a shared library if test pass_all != "$deplibs_check_method"; then # We're trying link a shared library against a static one # but the system doesn't support it. # Just print a warning and add the library to dependency_libs so # that the program can be linked against the static library. echo $ECHO "*** Warning: This system cannot link to static lib archive $lib." echo "*** I have the capability to make that library automatically link in when" echo "*** you link to this library. But I can only do this if you have a" echo "*** shared version of the library, which you do not appear to have." if test yes = "$module"; then echo "*** But as you try to build a module library, libtool will still create " echo "*** a static module, that should work as long as the dlopening application" echo "*** is linked with the -dlopen flag to resolve symbols at runtime." if test -z "$global_symbol_pipe"; then echo echo "*** However, this would only work if libtool was able to extract symbol" echo "*** lists from a program, using 'nm' or equivalent, but libtool could" echo "*** not find such a program. So, this module is probably useless." echo "*** 'nm' from GNU binutils and a full rebuild may help." fi if test no = "$build_old_libs"; then build_libtool_libs=module build_old_libs=yes else build_libtool_libs=no fi fi else deplibs="$dir/$old_library $deplibs" link_static=yes fi fi # link shared/static library? if test lib = "$linkmode"; then if test -n "$dependency_libs" && { test yes != "$hardcode_into_libs" || test yes = "$build_old_libs" || test yes = "$link_static"; }; then # Extract -R from dependency_libs temp_deplibs= for libdir in $dependency_libs; do case $libdir in -R*) func_stripname '-R' '' "$libdir" temp_xrpath=$func_stripname_result case " $xrpath " in *" $temp_xrpath "*) ;; *) func_append xrpath " $temp_xrpath";; esac;; *) func_append temp_deplibs " $libdir";; esac done dependency_libs=$temp_deplibs fi func_append newlib_search_path " $absdir" # Link against this library test no = "$link_static" && newdependency_libs="$abs_ladir/$laname $newdependency_libs" # ... and its dependency_libs tmp_libs= for deplib in $dependency_libs; do newdependency_libs="$deplib $newdependency_libs" case $deplib in -L*) func_stripname '-L' '' "$deplib" func_resolve_sysroot "$func_stripname_result";; *) func_resolve_sysroot "$deplib" ;; esac if $opt_preserve_dup_deps; then case "$tmp_libs " in *" $func_resolve_sysroot_result "*) func_append specialdeplibs " $func_resolve_sysroot_result" ;; esac fi func_append tmp_libs " $func_resolve_sysroot_result" done if test no != "$link_all_deplibs"; then # Add the search paths of all dependency libraries for deplib in $dependency_libs; do path= case $deplib in -L*) path=$deplib ;; *.la) func_resolve_sysroot "$deplib" deplib=$func_resolve_sysroot_result func_dirname "$deplib" "" "." dir=$func_dirname_result # We need an absolute path. case $dir in [\\/]* | [A-Za-z]:[\\/]*) absdir=$dir ;; *) absdir=`cd "$dir" && pwd` if test -z "$absdir"; then func_warning "cannot determine absolute directory name of '$dir'" absdir=$dir fi ;; esac if $GREP "^installed=no" $deplib > /dev/null; then case $host in *-*-darwin*) depdepl= eval deplibrary_names=`$SED -n -e 's/^library_names=\(.*\)$/\1/p' $deplib` if test -n "$deplibrary_names"; then for tmp in $deplibrary_names; do depdepl=$tmp done if test -f "$absdir/$objdir/$depdepl"; then depdepl=$absdir/$objdir/$depdepl darwin_install_name=`$OTOOL -L $depdepl | awk '{if (NR == 2) {print $1;exit}}'` if test -z "$darwin_install_name"; then darwin_install_name=`$OTOOL64 -L $depdepl | awk '{if (NR == 2) {print $1;exit}}'` fi func_append compiler_flags " $wl-dylib_file $wl$darwin_install_name:$depdepl" func_append linker_flags " -dylib_file $darwin_install_name:$depdepl" path= fi fi ;; *) path=-L$absdir/$objdir ;; esac else eval libdir=`$SED -n -e 's/^libdir=\(.*\)$/\1/p' $deplib` test -z "$libdir" && \ func_fatal_error "'$deplib' is not a valid libtool archive" test "$absdir" != "$libdir" && \ func_warning "'$deplib' seems to be moved" path=-L$absdir fi ;; esac case " $deplibs " in *" $path "*) ;; *) deplibs="$path $deplibs" ;; esac done fi # link_all_deplibs != no fi # linkmode = lib done # for deplib in $libs if test link = "$pass"; then if test prog = "$linkmode"; then compile_deplibs="$new_inherited_linker_flags $compile_deplibs" finalize_deplibs="$new_inherited_linker_flags $finalize_deplibs" else compiler_flags="$compiler_flags "`$ECHO " $new_inherited_linker_flags" | $SED 's% \([^ $]*\).ltframework% -framework \1%g'` fi fi dependency_libs=$newdependency_libs if test dlpreopen = "$pass"; then # Link the dlpreopened libraries before other libraries for deplib in $save_deplibs; do deplibs="$deplib $deplibs" done fi if test dlopen != "$pass"; then test conv = "$pass" || { # Make sure lib_search_path contains only unique directories. lib_search_path= for dir in $newlib_search_path; do case "$lib_search_path " in *" $dir "*) ;; *) func_append lib_search_path " $dir" ;; esac done newlib_search_path= } if test prog,link = "$linkmode,$pass"; then vars="compile_deplibs finalize_deplibs" else vars=deplibs fi for var in $vars dependency_libs; do # Add libraries to $var in reverse order eval tmp_libs=\"\$$var\" new_libs= for deplib in $tmp_libs; do # FIXME: Pedantically, this is the right thing to do, so # that some nasty dependency loop isn't accidentally # broken: #new_libs="$deplib $new_libs" # Pragmatically, this seems to cause very few problems in # practice: case $deplib in -L*) new_libs="$deplib $new_libs" ;; -R*) ;; *) # And here is the reason: when a library appears more # than once as an explicit dependence of a library, or # is implicitly linked in more than once by the # compiler, it is considered special, and multiple # occurrences thereof are not removed. Compare this # with having the same library being listed as a # dependency of multiple other libraries: in this case, # we know (pedantically, we assume) the library does not # need to be listed more than once, so we keep only the # last copy. This is not always right, but it is rare # enough that we require users that really mean to play # such unportable linking tricks to link the library # using -Wl,-lname, so that libtool does not consider it # for duplicate removal. case " $specialdeplibs " in *" $deplib "*) new_libs="$deplib $new_libs" ;; *) case " $new_libs " in *" $deplib "*) ;; *) new_libs="$deplib $new_libs" ;; esac ;; esac ;; esac done tmp_libs= for deplib in $new_libs; do case $deplib in -L*) case " $tmp_libs " in *" $deplib "*) ;; *) func_append tmp_libs " $deplib" ;; esac ;; *) func_append tmp_libs " $deplib" ;; esac done eval $var=\"$tmp_libs\" done # for var fi # Add Sun CC postdeps if required: test CXX = "$tagname" && { case $host_os in linux*) case `$CC -V 2>&1 | sed 5q` in *Sun\ C*) # Sun C++ 5.9 func_suncc_cstd_abi if test no != "$suncc_use_cstd_abi"; then func_append postdeps ' -library=Cstd -library=Crun' fi ;; esac ;; solaris*) func_cc_basename "$CC" case $func_cc_basename_result in CC* | sunCC*) func_suncc_cstd_abi if test no != "$suncc_use_cstd_abi"; then func_append postdeps ' -library=Cstd -library=Crun' fi ;; esac ;; esac } # Last step: remove runtime libs from dependency_libs # (they stay in deplibs) tmp_libs= for i in $dependency_libs; do case " $predeps $postdeps $compiler_lib_search_path " in *" $i "*) i= ;; esac if test -n "$i"; then func_append tmp_libs " $i" fi done dependency_libs=$tmp_libs done # for pass if test prog = "$linkmode"; then dlfiles=$newdlfiles fi if test prog = "$linkmode" || test lib = "$linkmode"; then dlprefiles=$newdlprefiles fi case $linkmode in oldlib) if test -n "$dlfiles$dlprefiles" || test no != "$dlself"; then func_warning "'-dlopen' is ignored for archives" fi case " $deplibs" in *\ -l* | *\ -L*) func_warning "'-l' and '-L' are ignored for archives" ;; esac test -n "$rpath" && \ func_warning "'-rpath' is ignored for archives" test -n "$xrpath" && \ func_warning "'-R' is ignored for archives" test -n "$vinfo" && \ func_warning "'-version-info/-version-number' is ignored for archives" test -n "$release" && \ func_warning "'-release' is ignored for archives" test -n "$export_symbols$export_symbols_regex" && \ func_warning "'-export-symbols' is ignored for archives" # Now set the variables for building old libraries. build_libtool_libs=no oldlibs=$output func_append objs "$old_deplibs" ;; lib) # Make sure we only generate libraries of the form 'libNAME.la'. case $outputname in lib*) func_stripname 'lib' '.la' "$outputname" name=$func_stripname_result eval shared_ext=\"$shrext_cmds\" eval libname=\"$libname_spec\" ;; *) test no = "$module" \ && func_fatal_help "libtool library '$output' must begin with 'lib'" if test no != "$need_lib_prefix"; then # Add the "lib" prefix for modules if required func_stripname '' '.la' "$outputname" name=$func_stripname_result eval shared_ext=\"$shrext_cmds\" eval libname=\"$libname_spec\" else func_stripname '' '.la' "$outputname" libname=$func_stripname_result fi ;; esac if test -n "$objs"; then if test pass_all != "$deplibs_check_method"; then func_fatal_error "cannot build libtool library '$output' from non-libtool objects on this host:$objs" else echo $ECHO "*** Warning: Linking the shared library $output against the non-libtool" $ECHO "*** objects $objs is not portable!" func_append libobjs " $objs" fi fi test no = "$dlself" \ || func_warning "'-dlopen self' is ignored for libtool libraries" set dummy $rpath shift test 1 -lt "$#" \ && func_warning "ignoring multiple '-rpath's for a libtool library" install_libdir=$1 oldlibs= if test -z "$rpath"; then if test yes = "$build_libtool_libs"; then # Building a libtool convenience library. # Some compilers have problems with a '.al' extension so # convenience libraries should have the same extension an # archive normally would. oldlibs="$output_objdir/$libname.$libext $oldlibs" build_libtool_libs=convenience build_old_libs=yes fi test -n "$vinfo" && \ func_warning "'-version-info/-version-number' is ignored for convenience libraries" test -n "$release" && \ func_warning "'-release' is ignored for convenience libraries" else # Parse the version information argument. save_ifs=$IFS; IFS=: set dummy $vinfo 0 0 0 shift IFS=$save_ifs test -n "$7" && \ func_fatal_help "too many parameters to '-version-info'" # convert absolute version numbers to libtool ages # this retains compatibility with .la files and attempts # to make the code below a bit more comprehensible case $vinfo_number in yes) number_major=$1 number_minor=$2 number_revision=$3 # # There are really only two kinds -- those that # use the current revision as the major version # and those that subtract age and use age as # a minor version. But, then there is irix # that has an extra 1 added just for fun # case $version_type in # correct linux to gnu/linux during the next big refactor darwin|freebsd-elf|linux|osf|windows|none) func_arith $number_major + $number_minor current=$func_arith_result age=$number_minor revision=$number_revision ;; freebsd-aout|qnx|sunos) current=$number_major revision=$number_minor age=0 ;; irix|nonstopux) func_arith $number_major + $number_minor current=$func_arith_result age=$number_minor revision=$number_minor lt_irix_increment=no ;; esac ;; no) current=$1 revision=$2 age=$3 ;; esac # Check that each of the things are valid numbers. case $current in 0|[1-9]|[1-9][0-9]|[1-9][0-9][0-9]|[1-9][0-9][0-9][0-9]|[1-9][0-9][0-9][0-9][0-9]) ;; *) func_error "CURRENT '$current' must be a nonnegative integer" func_fatal_error "'$vinfo' is not valid version information" ;; esac case $revision in 0|[1-9]|[1-9][0-9]|[1-9][0-9][0-9]|[1-9][0-9][0-9][0-9]|[1-9][0-9][0-9][0-9][0-9]) ;; *) func_error "REVISION '$revision' must be a nonnegative integer" func_fatal_error "'$vinfo' is not valid version information" ;; esac case $age in 0|[1-9]|[1-9][0-9]|[1-9][0-9][0-9]|[1-9][0-9][0-9][0-9]|[1-9][0-9][0-9][0-9][0-9]) ;; *) func_error "AGE '$age' must be a nonnegative integer" func_fatal_error "'$vinfo' is not valid version information" ;; esac if test "$age" -gt "$current"; then func_error "AGE '$age' is greater than the current interface number '$current'" func_fatal_error "'$vinfo' is not valid version information" fi # Calculate the version variables. major= versuffix= verstring= case $version_type in none) ;; darwin) # Like Linux, but with the current version available in # verstring for coding it into the library header func_arith $current - $age major=.$func_arith_result versuffix=$major.$age.$revision # Darwin ld doesn't like 0 for these options... func_arith $current + 1 minor_current=$func_arith_result xlcverstring="$wl-compatibility_version $wl$minor_current $wl-current_version $wl$minor_current.$revision" verstring="-compatibility_version $minor_current -current_version $minor_current.$revision" # On Darwin other compilers case $CC in nagfor*) verstring="$wl-compatibility_version $wl$minor_current $wl-current_version $wl$minor_current.$revision" ;; *) verstring="-compatibility_version $minor_current -current_version $minor_current.$revision" ;; esac ;; freebsd-aout) major=.$current versuffix=.$current.$revision ;; freebsd-elf) func_arith $current - $age major=.$func_arith_result versuffix=$major.$age.$revision ;; irix | nonstopux) if test no = "$lt_irix_increment"; then func_arith $current - $age else func_arith $current - $age + 1 fi major=$func_arith_result case $version_type in nonstopux) verstring_prefix=nonstopux ;; *) verstring_prefix=sgi ;; esac verstring=$verstring_prefix$major.$revision # Add in all the interfaces that we are compatible with. loop=$revision while test 0 -ne "$loop"; do func_arith $revision - $loop iface=$func_arith_result func_arith $loop - 1 loop=$func_arith_result verstring=$verstring_prefix$major.$iface:$verstring done # Before this point, $major must not contain '.'. major=.$major versuffix=$major.$revision ;; linux) # correct to gnu/linux during the next big refactor func_arith $current - $age major=.$func_arith_result versuffix=$major.$age.$revision ;; osf) func_arith $current - $age major=.$func_arith_result versuffix=.$current.$age.$revision verstring=$current.$age.$revision # Add in all the interfaces that we are compatible with. loop=$age while test 0 -ne "$loop"; do func_arith $current - $loop iface=$func_arith_result func_arith $loop - 1 loop=$func_arith_result verstring=$verstring:$iface.0 done # Make executables depend on our current version. func_append verstring ":$current.0" ;; qnx) major=.$current versuffix=.$current ;; sco) major=.$current versuffix=.$current ;; sunos) major=.$current versuffix=.$current.$revision ;; windows) # Use '-' rather than '.', since we only want one # extension on DOS 8.3 file systems. func_arith $current - $age major=$func_arith_result versuffix=-$major ;; *) func_fatal_configuration "unknown library version type '$version_type'" ;; esac # Clear the version info if we defaulted, and they specified a release. if test -z "$vinfo" && test -n "$release"; then major= case $version_type in darwin) # we can't check for "0.0" in archive_cmds due to quoting # problems, so we reset it completely verstring= ;; *) verstring=0.0 ;; esac if test no = "$need_version"; then versuffix= else versuffix=.0.0 fi fi # Remove version info from name if versioning should be avoided if test yes,no = "$avoid_version,$need_version"; then major= versuffix= verstring= fi # Check to see if the archive will have undefined symbols. if test yes = "$allow_undefined"; then if test unsupported = "$allow_undefined_flag"; then if test yes = "$build_old_libs"; then func_warning "undefined symbols not allowed in $host shared libraries; building static only" build_libtool_libs=no else func_fatal_error "can't build $host shared library unless -no-undefined is specified" fi fi else # Don't allow undefined symbols. allow_undefined_flag=$no_undefined_flag fi fi func_generate_dlsyms "$libname" "$libname" : func_append libobjs " $symfileobj" test " " = "$libobjs" && libobjs= if test relink != "$opt_mode"; then # Remove our outputs, but don't remove object files since they # may have been created when compiling PIC objects. removelist= tempremovelist=`$ECHO "$output_objdir/*"` for p in $tempremovelist; do case $p in *.$objext | *.gcno) ;; $output_objdir/$outputname | $output_objdir/$libname.* | $output_objdir/$libname$release.*) if test -n "$precious_files_regex"; then if $ECHO "$p" | $EGREP -e "$precious_files_regex" >/dev/null 2>&1 then continue fi fi func_append removelist " $p" ;; *) ;; esac done test -n "$removelist" && \ func_show_eval "${RM}r \$removelist" fi # Now set the variables for building old libraries. if test yes = "$build_old_libs" && test convenience != "$build_libtool_libs"; then func_append oldlibs " $output_objdir/$libname.$libext" # Transform .lo files to .o files. oldobjs="$objs "`$ECHO "$libobjs" | $SP2NL | $SED "/\.$libext$/d; $lo2o" | $NL2SP` fi # Eliminate all temporary directories. #for path in $notinst_path; do # lib_search_path=`$ECHO "$lib_search_path " | $SED "s% $path % %g"` # deplibs=`$ECHO "$deplibs " | $SED "s% -L$path % %g"` # dependency_libs=`$ECHO "$dependency_libs " | $SED "s% -L$path % %g"` #done if test -n "$xrpath"; then # If the user specified any rpath flags, then add them. temp_xrpath= for libdir in $xrpath; do func_replace_sysroot "$libdir" func_append temp_xrpath " -R$func_replace_sysroot_result" case "$finalize_rpath " in *" $libdir "*) ;; *) func_append finalize_rpath " $libdir" ;; esac done if test yes != "$hardcode_into_libs" || test yes = "$build_old_libs"; then dependency_libs="$temp_xrpath $dependency_libs" fi fi # Make sure dlfiles contains only unique files that won't be dlpreopened old_dlfiles=$dlfiles dlfiles= for lib in $old_dlfiles; do case " $dlprefiles $dlfiles " in *" $lib "*) ;; *) func_append dlfiles " $lib" ;; esac done # Make sure dlprefiles contains only unique files old_dlprefiles=$dlprefiles dlprefiles= for lib in $old_dlprefiles; do case "$dlprefiles " in *" $lib "*) ;; *) func_append dlprefiles " $lib" ;; esac done if test yes = "$build_libtool_libs"; then if test -n "$rpath"; then case $host in *-*-cygwin* | *-*-mingw* | *-*-pw32* | *-*-os2* | *-*-beos* | *-cegcc* | *-*-haiku*) # these systems don't actually have a c library (as such)! ;; *-*-rhapsody* | *-*-darwin1.[012]) # Rhapsody C library is in the System framework func_append deplibs " System.ltframework" ;; *-*-netbsd*) # Don't link with libc until the a.out ld.so is fixed. ;; *-*-openbsd* | *-*-freebsd* | *-*-dragonfly*) # Do not include libc due to us having libc/libc_r. ;; *-*-sco3.2v5* | *-*-sco5v6*) # Causes problems with __ctype ;; *-*-sysv4.2uw2* | *-*-sysv5* | *-*-unixware* | *-*-OpenUNIX*) # Compiler inserts libc in the correct place for threads to work ;; *) # Add libc to deplibs on all other systems if necessary. if test yes = "$build_libtool_need_lc"; then func_append deplibs " -lc" fi ;; esac fi # Transform deplibs into only deplibs that can be linked in shared. name_save=$name libname_save=$libname release_save=$release versuffix_save=$versuffix major_save=$major # I'm not sure if I'm treating the release correctly. I think # release should show up in the -l (ie -lgmp5) so we don't want to # add it in twice. Is that correct? release= versuffix= major= newdeplibs= droppeddeps=no case $deplibs_check_method in pass_all) # Don't check for shared/static. Everything works. # This might be a little naive. We might want to check # whether the library exists or not. But this is on # osf3 & osf4 and I'm not really sure... Just # implementing what was already the behavior. newdeplibs=$deplibs ;; test_compile) # This code stresses the "libraries are programs" paradigm to its # limits. Maybe even breaks it. We compile a program, linking it # against the deplibs as a proxy for the library. Then we can check # whether they linked in statically or dynamically with ldd. $opt_dry_run || $RM conftest.c cat > conftest.c </dev/null` $nocaseglob else potential_libs=`ls $i/$libnameglob[.-]* 2>/dev/null` fi for potent_lib in $potential_libs; do # Follow soft links. if ls -lLd "$potent_lib" 2>/dev/null | $GREP " -> " >/dev/null; then continue fi # The statement above tries to avoid entering an # endless loop below, in case of cyclic links. # We might still enter an endless loop, since a link # loop can be closed while we follow links, # but so what? potlib=$potent_lib while test -h "$potlib" 2>/dev/null; do potliblink=`ls -ld $potlib | $SED 's/.* -> //'` case $potliblink in [\\/]* | [A-Za-z]:[\\/]*) potlib=$potliblink;; *) potlib=`$ECHO "$potlib" | $SED 's|[^/]*$||'`"$potliblink";; esac done if eval $file_magic_cmd \"\$potlib\" 2>/dev/null | $SED -e 10q | $EGREP "$file_magic_regex" > /dev/null; then func_append newdeplibs " $a_deplib" a_deplib= break 2 fi done done fi if test -n "$a_deplib"; then droppeddeps=yes echo $ECHO "*** Warning: linker path does not have real file for library $a_deplib." echo "*** I have the capability to make that library automatically link in when" echo "*** you link to this library. But I can only do this if you have a" echo "*** shared version of the library, which you do not appear to have" echo "*** because I did check the linker path looking for a file starting" if test -z "$potlib"; then $ECHO "*** with $libname but no candidates were found. (...for file magic test)" else $ECHO "*** with $libname and none of the candidates passed a file format test" $ECHO "*** using a file magic. Last file checked: $potlib" fi fi ;; *) # Add a -L argument. func_append newdeplibs " $a_deplib" ;; esac done # Gone through all deplibs. ;; match_pattern*) set dummy $deplibs_check_method; shift match_pattern_regex=`expr "$deplibs_check_method" : "$1 \(.*\)"` for a_deplib in $deplibs; do case $a_deplib in -l*) func_stripname -l '' "$a_deplib" name=$func_stripname_result if test yes = "$allow_libtool_libs_with_static_runtimes"; then case " $predeps $postdeps " in *" $a_deplib "*) func_append newdeplibs " $a_deplib" a_deplib= ;; esac fi if test -n "$a_deplib"; then libname=`eval "\\$ECHO \"$libname_spec\""` for i in $lib_search_path $sys_lib_search_path $shlib_search_path; do potential_libs=`ls $i/$libname[.-]* 2>/dev/null` for potent_lib in $potential_libs; do potlib=$potent_lib # see symlink-check above in file_magic test if eval "\$ECHO \"$potent_lib\"" 2>/dev/null | $SED 10q | \ $EGREP "$match_pattern_regex" > /dev/null; then func_append newdeplibs " $a_deplib" a_deplib= break 2 fi done done fi if test -n "$a_deplib"; then droppeddeps=yes echo $ECHO "*** Warning: linker path does not have real file for library $a_deplib." echo "*** I have the capability to make that library automatically link in when" echo "*** you link to this library. But I can only do this if you have a" echo "*** shared version of the library, which you do not appear to have" echo "*** because I did check the linker path looking for a file starting" if test -z "$potlib"; then $ECHO "*** with $libname but no candidates were found. (...for regex pattern test)" else $ECHO "*** with $libname and none of the candidates passed a file format test" $ECHO "*** using a regex pattern. Last file checked: $potlib" fi fi ;; *) # Add a -L argument. func_append newdeplibs " $a_deplib" ;; esac done # Gone through all deplibs. ;; none | unknown | *) newdeplibs= tmp_deplibs=`$ECHO " $deplibs" | $SED 's/ -lc$//; s/ -[LR][^ ]*//g'` if test yes = "$allow_libtool_libs_with_static_runtimes"; then for i in $predeps $postdeps; do # can't use Xsed below, because $i might contain '/' tmp_deplibs=`$ECHO " $tmp_deplibs" | $SED "s|$i||"` done fi case $tmp_deplibs in *[!\ \ ]*) echo if test none = "$deplibs_check_method"; then echo "*** Warning: inter-library dependencies are not supported in this platform." else echo "*** Warning: inter-library dependencies are not known to be supported." fi echo "*** All declared inter-library dependencies are being dropped." droppeddeps=yes ;; esac ;; esac versuffix=$versuffix_save major=$major_save release=$release_save libname=$libname_save name=$name_save case $host in *-*-rhapsody* | *-*-darwin1.[012]) # On Rhapsody replace the C library with the System framework newdeplibs=`$ECHO " $newdeplibs" | $SED 's/ -lc / System.ltframework /'` ;; esac if test yes = "$droppeddeps"; then if test yes = "$module"; then echo echo "*** Warning: libtool could not satisfy all declared inter-library" $ECHO "*** dependencies of module $libname. Therefore, libtool will create" echo "*** a static module, that should work as long as the dlopening" echo "*** application is linked with the -dlopen flag." if test -z "$global_symbol_pipe"; then echo echo "*** However, this would only work if libtool was able to extract symbol" echo "*** lists from a program, using 'nm' or equivalent, but libtool could" echo "*** not find such a program. So, this module is probably useless." echo "*** 'nm' from GNU binutils and a full rebuild may help." fi if test no = "$build_old_libs"; then oldlibs=$output_objdir/$libname.$libext build_libtool_libs=module build_old_libs=yes else build_libtool_libs=no fi else echo "*** The inter-library dependencies that have been dropped here will be" echo "*** automatically added whenever a program is linked with this library" echo "*** or is declared to -dlopen it." if test no = "$allow_undefined"; then echo echo "*** Since this library must not contain undefined symbols," echo "*** because either the platform does not support them or" echo "*** it was explicitly requested with -no-undefined," echo "*** libtool will only create a static version of it." if test no = "$build_old_libs"; then oldlibs=$output_objdir/$libname.$libext build_libtool_libs=module build_old_libs=yes else build_libtool_libs=no fi fi fi fi # Done checking deplibs! deplibs=$newdeplibs fi # Time to change all our "foo.ltframework" stuff back to "-framework foo" case $host in *-*-darwin*) newdeplibs=`$ECHO " $newdeplibs" | $SED 's% \([^ $]*\).ltframework% -framework \1%g'` new_inherited_linker_flags=`$ECHO " $new_inherited_linker_flags" | $SED 's% \([^ $]*\).ltframework% -framework \1%g'` deplibs=`$ECHO " $deplibs" | $SED 's% \([^ $]*\).ltframework% -framework \1%g'` ;; esac # move library search paths that coincide with paths to not yet # installed libraries to the beginning of the library search list new_libs= for path in $notinst_path; do case " $new_libs " in *" -L$path/$objdir "*) ;; *) case " $deplibs " in *" -L$path/$objdir "*) func_append new_libs " -L$path/$objdir" ;; esac ;; esac done for deplib in $deplibs; do case $deplib in -L*) case " $new_libs " in *" $deplib "*) ;; *) func_append new_libs " $deplib" ;; esac ;; *) func_append new_libs " $deplib" ;; esac done deplibs=$new_libs # All the library-specific variables (install_libdir is set above). library_names= old_library= dlname= # Test again, we may have decided not to build it any more if test yes = "$build_libtool_libs"; then # Remove $wl instances when linking with ld. # FIXME: should test the right _cmds variable. case $archive_cmds in *\$LD\ *) wl= ;; esac if test yes = "$hardcode_into_libs"; then # Hardcode the library paths hardcode_libdirs= dep_rpath= rpath=$finalize_rpath test relink = "$opt_mode" || rpath=$compile_rpath$rpath for libdir in $rpath; do if test -n "$hardcode_libdir_flag_spec"; then if test -n "$hardcode_libdir_separator"; then func_replace_sysroot "$libdir" libdir=$func_replace_sysroot_result if test -z "$hardcode_libdirs"; then hardcode_libdirs=$libdir else # Just accumulate the unique libdirs. case $hardcode_libdir_separator$hardcode_libdirs$hardcode_libdir_separator in *"$hardcode_libdir_separator$libdir$hardcode_libdir_separator"*) ;; *) func_append hardcode_libdirs "$hardcode_libdir_separator$libdir" ;; esac fi else eval flag=\"$hardcode_libdir_flag_spec\" func_append dep_rpath " $flag" fi elif test -n "$runpath_var"; then case "$perm_rpath " in *" $libdir "*) ;; *) func_append perm_rpath " $libdir" ;; esac fi done # Substitute the hardcoded libdirs into the rpath. if test -n "$hardcode_libdir_separator" && test -n "$hardcode_libdirs"; then libdir=$hardcode_libdirs eval "dep_rpath=\"$hardcode_libdir_flag_spec\"" fi if test -n "$runpath_var" && test -n "$perm_rpath"; then # We should set the runpath_var. rpath= for dir in $perm_rpath; do func_append rpath "$dir:" done eval "$runpath_var='$rpath\$$runpath_var'; export $runpath_var" fi test -n "$dep_rpath" && deplibs="$dep_rpath $deplibs" fi shlibpath=$finalize_shlibpath test relink = "$opt_mode" || shlibpath=$compile_shlibpath$shlibpath if test -n "$shlibpath"; then eval "$shlibpath_var='$shlibpath\$$shlibpath_var'; export $shlibpath_var" fi # Get the real and link names of the library. eval shared_ext=\"$shrext_cmds\" eval library_names=\"$library_names_spec\" set dummy $library_names shift realname=$1 shift if test -n "$soname_spec"; then eval soname=\"$soname_spec\" else soname=$realname fi if test -z "$dlname"; then dlname=$soname fi lib=$output_objdir/$realname linknames= for link do func_append linknames " $link" done # Use standard objects if they are pic test -z "$pic_flag" && libobjs=`$ECHO "$libobjs" | $SP2NL | $SED "$lo2o" | $NL2SP` test "X$libobjs" = "X " && libobjs= delfiles= if test -n "$export_symbols" && test -n "$include_expsyms"; then $opt_dry_run || cp "$export_symbols" "$output_objdir/$libname.uexp" export_symbols=$output_objdir/$libname.uexp func_append delfiles " $export_symbols" fi orig_export_symbols= case $host_os in cygwin* | mingw* | cegcc*) if test -n "$export_symbols" && test -z "$export_symbols_regex"; then # exporting using user supplied symfile func_dll_def_p "$export_symbols" || { # and it's NOT already a .def file. Must figure out # which of the given symbols are data symbols and tag # them as such. So, trigger use of export_symbols_cmds. # export_symbols gets reassigned inside the "prepare # the list of exported symbols" if statement, so the # include_expsyms logic still works. orig_export_symbols=$export_symbols export_symbols= always_export_symbols=yes } fi ;; esac # Prepare the list of exported symbols if test -z "$export_symbols"; then if test yes = "$always_export_symbols" || test -n "$export_symbols_regex"; then func_verbose "generating symbol list for '$libname.la'" export_symbols=$output_objdir/$libname.exp $opt_dry_run || $RM $export_symbols cmds=$export_symbols_cmds save_ifs=$IFS; IFS='~' for cmd1 in $cmds; do IFS=$save_ifs # Take the normal branch if the nm_file_list_spec branch # doesn't work or if tool conversion is not needed. case $nm_file_list_spec~$to_tool_file_cmd in *~func_convert_file_noop | *~func_convert_file_msys_to_w32 | ~*) try_normal_branch=yes eval cmd=\"$cmd1\" func_len " $cmd" len=$func_len_result ;; *) try_normal_branch=no ;; esac if test yes = "$try_normal_branch" \ && { test "$len" -lt "$max_cmd_len" \ || test "$max_cmd_len" -le -1; } then func_show_eval "$cmd" 'exit $?' skipped_export=false elif test -n "$nm_file_list_spec"; then func_basename "$output" output_la=$func_basename_result save_libobjs=$libobjs save_output=$output output=$output_objdir/$output_la.nm func_to_tool_file "$output" libobjs=$nm_file_list_spec$func_to_tool_file_result func_append delfiles " $output" func_verbose "creating $NM input file list: $output" for obj in $save_libobjs; do func_to_tool_file "$obj" $ECHO "$func_to_tool_file_result" done > "$output" eval cmd=\"$cmd1\" func_show_eval "$cmd" 'exit $?' output=$save_output libobjs=$save_libobjs skipped_export=false else # The command line is too long to execute in one step. func_verbose "using reloadable object file for export list..." skipped_export=: # Break out early, otherwise skipped_export may be # set to false by a later but shorter cmd. break fi done IFS=$save_ifs if test -n "$export_symbols_regex" && test : != "$skipped_export"; then func_show_eval '$EGREP -e "$export_symbols_regex" "$export_symbols" > "${export_symbols}T"' func_show_eval '$MV "${export_symbols}T" "$export_symbols"' fi fi fi if test -n "$export_symbols" && test -n "$include_expsyms"; then tmp_export_symbols=$export_symbols test -n "$orig_export_symbols" && tmp_export_symbols=$orig_export_symbols $opt_dry_run || eval '$ECHO "$include_expsyms" | $SP2NL >> "$tmp_export_symbols"' fi if test : != "$skipped_export" && test -n "$orig_export_symbols"; then # The given exports_symbols file has to be filtered, so filter it. func_verbose "filter symbol list for '$libname.la' to tag DATA exports" # FIXME: $output_objdir/$libname.filter potentially contains lots of # 's' commands, which not all seds can handle. GNU sed should be fine # though. Also, the filter scales superlinearly with the number of # global variables. join(1) would be nice here, but unfortunately # isn't a blessed tool. $opt_dry_run || $SED -e '/[ ,]DATA/!d;s,\(.*\)\([ \,].*\),s|^\1$|\1\2|,' < $export_symbols > $output_objdir/$libname.filter func_append delfiles " $export_symbols $output_objdir/$libname.filter" export_symbols=$output_objdir/$libname.def $opt_dry_run || $SED -f $output_objdir/$libname.filter < $orig_export_symbols > $export_symbols fi tmp_deplibs= for test_deplib in $deplibs; do case " $convenience " in *" $test_deplib "*) ;; *) func_append tmp_deplibs " $test_deplib" ;; esac done deplibs=$tmp_deplibs if test -n "$convenience"; then if test -n "$whole_archive_flag_spec" && test yes = "$compiler_needs_object" && test -z "$libobjs"; then # extract the archives, so we have objects to list. # TODO: could optimize this to just extract one archive. whole_archive_flag_spec= fi if test -n "$whole_archive_flag_spec"; then save_libobjs=$libobjs eval libobjs=\"\$libobjs $whole_archive_flag_spec\" test "X$libobjs" = "X " && libobjs= else gentop=$output_objdir/${outputname}x func_append generated " $gentop" func_extract_archives $gentop $convenience func_append libobjs " $func_extract_archives_result" test "X$libobjs" = "X " && libobjs= fi fi if test yes = "$thread_safe" && test -n "$thread_safe_flag_spec"; then eval flag=\"$thread_safe_flag_spec\" func_append linker_flags " $flag" fi # Make a backup of the uninstalled library when relinking if test relink = "$opt_mode"; then $opt_dry_run || eval '(cd $output_objdir && $RM ${realname}U && $MV $realname ${realname}U)' || exit $? fi # Do each of the archive commands. if test yes = "$module" && test -n "$module_cmds"; then if test -n "$export_symbols" && test -n "$module_expsym_cmds"; then eval test_cmds=\"$module_expsym_cmds\" cmds=$module_expsym_cmds else eval test_cmds=\"$module_cmds\" cmds=$module_cmds fi else if test -n "$export_symbols" && test -n "$archive_expsym_cmds"; then eval test_cmds=\"$archive_expsym_cmds\" cmds=$archive_expsym_cmds else eval test_cmds=\"$archive_cmds\" cmds=$archive_cmds fi fi if test : != "$skipped_export" && func_len " $test_cmds" && len=$func_len_result && test "$len" -lt "$max_cmd_len" || test "$max_cmd_len" -le -1; then : else # The command line is too long to link in one step, link piecewise # or, if using GNU ld and skipped_export is not :, use a linker # script. # Save the value of $output and $libobjs because we want to # use them later. If we have whole_archive_flag_spec, we # want to use save_libobjs as it was before # whole_archive_flag_spec was expanded, because we can't # assume the linker understands whole_archive_flag_spec. # This may have to be revisited, in case too many # convenience libraries get linked in and end up exceeding # the spec. if test -z "$convenience" || test -z "$whole_archive_flag_spec"; then save_libobjs=$libobjs fi save_output=$output func_basename "$output" output_la=$func_basename_result # Clear the reloadable object creation command queue and # initialize k to one. test_cmds= concat_cmds= objlist= last_robj= k=1 if test -n "$save_libobjs" && test : != "$skipped_export" && test yes = "$with_gnu_ld"; then output=$output_objdir/$output_la.lnkscript func_verbose "creating GNU ld script: $output" echo 'INPUT (' > $output for obj in $save_libobjs do func_to_tool_file "$obj" $ECHO "$func_to_tool_file_result" >> $output done echo ')' >> $output func_append delfiles " $output" func_to_tool_file "$output" output=$func_to_tool_file_result elif test -n "$save_libobjs" && test : != "$skipped_export" && test -n "$file_list_spec"; then output=$output_objdir/$output_la.lnk func_verbose "creating linker input file list: $output" : > $output set x $save_libobjs shift firstobj= if test yes = "$compiler_needs_object"; then firstobj="$1 " shift fi for obj do func_to_tool_file "$obj" $ECHO "$func_to_tool_file_result" >> $output done func_append delfiles " $output" func_to_tool_file "$output" output=$firstobj\"$file_list_spec$func_to_tool_file_result\" else if test -n "$save_libobjs"; then func_verbose "creating reloadable object files..." output=$output_objdir/$output_la-$k.$objext eval test_cmds=\"$reload_cmds\" func_len " $test_cmds" len0=$func_len_result len=$len0 # Loop over the list of objects to be linked. for obj in $save_libobjs do func_len " $obj" func_arith $len + $func_len_result len=$func_arith_result if test -z "$objlist" || test "$len" -lt "$max_cmd_len"; then func_append objlist " $obj" else # The command $test_cmds is almost too long, add a # command to the queue. if test 1 -eq "$k"; then # The first file doesn't have a previous command to add. reload_objs=$objlist eval concat_cmds=\"$reload_cmds\" else # All subsequent reloadable object files will link in # the last one created. reload_objs="$objlist $last_robj" eval concat_cmds=\"\$concat_cmds~$reload_cmds~\$RM $last_robj\" fi last_robj=$output_objdir/$output_la-$k.$objext func_arith $k + 1 k=$func_arith_result output=$output_objdir/$output_la-$k.$objext objlist=" $obj" func_len " $last_robj" func_arith $len0 + $func_len_result len=$func_arith_result fi done # Handle the remaining objects by creating one last # reloadable object file. All subsequent reloadable object # files will link in the last one created. test -z "$concat_cmds" || concat_cmds=$concat_cmds~ reload_objs="$objlist $last_robj" eval concat_cmds=\"\$concat_cmds$reload_cmds\" if test -n "$last_robj"; then eval concat_cmds=\"\$concat_cmds~\$RM $last_robj\" fi func_append delfiles " $output" else output= fi ${skipped_export-false} && { func_verbose "generating symbol list for '$libname.la'" export_symbols=$output_objdir/$libname.exp $opt_dry_run || $RM $export_symbols libobjs=$output # Append the command to create the export file. test -z "$concat_cmds" || concat_cmds=$concat_cmds~ eval concat_cmds=\"\$concat_cmds$export_symbols_cmds\" if test -n "$last_robj"; then eval concat_cmds=\"\$concat_cmds~\$RM $last_robj\" fi } test -n "$save_libobjs" && func_verbose "creating a temporary reloadable object file: $output" # Loop through the commands generated above and execute them. save_ifs=$IFS; IFS='~' for cmd in $concat_cmds; do IFS=$save_ifs $opt_quiet || { func_quote_for_expand "$cmd" eval "func_echo $func_quote_for_expand_result" } $opt_dry_run || eval "$cmd" || { lt_exit=$? # Restore the uninstalled library and exit if test relink = "$opt_mode"; then ( cd "$output_objdir" && \ $RM "${realname}T" && \ $MV "${realname}U" "$realname" ) fi exit $lt_exit } done IFS=$save_ifs if test -n "$export_symbols_regex" && ${skipped_export-false}; then func_show_eval '$EGREP -e "$export_symbols_regex" "$export_symbols" > "${export_symbols}T"' func_show_eval '$MV "${export_symbols}T" "$export_symbols"' fi fi ${skipped_export-false} && { if test -n "$export_symbols" && test -n "$include_expsyms"; then tmp_export_symbols=$export_symbols test -n "$orig_export_symbols" && tmp_export_symbols=$orig_export_symbols $opt_dry_run || eval '$ECHO "$include_expsyms" | $SP2NL >> "$tmp_export_symbols"' fi if test -n "$orig_export_symbols"; then # The given exports_symbols file has to be filtered, so filter it. func_verbose "filter symbol list for '$libname.la' to tag DATA exports" # FIXME: $output_objdir/$libname.filter potentially contains lots of # 's' commands, which not all seds can handle. GNU sed should be fine # though. Also, the filter scales superlinearly with the number of # global variables. join(1) would be nice here, but unfortunately # isn't a blessed tool. $opt_dry_run || $SED -e '/[ ,]DATA/!d;s,\(.*\)\([ \,].*\),s|^\1$|\1\2|,' < $export_symbols > $output_objdir/$libname.filter func_append delfiles " $export_symbols $output_objdir/$libname.filter" export_symbols=$output_objdir/$libname.def $opt_dry_run || $SED -f $output_objdir/$libname.filter < $orig_export_symbols > $export_symbols fi } libobjs=$output # Restore the value of output. output=$save_output if test -n "$convenience" && test -n "$whole_archive_flag_spec"; then eval libobjs=\"\$libobjs $whole_archive_flag_spec\" test "X$libobjs" = "X " && libobjs= fi # Expand the library linking commands again to reset the # value of $libobjs for piecewise linking. # Do each of the archive commands. if test yes = "$module" && test -n "$module_cmds"; then if test -n "$export_symbols" && test -n "$module_expsym_cmds"; then cmds=$module_expsym_cmds else cmds=$module_cmds fi else if test -n "$export_symbols" && test -n "$archive_expsym_cmds"; then cmds=$archive_expsym_cmds else cmds=$archive_cmds fi fi fi if test -n "$delfiles"; then # Append the command to remove temporary files to $cmds. eval cmds=\"\$cmds~\$RM $delfiles\" fi # Add any objects from preloaded convenience libraries if test -n "$dlprefiles"; then gentop=$output_objdir/${outputname}x func_append generated " $gentop" func_extract_archives $gentop $dlprefiles func_append libobjs " $func_extract_archives_result" test "X$libobjs" = "X " && libobjs= fi save_ifs=$IFS; IFS='~' for cmd in $cmds; do IFS=$sp$nl eval cmd=\"$cmd\" IFS=$save_ifs $opt_quiet || { func_quote_for_expand "$cmd" eval "func_echo $func_quote_for_expand_result" } $opt_dry_run || eval "$cmd" || { lt_exit=$? # Restore the uninstalled library and exit if test relink = "$opt_mode"; then ( cd "$output_objdir" && \ $RM "${realname}T" && \ $MV "${realname}U" "$realname" ) fi exit $lt_exit } done IFS=$save_ifs # Restore the uninstalled library and exit if test relink = "$opt_mode"; then $opt_dry_run || eval '(cd $output_objdir && $RM ${realname}T && $MV $realname ${realname}T && $MV ${realname}U $realname)' || exit $? if test -n "$convenience"; then if test -z "$whole_archive_flag_spec"; then func_show_eval '${RM}r "$gentop"' fi fi exit $EXIT_SUCCESS fi # Create links to the real library. for linkname in $linknames; do if test "$realname" != "$linkname"; then func_show_eval '(cd "$output_objdir" && $RM "$linkname" && $LN_S "$realname" "$linkname")' 'exit $?' fi done # If -module or -export-dynamic was specified, set the dlname. if test yes = "$module" || test yes = "$export_dynamic"; then # On all known operating systems, these are identical. dlname=$soname fi fi ;; obj) if test -n "$dlfiles$dlprefiles" || test no != "$dlself"; then func_warning "'-dlopen' is ignored for objects" fi case " $deplibs" in *\ -l* | *\ -L*) func_warning "'-l' and '-L' are ignored for objects" ;; esac test -n "$rpath" && \ func_warning "'-rpath' is ignored for objects" test -n "$xrpath" && \ func_warning "'-R' is ignored for objects" test -n "$vinfo" && \ func_warning "'-version-info' is ignored for objects" test -n "$release" && \ func_warning "'-release' is ignored for objects" case $output in *.lo) test -n "$objs$old_deplibs" && \ func_fatal_error "cannot build library object '$output' from non-libtool objects" libobj=$output func_lo2o "$libobj" obj=$func_lo2o_result ;; *) libobj= obj=$output ;; esac # Delete the old objects. $opt_dry_run || $RM $obj $libobj # Objects from convenience libraries. This assumes # single-version convenience libraries. Whenever we create # different ones for PIC/non-PIC, this we'll have to duplicate # the extraction. reload_conv_objs= gentop= # if reload_cmds runs $LD directly, get rid of -Wl from # whole_archive_flag_spec and hope we can get by with turning comma # into space. case $reload_cmds in *\$LD[\ \$]*) wl= ;; esac if test -n "$convenience"; then if test -n "$whole_archive_flag_spec"; then eval tmp_whole_archive_flags=\"$whole_archive_flag_spec\" test -n "$wl" || tmp_whole_archive_flags=`$ECHO "$tmp_whole_archive_flags" | $SED 's|,| |g'` reload_conv_objs=$reload_objs\ $tmp_whole_archive_flags else gentop=$output_objdir/${obj}x func_append generated " $gentop" func_extract_archives $gentop $convenience reload_conv_objs="$reload_objs $func_extract_archives_result" fi fi # If we're not building shared, we need to use non_pic_objs test yes = "$build_libtool_libs" || libobjs=$non_pic_objects # Create the old-style object. reload_objs=$objs$old_deplibs' '`$ECHO "$libobjs" | $SP2NL | $SED "/\.$libext$/d; /\.lib$/d; $lo2o" | $NL2SP`' '$reload_conv_objs output=$obj func_execute_cmds "$reload_cmds" 'exit $?' # Exit if we aren't doing a library object file. if test -z "$libobj"; then if test -n "$gentop"; then func_show_eval '${RM}r "$gentop"' fi exit $EXIT_SUCCESS fi test yes = "$build_libtool_libs" || { if test -n "$gentop"; then func_show_eval '${RM}r "$gentop"' fi # Create an invalid libtool object if no PIC, so that we don't # accidentally link it into a program. # $show "echo timestamp > $libobj" # $opt_dry_run || eval "echo timestamp > $libobj" || exit $? exit $EXIT_SUCCESS } if test -n "$pic_flag" || test default != "$pic_mode"; then # Only do commands if we really have different PIC objects. reload_objs="$libobjs $reload_conv_objs" output=$libobj func_execute_cmds "$reload_cmds" 'exit $?' fi if test -n "$gentop"; then func_show_eval '${RM}r "$gentop"' fi exit $EXIT_SUCCESS ;; prog) case $host in *cygwin*) func_stripname '' '.exe' "$output" output=$func_stripname_result.exe;; esac test -n "$vinfo" && \ func_warning "'-version-info' is ignored for programs" test -n "$release" && \ func_warning "'-release' is ignored for programs" $preload \ && test unknown,unknown,unknown = "$dlopen_support,$dlopen_self,$dlopen_self_static" \ && func_warning "'LT_INIT([dlopen])' not used. Assuming no dlopen support." case $host in *-*-rhapsody* | *-*-darwin1.[012]) # On Rhapsody replace the C library is the System framework compile_deplibs=`$ECHO " $compile_deplibs" | $SED 's/ -lc / System.ltframework /'` finalize_deplibs=`$ECHO " $finalize_deplibs" | $SED 's/ -lc / System.ltframework /'` ;; esac case $host in *-*-darwin*) # Don't allow lazy linking, it breaks C++ global constructors # But is supposedly fixed on 10.4 or later (yay!). if test CXX = "$tagname"; then case ${MACOSX_DEPLOYMENT_TARGET-10.0} in 10.[0123]) func_append compile_command " $wl-bind_at_load" func_append finalize_command " $wl-bind_at_load" ;; esac fi # Time to change all our "foo.ltframework" stuff back to "-framework foo" compile_deplibs=`$ECHO " $compile_deplibs" | $SED 's% \([^ $]*\).ltframework% -framework \1%g'` finalize_deplibs=`$ECHO " $finalize_deplibs" | $SED 's% \([^ $]*\).ltframework% -framework \1%g'` ;; esac # move library search paths that coincide with paths to not yet # installed libraries to the beginning of the library search list new_libs= for path in $notinst_path; do case " $new_libs " in *" -L$path/$objdir "*) ;; *) case " $compile_deplibs " in *" -L$path/$objdir "*) func_append new_libs " -L$path/$objdir" ;; esac ;; esac done for deplib in $compile_deplibs; do case $deplib in -L*) case " $new_libs " in *" $deplib "*) ;; *) func_append new_libs " $deplib" ;; esac ;; *) func_append new_libs " $deplib" ;; esac done compile_deplibs=$new_libs func_append compile_command " $compile_deplibs" func_append finalize_command " $finalize_deplibs" if test -n "$rpath$xrpath"; then # If the user specified any rpath flags, then add them. for libdir in $rpath $xrpath; do # This is the magic to use -rpath. case "$finalize_rpath " in *" $libdir "*) ;; *) func_append finalize_rpath " $libdir" ;; esac done fi # Now hardcode the library paths rpath= hardcode_libdirs= for libdir in $compile_rpath $finalize_rpath; do if test -n "$hardcode_libdir_flag_spec"; then if test -n "$hardcode_libdir_separator"; then if test -z "$hardcode_libdirs"; then hardcode_libdirs=$libdir else # Just accumulate the unique libdirs. case $hardcode_libdir_separator$hardcode_libdirs$hardcode_libdir_separator in *"$hardcode_libdir_separator$libdir$hardcode_libdir_separator"*) ;; *) func_append hardcode_libdirs "$hardcode_libdir_separator$libdir" ;; esac fi else eval flag=\"$hardcode_libdir_flag_spec\" func_append rpath " $flag" fi elif test -n "$runpath_var"; then case "$perm_rpath " in *" $libdir "*) ;; *) func_append perm_rpath " $libdir" ;; esac fi case $host in *-*-cygwin* | *-*-mingw* | *-*-pw32* | *-*-os2* | *-cegcc*) testbindir=`$ECHO "$libdir" | $SED -e 's*/lib$*/bin*'` case :$dllsearchpath: in *":$libdir:"*) ;; ::) dllsearchpath=$libdir;; *) func_append dllsearchpath ":$libdir";; esac case :$dllsearchpath: in *":$testbindir:"*) ;; ::) dllsearchpath=$testbindir;; *) func_append dllsearchpath ":$testbindir";; esac ;; esac done # Substitute the hardcoded libdirs into the rpath. if test -n "$hardcode_libdir_separator" && test -n "$hardcode_libdirs"; then libdir=$hardcode_libdirs eval rpath=\" $hardcode_libdir_flag_spec\" fi compile_rpath=$rpath rpath= hardcode_libdirs= for libdir in $finalize_rpath; do if test -n "$hardcode_libdir_flag_spec"; then if test -n "$hardcode_libdir_separator"; then if test -z "$hardcode_libdirs"; then hardcode_libdirs=$libdir else # Just accumulate the unique libdirs. case $hardcode_libdir_separator$hardcode_libdirs$hardcode_libdir_separator in *"$hardcode_libdir_separator$libdir$hardcode_libdir_separator"*) ;; *) func_append hardcode_libdirs "$hardcode_libdir_separator$libdir" ;; esac fi else eval flag=\"$hardcode_libdir_flag_spec\" func_append rpath " $flag" fi elif test -n "$runpath_var"; then case "$finalize_perm_rpath " in *" $libdir "*) ;; *) func_append finalize_perm_rpath " $libdir" ;; esac fi done # Substitute the hardcoded libdirs into the rpath. if test -n "$hardcode_libdir_separator" && test -n "$hardcode_libdirs"; then libdir=$hardcode_libdirs eval rpath=\" $hardcode_libdir_flag_spec\" fi finalize_rpath=$rpath if test -n "$libobjs" && test yes = "$build_old_libs"; then # Transform all the library objects into standard objects. compile_command=`$ECHO "$compile_command" | $SP2NL | $SED "$lo2o" | $NL2SP` finalize_command=`$ECHO "$finalize_command" | $SP2NL | $SED "$lo2o" | $NL2SP` fi func_generate_dlsyms "$outputname" "@PROGRAM@" false # template prelinking step if test -n "$prelink_cmds"; then func_execute_cmds "$prelink_cmds" 'exit $?' fi wrappers_required=: case $host in *cegcc* | *mingw32ce*) # Disable wrappers for cegcc and mingw32ce hosts, we are cross compiling anyway. wrappers_required=false ;; *cygwin* | *mingw* ) test yes = "$build_libtool_libs" || wrappers_required=false ;; *) if test no = "$need_relink" || test yes != "$build_libtool_libs"; then wrappers_required=false fi ;; esac $wrappers_required || { # Replace the output file specification. compile_command=`$ECHO "$compile_command" | $SED 's%@OUTPUT@%'"$output"'%g'` link_command=$compile_command$compile_rpath # We have no uninstalled library dependencies, so finalize right now. exit_status=0 func_show_eval "$link_command" 'exit_status=$?' if test -n "$postlink_cmds"; then func_to_tool_file "$output" postlink_cmds=`func_echo_all "$postlink_cmds" | $SED -e 's%@OUTPUT@%'"$output"'%g' -e 's%@TOOL_OUTPUT@%'"$func_to_tool_file_result"'%g'` func_execute_cmds "$postlink_cmds" 'exit $?' fi # Delete the generated files. if test -f "$output_objdir/${outputname}S.$objext"; then func_show_eval '$RM "$output_objdir/${outputname}S.$objext"' fi exit $exit_status } if test -n "$compile_shlibpath$finalize_shlibpath"; then compile_command="$shlibpath_var=\"$compile_shlibpath$finalize_shlibpath\$$shlibpath_var\" $compile_command" fi if test -n "$finalize_shlibpath"; then finalize_command="$shlibpath_var=\"$finalize_shlibpath\$$shlibpath_var\" $finalize_command" fi compile_var= finalize_var= if test -n "$runpath_var"; then if test -n "$perm_rpath"; then # We should set the runpath_var. rpath= for dir in $perm_rpath; do func_append rpath "$dir:" done compile_var="$runpath_var=\"$rpath\$$runpath_var\" " fi if test -n "$finalize_perm_rpath"; then # We should set the runpath_var. rpath= for dir in $finalize_perm_rpath; do func_append rpath "$dir:" done finalize_var="$runpath_var=\"$rpath\$$runpath_var\" " fi fi if test yes = "$no_install"; then # We don't need to create a wrapper script. link_command=$compile_var$compile_command$compile_rpath # Replace the output file specification. link_command=`$ECHO "$link_command" | $SED 's%@OUTPUT@%'"$output"'%g'` # Delete the old output file. $opt_dry_run || $RM $output # Link the executable and exit func_show_eval "$link_command" 'exit $?' if test -n "$postlink_cmds"; then func_to_tool_file "$output" postlink_cmds=`func_echo_all "$postlink_cmds" | $SED -e 's%@OUTPUT@%'"$output"'%g' -e 's%@TOOL_OUTPUT@%'"$func_to_tool_file_result"'%g'` func_execute_cmds "$postlink_cmds" 'exit $?' fi exit $EXIT_SUCCESS fi case $hardcode_action,$fast_install in relink,*) # Fast installation is not supported link_command=$compile_var$compile_command$compile_rpath relink_command=$finalize_var$finalize_command$finalize_rpath func_warning "this platform does not like uninstalled shared libraries" func_warning "'$output' will be relinked during installation" ;; *,yes) link_command=$finalize_var$compile_command$finalize_rpath relink_command=`$ECHO "$compile_var$compile_command$compile_rpath" | $SED 's%@OUTPUT@%\$progdir/\$file%g'` ;; *,no) link_command=$compile_var$compile_command$compile_rpath relink_command=$finalize_var$finalize_command$finalize_rpath ;; *,needless) link_command=$finalize_var$compile_command$finalize_rpath relink_command= ;; esac # Replace the output file specification. link_command=`$ECHO "$link_command" | $SED 's%@OUTPUT@%'"$output_objdir/$outputname"'%g'` # Delete the old output files. $opt_dry_run || $RM $output $output_objdir/$outputname $output_objdir/lt-$outputname func_show_eval "$link_command" 'exit $?' if test -n "$postlink_cmds"; then func_to_tool_file "$output_objdir/$outputname" postlink_cmds=`func_echo_all "$postlink_cmds" | $SED -e 's%@OUTPUT@%'"$output_objdir/$outputname"'%g' -e 's%@TOOL_OUTPUT@%'"$func_to_tool_file_result"'%g'` func_execute_cmds "$postlink_cmds" 'exit $?' fi # Now create the wrapper script. func_verbose "creating $output" # Quote the relink command for shipping. if test -n "$relink_command"; then # Preserve any variables that may affect compiler behavior for var in $variables_saved_for_relink; do if eval test -z \"\${$var+set}\"; then relink_command="{ test -z \"\${$var+set}\" || $lt_unset $var || { $var=; export $var; }; }; $relink_command" elif eval var_value=\$$var; test -z "$var_value"; then relink_command="$var=; export $var; $relink_command" else func_quote_for_eval "$var_value" relink_command="$var=$func_quote_for_eval_result; export $var; $relink_command" fi done relink_command="(cd `pwd`; $relink_command)" relink_command=`$ECHO "$relink_command" | $SED "$sed_quote_subst"` fi # Only actually do things if not in dry run mode. $opt_dry_run || { # win32 will think the script is a binary if it has # a .exe suffix, so we strip it off here. case $output in *.exe) func_stripname '' '.exe' "$output" output=$func_stripname_result ;; esac # test for cygwin because mv fails w/o .exe extensions case $host in *cygwin*) exeext=.exe func_stripname '' '.exe' "$outputname" outputname=$func_stripname_result ;; *) exeext= ;; esac case $host in *cygwin* | *mingw* ) func_dirname_and_basename "$output" "" "." output_name=$func_basename_result output_path=$func_dirname_result cwrappersource=$output_path/$objdir/lt-$output_name.c cwrapper=$output_path/$output_name.exe $RM $cwrappersource $cwrapper trap "$RM $cwrappersource $cwrapper; exit $EXIT_FAILURE" 1 2 15 func_emit_cwrapperexe_src > $cwrappersource # The wrapper executable is built using the $host compiler, # because it contains $host paths and files. If cross- # compiling, it, like the target executable, must be # executed on the $host or under an emulation environment. $opt_dry_run || { $LTCC $LTCFLAGS -o $cwrapper $cwrappersource $STRIP $cwrapper } # Now, create the wrapper script for func_source use: func_ltwrapper_scriptname $cwrapper $RM $func_ltwrapper_scriptname_result trap "$RM $func_ltwrapper_scriptname_result; exit $EXIT_FAILURE" 1 2 15 $opt_dry_run || { # note: this script will not be executed, so do not chmod. if test "x$build" = "x$host"; then $cwrapper --lt-dump-script > $func_ltwrapper_scriptname_result else func_emit_wrapper no > $func_ltwrapper_scriptname_result fi } ;; * ) $RM $output trap "$RM $output; exit $EXIT_FAILURE" 1 2 15 func_emit_wrapper no > $output chmod +x $output ;; esac } exit $EXIT_SUCCESS ;; esac # See if we need to build an old-fashioned archive. for oldlib in $oldlibs; do case $build_libtool_libs in convenience) oldobjs="$libobjs_save $symfileobj" addlibs=$convenience build_libtool_libs=no ;; module) oldobjs=$libobjs_save addlibs=$old_convenience build_libtool_libs=no ;; *) oldobjs="$old_deplibs $non_pic_objects" $preload && test -f "$symfileobj" \ && func_append oldobjs " $symfileobj" addlibs=$old_convenience ;; esac if test -n "$addlibs"; then gentop=$output_objdir/${outputname}x func_append generated " $gentop" func_extract_archives $gentop $addlibs func_append oldobjs " $func_extract_archives_result" fi # Do each command in the archive commands. if test -n "$old_archive_from_new_cmds" && test yes = "$build_libtool_libs"; then cmds=$old_archive_from_new_cmds else # Add any objects from preloaded convenience libraries if test -n "$dlprefiles"; then gentop=$output_objdir/${outputname}x func_append generated " $gentop" func_extract_archives $gentop $dlprefiles func_append oldobjs " $func_extract_archives_result" fi # POSIX demands no paths to be encoded in archives. We have # to avoid creating archives with duplicate basenames if we # might have to extract them afterwards, e.g., when creating a # static archive out of a convenience library, or when linking # the entirety of a libtool archive into another (currently # not supported by libtool). if (for obj in $oldobjs do func_basename "$obj" $ECHO "$func_basename_result" done | sort | sort -uc >/dev/null 2>&1); then : else echo "copying selected object files to avoid basename conflicts..." gentop=$output_objdir/${outputname}x func_append generated " $gentop" func_mkdir_p "$gentop" save_oldobjs=$oldobjs oldobjs= counter=1 for obj in $save_oldobjs do func_basename "$obj" objbase=$func_basename_result case " $oldobjs " in " ") oldobjs=$obj ;; *[\ /]"$objbase "*) while :; do # Make sure we don't pick an alternate name that also # overlaps. newobj=lt$counter-$objbase func_arith $counter + 1 counter=$func_arith_result case " $oldobjs " in *[\ /]"$newobj "*) ;; *) if test ! -f "$gentop/$newobj"; then break; fi ;; esac done func_show_eval "ln $obj $gentop/$newobj || cp $obj $gentop/$newobj" func_append oldobjs " $gentop/$newobj" ;; *) func_append oldobjs " $obj" ;; esac done fi func_to_tool_file "$oldlib" func_convert_file_msys_to_w32 tool_oldlib=$func_to_tool_file_result eval cmds=\"$old_archive_cmds\" func_len " $cmds" len=$func_len_result if test "$len" -lt "$max_cmd_len" || test "$max_cmd_len" -le -1; then cmds=$old_archive_cmds elif test -n "$archiver_list_spec"; then func_verbose "using command file archive linking..." for obj in $oldobjs do func_to_tool_file "$obj" $ECHO "$func_to_tool_file_result" done > $output_objdir/$libname.libcmd func_to_tool_file "$output_objdir/$libname.libcmd" oldobjs=" $archiver_list_spec$func_to_tool_file_result" cmds=$old_archive_cmds else # the command line is too long to link in one step, link in parts func_verbose "using piecewise archive linking..." save_RANLIB=$RANLIB RANLIB=: objlist= concat_cmds= save_oldobjs=$oldobjs oldobjs= # Is there a better way of finding the last object in the list? for obj in $save_oldobjs do last_oldobj=$obj done eval test_cmds=\"$old_archive_cmds\" func_len " $test_cmds" len0=$func_len_result len=$len0 for obj in $save_oldobjs do func_len " $obj" func_arith $len + $func_len_result len=$func_arith_result func_append objlist " $obj" if test "$len" -lt "$max_cmd_len"; then : else # the above command should be used before it gets too long oldobjs=$objlist if test "$obj" = "$last_oldobj"; then RANLIB=$save_RANLIB fi test -z "$concat_cmds" || concat_cmds=$concat_cmds~ eval concat_cmds=\"\$concat_cmds$old_archive_cmds\" objlist= len=$len0 fi done RANLIB=$save_RANLIB oldobjs=$objlist if test -z "$oldobjs"; then eval cmds=\"\$concat_cmds\" else eval cmds=\"\$concat_cmds~\$old_archive_cmds\" fi fi fi func_execute_cmds "$cmds" 'exit $?' done test -n "$generated" && \ func_show_eval "${RM}r$generated" # Now create the libtool archive. case $output in *.la) old_library= test yes = "$build_old_libs" && old_library=$libname.$libext func_verbose "creating $output" # Preserve any variables that may affect compiler behavior for var in $variables_saved_for_relink; do if eval test -z \"\${$var+set}\"; then relink_command="{ test -z \"\${$var+set}\" || $lt_unset $var || { $var=; export $var; }; }; $relink_command" elif eval var_value=\$$var; test -z "$var_value"; then relink_command="$var=; export $var; $relink_command" else func_quote_for_eval "$var_value" relink_command="$var=$func_quote_for_eval_result; export $var; $relink_command" fi done # Quote the link command for shipping. relink_command="(cd `pwd`; $SHELL \"$progpath\" $preserve_args --mode=relink $libtool_args @inst_prefix_dir@)" relink_command=`$ECHO "$relink_command" | $SED "$sed_quote_subst"` if test yes = "$hardcode_automatic"; then relink_command= fi # Only create the output if not a dry run. $opt_dry_run || { for installed in no yes; do if test yes = "$installed"; then if test -z "$install_libdir"; then break fi output=$output_objdir/${outputname}i # Replace all uninstalled libtool libraries with the installed ones newdependency_libs= for deplib in $dependency_libs; do case $deplib in *.la) func_basename "$deplib" name=$func_basename_result func_resolve_sysroot "$deplib" eval libdir=`$SED -n -e 's/^libdir=\(.*\)$/\1/p' $func_resolve_sysroot_result` test -z "$libdir" && \ func_fatal_error "'$deplib' is not a valid libtool archive" func_append newdependency_libs " ${lt_sysroot:+=}$libdir/$name" ;; -L*) func_stripname -L '' "$deplib" func_replace_sysroot "$func_stripname_result" func_append newdependency_libs " -L$func_replace_sysroot_result" ;; -R*) func_stripname -R '' "$deplib" func_replace_sysroot "$func_stripname_result" func_append newdependency_libs " -R$func_replace_sysroot_result" ;; *) func_append newdependency_libs " $deplib" ;; esac done dependency_libs=$newdependency_libs newdlfiles= for lib in $dlfiles; do case $lib in *.la) func_basename "$lib" name=$func_basename_result eval libdir=`$SED -n -e 's/^libdir=\(.*\)$/\1/p' $lib` test -z "$libdir" && \ func_fatal_error "'$lib' is not a valid libtool archive" func_append newdlfiles " ${lt_sysroot:+=}$libdir/$name" ;; *) func_append newdlfiles " $lib" ;; esac done dlfiles=$newdlfiles newdlprefiles= for lib in $dlprefiles; do case $lib in *.la) # Only pass preopened files to the pseudo-archive (for # eventual linking with the app. that links it) if we # didn't already link the preopened objects directly into # the library: func_basename "$lib" name=$func_basename_result eval libdir=`$SED -n -e 's/^libdir=\(.*\)$/\1/p' $lib` test -z "$libdir" && \ func_fatal_error "'$lib' is not a valid libtool archive" func_append newdlprefiles " ${lt_sysroot:+=}$libdir/$name" ;; esac done dlprefiles=$newdlprefiles else newdlfiles= for lib in $dlfiles; do case $lib in [\\/]* | [A-Za-z]:[\\/]*) abs=$lib ;; *) abs=`pwd`"/$lib" ;; esac func_append newdlfiles " $abs" done dlfiles=$newdlfiles newdlprefiles= for lib in $dlprefiles; do case $lib in [\\/]* | [A-Za-z]:[\\/]*) abs=$lib ;; *) abs=`pwd`"/$lib" ;; esac func_append newdlprefiles " $abs" done dlprefiles=$newdlprefiles fi $RM $output # place dlname in correct position for cygwin # In fact, it would be nice if we could use this code for all target # systems that can't hard-code library paths into their executables # and that have no shared library path variable independent of PATH, # but it turns out we can't easily determine that from inspecting # libtool variables, so we have to hard-code the OSs to which it # applies here; at the moment, that means platforms that use the PE # object format with DLL files. See the long comment at the top of # tests/bindir.at for full details. tdlname=$dlname case $host,$output,$installed,$module,$dlname in *cygwin*,*lai,yes,no,*.dll | *mingw*,*lai,yes,no,*.dll | *cegcc*,*lai,yes,no,*.dll) # If a -bindir argument was supplied, place the dll there. if test -n "$bindir"; then func_relative_path "$install_libdir" "$bindir" tdlname=$func_relative_path_result/$dlname else # Otherwise fall back on heuristic. tdlname=../bin/$dlname fi ;; esac $ECHO > $output "\ # $outputname - a libtool library file # Generated by $PROGRAM (GNU $PACKAGE) $VERSION # # Please DO NOT delete this file! # It is necessary for linking the library. # The name that we can dlopen(3). dlname='$tdlname' # Names of this library. library_names='$library_names' # The name of the static archive. old_library='$old_library' # Linker flags that cannot go in dependency_libs. inherited_linker_flags='$new_inherited_linker_flags' # Libraries that this one depends upon. dependency_libs='$dependency_libs' # Names of additional weak libraries provided by this library weak_library_names='$weak_libs' # Version information for $libname. current=$current age=$age revision=$revision # Is this an already installed library? installed=$installed # Should we warn about portability when linking against -modules? shouldnotlink=$module # Files to dlopen/dlpreopen dlopen='$dlfiles' dlpreopen='$dlprefiles' # Directory that this library needs to be installed in: libdir='$install_libdir'" if test no,yes = "$installed,$need_relink"; then $ECHO >> $output "\ relink_command=\"$relink_command\"" fi done } # Do a symbolic link so that the libtool archive can be found in # LD_LIBRARY_PATH before the program is installed. func_show_eval '( cd "$output_objdir" && $RM "$outputname" && $LN_S "../$outputname" "$outputname" )' 'exit $?' ;; esac exit $EXIT_SUCCESS } if test link = "$opt_mode" || test relink = "$opt_mode"; then func_mode_link ${1+"$@"} fi # func_mode_uninstall arg... func_mode_uninstall () { $debug_cmd RM=$nonopt files= rmforce=false exit_status=0 # This variable tells wrapper scripts just to set variables rather # than running their programs. libtool_install_magic=$magic for arg do case $arg in -f) func_append RM " $arg"; rmforce=: ;; -*) func_append RM " $arg" ;; *) func_append files " $arg" ;; esac done test -z "$RM" && \ func_fatal_help "you must specify an RM program" rmdirs= for file in $files; do func_dirname "$file" "" "." dir=$func_dirname_result if test . = "$dir"; then odir=$objdir else odir=$dir/$objdir fi func_basename "$file" name=$func_basename_result test uninstall = "$opt_mode" && odir=$dir # Remember odir for removal later, being careful to avoid duplicates if test clean = "$opt_mode"; then case " $rmdirs " in *" $odir "*) ;; *) func_append rmdirs " $odir" ;; esac fi # Don't error if the file doesn't exist and rm -f was used. if { test -L "$file"; } >/dev/null 2>&1 || { test -h "$file"; } >/dev/null 2>&1 || test -f "$file"; then : elif test -d "$file"; then exit_status=1 continue elif $rmforce; then continue fi rmfiles=$file case $name in *.la) # Possibly a libtool archive, so verify it. if func_lalib_p "$file"; then func_source $dir/$name # Delete the libtool libraries and symlinks. for n in $library_names; do func_append rmfiles " $odir/$n" done test -n "$old_library" && func_append rmfiles " $odir/$old_library" case $opt_mode in clean) case " $library_names " in *" $dlname "*) ;; *) test -n "$dlname" && func_append rmfiles " $odir/$dlname" ;; esac test -n "$libdir" && func_append rmfiles " $odir/$name $odir/${name}i" ;; uninstall) if test -n "$library_names"; then # Do each command in the postuninstall commands. func_execute_cmds "$postuninstall_cmds" '$rmforce || exit_status=1' fi if test -n "$old_library"; then # Do each command in the old_postuninstall commands. func_execute_cmds "$old_postuninstall_cmds" '$rmforce || exit_status=1' fi # FIXME: should reinstall the best remaining shared library. ;; esac fi ;; *.lo) # Possibly a libtool object, so verify it. if func_lalib_p "$file"; then # Read the .lo file func_source $dir/$name # Add PIC object to the list of files to remove. if test -n "$pic_object" && test none != "$pic_object"; then func_append rmfiles " $dir/$pic_object" fi # Add non-PIC object to the list of files to remove. if test -n "$non_pic_object" && test none != "$non_pic_object"; then func_append rmfiles " $dir/$non_pic_object" fi fi ;; *) if test clean = "$opt_mode"; then noexename=$name case $file in *.exe) func_stripname '' '.exe' "$file" file=$func_stripname_result func_stripname '' '.exe' "$name" noexename=$func_stripname_result # $file with .exe has already been added to rmfiles, # add $file without .exe func_append rmfiles " $file" ;; esac # Do a test to see if this is a libtool program. if func_ltwrapper_p "$file"; then if func_ltwrapper_executable_p "$file"; then func_ltwrapper_scriptname "$file" relink_command= func_source $func_ltwrapper_scriptname_result func_append rmfiles " $func_ltwrapper_scriptname_result" else relink_command= func_source $dir/$noexename fi # note $name still contains .exe if it was in $file originally # as does the version of $file that was added into $rmfiles func_append rmfiles " $odir/$name $odir/${name}S.$objext" if test yes = "$fast_install" && test -n "$relink_command"; then func_append rmfiles " $odir/lt-$name" fi if test "X$noexename" != "X$name"; then func_append rmfiles " $odir/lt-$noexename.c" fi fi fi ;; esac func_show_eval "$RM $rmfiles" 'exit_status=1' done # Try to remove the $objdir's in the directories where we deleted files for dir in $rmdirs; do if test -d "$dir"; then func_show_eval "rmdir $dir >/dev/null 2>&1" fi done exit $exit_status } if test uninstall = "$opt_mode" || test clean = "$opt_mode"; then func_mode_uninstall ${1+"$@"} fi test -z "$opt_mode" && { help=$generic_help func_fatal_help "you must specify a MODE" } test -z "$exec_cmd" && \ func_fatal_help "invalid operation mode '$opt_mode'" if test -n "$exec_cmd"; then eval exec "$exec_cmd" exit $EXIT_FAILURE fi exit $exit_status # The TAGs below are defined such that we never get into a situation # where we disable both kinds of libraries. Given conflicting # choices, we go for a static library, that is the most portable, # since we can't tell whether shared libraries were disabled because # the user asked for that or because the platform doesn't support # them. This is particularly important on AIX, because we don't # support having both static and shared libraries enabled at the same # time on that platform, so we default to a shared-only configuration. # If a disable-shared tag is given, we'll fallback to a static-only # configuration. But we'll never go from static-only to shared-only. # ### BEGIN LIBTOOL TAG CONFIG: disable-shared build_libtool_libs=no build_old_libs=yes # ### END LIBTOOL TAG CONFIG: disable-shared # ### BEGIN LIBTOOL TAG CONFIG: disable-static build_old_libs=`case $build_libtool_libs in yes) echo no;; *) echo yes;; esac` # ### END LIBTOOL TAG CONFIG: disable-static # Local Variables: # mode:shell-script # sh-indentation:2 # End: crossfire-1.75.0/utils/scores.pl.in000644 001751 001751 00000024016 13414745425 020077 0ustar00kevinzkevinz000000 000000 #!/usr/bin/env perl # scores.pl # (c) Pertti Karppinen a.k.a roWer # # thanks for Sami Ylönen a.k.a klux for some cleaning up # # 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. # This should get run out of cron like: # 0,5,10,15,20,25,30,35,40,45,50,55 * * * * $HOME/crossfire/var/www/bin/scores.pl > /dev/null 2>&1 # As a note, if you have a lot of players, you may want to run this less often. This # reads through all the player files on the server to generate this information. # use File::Basename; #the name of the server admin my $admin_name="Some Admin"; #the email of the server admin my $admin_email="Some.Admin@Some.Where"; #html output file my $outfile="/var/www/html/cscores.html"; #complete url to the output my $scoreurl="/cscores.html"; my $timezone=`date +%Z`; #Your Crossfire folder my $crossfire_home="@prefix@"; #background color of the webpage my $bgcolor="#eeeeee"; #background color of the outer table my $outertablebgcolor="#dddddd"; #background color of the inner table my $innertablebgcolor="#dddddd"; #background color for my $tabletrcolor="#a9b4f2"; #the title of your score webpage my $title="Crossfire scores"; my @levels; # Populate the levels scalar with the experience in exp_table read_exp_table(); my $DEBUG=0; #prototypes sub parse_file($); sub html_print_player($@); sub html_print_table_header(); sub html_print_header(); sub html_print_footer(); sub read_dms(); my @files= glob("$crossfire_home/var/crossfire/players/*/*.pl"); foreach(sort @files) { print "$_\n" if $DEBUG; parse_file($_); } for($i=0;$i<$#scores+1;$i++) { my $exp=$scores[$i][6]; my $name=$scores[$i][0]; $score_hash{$name}=$exp; $ranking{$name}=$i; } my %dms; read_dms(); my $rank=1; $saved_exp=-1; $saved_rank=-1; open(OUT,">$outfile") or die("Couldn't open outputfile $outfile: $!\n"); my $ofh=select(OUT); $|=1; html_print_header(); html_print_table_header(); foreach(sort {$score_hash{$b} <=> $score_hash{$a}} keys %ranking) { my $i=$ranking{$_}; my @tmp; print "$scores[$i][0]\t$scores[$i][6]\n" if $DEBUG; for($j=0;$j<12;$j++) { $tmp[$j]=$scores[$i][$j]; } html_print_player($rank++,@tmp); } print "\n"; html_print_footer(); close(OUT); select($ofh); exit 0; sub parse_file($) { my $player_file=shift; my($name,$title,$race,$class,$killer,$exp,$map,$maxhp,$maxsp,$maxgrace,$level,$god); my $state=0; my $count=0; my $no_class=0; $killer="left"; $god=" "; open(PLAYER_FILE,"$player_file") or die("autch $!"); while() { if(/no_class_face_change/) { $no_class=1; } if($state==0) { if(/^title/) { /^title\s*(.*)$/; $title=$1; $count++; next; } elsif(/^map/) { chomp; $map=basename($_); $count++; next; } $state=2 if($count==2); $state=2 if(/^arch.*_player/ || /^arch.*pl_.*/); next unless($state==2); } if($state==2||$state==3) { next unless($state==3||/^arch.*_player/ || /^arch.*pl_.*/); next if(/^name_pl/); if($state==2&&/^arch.*_player/) { /^arch\s*(.*?)_player/; $race=$1; $count++; $state=3; next; } if($state==2&&/^arch.*pl_.*/) { /^arch.*pl_(\S*)/; $race=$1; $race =~ s/_/ /g; $count++; $state=3; next; } if(/^title/) { /^title\s*(.*)$/; $title=$1; $count++; next; } if(/^name/) { /^name\s*(.*)$/; $name=$1; $count++; next; } if(/^face/) { /^face\s*([^_]*).*\.\d+/; $class=$1; $count++; next; } if(/^maxhp/) { /^maxhp\s*(\d*)/; $maxhp=$1; $count++; next; } if(/^maxsp/) { /^maxsp\s*(\d*)/; $maxsp=$1; $count++; next; } if(/^maxgrace/) { /^maxgrace\s*(\d*)/; $maxgrace=$1; $count++; next; } if(/^exp/) { /^exp\s*(\d*)/; $exp=$1; $count++; next; } if(/^level/) { /^level\s*(\d*)/; $level=$1; $count++; next; } # $state=4 if($count==8); $state=4 if(/^arch/ || /^end/); next; } elsif($state==4) { next unless(/^arch skill_praying/); $state=5; next; } elsif($state==5) { $state=6 if(/^end/); next unless(/^title/); /^title\s*(.*)/; $god=$1; $state=6; } } close(PLAYER_FILE); $class=$race if($no_class); $title=$class unless defined $title; if(!defined $level) { for($level=0;$level<$#levels;$level++) { last if($exp<$levels[$level]); } } if(defined $exp) { my @tmp= ($name, $title ,$race,$class,$killer,$map,$exp,$level,$maxhp,$maxsp,$maxgrace,$god); push(@scores,\@tmp); print STDERR "$name the $title ($race $class) $killer the game on map $map with $exp points (level $level)" if $DEBUG; print STDERR " and maxhp of $maxhp, maxsp of $maxsp and maxgrace" if $DEBUG; print STDERR " (from $god)" if (defined $god && $DEBUG); print STDERR " of $maxgrace.\n" if $DEBUG; } } sub html_print_player($@) { my($rank,@table)=@_; my $name = $table[0]; my $title = $table[1]; my $race = $table[2]; my $class = $table[3]; my $killer = $table[4]; my $map = $table[5]; my $exp = $table[6]; my $level = $table[7]; my $maxhp = $table[8]; my $maxsp = $table[9]; my $maxgrace = $table[10]; my $god = $table[11]; print "\n"; if ($saved_exp!=$exp) { $saved_exp=$exp; $saved_rank=$rank; } if ($saved_rank<11) { print " $saved_rank.\n"; } else { print " $saved_rank.\n"; } if ($dms{$name}) { print " $name the $title DM\n"; } else { print " $name the $title\n"; } print " $race\n"; print " $exp\n" unless($exp>=785400000); print " $exp\n" if($exp>=785400000); print " $level\n"; print " $maxhp\n"; print " $maxsp\n"; print " $maxgrace\n"; print " $god\n"; print " $map\n"; print "\n"; } sub html_print_table_header() { print "\n"; print "\n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print " \n"; print "\n"; } sub html_print_header() { print "\n"; print "$title\n"; print "\n"; print "\n"; print << "EOF"; EOF print "\n"; print "
\n"; print "
RankCharacterRaceScoreLevelMaxHPMaxSPMaxGPGodLocation
\n"; print "

$title

\n"; } sub html_print_footer() { my ($sec,$min,$hour,$mday,$mon,$year,$wday,$yday,$isdst) = localtime(time); $year+=1900; my @months=("Jan","Feb","Mar","Apr","May","Jun","Jul","Aug","Sep","Oct","Nov","Dec"); my @days=("Sun","Mon","Tue","Wed","Thu","Fri","Sat"); print "Back\n\n"; print "
\n
$admin_name
\n"; printf ("Last modified: $days[$wday] $months[$mon] $mday %2.2d:%2.2d:%2.2d $timezone $year\n",$hour,$min,$sec); print "
\n"; print "\n"; } sub read_dms() { open(DMLIST, "$crossfire_home/etc/crossfire/dm_file"); while() { next if(/^\s*#/); chomp; /\s*([^\s:]+):/; $dms{$1}=1; } close(DMLIST); } # # read_exp_table() # # Reads in the active experience table for the server to determine the # level of a character if that character does not have a level specified # in its own save file. # # Author: Daniel Hawkins # sub read_exp_table(){ # The experience table for the server is stored here my $exp_table_filename = "$crossfire_home/etc/crossfire/exp_table"; # Open the experience table file open(EXP_TABLE, "< $exp_table_filename") || die("Could not open $exptable_filename. File does not exist."); my @exp_value; # read in the experience values from the file while (){ # ignore comments or blank lines next if (/^#.*/ || /^\s*$/); @exp_value = split(/,\s*/, $_); foreach $val (@exp_value){ # ignore empty sections next if ($val =~ /^\s*$/); chomp($val); if ($val =~ /^\d+$/){ push @levels, $val; } # There is a max_level declaration in the exp table, # so just ignore it to silence a message. elsif ($val =~ /^max_level.*/){ } else{ print "Found unparsable value '$val'.\n"; } } } close(EXP_TABLE); } crossfire-1.75.0/utils/Makefile.am000644 001751 001751 00000001215 13775115406 017667 0ustar00kevinzkevinz000000 000000 dist_noinst_SCRIPTS = ad2c.script mktable.script player_dl.html crossloop.web metaserver dist_bin_SCRIPTS = cfdb_convert crossloop player_dl.pl EXTRA_DIST = AM_CPPFLAGS = -I$(top_srcdir)/include CLEANFILES = crossloop if MAPPER noinst_PROGRAMS = crossfire-mapper crossfire_mapper_SOURCES = mapper.c crossfire_mapper_INCLUDES = -I ../include crossfire_mapper_DEPENDENCIES = ../common/libcross.a crossfire_mapper_LDADD = ../common/libcross.a $(GD_LIBS) $(crossfire_mapper_DEPENDENCIES) : for DEP in $(crossfire_mapper_DEPENDENCIES); \ do \ pushd `dirname $${DEP}` >/dev/null; \ $(MAKE) `basename $${DEP}`; \ popd >/dev/null; \ done; endif crossfire-1.75.0/utils/mapper.c000644 001751 001751 00000405741 13777704220 017277 0ustar00kevinzkevinz000000 000000 /* * Crossfire map browser generator. * * Author: Nicolas Weeger , (C) 2006, 2007, 2008. * * 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. */ /** * @file mapper.c * This program generates map browsing web pages. * * Quick run: without arguments, will make sensible choices. * * For help, try the -help option. * * The following information is generated: * - a page per map * - a page per region * - a global map index * - the world map, including regions information * - the world map, with exits and blocking zones * - the world map, with elevation information. * * Since this program browses maps from the first map, only maps linked from there will be processed. * * Maps are generated as the server sees them, that is with weather effects, treasures instead of markers, * and things like that. * * For maps, 2 pictures are generated, one real size and one small-size. * * Three maps are generated for the world: raw world map, world map with region information, region information only. * * Maps are always sorted, by the map name (part after the last /). * * Files are generated based on templates, where tags are replaced by their runtime value. * * Templates are recursively included. Here is the list: * - map.template: main map template. * - map_no_exit.template: template to use when no exit on the map. * - map_with_exit.template: template to use when there are exits on the map. * - map_exit.template: template to use for each exit on the map. * - map_lore: template to use to insert the map's lore. * - map_no_lore: template when no lore for the map. * - map_no_quest.template: when the map is linked to no quest. * - map_with_quests.template: the map is linked to at least one quest. * - map_one_quest.template: one quest link. * - map_no_monster: used when no monster on map. * - map_monster_before: applied before the monster list. * - map_monster_one: one monster on the map. * - map_monster_between: added after each monster except the last. * - map_monster_after: added after the last monster in the list. * - region.template: region page template. * - region_letter: template for one letter * - region_map.template: one map in a region * - world.template: world map template * - world_row.template: one row of world maps. * - world_map.template: one map in the template. * - index.template: global map index. * - index_letter.template: one letter in the index * - index_map.template: one map in the whole index * - index_region.template: region index template. * - index_region_region.template: one region in the index. * - level.template: index of maps by level. * - level_value.template: one level. * - level_map.template: one map in the level. * - quests.template: quest index. * - quests_quest.template: one quest. * - quests_map.template: one map in a quest. * * * Tags must be in the form \#TAG#. To have a # in the code, please put ##. Valid tags are: * * - map: * - NAME: map relative path * - MAPPATH: full path to currently generated file. * - MAPNAME: name of the map (part of the path after last /). * - MAPPIC: name of full-size pic of the map. * - MAPSMALLPIC: name of reduced-size pic of the map. * - MAPEXIT: text generated by map_with_exit or map_no_exit. * - INDEXPATH: path to index.html file. * - REGIONPATH: path to region's file. * - REGIONNAME: name of map's region. * - REGIONINDEXPATH: path to region index file. * - WORLDMAPPATH: path to world map file. * - MAPLORE: map's lore. * - MAPLEVEL: level as defined in the map. * - MINMONSTER and MAXMONSTER: minimum and maximum level of monsters on the map. * - map_no_exit: * - tags for map, except MAPEXIT. * - map_with_exit: * - tags for map, except MAPEXIT. * - EXIT: text generated by the map exits. * - map_exit: * - map's tags. * - EXITNAME: name of exit (part of the path after /). * - EXITPATH: relative path of exit's page. * - map_lore: * - tags for map, except MAPEXIT. * - MAPLORE: map's lore. * - map_no_lore: * - tags for map, except MAPEXIT. * - map_with_quests: * - tags for map * - QUESTS: result of map_one_quest processing. * - map_one_quest: * - NAME: map's name. * - PATH: path to the quest page from the index. * - TEXT: text associated to the map about the quest. * - map_no_quest: not processed. * - map_no_monster: * - map's tags * - map_monster_before: * - map's tags * - map_monster_one: * - NAME: monster's name. * - map_monster_between: * - map's tags * - map_monster_after: * - map's tags * - region: * - MAPCOUNT: count of maps in region. * - LETTERS: text generated by region_letter processing. * - region_letter: * - region's tags, except LETTERS. * - MAPNAME: name of the map (part of the path after last /). * - MAPPATH: relative path of the map from the map's root. * - MAPHTML: relative path of HTML file for map. * - region_map: * - tags of region_letter. * - MAPNAME: name of the map (part of the path after last /). * - MAPPATH: relative path of the map from the map's root. * - MAPHTML: relative path of HTML file for map. * - world: * - MAPS: text generated by world_row processing. * - WORLDMAP: path to world map picture, with regions information. * - WORLDRAW: path to raw world map, without regions information. * - WORLDREGIONS: path to world map picture containing only regions information. * - world_row: * - MAPS: text generated by world_map processing. * - world_map: * - MAPNAME: name of the map (part of the path after last /). * - MAPPATH: relative path of the map's generated page. * - MAPLEFT, MAPTOP, MAPRIGHT, MAPBOTTOM: coordinates (in pixels) of current map in full world map. * - index: * - MAPCOUNT: count of maps. * - LETTERS: text generated by index_letter processing. * - index_letter: * - tags of index, except LETTERS. * - MAPS: text generated by index_letter processing. * - LETTER: letter being processed, uppercase. * - LETTERCOUNT: number of maps for current letter. * - index_map: * - tags of index_letter. * - MAPNAME: name of the map (part of the path after last /). * - MAPPATH: relative path of the map from the map's root. * - MAPHTML: relative path of HTML file for map. * - index_region: * - REGIONCOUNT: total number of regions. * - REGIONS: text generated by index_region_region processing. * - index_region_region: * - REGIONFILE: relative path to region page. * - REGIONNAME: region name. * - level: * - COUNT: count of different levels. * - LEVELS: result of the sub-level templates. * - level_value: * - LEVEL: current level. * - MAPS: result of the level maps templates. * - level_map: * - MAPNAME: name of the map. * - MAPPATH: relative path of the map from the index. * - quests: * - QUESTS: processing of quest. * - quests_quest: * - QUESTNAME: quest name. * - QUESTTEXT: quest description. * - QUESTMAPS: processing of quests_map. * - QUESTID: unique quest identifier, anchor to index page. * - MAINMAPPATH: path to the map defining the quest. * - MAINMAPNAME: name of the map defining the quest. * - quests_map: * - MAPPATH: path to the map. * - MAPNAME: map name. * - MAPTEXT: description associated. * * To build this program, from the utils directory: *
gcc mapper.c -I../include ../common/libcross.a -o mapper -lm -lgd
* * @todo * - split this file in multiple ones for easier maintenance * - add missing documentation on variables / functions * - add command line argument for large / small picture size * - add maximum width/height for small picture * - add slaying information to maps themselves * - make the equipment page use templates * - shop catalog * - treasure list use */ #include #include #include #include #include #include #include #include #include #include "global.h" #include "sproto.h" #include "image.h" #include #include #include #include static gdImagePtr *gdfaces; /** Information about a NPC with a custom message. */ typedef struct struct_npc_info { const char *name; /**< NPC's name. */ const char *message; /**< NPC's message. */ int x, y; /**< Coordinates in the map. */ } struct_npc_info; /** List of NPCs with a custom message. */ typedef struct struct_npc_list { struct_npc_info **npc; int count; int allocated; } struct_npc_list; /** Collection of races. */ typedef struct struct_race_list { struct struct_race **races; /**< Races on the list. */ int count; /**< Number of races. */ int allocated; /**< Allocated space. */ } struct_race_list; /** Utility structure to group map-quest link structure. */ typedef struct { struct struct_map_in_quest **list; int count; int allocated; } struct_map_in_quest_list; /** List of maps. */ typedef struct { struct struct_map_info **maps; int count; int allocated; } struct_map_list; /** Map information. */ typedef struct struct_map_info { char *path; char *name; char *filename; char *lore; region *cfregion; int level, pic_was_done, max_monster, min_monster; struct_map_list exits_from; struct_map_list exits_to; struct_map_in_quest_list quests; struct_map_list tiled_maps; struct_race_list monsters; struct_npc_list npcs; struct_npc_list readable; struct struct_map_info *tiled_group; int height, width; int tiled_x_from, tiled_y_from, processed; struct struct_map_info *tiles[4]; } struct_map_info; /** Maps to process or found. */ static struct_map_list maps_list; /** Pseudo-maps grouping other maps. */ static struct_map_list tiled_map_list; /** One special item (weapon, shield, ...). */ typedef struct struct_equipment { char *name; /**< Item's name. */ int power; /**< Item power as declared by the item itself. */ int calc_power; /**< Item power calculated via calc_item_power(). */ char *diff; /**< Result of get_ob_diff() with the item's clone. */ struct_map_list origin; /**< Map(s) this item is found in. */ } struct_equipment; static struct_equipment **special_equipment = NULL; /**< Special equipment list. */ static int equipment_count = 0; /**< Number of items in special_equipment. */ static int equipment_allocated = 0; /**< Allocated items in special_equipment. */ /** One monster race in the maps. */ typedef struct struct_race { char *name; /**< Monster's name. */ int count; /**< Number found on map. */ struct_map_list origin; /**< Maps to find said monster. */ } struct_race; static struct_race_list races; /**< Monsters found in maps. */ /** * Blanks a struct_race_list. * @param list * list to blank. */ static void init_race_list(struct_race_list *list) { list->races = NULL; list->count = 0; list->allocated = 0; } /** * Appends a race to a race list. * * @param race * race to add. * @param list * list to add to. * @param check * if 0, don't check if race is already on the list ; else don't make duplicated entries. */ static void add_race_to_list(struct_race *race, struct_race_list *list, int check) { if (check) { int test; for (test = 0; test < list->count; test++) { if (list->races[test] == race) return; } } if (list->allocated == list->count) { list->allocated += 50; list->races = realloc(list->races, sizeof(struct_race *)*list->allocated); } list->races[list->count] = race; list->count++; } /** Path to store generated files. Relative or absolute, shouldn't end with a / */ static char root[500]; /** Number of created pictures for GD. */ static int pics_allocated; /* Options */ static int generate_pics = 1; /**< Whether to generate the picture or not. */ static int force_pics = 0; /**< To force picture regeneration even if map didn't change. */ static int generate_index = 1; /**< Whether to do the map index or not. */ static int size_small = 16; /**< Tile size for small map */ static int map_limit = -1; /**< Maximum number of maps to browse, -1 for all. */ static int show_maps = 0; /**< If set, will generate much information on map loaded. */ static int world_map = 1; /**< If set, will generate a world map. */ static int world_exit_info = 1; /**< If set, will generate a world map of exits. */ static int tileset = 0; /**< Tileset to use to generate pics. */ static char *world_template; /**< World map template. */ static char *world_row_template; /**< One row in the world map. */ static char *world_map_template; /**< One map in a row. */ static char *map_template; /**< Map template. */ static char *map_no_exit_template; /**< World map template: no exit. */ static char *map_with_exit_template; /**< Map template: exit template. */ static char *map_exit_template; /**< Map template: one exit. */ static char *map_no_exit_to_template; /**< World map template: no exit leading to this map. */ static char *map_with_exit_to_template; /**< Map template: exits leading to this map. */ static char *map_exit_to_template; /**< Map template: one exit leading to this map. */ static char *map_lore_template; /**< Map template: lore. */ static char *map_no_lore_template; /**< Map template: no lore. */ static char *map_no_monster_template; /**< Map template: no monster. */ static char *map_monster_before_template; /**< Map template: before the monster list. */ static char *map_monster_between_template; /**< Map template: between each monster. */ static char *map_monster_one_template; /**< Map template: one monster. */ static char *map_monster_after_template; /**< Map template: after the monster list. */ static char *index_template; /**< Index page template. */ static char *index_letter; /**< Index page template: one letter, including the maps it contains. */ static char *index_map; /**< Index page template: one map. */ static char *region_template; /**< Region page template. */ static char *region_letter_template; /**< One letter for the region. */ static char *region_map_template; /**< Region page template: one map. */ static char *index_region_template; /**< Region index template. */ static char *index_region_region_template; /**< One region in the region index template. */ static char *level_template; static char *level_value_template; static char *level_map_template; static char *index_quest_template; static char *quest_template; static char *quest_map_template; static char *map_no_quest_template; static char *map_with_quests_template; static char *map_one_quest_template; /** Picture statistics. */ static int created_pics = 0; /**< Total created pics. */ static int cached_pics = 0; /**< Non recreated pics. */ /** Map output formats. */ enum output_format_type { OF_PNG = 0, /**< PNG, default value. */ OF_JPG = 1 /**< JPG. */ }; /** Extensions depending on output format. */ static const char *output_extensions[] = { ".png", ".jpg" }; /** Selected output format. */ static enum output_format_type output_format = OF_PNG; /** Quality for jpg pictures. */ static int jpeg_quality = -1; /** Whether to generate raw pics or instancied ones. */ static int rawmaps = 0; /** Whether to warn of exits without a path */ static int warn_no_path = 0; /** Region information. */ typedef struct struct_region_info { region *reg; /**< Region. */ struct_map_list maps_list; /**< Maps in the region. */ int sum_x, sum_y, sum; /**< Sum of locations, to compute name position. */ int is_world; /**< If set, this region has at least one map part of the world, thus region name should be written. */ } struct_region_info; static struct struct_region_info **regions = NULL; /**< Found regions. */ static int region_count = 0; /**< Count of regions. */ static int region_allocated = 0; /**< Allocated size of regions. */ static int list_unused_maps = 0; /**< If set, program will list maps found in directory but not linked from the first maps. */ static char **found_maps = NULL; /**< Maps found in directories. */ static int found_maps_count = 0; /**< Number of items in found_maps. */ static int found_maps_allocated = 0; /**< Allocated size of found_maps. */ /* Path/exit info */ static gdImagePtr infomap; /**< World map with exits / roads / blocking / ... */ static int color_unlinked_exit; /**< Color for exits without a path set. */ static int color_linked_exit; /**< Exit leading to another map. */ static int color_road; /**< Road or equivalent. */ static int color_blocking; /**< Block all movement. */ static int color_slowing; /**< Slows movement. */ static int **elevation_info; /**< All elevation spots in the "world_" maps. */ static int elevation_min; /**< Maximal elevation found. */ static int elevation_max; /**< Lowest elevation found. */ /* Links between regions */ static int do_regions_link = 0; static char **regions_link; static int regions_link_count = 0; static int regions_link_allocated = 0; /** Connection/slaying information. */ #define S_DOOR 0 #define S_KEY 1 #define S_CONTAINER 2 #define S_DETECTOR 3 #define S_CONNECT 4 #define S_MAX 5 /** slaying information. */ typedef struct { char *slaying; /**< Slaying value. */ struct_map_list maps[S_MAX]; } struct_slaying_info; static struct_slaying_info **slaying_info = NULL; /**< Found slaying fields. */ static int slaying_count = 0; /**< Count of items in slaying_info. */ static int slaying_allocated = 0; /**< Allocated size of slaying_info. */ /** * Initialises a list structure. * @param list * list to blank. */ static void init_map_list(struct_map_list *list) { list->maps = NULL; list->count = 0; list->allocated = 0; } static void add_map(struct_map_info *info, struct_map_list *list); static int is_special_equipment(object *item) { if (item->name == item->arch->clone.name && item->title == item->arch->clone.title) return 0; if (QUERY_FLAG(item, FLAG_NO_PICK)) return 0; if (item->move_block == MOVE_ALL) return 0; if (IS_SHIELD(item) || IS_WEAPON(item) || IS_ARMOR(item) || IS_ARROW(item) || (item->type == ROD) || (item->type == WAND) || (item->type == RING) || (item->type == AMULET)) return 1; return 0; } /** * Gets an empty struct_equipment. * @return * new item. */ static struct_equipment *get_equipment(void) { struct_equipment *add = calloc(1, sizeof(struct_equipment)); init_map_list(&add->origin); return add; } /** * Frees a struct_equipment. * * @param equip * item to free. */ static void free_equipment(struct_equipment *equip) { free(equip->diff); free(equip->name); free(equip); } /** * Searches the item list for an identical item, except maps. * * @param item * item to search. The variable may be freed, so must not be used after calling this function. * @return * item guaranteed to be unique in the item list. */ static struct_equipment *ensure_unique(struct_equipment *item) { int check; struct_equipment *comp; for (check = 0; check < equipment_count; check++) { comp = special_equipment[check]; if (strcmp(comp->name, item->name)) continue; if (comp->power != item->power) continue; if (comp->calc_power != item->calc_power) continue; if (strcmp(comp->diff, item->diff)) continue; free_equipment(item); return comp; } if (equipment_count == equipment_allocated) { equipment_allocated += 50; special_equipment = realloc(special_equipment, sizeof(struct_equipment *)*equipment_allocated); } special_equipment[equipment_count] = item; equipment_count++; return item; } /** * Adds an item to the list of special items. * * @param item * item to add. * @param map * map it is on. * @todo merge items with the same properties. */ static void add_one_item(object *item, struct_map_info *map) { struct_equipment *add = get_equipment(); StringBuffer *bf = stringbuffer_new(); int x, y; sstring name, namepl; uint32_t nrof; object *base; x = item->x; y = item->y; name = item->name; namepl = item->name_pl; nrof = item->nrof; if (item->artifact != NULL) { const artifact *artifact; artifact = find_artifact(item, item->artifact); if (artifact == NULL) { LOG(llevError, "could not find artifact %s [%d] to save data\n", item->artifact, item->type); base = arch_to_object(item->arch); } else { base = arch_to_object(item->arch); give_artifact_abilities(base, artifact->item); } } else { base = arch_to_object(item->arch); } item->x = base->x; item->y = base->y; item->name = base->name; item->name_pl = base->name_pl; item->nrof = base->nrof; if (QUERY_FLAG(item, FLAG_IDENTIFIED) && !QUERY_FLAG(base, FLAG_IDENTIFIED)) { object_give_identified_properties(base); SET_FLAG(base, FLAG_IDENTIFIED); } if (QUERY_FLAG(item, FLAG_UNPAID)) SET_FLAG(base, FLAG_UNPAID); get_ob_diff(bf, item, base); object_free(base, FREE_OBJ_NO_DESTROY_CALLBACK | FREE_OBJ_FREE_INVENTORY); add->diff = stringbuffer_finish(bf); item->x = x; item->y = y; item->name = name; item->name_pl = namepl; item->nrof = nrof; if (add->diff == NULL || strcmp(add->diff, "") == 0) { free_equipment(add); return; } add->name = strdup(item->name); add->power = item->item_power; add->calc_power = calc_item_power(item); add = ensure_unique(add); add_map(map, &add->origin); } /** * Checks if item and its inventory are worthy to be listed. * * @param item * item to check. * @param map * map the item is on. */ static void check_equipment(object *item, struct_map_info *map) { if (is_special_equipment(item)) add_one_item(item, map); FOR_INV_PREPARE(item, inv) check_equipment(inv, map); FOR_INV_FINISH(); } /** * Sort 2 struct_equipment, first on item power then name. * @param a * @param b * items to compare. * @return * -1, 0 or 1. */ static int sort_equipment(const void *a, const void *b) { const struct_equipment *l = *(const struct_equipment **)a; const struct_equipment *r = *(const struct_equipment **)b; int c = l->power-r->power; if (c) return c; return strcasecmp(l->name, r->name); } /** * Returns the race for specified name. * * @param name * monster's name. * @return * race structure. */ static struct_race *get_race(const char *name) { int test; struct_race *item; for (test = 0; test < races.count; test++) { if (strcmp(races.races[test]->name, name) == 0) { races.races[test]->count++; return races.races[test]; } } item = calloc(1, sizeof(struct_race)); item->name = strdup(name); item->count = 1; init_map_list(&item->origin); add_race_to_list(item, &races, 0); return item; } /** * Adds a monster to the monster list. * * @param monster * monster to add. Can be any part. * @param map * map to add the monster to. */ static void add_monster(object *monster, struct_map_info *map) { struct_race *race; if (monster->head && monster != monster->head) return; map->min_monster = MIN(monster->level, map->min_monster); map->max_monster = MAX(monster->level, map->max_monster); race = get_race(monster->name); add_map(map, &race->origin); add_race_to_list(race, &map->monsters, 1); } /** * Sort 2 struct_race. * @param a * @param b * items to compare. * @return * -1, 0 or 1. */ static int sort_race(const void *a, const void *b) { const struct_race *l = *(const struct_race **)a; const struct_race *r = *(const struct_race **)b; return strcasecmp(l->name, r->name); } /** * Checks if ::object is considered a road or not. * @param item * ::object to check. * @return * 1 if object is a road, 0 else. */ static int is_road(object *item) { int test; /* Archetypes used as roads. */ const char *roads[] = { "cobblestones", "flagstone", "ice_stone", "snow", NULL }; const char *partial[] = { "dirtroad_", NULL }; for (test = 0; partial[test] != NULL; test++) { if (strstr(item->arch->name, partial[test]) != NULL) return 1; } if (!QUERY_FLAG(item, FLAG_IS_FLOOR)) return 0; for (test = 0; roads[test] != NULL; test++) { if (strcmp(item->arch->name, roads[test]) == 0) return 1; } return 0; } /** * Checks if item blocks movement or not. * @param item * ::object to test. * @return * 1 if item blocks all movement, 0 else. */ static int is_blocking(object *item) { return item->move_block == MOVE_ALL ? 1 : 0; } /** * Gets the color for an elevation. * * @param elevation * elevation to get color for. * @param elevationmap * picture that will get the color. * @return * color. */ static int get_elevation_color(int elevation, gdImagePtr elevationmap) { if (elevation > 0) return gdImageColorResolve(elevationmap, 200*elevation/elevation_max, 0, 0); else return gdImageColorResolve(elevationmap, 0, 0, 200*elevation/elevation_min); } /** * Proceses exit / road / blocking information for specified map into the global infomap map. * * If map isn't a world map, won't do anything. * * @param map * map to write info for. */ static void do_exit_map(mapstruct *map) { int tx, ty, x, y; object *test; sstring selevation; if (sscanf(map->path, "/world/world_%d_%d", &x, &y) != 2) return; x -= 100; y -= 100; for (tx = 0; tx < MAP_WIDTH(map); tx++) { for (ty = 0; ty < MAP_HEIGHT(map); ty++) { FOR_MAP_PREPARE(map, tx, ty, item) { test = HEAD(item); if (test->type == EXIT || test->type == TELEPORTER) { if (!test->slaying) gdImageSetPixel(infomap, x*50+tx, y*50+ty, color_unlinked_exit); else gdImageSetPixel(infomap, x*50+tx, y*50+ty, color_linked_exit); } else if (is_road(test)) gdImageSetPixel(infomap, x*50+tx, y*50+ty, color_road); else if (is_blocking(test)) { gdImageSetPixel(infomap, x*50+tx, y*50+ty, color_blocking); /* can't get on the spot, so no need to go on. */ break; } else if (test->move_slow != 0) gdImageSetPixel(infomap, x*50+tx, y*50+ty, color_slowing); selevation = object_get_value(item, "elevation"); if (selevation) { int32_t elevation = atoi(selevation); elevation_min = MIN(elevation_min, elevation); elevation_max = MAX(elevation_max, elevation); elevation_info[x*50+tx][y*50+ty] = elevation; } } FOR_MAP_FINISH(); } } } void do_auto_apply(mapstruct *m); /** * Sort values alphabetically * Used by qsort to sort values alphabetically. * @param a * First value * @param b * Second value * @return * -1 if a is less than b, 0 if a equals b, 1 else. */ static int sortbyname(const void *a, const void *b) { return (strcmp(*(const char **)a, *(const char **)b)); } /** * Concatenates a string, and free concatenated string. * * @param source * string to append to. Can be NULL. * @param add * string that is appened. Will be free()d after. Must not be NULL. * @return * new string that should be free()d by caller. */ static char *cat_template(char *source, char *add) { if (!source) return add; source = realloc(source, strlen(source)+strlen(add)+1); strcat(source, add); free(add); return source; } /** * Reads a file in memory. * * @param name * file path to read. * @param buffer * where to store. Can be left uninitialized in case of errors. * @note * will exit() with code 1 if any error occurs or if the file doesn't exist. */ static void read_template(const char *name, char **buffer) { FILE *file; struct stat info; if (stat(name, &info)) { printf("Couldn't stat template %s!\n", name); exit(1); } (*buffer) = calloc(1, info.st_size+1); if (!(*buffer)) { printf("Template %s calloc failed!\n", name); exit(1); } if (info.st_size == 0) { (*buffer)[0] = '\0'; return; } file = fopen(name, "rb"); if (!file) { printf("Couldn't open template %s!\n", name); free(*buffer); exit(1); } if (fread(*buffer, info.st_size, 1, file) != 1) { printf("Couldn't read template %s!\n", name); free(*buffer); fclose(file); exit(1); } fclose(file); } /** * Processes a template. * * Variables in the form \#VARIABLE# will be substituted for specified values. * * @param template * template to process. * @param vars * variables to replace. Array must be NULL-terminated. * @param values * variables to replace by. Must be the same size as vars, no NULL element allowed. * @return * filled-in template, that must be free()d be caller. NULL if memory allocation error. * * @note * returned string will be a memory block larger than required, for performance reasons. */ static char *do_template(const char *template, const char **vars, const char **values) { int count = 0; const char *sharp = template; int maxlen = 0; int var = 0; char *result; char *current_result; const char *end; while ((sharp = strchr(sharp, '#')) != NULL) { sharp++; count++; } if (!count) return strdup(template); if (count%2) { printf("Malformed template, mismatched #!\n"); return strdup(template); } while (vars[var] != NULL) { if (strlen(values[var]) > maxlen) maxlen = strlen(values[var]); var++; } result = calloc(1, strlen(template)+maxlen*(count/2)+1); if (!result) return NULL; current_result = result; sharp = template; while ((sharp = strchr(sharp, '#')) != NULL) { end = strchr(sharp+1, '#'); strncpy(current_result, template, sharp-template); if (end == sharp+1) { strcat(current_result, "#"); } else { current_result = current_result+strlen(current_result); var = 0; while (vars[var] != NULL && (strncmp(vars[var], sharp+1, end-sharp-1) || (strlen(vars[var]) != end-sharp-1))) /* tag must be the same length, else can take a wrong tag */ var++; if (vars[var] == NULL) printf("Wrong tag: %s\n", sharp); else strcpy(current_result, values[var]); } current_result = current_result+strlen(current_result); sharp = end+1; template = sharp; } strcat(current_result, template); return result; } /** * Computes the shortest path from one file to another. * * @param from * origin. * @param to * destination. * @param result * string that will contain the calculated path. Must be large enough, no test done. * @warning * from and to must be absolute paths (starting with /). */ static void relative_path(const char *from, const char *to, char *result) { const char *fslash; const char *rslash; result[0] = '\0'; fslash = strchr(from+1, '/'); if (!fslash) { strcpy(result, to+1); return; } rslash = strchr(to+1, '/'); while (fslash && rslash && (fslash-from == rslash-to) && strncmp(from, to, fslash-from+1) == 0) { from = fslash+1; to = rslash+1; fslash = strchr(fslash+1, '/'); rslash = strchr(rslash+1, '/'); } while (fslash) { strcat(result, "../"); fslash = strchr(fslash+1, '/'); } if (strlen(result) && result[strlen(result)-1] == '/' && *to == '/') result[strlen(result)-1] = '\0'; strcat(result, to); } /** * Sorts the strings according to the last part of the filename (after the last /). * * @param left * first string. * @param right * second string. * @return * comparison on last element, and if equal then on whole string. */ static int sort_mapname(const void *left, const void *right) { const char *l = *(const char **)left; const char *r = *(const char **)right; const char *sl = strrchr(l, '/'); const char *sr = strrchr(r, '/'); int c; if (!sl) sl = l; if (!sr) sr = r; c = strcasecmp(sl, sr); if (c) return c; return strcasecmp(l, r); } /** * Compares struct_map_info according to the map name or the path if equal. * * @param left * first item. * @param right * second item. * @return * comparison on name, and if equal then on whole path. */ static int compare_map_info(const struct_map_info *left, const struct_map_info *right) { int c; if (left->tiled_group) left = left->tiled_group; if (right->tiled_group) right = right->tiled_group; c = strcasecmp(left->name, right->name); if (c) return c; return strcasecmp(left->path, right->path); } /** * Sorts the struct_map_info according to the map name or the path if equal. * * @param left * first item. * @param right * second item. * @return * comparison on name, and if equal then on whole path. */ static int sort_map_info(const void *left, const void *right) { const struct_map_info *l = *(const struct_map_info **)left; const struct_map_info *r = *(const struct_map_info **)right; return compare_map_info(l, r); } /** * Sorts the struct_map_info according to the map's level, and if equal the name or the path. * * @param left * first item. * @param right * second item. * @return * comparison on name, and if equal then on whole path. */ static int sort_map_info_by_level(const void *left, const void *right) { const struct_map_info *l = *(const struct_map_info **)left; const struct_map_info *r = *(const struct_map_info **)right; int c = l->level-r->level; if (c) return c; return compare_map_info(l, r); } /** * Sorts an array of struct_region_info by region name. * * @param left * first region. * @param right * second region. * @return * result of strcmp() for names. */ static int sort_region(const void *left, const void *right) { return strcmp((*((struct_region_info **)left))->reg->name, (*((struct_region_info **)right))->reg->name); } /************************************ Start of quest-related definitions. ************************************/ /** Link between a quest and a map. */ typedef struct struct_map_in_quest { struct_map_info *map; /**< Linked map. */ char *description; /**< Description associated with the map for the quest. */ struct struct_quest *quest; /**< Point back to the quest. */ } struct_map_in_quest; /** One quest. */ typedef struct struct_quest { char *name; /**< Quest's name. */ char *description; /**< Description, from the main map's lore. */ int number; /**< Unique quest identifier. */ struct_map_info *mainmap; /**< Map defining the quest. Can be NULL if quest has no definition or map not processed. */ struct_map_in_quest_list maps; /**< Maps part of this quest. */ } struct_quest; static struct_quest **quests = NULL; /**< All quests in the game. */ static int quests_count = 0; /**< Count of quests. */ static int quests_allocated = 0; /**< Allocated items in quests. */ static void init_struct_map_in_quest_list(struct_map_in_quest_list *list) { list->list = NULL; list->count = 0; list->allocated = 0; } static void add_to_struct_map_in_quest_list(struct_map_in_quest_list *list, struct_map_in_quest *item) { if (list->count == list->allocated) { list->allocated += 10; list->list = realloc(list->list, sizeof(struct_map_in_quest *)*list->allocated); } list->list[list->count++] = item; } /** * Gets the information for a quest, create the field if needed. * * @param name * quest's name. * @return * information, never NULL. */ static struct_quest *get_quest_info(const char *name) { int test; struct_quest *add; for (test = 0; test < quests_count; test++) { if (strcmp(quests[test]->name, name) == 0) return quests[test]; } if (quests_count == quests_allocated) { quests_allocated += 10; quests = realloc(quests, sizeof(struct_quest *)*quests_allocated); } add = calloc(1, sizeof(struct_quest)); add->name = strdup(name); add->number = quests_count; init_struct_map_in_quest_list(&add->maps); quests[quests_count] = add; quests_count++; return add; } /** * Links a map to a quest. * * @param map * map to link. * @param name * quest name. * @param description * associated link description. Must not be NULL. */ static void add_map_to_quest(struct_map_info *map, const char *name, const char *description) { struct_map_in_quest *add; struct_quest *quest = get_quest_info(name); add = calloc(1, sizeof(struct_map_in_quest)); add->map = map; add->quest = quest; add->description = strdup(description); while (strlen(add->description) && add->description[strlen(add->description)-1] == '\n') add->description[strlen(add->description)-1] = '\0'; add_to_struct_map_in_quest_list(&quest->maps, add); add_to_struct_map_in_quest_list(&map->quests, add); } /** * Sorts 2 struct_map_in_quest, on the map's name or path. * @param left * @param right * items to compare. * @return * -1, 0 or 1. */ static int sort_struct_map_in_quest(const void *left, const void *right) { int c; const struct_map_in_quest *l = *(const struct_map_in_quest **)left; const struct_map_in_quest *r = *(const struct_map_in_quest **)right; const struct_map_info *ml = l->map; const struct_map_info *mr = r->map; if (ml->tiled_group) ml = ml->tiled_group; if (mr->tiled_group) mr = mr->tiled_group; c = strcasecmp(ml->name, mr->name); if (c) return c; return strcasecmp(ml->path, mr->path); } /** * Sets the main map for a quest. * * @param name * quest name. * @param mainmap * main map to associate. * @param description * quest description. Must not be NULL. */ static void define_quest(const char *name, struct_map_info *mainmap, const char *description) { struct_quest *quest = get_quest_info(name); if (quest->description || quest->mainmap) { printf("warning, multiple quest definition for %s, found in %s and %s.\n", quest->name, quest->mainmap ? quest->mainmap->path : "(unknown map)", mainmap->path); return; } quest->description = strdup(description); while (strlen(quest->description) && quest->description[strlen(quest->description)-1] == '\n') quest->description[strlen(quest->description)-1] = '\0'; quest->mainmap = mainmap; } /** * Extracts from the map's lore quest information if found. May modify map->lore. * * @param map * map to process. */ static void process_map_lore(struct_map_info *map) { char *start, *end, *next; char name[500]; char description[500]; start = strstr(map->lore, "@def"); while (start) { description[0] = '\0'; /* find name */ end = strstr(start, "\n"); if (end) { strncpy(name, start+5, end-start-5); name[end-start-5] = '\0'; next = end+1; end = strstr(next, "@end"); if (end) { strncpy(description, next, end-next); description[end-next] = '\0'; /* need to erase the text. */ memcpy(start, end+4, strlen(map->lore)-(end-start+3)); end = start; } else { strcpy(description, next); *start = '\0'; end = NULL; } } else { strcpy(name, start); *start = '\0'; end = NULL; } define_quest(name, map, description); start = end ? strstr(end, "@def") : NULL; } start = strstr(map->lore, "@quest"); while (start) { description[0] = '\0'; /* find name */ end = strstr(start, "\n"); if (end) { strncpy(name, start+7, end-start-7); name[end-start-7] = '\0'; next = end+1; end = strstr(next, "@end"); if (end) { strncpy(description, next, end-next); description[end-next] = '\0'; /* need to erase the text. */ memcpy(start, end+4, strlen(map->lore)-(end-start+3)); end = start; } else { strcpy(description, next); *start = '\0'; end = NULL; } } else { strcpy(name, start); *start = '\0'; end = NULL; } add_map_to_quest(map, name, description); start = end ? strstr(end, "@quest") : NULL; } } /** * Writes the global quests page. */ static void write_quests_page(void) { int quest, map; FILE *out; char path[500]; char mappath[500]; char mainmappath[500]; char questid[500]; const char *map_vars[] = { "MAPPATH", "MAPNAME", "MAPTEXT", NULL }; const char *map_vals[] = { mappath, NULL, NULL, NULL }; const char *quest_vars[] = { "QUESTNAME", "QUESTTEXT", "QUESTMAPS", "QUESTID", "MAINMAPPATH", "MAINMAPNAME", NULL }; const char *quest_vals[] = { NULL, NULL, NULL, questid, mainmappath, NULL, NULL }; const char *idx_vars[] = { "QUESTS", NULL }; const char *idx_vals[] = { NULL, NULL }; char *text_map = NULL; char *text_quest = NULL; char *text_idx = NULL; printf("Writing quest index..."); for (quest = 0; quest < quests_count; quest++) { qsort(quests[quest]->maps.list, quests[quest]->maps.count, sizeof(struct_map_in_quest *), sort_struct_map_in_quest); for (map = 0; map < quests[quest]->maps.count; map++) { snprintf(mappath, sizeof(mappath), "%s.html", quests[quest]->maps.list[map]->map->path+1); map_vals[1] = quests[quest]->maps.list[map]->map->name; map_vals[2] = quests[quest]->maps.list[map]->description ? quests[quest]->maps.list[map]->description : "(no description)"; text_map = cat_template(text_map, do_template(quest_map_template, map_vars, map_vals)); } if (!text_map) text_map = strdup(""); quest_vals[0] = quests[quest]->name; quest_vals[1] = quests[quest]->description ? quests[quest]->description : "(main map not processed)"; quest_vals[2] = text_map; snprintf(questid, sizeof(questid), "quest_%d", quests[quest]->number); if (quests[quest]->mainmap) { snprintf(mainmappath, sizeof(mainmappath), "%s.html", quests[quest]->mainmap->path+1); quest_vals[5] = quests[quest]->mainmap->name; } else { snprintf(mainmappath, sizeof(mainmappath), "#"); quest_vals[5] = ""; } text_quest = cat_template(text_quest, do_template(quest_template, quest_vars, quest_vals)); free(text_map); text_map = NULL; } if (!text_quest) text_quest = strdup("No quest."); idx_vals[0] = text_quest; text_idx = do_template(index_quest_template, idx_vars, idx_vals); free(text_quest); snprintf(path, sizeof(path), "%s/quests.html", root); out = fopen(path, "w+"); fprintf(out, "%s", text_idx); fclose(out); free(text_idx); printf(" done.\n"); } /************************************ End of quest-related definitions. ************************************/ /********* NPC-related stuff ********/ /** * Initialise a list of NPCs. * @param list * list to initialise. */ static void init_npc_list(struct_npc_list *list) { list->allocated = 0; list->count = 0; list->npc = NULL; } /** * Create the struct_npc_info from the specified NPC. It must have a name and message. * @param npc * NPC to gather info for. * @return * structure with info. */ static struct_npc_info *create_npc_info(const object *npc) { struct_npc_info *info = calloc(1, sizeof(struct_npc_info)); info->name = strdup(npc->name); info->message = strdup(npc->msg); info->x = npc->x; info->y = npc->y; return info; } /** * Add the specified NPC to the list. * @param list * where to add the NPC. * @param npc * NPC to add. Must have a name and message. */ static void add_npc_to_map(struct_npc_list *list, const object *npc) { if (list->count == list->allocated) { list->allocated += 50; list->npc = realloc(list->npc, list->allocated*sizeof(struct_npc_info *)); } list->npc[list->count] = create_npc_info(npc); list->count++; } /* end of NPC stuff */ /** * Adds a map to specified array, if it isn't already. * * @param info * map to add. * @param list * list to add to. * * @note * will allocate memory and update variables when required. */ static void add_map(struct_map_info *info, struct_map_list *list) { int map; for (map = 0; map < list->count; map++) if (list->maps[map] == info) return; if (list->count == list->allocated) { list->allocated += 50; list->maps = realloc(list->maps, list->allocated*sizeof(struct_map_info *)); } list->maps[list->count] = info; list->count++; } /** * Returns an initialised struct_map_info. * * @return * new struct_map_info. */ static struct_map_info *create_map_info(void) { struct_map_info *add = calloc(1, sizeof(struct_map_info)); add->min_monster = 2000; init_map_list(&add->exits_to); init_map_list(&add->exits_from); init_map_list(&add->tiled_maps); init_struct_map_in_quest_list(&add->quests); init_race_list(&add->monsters); init_npc_list(&add->npcs); init_npc_list(&add->readable); add->tiled_group = NULL; return add; } /** * Create a new tiled map and link it to the tiled map list. * * @return * new tiled map. */ static struct_map_info *create_tiled_map(void) { struct_map_info *add = create_map_info(); add_map(add, &tiled_map_list); return add; } /** * Merge two tiled maps groups. This can happen if based on processing we do one map with tiled maps, * another with tiled maps, and later figure out the tiles are actually linked. * * @param map * the map that being processed has a tiling to a map in another group. Its group will be the final merging group. * @param tile * the tile index causing the merge * @param tiled_map * the map tiled to another group. Its group will disappear. */ static void merge_tiled_maps(struct_map_info *map, int tile, struct_map_info *tiled_map) { int g; struct_map_info *group = tiled_map->tiled_group; struct_map_info *change; while (group->tiled_maps.count > 0) { change = group->tiled_maps.maps[group->tiled_maps.count-1]; change->tiled_group = map->tiled_group; add_map(change, &map->tiled_group->tiled_maps); group->tiled_maps.count--; } for (g = 0; g < tiled_map_list.count; g++) { if (tiled_map_list.maps[g] == group) { if (g < tiled_map_list.count-1) tiled_map_list.maps[g] = tiled_map_list.maps[tiled_map_list.count-1]; tiled_map_list.count--; free(group); return; } } printf("tiled_map not in tiled_map_list!"); abort(); } /** * Gets or creates if required the info structure for a map. * * @param path * map to consider. * @return * associated structure. */ static struct_map_info *get_map_info(const char *path) { int map; struct_map_info *add; char *tmp; for (map = 0; map < maps_list.count; map++) { if (strcmp(maps_list.maps[map]->path, path) == 0) return maps_list.maps[map]; } add = create_map_info(); add->path = strdup(path); tmp = strrchr(path, '/'); if (tmp) add->filename = strdup(tmp+1); else add->filename = strdup(path); add_map(add, &maps_list); return add; } /** * Marks specified path as processed. * * @param path * map to remove. */ static void list_map(const char *path) { int index; for (index = 0; index < found_maps_count; index++) { if (found_maps[index] && strcmp(path, found_maps[index]) == 0) { free(found_maps[index]); found_maps[index] = NULL; return; } } printf("Map processed but not found in directory reading? %s\n", path); } /** * Links a map to a region. * * Will not readd the map if already linked. * * @param map * map name. * @param reg * region to link the map to. */ static void add_map_to_region(struct_map_info *map, region *reg) { int test; int x, y; for (test = 0; test < region_count; test++) { if (regions[test]->reg == reg) break; } if (test == region_count) { if (test == region_allocated) { region_allocated++; regions = realloc(regions, sizeof(struct_region_info *)*region_allocated); regions[test] = calloc(1, sizeof(struct_region_info)); } region_count++; regions[test]->reg = reg; } add_map(map, ®ions[test]->maps_list); if (sscanf(map->path, "/world/world_%d_%d", &x, &y) == 2) { regions[test]->sum_x += (x-100); regions[test]->sum_y += (y-100); regions[test]->sum++; regions[test]->is_world = 1; } } /** * Saves a map to a file, based on jpg/png settings. * * @param file * opened file to which to save. * @param pic * picture to save. */ static void save_picture(FILE *file, gdImagePtr pic) { if (output_format == OF_PNG) gdImagePng(pic, file); else gdImageJpeg(pic, file, jpeg_quality); } /** * Creates a link between two maps if they are on different regions. * @param source * map from. * @param dest * map to. * @param linkname * name of the link as it should appear. Unused. */ static void add_region_link(mapstruct *source, mapstruct *dest, const char *linkname) { int search = 0; char entry[500]; region *s, *d; s = get_region_by_map(source); d = get_region_by_map(dest); if (s == d) return; if (linkname && 0) snprintf(entry, sizeof(entry), "%s -> %s [ label = \"%s\" ]\n", s->name, d->name, linkname); else snprintf(entry, sizeof(entry), "%s -> %s\n", s->name, d->name); for (search = 0; search < regions_link_count; search++) { if (strcmp(regions_link[search], entry) == 0) return; } if (regions_link_count == regions_link_allocated) { regions_link_allocated += 10; regions_link = realloc(regions_link, sizeof(const char *)*regions_link_allocated); } regions_link[regions_link_count] = strdup(entry); regions_link_count++; } /** * Is the slaying field relevant for this item? * * @param item * item to check. * @return * 1 if relevant, 0 else. */ static int is_slaying(object *item) { return (item->type == LOCKED_DOOR || item->type == SPECIAL_KEY || item->type == CONTAINER || item->type == CHECK_INV); } /** * Returns a struct_slaying_info for specified slaying. Creates a new one if required. * * @param slaying * value to get the structure of. * @return * structure for slaying. Never NULL. */ static struct_slaying_info *get_slaying_struct(const char *slaying) { struct_slaying_info *add; int l; for (l = 0; l < slaying_count; l++) { if (!strcmp(slaying_info[l]->slaying, slaying)) return slaying_info[l]; } if (slaying_count == slaying_allocated) { slaying_allocated += 10; slaying_info = (struct_slaying_info **)realloc(slaying_info, sizeof(struct_slaying_info *)*slaying_allocated); } add = (struct_slaying_info *)calloc(1, sizeof(struct_slaying_info)); add->slaying = strdup(slaying); for (l = 0; l < S_MAX; l++) init_map_list(&add->maps[l]); slaying_info[slaying_count] = add; slaying_count++; return add; } /** * Adds the specified map to the slaying information if not already present. * * @param info * structure to add to. * @param item * one of the S_xxx values specifying what type of slaying this is. * @param map * map to add. */ static void add_map_to_slaying(struct_slaying_info *info, int item, struct_map_info *map) { add_map(map, &info->maps[item]); } /** * Adds the item's information to the map. * * @param map * map containing the item. * @param item * item which slaying field we're considering. */ static void add_slaying(struct_map_info *map, object *item) { struct_slaying_info *info; if (!item->slaying) /* can be undefined */ return; info = get_slaying_struct(item->slaying); if (item->type == LOCKED_DOOR) add_map_to_slaying(info, S_DOOR, map); else if (item->type == SPECIAL_KEY) add_map_to_slaying(info, S_KEY, map); else if (item->type == CONTAINER) add_map_to_slaying(info, S_CONTAINER, map); else add_map_to_slaying(info, S_CONNECT, map); } /** * Recursively checks if the object should be considered for slaying information. * * @param map * map containing the items. * @param item * item to consider. Must not be NULL. */ static void check_slaying_inventory(struct_map_info *map, object *item) { FOR_INV_PREPARE(item, inv) { if (is_slaying(inv)) add_slaying(map, inv); check_slaying_inventory(map, inv); } FOR_INV_FINISH(); } /** * Processes a map. * * Generates the map pictures (big and small), and exit information. * * @param info * map to process. */ static void process_map(struct_map_info *info) { mapstruct *m; int x, y, isworld; FILE *out; gdImagePtr pic; gdImagePtr small; struct stat stats; struct stat statspic; char exit_path[500]; char tmppath[MAX_BUF]; char picpath[MAX_BUF], smallpicpath[MAX_BUF]; int needpic = 0; struct_map_info *link; if (list_unused_maps) list_map(info->path); if (show_maps) printf(" processing map %s\n", info->path); m = ready_map_name(info->path, 0); if (!m) { printf("couldn't load map %s\n", info->path); return; } do_exit_map(m); if (!rawmaps) do_auto_apply(m); info->level = m->difficulty; if (m->maplore) { info->lore = strdup(m->maplore); process_map_lore(info); } isworld = (sscanf(info->path, "/world/world_%d_%d", &x, &y) == 2); if (m->name) info->name = strdup(m->name); else info->name = strdup(info->filename); info->cfregion = get_region_by_map(m); add_map_to_region(info, info->cfregion); snprintf(picpath, sizeof(picpath), "%s%s%s", root, info->path, output_extensions[output_format]); snprintf(smallpicpath, sizeof(smallpicpath), "%s%s.small%s", root, info->path, output_extensions[output_format]); if (force_pics) needpic = 1; else if (generate_pics) { create_pathname(info->path, tmppath, MAX_BUF); stat(tmppath, &stats); if (stat(picpath, &statspic) || (statspic.st_mtime < stats.st_mtime)) needpic = 1; else if (stat(smallpicpath, &statspic) || (statspic.st_mtime < stats.st_mtime)) needpic = 1; } else needpic = 0; if (needpic) { pic = gdImageCreateTrueColor(MAP_WIDTH(m)*32, MAP_HEIGHT(m)*32); created_pics++; } else cached_pics++; for (x = 0; x < 4; x++) if (m->tile_path[x] != NULL) { path_combine_and_normalize(m->path, m->tile_path[x], exit_path, sizeof(exit_path)); create_pathname(exit_path, tmppath, MAX_BUF); if (stat(tmppath, &stats)) { printf(" map %s doesn't exist in map %s, for tile %d.\n", exit_path, info->path, x); } if (isworld) { link = get_map_info(exit_path); add_map(link, &info->exits_from); add_map(info, &link->exits_to); if (do_regions_link) { mapstruct *link = ready_map_name(exit_path, 0); if (link && link != m) { /* no need to link a map with itself. Also, if the exit points to the same map, we don't * want to reset it. */ add_region_link(m, link, NULL); link->reset_time = 1; link->in_memory = MAP_IN_MEMORY; delete_map(link); } } } else { link = get_map_info(exit_path); info->tiles[x] = link; if (link->tiled_group) { if (info->tiled_group && link->tiled_group != info->tiled_group) { merge_tiled_maps(info, x, link); continue; } if (link->tiled_group == info->tiled_group) { continue; } if (!info->tiled_group) { add_map(info, &link->tiled_group->tiled_maps); continue; } } if (!info->tiled_group) { info->tiled_group = create_tiled_map(); add_map(info, &info->tiled_group->tiled_maps); } link->tiled_group = info->tiled_group; add_map(link, &info->tiled_group->tiled_maps); } } info->width = MAP_WIDTH(m); info->height = MAP_HEIGHT(m); for (x = MAP_WIDTH(m)-1; x >= 0; x--) for (y = MAP_HEIGHT(m)-1; y >= 0; y--) { FOR_MAP_PREPARE(m, x, y, item) { if (item->type == EXIT || item->type == TELEPORTER || item->type == PLAYER_CHANGER) { char ep[500]; const char *start; if (!item->slaying) { ep[0] = '\0'; if (warn_no_path) printf(" exit without any path at %d, %d on %s\n", item->x, item->y, info->path); } else { memset(ep, 0, 500); if (strcmp(item->slaying, "/!")) strcpy(ep, EXIT_PATH(item)); else { if (!item->msg) { printf(" random map without message in %s at %d, %d\n", info->path, item->x, item->y); } else { /* Some maps have a 'exit_on_final_map' flag, ignore it. */ start = strstr(item->msg, "\nfinal_map "); if (!start && strncmp(item->msg, "final_map", strlen("final_map")) == 0) /* Message start is final_map, nice */ start = item->msg; if (start) { char *end = strchr(start+1, '\n'); start += strlen("final_map")+2; strncpy(ep, start, end-start); } } } if (strlen(ep)) { path_combine_and_normalize(m->path, ep, exit_path, 500); create_pathname(exit_path, tmppath, MAX_BUF); if (stat(tmppath, &stats)) { printf(" map %s doesn't exist in map %s, at %d, %d.\n", ep, info->path, item->x, item->y); } else { link = get_map_info(exit_path); add_map(link, &info->exits_from); add_map(info, &link->exits_to); if (do_regions_link) { mapstruct *link = ready_map_name(exit_path, 0); if (link && link != m) { /* no need to link a map with itself. Also, if the exit points to the same map, we don't * want to reset it. */ add_region_link(m, link, item->arch->clone.name); link->reset_time = 1; link->in_memory = MAP_IN_MEMORY; delete_map(link); } } } } } } else if (is_slaying(item)) add_slaying(info, item); check_equipment(item, info); check_slaying_inventory(info, item); if (QUERY_FLAG(item, FLAG_MONSTER)) { /* need to get the "real" archetype, as the item's archetype can certainly be a temporary one. */ archetype *arch = find_archetype(item->arch->name); add_monster(item, info); if (arch != NULL && (QUERY_FLAG(item, FLAG_UNAGGRESSIVE) || QUERY_FLAG(item, FLAG_FRIENDLY)) && (item->msg != arch->clone.msg) && (item->msg != NULL)) add_npc_to_map(&info->npcs, item); } else if ((item->type == SIGN || item->type == BOOK) && (item->msg != item->arch->clone.msg) && (item->msg != NULL)) { add_npc_to_map(&info->readable, item); } if (item->invisible) continue; if (needpic) { int sx, sy, hx, hy; if (gdfaces[item->face->number] == NULL) { int set = get_face_fallback(tileset, item->face->number); gdfaces[item->face->number] = gdImageCreateFromPngPtr(facesets[set].faces[item->face->number].datalen, facesets[set].faces[item->face->number].data); pics_allocated++; } if (item->head || item->more) { object_get_multi_size(item, &sx, &sy, &hx, &hy); } else { hx = 0; hy = 0; } if (gdfaces[item->face->number] != NULL && ((!item->head && !item->more) || (item->arch->clone.x+hx == 0 && item->arch->clone.y+hy == 0))) { gdImageCopy(pic, gdfaces[item->face->number], x*32, y*32, 0, 0, gdfaces[item->face->number]->sx, gdfaces[item->face->number]->sy); } } } FOR_MAP_FINISH(); } if (needpic) { make_path_to_file(picpath); out = fopen(picpath, "wb+"); save_picture(out, pic); fclose(out); small = gdImageCreateTrueColor(MAP_WIDTH(m)*size_small, MAP_HEIGHT(m)*size_small); gdImageCopyResampled(small, pic, 0, 0, 0, 0, MAP_WIDTH(m)*size_small, MAP_HEIGHT(m)*size_small, MAP_WIDTH(m)*32, MAP_HEIGHT(m)*32); out = fopen(smallpicpath, "wb+"); save_picture(out, small); fclose(out); gdImageDestroy(small); gdImageDestroy(pic); info->pic_was_done = 1; } m->reset_time = 1; m->in_memory = MAP_IN_MEMORY; delete_map(m); } /** * Creates the page for a map index. * * @param dest * path relative to root where the index will be located, without leading /. Used to compute the map's path relative to the index. * @param maps_list * maps in the index. * @param template_page * global page template. * @param template_letter * template for one letter of the index. * @param template_map * template for one map. * @param vars * template variables to give access to. * @param values * associated values. * @return * processed template. Should be free() by the caller. */ static char *do_map_index(const char *dest, struct_map_list *maps_list, const char *template_page, const char *template_letter, const char *template_map, const char **vars, const char **values) { #define VARSADD 6 int map; char *string; char mappath[500]; char maphtml[500]; char count[50]; char lettercount[50]; char *tmp; const char **idx_vars; const char **idx_values; char str_letter[2]; char last_letter; char index_path[500]; char *mapstext = NULL; int byletter; int basevalues, realcount = 0; struct_map_info *last_group = NULL; if (!generate_index) return strdup(""); if (vars) for (basevalues = 0; vars[basevalues] != NULL; basevalues++) ; else basevalues = 0; idx_vars = malloc(sizeof(char *)*(basevalues+VARSADD)); idx_vars[0] = "MAPCOUNT"; memcpy(&idx_vars[1], vars, sizeof(char *)*basevalues); idx_vars[basevalues+VARSADD-1] = NULL; idx_values = malloc(sizeof(char *)*(basevalues+VARSADD-1)); memcpy(&idx_values[1], values, sizeof(char *)*basevalues); string = NULL; idx_values[0] = count; /* wrong value, but in case the template needs to display something... */ snprintf(count, sizeof(count), "%d", maps_list->count); idx_vars[basevalues+1] = "MAPNAME"; idx_vars[basevalues+2] = "MAPPATH"; idx_vars[basevalues+3] = "MAPHTML"; idx_vars[basevalues+4] = NULL; qsort(maps_list->maps, maps_list->count, sizeof(const char *), sort_map_info); last_letter = '\0'; str_letter[0] = '\0'; str_letter[1] = '\0'; strcpy(index_path, "/"); strcat(index_path, dest); string = NULL; for (map = 0; map < maps_list->count; map++) { if (tolower(maps_list->maps[map]->name[0]) != last_letter) { if (mapstext != NULL) { idx_vars[basevalues+1] = "MAPS"; idx_vars[basevalues+2] = "LETTER"; idx_vars[basevalues+3] = "LETTERCOUNT"; idx_vars[basevalues+4] = NULL; idx_values[basevalues+1] = mapstext; idx_values[basevalues+2] = str_letter; snprintf(lettercount, sizeof(lettercount), "%d", byletter); idx_values[basevalues+3] = lettercount; string = cat_template(string, do_template(template_letter, idx_vars, idx_values)); free(mapstext); mapstext = NULL; idx_values[basevalues+2] = NULL; } last_letter = tolower(maps_list->maps[map]->name[0]); str_letter[0] = last_letter; byletter = 0; last_group = NULL; } if (last_group && last_group == maps_list->maps[map]->tiled_group) continue; else last_group = maps_list->maps[map]->tiled_group; realcount++; idx_vars[basevalues+1] = "MAPNAME"; idx_vars[basevalues+2] = "MAPPATH"; idx_vars[basevalues+3] = "MAPHTML"; idx_values[basevalues+1] = last_group ? last_group->name : (maps_list->maps[map]->name ? maps_list->maps[map]->name : maps_list->maps[map]->path); relative_path(index_path, last_group ? last_group->path : maps_list->maps[map]->path, mappath); strcpy(maphtml, mappath); strcat(maphtml, ".html"); idx_values[basevalues+2] = mappath; idx_values[basevalues+3] = maphtml; mapstext = cat_template(mapstext, do_template(template_map, idx_vars, idx_values)); byletter++; } if (last_letter != '\0') { idx_vars[basevalues+1] = "MAPS"; idx_vars[basevalues+2] = "LETTER"; idx_vars[basevalues+3] = "LETTERCOUNT"; idx_vars[basevalues+4] = NULL; idx_values[basevalues+1] = mapstext; idx_values[basevalues+2] = str_letter; snprintf(lettercount, sizeof(lettercount), "%d", byletter); idx_values[basevalues+3] = lettercount; string = cat_template(string, do_template(template_letter, idx_vars, idx_values)); free(mapstext); mapstext = NULL; idx_values[basevalues+2] = NULL; } snprintf(count, sizeof(count), "%d", realcount); idx_values[basevalues+1] = string; idx_vars[basevalues+1] = "LETTERS"; idx_vars[basevalues+2] = NULL; tmp = do_template(template_page, idx_vars, idx_values); free(string); free(idx_vars); free(idx_values); return tmp; } /** * Generates the web page for a region. * * @param reg * region/maps for which to generate. * * @note * will sort the maps. */ static void write_region_page(struct_region_info *reg) { char *string; FILE *index; char html[500]; const char *vars[] = { "REGIONNAME", "REGIONHTML", "REGIONLONGNAME", "REGIONDESC", NULL }; const char *values[] = { reg->reg->name, html, NULL, NULL }; printf("Generating map index for region %s...", reg->reg->name); values[2] = get_region_longname(reg->reg); values[3] = get_region_msg(reg->reg); strcpy(html, reg->reg->name); strcat(html, ".html"); string = do_map_index(html, ®->maps_list, region_template, region_letter_template, region_map_template, vars, values); strcpy(html, root); strcat(html, "/"); strcat(html, reg->reg->name); strcat(html, ".html"); index = fopen(html, "w+"); fprintf(index, "%s", string); fclose(index); free(string); printf(" done.\n"); } /** * Generates all map indexes for a region. */ static void write_all_regions(void) { int reg; qsort(regions, region_count, sizeof(struct_region_info *), sort_region); for (reg = 0; reg < region_count; reg++) write_region_page(regions[reg]); } /** * Generates global map index, file maps.html. */ static void write_maps_index(void) { char index_path[500]; char *tmp; FILE *index; printf("Generating global map index in maps.html..."); tmp = do_map_index("maps.html", &maps_list, index_template, index_letter, index_map, NULL, NULL); strcpy(index_path, root); strcat(index_path, "/maps.html"); index = fopen(index_path, "w+"); fprintf(index, "%s", tmp); fclose(index); free(tmp); printf(" done.\n"); } /** * Generates region index. */ static void write_region_index(void) { char *txt; char *final; char count[10]; struct_region_info *region; int reg; char file[500]; const char *vars[] = { "REGIONCOUNT", "REGIONFILE", "REGIONNAME", NULL }; const char *values[] = { count, file, NULL }; FILE *out; printf("Generating regions index in regions.html..."); snprintf(count, sizeof(count), "%d", region_count); txt = NULL; for (reg = 0; reg < region_count; reg++) { region = regions[reg]; snprintf(file, sizeof(file), "%s.html", region->reg->name); values[2] = get_region_longname(region->reg); txt = cat_template(txt, do_template(index_region_region_template, vars, values)); } vars[1] = "REGIONS"; values[1] = txt; vars[2] = NULL; final = do_template(index_region_template, vars, values); free(txt); strcpy(file, root); strcat(file, "/regions.html"); out = fopen(file, "w+"); fprintf(out, "%s", final); fclose(out); free(final); printf(" done.\n"); } /** * Generates a big world map. */ static void write_world_map(void) { #define SIZE 50 int x, y; FILE *out; int wx, wy; char file[500]; char *map = NULL; char *total; char *row = NULL; char mapleft[10], maptop[10], mapright[10], mapbottom[10]; const char *vars[] = { NULL, NULL, "MAPLEFT", "MAPTOP", "MAPRIGHT", "MAPBOTTOM", NULL }; const char *values[] = { NULL, NULL, mapleft, maptop, mapright, mapbottom, NULL }; char name[100]; char mappath[500], mapraw[500], mapregion[500]; gdImagePtr pic; gdImagePtr small; gdFontPtr font; int region, color; if (!world_map) return; printf("Generating world map in world.html..."); fflush(stdout); pic = gdImageCreateTrueColor(SIZE*30, SIZE*30); strcpy(file, root); strcat(file, "/world.html"); wx = 100; wy = 100; for (y = 0; y < 30; y++) { for (x = 0; x < 30; x++) { values[0] = name; vars[0] = "MAPNAME"; vars[1] = "MAPPATH"; values[1] = mappath, snprintf(name, sizeof(name), "world_%d_%d", wx, wy); snprintf(mappath, sizeof(mappath), "world/%s.html", name); snprintf(mapleft, sizeof(mapleft), "%d", SIZE*x); snprintf(maptop, sizeof(maptop), "%d", SIZE*y); snprintf(mapright, sizeof(mapright), "%d", SIZE*(x+1)-1); snprintf(mapbottom, sizeof(mapbottom), "%d", SIZE*(y+1)-1); map = cat_template(map, do_template(world_map_template, vars, values)); snprintf(mappath, sizeof(mappath), "%s/world/%s%s", root, name, output_extensions[output_format]); out = fopen(mappath, "rb"); if (!out) { printf("\n warning: large pic not found for world_%d_%d", wx, wy); wx++; continue; } if (output_format == OF_PNG) small = gdImageCreateFromPng(out); else small = gdImageCreateFromJpeg(out); fclose(out); if (!small) { printf("\n warning: pic not found for world_%d_%d", wx, wy); wx++; continue; } gdImageCopyResized(pic, small, SIZE*x, SIZE*y, 0, 0, SIZE, SIZE, small->sx, small->sy); gdImageDestroy(small); wx++; } wy++; wx = 100; values[0] = map; vars[0] = "MAPS"; vars[1] = NULL; row = cat_template(row, do_template(world_row_template, vars, values)); free(map); map = NULL; } snprintf(mappath, sizeof(mappath), "world%s", output_extensions[output_format]); snprintf(mapraw, sizeof(mapraw), "world_raw%s", output_extensions[output_format]); snprintf(mapregion, sizeof(mapregion), "world_regions%s", output_extensions[output_format]); values[0] = row; vars[0] = "MAPS"; values[1] = mappath; vars[1] = "WORLDMAP"; values[2] = mapraw; vars[2] = "WORLDRAW"; values[3] = mapregion; vars[3] = "WORLDREGIONS"; vars[4] = NULL; total = do_template(world_template, vars, values); free(row); out = fopen(file, "w+"); fprintf(out, "%s", total); free(total); fclose(out); snprintf(mappath, sizeof(mappath), "%s/world_raw%s", root, output_extensions[output_format]); out = fopen(mappath, "wb+"); save_picture(out, pic); fclose(out); /* Write region names. */ small = gdImageCreateTrueColor(SIZE*30, SIZE*30); font = gdFontGetGiant(); color = gdImageColorAllocateAlpha(pic, 255, 0, 0, 20); for (region = 0; region < region_allocated; region++) { if (!regions[region]->is_world || regions[region]->sum == 0) continue; x = regions[region]->sum_x*SIZE/regions[region]->sum+SIZE/2-strlen(regions[region]->reg->name)*font->w/2; y = regions[region]->sum_y*SIZE/regions[region]->sum+SIZE/2-font->h/2; gdImageString(small, font, x, y, (unsigned char *)regions[region]->reg->name, color); gdImageString(pic, font, x, y, (unsigned char *)regions[region]->reg->name, color); /* For exit/road map, size isn't the same. */ x = regions[region]->sum_x*50/regions[region]->sum+50/2-strlen(regions[region]->reg->name)*font->w/2; y = regions[region]->sum_y*50/regions[region]->sum+50/2-font->h/2; gdImageString(infomap, font, x, y, (unsigned char *)regions[region]->reg->name, color); } snprintf(mappath, sizeof(mappath), "%s/world_regions%s", root, output_extensions[output_format]); out = fopen(mappath, "wb+"); save_picture(out, small); fclose(out); gdImageDestroy(small); snprintf(mappath, sizeof(mappath), "%s/world%s", root, output_extensions[output_format]); out = fopen(mappath, "wb+"); save_picture(out, pic); fclose(out); gdImageDestroy(pic); printf(" done.\n"); #undef SIZE } /** * Write a map page. * * @param map * map to write page of. */ static void write_map_page(struct_map_info *map) { char *exits_text; char *exits_to; char *maplore; char *tmp; char *quests, *quest; char *monsters; char htmlpath[500]; /* Map file path. */ char mappic[500]; /* Name of map's full size picture. */ char mapsmallpic[500]; /* Name of map's small size picture. */ char indexpath[500]; /* Relative path of full index. */ char regionpath[500]; /* Path to region's filename. */ char regionname[500]; /* Name of map's region. */ char regionindexpath[500]; /* Path to region index file. */ char worldmappath[500]; /* Path to world map. */ char exit_path[500]; char maplevel[5], minmonster[5], maxmonster[5]; FILE *out; char questpath[500], questtemp[500]; const char *quest_vars[] = { "NAME", "PATH", "TEXT", NULL }; const char *quest_vals[] = { NULL, questpath, NULL, NULL }; const char *q_vars[] = { "QUESTS", NULL }; const char *q_vals[] = { NULL, NULL }; const char *m_vars[] = { "NAME", NULL }; const char *m_vals[] = { NULL, NULL }; const char *vars[] = { "NAME", "MAPPATH", "MAPNAME", "MAPPIC", "MAPSMALLPIC", "MAPEXITFROM", "INDEXPATH", "REGIONPATH", "REGIONNAME", "REGIONINDEXPATH", "WORLDMAPPATH", "MAPLORE", "MAPEXITTO", "MAPLEVEL", "QUESTS", "MONSTERS", "MINMONSTER", "MAXMONSTER", NULL, NULL, NULL }; const char *values[] = { map->path, htmlpath, map->name, mappic, mapsmallpic, "", indexpath, regionpath, regionname, regionindexpath, worldmappath, "", "", maplevel, NULL, "", minmonster, maxmonster, NULL, NULL, NULL }; int vars_count = 0; while (vars[vars_count]) vars_count++; snprintf(minmonster, sizeof(minmonster), "%d", map->min_monster); snprintf(maxmonster, sizeof(maxmonster), "%d", map->max_monster); relative_path(map->path, "/maps.html", indexpath); relative_path(map->path, "/world.html", worldmappath); relative_path(map->path, "/regions.html", regionindexpath); if (map->cfregion) { strcpy(regionname, get_region_longname(map->cfregion)); strcpy(exit_path, "/"); strcat(exit_path, map->cfregion->name); strcat(exit_path, ".html"); relative_path(map->path, exit_path, regionpath); } else { regionpath[0]='\0'; snprintf(regionname, sizeof(regionname), "(map was not processed)"); } snprintf(mappic, sizeof(mappic), "%s%s", map->filename, output_extensions[output_format]); snprintf(mapsmallpic, sizeof(mapsmallpic), "%s.small%s", map->filename, output_extensions[output_format]); snprintf(htmlpath, sizeof(htmlpath), "%s%s.html", root, map->path); make_path_to_file(htmlpath); values[14] = ""; snprintf(maplevel, sizeof(maplevel), "%d", map->level); if (map->lore && map->lore[0] != '\0') { values[11] = map->lore; maplore = do_template(map_lore_template, vars, values); } else { maplore = do_template(map_no_lore_template, vars, values); } values[11] = maplore; if (map->exits_from.count) { char *one_exit = NULL; int exit; char relative[500]; vars[vars_count] = "EXITNAME"; vars[vars_count+1] = "EXITFILE"; qsort(map->exits_from.maps, map->exits_from.count, sizeof(const char *), sort_map_info); for (exit = 0; exit < map->exits_from.count; exit++) { relative_path(map->path, map->exits_from.maps[exit]->path, relative); values[vars_count] = map->exits_from.maps[exit]->name; strcat(relative, ".html"); values[vars_count+1] = relative; one_exit = cat_template(one_exit, do_template(map_exit_template, vars, values)); } vars[vars_count] = "EXIT"; vars[vars_count+1] = NULL; values[vars_count] = one_exit; exits_text = do_template(map_with_exit_template, vars, values); free(one_exit); } else exits_text = do_template(map_no_exit_template, vars, values); values[5] = exits_text; if (map->exits_to.count) { char *one_exit = NULL; int exit; char relative[500]; vars[vars_count] = "EXITNAME"; vars[vars_count+1] = "EXITFILE"; qsort(map->exits_to.maps, map->exits_to.count, sizeof(struct_map_info *), sort_map_info); for (exit = 0; exit < map->exits_to.count; exit++) { relative_path(map->path, map->exits_to.maps[exit]->path, relative); values[vars_count] = map->exits_to.maps[exit]->name; strcat(relative, ".html"); values[vars_count+1] = relative; one_exit = cat_template(one_exit, do_template(map_exit_to_template, vars, values)); } vars[vars_count] = "EXIT"; vars[vars_count+1] = NULL; values[vars_count] = one_exit; exits_to = do_template(map_with_exit_to_template, vars, values); free(one_exit); } else exits_to = do_template(map_no_exit_to_template, vars, values); values[12] = exits_to; if (map->quests.count) { int q; quest = NULL; for (q = 0; q < map->quests.count; q++) { quest_vals[0] = map->quests.list[q]->quest->name; relative_path(map->path, "/quests.html", questtemp); snprintf(questpath, sizeof(questpath), "%s#quest_%d", questtemp, map->quests.list[q]->quest->number); quest_vals[2] = map->quests.list[q]->description; quest = cat_template(quest, do_template(map_one_quest_template, quest_vars, quest_vals)); } q_vals[0] = quest; quests = do_template(map_with_quests_template, q_vars, q_vals); free(quest); quest = NULL; } else quests = strdup(map_no_quest_template); values[14] = quests; if (map->monsters.count) { int m; qsort(map->monsters.races, map->monsters.count, sizeof(struct_race *), sort_race); monsters = do_template(map_monster_before_template, vars, values); for (m = 0; m < map->monsters.count; m++) { m_vals[0] = map->monsters.races[m]->name; monsters = cat_template(monsters, do_template(map_monster_one_template, m_vars, m_vals)); if (m != map->monsters.count-1) monsters = cat_template(monsters, do_template(map_monster_between_template, vars, values)); } monsters = cat_template(monsters, do_template(map_monster_after_template, vars, values)); } else monsters = do_template(map_no_monster_template, vars, values); values[15] = monsters; vars[vars_count] = NULL; out = fopen(htmlpath, "w+"); tmp = do_template(map_template, vars, values); fprintf(out, "%s", tmp); fclose(out); free(tmp); free(exits_text); free(exits_to); free(maplore); free(quests); free(monsters); } /** Ensures all maps have a name (if there was a limit to map processing, some maps will have a NULL name which causes issues). */ static void fix_map_names(void) { int map; for (map = 0; map < maps_list.count; map++) { if (maps_list.maps[map]->name) continue; if (!maps_list.maps[map]->filename) { printf("map without path!\n"); abort(); } maps_list.maps[map]->name = strdup(maps_list.maps[map]->filename); } } /** * Ensures all tiled maps have a name, a region, a filename and a path. * Will try to find a suitable name and region from the maps in the group. * @todo * use a better filename, try to get the start of the map filenames. */ static void fix_tiled_map(void) { int map, tile; char name[500]; char *slash, *test; region *cfregion; for (map = 0; map < tiled_map_list.count; map++) { if (tiled_map_list.maps[map]->tiled_maps.count == 0) { printf("empty tiled map group!"); abort(); } snprintf(name, sizeof(name), "tiled_map_group_%d", map); tiled_map_list.maps[map]->filename = strdup(name); cfregion = NULL; test = NULL; for (tile = 0; tile < tiled_map_list.maps[map]->tiled_maps.count; tile++) { if (tiled_map_list.maps[map]->tiled_maps.maps[tile]->cfregion == NULL) /* map not processed, ignore it. */ continue; if (!cfregion) cfregion = tiled_map_list.maps[map]->tiled_maps.maps[tile]->cfregion; else if (cfregion != tiled_map_list.maps[map]->tiled_maps.maps[tile]->cfregion) { printf("*** warning: tiled maps %s and %s not in same region (%s and %s).\n", tiled_map_list.maps[map]->tiled_maps.maps[0]->path, tiled_map_list.maps[map]->tiled_maps.maps[tile]->path, tiled_map_list.maps[map]->tiled_maps.maps[0]->cfregion->name, tiled_map_list.maps[map]->tiled_maps.maps[tile]->cfregion->name); cfregion = NULL; } if (strcmp(tiled_map_list.maps[map]->tiled_maps.maps[tile]->name, tiled_map_list.maps[map]->tiled_maps.maps[tile]->filename)) { /* map has a custom name, use it */ if (!test) test = tiled_map_list.maps[map]->tiled_maps.maps[tile]->name; } } if (!test) { /* this can happen of course if only partial maps were processed, but well... */ printf("*** warning: tiled map without any name. First map path %s\n", tiled_map_list.maps[map]->tiled_maps.maps[0]->path); test = name; } tiled_map_list.maps[map]->name = strdup(test); tiled_map_list.maps[map]->cfregion = cfregion; strncpy(name, tiled_map_list.maps[map]->tiled_maps.maps[0]->path, sizeof(name)); slash = strrchr(name, '/'); if (!slash) snprintf(name, sizeof(name), "/"); else *(slash+1) = '\0'; strncat(name, tiled_map_list.maps[map]->filename, sizeof(name)); tiled_map_list.maps[map]->path = strdup(name); } } /** * Changes for the list all maps to the tiled map they are part of, if applicable. * * @param current * map currently being processed. * @param from * list that contains the exits to/from map to be fixed. * @param is_from * if non zero, from is exit_from field, else it is an exit_to. */ static void fix_exits_for_map(struct_map_info *current, struct_map_list *from, int is_from) { int map, max; struct_map_info *group; max = from->count-1; for (map = max; map >= 0; map--) { if (from->maps[map]->tiled_group) { group = from->maps[map]->tiled_group; if (map != max) from->maps[map] = from->maps[max]; from->count--; max--; add_map(group, from); add_map(current->tiled_group ? current->tiled_group : current, is_from ? &group->exits_to : &group->exits_from); } } } /** Changes all exits to maps in a tiled map to point directly to the tiled map. Same for region lists. */ static void fix_exits_to_tiled_maps(void) { int map, region, max; struct_map_info *group; for (map = 0; map < maps_list.count; map++) { fix_exits_for_map(maps_list.maps[map], &maps_list.maps[map]->exits_from, 1); fix_exits_for_map(maps_list.maps[map], &maps_list.maps[map]->exits_to, 0); } for (region = 0; region < region_count; region++) { max = regions[region]->maps_list.count-1; for (map = max; map >= 0; map--) { if (regions[region]->maps_list.maps[map]->tiled_group) { group = regions[region]->maps_list.maps[map]->tiled_group; if (map != max) regions[region]->maps_list.maps[map] = regions[region]->maps_list.maps[max]; regions[region]->maps_list.count--; max--; add_map(group, ®ions[region]->maps_list); } } } } /** * Makes all monsters point to tiled maps instead of map when appliable, and merge * map monster to tiled map. */ static void fix_tiled_map_monsters(void) { int map, race, max; struct_map_info *group; for (race = 0; race < races.count; race++) { max = races.races[race]->origin.count-1; for (map = max; map >= 0; map--) { if (races.races[race]->origin.maps[map]->tiled_group) { group = races.races[race]->origin.maps[map]->tiled_group; if (map != max) races.races[race]->origin.maps[map] = races.races[race]->origin.maps[max]; races.races[race]->origin.count--; max--; add_map(group, &races.races[race]->origin); } } } for (map = 0; map < maps_list.count; map++) { if (maps_list.maps[map]->tiled_group) { for (race = 0; race < maps_list.maps[map]->monsters.count; race++) { add_race_to_list(maps_list.maps[map]->monsters.races[race], &maps_list.maps[map]->tiled_group->monsters, 1); } } } } /** Ensures all maps have a name, and writes all map pages. */ static void write_all_maps(void) { int map; printf("Writing map pages..."); for (map = 0; map < maps_list.count; map++) if (!maps_list.maps[map]->tiled_group) write_map_page(maps_list.maps[map]); printf(" done.\n"); } static int tiled_map_need_pic(struct_map_info *map) { int test; char picpath[500]; struct stat stats; snprintf(picpath, sizeof(picpath), "%s%s%s", root, map->path, output_extensions[output_format]); if (stat(picpath, &stats)) return 1; snprintf(picpath, sizeof(picpath), "%s%s.small%s", root, map->path, output_extensions[output_format]); if (stat(picpath, &stats)) return 1; for (test = 0; test < map->tiled_maps.count; test++) { if (map->tiled_maps.maps[test]->pic_was_done) return 1; } return 0; } /** * Generates the large and small pictures for a tiled map. * This uses the large/small pictures made during process_map(), so having a map limit could lead * to maps not found and invalid results. * * @param map * tiled map to make the picture of. * @todo * add a field to struct_map_info to remember if pic was updated or not, and update the tiled map * only if one map has changed / the pic doesn't exist. */ static void do_tiled_map_picture(struct_map_info *map) { int xmin = 0, xmax = 0, ymin = 0, ymax = 0, tiled, count, last; char picpath[500]; gdImagePtr small, large, load; FILE *out; struct_map_info *current; if (!generate_pics) return; printf(" Generating composite map for %s...", map->name); fflush(stdout); if (!tiled_map_need_pic(map)) { printf(" already uptodate.\n"); return; } count = map->tiled_maps.count; if (count == 0) { printf("Tiled map without tiled maps?\n"); abort(); } map->tiled_maps.maps[0]->processed = 1; map->tiled_maps.maps[0]->tiled_x_from = 0; map->tiled_maps.maps[0]->tiled_y_from = 0; while (count > 0) { last = count; for (tiled = 0; tiled < map->tiled_maps.count; tiled++) { current = map->tiled_maps.maps[tiled]; if (current->processed != 1) continue; count--; if ((current->tiles[0]) && (current->tiles[0]->processed == 0)) { current->tiles[0]->processed = 1; current->tiles[0]->tiled_x_from = current->tiled_x_from; current->tiles[0]->tiled_y_from = current->tiled_y_from-current->tiles[0]->height; } if ((current->tiles[1]) && (current->tiles[1]->processed == 0)) { current->tiles[1]->processed = 1; current->tiles[1]->tiled_x_from = current->tiled_x_from+current->width; current->tiles[1]->tiled_y_from = current->tiled_y_from; } if ((current->tiles[2]) && (current->tiles[2]->processed == 0)) { current->tiles[2]->processed = 1; current->tiles[2]->tiled_x_from = current->tiled_x_from; current->tiles[2]->tiled_y_from = current->tiled_y_from+current->height; } if ((current->tiles[3]) && (current->tiles[3]->processed == 0)) { current->tiles[3]->processed = 1; current->tiles[3]->tiled_x_from = current->tiled_x_from-current->tiles[3]->width; current->tiles[3]->tiled_y_from = current->tiled_y_from; } } if (last == count) { printf("do_tiled_map_picture: didn't process any map in %s (%d left)??\n", map->path, last); abort(); } } for (tiled = 0; tiled < map->tiled_maps.count; tiled++) { if (map->tiled_maps.maps[tiled]->tiled_x_from < xmin) xmin = map->tiled_maps.maps[tiled]->tiled_x_from; if (map->tiled_maps.maps[tiled]->tiled_y_from < ymin) ymin = map->tiled_maps.maps[tiled]->tiled_y_from; if (map->tiled_maps.maps[tiled]->tiled_x_from+map->tiled_maps.maps[tiled]->width > xmax) xmax = map->tiled_maps.maps[tiled]->tiled_x_from+map->tiled_maps.maps[tiled]->width; if (map->tiled_maps.maps[tiled]->tiled_y_from+map->tiled_maps.maps[tiled]->height > ymax) ymax = map->tiled_maps.maps[tiled]->tiled_y_from+map->tiled_maps.maps[tiled]->height; } large = gdImageCreateTrueColor(32*(xmax-xmin), 32*(ymax-ymin)); small = gdImageCreateTrueColor(size_small*(xmax-xmin), size_small*(ymax-ymin)); for (tiled = 0; tiled < map->tiled_maps.count; tiled++) { snprintf(picpath, sizeof(picpath), "%s%s%s", root, map->tiled_maps.maps[tiled]->path, output_extensions[output_format]); out = fopen(picpath, "rb"); if (!out) { printf("\n do_tiled_map_picture: warning: pic file not found for %s (errno=%d)\n", map->tiled_maps.maps[tiled]->path, errno); continue; } if (output_format == OF_PNG) load = gdImageCreateFromPng(out); else load = gdImageCreateFromJpeg(out); fclose(out); if (!load) { printf("\n do_tiled_map_picture: warning: pic not found for %s\n", map->tiled_maps.maps[tiled]->path); continue; } gdImageCopy(large, load, 32*(map->tiled_maps.maps[tiled]->tiled_x_from-xmin), 32*(map->tiled_maps.maps[tiled]->tiled_y_from-ymin), 0, 0, load->sx, load->sy); gdImageDestroy(load); snprintf(picpath, sizeof(picpath), "%s%s.small%s", root, map->tiled_maps.maps[tiled]->path, output_extensions[output_format]); out = fopen(picpath, "rb"); if (output_format == OF_PNG) load = gdImageCreateFromPng(out); else load = gdImageCreateFromJpeg(out); fclose(out); if (!load) { printf("\n do_tiled_map_picture: warning: small pic not found for %s\n", map->tiled_maps.maps[tiled]->path); continue; } gdImageCopy(small, load, size_small*(map->tiled_maps.maps[tiled]->tiled_x_from-xmin), size_small*(map->tiled_maps.maps[tiled]->tiled_y_from-ymin), 0, 0, load->sx, load->sy); gdImageDestroy(load); } snprintf(picpath, sizeof(picpath), "%s%s%s", root, map->path, output_extensions[output_format]); out = fopen(picpath, "wb+"); save_picture(out, large); fclose(out); snprintf(picpath, sizeof(picpath), "%s%s.small%s", root, map->path, output_extensions[output_format]); out = fopen(picpath, "wb+"); save_picture(out, small); fclose(out); gdImageDestroy(small); gdImageDestroy(large); printf(" done.\n"); } /** Writes the page for a tiled map group. */ static void write_tiled_map_page(struct_map_info *map) { do_tiled_map_picture(map); /** @todo: do a real page, with the various levels, maps and such. */ write_map_page(map); } /** Outputs all tiled map pages. */ static void write_tiled_maps(void) { int map; printf("Writing tiled map information...\n"); for (map = 0; map < tiled_map_list.count; map++) write_tiled_map_page(tiled_map_list.maps[map]); printf(" done.\n"); } /** Outputs the list of maps sorted by level. */ static void write_maps_by_level(void) { int map; FILE *out; char name[500]; char mappath[500]; char *letters = NULL; char *maps = NULL; char *level = NULL; int lastlevel = -1; char strlevel[10]; char strcount[10]; const char *val_vars[] = { "LEVEL", "MAPS", NULL }; const char *val_values[] = { strlevel, NULL, NULL }; const char *map_vars[] = { "MAPNAME", "MAPPATH", NULL }; const char *map_values[] = { NULL, mappath, NULL }; const char *idx_vars[] = { "COUNT", "LEVELS", NULL }; const char *idx_values[] = { strcount, NULL, NULL }; int levelcount = 0; struct_map_info *last_tiled = NULL; struct_map_info *process; printf("Writing map index by level..."); snprintf(name, sizeof(name), "%s/index_by_level.html", root); qsort(maps_list.maps, maps_list.count, sizeof(struct_map_info *), sort_map_info_by_level); for (map = 0; map < maps_list.count; map++) { process = maps_list.maps[map]; if (maps_list.maps[map]->level != lastlevel) { if (maps) { snprintf(strlevel, sizeof(strlevel), "%d", lastlevel); val_values[1] = maps; letters = cat_template(letters, do_template(level_value_template, val_vars, val_values)); free(maps); maps = NULL; } lastlevel = process->level; levelcount++; last_tiled = NULL; } else if (last_tiled && last_tiled == process->tiled_group) /* Group maps of same tiled group and level, but make them appear in different levels if applicable. */ continue; if (process->tiled_group) { process = process->tiled_group; last_tiled = process; } else last_tiled = process->tiled_group; map_values[0] = process->name; snprintf(mappath, sizeof(mappath), "%s.html", process->path+1); /* don't want the leading / */ maps = cat_template(maps, do_template(level_map_template, map_vars, map_values)); } snprintf(strlevel, sizeof(strlevel), "%d", lastlevel); val_values[1] = maps; letters = cat_template(letters, do_template(level_value_template, val_vars, val_values)); free(maps); maps = NULL; snprintf(strcount, sizeof(strcount), "%d", levelcount); idx_values[1] = letters; level = do_template(level_template, idx_vars, idx_values); free(letters); out = fopen(name, "w+"); fprintf(out, "%s", level); fclose(out); free(level); printf(" done.\n"); } /** * Writes the item page. */ static void write_equipment_index(void) { int item, map; FILE *out; char name[500]; printf("Generating special equipment list.."); fflush(stdout); qsort(special_equipment, equipment_count, sizeof(struct_equipment *), sort_equipment); snprintf(name, sizeof(name), "%s/items.html", root); out = fopen(name, "w+"); fprintf(out, "Item list

Special items found in maps

\n"); fprintf(out, "\n"); for (item = 0; item < equipment_count; item++) { fprintf(out, "\n", special_equipment[item]->power, special_equipment[item]->calc_power, special_equipment[item]->diff); } fprintf(out, "
NameMap(s)Item powerCalc item powerDescription
%s
    ", special_equipment[item]->name); for (map = 0; map < special_equipment[item]->origin.count; map++) fprintf(out, "
  • %s
  • \n", special_equipment[item]->origin.maps[map]->path); fprintf(out, "
%d%d
%s
\n"); fclose(out); printf(" done.\n"); } /** * Writes the monster information page. */ static void write_race_index(void) { int item, map; FILE *out; char name[500]; printf("Generating monster list..."); fflush(stdout); qsort(races.races, races.count, sizeof(struct_race *), sort_race); snprintf(name, sizeof(name), "%s/monsters.html", root); out = fopen(name, "w+"); fprintf(out, "Monster list

Monsters found in maps

\n"); fprintf(out, "\n"); for (item = 0; item < races.count; item++) { fprintf(out, "\n"); } fprintf(out, "
NameCountMap(s)
%s%dFound on %d maps:
    ", races.races[item]->name, races.races[item]->count, races.races[item]->origin.count); qsort(races.races[item]->origin.maps, races.races[item]->origin.count, sizeof(struct_map_info *), sort_map_info); for (map = 0; map < races.races[item]->origin.count; map++) fprintf(out, "
  • %s
  • \n", races.races[item]->origin.maps[map]->path); fprintf(out, "
\n"); fclose(out); printf(" done.\n"); } /** Directories to ignore for map search. */ static const char *ignore_path[] = { "/Info", "/editor", "/python", "/styles", "/templates", "/test", "/unlinked", NULL }; /** File names to ignore for map search. */ static const char *ignore_name[] = { ".", "..", ".svn", "README", NULL }; /** * Recursively find all all maps in a directory. * * @param from * path to search from, without trailing /. */ static void find_maps(const char *from) { struct dirent *file; struct stat statbuf; int status, ignore; char path[1024], full[1024]; DIR *dir; for (ignore = 0; ignore_path[ignore] != NULL; ignore++) { if (strcmp(from, ignore_path[ignore]) == 0) return; } snprintf(path, sizeof(path), "%s/%s%s", settings.datadir, settings.mapdir, from); dir = opendir(path); if (dir) { for (file = readdir(dir); file; file = readdir(dir)) { for (ignore = 0; ignore_name[ignore] != NULL; ignore++) { if (strcmp(file->d_name, ignore_name[ignore]) == 0) break; } if (ignore_name[ignore] != NULL) continue; snprintf(full, sizeof(full), "%s/%s", path, file->d_name); status = stat(full, &statbuf); if ((status != -1) && (S_ISDIR(statbuf.st_mode))) { snprintf(full, sizeof(full), "%s/%s", from, file->d_name); find_maps(full); continue; } if (found_maps_count == found_maps_allocated) { found_maps_allocated += 50; found_maps = realloc(found_maps, found_maps_allocated*sizeof(char *)); } snprintf(full, sizeof(full), "%s/%s", from, file->d_name); found_maps[found_maps_count++] = strdup(full); } closedir(dir); } } /** Writes the list of unused maps, maps found in the directories but not linked from the other maps. */ static void dump_unused_maps(void) { FILE *dump; char path[1024]; int index, found = 0; snprintf(path, sizeof(path), "%s/%s", root, "maps.unused"); dump = fopen(path, "w+"); if (dump == NULL) { printf("Unable to open file maps.unused!\n"); return; } for (index = 0; index < found_maps_count; index++) { if (found_maps[index] != NULL) { fprintf(dump, "%s\n", found_maps[index]); free(found_maps[index]); found++; } } fclose(dump); printf("%d unused maps.\n", found); } /** Writes the exit information world map. */ static void write_world_info(void) { FILE *file; char path[MAX_BUF]; int x, y; gdImagePtr elevationmap; if (!world_exit_info) return; printf("Saving exit/blocking/road information..."); snprintf(path, sizeof(path), "%s/%s%s", root, "world_info", output_extensions[output_format]); file = fopen(path, "wb+"); save_picture(file, infomap); fclose(file); printf("done.\n"); gdImageDestroy(infomap); infomap = NULL; if (elevation_min == 0 || elevation_max == 0) { puts("Error: Could not save elevation world map due to not finding any minimum or maximum elevation."); return; } elevationmap = gdImageCreateTrueColor(30*50, 30*50);; for (x = 0; x < 30*50; x++) { for (y = 0; y < 30*50; y++) { gdImageSetPixel(elevationmap, x, y, get_elevation_color(elevation_info[x][y], elevationmap)); } } printf("Saving elevation world map..."); snprintf(path, sizeof(path), "%s/%s%s", root, "world_elevation", output_extensions[output_format]); file = fopen(path, "wb+"); save_picture(file, elevationmap); fclose(file); printf("done.\n"); gdImageDestroy(elevationmap); elevationmap = NULL; } /** Write the .dot file representing links between regions. */ static void write_regions_link(void) { FILE *file; char path[MAX_BUF]; int link; if (!do_regions_link) return; printf("Writing regions link file..."); snprintf(path, sizeof(path), "%s/%s", root, "region_links.dot"); file = fopen(path, "wb+"); fprintf(file, "digraph {\n"); for (link = 0; link < regions_link_count; link++) fprintf(file, "%s", regions_link[link]); fprintf(file, "}\n"); fclose(file); printf("done.\n"); } /** * Helper function to write a map to a file with its link and full path. * * @param file * where to write. * @param map * map info to write. */ static void write_slaying_map_name(FILE *file, struct_map_info *map) { fprintf(file, "
%s (full map path: %s)", map->tiled_group ? map->tiled_group->path+1 : map->path+1, map->name, map->path); } /** * Writes all maps of the specified slaying information. * * @param file * file to write to. * @param info * slaying information to write. * @param item * which of the S_xxx to write. * @param with * text to write when there are maps to write. Mustn't be NULL. * @param without * text to write when there are no maps. Can be NULL. */ static void write_one_slaying_info(FILE *file, struct_slaying_info *info, int item, const char *with, const char *without) { int map; if (info->maps[item].count == 0) { if (without) fprintf(file, "%s", without); return; } qsort(info->maps[item].maps, info->maps[item].count, sizeof(const char *), sort_mapname); fprintf(file, "%s", with); fprintf(file, "
    \n"); for (map = 0; map < info->maps[item].count; map++) { fprintf(file, "\t
  • "); write_slaying_map_name(file, info->maps[item].maps[map]); fprintf(file, "
  • \n"); } fprintf(file, "
\n"); } /** * Helper function to sort an array of struct_slaying_info. * * @param left * first item. * @param right * second item. * @return * sort order. */ static int sort_slaying(const void *left, const void *right) { struct_slaying_info *l = *(struct_slaying_info **)left; struct_slaying_info *r = *(struct_slaying_info **)right; return strcasecmp(l->slaying, r->slaying); } /** * Writes all slaying info to file. */ static void write_slaying_info(void) { FILE *file; char path[MAX_BUF]; int lock; struct_slaying_info *info; printf("Writing slaying info file..."); qsort(slaying_info, slaying_count, sizeof(struct_slaying_info *), sort_slaying); snprintf(path, sizeof(path), "%s/%s", root, "slaying_info.html"); file = fopen(path, "wb+"); fprintf(file, "\n\nSlaying information\n\n\n"); fprintf(file, "

This is a list of various slaying fields on keys, containers, doors, detectors.

"); for (lock = 0; lock < slaying_count; lock++) { info = slaying_info[lock]; fprintf(file, "

%s

\n", info->slaying); if (info->maps[S_DOOR].count == 0 && info->maps[S_CONTAINER].count == 0 && info->maps[S_CONNECT].count == 0) { fprintf(file, "No door, container or detector matching this slaying.
\n"); } else { write_one_slaying_info(file, info, S_DOOR, "Connected doors:\n", NULL); write_one_slaying_info(file, info, S_CONTAINER, "Matching containers:\n", NULL); write_one_slaying_info(file, info, S_CONNECT, "Detectors and such:\n", NULL); } write_one_slaying_info(file, info, S_KEY, "Matching keys:\n", "No key with this slaying.
\n"); } fprintf(file, "\n\n"); fclose(file); printf("done.\n"); } /** * Write the list of all found NPCs in maps. */ static void write_npc_list(void) { FILE *file; char path[MAX_BUF]; int map, npc; printf("Writing NPC info file..."); qsort(slaying_info, slaying_count, sizeof(struct_slaying_info *), sort_slaying); snprintf(path, sizeof(path), "%s/%s", root, "npc_info.html"); file = fopen(path, "wb+"); fprintf(file, "\n\nNPCs who have a special message\n\n\n"); fprintf(file, "

This is a list of NPCs having a special message.

"); fprintf(file, "
    \n"); for (map = 0; map < maps_list.count; map++) { if (maps_list.maps[map]->npcs.count == 0) continue; fprintf(file, "
  • %s
  • \n
      ", maps_list.maps[map]->path); for (npc = 0; npc < maps_list.maps[map]->npcs.count; npc++) { fprintf(file, "
    • %s (%d,%d):
      %s
    • \n", maps_list.maps[map]->npcs.npc[npc]->name, maps_list.maps[map]->npcs.npc[npc]->x, maps_list.maps[map]->npcs.npc[npc]->y, maps_list.maps[map]->npcs.npc[npc]->message); } fprintf(file, "
    \n\n"); } fprintf(file, "
\n"); fprintf(file, "\n\n"); fclose(file); printf("done.\n"); } /** * Write the list of all found SIGN and BOOK in maps. */ static void write_readable_list(void) { FILE *file; char path[MAX_BUF]; int map, readable; printf("Writing readable info file..."); snprintf(path, sizeof(path), "%s/%s", root, "readable_info.html"); file = fopen(path, "wb+"); fprintf(file, "\n\nSIGN and BOOK with a special message\n\n\n"); fprintf(file, "

This is a list of SIGN and BOOK with a special message.

"); fprintf(file, "
    \n"); for (map = 0; map < maps_list.count; map++) { if (maps_list.maps[map]->readable.count == 0) continue; fprintf(file, "
  • %s
  • \n
      ", maps_list.maps[map]->path); for (readable = 0; readable < maps_list.maps[map]->readable.count; readable++) { fprintf(file, "
    • %s (%d,%d):
      %s
    • \n", maps_list.maps[map]->readable.npc[readable]->name, maps_list.maps[map]->readable.npc[readable]->x, maps_list.maps[map]->readable.npc[readable]->y, maps_list.maps[map]->readable.npc[readable]->message); } fprintf(file, "
    \n\n"); } fprintf(file, "
\n"); fprintf(file, "\n\n"); fclose(file); printf("done.\n"); } /** * Prints usage information, and exit. * * @param program * program path. */ static void do_help(const char *program) { printf("Crossfire Mapper will generate pictures of maps, and create indexes for all maps and regions.\n\n"); printf("Syntax: %s\n\n", program); printf("Optional arguments:\n"); printf(" -nopics don't generate pictures.\n"); printf(" -noindex don't generate global map index.\n"); printf(" -root= destination path. Default 'html'.\n"); printf(" -limit= stop processing after this number of maps, -1 to do all maps (default).\n"); printf(" -showmaps outputs the name of maps as they are processed.\n"); printf(" -jpg[=quality] generate jpg pictures, instead of default png. Quality should be 0-95, -1 for automatic.\n"); printf(" -forcepics force to regenerate pics, even if pics's date is after map's.\n"); printf(" -addmap= adds a map to process. Path is relative to map's directory root.\n"); printf(" -rawmaps generates maps pics without items on random (shop, treasure) tiles.\n"); printf(" -warnnopath inform when an exit has no path set.\n"); printf(" -listunusedmaps finds all unused maps in the maps directory.\n"); printf(" -noworldmap don't write the world map in world.png.\n"); printf(" -noregionslink don't generate regions relation file.\n"); printf(" -regionslink generate regions relation file.\n"); printf(" -noexitmap don't generate map of exits.\n"); printf(" -exitmap generate map of exits.\n"); printf(" -tileset= use specified tileset to generate the pictures. Default 0 (standard).\n"); printf("\n\n"); exit(0); } /** * Handles command-line parameters. * * @param argc * number of parameters, including program name. * @param argv * arguments, including program name. */ static void do_parameters(int argc, char **argv) { int arg = 1; char path[500]; root[0] = '\0'; while (arg < argc) { if (strcmp(argv[arg], "-nopics") == 0) generate_pics = 0; else if (strcmp(argv[arg], "-noindex") == 0) generate_index = 0; else if (strncmp(argv[arg], "-root=", 6) == 0) strncpy(root, argv[arg]+6, 500); else if (strncmp(argv[arg], "-limit=", 7) == 0) map_limit = atoi(argv[arg]+7); else if (strcmp(argv[arg], "-showmaps") == 0) show_maps = 1; else if (strcmp(argv[arg], "-jpg") == 0) { output_format = OF_JPG; if (argv[arg][4] == '=') { jpeg_quality = atoi(argv[arg]+5); if (jpeg_quality < 0) jpeg_quality = -1; } } else if (strcmp(argv[arg], "-forcepics") == 0) force_pics = 1; else if (strncmp(argv[arg], "-addmap=", 8) == 0) { if (*(argv[arg]+8) == '/') strncpy(path, argv[arg]+8, 500); else snprintf(path, 500, "/%s", argv[arg]+8); add_map(get_map_info(path), &maps_list); } else if (strcmp(argv[arg], "-rawmaps") == 0) rawmaps = 1; else if (strcmp(argv[arg], "-warnnopath") == 0) warn_no_path = 1; else if (strcmp(argv[arg], "-listunusedmaps") == 0) list_unused_maps = 1; else if (strcmp(argv[arg], "-noworldmap") == 0) world_map = 0; else if (strcmp(argv[arg], "-noregionslink") == 0) do_regions_link = 0; else if (strcmp(argv[arg], "-regionslink") == 0) do_regions_link = 1; else if (strcmp(argv[arg], "-noexitmap") == 0) world_exit_info = 0; else if (strcmp(argv[arg], "-exitmap") == 0) world_exit_info = 1; else if (strncmp(argv[arg], "-tileset=", 9) == 0) { tileset = atoi(argv[arg]+9); /* check of validity is done in main() as we need to actually have the sets loaded. */ } else do_help(argv[0]); arg++; } if (!strlen(root)) strcpy(root, "html"); if (root[strlen(root)-1] == '/') root[strlen(root)-1] = '\0'; if (map_limit < -1) map_limit = -1; } /** * Ensures destination directory exists. */ static void create_destination(void) { char dummy[502]; strcpy(dummy, root); strcat(dummy, "/a"); make_path_to_file(dummy); } /** * Helper to write yes/no. * * @param value * value to print. * @return * "no" if value == 0, "yes" else. */ static const char *yesno(int value) { return (value ? "yes" : "no"); } int main(int argc, char **argv) { int current_map = 0, i; char max[50]; region *dummy; init_map_list(&maps_list); init_map_list(&tiled_map_list); init_race_list(&races); pics_allocated = 0; do_parameters(argc, argv); printf("Initializing Crossfire data...\n"); settings.debug = 0; init_globals(); init_library(); init_archetypes(); init_artifacts(); init_formulae(); init_readable(); init_regions(); init_gods(); read_client_images(); /* Add a dummy region so unlinked maps can be identified. */ dummy = get_region_struct(); dummy->fallback = 1; dummy->name = strdup_local("unlinked"); dummy->longname = strdup_local("This dummy region contains all maps without a region set."); dummy->longname = strdup_local("This dummy region contains all maps without a region set."); dummy->next = first_region; first_region = dummy; printf("\n\n done.\n\n"); if (!is_valid_faceset(tileset)) { printf("Erreor: invalid tileset %d!\n", tileset); exit(1); } create_destination(); gdfaces = calloc(get_faces_count(), sizeof(gdImagePtr)); read_template("templates/map.template", &map_template); read_template("templates/map_no_exit.template", &map_no_exit_template); read_template("templates/map_with_exit.template", &map_with_exit_template); read_template("templates/map_exit.template", &map_exit_template); read_template("templates/map_no_exit_to.template", &map_no_exit_to_template); read_template("templates/map_with_exit_to.template", &map_with_exit_to_template); read_template("templates/map_exit_to.template", &map_exit_to_template); read_template("templates/map_lore.template", &map_lore_template); read_template("templates/map_no_lore.template", &map_no_lore_template); read_template("templates/map_no_monster.template", &map_no_monster_template); read_template("templates/map_monster_before.template", &map_monster_before_template); read_template("templates/map_monster_between.template", &map_monster_between_template); read_template("templates/map_monster_one.template", &map_monster_one_template); read_template("templates/map_monster_after.template", &map_monster_after_template); read_template("templates/index.template", &index_template); read_template("templates/index_letter.template", &index_letter); read_template("templates/index_map.template", &index_map); read_template("templates/region.template", ®ion_template); read_template("templates/region_letter.template", ®ion_letter_template); read_template("templates/region_map.template", ®ion_map_template); read_template("templates/index_region.template", &index_region_template); read_template("templates/index_region_region.template", &index_region_region_template); read_template("templates/world.template", &world_template); read_template("templates/world_row.template", &world_row_template); read_template("templates/world_map.template", &world_map_template); read_template("templates/level.template", &level_template); read_template("templates/level_value.template", &level_value_template); read_template("templates/level_map.template", &level_map_template); read_template("templates/quests.template", &index_quest_template); read_template("templates/quests_quest.template", &quest_template); read_template("templates/quests_map.template", &quest_map_template); read_template("templates/map_with_quests.template", &map_with_quests_template); read_template("templates/map_one_quest.template", &map_one_quest_template); read_template("templates/map_no_quest.template", &map_no_quest_template); if (map_limit != -1) snprintf(max, sizeof(max), "%d", map_limit); else strcpy(max, "(none)"); printf("Crossfire map browser generator\n"); printf("-------------------------------\n\n"); printf("Parameters:\n"); printf(" path to write files: %s\n", root); printf(" maximum number of maps to process: %s\n", max); printf(" will generate map picture: %s\n", yesno(generate_pics)); printf(" will always generate map picture: %s\n", yesno(force_pics)); printf(" picture output format: %s\n", output_extensions[output_format]); if (output_format == OF_JPG) printf(" JPEG quality: %d\n", jpeg_quality); printf(" will generate map index: %s\n", yesno(generate_index)); printf(" show map being processed: %s\n", yesno(show_maps)); printf(" generate raw maps: %s\n", yesno(rawmaps)); printf(" warn of exit without path: %s\n", yesno(warn_no_path)); printf(" list unused maps: %s\n", yesno(list_unused_maps)); printf(" generate world map: %s\n", yesno(world_map)); printf(" generate exit map: %s\n", yesno(world_exit_info)); printf(" generate regions link file: %s\n", yesno(do_regions_link)); printf(" tileset: %s\n", facesets[tileset].fullname); printf("\n"); if (list_unused_maps) { printf("listing all maps..."); find_maps(""); printf("done, %d maps found.\n", found_maps_count); qsort(found_maps, found_maps_count, sizeof(char *), sortbyname); } /* exit/blocking information. */ infomap = gdImageCreateTrueColor(30*50, 30*50); color_unlinked_exit = gdImageColorResolve(infomap, 255, 0, 0); color_linked_exit = gdImageColorResolve(infomap, 255, 255, 255); color_road = gdImageColorResolve(infomap, 0, 255, 0); color_blocking = gdImageColorResolve(infomap, 0, 0, 255); color_slowing = gdImageColorResolve(infomap, 0, 0, 127); elevation_info = calloc(50*30, sizeof(int *)); for (i = 0; i < 50*30; i++) elevation_info[i] = calloc(50*30, sizeof(int)); elevation_min = 0; elevation_max = 0; printf("browsing maps...\n"); get_map_info(first_map_path); while (current_map < maps_list.count) { process_map(maps_list.maps[current_map++]); if (current_map%100 == 0) { printf(" %d maps processed, %d map pictures created, %d map pictures were uptodate. %d faces used.\n", current_map, created_pics, cached_pics, pics_allocated); } if ((map_limit != -1) && (current_map == map_limit)) { printf(" --- map limit reached, stopping ---\n"); break; } } printf(" finished map parsing, %d maps processed, %d map pictures created, %d map pictures were uptodate. Total %d faces used.\n", current_map, created_pics, cached_pics, pics_allocated); if (list_unused_maps) dump_unused_maps(); fix_exits_to_tiled_maps(); fix_map_names(); fix_tiled_map(); fix_tiled_map_monsters(); write_all_maps(); write_maps_index(); write_maps_by_level(); write_tiled_maps(); write_all_regions(); write_region_index(); write_world_map(); write_world_info(); write_regions_link(); write_slaying_info(); write_quests_page(); write_equipment_index(); write_race_index(); write_npc_list(); write_readable_list(); return 0; } void do_auto_apply(mapstruct *m) { int x, y; if (m == NULL) return; for (x = 0; x < MAP_WIDTH(m); x++) for (y = 0; y < MAP_HEIGHT(m); y++) FOR_MAP_PREPARE(m, x, y, tmp) { if (tmp->inv) { FOR_INV_PREPARE(tmp, invtmp) { if (QUERY_FLAG(invtmp, FLAG_AUTO_APPLY)) apply_auto(invtmp); else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS(invtmp)) { while ((invtmp->stats.hp--) > 0) create_treasure(invtmp->randomitems, invtmp, 0, m->difficulty, 0); invtmp->randomitems = NULL; } else if (invtmp && invtmp->arch && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS(invtmp)) { create_treasure(invtmp->randomitems, invtmp, 0, m->difficulty, 0); /* Need to clear this so that we never try to create * treasure again for this object */ invtmp->randomitems = NULL; } } FOR_INV_FINISH(); /* This is really temporary - the code at the bottom will * also set randomitems to null. The problem is there are bunches * of maps/players already out there with items that have spells * which haven't had the randomitems set to null yet. * MSW 2004-05-13 * * And if it's a spellbook, it's better to set randomitems to NULL too, * else you get two spells in the book ^_- * Ryo 2004-08-16 */ if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) tmp->randomitems = NULL; } if (QUERY_FLAG(tmp, FLAG_AUTO_APPLY)) apply_auto(tmp); else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS(tmp)) { while ((tmp->stats.hp--) > 0) create_treasure(tmp->randomitems, tmp, 0, m->difficulty, 0); tmp->randomitems = NULL; } else if (tmp->type == TIMED_GATE) { object *head = HEAD(tmp); if (QUERY_FLAG(head, FLAG_IS_LINKED)) { tmp->speed = 0; object_update_speed(tmp); } /* This function can be called everytime a map is loaded, even when * swapping back in. As such, we don't want to create the treasure * over and ove again, so after we generate the treasure, blank out * randomitems so if it is swapped in again, it won't make anything. * This is a problem for the above objects, because they have counters * which say how many times to make the treasure. */ } else if (tmp && tmp->arch && tmp->type != PLAYER && tmp->type != TREASURE && tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS(tmp)) { create_treasure(tmp->randomitems, tmp, 0, m->difficulty, 0); tmp->randomitems = NULL; } } FOR_MAP_FINISH(); for (x = 0; x < MAP_WIDTH(m); x++) for (y = 0; y < MAP_HEIGHT(m); y++) FOR_MAP_PREPARE(m, x, y, tmp) { if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) check_trigger(tmp, tmp->above); } FOR_MAP_FINISH(); } #ifndef DOXYGEN_SHOULD_SKIP_THIS /** * Dummy functions to link the library. */ void draw_ext_info(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *txt) { fprintf(logfile, "%s\n", txt); } void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format, ...) { va_list ap; va_start(ap, format); vfprintf(logfile, format, ap); va_end(ap); } void ext_info_map(int color, const mapstruct *map, uint8_t type, uint8_t subtype, const char *str1) { fprintf(logfile, "ext_info_map: %s\n", str1); } void move_firewall(object *ob) { } void emergency_save(int x) { } void clean_tmp_files(void) { } void esrv_send_item(object *ob, object *obx) { } void dragon_ability_gain(object *ob, int x, int y) { } void set_darkness_map(mapstruct *m) { } object *find_skill_by_number(object *who, int skillno) { return NULL; } void esrv_del_item(player *pl, object *ob) { } void esrv_update_item(int flags, object *pl, object *op) { } void esrv_update_spells(player *pl) { } void rod_adjust(object *rod) { } int execute_event(object *op, int eventcode, object *activator, object *third, const char *message, int fix) { return 0; } int execute_global_event(int eventcode, ...) { return 0; } /* * This a modified version of apply_auto: BOOK are not generated, so they don't pollute * the readable list. */ int apply_auto(object *op) { object *tmp = NULL; int i; switch (op->type) { case SHOP_FLOOR: if (!HAS_RANDOM_ITEMS(op)) return 0; do { i = 10; /* let's give it 10 tries */ while ((tmp = generate_treasure(op->randomitems, op->stats.exp ? (int)op->stats.exp : MAX(op->map->difficulty, 5))) == NULL && --i) ; if (tmp == NULL) return 0; if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED) || tmp->type == BOOK) { object_free_drop_inventory(tmp); tmp = NULL; } } while (!tmp); SET_FLAG(tmp, FLAG_UNPAID); object_insert_in_map_at(tmp, op->map, NULL, 0, op->x, op->y); CLEAR_FLAG(op, FLAG_AUTO_APPLY); tmp = identify(tmp); break; case TREASURE: if (QUERY_FLAG(op, FLAG_IS_A_TEMPLATE)) return 0; while ((op->stats.hp--) > 0) create_treasure(op->randomitems, op, 0, op->stats.exp ? (int)op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); /* If we generated an object and put it in this object inventory, * move it to the parent object as the current object is about * to disappear. An example of this item is the random_ *stuff * that is put inside other objects. */ FOR_INV_PREPARE(op, tmp) { object_remove(tmp); if (op->env && tmp->type != BOOK) object_insert_in_ob(tmp, op->env); else object_free_drop_inventory(tmp); } FOR_INV_FINISH(); object_remove(op); object_free_drop_inventory(op); break; } return tmp ? 1 : 0; } void apply_auto_fix(mapstruct *m) { } #endif /* dummy DOXYGEN_SHOULD_SKIP_THIS */ crossfire-1.75.0/types/README000644 001751 001751 00000012036 13612353601 016511 0ustar00kevinzkevinz000000 000000 This directory is for the object-type dependent code, in addition to also storing some generic methods for objects which an object-type may want to override. ==Organization== -Place object-type specific code in this directory either as "foobar.c" or in a directory, as "foobar/*.c" with logical and clear individual file names. Use your discretion on if the code for the type should be split across multiple C files or not -If multiple type numbers are the same in behavior (i.e. armor types, though those should be fixed later), it is fine to put them in the same grouping of code. -Code used by multiple types, that is specific to an action controlled by this subsystem is put in "common/*.c" under a logical filename. This includes generic code for dropping, picking up, etc. -Code for an action controlled by this system, but not yet split in to type-specific segments may be stored in "legacy/*.c" for the moment. This will obviously be removed after refactoring is complete. ==API== -The api for this system is in "server/ob_types.c" and "server/ob_methods.c" at the top level. Read the comments in those files for more complete documentation. -The following types are initialized and defined in init_ob_methods(), which you should edit to modify. -The base_type is for defining default actions for all object types. It inherits from legacy_type. -legacy_type is for references to code in "legacy/*.c", and does not have a fallback. It will be removed when the refactoring is complete. -Functions: -The function, init_ob_method_struct(ob_method *methods, ob_methods *fallback) initializes an ob_method struct and sets it's fallback to fallback. -All functions in the form of ob_foobar(object *ob, ...) are for calling object methods. They search though fallbacks when the object's type. -All functions named register_foobar(int ob_type, ...) are for registering a callback with the array storing object methods for different types. Use this to register object_type_specific callbacks -Defined types: -Always make sure your callback functions match the typedefs such as apply_func, as defined in ob_methods.h ==Adding new object methods== As a quick reference, here is a checklist for adding a new object method for use in this section of the code. 1) Define "foobar_func" in ob_methods.h 2) Add "foobar" to the "ob_methods" struct in ob_methods.h 3) Add a line to set it to NULL in init_ob_method_struct() in ob_methods.c 4) Add the boring handler function, "ob_foobar(object *ob, ...)" in ob_methods.c 5) Add the boring "register_foobar(int ob_type, foobar_func *methodptr)" function in ob_types.c 6) Add handler functions for base_type and/or legacy_type if applicable. Reference to in init_ob_methods() in ob_methods.c 7) Add type-specific methods and register them in an init function for the type, using register_foobar(). Call this init function in init_ob_types() in ob_types.c ==Notes on refactoring into here== -Always make a note in the ChangeLog file in this directory, but don't neglect the top level ChangeLog either when making changes here. -Try to refactor one whole object type at a time, adding whatever object methods are required. -Commit often, in fact, as often as you can so long as things don't break -Try not to change in-game behavior here; unless it's a really obvious bug, try to leave that for separate commits either before or after moving the code. -When moving code here, always review it entirely, clean up the comments, and code style. ==Example== /** @file example.c * An example of how to define a type for the object 'method' system. This * example is for a simple food type with no special behavoir except for when it * is applied it gives the food value to the player. Do not use this for real code, and just consider it an example of how to */ /** * Initialize the food object type. Call this from init_ob_types in * server/ob_types.c */ void init_type_food() { register_apply(FOOD, food_type_apply); register_apply(FLESH, food_type_apply); register_apply(DRINK, food_type_apply); } /** * ob_method handler for FOOD, FLESH and DRINK object types. * @todo Handle cursed food * @todo Add hook for dragon resistance gaining * @todo Give special messages when full * @note Remember this is just an example ;-) */ method_ret food_type_apply(ob_methods *context, object *ob, object *pl) { method_ret can_apply; /* * Call the 'can_apply' method for the player to check if the player can * indeed apply it (checking if the player can reach it, etc). */ can_apply = ob_can_apply(pl, ob); if (can_apply == METHOD_OK) { char name[MAX_BUF]; query_name(ob, name, MAX_BUF); pl->stats.food += ob->stats.food; if (pl->stats.food > MAX_FOOD) pl->stats.food = MAX_FOOD; draw_ext_info_format(NDI_UNIQUE, 0, pl, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "You eat the %s!", "You eat the %s!", ); decrease_ob(ob); } return METHOD_OK; } crossfire-1.75.0/types/converter/000755 001751 001751 00000000000 13777710121 017644 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/peacemaker/000755 001751 001751 00000000000 13777710121 017732 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/power_crystal/000755 001751 001751 00000000000 13777710121 020532 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/creator/000755 001751 001751 00000000000 13777710121 017274 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/duplicator/000755 001751 001751 00000000000 13777710121 020003 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/cf_handle/000755 001751 001751 00000000000 13777710121 017540 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/trigger_pedestal/000755 001751 001751 00000000000 13777710121 021161 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/scroll/000755 001751 001751 00000000000 13777710121 017133 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/altar/000755 001751 001751 00000000000 13777710121 016740 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/poisoning/000755 001751 001751 00000000000 13777710121 017642 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/spinner/000755 001751 001751 00000000000 13777710121 017313 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/pedestal/000755 001751 001751 00000000000 13777710121 017436 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/treasure/000755 001751 001751 00000000000 13777710121 017467 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/food/000755 001751 001751 00000000000 13777710121 016564 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/thrown_object/000755 001751 001751 00000000000 13777710121 020504 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/savebed/000755 001751 001751 00000000000 13777710121 017246 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/weapon_improver/000755 001751 001751 00000000000 13777710121 021051 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/mood_floor/000755 001751 001751 00000000000 13777710121 017774 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/trap/000755 001751 001751 00000000000 13777710121 016603 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/lighter/000755 001751 001751 00000000000 13777710121 017273 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/button/000755 001751 001751 00000000000 13777710121 017150 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/armour_improver/000755 001751 001751 00000000000 13777710121 021065 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/exit/000755 001751 001751 00000000000 13777710121 016606 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/container/000755 001751 001751 00000000000 13777710121 017617 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/shop_mat/000755 001751 001751 00000000000 13777710121 017447 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/director/000755 001751 001751 00000000000 13777710121 017450 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/deep_swamp/000755 001751 001751 00000000000 13777710121 017761 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/identify_altar/000755 001751 001751 00000000000 13777710121 020633 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/common/000755 001751 001751 00000000000 13777710121 017125 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/book/000755 001751 001751 00000000000 13777710121 016567 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/sign/000755 001751 001751 00000000000 13777710121 016575 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/check_inv/000755 001751 001751 00000000000 13777710121 017566 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/blindness/000755 001751 001751 00000000000 13777710121 017616 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/ChangeLog000644 001751 001751 00000016472 13414745425 017424 0ustar00kevinzkevinz000000 000000 Refactoring changes in the type-specific subsystem. A few notes when putting entries in this file: 1) Please included your name and a date in the form yyyy-mm-dd, consistat with the top level ChangeLog file. 2) Please follow the conventions set out by existing entries here 3) You should still put entries in the top-level ChangeLog 4) Only refactoring of functuality to and/or from the type-specific subsystem should be inlcluded here. Other changes should simply be in the top level ChangeLog. Ob types : MIMIC Events : pick, apply Moved from : nowhere (new type) Moved to : mimic/mimic.c Comment : Added a new type for a mimic monster that waits for you to take it or open it to strike. 2018-09-24 - Daniel Hawkins -- Ob types : POISONING Events : process Moved from : ../server/time.c, legacy/process.c Moved to : poisoning/poisoning.c Comment : Moved process code for POISONING. 2007-11-28 - Alex Schultz -- Ob types : PEACEMAKER Events : process Moved from : ../server/spell_effect.c, legacy/process.c Moved to : peacemaker/peacemaker.c Comment : Moved process code for PEACEMAKER. 2007-11-25 - Alex Schultz -- Ob types : GATE, TIMED_GATE Events : process Moved from : ../server/time.c, legacy/process.c Moved to : gate/gate.c Comment : Moved process code for GATE and TIMED_GATE. 2007-11-23 - Alex Schultz -- Ob types : SAVEBED, POISON, CF_HANDLE, TREASURE, WEAPON_IMPROVER Events : apply Moved from : ../server/apply.c, legacy/apply.c Moved to : savebed/savebed.c, poison/poison.c, cf_handle/cf_handle.c, treasure/treasure.c, weapon_improver/weapon_improver.c Comment : Moved apply code for savebeds, poison, cf_handle, treasure and weapon_improver. Now the only ob types left for apply, are containers and equippable items. 2007-11-21 - Alex Schultz -- Ob types : FOOD, DRINK, FLESH Events : apply Moved from : ../server/apply.c, legacy/apply.c Moved to : food/food.c Comment : Move apply code for food. 2007-06-09 - Alex Schultz -- Ob types : SCROLL, POTION Events : apply Moved from : ../server/apply.c, legacy/apply.c Moved to : scroll/scroll.c, potion/potion.c Comment : Move apply code for scrolls and potions. 2007-06-08 - Alex Schultz -- Ob types : SKILLSCROLL, SPELLBOOK Events : apply Moved from : ../server/apply.c, legacy/apply.c Moved to : skillscroll/skillscroll.c, spellbook/spellbook.c Comment : Move apply code for skillscrolls and spellbooks. 2007-06-07 - Alex Schultz -- Ob types : TRAP, RUNE Events : process Moved from : ../server/rune.c, legacy/process.c Moved to : trap/common_trap.c Comment : Move process code for traps and runes. 2007-06-06 - Alex Schultz -- Ob types : TRAP, RUNE Events : move_on Moved from : trap/trap.c, rune/rune.c Moved to : trap/common_trap.c, trap/rune.c Comment : Merged rune and trap directories 2007-06-06 - Alex Schultz -- Ob types : LAMP Events : apply Moved from : legacy/apply.c, server/apply.c Moved to : lamp/lamp.c Comment : Moved apply handling for lamps. 2007-06-02 - Nicolas Weeger ------------------------------------------------------------------------------- Ob types : ARMOUR_IMPROVER Events : apply Moved from : legacy/apply.c Moved to : armour_improver/armour_improver.c Comment : Moved apply handling for Enchant armor. 2007-06-02 - Nicolas Weeger ------------------------------------------------------------------------------- Ob types : SHOP_INVENTORY (former MENU) Events : apply Moved from : legacy/apply.c Moved to : shop_inventory/shop_inventory.c Comment : Moved apply handling for shop inventory. 2007-06-02 - Nicolas Weeger ------------------------------------------------------------------------------- Ob types : LIGHTER Events : apply Moved from : legacy/apply.c Moved to : lighter/lighter.c Comment : Moved apply handling for lighter. 2007-06-02 - Nicolas Weeger ------------------------------------------------------------------------------- Ob types : EXIT, CLOCK Events : apply Moved from : legacy/apply.c Moved to : exit/exit.c, clock/clock.c Comment : Moved apply handling for exits and clocks. 2007-04-05 - Alex Schultz ------------------------------------------------------------------------------- Ob types : SPELL_EFFECT Events : process Moved from : ../server/{spell_attack.c, spell_util.c, spell_effect.c} Moved to : spell_effect/spell_effect.c Comment : Moved ob_process logic into the ob_method system. Should probably split spell_effect.c into multiple files by subtype. 2007-04-03 - Alex Schultz ------------------------------------------------------------------------------- Ob types : THROWN_OBJ, ARROW Events : process Moved from : ../server/time.c Moved to : common/projectile.c, arrow/arrow.c, thrown_object/thrown_object.c Comment : Implimented process method for the given object types taking code from move_arrow() and stop_arrow(). 2007-02-19 - Alex Schultz ------------------------------------------------------------------------------- Ob types : ALTAR, ARROW, BUTTON, CHECK_INV, CONTAINER, CONVERTER, DEEPSWAMP, DIRECTOR, EXIT, HOLE, IDENTIFY_ALTAR, PEDESTAL, PLAYERMOVER, RUNE, SHOP_MAT, SIGN, SPELL_EFFECT, SPINNER, THROWN_OBJ, TRAP, TRAPDOOR, TRIGGER_ALTAR, TRIGGER_BUTTON, TRIGGER_PEDESTAL Events : move_on Moved from : ../server/apply.c, ../server/time.c Moved to : common/common_apply.c, altar/altar.c, arrow/arrow.c, button/button.c, check_inv/check_inv.c, container/container.c, converter/converter.c, deep_swamp/deep_swamp.c, director/director.c, exit/exit.c, hole/hole.c, identify_altar/identify_altar.c, pedestal/pedestal.c, player_mover/player_mover.c, rune/rune.c, shop_mat/shop_mat.c, sign/sign.c, spell_effect/spell_effect.c, spinner/spinner.c, thrown_object/thrown_object.c, trap/trap.c, trapdoor/trapdoor.c, trigger_altar/trigger_altar.c, trigger_button/trigger_button.c, trigger_pedestal/trigger_pedestal.c Comment : Implemented the move_on method for the given object types. 2007-01-21 - Yann Chachkoff ------------------------------------------------------------------------------- Ob types : TRIGGER Events : apply, process Moved from : ../server/apply.c, ../server/time.c Moved to : trigger/trigger.c Comment : Implemented apply and process methods for the given object type. 2007-01-14 - Yann Chachkoff ------------------------------------------------------------------------------- Ob types : TRANSPORT, POWER_CRYSTAL, ITEM_TRANSFORMER, BOOK Events : apply, process, describe Moved from : ../server/apply.c, ../server/time.c, ../server/c_object.c Moved to : legacy/apply.c, legacy/legacy_describe.c, legacy/process.c, common/describe.c, transport/transport.c, power_crystal/power_crystal.c, item_transformer/item_transformer.c, book/book.c Comment : Implemented apply, process and describe methods for the given object types. 2007-01-14 - Yann Chachkoff ------------------------------------------------------------------------------- --EXAMPLE-- Ob types: ALL Events: APPLY Functunality moved from: ../server/apply.c:foobar() Functunality moved to: legacy/apply.c Comment: Move legacy apply code into a temporary location. 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install-info install-info-am install-man install-pdf \ install-pdf-am install-ps install-ps-am install-strip \ installcheck installcheck-am installdirs maintainer-clean \ maintainer-clean-generic mostlyclean mostlyclean-compile \ mostlyclean-generic mostlyclean-libtool pdf pdf-am ps ps-am \ tags tags-am uninstall uninstall-am .PRECIOUS: Makefile # Tell versions [3.59,3.63) of GNU make to not export all variables. # Otherwise a system limit (for SysV at least) may be exceeded. .NOEXPORT: crossfire-1.75.0/types/mimic/000755 001751 001751 00000000000 13777710121 016733 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/player_changer/000755 001751 001751 00000000000 13777710121 020620 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/detector/000755 001751 001751 00000000000 13777710121 017446 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/trigger/000755 001751 001751 00000000000 13777710121 017300 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/lamp/000755 001751 001751 00000000000 13777710121 016566 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/marker/000755 001751 001751 00000000000 13777710121 017116 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/gate/000755 001751 001751 00000000000 13777710121 016555 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/transport/000755 001751 001751 00000000000 13777710121 017671 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/shop_inventory/000755 001751 001751 00000000000 13777710121 020723 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/skillscroll/000755 001751 001751 00000000000 13777710121 020172 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/trigger_altar/000755 001751 001751 00000000000 13777710121 020463 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/poison/000755 001751 001751 00000000000 13777710121 017144 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/Makefile.am000644 001751 001751 00000003273 13414745425 017701 0ustar00kevinzkevinz000000 000000 AUTOMAKE_OPTIONS = subdir-objects noinst_LIBRARIES = libtypes.a libtypes_a_SOURCES = altar/altar.c \ armour_improver/armour_improver.c \ arrow/arrow.c \ blindness/blindness.c \ book/book.c \ button/button.c \ cf_handle/cf_handle.c \ check_inv/check_inv.c \ clock/clock.c \ container/container.c \ converter/converter.c \ creator/creator.c \ deep_swamp/deep_swamp.c \ detector/detector.c \ director/director.c \ dragon_focus/dragon_focus.c \ duplicator/duplicator.c \ exit/exit.c \ food/food.c \ gate/gate.c \ hole/hole.c \ identify_altar/identify_altar.c \ lamp/lamp.c \ lighter/lighter.c \ marker/marker.c \ mimic/mimic.c \ mood_floor/mood_floor.c \ peacemaker/peacemaker.c \ pedestal/pedestal.c \ player_changer/player_changer.c \ player_mover/player_mover.c \ poison/poison.c \ poisoning/poisoning.c \ potion/potion.c \ power_crystal/power_crystal.c \ savebed/savebed.c \ scroll/scroll.c \ shop_inventory/shop_inventory.c \ shop_mat/shop_mat.c \ sign/sign.c \ skillscroll/skillscroll.c \ spell_effect/spell_effect.c \ spellbook/spellbook.c \ spinner/spinner.c \ teleporter/teleporter.c \ thrown_object/thrown_object.c \ transport/transport.c \ trap/common_trap.c \ trap/trap.c \ trap/rune.c \ trapdoor/trapdoor.c \ treasure/treasure.c \ trigger/trigger.c \ trigger_altar/trigger_altar.c \ trigger_button/trigger_button.c \ trigger_pedestal/trigger_pedestal.c \ weapon_improver/weapon_improver.c \ common/common_apply.c \ common/describe.c \ common/projectile.c \ legacy/apply.c \ legacy/legacy_describe.c \ legacy/process.c AM_CPPFLAGS = -I$(top_srcdir)/include -DDATADIR=\"$(pkgdatadir)\" -DCONFDIR=\"$(pkgconfdir)\" \ -DLIBDIR=\"$(pkglibdir)\" -DLOCALDIR=\"$(pkgstatedir)\" \ -DPLUGIN_SUFFIX=\".so\" crossfire-1.75.0/types/potion/000755 001751 001751 00000000000 13777710121 017145 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/spell_effect/000755 001751 001751 00000000000 13777710121 020270 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/hole/000755 001751 001751 00000000000 13777710121 016564 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/player_mover/000755 001751 001751 00000000000 13777710121 020341 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/legacy/000755 001751 001751 00000000000 13777710121 017101 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/trigger_button/000755 001751 001751 00000000000 13777710121 020673 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/teleporter/000755 001751 001751 00000000000 13777710121 020022 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/trapdoor/000755 001751 001751 00000000000 13777710121 017467 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/spellbook/000755 001751 001751 00000000000 13777710121 017627 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/clock/000755 001751 001751 00000000000 13777710121 016730 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/arrow/000755 001751 001751 00000000000 13777710121 016767 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/types/arrow/arrow.c000644 001751 001751 00000004115 13414745425 020271 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file arrow.c * The implementation of the Arrow class of objects. */ #include #include #include #include #include static method_ret arrow_type_process(ob_methods *context, object *op); /** * Initializer for the ARROW object type. */ void init_type_arrow(void) { register_move_on(ARROW, common_projectile_move_on); register_process(ARROW, arrow_type_process); } /** * Move an arrow along its course. Uses common_process_projectile. * @param context The method context * @param op The arrow being moved. * @return METHOD_ERROR if op is not in a map, otherwise METHOD_OK */ static method_ret arrow_type_process(ob_methods *context, object *op) { if (op->map == NULL) { LOG(llevError, "BUG: Arrow had no map.\n"); object_remove(op); object_free_drop_inventory(op); return METHOD_ERROR; } /* if the arrow is moving too slow.. stop it. 0.5 was chosen as lower values look ridiculous. */ if (op->speed < 0.5 && op->type == ARROW) { stop_projectile(op); return METHOD_OK; } return common_process_projectile(context, op); } crossfire-1.75.0/types/clock/clock.c000644 001751 001751 00000004215 13414745244 020173 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file clock.c * The implementation of the Clock class of objects. */ #include #include #include #include #include static method_ret clock_type_apply(ob_methods *context, object *op, object *applier, int aflags); /** * Initializer for the CLOCK object type. */ void init_type_clock(void) { register_apply(CLOCK, clock_type_apply); } /** * Handles using a clock. * @param context The method context * @param op The clock to apply * @param applier The object attempting to view the clock * @param aflags Special flags (always apply/unapply) * @retval METHOD_UNHANDLED If the clock wasn't viewed by a player * @retval METHOD_OK If applier was a player */ static method_ret clock_type_apply(ob_methods *context, object *op, object *applier, int aflags) { if (applier->type == PLAYER) { timeofday_t tod; char buf1[128]; get_tod(&tod); play_sound_player_only(applier->contr, SOUND_TYPE_ITEM, op, 0, "tick"); draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "It is %s", time_format_time(&tod, buf1, sizeof(buf1))); return METHOD_OK; } return METHOD_UNHANDLED; } crossfire-1.75.0/types/spellbook/spellbook.c000644 001751 001751 00000042036 13777704436 022006 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** * @file spellbook.c * Implimentation of spellbooks. */ #include #include #include #include #include #include #include #include "living.h" static method_ret spellbook_type_apply(ob_methods *context, object *book, object *applier, int aflags); static void spellbook_type_describe( const ob_methods *context, const object *book, const object *observer, const int use_media_tags, char *buf, const size_t size); /** * Initializer for the SPELLBOOK object type. */ void init_type_spellbook(void) { register_apply(SPELLBOOK, spellbook_type_apply); register_describe(SPELLBOOK, spellbook_type_describe); } /** Tens */ static const char *const numbers_10[] = { "zero", "ten", "twenty", "thirty", "fourty", "fifty", "sixty", "seventy", "eighty", "ninety" }; /** Levels as a full name and not a number. */ static const char *const ordinals[] = { "zeroth", "first", "second", "third", "fourth", "fifth", "sixth", "seventh", "eighth", "ninth", "tenth", "eleventh", "twelfth", "thirteenth", "fourteenth", "fifteenth", "sixteenth", "seventeenth", "eighteenth", "nineteenth", "twentieth" }; /** Tens for levels */ static const char *const ordinals_10[] = { "zeroth", "tenth", "twentieth", "thirtieth", "fortieth", "fiftieth", "sixtieth", "seventieth", "eightieth", "ninetieth" }; /** * Turns a cardinal number (e.g. 7) into an ordinal number (e.g. "seventh") and * appends it to a caller-supplied StringBuffer. * Works only on numbers 0 <= n < 100; outside that range just returns the * cardinal number as a string. * * @param sb * StringBuffer to append the result to. * @param n * Number to ordinalize. */ void stringbuffer_append_ordinal(StringBuffer *sb, const int n) { if (n > 99 || n < 0) { stringbuffer_append_printf(sb, "%d.", n); } else if (n <= 20) { stringbuffer_append_string(sb, ordinals[n]); } else if (n % 10 == 0) { stringbuffer_append_string(sb, ordinals_10[n / 10]); } else { stringbuffer_append_printf(sb, "%s%s", ordinals_10[n/10], ordinals[n%10]); } } /** * Append a terse description of the spell's name, level, discipline, and paths * to a stringbuffer. What comes out is something like: * "medium fireball (a third level pyromancy) (paths: Fire)" * this is used in both spellbook_type_describe() to generate the one-line * description for a spellbook, and in spellbook_type_apply to summarize what * the spellbook contains if you don't ID it until you start reading it. * * @param sb * The StringBuffer to append to * @param spell * The spell to describe */ static void stringbuffer_append_spelldesc(StringBuffer *sb, const object *spell) { stringbuffer_append_string(sb, "(a "); stringbuffer_append_ordinal(sb, spell->level); stringbuffer_append_string(sb, " level "); if (!spell->skill) { /* Can this even happen? */ stringbuffer_append_string(sb, "mystery"); } else if (spell->stats.grace) { /* Otherwise we get "a second level praying" when it should be "a second * level prayer". */ stringbuffer_append_string(sb, "prayer"); } else { stringbuffer_append_string(sb, spell->skill); } if (spell->path_attuned) { stringbuffer_append_string(sb, ") "); describe_spellpath_attenuation("paths", spell->path_attuned, sb); } else { stringbuffer_append_string(sb, ")"); } } /** * Describe a spellbook. * * If identified, displays the level and description of the spell inside it. * * @param context * method context. * @param book * Spellbook to describe * @param observer * Player examining the spellbook * @param use_media_tags * True if we should use mediatags in the output * @param buf * Output buffer to append description to * @param size * Total output buffer size */ static void spellbook_type_describe( const ob_methods *context, const object *book, const object *observer, const int use_media_tags, char *buf, size_t size) { if (!is_identified(book)) { /* Without querying the name, spellbooks end up examining * as "That is:", with no name at all * This should tell the player just as little as the inventory view. * * SilverNexus 2020-11-28 */ query_name(book, buf, size-1); return; } size_t len; /* TODO check if this generates the "of foo" so we don't end up with "spellbook of medium fireball of medium fireball" I think it probably does */ common_ob_describe(context, book, observer, use_media_tags, buf, size); len = strlen(buf); const object *spell = book->inv; if (!spell) { snprintf(buf+len, size-len, " (blank)"); return; } StringBuffer *sb = stringbuffer_new(); stringbuffer_append_string(sb, " "); stringbuffer_append_spelldesc(sb, spell); char *const desc = stringbuffer_finish(sb); safe_strcat(buf, desc, &len, size); free(desc); } /** * Applies a spellbook. * Checks whether player has knowledge of required skill, doesn't * already know the spell, stuff like that. Random learning failure too. * * @param context * method context. * @param book * Spellbook to apply. * @param applier * object attempting to apply the spellbook. Should be a player. * @param aflags * special flags (always apply/unapply). * @return * METHOD_OK always. * * @todo * handle failure differently for praying/magic. * @todo * split into multiple functions */ static method_ret spellbook_type_apply(ob_methods *context, object *book, object *applier, int aflags) { object *skapplier, *spell, *spell_skill; /* Must be applied by a player. */ if (applier->type == PLAYER) { if (QUERY_FLAG(applier, FLAG_BLIND) && !QUERY_FLAG(applier, FLAG_WIZ)) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You are unable to read while blind."); return METHOD_OK; } spell = book->inv; if (!spell) { LOG(llevError, "apply_spellbook: Book %s has no spell in it!\n", book->name); draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "The spellbook symbols make no sense."); return METHOD_OK; } if (QUERY_FLAG(book, FLAG_CURSED) || QUERY_FLAG(book, FLAG_DAMNED)) { char name[MAX_BUF]; /* Player made a mistake, let's shake her/him :) */ int failure = -35; if (settings.spell_failure_effects == TRUE) failure = -rndm(35, 100); query_name(book, name, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "The %s was %s!", name, QUERY_FLAG(book, FLAG_DAMNED) ? "damned" : "cursed"); scroll_failure(applier, failure, (spell->level+4)*7); if (QUERY_FLAG(book, FLAG_DAMNED) && check_spell_known(applier, spell->name) && die_roll(1, 10, applier, 1) < 2) /* Really unlucky player, better luck next time */ do_forget_spell(applier, spell->name); book = object_decrease_nrof_by_one(book); if (book && (!QUERY_FLAG(book, FLAG_IDENTIFIED))) { /* Well, not everything is lost, player now knows the * book is cursed/damned. */ book = identify(book); if (book->env) esrv_update_item(UPD_FLAGS|UPD_NAME, applier, book); else applier->contr->socket.update_look = 1; } return METHOD_OK; } /* This section moved before literacy check */ if (check_spell_known(applier, spell->name)) { // If we already know the spell, it makes sense we know what the spell is. if (book && (!QUERY_FLAG(book, FLAG_IDENTIFIED))) { book = identify(book); if (book->env) esrv_update_item(UPD_FLAGS|UPD_NAME, applier, book); else applier->contr->socket.update_look = 1; } draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You already know the spell %s.\n", spell->name); return METHOD_OK; } /* check they have the right skills to learn the spell in the first place */ if (spell->skill) { spell_skill = find_skill_by_name(applier, spell->skill); if (!spell_skill) { draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You lack the skill %s to use this spell", spell->skill); return METHOD_OK; } int skill_lev_diff = spell->level - spell_skill->level; if (skill_lev_diff > 0) { if (skill_lev_diff < 2) draw_ext_info_format(NDI_UNIQUE, 0, applier,MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "The spell described in this book is just beyond your skill in %s.", spell->skill); else if (skill_lev_diff < 3) draw_ext_info_format(NDI_UNIQUE, 0, applier,MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "The spell described in this book is slightly beyond your skill in %s.", spell->skill); else if (skill_lev_diff < 5) draw_ext_info_format(NDI_UNIQUE, 0, applier,MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "The spell described in this book is beyond your skill in %s.", spell->skill); else if (skill_lev_diff < 8) draw_ext_info_format(NDI_UNIQUE, 0, applier,MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "The spell described in this book is quite a bit beyond your skill in %s.", spell->skill); else if (skill_lev_diff < 15) draw_ext_info_format(NDI_UNIQUE, 0, applier,MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "The spell described in this book is way beyond your skill in %s.", spell->skill); else draw_ext_info_format(NDI_UNIQUE, 0, applier,MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "The spell described in this book is totally beyond your skill in %s.", spell->skill); return METHOD_OK; } } /* need a literacy skill to learn spells. Also, having a literacy level * lower than the spell will make learning the spell more difficult */ skapplier = find_skill_by_name(applier, book->skill); if (!skapplier) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You can't read! You will need this skill before you can comprehend the ideas written within."); return METHOD_OK; } /* We know the player has all the right skills so check how well they can read. */ int read_level; read_level = skapplier->level; /* blessed books are easier to read */ if (QUERY_FLAG(book, FLAG_BLESSED)) read_level += 5; /* If the players read level is less than 10 levels lower than the spellbook, they can't read it */ int lev_diff; lev_diff = spell->level - (read_level+10); if (!QUERY_FLAG(applier, FLAG_WIZ) && lev_diff > 0) { if (lev_diff < 2) draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You recognise most of the words but this book is just beyond your comprehension."); else if (lev_diff < 3) draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You recognise many of the words but this book is slightly beyond your comprehension."); else if (lev_diff < 5) draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You recognise some of the words but this book is slightly beyond your comprehension."); else if (lev_diff < 8) draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You recognise some of the words but this book is beyond your comprehension."); else if (lev_diff < 15) draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You recognise a few of the words but this book is beyond your comprehension."); else draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You recognise a few of the words but this book is totally beyond your comprehension."); return METHOD_OK; } if (!QUERY_FLAG(book, FLAG_IDENTIFIED)) { book = identify(book); if (book->env) esrv_update_item(UPD_FLAGS|UPD_NAME, applier, book); else applier->contr->socket.update_look = 1; spell = book->inv; /* If they hadn't previously IDed the book, they didn't know what * spell it contained, so tell them here. */ StringBuffer *sb = stringbuffer_new(); stringbuffer_append_spelldesc(sb, spell); char *const desc = stringbuffer_finish(sb); draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "The spellbook contains %s %s.", spell->name, desc); free(desc); } /* Player has the right skills and enough skill to attempt to learn the spell with the logic as follows: * * 1- MU spells use Int to learn, Cleric spells use Wisdom * * 2- The learner's skill level in literacy adjusts the chance * to learn a spell. * * 3 -Automatically fail to learn if you read while confused * * Overall, chances are the same but a player will find having a high * literacy rate very useful! -b.t. */ char desc[MAX_BUF]; const readable_message_type *msgType = get_readable_message_type(book); if (QUERY_FLAG(applier, FLAG_CONFUSED)) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "In your confused state you flub the wording of the text!"); scroll_failure(applier, 0-random_roll(0, spell->level, applier, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); } else if (QUERY_FLAG(book, FLAG_STARTEQUIP) || (random_roll(0, 100, applier, PREFER_LOW)-(5*read_level)) < get_learn_spell(spell->stats.grace ? applier->stats.Wis : applier->stats.Int)) { query_short_name(book, desc, sizeof(desc)); draw_ext_info_format(NDI_UNIQUE|NDI_NAVY, 0, applier, msgType->message_type, msgType->message_subtype, "You open the %s and start reading.", desc); if (spell->msg != NULL) { StringBuffer *sb = stringbuffer_new(); stringbuffer_append_string(sb, spell->msg); stringbuffer_trim_whitespace(sb); char *const fluff = stringbuffer_finish(sb); draw_ext_info(NDI_UNIQUE|NDI_BLUE, 0, applier, MSG_TYPE_SPELL, MSG_TYPE_SPELL_INFO, fluff); free(fluff); } draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "You succeed in learning the spell!"); do_learn_spell(applier, spell, 0); /* xp gain to literacy for spell learning */ if (!QUERY_FLAG(book, FLAG_STARTEQUIP)) change_exp(applier, calc_skill_exp(applier, book, skapplier), skapplier->skill, 0); } else { play_sound_player_only(applier->contr, SOUND_TYPE_SPELL, book, 0, "fumble"); draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You fail to learn the spell.\n"); } object_decrease_nrof_by_one(book); } return METHOD_OK; } crossfire-1.75.0/types/trapdoor/trapdoor.c000644 001751 001751 00000006141 13775114612 021470 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file trapdoor.c * The implementation of the Trapdoor class of objects. */ #include #include #include #include #include static method_ret trapdoor_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the TRAPDOOR object type. */ void init_type_trapdoor(void) { register_move_on(TRAPDOOR, trapdoor_type_move_on); } /** * Move on this Trapdoor object. * @param context The method context * @param trap The Trapdoor we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret trapdoor_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { int max, sound_was_played; object *ab, *ab_next; if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; if (!trap->value) { int tot; for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) if ((ab->move_type && trap->move_on) || ab->move_type == 0) tot += NROF(ab)*ab->weight+ab->carrying; if (!(trap->value = (tot > trap->weight) ? 1 : 0)) { common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } SET_ANIMATION(trap, trap->value); object_update(trap, UP_OBJ_FACE); } for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) { /* need to set this up, since if we do transfer the object, * ab->above would be bogus */ ab_next = ab->above; if ((ab->move_type && trap->move_on) || ab->move_type == 0) { if (!sound_was_played) { play_sound_map(SOUND_TYPE_GROUND, trap, 0, "fall hole"); sound_was_played = 1; } draw_ext_info(NDI_UNIQUE, 0, ab, MSG_TYPE_APPLY, MSG_TYPE_APPLY_TRAP, "You fall into a trapdoor!"); transfer_ob(ab, (int)EXIT_X(trap), (int)EXIT_Y(trap), 0, ab); } } common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/teleporter/teleporter.c000644 001751 001751 00000012442 13775114612 022357 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2008 Crossfire Development Team 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 */ /** * @file * The implementation of @ref page_type_41 "teleporter" objects. */ #include #include #include #include #include #include static method_ret teleporter_type_process(ob_methods *context, object *op); static method_ret teleporter_type_trigger(ob_methods *context, object *op, object *cause, int state); /** * Initializer for the @ref page_type_41 "teleporter" object type. */ void init_type_teleporter(void) { register_process(TELEPORTER, teleporter_type_process); register_trigger(TELEPORTER, teleporter_type_trigger); } /** * Move function for @ref page_type_41 "teleporter" objects. * * @param op * teleporter. */ static void move_teleporter(object *op) { object *tmp, *head; /* if this is a multipart teleporter, handle the other parts * The check for speed isn't strictly needed - basically, if * there is an old multipart teleporter in which the other parts * have speed, we don't really want to call it twice for the same * function - in fact, as written below, part N would get called * N times without the speed check. */ if (op->more && FABS(op->more->speed) < MIN_ACTIVE_SPEED) move_teleporter(op->more); head = HEAD(op); for (tmp = op->above; tmp != NULL; tmp = tmp->above) { if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) continue; /* Ignore floors */ if (op->other_arch && strcmp(op->other_arch->name,tmp->name) != 0 ) continue; /* Ignore if other_arch doesn't match */ if (QUERY_FLAG(tmp, FLAG_WIZPASS)) continue; /* Don't teleport the DM */ /* * Use the subtype as a bitmask to specify types of objects to *ignore*: * 1 -- non-player * 2 -- players * 4 -- non-monster * 8 -- monsters * 16 -- no-pick objects * ... -- add more as needed * * For most purposes, restricting players/non-players is the big win here. * For objects, use the other_arch field to restrict it to the particular object. */ if ( (op->subtype & 1) && tmp->type != PLAYER ) continue; /* If flagged for player only */ if ( (op->subtype & 2) && tmp->type == PLAYER ) continue; /* If flagged for non-player only */ if ( (op->subtype & 4) && !QUERY_FLAG(tmp, FLAG_MONSTER) ) continue; /* If flagged for monster only */ if ( (op->subtype & 8) && QUERY_FLAG(tmp, FLAG_MONSTER) ) continue; /* If flagged for non-monster only */ if ( (op->subtype & 16) && QUERY_FLAG(tmp, FLAG_NO_PICK) ) continue; /* If flagged skip non-pickupable objects */ /* ... */ break; } /* If nothing above us to move, nothing to do */ if (!tmp) return; if (EXIT_PATH(head)) { if (tmp->type == PLAYER) { /* Lauwenmark: Handle for plugin TRIGGER event */ if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) return; enter_exit(tmp, head); } else /* Currently only players can transfer maps */ return; } else if (EXIT_X(head) || EXIT_Y(head)) { if (out_of_map(head->map, EXIT_X(head), EXIT_Y(head))) { LOG(llevError, "Removed illegal teleporter.\n"); object_remove(head); object_free_drop_inventory(head); return; } /* Lauwenmark: Handle for plugin TRIGGER event */ if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) return; transfer_ob(tmp, EXIT_X(head), EXIT_Y(head), 0, head); } else { /* Random teleporter */ /* Lauwenmark: Handle for plugin TRIGGER event */ if (execute_event(op, EVENT_TRIGGER, tmp, NULL, NULL, SCRIPT_FIX_ALL) != 0) return; teleport(head, TELEPORTER, tmp); } } /** * Processes a @ref page_type_41 "teleporter". * @param context The method context * @param op The teleporter to process * @retval METHOD_OK */ static method_ret teleporter_type_process(ob_methods *context, object *op) { move_teleporter(op); return METHOD_OK; } /** * A @ref page_type_41 "teleporter" is triggered. * @param context Ignored. * @param op The object being triggered * @param cause Ignored. * @param state Ignored. * @retval METHOD_OK */ static method_ret teleporter_type_trigger(ob_methods *context, object *op, object *cause, int state) { move_teleporter(op); return METHOD_OK; } crossfire-1.75.0/types/trigger_button/trigger_button.c000644 001751 001751 00000003750 13414745244 024104 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file trigger_button.c * The implementation of the Trigger-Button class of objects. */ #include #include #include #include #include static method_ret trigger_button_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the TRIGGER_BUTTON object type. */ void init_type_trigger_button(void) { register_move_on(TRIGGER_BUTTON, trigger_button_type_move_on); } /** * Move on this Trigger Button object. * @param context The method context * @param trap The Trigger Button we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret trigger_button_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; check_trigger(trap, victim); common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/legacy/process.c000644 001751 001751 00000004527 13414745244 020735 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2006 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 to crossfire-devel@real-time.com */ #include #include #include #include /** @file process.c * Legacy implementation of the process method. */ method_ret legacy_ob_process(ob_methods *context, object *op) { switch (op->type) { case ROD: regenerate_rod(op); return METHOD_OK; case FORCE: case POTION_RESIST_EFFECT: legacy_remove_force(op); return METHOD_OK; case DISEASE: move_disease(op); return METHOD_OK; case SYMPTOM: move_symptom(op); return METHOD_OK; case DOOR: remove_door(op); return METHOD_OK; case LOCKED_DOOR: remove_locked_door(op); return METHOD_OK; case GOLEM: pets_move_golem(op); return METHOD_OK; case EARTHWALL: hit_player(op, 2, op, AT_PHYSICAL, 1); return METHOD_OK; case FIREWALL: move_firewall(op); if (op->stats.maxsp) animate_turning(op); return METHOD_OK; case TRIGGER_BUTTON: case TRIGGER_PEDESTAL: case TRIGGER_ALTAR: legacy_animate_trigger(op); return METHOD_OK; case DIRECTOR: if (op->stats.maxsp) animate_turning(op); return METHOD_OK; case HOLE: legacy_move_hole(op); return METHOD_OK; case PLAYERMOVER: move_player_mover(op); return METHOD_OK; } return METHOD_UNHANDLED; } crossfire-1.75.0/types/legacy/legacy_describe.c000644 001751 001751 00000004253 13775114612 022356 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ #include #include #include /** @file legacy_describe.c * Legacy implementation of description-related methods. */ /** * Describes an object, seen by a given observer. * @param context The method context * @param op The object to describe * @param observer The object to make the description to * @param use_media_tags If non zero then use media tags in the description. * @param buf Buffer that will contain the description * @param size buf's size. */ void legacy_ob_describe(const ob_methods *context, const object *op, const object *observer, int use_media_tags, char *buf, size_t size) { buf[0] = '\0'; if (op == NULL) return; switch (op->type) { case RING: case SKILL: case WEAPON: case ARMOUR: case BRACERS: case HELMET: case SHIELD: case BOOTS: case GLOVES: case AMULET: case GIRDLE: case BOW: case ARROW: case CLOAK: case FOOD: case DRINK: case FLESH: case SKILL_TOOL: case LAMP: common_ob_describe(context, op, observer, use_media_tags, buf, size); return; default: if (buf[0] == '\0') { query_name(op, buf, size-1); buf[size-1] = 0; } return; } } crossfire-1.75.0/types/legacy/apply.c000644 001751 001751 00000005054 13775114612 020377 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 to crossfire-devel@real-time.com */ #include #include #include #include #include /** @file * Legacy implementation of apply-related methods. */ /** * Main apply handler. * * Checks for unpaid items before applying. * * Return value: * 0: player or monster can't apply objects of that type * 1: has been applied, or there was an error applying the object * 2: objects of that type can't be applied if not in inventory * * op is the object that is causing object to be applied, tmp is the object * being applied. * * aflag is special (always apply/unapply) flags. Nothing is done with * them in this function - they are passed to apply_special */ method_ret legacy_ob_apply(ob_methods *context, object *op, object *applier, int aflags) { switch (op->type) { /* Eneq(at)(csd.uu.se): Handle apply on containers. */ case CLOSE_CON: if (applier->type == PLAYER) (void)apply_container(applier, op->env, aflags); return METHOD_OK; case CONTAINER: if (applier->type == PLAYER) (void)apply_container(applier, op, aflags); return METHOD_OK; case WEAPON: case ARMOUR: case BOOTS: case GLOVES: case AMULET: case GIRDLE: case BRACERS: case SHIELD: case HELMET: case RING: case CLOAK: case WAND: case ROD: case SKILL: case BOW: case BUILDER: case SKILL_TOOL: if (op->env != applier) return METHOD_ERROR; /* not in inventory */ (void)apply_special(applier, op, aflags); return METHOD_OK; default: return METHOD_UNHANDLED; } } crossfire-1.75.0/types/player_mover/player_mover.c000644 001751 001751 00000005126 13414745244 023217 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file player_mover.c * The implementation of the Player-mover class of objects. */ #include #include #include #include #include static method_ret player_mover_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the PLAYERMOVER object type. */ void init_type_player_mover(void) { register_move_on(PLAYERMOVER, player_mover_type_move_on); } /** * Move on this Player Mover object. * @param context The method context * @param trap The Player Mover we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret player_mover_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort(trap, victim)) { if (!trap->stats.maxsp) trap->stats.maxsp = 2; /* Is this correct? From the docs, it doesn't look like it * should be divided by trap->speed */ victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); /* Just put in some sanity check. I think there is a bug in the * above with some objects have zero speed, and thus the player * getting permanently paralyzed. */ if (victim->speed_left < -50.0) victim->speed_left = -50.0; } common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/hole/hole.c000644 001751 001751 00000004737 13414745244 017674 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file hole.c * The implementation of the Hole class of objects. */ #include #include #include #include #include static method_ret hole_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the HOLE object type. */ void init_type_hole(void) { register_move_on(HOLE, hole_type_move_on); } /** * Move on this Hole object. * @param context The method context * @param trap The Hole we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret hole_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; /* Hole not open? */ if (trap->stats.wc > 0) { common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } /* Is this a multipart monster and not the head? If so, return. * Processing will happen if the head runs into the pit */ if (victim->head) { common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } play_sound_map(SOUND_TYPE_GROUND, trap, 0, "fall hole"); draw_ext_info(NDI_UNIQUE, 0, victim, MSG_TYPE_APPLY, MSG_TYPE_APPLY_TRAP, "You fall through the hole!"); transfer_ob(victim, EXIT_X(trap), EXIT_Y(trap), 1, victim); common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/spell_effect/spell_effect.c000644 001751 001751 00000071010 13777704220 023071 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file * The implementation of the Spell Effect class of objects. * @todo Split the subtype functions into their own file each, and split large functions. */ #include #include #include #include #include static method_ret spell_effect_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); static method_ret spell_effect_type_process(ob_methods *context, object *op); static void move_bolt(object *op); static void move_bullet(object *op); static void explosion(object *op); static void move_cone(object *op); static void animate_bomb(object *op); static void move_missile(object *op); static void execute_word_of_recall(object *op); static void move_ball_spell(object *op); static void move_swarm_spell(object *op); static void move_aura(object *aura); static void forklightning(object *op, object *tmp); static void check_spell_knockback(object *op); /** * Initializer for the SPELL_EFFECT object type. */ void init_type_spell_effect(void) { register_move_on(SPELL_EFFECT, spell_effect_type_move_on); register_process(SPELL_EFFECT, spell_effect_type_process); } /** * Move on this Spell Effect object. * @param context The method context * @param trap The Spell Effect we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret spell_effect_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; switch (trap->subtype) { case SP_CONE: if (QUERY_FLAG(victim, FLAG_ALIVE) && trap->speed && trap->attacktype) hit_player(victim, trap->stats.dam, trap, trap->attacktype, 0); break; case SP_MAGIC_MISSILE: if (QUERY_FLAG(victim, FLAG_ALIVE)) { tag_t spell_tag = trap->count; hit_player(victim, trap->stats.dam, trap, trap->attacktype, 1); if (!object_was_destroyed(trap, spell_tag)) { object_remove(trap); object_free_drop_inventory(trap); } } break; case SP_MOVING_BALL: if (QUERY_FLAG(victim, FLAG_ALIVE)) hit_player(victim, trap->stats.dam, trap, trap->attacktype, 1); else if (victim->material || victim->materialname) save_throw_object(victim, trap->attacktype, trap); break; } common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } /** * Handle ob_process for all SPELL_EFFECT objects. * @param context The method context * @param op The spell effect that's being processed. * @return METHOD_OK */ static method_ret spell_effect_type_process(ob_methods *context, object *op) { switch (op->subtype) { case SP_BOLT: move_bolt(op); break; case SP_BULLET: move_bullet(op); break; case SP_EXPLOSION: explosion(op); break; case SP_CONE: move_cone(op); break; case SP_BOMB: animate_bomb(op); break; case SP_MAGIC_MISSILE: move_missile(op); break; case SP_WORD_OF_RECALL: execute_word_of_recall(op); break; case SP_MOVING_BALL: move_ball_spell(op); break; case SP_SWARM: move_swarm_spell(op); break; case SP_AURA: move_aura(op); break; } return METHOD_OK; } /** * Moves bolt 'op'. Basically, it just advances a space, and checks for various * things that may stop it. * @param op The bolt object moving. */ static void move_bolt(object *op) { object *tmp; int mflags; int16_t x, y; mapstruct *m; if (--(op->duration) < 0) { object_remove(op); object_free_drop_inventory(op); return; } hit_map(op, 0, op->attacktype, 1); check_spell_knockback(op); if (!op->direction) return; if (--op->range < 0) { op->range = 0; } else { x = op->x+DIRX(op); y = op->y+DIRY(op); m = op->map; mflags = get_map_flags(m, &m, x, y, &x, &y); if (mflags&P_OUT_OF_MAP) return; /* We are about to run into something - we may bounce */ /* Calling reflwall is pretty costly, as it has to look at all the objects * on the space. So only call reflwall if we think the data it returns * will be useful. */ if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)) || ((mflags&P_IS_ALIVE) && reflwall(m, x, y, op))) { if (!QUERY_FLAG(op, FLAG_REFLECTING)) return; /* Since walls don't run diagonal, if the bolt is in * one of 4 main directions, it just reflects back in the * opposite direction. However, if the bolt is travelling * on the diagonal, it is trickier - eg, a bolt travelling * northwest bounces different if it hits a north/south * wall (bounces to northeast) vs an east/west (bounces * to the southwest. */ if (op->direction&1) { op->direction = absdir(op->direction+4); } else { int left, right; int mflags; /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling * over a corner in a tiled map, it is possible that * op->direction is within an adjacent map but either * op->direction-1 or op->direction+1 does not exist. */ mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction-1)], op->y+freearr_y[absdir(op->direction-1)], &x, &y); left = (mflags&P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); mflags = get_map_flags(op->map, &m, op->x+freearr_x[absdir(op->direction+1)], op->y+freearr_y[absdir(op->direction+1)], &x, &y); right = (mflags&P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)); if (left == right) op->direction = absdir(op->direction+4); else if (left) op->direction = absdir(op->direction+2); else if (right) op->direction = absdir(op->direction-2); } object_update_turn_face(op); /* A bolt *must *be IS_TURNABLE */ return; } else { /* Create a copy of this object and put it ahead */ tmp = object_new(); object_copy(op, tmp); tmp->speed_left = -0.1; tmp = object_insert_in_map_at(tmp, op->map, op, 0, op->x+DIRX(op), op->y+DIRY(op)); /* To make up for the decrease at the top of the function */ tmp->duration++; /* New forking code. Possibly create forks of this object * going off in other directions. */ if (rndm(0, 99) < tmp->stats.Dex) { /* stats.Dex % of forking */ forklightning(op, tmp); } /* In this way, the object left behind sticks on the space, but * doesn't create any bolts that continue to move onward. */ op->range = 0; } /* copy object and move it along */ } /* if move bolt along */ } /** * Moves bullet 'op'. Basically, we move 'op' one square, and if it hits * something, call check_bullet. This function is only applicable to bullets, * but not to all fired arches (eg, bolts). * @param op The bullet being moved. */ static void move_bullet(object *op) { int16_t new_x, new_y; int mflags; mapstruct *m; /* Reached the end of its life - remove it */ if (--op->range <= 0) { if (op->other_arch) { explode_bullet(op); } else { object_remove(op); object_free_drop_inventory(op); } return; } new_x = op->x+DIRX(op); new_y = op->y+DIRY(op); m = op->map; mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); if (mflags&P_OUT_OF_MAP) { object_remove(op); object_free_drop_inventory(op); return; } if (!op->direction || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { if (op->other_arch) { explode_bullet(op); } else { object_remove(op); object_free_drop_inventory(op); } return; } object_remove(op); if ((op = object_insert_in_map_at(op, m, op, 0, new_x, new_y)) == NULL) return; if (reflwall(op->map, op->x, op->y, op)) { op->direction = absdir(op->direction+4); object_update_turn_face(op); } else { check_bullet(op); } } /** * Expands an explosion. op is a piece of the explosion - this expans it in the * different directions. At least that is what I think this does. * @param op piece of explosion expanding. */ static void explosion(object *op) { object *tmp; mapstruct *m = op->map; int i; if (--(op->duration) < 0) { object_remove(op); object_free_drop_inventory(op); return; } hit_map(op, 0, op->attacktype, 0); check_spell_knockback(op); if (op->range > 0) { for (i = 1; i < 9; i++) { int16_t dx, dy; int16_t Dx, Dy; dx = op->x+freearr_x[i]; dy = op->y+freearr_y[i]; /* ok_to_put_more already does things like checks for walls, * out of map, etc. */ if (ok_to_put_more(op->map, dx, dy, op, op->attacktype)) { tmp = object_new(); object_copy(op, tmp); tmp->state = 0; tmp->speed_left = -0.21; tmp->range--; tmp->value = 0; Dx=dx-op->x; Dy=dy-op->y; if (Dx==-1 && Dy==-1){ tmp->direction=8; } if (Dx==0 && Dy==-1){ tmp->direction=1; } if (Dx==1 && Dy==-1){ tmp->direction=2; } if (Dx==1 && Dy==0){ tmp->direction=3; } if (Dx==1 && Dy==1){ tmp->direction=4; } if (Dx==0 && Dy==1){ tmp->direction=5; } if (Dx==-1 && Dy==-1){ tmp->direction=6; } if (Dx==-1 && Dy==0){ tmp->direction=7; } object_insert_in_map_at(tmp, m, op, 0, dx, dy); } } /* Reset range so we don't try to propogate anymore. * Call object_merge_spell() to see if we can merge with another * spell on the space. */ op->range = 0; object_merge_spell(op, op->x, op->y); } } /** * Causes cone object 'op' to move a space/hit creatures. * @param op cone object moving. */ static void move_cone(object *op) { int i; tag_t tag; /* if no map then hit_map will crash so just ignore object */ if (!op->map) { LOG(llevError, "Tried to move_cone object %s without a map.\n", op->name ? op->name : "unknown"); op->speed = 0; object_update_speed(op); return; } /* lava saves it's life, but not yours :) */ if (QUERY_FLAG(op, FLAG_LIFESAVE)) { hit_map(op, 0, op->attacktype, 0); return; } tag = op->count; hit_map(op, 0, op->attacktype, 0); /* Check to see if we should push anything. * Spell objects with weight push whatever they encounter to some * degree. */ check_spell_knockback(op); if (object_was_destroyed(op, tag)) return; if ((op->duration--) < 0) { object_remove(op); object_free_drop_inventory(op); return; } /* Object has hit maximum range, so don't have it move * any further. When the duration above expires, * then the object will get removed. */ if (--op->range < 0) { op->range = 0; /* just so it doesn't wrap */ return; } for (i = -1; i < 2; i++) { int16_t x = op->x+freearr_x[absdir(op->stats.sp+i)]; int16_t y = op->y+freearr_y[absdir(op->stats.sp+i)]; if (ok_to_put_more(op->map, x, y, op, op->attacktype)) { object *tmp = object_new(); object_copy(op, tmp); tmp->duration = op->duration+1; /* Use for spell tracking - see ok_to_put_more() */ tmp->stats.maxhp = op->stats.maxhp; object_insert_in_map_at(tmp, op->map, op, 0, x, y); if (tmp->other_arch) cone_drop(tmp); } } } /** * This handles an exploding bomb. * @param op The original bomb object. */ static void animate_bomb(object *op) { int i; object *env, *tmp; archetype *at; if (op->state != NUM_ANIMATIONS(op)-1) return; env = object_get_env_recursive(op); if (op->env) { if (env->map == NULL) return; object_remove(op); if ((op = object_insert_in_map_at(op, env->map, op, 0, env->x, env->y)) == NULL) return; } /* This copies a lot of the code from the fire bullet, * but using the cast_bullet isn't really feasible, * so just set up the appropriate values. */ at = find_archetype(SPLINT); if (at) { for (i = 1; i < 9; i++) { if (out_of_map(op->map, op->x+freearr_x[i], op->y+freearr_x[i])) continue; tmp = arch_to_object(at); tmp->direction = i; tmp->range = op->range; tmp->stats.dam = op->stats.dam; tmp->duration = op->duration; tmp->attacktype = op->attacktype; object_copy_owner(tmp, op); if (op->skill && op->skill != tmp->skill) { if (tmp->skill) free_string(tmp->skill); tmp->skill = add_refcount(op->skill); } object_update_turn_face(tmp); object_insert_in_map_at(tmp, op->map, op, 0, op->x+freearr_x[i], op->y+freearr_x[i]); ob_process(tmp); } } explode_bullet(op); } /** * Move a missle object. * @param op The missile that needs to be moved. */ static void move_missile(object *op) { int i, mflags; int16_t new_x, new_y; mapstruct *m; if (op->range-- <= 0) { object_remove(op); object_free_drop_inventory(op); return; } /* call is required to potentially clean owner, but we don't care for the result */ object_get_owner(op); new_x = op->x+DIRX(op); new_y = op->y+DIRY(op); mflags = get_map_flags(op->map, &m, new_x, new_y, &new_x, &new_y); if (!(mflags&P_OUT_OF_MAP) && ((mflags&P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y)))) { tag_t tag = op->count; hit_map(op, op->direction, AT_MAGIC, 1); /* Basically, missile only hits one thing then goes away. * we need to remove it if someone hasn't already done so. */ if (!object_was_destroyed(op, tag)) { object_remove(op); object_free_drop_inventory(op); } return; } object_remove(op); if (!op->direction || (mflags&P_OUT_OF_MAP)) { object_free_drop_inventory(op); return; } i = spell_find_dir(m, new_x, new_y, object_get_owner(op)); if (i > 0 && i != op->direction) { op->direction = adjust_dir(op->direction, i); object_update_turn_face(op); } object_insert_in_map_at(op, m, op, 0, new_x, new_y); } /** * Handles the actual word of recalling. Called when force in player inventory expires. * @param op The word of recall effect activating. */ static void execute_word_of_recall(object *op) { object *wor = op; while (op != NULL && op->type != PLAYER) op = op->env; if (op != NULL) { // Drop any unpaid items that would be carried. // This prevents abuse of balms of return home in shops. remove_unpaid_objects(op->inv, op, 0); enter_exit(op, wor); } object_remove(wor); object_free_drop_inventory(wor); } /** * This handles ball type spells that just sort of wander about. * Note that duration is handled by process_object() in time.c * @param op The spell effect. */ static void move_ball_spell(object *op) { int i, j, dam_save, dir, mflags; int16_t nx, ny, hx, hy; object *owner; mapstruct *m; owner = object_get_owner(op); /* the following logic makes sure that the ball doesn't move into a wall, * and makes sure that it will move along a wall to try and get at it's * victim. The block immediately below more or less chooses a random * offset to move the ball, eg, keep it mostly on course, with some * deviations. */ dir = 0; j = rndm(0, 1); for (i = 1; i <= 9; i++) { /* i bit 0: alters sign of offset * other bits (i/2): absolute value of offset */ int offset = ((i^j)&1) ? (i/2) : -(i/2); int tmpdir = absdir(op->direction+offset); nx = op->x+freearr_x[tmpdir]; ny = op->y+freearr_y[tmpdir]; if (!(get_map_flags(op->map, &m, nx, ny, &nx, &ny)&P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { dir = tmpdir; break; } } if (dir == 0) { nx = op->x; ny = op->y; m = op->map; } object_remove(op); object_insert_in_map_at(op, m, op, 0, nx, ny); dam_save = op->stats.dam; /* save the original dam: we do halfdam on surrounding squares */ /* loop over current square and neighbors to hit. * if this has an other_arch field, we insert that in * the surround spaces. */ for (j = 0; j < 9; j++) { object *new_ob; hx = nx+freearr_x[j]; hy = ny+freearr_y[j]; m = op->map; mflags = get_map_flags(m, &m, hx, hy, &hx, &hy); if (mflags&P_OUT_OF_MAP) continue; /* first, don't ever, ever hit the owner. Don't hit out * of the map either. */ if ((mflags&P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map(owner, op))) { if (j) op->stats.dam = dam_save/2; hit_map(op, j, op->attacktype, 1); } /* insert the other arch */ if (op->other_arch && !(OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, hx, hy)))) { new_ob = arch_to_object(op->other_arch); object_insert_in_map_at(new_ob, m, op, 0, hx, hy); } } /* restore to the center location and damage*/ op->stats.dam = dam_save; i = spell_find_dir(op->map, op->x, op->y, object_get_owner(op)); if (i >= 0) { /* we have a preferred direction! */ op->direction = adjust_dir(op->direction, i); if (rndm(0, 3) != 0) op->direction = adjust_dir(op->direction, i); if (rndm(0, 3) == 0) op->direction = adjust_dir(op->direction, i); } } /* * This is an implementation of the swarm spell. It was written for meteor * swarm, but it could be used for any swarm. A swarm spell is a special type * of object that casts swarms of other types of spells. Which spell it casts * is flexible. It fires the spells from a set of squares surrounding the * caster, in a given direction. * @param op The spell effect. */ static void move_swarm_spell(object *op) { static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; int16_t target_x, target_y, origin_x, origin_y; int basedir, adjustdir; mapstruct *m; object *owner; owner = object_get_owner(op); if (op->duration == 0 || owner == NULL || owner->x != op->x || owner->y != op->y) { object_remove(op); object_free_drop_inventory(op); return; } op->duration--; basedir = op->direction; if (basedir == 0) { /* spray in all directions! 8) */ basedir = get_random_dir(); } /* new offset calculation to make swarm element distribution * more uniform */ if (op->duration) { if (basedir&1) { adjustdir = cardinal_adjust[rndm(0, 8)]; } else { adjustdir = diagonal_adjust[rndm(0, 9)]; } } else { adjustdir = 0; /* fire the last one from forward. */ } target_x = op->x+freearr_x[absdir(basedir+adjustdir)]; target_y = op->y+freearr_y[absdir(basedir+adjustdir)]; /* back up one space so we can hit point-blank targets, but this * necessitates extra out_of_map check below */ origin_x = target_x-freearr_x[basedir]; origin_y = target_y-freearr_y[basedir]; /* spell pointer is set up for the spell this casts. Since this * should just be a pointer to the spell in some inventory, * it is unlikely to disappear by the time we need it. However, * do some sanity checking anyways. */ if (op->spell && op->spell->type == SPELL && !(get_map_flags(op->map, &m, target_x, target_y, &target_x, &target_y)&P_OUT_OF_MAP)) { /* Bullet spells have a bunch more customization that needs to be done */ if (op->spell->subtype == SP_BULLET) fire_arch_from_position(owner, op, origin_x+freearr_x[basedir], origin_y+freearr_y[basedir], basedir, op->spell); else if (op->spell->subtype == SP_MAGIC_MISSILE) fire_arch_from_position(owner, op, origin_x, origin_y, basedir, op->spell); } } /** * Process an aura. An aura is a part of someone's inventory, * which he carries with him, but which acts on the map immediately * around him. * Aura parameters: * duration: duration counter. * attacktype: aura's attacktype * other_arch: archetype to drop where we attack * @param aura The spell effect. */ static void move_aura(object *aura) { int i, mflags; object *env; mapstruct *m; /* auras belong in inventories */ env = aura->env; /* no matter what we've gotta remove the aura... * we'll put it back if its time isn't up. */ object_remove(aura); /* exit if we're out of gas */ if (aura->duration-- < 0) { object_free_drop_inventory(aura); return; } /* auras only exist in inventories */ if (env == NULL || env->map == NULL) { object_free_drop_inventory(aura); return; } /* we need to jump out of the inventory for a bit * in order to hit the map conveniently. */ object_insert_in_map_at(aura, env->map, aura, 0, env->x, env->y); for (i = 1; i < 9; i++) { int16_t nx, ny; nx = aura->x+freearr_x[i]; ny = aura->y+freearr_y[i]; mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); /* Consider the movement type of the person with the aura as * movement type of the aura. Eg, if the player is flying, the aura * is flying also, if player is walking, it is on the ground, etc. */ if (!(mflags&P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { hit_map(aura, i, aura->attacktype, 0); if (aura->other_arch) { object *new_ob; new_ob = arch_to_object(aura->other_arch); object_insert_in_map_at(new_ob, m, aura, 0, nx, ny); } } } /* put the aura back in the player's inventory */ object_remove(aura); object_insert_in_ob(aura, env); check_spell_expiry(aura); } /** * Causes op to fork. * @param op original bolt. * @param tmp first piece of the fork. */ static void forklightning(object *op, object *tmp) { int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ int t_dir; /* stores temporary dir calculation */ mapstruct *m; int16_t sx, sy; object *new_bolt; /* pick a fork direction. tmp->stats.Con is the left bias * i.e., the chance in 100 of forking LEFT * Should start out at 50, down to 25 for one already going left * down to 0 for one going 90 degrees left off original path */ if (rndm(0, 99) < tmp->stats.Con) /* fork left */ new_dir = -1; /* check the new dir for a wall and in the map*/ t_dir = absdir(tmp->direction+new_dir); if (get_map_flags(tmp->map, &m, tmp->x+freearr_x[t_dir], tmp->y+freearr_y[t_dir], &sx, &sy)&P_OUT_OF_MAP) return; if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, sx, sy))) return; /* OK, we made a fork */ new_bolt = object_new(); object_copy(tmp, new_bolt); /* reduce chances of subsequent forking */ new_bolt->stats.Dex -= 10; tmp->stats.Dex -= 10; /* less forks from main bolt too */ new_bolt->stats.Con += 25*new_dir; /* adjust the left bias */ new_bolt->speed_left = -0.1; new_bolt->direction = t_dir; new_bolt->duration++; new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ new_bolt->stats.dam++; tmp->stats.dam /= 2; /* reduce father bolt damage */ tmp->stats.dam++; new_bolt = object_insert_in_map_at(new_bolt, m, op, 0, sx, sy); object_update_turn_face(new_bolt); } /** * Checks to see if a spell pushes objects as well as flies * over and damages them (only used for cones for now) * but moved here so it could be applied to bolts too * @param op The spell object. */ static void check_spell_knockback(object *op) { object *tmp, *tmp2; /* object on the map */ int weight_move; int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ /* if cone object has no weight drop out */ if (!op->weight) { return; } weight_move = op->weight+(op->weight*op->level)/3; /*LOG(llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight, weight_move, op->name, op->level);*/ for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) { int num_sections = 1; /* don't move DM */ if (QUERY_FLAG(tmp, FLAG_WIZ)) return; /* don't move parts of objects */ if (tmp->head) continue; /* don't move floors or immobile objects */ if (QUERY_FLAG(tmp, FLAG_IS_FLOOR) || QUERY_FLAG(tmp, FLAG_NO_PICK)) continue; /* count the object's sections */ for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) num_sections++; /* I'm not sure if it makes sense to divide by num_sections - bigger * objects should be harder to move, and we are moving the entire * object, not just the head, so the total weight should be relevant. */ /* surface area? -tm */ if (tmp->move_type&MOVE_FLYING) frictionmod = 1; /* flying objects loose the friction modifier */ if (rndm(0, weight_move-1) > ((tmp->weight/num_sections)*frictionmod)) { /* move it. */ /* move_object is really for monsters, but looking at * the move_object function, it appears that it should * also be safe for objects. * This does return if successful or not, but * I don't see us doing anything useful with that information * right now. */ // LOG(llevDebug, "trying move\n"); if (op->direction){ move_object(tmp,absdir(op->direction)); } else { (move_object(tmp, absdir(op->stats.sp))); } } else{ // LOG(llevDebug, "did not try move, don't know why\n"); } } } crossfire-1.75.0/types/potion/potion.c000644 001751 001751 00000020662 13775115524 020633 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * The implementation of the Potion class of objects. */ #include "global.h" #include #include "ob_methods.h" #include "ob_types.h" #include "sounds.h" #include "sproto.h" static method_ret potion_type_apply(ob_methods *context, object *potion, object *applier, int aflags); /** * Initializer for the potion object type. */ void init_type_potion(void) { register_apply(POTION, potion_type_apply); } /** * Handles applying a potion, dust, balm, or figurine. * @param context The method context * @param potion The potion to apply * @param applier The object attempting to apply the potion * @param aflags Special flags (always apply/unapply) * @return METHOD_OK unless failure for some reason. */ static method_ret potion_type_apply(ob_methods *context, object *potion, object *applier, int aflags) { int got_one = 0, i; object *force; if (applier->type == PLAYER) { if (!QUERY_FLAG(potion, FLAG_IDENTIFIED)) potion = identify(potion); } play_sound_map(SOUND_TYPE_ITEM, applier, 0, "drink"); apply_handle_yield(potion); /* Potion of restoration - only for players */ if (applier->type == PLAYER && (potion->attacktype&AT_DEPLETE)) { if (QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED)) { drain_stat(applier); fix_object(applier); object_decrease_nrof_by_one(potion); return METHOD_OK; } if (remove_depletion(applier, potion->level) == 0) draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "Your potion had no effect."); object_decrease_nrof_by_one(potion); return METHOD_OK; } /* improvement potion - only for players */ if (applier->type == PLAYER && potion->attacktype&AT_GODPOWER) { for (i = 1; i < MIN(11, applier->level); i++) { if (QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED)) { if (applier->contr->levhp[i] != 1) { applier->contr->levhp[i] = 1; break; } if (applier->contr->levsp[i] != 1) { applier->contr->levsp[i] = 1; break; } if (applier->contr->levgrace[i] != 1) { applier->contr->levgrace[i] = 1; break; } } else { if (applier->contr->levhp[i] < 9) { applier->contr->levhp[i] = 9; break; } if (applier->contr->levsp[i] < 6) { applier->contr->levsp[i] = 6; break; } if (applier->contr->levgrace[i] < 3) { applier->contr->levgrace[i] = 3; break; } } } /* Just makes checking easier */ if (i < MIN(11, applier->level)) got_one = 1; if (!QUERY_FLAG(potion, FLAG_CURSED) && !QUERY_FLAG(potion, FLAG_DAMNED)) { if (got_one) { fix_object(applier); draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "The Gods smile upon you and remake you a little more in their image. " "You feel a little more perfect."); } else draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "The potion had no effect - you are already perfect"); } else { /* cursed potion */ if (got_one) { fix_object(applier); draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED, "The Gods are angry and punish you."); } else draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED, "You are fortunate that you are so pathetic."); } object_decrease_nrof_by_one(potion); return METHOD_OK; } /* A potion that casts a spell. Healing, restore spellpoint * (power potion) and heroism all fit into this category. * Given the spell object code, there is no limit to the number * of spells that potions can be cast, but direction is * problematic to try and imbue fireball potions for example. */ if (potion->inv) { if (QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED)) { object *fball; draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED, "Yech! Your lungs are on fire!"); /* Explodes a fireball centered at player */ fball = create_archetype(EXPLODING_FIREBALL); fball->dam_modifier = random_roll(1, applier->level, applier, PREFER_LOW)/5+1; fball->stats.maxhp = random_roll(1, applier->level, applier, PREFER_LOW)/10+2; object_insert_in_map_at(fball, applier->map, NULL, 0, applier->x, applier->y); } else cast_spell(applier, potion, applier->facing, potion->inv, NULL); object_decrease_nrof_by_one(potion); /* if youre dead, no point in doing this... */ if (!QUERY_FLAG(applier, FLAG_REMOVED)) fix_object(applier); return METHOD_OK; } /* Deal with protection potions */ force = NULL; for (i = 0; i < NROFATTACKS; i++) { if (potion->resist[i]) { if (!force) force = create_archetype(FORCE_NAME); memcpy(force->resist, potion->resist, sizeof(potion->resist)); force->type = POTION_RESIST_EFFECT; force->speed = MOVE_PER_SECOND; force->duration = 60; break; /* Only need to find one protection since we cappliery entire batch */ } } /* This is a protection potion */ if (force) { char name[MAX_BUF]; int resist = i; /* cursed items last longer */ if (QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED)) { draw_ext_info_format(NDI_RED|NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED, "The %s was cursed!", potion->name); force->duration *= 10; for (i = 0; i < NROFATTACKS; i++) if (force->resist[i] > 0) force->resist[i] = -force->resist[i]; /* prot => vuln */ } force->speed_left = -1; /* set name for expiry messages */ snprintf(name, MAX_BUF, "resistance to %s", change_resist_msg[resist]); free_string(force->name); force->name = add_string(name); store_spell_expiry(force); force = object_insert_in_ob(force, applier); CLEAR_FLAG(potion, FLAG_APPLIED); SET_FLAG(force, FLAG_APPLIED); change_abil(applier, force); object_decrease_nrof_by_one(potion); if (potion->other_arch != NULL && applier->map != NULL) { object_insert_in_map_at(arch_to_object(potion->other_arch), applier->map, NULL, INS_ON_TOP, applier->x, applier->y); } return METHOD_OK; } /* Only thing left are the stat potions */ if (applier->type == PLAYER) { /* only for players */ if ((QUERY_FLAG(potion, FLAG_CURSED) || QUERY_FLAG(potion, FLAG_DAMNED)) && potion->value != 0) CLEAR_FLAG(potion, FLAG_APPLIED); else SET_FLAG(potion, FLAG_APPLIED); if (!change_abil(applier, potion)) draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "Nothing happened."); } /* CLEAR_FLAG is so that if the character has other potions * that were grouped with the one consumed, his * stat will not be raised by them. fix_object just clears * up all the stats. */ CLEAR_FLAG(potion, FLAG_APPLIED); fix_object(applier); object_decrease_nrof_by_one(potion); return METHOD_OK; } crossfire-1.75.0/types/poison/poison.c000644 001751 001751 00000005027 13414745244 020625 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file poison.c * The implementation of the Poison class of objects. */ #include #include #include #include #include static method_ret poison_type_apply(ob_methods *context, object *op, object *applier, int aflags); /** * Initializer for the POISON object type. */ void init_type_poison(void) { register_apply(POISON, poison_type_apply); } /** * Attempts to apply some poison. * @param context The method context * @param op The poison to apply * @param applier The object attempting to apply the poison. * @param aflags Special flags (always apply/unapply) * @return The return value is always METHOD_OK */ static method_ret poison_type_apply(ob_methods *context, object *op, object *applier, int aflags) { /* If a player, let's tell them what happened */ if (applier->type == PLAYER) { play_sound_player_only(applier->contr, SOUND_TYPE_ITEM, op, 0, "poison"); draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED, "Yech! That tasted poisonous!"); snprintf(applier->contr->killer, BIG_NAME, "poisonous %s", op->name); } /* If the 'hp' of the poison is greater than zero, use poison attacktype */ if (op->stats.hp > 0) { LOG(llevDebug, "Trying to poison player/monster for %d hp\n", op->stats.hp); hit_player(applier, op->stats.hp, op, AT_POISON, 1); } /* Reduce the applier's food to one quarter of what it was */ applier->stats.food -= applier->stats.food/4; apply_handle_yield(op); object_decrease_nrof_by_one(op); return METHOD_OK; } crossfire-1.75.0/types/trigger_altar/trigger_altar.c000644 001751 001751 00000003765 13414745244 023472 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file trigger_altar.c * The implementation of the Trigger-Altar class of objects. */ #include #include #include #include #include static method_ret trigger_altar_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the TRIGGER_ALTAR object type. */ void init_type_trigger_altar(void) { register_move_on(TRIGGER_ALTAR, trigger_altar_type_move_on); } /** * Move on this Trigger Altar object. * @param context The method context * @param trap The Trigger Altar we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret trigger_altar_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { trap = HEAD(trap); if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; check_trigger(trap, victim); common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/skillscroll/skillscroll.c000644 001751 001751 00000005736 13414745244 022710 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** * @file skillscroll.c * Implimentation of skill scrolls. */ #include #include #include #include #include static method_ret skillscroll_type_apply(ob_methods *context, object *lighter, object *applier, int aflags); /** * Initializer for the SKILLSCROLL object type. */ void init_type_skillscroll(void) { register_apply(SKILLSCROLL, skillscroll_type_apply); } /** * Applies a skillscroll. * * @param context * method context. * @param scroll * Skillscroll to apply. * @param applier * object attempting to apply the scroll. Should be a player. * @param aflags * special flags (always apply/unapply). * @return * METHOD_OK always. */ static method_ret skillscroll_type_apply(ob_methods *context, object *scroll, object *applier, int aflags) { char name[MAX_BUF]; /* Must be applied by a player. */ if (applier->type == PLAYER) { switch ((int)learn_skill(applier, scroll)) { case 0: query_name(scroll, name, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You already possess the knowledge held within the %s.", name); return METHOD_OK; case 1: draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "You succeed in learning %s", scroll->skill); draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "Type 'bind ready_skill %s to store the skill in a key.", scroll->skill); object_decrease_nrof_by_one(scroll); return METHOD_OK; default: query_name(scroll, name, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You fail to learn the knowledge of the %s.\n", name); object_decrease_nrof_by_one(scroll); return METHOD_OK; } } return METHOD_OK; } crossfire-1.75.0/types/shop_inventory/shop_inventory.c000644 001751 001751 00000012555 13721363655 024172 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * Implementation of the shop inventory class of objects. */ #include "global.h" #include #include #include "ob_methods.h" #include "ob_types.h" #include "sounds.h" #include "sproto.h" static method_ret shop_inventory_type_apply(ob_methods *context, object *lighter, object *applier, int aflags); /** * Initializer for the SHOP_INVENTORY object type. */ void init_type_shop_inventory(void) { register_apply(SHOP_INVENTORY, shop_inventory_type_apply); } /** * One item to list on the sign. */ typedef struct shopinv { char *item_sort; /**< Singular name. */ char *item_real; /**< Plural name. */ uint16_t type; /**< Item type. */ uint32_t nrof; /**< Count of this items. */ } shopinv; /** * Sort routine for shopinv. * There are a lot of extra casts in here just to suppress warnings - it * makes it look uglier than it really it. * The format of the strings we get is type:name. So we first want to * sort by type (numerical) - if the same type, then sort by name. * * @param a1 * @param a2 * items to compare. * @return * -1 is a1 is less than a2, 1 if the opposite, 0 if equals. */ static int shop_sort(const void *a1, const void *a2) { const shopinv *s1 = (const shopinv *)a1, *s2 = (const shopinv *)a2; if (s1->type < s2->type) return -1; if (s1->type > s2->type) return 1; /* the type is the same (what atoi gets), so do a strcasecmp to sort * via alphabetical order */ return strcasecmp(s1->item_sort, s2->item_sort); } /** * Insert the item in the list. * @param tmp * object to insert. Must have FLAG_UNPAID set. * @param items * array of items, should have (*numitems)+1 items allocated. * @param numitems * how many items items contains. */ static void add_shop_item(object *tmp, shopinv *items, size_t *numitems) { /* clear unpaid flag so that doesn't come up in query * string. We clear nrof so that we can better sort * the object names. */ char name[MAX_BUF]; CLEAR_FLAG(tmp, FLAG_UNPAID); items[*numitems].nrof = tmp->nrof; /* Non mergable items have nrof of 0, but count them as one * so the display is properly. */ if (tmp->nrof == 0) items[*numitems].nrof++; items[*numitems].type = tmp->type; query_base_name(tmp, 0, name, MAX_BUF); items[*numitems].item_sort = strdup_local(name); query_base_name(tmp, 1, name, MAX_BUF); items[*numitems].item_real = strdup_local(name); (*numitems)++; SET_FLAG(tmp, FLAG_UNPAID); } /** * Apply a shop inventory. * * @param context * method context. * @param lighter * applied object to apply. * @param applier * object attempting to apply the inventory. Should be a player. * @param aflags * special flags (always apply/unapply). * @return * METHOD_OK if applier is a player, METHOD_UNHANDLED else. */ static method_ret shop_inventory_type_apply(ob_methods *context, object *lighter, object *applier, int aflags) { size_t i, j, numitems = 0, numallocated = 0; object *stack; shopinv *items; if (applier->type != PLAYER) return METHOD_UNHANDLED; draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_SHOP, MSG_TYPE_SHOP_LISTING, "\nThe shop contains:"); items = malloc(40*sizeof(shopinv)); numallocated = 40; /* Find all the appropriate items */ for (i = 0; i < MAP_WIDTH(applier->map); i++) { for (j = 0; j < MAP_HEIGHT(applier->map); j++) { stack = GET_MAP_OB(applier->map, i, j); while (stack) { if (QUERY_FLAG(stack, FLAG_UNPAID)) { if (numitems == numallocated) { items = realloc(items, sizeof(shopinv)*(numallocated+10)); numallocated += 10; } add_shop_item(stack, items, &numitems); } stack = stack->above; } } } if (numitems == 0) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_SHOP, MSG_TYPE_SHOP_LISTING, "The shop is currently empty.\n"); free(items); return METHOD_OK; } qsort(items, numitems, sizeof(shopinv), (int (*)(const void *, const void *))shop_sort); for (i = 0; i < numitems; i++) { /* Collapse items of the same name together */ if ((i+1) < numitems && !strcmp(items[i].item_real, items[i+1].item_real)) { items[i+1].nrof += items[i].nrof; free(items[i].item_sort); free(items[i].item_real); } else { draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_SHOP, MSG_TYPE_SHOP_LISTING, "%d %s", items[i].nrof ? items[i].nrof : 1, items[i].nrof == 1 ? items[i].item_sort : items[i].item_real); free(items[i].item_sort); free(items[i].item_real); } } free(items); return METHOD_OK; } crossfire-1.75.0/types/transport/transport.c000644 001751 001751 00000021575 13777704220 022106 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * The implementation of the Transport class of objects. * A transport is basically little more than a container in which players * can enter, and that can be moved around on the map. */ #include "global.h" #include #include "ob_methods.h" #include "ob_types.h" #include "shop.h" #include "sounds.h" #include "sproto.h" static method_ret transport_type_apply(ob_methods *context, object *op, object *applier, int aflags); static method_ret transport_type_process(ob_methods *context, object *op); /** * Initializer for the TRANSPORT object type. */ void init_type_transport(void) { register_apply(TRANSPORT, transport_type_apply); register_process(TRANSPORT, transport_type_process); } /** * Player is trying to use a transport. This returns same values as * apply_manual() does. This function basically checks to see if * the player can use the transport, and if so, sets up the appropriate * pointers. * @param context The method context * @param op The Transport to apply * @param applier The object attempting to apply the Transport * @param aflags Special flags (always apply/unapply) */ static method_ret transport_type_apply(ob_methods *context, object *op, object *applier, int aflags) { object *old_transport = applier->contr->transport; object *inv; char name_op[MAX_BUF], name_old[MAX_BUF]; /* Only players can use transports right now */ if (applier->type != PLAYER) return METHOD_UNHANDLED; query_name(op, name_op, MAX_BUF); /* If player is currently on a transport but not this transport, they need * to exit first. Perhaps transport to transport transfers should be * allowed. */ if (old_transport && old_transport != op) { query_name(old_transport, name_old, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You must exit %s before you can board %s.", name_old, name_op); return METHOD_SILENT_ERROR; } /* player is currently on a transport. This must mean he * wants to exit. */ if (old_transport) { /* Should we print a message if the player only wants to * apply? */ if (aflags&AP_APPLY) return 1; query_name(old_transport, name_old, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_UNAPPLY, "You disembark from %s.", name_old); object_remove(applier); if (applier->contr == old_transport->contr) old_transport->contr = NULL; applier->contr->transport = NULL; object_insert_in_map_at(applier, old_transport->map, applier, 0, old_transport->x, old_transport->y); if ( applier->map ) applier->map->players--; // Incremented player count incorrectly; adjust to correct object_sum_weight(old_transport); /* Possible for more than one player to be using a transport. * if that is the case, we don't want to reset the face, as the * transport is still occupied. */ inv = object_find_by_type(old_transport, PLAYER); if (!inv) { old_transport->face = old_transport->arch->clone.face; old_transport->animation = old_transport->arch->clone.animation; } else { old_transport->contr = inv->contr; draw_ext_info_format(NDI_UNIQUE, 0, inv, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "%s has disembarked. You are now the captain of %s", applier->name, name_old); } return METHOD_OK; } else { /* player is trying to board a transport */ int pc = 0, p_limit; const char *kv; int16_t ox, oy; if (aflags&AP_UNAPPLY) return 1; /* Can this transport hold the weight of this player? */ if (!transport_can_hold(op, applier, 1)) { draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "The %s is unable to hold your weight!", name_op); return METHOD_SILENT_ERROR; } /* If the player is holding the transport, drop it. */ if (op->env == applier) { old_transport = op; /* Don't drop transports in shops. */ if (!shop_contains(applier)) { op = drop_object(applier, op, 1); } else { draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You cannot drop the %s in a shop to use it.", name_old); return METHOD_SILENT_ERROR; } /* Did it fail to drop? */ if (!op) { draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You need to drop the %s to use it.", name_old); return METHOD_SILENT_ERROR; } } /* Does this transport have space for more players? */ FOR_INV_PREPARE(op, inv) if (inv->type == PLAYER) pc++; FOR_INV_FINISH(); kv = object_get_value(op, "passenger_limit"); if (!kv) p_limit = 1; else p_limit = atoi(kv); if (pc >= p_limit) { draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "The %s does not have space for any more people", name_op); return METHOD_SILENT_ERROR; } /* Everything checks out OK - player can get on the transport */ applier->contr->transport = op; if (op->contr) { draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "The %s's captain is currently %s", name_op, op->contr->ob->name); } else { draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "You're the %s's captain", name_op); op->contr = applier->contr; } if ( applier->map ) applier->map->players++; // About to subtract the player incorrectly object_remove(applier); /* object_insert_in_ob clear applier->x and applier->y, so store them away */ ox = applier->x; oy = applier->y; object_insert_in_ob(applier, op); object_sum_weight(op); applier->map = op->map; if (ox != op->x || oy != op->y) { esrv_map_scroll(&applier->contr->socket, (ox-op->x), (oy-op->y)); } applier->contr->socket.update_look = 1; applier->contr->socket.look_position = 0; applier->x = op->x; applier->y = op->y; /* Might need to update face, animation info */ if (!pc) { const char *str; str = object_get_value(op, "face_full"); if (str) op->face = find_face(str, op->face); str = object_get_value(op, "anim_full"); if (str) op->animation = find_animation(str); } /* Does speed of this object change based on weight? */ kv = object_get_value(op, "weight_speed_ratio"); if (kv) { int wsr = atoi(kv); float base_speed; kv = object_get_value(op, "base_speed"); if (kv) base_speed = atof(kv); else base_speed = op->arch->clone.speed; op->speed = base_speed-(base_speed*op->carrying*wsr)/(op->weight_limit*100); /* Put some limits on min/max speeds */ if (op->speed < 0.10) op->speed = 0.10; if (op->speed > 1.0) op->speed = 1.0; } } /* else if player is boarding the transport */ return METHOD_OK; } /** * Processes a Transport. * @param context The method context * @param op The Transport to process * @retval 0 If the remaining speed of the transport was > 0.0 * @retval 1 If the remaining speed of the transport was < 0.0 */ static method_ret transport_type_process(ob_methods *context, object *op) { /* Transports are directed by players - thus, there * speed is reduced when the player moves them about. * So give them back there speed here, since process_objects() * has decremented it. */ if (op->speed_left < 0.0) { op->speed_left += 1.0; return 1; } return 0; } crossfire-1.75.0/types/gate/gate.c000644 001751 001751 00000017134 13775114567 017661 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * The implementation of the Gate and Timed Gate classes of objects. * @todo merge GATE and TIMED_GATE object types. */ #include "global.h" #include #include "ob_methods.h" #include "ob_types.h" #include "sounds.h" #include "sproto.h" static method_ret gate_type_process(ob_methods *context, object *op); static method_ret timed_gate_type_process(ob_methods *context, object *op); /** * Initializer for the gate object type. */ void init_type_gate(void) { register_process(GATE, gate_type_process); register_process(TIMED_GATE, timed_gate_type_process); } /** * Handle ob_process for all gate objects. * @param context The method context * @param op The gate that's being processed. * @return METHOD_OK */ static method_ret gate_type_process(ob_methods *context, object *op) { object *tmp, *part; if (op->stats.wc < 0 || (int)op->stats.wc >= NUM_ANIMATIONS(op)) { StringBuffer *sb; char *diff; LOG(llevError, "Gate error: animation was %d, max=%d, on %s (%d, %d)\n", op->stats.wc, NUM_ANIMATIONS(op), map_get_path(op), op->x, op->y); sb = stringbuffer_new(); object_dump(op, sb); diff = stringbuffer_finish(sb); LOG(llevError, "%s\n", diff); free(diff); op->stats.wc = 0; } /* We're going down */ if (op->value) { if (--op->stats.wc <= 0) { /* Reached bottom, let's stop */ op->stats.wc = 0; if (op->arch->clone.speed) op->value = 0; else { op->speed = 0; object_update_speed(op); } } for (part = op; part != NULL; part = part->more) { if ((int)op->stats.wc < (NUM_ANIMATIONS(op)/2+1)) { part->move_block = 0; CLEAR_FLAG(part, FLAG_BLOCKSVIEW); update_all_los(part->map, part->x, part->y); } SET_ANIMATION(part, op->stats.wc); } object_update(op, UP_OBJ_CHANGE); play_sound_map(SOUND_TYPE_GROUND, op, 0, "gate moving"); return METHOD_OK; } /* We're going up */ /* First, lets see if we are already at the top */ if ((unsigned char)op->stats.wc == (NUM_ANIMATIONS(op)-1)) { /* Check to make sure that only non pickable and non rollable * objects are above the gate. If so, we finish closing the gate, * otherwise, we fall through to the code below which should lower * the gate slightly. */ for (tmp = op->above; tmp != NULL; tmp = tmp->above) if (!QUERY_FLAG(tmp, FLAG_NO_PICK) || QUERY_FLAG(tmp, FLAG_CAN_ROLL) || QUERY_FLAG(tmp, FLAG_ALIVE)) break; if (tmp == NULL) { if (op->arch->clone.speed) op->value = 1; else { op->speed = 0; object_update_speed(op); /* Reached top, let's stop */ } return METHOD_OK; } } if (op->stats.food) { /* The gate is going temporarily down */ if (--op->stats.wc <= 0) { /* Gone all the way down? */ op->stats.food = 0; /* Then let's try again */ op->stats.wc = 0; } } else { /* The gate is still going up */ op->stats.wc++; if ((int)op->stats.wc >= (NUM_ANIMATIONS(op))) op->stats.wc = (signed char)NUM_ANIMATIONS(op)-1; /* If there is something on top of the gate, we try to roll it off. * If a player/monster, we don't roll, we just hit them with damage */ if ((int)op->stats.wc >= NUM_ANIMATIONS(op)/2) { /* Halfway or further, check blocks */ /* First, get the top object on the square. */ for (tmp = op->above; tmp != NULL && tmp->above != NULL; tmp = tmp->above) ; if (tmp != NULL) { if (QUERY_FLAG(tmp, FLAG_ALIVE)) { hit_player(tmp, random_roll(1, op->stats.dam, tmp, PREFER_LOW), op, AT_PHYSICAL, 1); if (tmp->type == PLAYER) draw_ext_info_format(NDI_UNIQUE, 0, tmp, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_HIT, "You are crushed by the %s!", op->name); } else /* If the object is not alive, and the object either can * be picked up or the object rolls, move the object * off the gate. */ if (!QUERY_FLAG(tmp, FLAG_ALIVE) && (!QUERY_FLAG(tmp, FLAG_NO_PICK) || QUERY_FLAG(tmp, FLAG_CAN_ROLL))) { /* If it has speed, it should move itself, otherwise: */ int i = object_find_free_spot(tmp, op->map, op->x, op->y, 1, 9); /* If there is a free spot, move the object someplace */ if (i != -1) { object_remove(tmp); object_insert_in_map_at(tmp, op->map, op, 0, op->x+freearr_x[i], op->y+freearr_y[i]); } } } /* See if there is still anything blocking the gate */ for (tmp = op->above; tmp != NULL; tmp = tmp->above) if (!QUERY_FLAG(tmp, FLAG_NO_PICK) || QUERY_FLAG(tmp, FLAG_CAN_ROLL) || QUERY_FLAG(tmp, FLAG_ALIVE)) break; /* IF there is, start putting the gate down */ if (tmp) { op->stats.food = 1; } else { object* part; for (part = op; part != NULL; part = part->more) { if (!part->stats.luck) part->move_block = MOVE_ALL; if (!part->stats.ac) { SET_FLAG(part, FLAG_BLOCKSVIEW); update_all_los(part->map, part->x, part->y); } } } } /* gate is halfway up */ for (part = op; part != NULL; part = part->more) { SET_ANIMATION(part, op->stats.wc); } object_update(op, UP_OBJ_CHANGE); play_sound_map(SOUND_TYPE_GROUND, op, 0, "gate moving"); } /* gate is going up */ return METHOD_OK; } /** * Handle ob_process for all timed gate objects. * - hp : how long door is open/closed * - maxhp : initial value for hp * - sp : 1 = open, 0 = close * @param context The method context * @param op The timed gate that's being processed. * @return METHOD_OK * @todo Split function into more managable functions. */ static method_ret timed_gate_type_process(ob_methods *context, object *op) { int v = op->value; if (op->stats.sp) { gate_type_process(context, op); if (op->value != v) /* change direction ? */ op->stats.sp = 0; return METHOD_OK; } if (--op->stats.hp <= 0) { /* keep gate down */ gate_type_process(context, op); if (op->value != v) { /* ready ? */ op->speed = 0; object_update_speed(op); } } return METHOD_OK; } crossfire-1.75.0/types/marker/marker.c000644 001751 001751 00000010530 13414745244 020544 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2008 Crossfire Development Team 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 */ /** * @file * The implementation of @ref page_type_55 "marker" objects. */ #include #include #include #include #include static method_ret marker_type_process(ob_methods *context, object *op); static method_ret marker_type_trigger(ob_methods *context, object *op, object *cause, int state); /** * Initializer for the @ref page_type_55 "marker" object type. */ void init_type_marker(void) { register_process(MARKER, marker_type_process); register_trigger(TRIGGER_MARKER, marker_type_trigger); } /** * Move function for @ref page_type_55 "marker" objects. * * When moved, a marker will search for a player sitting above * it, and insert an invisible, weightless force into him * with a specific code as the slaying field. * * At that time, it writes the contents of its own message * field to the player. The marker will decrement hp to * 0 and then delete itself every time it grants a mark. * unless hp was zero to start with, in which case it is infinite. * @author peterm@soda.csua.berkeley.edu * * @param op * marker to move. Can be removed if it reached its marking limit. */ static void move_marker(object *op) { object *tmp, *tmp2; /* * markers not on a map for any reason should not crash server */ if (!op->map) { return; } for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) { if (tmp->type == PLAYER) { /* we've got someone to MARK */ /* cycle through his inventory to look for the MARK we want to * place */ tmp2 = object_find_by_type_and_slaying(tmp, FORCE, op->slaying); /* if we didn't find our own MARK */ if (tmp2 == NULL) { object *force = create_archetype(FORCE_NAME); force->speed = 0; if (op->stats.food) { force->speed = 0.01; force->speed_left = -op->stats.food; } object_update_speed(force); /* put in the lock code */ force->slaying = add_string(op->slaying); if (op->lore) force->lore = add_string(op->lore); object_insert_in_ob(force, tmp); if (op->msg) draw_ext_info(NDI_UNIQUE|NDI_NAVY, 0, tmp, MSG_TYPE_MISC, MSG_SUBTYPE_NONE, op->msg); if (op->stats.hp > 0) { op->stats.hp--; if (op->stats.hp == 0) { /* marker expires--granted mark number limit */ object_remove(op); object_free_drop_inventory(op); return; } } } /* if tmp2 == NULL */ } /* if tmp->type == PLAYER */ } /* For all objects on this space */ } /** * Processes a @ref page_type_55 "marker". * @param context The method context * @param op The marker to process * @retval METHOD_OK */ static method_ret marker_type_process(ob_methods *context, object *op) { move_marker(op); return METHOD_OK; } /** * A @ref page_type_55 "marker" is triggered. * @param context Ignored. * @param op The object being triggered * @param cause Ignored. * @param state Ignored. * @retval METHOD_OK */ static method_ret marker_type_trigger(ob_methods *context, object *op, object *cause, int state) { move_marker(op); return METHOD_OK; } crossfire-1.75.0/types/lamp/lamp.c000644 001751 001751 00000010027 13414745244 017665 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** * @file lamp.c * Lamps. */ #include #include #include #include #include static method_ret lamp_type_apply(ob_methods *context, object *lighter, object *applier, int aflags); /** * Initializer for the LAMP object type. */ void init_type_lamp(void) { register_apply(LAMP, lamp_type_apply); } /** * Turn on/off the lamp, based on op's APPLIED status. * @param op * lamp. * @param who * player or monster. * @param aflags * flags. * @param onoff * string that will be appended to the 'turn' verb in the message. */ static void do_turn(object *op, object *who, int aflags, const char *onoff) { object *tmp2; if (!(aflags&AP_NOPRINT)) draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "You turn %s your %s.", onoff, op->name); tmp2 = arch_to_object(op->other_arch); tmp2->stats.food = op->stats.food; if (QUERY_FLAG(op, FLAG_APPLIED)) CLEAR_FLAG(tmp2, FLAG_APPLIED); else SET_FLAG(tmp2, FLAG_APPLIED); if (QUERY_FLAG(op, FLAG_INV_LOCKED)) SET_FLAG(tmp2, FLAG_INV_LOCKED); object_insert_in_ob(tmp2, who); object_remove(op); object_free_drop_inventory(op); fix_object(who); if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { if (who->type == PLAYER) { if (!(aflags&AP_NOPRINT)) draw_ext_info(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED, "Oops, it feels deadly cold!"); SET_FLAG(tmp2, FLAG_KNOWN_CURSED); } } if (who->map) { SET_MAP_FLAGS(who->map, who->x, who->y, P_NEED_UPDATE); update_position(who->map, who->x, who->y); update_all_los(who->map, who->x, who->y); } } /** * Applies a lamp. * * @param context * method context. * @param lamp * lamp to turn on/off. * @param applier * object attempting to apply the scroll. Should be a player. * @param aflags * special flags (always apply/unapply). * @return * METHOD_ERROR if lamp can't be applied, METHOD_OK else. */ static method_ret lamp_type_apply(ob_methods *context, object *lamp, object *applier, int aflags) { object *tmp; if (object_get_player_container(lamp) != applier) { draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You must get it first!\n"); return METHOD_ERROR; } if (lamp->nrof > 1) tmp = object_split(lamp, lamp->nrof-1, NULL, 0); else tmp = NULL; if (QUERY_FLAG(lamp, FLAG_APPLIED)) do_turn(lamp, applier, aflags, "off"); else { if (lamp->stats.food < 1) { if (!(aflags&AP_NOPRINT)) draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "Your %s is out of fuel!", lamp->name); return METHOD_OK; } do_turn(lamp, applier, aflags, "on"); } /* insert the portion that was split off. */ if (tmp != NULL) { object_insert_in_ob(tmp, applier); } return METHOD_OK; } crossfire-1.75.0/types/trigger/trigger.c000644 001751 001751 00000005275 13414745244 021122 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file trigger.c * The implementation of the Trigger class of objects. * Triggers are things like handles in the game. */ #include #include #include #include #include static method_ret trigger_type_apply(ob_methods *context, object *op, object *applier, int aflags); static method_ret trigger_type_process(ob_methods *context, object *op); /** * Initializer for the TRIGGER object type. */ void init_type_trigger(void) { register_apply(TRIGGER, trigger_type_apply); register_process(TRIGGER, trigger_type_process); } /** * Attempts to apply a trigger. * @param context The method context * @param op The Trigger to apply * @param applier The object attempting to apply the Trigger * @param aflags Special flags (always apply/unapply) * @return The return value is always 1 */ static method_ret trigger_type_apply(ob_methods *context, object *op, object *applier, int aflags) { if (check_trigger(op, applier)) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "You turn the handle."); play_sound_map(SOUND_TYPE_GROUND, op, 0, "turn handle"); } else { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "The handle doesn't move."); } return 1; } /** * Processes a Trigger. * @param context The method context * @param op The Trigger to process * @return Always METHOD_OK */ static method_ret trigger_type_process(ob_methods *context, object *op) { if ((unsigned char)++op->stats.wc >= NUM_ANIMATIONS(op)) { op->stats.wc = 0; check_trigger(op, NULL); } else { SET_ANIMATION(op, op->stats.wc); object_update(op, UP_OBJ_FACE); } return METHOD_OK; } crossfire-1.75.0/types/detector/detector.c000644 001751 001751 00000006331 13414745425 021431 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * The implementation of @ref page_type_51 "detector" objects. */ #include "global.h" #include #include "ob_methods.h" #include "ob_types.h" #include "sounds.h" #include "sproto.h" static method_ret detector_type_process(ob_methods *context, object *op); /** * Initializer for the @ref page_type_51 "detector" object type. */ void init_type_detector(void) { register_process(DETECTOR, detector_type_process); } /** * Move a @ref page_type_51 "detector". * * - slaying: name of the thing the detector is to look for * - speed: frequency of 'glances' * - connected: connected value of detector * - sp: 1 if detection sets buttons * -1 if detection unsets buttons * * @param op * detector to move. */ static void move_detector(object *op) { object *tmp; int last = op->value; int detected; detected = 0; if (!op->slaying) { if (op->map) LOG(llevError, "Detector with no slaying set at %s (%d,%d)\n", op->map->path, op->x, op->y); else if (op->env) LOG(llevError, "Detector with no slaying in %s\n", op->env->name); else LOG(llevError, "Detector with no slaying nowhere?\n"); op->speed = 0; object_update_speed(op); return; } for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) { if (op->stats.hp) { if (object_find_by_name(tmp, op->slaying) != NULL || object_find_by_type_and_slaying(tmp, FORCE, op->slaying)) { detected = 1; break; } } if (op->slaying == tmp->name) { detected = 1; break; } if (tmp->type == PLAYER && !strcmp(op->slaying, "player")) { detected = 1; break; } if (tmp->type == SPECIAL_KEY && tmp->slaying == op->slaying) { detected = 1; break; } } /* the detector sets the button if detection is found */ if (op->stats.sp == 1) { if (detected && last == 0) { op->value = 1; push_button(op); } if (!detected && last == 1) { op->value = 0; push_button(op); } } else { /* in this case, we unset buttons */ if (detected && last == 1) { op->value = 0; push_button(op); } if (!detected && last == 0) { op->value = 1; push_button(op); } } } /** * Processes a @ref page_type_51 "detector". * @param context The method context, ignored * @param op The detector to process * @retval METHOD_OK */ static method_ret detector_type_process(ob_methods *context, object *op) { move_detector(op); return METHOD_OK; } crossfire-1.75.0/types/player_changer/player_changer.c000644 001751 001751 00000005136 13414745425 023757 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * The implementation of the PLAYER_CHANGER class of objects. */ #include "global.h" #include #include "ob_methods.h" #include "ob_types.h" #include "sounds.h" #include "sproto.h" static method_ret player_changer_type_process(ob_methods *context, object *op); /** * Initializer for the player changer object type. */ void init_type_player_changer(void) { register_process(PLAYER_CHANGER, player_changer_type_process); } /** * Move for ::PLAYER_CHANGER. * * This object will teleport someone to a different map * and will also apply changes to the player from its inventory. * * This was invented for giving classes, but there's no reason it * can't be generalized. * * @param context The method context * @param op The player changer that's being processed. * @return METHOD_OK */ static method_ret player_changer_type_process(ob_methods *context, object *op) { object *player; char c; if (!op->above || !EXIT_PATH(op)) return METHOD_OK; /* This isn't all that great - means that the player_mover * needs to be on top. */ if (op->above->type == PLAYER) { /* Lauwenmark: Handle for plugin TRIGGER event */ if (execute_event(op, EVENT_TRIGGER, op->above, NULL, NULL, SCRIPT_FIX_NOTHING) != 0) return METHOD_OK; player = op->above; FOR_INV_PREPARE(op, walk) apply_changes_to_player(player, walk, AC_PLAYER_STAT_LIMIT); FOR_INV_FINISH(); fix_object(player); esrv_send_inventory(op->above, op->above); esrv_update_item(UPD_FACE, op->above, op->above); /* update players death & WoR home-position */ sscanf(EXIT_PATH(op), "%c", &c); if (c == '/') { safe_strncpy(player->contr->savebed_map, EXIT_PATH(op), sizeof(player->contr->savebed_map)); player->contr->bed_x = EXIT_X(op); player->contr->bed_y = EXIT_Y(op); } else LOG(llevDebug, "WARNING: destination '%s' in player_changer must be an absolute path!\n", EXIT_PATH(op)); enter_exit(op->above, op); save_player(player, 1); } return METHOD_OK; } crossfire-1.75.0/types/mimic/mimic.c000644 001751 001751 00000005611 13775114612 020201 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2018 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 */ /** * Implementation of mimics * This should be usable for any item masquerading as a container (or other item, for that matter) * that activates when you try to pick it up or apply it. */ #include #include #include #include #include #include static method_ret mimic_type_apply(ob_methods *context, object *op, object *applier, int aflags); /** * Initializer for MIMIC type. */ void init_type_mimic(void) { register_apply(MIMIC, mimic_type_apply); } /** * Handles applying a mimic. * It just becomes a monster and gains an animation. * @param context The method context * @param op The object being applied * @param applier The object doing the applying * @param aflags Special flags * @retval METHOD_UNHANDLED If a non-player tries to open it. * @retval METHOD_OK If a player does the opening. */ static method_ret mimic_type_apply(ob_methods *context, object *op, object *applier, int aflags) { if (applier->type == PLAYER) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "Ah! It's alive!"); /* We become a monster */ op->type = MONSTER; /* We are animated, too, assuming we have a face right now. */ if (op->face) { char anim_name_buf[128]; int anim_name_len = strlen(op->face->name); strncpy(anim_name_buf, op->face->name, 128); // Remove the .11x from the end of the face name. anim_name_buf[anim_name_len-4] = '\0'; strncat(anim_name_buf, "_mimic", 128-anim_name_len+4); op->animation = find_animation(anim_name_buf); SET_FLAG(op, FLAG_ANIMATE); } SET_FLAG(op, FLAG_ALIVE); SET_FLAG(op, FLAG_MONSTER); op->enemy = applier; // TODO: Should this be able to be set dynamically? FREE_AND_COPY(op->name, "mimic"); return METHOD_OK; } return METHOD_UNHANDLED; } crossfire-1.75.0/types/dragon_focus/dragon_focus.c000644 001751 001751 00000005122 13775114612 023124 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2008,2010 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 */ /** @file food.c * The implementation of the Food class of objects. */ #include #include #include #include #include #include static method_ret dragon_focus_type_apply(ob_methods *context, object *focus, object *applier, int aflags); /** * Initializer for the food object type. */ void init_type_dragon_focus(void) { register_apply(DRAGON_FOCUS, dragon_focus_type_apply); } /** * Handles applying food. * If player is applying, takes care of messages and dragon special food. * @param context The method context * @param focus - The focus to apply * @param applier The player attempting to apply the food * @param aflags Special flags (always apply/unapply) * @return METHOD_OK unless failure for some reason. */ static method_ret dragon_focus_type_apply(ob_methods *context, object *focus, object *applier, int aflags) { object *abil = NULL; /* pointer to dragon ability force*/ if (applier->type != PLAYER) return METHOD_ERROR; if (!is_dragon_pl(applier)) return METHOD_ERROR; abil = object_find_by_type_and_arch_name(applier, FORCE, "dragon_ability_force"); if (abil == NULL) return METHOD_ERROR; abil->stats.exp = focus->stats.exp; if (focus->face) { applier->face = focus->face; /* It only makes sense to change the animation if the * face is also changing. */ if (focus->animation) applier->animation = focus->animation; } if (focus->title) { if (applier->title) free_string(applier->title); applier->title = add_refcount(focus->title); } return 0; } crossfire-1.75.0/types/blindness/blindness.c000644 001751 001751 00000003532 13414745244 021750 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2008 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 */ /** * @file * The implementation of the BLINDNESS class of objects. */ #include #include #include #include #include static method_ret blindness_type_process(ob_methods *context, object *op); /** * Initializer for the blindness object type. */ void init_type_blindness(void) { register_process(BLINDNESS, blindness_type_process); } /** * Move for ::BLINDNESS. * If blindness is finished, remove it from the victim's inventory. * * @param context The method context. * @param op Blindness being processed. * @return METHOD_OK */ static method_ret blindness_type_process(ob_methods *context, object *op) { if (--op->stats.food > 0) return METHOD_OK; CLEAR_FLAG(op, FLAG_APPLIED); if (op->env != NULL) { change_abil(op->env, op); fix_object(op->env); } object_remove(op); object_free_drop_inventory(op); return METHOD_OK; } crossfire-1.75.0/types/check_inv/check_inv.c000644 001751 001751 00000003711 13414745244 021667 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file check_inv.c * The implementation of the Inventory Checker class of objects. */ #include #include #include #include #include static method_ret check_inv_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the CHECK_INV object type. */ void init_type_check_inv(void) { register_move_on(CHECK_INV, check_inv_type_move_on); } /** * Move on this Inventory Checker object. * @param context The method context * @param trap The Inventory Checker we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret check_inv_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; check_inv(victim, trap); common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/sign/sign.c000644 001751 001751 00000010176 13414745244 017710 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file sign.c * The implementation of the Sign class of objects. */ #include #include #include #include #include static void apply_sign(object *sign, object *op, int autoapply); static method_ret sign_type_apply(ob_methods *context, object *op, object *applier, int aflags); static method_ret sign_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the SIGN object type. */ void init_type_sign(void) { register_move_on(SIGN, sign_type_move_on); register_apply(SIGN, sign_type_apply); } /** * Handles applying a sign. * @param sign The sign applied * @param op The object applying the sign * @param autoapply Set this to 1 to automatically apply the sign */ static void apply_sign(object *sign, object *op, int autoapply) { const readable_message_type *msgType; if (sign->msg == NULL) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "Nothing is written on it."); return; } if (sign->stats.food) { if (sign->last_eat >= sign->stats.food) { if (!sign->move_on) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You cannot read it anymore."); return; } if (!QUERY_FLAG(op, FLAG_WIZPASS)) sign->last_eat++; } /* Sign or magic mouth? Do we need to see it, or does it talk to us? * No way to know for sure. The presumption is basically that if * move_on is zero, it needs to be manually applied (doesn't talk * to us). */ if (QUERY_FLAG(op, FLAG_BLIND) && !QUERY_FLAG(op, FLAG_WIZ) && !sign->move_on) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You are unable to read while blind."); return; } msgType = get_readable_message_type(sign); draw_ext_info(NDI_UNIQUE|NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, sign->msg); } /** * Attempts to apply a sign. * @param context The method context * @param op The Sign to apply * @param applier The object attempting to apply the Sign * @param aflags Special flags (always apply/unapply) * @return The return value is always METHOD_OK */ static method_ret sign_type_apply(ob_methods *context, object *op, object *applier, int aflags) { apply_sign(op, applier, 0); return METHOD_OK; } /** * Move on this Sign object. * @param context The method context * @param trap The Sign we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret sign_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; if (victim->type != PLAYER && trap->stats.food > 0) { common_post_ob_move_on(trap, victim, originator); return METHOD_OK; /* monsters musn't apply magic_mouths with counters */ } apply_sign(trap, victim, 1); common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/book/book.c000644 001751 001751 00000011747 13775114612 017700 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file book.c * The implementation of the Book class of objects. */ #include #include #include #include #include static method_ret book_type_apply(ob_methods *context, object *op, object *applier, int aflags); /** * Initializer for the BOOK object type. */ void init_type_book(void) { register_apply(BOOK, book_type_apply); } /** * Handles reading a regular (ie not containing a spell) book. * @param context The method context * @param op The Book to apply * @param applier The object attempting to apply the Book * @param aflags Special flags (always apply/unapply) * @retval METHOD_UNHANDLED If the Book wasn't read by a player * @retval METHOD_OK If applier was a player */ static method_ret book_type_apply(ob_methods *context, object *op, object *applier, int aflags) { int lev_diff; object *skill_ob; if (applier->type != PLAYER) return METHOD_UNHANDLED; if (QUERY_FLAG(applier, FLAG_BLIND) && !QUERY_FLAG(applier, FLAG_WIZ)) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You are unable to read while blind."); return METHOD_OK; } /* need a literacy skill to read stuff! */ skill_ob = find_skill_by_name(applier, op->skill); if (!skill_ob) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You are unable to decipher the strange symbols."); return METHOD_OK; } lev_diff = op->level-(skill_ob->level+5); if (!QUERY_FLAG(applier, FLAG_WIZ) && lev_diff > 0) { if (lev_diff < 2) draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "This book is just barely beyond your comprehension."); else if (lev_diff < 3) draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "This book is slightly beyond your comprehension."); else if (lev_diff < 5) draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "This book is beyond your comprehension."); else if (lev_diff < 8) draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "This book is quite a bit beyond your comprehension."); else if (lev_diff < 15) draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "This book is way beyond your comprehension."); else draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "This book is totally beyond your comprehension."); return METHOD_OK; } if (op->msg == NULL) { draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You open the %s and find it empty.", op->name); } else { char desc[MAX_BUF]; const readable_message_type *msgType = get_readable_message_type(op); draw_ext_info_format(NDI_UNIQUE|NDI_NAVY, 0, applier, msgType->message_type, msgType->message_subtype, "You open the %s and start reading.\n%s", ob_describe(op, applier, 0, desc, sizeof(desc)), op->msg); if (applier->contr) knowledge_read(applier->contr, op); } /* gain xp from reading */ if (!QUERY_FLAG(op, FLAG_NO_SKILL_IDENT)) { /* only if not read before */ int exp_gain = calc_skill_exp(applier, op, skill_ob); if (!QUERY_FLAG(op, FLAG_IDENTIFIED)) { /*exp_gain *= 2; because they just identified it too */ SET_FLAG(op, FLAG_IDENTIFIED); /* If in a container, update how it looks */ if (op->env) esrv_update_item(UPD_FLAGS|UPD_NAME, applier, op); else applier->contr->socket.update_look = 1; } change_exp(applier, exp_gain, skill_ob->skill, 0); /* so no more xp gained from this book */ SET_FLAG(op, FLAG_NO_SKILL_IDENT); } return METHOD_OK; } crossfire-1.75.0/types/common/describe.c000644 001751 001751 00000003523 13775114612 021055 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * This file contains description-related methods that are common to many * classes of objects. */ #include "global.h" #include #include #include "ob_methods.h" #include "ob_types.h" /** * Describes an object, seen by a given observer. * @param context The method context * @param op The object to describe * @param observer The object to make the description to * @param use_media_tags If set then media tags may be used in the description * @param buf Buffer that will contain the description * @param size buf's size. */ void common_ob_describe(const ob_methods *context, const object *op, const object *observer, int use_media_tags, char *buf, size_t size) { char *desc; buf[0] = '\0'; if (op == NULL) return; desc = stringbuffer_finish(describe_item(op, observer, use_media_tags, NULL)); if (desc[0] != '\0') { size_t len; query_name(op, buf, size-1); buf[size-1] = 0; len = strlen(buf); if ((len+5) < size) { /* Since we know the length, we save a few cpu cycles by using * it instead of calling strcat */ strcpy(buf+len, " "); len++; strncpy(buf+len, desc, size-len-1); buf[size-1] = 0; } } free(desc); if (buf[0] == '\0') { query_name(op, buf, size-1); buf[size-1] = 0; } } crossfire-1.75.0/types/common/common_apply.c000644 001751 001751 00000007072 13414745244 021776 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file common_apply.c * This file contains apply-related methods that are common to many * classes of objects. */ #include #include #include #include /** * 'victim' moves onto 'trap' * 'victim' leaves 'trap' * effect is determined by move_on/move_off of trap and move_type of victim. * * originator: Player, monster or other object that caused 'victim' to move * onto 'trap'. Will receive messages caused by this action. May be NULL. * However, some types of traps require an originator to function. */ method_ret common_ob_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; LOG(llevDebug, "name %s, arch %s, type %d with fly/walk on/off not handled in move_apply()\n", trap->name, trap->arch->name, trap->type); common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } static int ob_move_on_recursion_depth = 0; method_ret common_pre_ob_move_on(object *trap, object *victim, object *originator) { /* If player is DM, only 2 cases to consider: * - exits * - opened containers on the ground, which should be closed. */ if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN && trap->type != CONTAINER && !QUERY_FLAG(trap, FLAG_APPLIED)) return METHOD_ERROR; /* common_ob_move_on() is the most likely candidate for causing unwanted and * possibly unlimited recursion. */ /* The following was changed because it was causing perfectly correct * maps to fail. 1) it's not an error to recurse: * rune detonates, summoning monster. monster lands on nearby rune. * nearby rune detonates. This sort of recursion is expected and * proper. This code was causing needless crashes. */ if (ob_move_on_recursion_depth >= 500) { LOG(llevDebug, "WARNING: move_apply(): aborting recursion [trap arch %s, name %s; victim arch %s, name %s]\n", trap->arch->name, trap->name, victim->arch->name, victim->name); return METHOD_ERROR; } ob_move_on_recursion_depth++; trap = HEAD(trap); /* Lauwenmark: Handle for plugin trigger event */ if (execute_event(trap, EVENT_TRIGGER, originator, victim, NULL, SCRIPT_FIX_ALL) != 0) { ob_move_on_recursion_depth--; return METHOD_ERROR; } return METHOD_OK; } void common_post_ob_move_on(object *trap, object *victim, object *originator) { ob_move_on_recursion_depth--; if (ob_move_on_recursion_depth < 0) /* Safety net :) */ ob_move_on_recursion_depth = 0; } crossfire-1.75.0/types/common/projectile.c000644 001751 001751 00000021255 13775114567 021450 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file projectile.c * This file contains code common to projectile objects. For now it is limited * to arrows and thrown objects. */ #include #include #include #include /** * Handle an arrow or thrown object stopping. * @param op The arrow or thrown object that is stopping. */ void stop_projectile(object *op) { /* Lauwenmark: Handle for plugin stop event */ object *event = op; tag_t tag; if (op->inv) event = op->inv; tag = event->count; execute_event(event, EVENT_STOP, NULL, NULL, NULL, SCRIPT_FIX_NOTHING); if (object_was_destroyed(event, tag)) { if (event != op) { object_remove(op); object_free(op, FREE_OBJ_FREE_INVENTORY); } return; } if (op->inv) { object *payload = op->inv; object_remove(payload); object_clear_owner(payload); object_insert_in_map_at(payload, op->map, payload, 0, op->x, op->y); object_remove(op); object_free_drop_inventory(op); } else { op = fix_stopped_arrow(op); if (op) object_merge(op, NULL); } } /** * Move an arrow or thrown object along its course. * @param context The method context * @param op The arrow or thrown object being moved. * @todo Split this function up. * @return METHOD_ERROR if op is not in a map, otherwise METHOD_OK */ method_ret common_process_projectile(ob_methods *context, object *op) { object *tmp; int16_t new_x, new_y; int mflags; mapstruct *m; if (op->map == NULL) { LOG(llevError, "BUG: Projectile had no map.\n"); object_remove(op); object_free_drop_inventory(op); return METHOD_ERROR; } /* Calculate target map square */ new_x = op->x+DIRX(op); new_y = op->y+DIRY(op); m = op->map; mflags = get_map_flags(m, &m, new_x, new_y, &new_x, &new_y); if (mflags&P_OUT_OF_MAP) { stop_projectile(op); return METHOD_OK; } /* only need to look for living creatures if this flag is set */ if (mflags&P_IS_ALIVE) { tmp = map_find_by_flag(m, new_x, new_y, FLAG_ALIVE); /* Not really fair, but don't let monsters hit themselves with * their own arrow - this can be because they fire it then * move into it. */ if (tmp != NULL && tmp != object_get_owner(op)) { /* Found living object, but it is reflecting the missile. Update * as below. (Note that for living creatures there is a small * chance that reflect_missile fails.) */ if (QUERY_FLAG(tmp, FLAG_REFL_MISSILE) && (rndm(0, 99)) < (90-op->level/10)) { op->direction = absdir(op->direction+4); op->state = 0; if (GET_ANIM_ID(op)) { object_update_turn_face(op); } } else { /* Attack the object. */ op = hit_with_arrow(op, tmp); if (op == NULL) return METHOD_OK; } } /* if this is not hitting its owner */ } /* if there is something alive on this space */ if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, new_x, new_y))) { int retry = 0; /* if the object doesn't reflect, stop the arrow from moving * note that this code will now catch cases where a monster is * on a wall but has reflecting - the arrow won't reflect. * Mapmakers shouldn't put monsters on top of wall in the first * place, so I don't consider that a problem. */ if (!QUERY_FLAG(op, FLAG_REFLECTING) || !(rndm(0, 19))) { stop_projectile(op); return METHOD_OK; } else { /* If one of the major directions (n,s,e,w), just reverse it */ if (op->direction&1) { op->direction = absdir(op->direction+4); retry = 1; } /* There were two blocks with identical code - * use this retry here to make this one block * that did the same thing. */ while (retry < 2) { int left, right, mflags; mapstruct *m1; int16_t x1, y1; retry++; /* Need to check for P_OUT_OF_MAP: if the arrow is tavelling * over a corner in a tiled map, it is possible that * op->direction is within an adjacent map but either * op->direction-1 or op->direction+1 does not exist. */ mflags = get_map_flags(op->map, &m1, op->x+freearr_x[absdir(op->direction-1)], op->y+freearr_y[absdir(op->direction-1)], &x1, &y1); left = (mflags&P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1))); mflags = get_map_flags(op->map, &m1, op->x+freearr_x[absdir(op->direction+1)], op->y+freearr_y[absdir(op->direction+1)], &x1, &y1); right = (mflags&P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK(op, (GET_MAP_MOVE_BLOCK(m1, x1, y1))); if (left == right) op->direction = absdir(op->direction+4); else if (left) op->direction = absdir(op->direction+2); else if (right) op->direction = absdir(op->direction-2); mflags = get_map_flags(op->map, &m1, op->x+DIRX(op), op->y+DIRY(op), &x1, &y1); /* If this space is not out of the map and not blocked, valid space - * don't need to retry again. */ if (!(mflags&P_OUT_OF_MAP) && !OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m1, x1, y1))) break; } /* Couldn't find a direction to move the arrow to - just * top it from moving. */ if (retry == 2) { stop_projectile(op); return METHOD_OK; } /* update object image for new facing */ /* many thrown objects *don't *have more than one face */ if (GET_ANIM_ID(op)) object_update_turn_face(op); } /* object is reflected */ } /* object ran into a wall */ /* decrease the speed as it flies. 0.05 means a standard bow will shoot * about 17 squares. Tune as needed. */ op->speed -= 0.05; if (op->speed < 0.05) { stop_projectile(op); return METHOD_OK; } /* Move the arrow. */ object_remove(op); object_insert_in_map_at(op, m, op, 0, new_x, new_y); return METHOD_OK; } /** * Move on this Thrown Object object. * @param context The method context * @param trap The thrown object or arrow we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ method_ret common_projectile_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; if (trap->inv == NULL) { common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } /* bad bug: monster throw a object, make a step forwards, step on object , * trigger this here and get hit by own missile - and will be own enemy. * Victim then is his own enemy and will start to kill herself (this is * removed) but we have not synced victim and his missile. To avoid senseless * action, we avoid hits here */ if ((QUERY_FLAG(victim, FLAG_ALIVE) && trap->speed) && object_get_owner(trap) != victim) hit_with_arrow(trap, victim); common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/identify_altar/identify_altar.c000644 001751 001751 00000011232 13775114612 023775 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file identify_altar.c * The implementation of the Identify Altar class of objects. */ #include #include #include #include #include static method_ret identify_altar_type_move_on(ob_methods *context, object *altar, object *money, object *originator); /** * Initializer for the IDENTIFY_ALTAR object type. */ void init_type_identify_altar(void) { register_move_on(IDENTIFY_ALTAR, identify_altar_type_move_on); } /** * Move on this Altar Identifier object. * @param context The method context * @param altar The Altar Identifier we're moving on * @param money The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret identify_altar_type_move_on(ob_methods *context, object *altar, object *money, object *originator) { object *marked; int success = 0; char desc[MAX_BUF]; if (common_pre_ob_move_on(altar, money, originator) == METHOD_ERROR) return METHOD_OK; if (originator == NULL || originator->type != PLAYER) { common_post_ob_move_on(altar, money, originator); return METHOD_OK; } /* Check for MONEY type is a special hack - it prevents 'nothing needs * identifying' from being printed out more than it needs to be. */ if (money->type != MONEY || !check_altar_sacrifice(altar, money, 0, NULL)) { common_post_ob_move_on(altar, money, originator); return METHOD_OK; } marked = find_marked_object(originator); /* if the player has a marked item, identify that if it needs to be * identified. IF it doesn't, then go through the player inventory. */ if (marked && !is_identified(marked)) { if (operate_altar(altar, &money)) { marked = identify(marked); draw_ext_info_format(NDI_UNIQUE, 0, originator, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "You have %s.", ob_describe(marked, originator, 1, desc, sizeof(desc))); if (marked->msg) { draw_ext_info(NDI_UNIQUE, 0, originator, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "The item has a story:"); draw_ext_info(NDI_UNIQUE, 0, originator, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, marked->msg); } common_post_ob_move_on(altar, money, originator); return METHOD_OK; } } FOR_INV_PREPARE(originator, id) { if (!id->invisible && !is_identified(id)) { if (operate_altar(altar, &money)) { id = identify(id); draw_ext_info_format(NDI_UNIQUE, 0, originator, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "You have %s.", ob_describe(id, originator, 1, desc, sizeof(desc))); if (id->msg) { draw_ext_info(NDI_UNIQUE, 0, originator, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "The item has a story:"); draw_ext_info(NDI_UNIQUE, 0, originator, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, id->msg); } success = 1; /* If no more money, might as well quit now */ if (money == NULL || !check_altar_sacrifice(altar, money, 0, NULL)) break; } else { LOG(llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); break; } } } FOR_INV_FINISH(); if (!success) draw_ext_info(NDI_UNIQUE, 0, originator, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You have nothing that needs identifying"); common_post_ob_move_on(altar, money, originator); return METHOD_OK; } crossfire-1.75.0/types/deep_swamp/deep_swamp.c000644 001751 001751 00000012141 13414745244 022252 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file deep_swamp.c * The implementation of the Deep Swamp class of objects. */ #include #include #include #include #include static method_ret deep_swamp_type_process(ob_methods *context, object *op); static method_ret deep_swamp_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the DEEP_SWAMP object type. */ void init_type_deep_swamp(void) { register_move_on(DEEP_SWAMP, deep_swamp_type_move_on); register_process(DEEP_SWAMP, deep_swamp_type_process); } /** * Processes a Deep Swamp. * @param context The method context * @param op The swamp to process * @return Always METHOD_OK */ static method_ret deep_swamp_type_process(ob_methods *context, object *op) { object *above = op->above; object *nabove; int got_player = 0; while (above) { nabove = above->above; if (above->type == PLAYER && !(above->move_type&MOVE_FLYING) && above->stats.hp >= 0 && !QUERY_FLAG(above, FLAG_WIZ)) { object *woodsman = object_find_by_type_subtype(above, SKILL, SK_WOODSMAN); got_player = 1; if (op->stats.food < 1) { LOG(llevDebug, "move_deep_swamp(): player is here, but state is %d\n", op->stats.food); op->stats.food = 1; } if (op->stats.food < 10) { if (rndm(0, 2) == 0) { draw_ext_info_format(NDI_UNIQUE, 0, above, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_SWAMP, "You are down to your waist in the wet %s.", op->name); op->stats.food = woodsman ? op->stats.food+1 : 10; above->speed_left -= op->move_slow_penalty; } } else if (op->stats.food < 20) { if (rndm(0, 2) == 0) { draw_ext_info_format(NDI_UNIQUE|NDI_RED, 0, above, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_SWAMP, "You are down to your NECK in the dangerous %s.", op->name); op->stats.food = woodsman ? op->stats.food+1 : 20; snprintf(above->contr->killer, sizeof(above->contr->killer), "drowning in a %s", op->name); above->stats.hp--; above->speed_left -= op->move_slow_penalty; } } else if (rndm(0, 4) == 0) { op->stats.food = 0; draw_ext_info_format(NDI_UNIQUE|NDI_ALL, 1, NULL, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_PLAYER, "%s disappeared into a %s.", above->name, op->name); snprintf(above->contr->killer, sizeof(above->contr->killer), "drowning in a %s", op->name); above->stats.hp = -1; kill_player(above, op); /* player dies in the swamp */ } } else if (!QUERY_FLAG(above, FLAG_ALIVE) && !(above->move_type&MOVE_FLYING) && !(QUERY_FLAG(above, FLAG_IS_FLOOR)) && !(QUERY_FLAG(above, FLAG_OVERLAY_FLOOR)) && !(QUERY_FLAG(above, FLAG_NO_PICK))) { if (rndm(0, 2) == 0) object_decrease_nrof_by_one(above); } above = nabove; } if (!got_player) op->stats.food = 1; return METHOD_OK; } /** * Move on this Deep Swamp object. * @param context The method context * @param trap The Deep Swamp we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret deep_swamp_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; if (victim->type == PLAYER && victim->stats.hp >= 0 && !(victim->move_type&MOVE_FLYING)) { draw_ext_info_format(NDI_UNIQUE, 0, victim, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_SWAMP, "You are down to your knees in the %s.", trap->name); trap->stats.food = 1; victim->speed_left -= trap->move_slow_penalty; } common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/director/director.c000644 001751 001751 00000004053 13414745244 021433 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file director.c * The implementation of the Director class of objects. */ #include #include #include #include #include static method_ret director_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the DIRECTOR object type. */ void init_type_director(void) { register_move_on(DIRECTOR, director_type_move_on); } /** * Move on this Director object. * @param context The method context * @param trap The Director we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret director_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; if (victim->direction && !should_director_abort(trap, victim)) { victim->direction = trap->stats.sp; object_update_turn_face(victim); } common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/shop_mat/shop_mat.c000644 001751 001751 00000012743 13414745425 021437 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file shop_mat.c * The implementation of the Shop Mat class of objects. */ #include "global.h" #include "ob_methods.h" #include "ob_types.h" #include "shop.h" #include "sounds.h" #include "sproto.h" static method_ret shop_mat_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the SHOP_MAT object type. */ void init_type_shop_mat(void) { register_move_on(SHOP_MAT, shop_mat_type_move_on); } /** * Move on this Shop Mat object. * @param context The method context * @param trap The Shop Mat we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret shop_mat_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { int rv = 0; double opinion; if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; SET_FLAG(victim, FLAG_NO_APPLY); /* prevent loops */ if (victim->type != PLAYER) { /* Remove all the unpaid objects that may be carried here. * This could be pets or monsters that are somehow in * the shop. */ FOR_INV_PREPARE(victim, tmp) { if (QUERY_FLAG(tmp, FLAG_UNPAID)) { int i = object_find_free_spot(tmp, victim->map, victim->x, victim->y, 1, 9); object_remove(tmp); if (i == -1) i = 0; object_insert_in_map_at(tmp, victim->map, victim, 0, victim->x+freearr_x[i], victim->y+freearr_y[i]); } } FOR_INV_FINISH(); /* Don't teleport things like spell effects */ if (QUERY_FLAG(victim, FLAG_NO_PICK)) goto leave; /* unpaid objects, or non living objects, can't transfer by * shop mats. Instead, put it on a nearby space. */ if (QUERY_FLAG(victim, FLAG_UNPAID) || !QUERY_FLAG(victim, FLAG_ALIVE)) { /* Somebody dropped an unpaid item, just move to an adjacent place. */ int i = object_find_free_spot(victim, victim->map, victim->x, victim->y, 1, 9); if (i != -1) { rv = transfer_ob(victim, victim->x+freearr_x[i], victim->y+freearr_y[i], 0, trap); } goto leave; } rv = teleport(trap, SHOP_MAT, victim); /* immediate block below is only used for players */ } else if (can_pay(victim)) { shop_pay_unpaid(victim, victim->inv); rv = teleport(trap, SHOP_MAT, victim); if (trap->msg) { draw_ext_info(NDI_UNIQUE, 0, victim, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, trap->msg); } /* This check below is a bit simplistic - generally it should be correct, * but there is never a guarantee that the bottom space on the map is * actually the shop floor. */ else if (!rv && !shop_contains(victim)) { opinion = shop_approval(victim->map, victim); if (opinion > 0.9) draw_ext_info(NDI_UNIQUE, 0, victim, MSG_TYPE_SHOP, MSG_TYPE_SHOP_MISC, "The shopkeeper gives you a friendly wave."); else if (opinion > 0.75) draw_ext_info(NDI_UNIQUE, 0, victim, MSG_TYPE_SHOP, MSG_TYPE_SHOP_MISC, "The shopkeeper waves to you."); else if (opinion > 0.5) draw_ext_info(NDI_UNIQUE, 0, victim, MSG_TYPE_SHOP, MSG_TYPE_SHOP_MISC, "The shopkeeper ignores you."); else draw_ext_info(NDI_UNIQUE, 0, victim, MSG_TYPE_SHOP, MSG_TYPE_SHOP_MISC, "The shopkeeper glares at you with contempt."); } } else { /* if we get here, a player tried to leave a shop but was not able * to afford the items he has. We try to move the player so that * they are not on the mat anymore */ int i = object_find_free_spot(victim, victim->map, victim->x, victim->y, 1, 9); if (i == -1) LOG(llevError, "Internal shop-mat problem.\n"); else { object_remove(victim); rv = object_insert_in_map_at(victim, victim->map, trap, 0, victim->x+freearr_x[i], victim->y+freearr_y[i]) == NULL; esrv_map_scroll(&victim->contr->socket, freearr_x[i], freearr_y[i]); victim->contr->socket.update_look = 1; victim->contr->socket.look_position = 0; } } CLEAR_FLAG(victim, FLAG_NO_APPLY); leave: common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/container/container.c000644 001751 001751 00000003752 13775114612 021755 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file container.c * The implementation of the Container class of objects. */ #include #include #include #include #include static method_ret container_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the CONTAINER object type. */ void init_type_container(void) { register_move_on(CONTAINER, container_type_move_on); } /** * Move on this Container object. * @param context The method context * @param trap The Container we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret container_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; if (victim->type == PLAYER) (void)apply_container(victim, trap, AP_NULL); common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/exit/exit.c000644 001751 001751 00000014111 13414745425 017724 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * The implementation of the Exit class of objects. */ #include "global.h" #include #include "ob_methods.h" #include "ob_types.h" #include "sounds.h" #include "sproto.h" static method_ret exit_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); static method_ret exit_type_apply(ob_methods *context, object *exit, object *op, int autoapply); /** * Initializer for the EXIT object type. */ void init_type_exit(void) { register_move_on(EXIT, exit_type_move_on); register_apply(EXIT, exit_type_apply); } /** * Move on this Exit object. * @param context The method context * @param trap The Exit we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret exit_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; if (victim->type == PLAYER && EXIT_PATH(trap)) { /* Basically, don't show exits leading to random maps the * players output. */ if (trap->msg && strncmp(EXIT_PATH(trap), "/!", 2) && strncmp(EXIT_PATH(trap), "/random/", 8)) draw_ext_info(NDI_NAVY, 0, victim, MSG_TYPE_APPLY, MSG_TYPE_APPLY_TRAP, trap->msg); enter_exit(victim, trap); } common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } /** * This fonction return true if the exit is not a 2 ways one * or it is 2 ways, valid exit. * A valid 2 way exit means: * - You can come back (there is another exit at the other side) * - You are * - the owner of the exit * - or in the same party as the owner * * @note * a owner in a 2 way exit is saved as the owner's name * in the field exit->name cause the field exit->owner doesn't * survive in the swapping (in fact the whole exit doesn't survive). * * @param op * player to check for. * @param exit * exit object. * @return * 1 if exit is not 2 way, 0 else. */ static int is_legal_2ways_exit(object *op, object *exit) { object *tmp; object *exit_owner; player *pp; mapstruct *exitmap; if (exit->stats.exp != 1) return 1; /*This is not a 2 way, so it is legal*/ if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ /* To know if an exit has a correspondent, we look at * all the exits in destination and try to find one with same path as * the current exit's position */ if (!strncmp(EXIT_PATH(exit), settings.localdir, strlen(settings.localdir))) exitmap = ready_map_name(EXIT_PATH(exit), MAP_PLAYER_UNIQUE); else exitmap = ready_map_name(EXIT_PATH(exit), 0); if (exitmap) { tmp = GET_MAP_OB(exitmap, EXIT_X(exit), EXIT_Y(exit)); if (!tmp) return 0; for ((tmp = GET_MAP_OB(exitmap, EXIT_X(exit), EXIT_Y(exit))); tmp; tmp = tmp->above) { if (tmp->type != EXIT) continue; /*Not an exit*/ if (!EXIT_PATH(tmp)) continue; /*Not a valid exit*/ if ((EXIT_X(tmp) != exit->x) || (EXIT_Y(tmp) != exit->y)) continue; /*Not in the same place*/ if (strcmp(exit->map->path, EXIT_PATH(tmp)) != 0) continue; /*Not in the same map*/ /* From here we have found the exit is valid. However * we do here the check of the exit owner. It is important * for the town portals to prevent strangers from visiting * your apartments */ if (!exit->race) return 1; /*No owner, free for all!*/ exit_owner = NULL; for (pp = first_player; pp; pp = pp->next) { if (!pp->ob) continue; if (pp->ob->name != exit->race) continue; exit_owner = pp->ob; /*We found a player which correspond to the player name*/ break; } if (!exit_owner) return 0; /* No more owner*/ if (exit_owner->contr == op->contr) return 1; /*It is your exit*/ if (exit_owner /*There is a owner*/ && (op->contr) /*A player tries to pass */ && ((exit_owner->contr->party == NULL) /*No pass if controller has no party*/ || (exit_owner->contr->party != op->contr->party))) /* Or not the same as op*/ return 0; return 1; } } return 0; } /** * Handles applying an exit. * @param context The method context * @param exit The exit applied * @param op The object applying the exit * @param autoapply Set this to 1 to automatically apply the sign * @return METHOD_OK unless op is not a player, in which case METHOD_ERROR */ static method_ret exit_type_apply(ob_methods *context, object *exit, object *op, int autoapply) { if (op->type != PLAYER) return METHOD_ERROR; if (!EXIT_PATH(exit) || !is_legal_2ways_exit(op, exit)) { char name[MAX_BUF]; query_name(exit, name, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "The %s is closed.", name); } else { /* Don't display messages for random maps. */ if (exit->msg && strncmp(EXIT_PATH(exit), "/!", 2) && strncmp(EXIT_PATH(exit), "/random/", 8)) draw_ext_info(NDI_NAVY, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, exit->msg); enter_exit(op, exit); } return METHOD_OK; } crossfire-1.75.0/types/armour_improver/armour_improver.c000644 001751 001751 00000014736 13414745244 024476 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file armour_improver.c * Armour improvement scrolls. */ #include #include #include #include #include static method_ret armour_improver_type_apply(ob_methods *context, object *lighter, object *applier, int aflags); /** * Initializer for the ARMOUR_IMPROVER object type. */ void init_type_armour_improver(void) { register_apply(ARMOUR_IMPROVER, armour_improver_type_apply); } /** * This code deals with the armour improvment scrolls. * Change limits on improvement - let players go up to * +5 no matter what level, but they are limited by item * power. * Try to use same improvement code as in the common/treasure.c * file, so that if you make a +2 full helm, it will be just * the same as one you find in a shop. * * @param op * player improving the armor. * @param improver * improvement scroll. * @param armour * armour to improve. */ static void improve_armour(object *op, object *improver, object *armour) { object *tmp; int oldmagic = armour->magic; if (armour->magic >= settings.armor_max_enchant) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "This armour can not be enchanted any further."); return; } /* Dealing with random artifact armor is a lot trickier * (in terms of value, weight, etc), so take the easy way out * and don't worry about it. Note - maybe add scrolls which * make the random artifact versions (eg, armour of gnarg and * what not?) */ if (armour->title) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "This armour will not accept further enchantment."); return; } /* Check item power: if player has it equipped, unequip if armor * would become unwearable. */ if (QUERY_FLAG(armour, FLAG_APPLIED) && op->type == PLAYER && (op->contr->item_power+1) > (settings.item_power_factor*op->level)) { apply_special(op, armour, AP_UNAPPLY); if (QUERY_FLAG(armour, FLAG_APPLIED)) { /* Armour is cursed, too bad */ draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You can't enchant this armour without unapplying it because it would consume your soul!"); return; } } /* Split objects if needed. Can't insert tmp until the * end of this function - otherwise it will just re-merge. */ if (armour->nrof > 1) tmp = object_split(armour, armour->nrof-1, NULL, 0); else tmp = NULL; armour->magic++; if (!settings.armor_speed_linear) { int base = 100; int pow = 0; while (pow < armour->magic) { base = base-(base*settings.armor_speed_improvement)/100; pow++; } ARMOUR_SPEED(armour) = (ARMOUR_SPEED(&armour->arch->clone)*base)/100; } else ARMOUR_SPEED(armour) = (ARMOUR_SPEED(&armour->arch->clone)*(100+armour->magic*settings.armor_speed_improvement))/100; if (!settings.armor_weight_linear) { int base = 100; int pow = 0; while (pow < armour->magic) { base = base-(base*settings.armor_weight_reduction)/100; pow++; } armour->weight = (armour->arch->clone.weight*base)/100; } else armour->weight = (armour->arch->clone.weight*(100-armour->magic*settings.armor_weight_reduction))/100; if (armour->weight <= 0) { LOG(llevInfo, "Warning: enchanted armours can have negative weight\n."); armour->weight = 1; } armour->item_power += (armour->magic-oldmagic)*3; if (armour->item_power < 0) armour->item_power = 0; if (op->type == PLAYER) { esrv_update_item(UPD_WEIGHT|UPD_NAME|UPD_NROF, op, armour); if (QUERY_FLAG(armour, FLAG_APPLIED)) fix_object(op); } object_decrease_nrof_by_one(improver); if (tmp) { object_insert_in_ob(tmp, op); } return; } /** * Applies a scroll of Enchant Armour. * * @param context * method context. * @param scroll * scroll to apply. * @param applier * object attempting to apply the scroll. Should be a player. * @param aflags * special flags (always apply/unapply). * @return * METHOD_OK if applier is a player, METHOD_UNHANDLED else. */ static method_ret armour_improver_type_apply(ob_methods *context, object *scroll, object *applier, int aflags) { object *armor; if (applier->type != PLAYER) return METHOD_UNHANDLED; if (!QUERY_FLAG(applier, FLAG_WIZCAST) && (get_map_flags(applier->map, NULL, applier->x, applier->y, NULL, NULL)&P_NO_MAGIC)) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "Something blocks the magic of the scroll."); return METHOD_OK; } armor = find_marked_object(applier); if (!armor) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You need to mark an armor object."); return METHOD_OK; } if (armor->type != ARMOUR && armor->type != CLOAK && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "Your marked item is not armour!"); return METHOD_OK; } draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "Applying armour enchantment."); improve_armour(applier, scroll, armor); return METHOD_OK; } crossfire-1.75.0/types/button/button.c000644 001751 001751 00000003707 13775114567 020650 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file * The implementation of the Button class of objects. */ #include #include #include #include #include static method_ret button_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the BUTTON object type. */ void init_type_button(void) { register_move_on(BUTTON, button_type_move_on); } /** * Move on this Button object. * @param context The method context * @param trap The Button we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret button_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; update_button(trap); play_sound_map(SOUND_TYPE_GROUND, trap, 0, "button click"); common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/lighter/lighter.c000644 001751 001751 00000007564 13414745425 021114 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * Implementation of the Lighter class of objects. */ #include "global.h" #include #include "ob_methods.h" #include "ob_types.h" #include "sounds.h" #include "sproto.h" static method_ret lighter_type_apply(ob_methods *context, object *lighter, object *applier, int aflags); /** * Initializer for the LIGHTER object type. */ void init_type_lighter(void) { register_apply(LIGHTER, lighter_type_apply); } /** * Attempts to apply a lighter. * * Designed primarily to light torches/lanterns/etc. * Also burns up burnable material too. First object in the inventory is * the selected object to "burn". -b.t. * * @param context * method context. * @param lighter * lighter to apply. * @param applier * object attempting to apply the lighter. * @param aflags * special flags (always apply/unapply). * @return * METHOD_UNHANDLED if the applier is not a player, METHOD_OK else.. */ static method_ret lighter_type_apply(ob_methods *context, object *lighter, object *applier, int aflags) { object *item; int is_player_env = 0; uint32_t nrof; tag_t count; char item_name[MAX_BUF]; if (applier->type != PLAYER) return METHOD_UNHANDLED; item = find_marked_object(applier); if (!item) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You need to mark a lightable object."); return METHOD_OK; } if (lighter->last_eat && lighter->stats.food) { /* Split multiple lighters if they're being used up. Otherwise * one charge from each would be used up. --DAMN */ if (lighter->nrof > 1) { object *oneLighter = object_split(lighter, 1, NULL, 0); oneLighter->stats.food--; oneLighter = object_insert_in_ob(oneLighter, applier); } else { lighter->stats.food--; } } else if (lighter->last_eat) { /* no charges left in lighter */ draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You fail to light the %s with a used up %s.", item->name, lighter->name); return METHOD_OK; } /* Perhaps we should split what we are trying to light on fire? * I can't see many times when you would want to light multiple * objects at once. */ nrof = item->nrof; count = item->count; /* If the item is destroyed, we don't have a valid pointer to the * name object, so make a copy so the message we print out makes * some sense. */ safe_strncpy(item_name, item->name, sizeof(item_name)); if (applier == object_get_player_container(item)) is_player_env = 1; save_throw_object(item, AT_FIRE, applier); /* Change to check count and not freed, since the object pointer * may have gotten recycled */ if ((nrof != item->nrof) || (count != item->count)) { draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "You light the %s with the %s.", item_name, lighter->name); /* Need to update the player so that the players glow radius * gets changed. */ if (is_player_env) fix_object(applier); } else { draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You attempt to light the %s with the %s and fail.", item->name, lighter->name); } return METHOD_OK; } crossfire-1.75.0/types/trap/trap.c000644 001751 001751 00000002436 13414745244 017724 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file trap.c * The implementation of the Trap class of objects. */ #include #include #include #include #include /** * Initializer for the TRAP object type. */ void init_type_trap(void) { register_move_on(TRAP, common_trap_type_move_on); register_process(TRAP, common_trap_type_process); } crossfire-1.75.0/types/trap/rune.c000644 001751 001751 00000002427 13414745244 017727 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file * The implementation of the Rune class of objects. */ #include #include #include #include #include /** * Initializer for the RUNE object type. */ void init_type_rune(void) { register_move_on(RUNE, common_trap_type_move_on); register_process(RUNE, common_trap_type_process); } crossfire-1.75.0/types/trap/common_trap.c000644 001751 001751 00000005631 13414745244 021274 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file common_trap.c * Common code for traps and runes. */ #include #include #include #include #include /** * Move on this Rune or Trap object. * @param context The method context * @param trap The rune or trap we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ method_ret common_trap_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; if (trap->level && QUERY_FLAG(victim, FLAG_ALIVE)) spring_trap(trap, victim); common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } /** * Processes a Rune or Trap. * Comments on runes (and traps): * rune->level : level at which rune will cast its spell. * rune->hp : number of detonations before rune goes away * rune->msg : message the rune displays when it goes off * rune->direction : direction it will cast a spell in * rune->dam : damage the rune will do if it doesn't cast spells * rune->attacktype: type of damage it does, if not casting spells * rune->other_arch: spell in the rune * rune->Cha : how hidden the rune is * rune->maxhp : number of spells the rune casts * @param context The method context * @param op The rune or trap to process * @return Always METHOD_OK */ method_ret common_trap_type_process(ob_methods *context, object *op) { int det = 0; if (!op->level) { return METHOD_OK; /* runes of level zero cannot detonate. */ } det = op->invisible; if (!(rndm(0, MAX(1, (op->stats.Cha))-1))) { op->invisible = 0; op->speed_left -= 1; } else op->invisible = 1; if (op->invisible != det) object_update(op, UP_OBJ_FACE); return METHOD_OK; } crossfire-1.75.0/types/mood_floor/mood_floor.c000644 001751 001751 00000012531 13414745244 022303 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2008 Crossfire Development Team 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 */ /** * @file * The implementation of @ref page_type_65 "mood floor" objects. */ #include #include #include #include #include static method_ret mood_floor_type_process(ob_methods *context, object *op); static method_ret mood_floor_type_trigger(ob_methods *context, object *op, object *cause, int state); /** * Initializer for the @ref page_type_65 "mood floor" object type. */ void init_type_mood_floor(void) { register_process(MOOD_FLOOR, mood_floor_type_process); register_trigger(MOOD_FLOOR, mood_floor_type_trigger); } /** * Main function for @ref page_type_65 "mood floor" objects. * * This routine makes monsters who are * standing on the 'mood floor' change their * disposition if it is different. * If floor is to be triggered must have * a speed of zero (default is 1 for all * but the charm floor type). * by b.t. thomas@nomad.astro.psu.edu * @param op * floor that activates * @param op2 * object that caused op to activate. Should be either op (for floors with speed), or * a connected button a player pushed. Must not be NULL. Will be used for charming floors * to locate the player the monster will become a pet of. */ static void do_mood_floor(object *op, object *op2) { object *tmp; object *tmp2; if (op->map == NULL) { LOG(llevError, "mood floor not in a map but in %s\n", op->env ? op->env->name : "null??"); op->speed = 0; object_update_speed(op); return; } tmp = map_find_by_flag(op->map, op->x, op->y, FLAG_MONSTER); /* doesn't effect players, and if there is a player on this space, won't also * be a monster here. */ if (!tmp || tmp->type == PLAYER) return; switch (op->last_sp) { case 0: /* furious--make all monsters mad */ if (QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); if (QUERY_FLAG(tmp, FLAG_FRIENDLY)) { CLEAR_FLAG(tmp, FLAG_FRIENDLY); remove_friendly_object(tmp); tmp->attack_movement = 0; /* lots of checks here, but want to make sure we don't * dereference a null value */ if (tmp->type == GOLEM) { object *owner; owner = object_get_owner(tmp); if (owner != NULL && owner->type == PLAYER && owner->contr->ranges[range_golem] == tmp) { owner->contr->ranges[range_golem] = NULL; owner->contr->golem_count = 0; } } object_clear_owner(tmp); } break; case 1: /* angry -- get neutral monsters mad */ if (QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE); break; case 2: /* calm -- pacify unfriendly monsters */ if (!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) { SET_FLAG(tmp, FLAG_UNAGGRESSIVE); object_set_enemy(tmp, NULL); } break; case 3: /* make all monsters fall asleep */ if (!QUERY_FLAG(tmp, FLAG_SLEEP)) SET_FLAG(tmp, FLAG_SLEEP); break; case 4: /* charm all monsters */ if (op == op2) break; /* only if 'connected' */ for (tmp2 = GET_MAP_OB(op2->map, op2->x, op2->y); tmp2->type != PLAYER; tmp2 = tmp2->above) if (tmp2->above == NULL) break; if (tmp2->type != PLAYER) break; object_set_owner(tmp, tmp2); SET_FLAG(tmp, FLAG_MONSTER); tmp->stats.exp = 0; SET_FLAG(tmp, FLAG_FRIENDLY); add_friendly_object(tmp); tmp->attack_movement = PETMOVE; break; default: break; } } /** * Processes a @ref page_type_65 "mood floor". * @param context The method context * @param op The mood_floor to process * @retval METHOD_OK */ static method_ret mood_floor_type_process(ob_methods *context, object *op) { do_mood_floor(op, op); return METHOD_OK; } /** * A @ref page_type_65 "mood floor" is triggered. * @param context Ignored. * @param op The object being triggered * @param cause Ignored. * @param state Ignored. * @retval METHOD_OK */ static method_ret mood_floor_type_trigger(ob_methods *context, object *op, object *cause, int state) { do_mood_floor(op, cause); return METHOD_OK; } crossfire-1.75.0/types/weapon_improver/weapon_improver.c000644 001751 001751 00000037211 13724104356 024434 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * The implementation of the Weapon Improver class of objects. */ #include "global.h" #include #include "ob_methods.h" #include "ob_types.h" #include "sounds.h" #include "sproto.h" static method_ret weapon_improver_type_apply(ob_methods *context, object *op, object *applier, int aflags); static int check_item(object *op, const char *item); static void eat_item(object *op, const char *item, uint32_t nrof); static int check_sacrifice(object *op, const object *improver); static int improve_weapon_stat(object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname); static int prepare_weapon(object *op, object *improver, object *weapon); static int improve_weapon(object *op, object *improver, object *weapon); /** * Initializer for the WEAPON_IMPROVER object type. */ void init_type_weapon_improver(void) { register_apply(WEAPON_IMPROVER, weapon_improver_type_apply); } /** * Attempts to apply weapon_improver. * @param context The method context * @param op The weapon_improver to apply * @param applier The object attempting to apply the weapon_improver. Ignored unless * a player * @param aflags Special flags (always apply/unapply) * @return The return value is METHOD_OK unless it fails to apply. */ static method_ret weapon_improver_type_apply(ob_methods *context, object *op, object *applier, int aflags) { object *oop; if (applier->type != PLAYER) return METHOD_ERROR; if (!QUERY_FLAG(applier, FLAG_WIZCAST) && (get_map_flags(applier->map, NULL, applier->x, applier->y, NULL, NULL)&P_NO_MAGIC)) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "Something blocks the magic of the scroll."); return METHOD_ERROR; } oop = find_marked_object(applier); if (!oop) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You need to mark a weapon object."); return METHOD_ERROR; } if (oop->type != WEAPON && oop->type != BOW) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "Marked item is not a weapon or bow"); return METHOD_ERROR; } draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "Applied weapon builder."); improve_weapon(applier, op, oop); esrv_update_item(UPD_NAME|UPD_NROF|UPD_FLAGS, applier, oop); return METHOD_OK; } /** * Counts suitable items with specified archetype name. Will not consider unpaid/cursed items. * @param op * object just before the bottom of the pile, others will be checked through object->below. * @param item * what archetype to check for. * @return * count of matching items. * @todo * couldn't item be a shared string, and == be used instead of strcmp? * The op = op->below is weird - what is it's NULL? */ static int check_item(object *op, const char *item) { int count = 0; if (item == NULL) return 0; FOR_BELOW_PREPARE(op, tmp) { if (strcmp(tmp->arch->name, item) == 0) { if (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED) /* Loophole bug? -FD- */ && !QUERY_FLAG(tmp, FLAG_UNPAID)) { if (tmp->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ count++; else count += tmp->nrof; } } } FOR_BELOW_FINISH(); return count; } /** * This removes 'nrof' items with specified archetype. * op is typically the player, which is only * really used to determine what space to look at. * Modified to only eat 'nrof' of objects. * * @param op * item at the bottom to check. * @param item * archetype to look for. * @param nrof * count to remove. * @todo * couldn't item be a shared string, and use == instead of strcmp? * also, the remove logic is wrong - op->nrof will be 0 after decreat_ob_nr in the 2nd case. */ static void eat_item(object *op, const char *item, uint32_t nrof) { object *prev; prev = op; op = op->below; while (op != NULL) { if (strcmp(op->arch->name, item) == 0) { if (op->nrof >= nrof) { object_decrease_nrof(op, nrof); return; } else { object_decrease_nrof(op, op->nrof); nrof -= op->nrof; } op = prev; } prev = op; op = op->below; } } /** * Returns how many items of type improver->slaying there are under op. * Will display a message if none found, and 1 if improver->slaying is NULL. * * @param op * item just below the bottom of the pile. * @param improver * sacrifice object. * @return * count of matching items. * @todo * weird logic? use shared string directly, improver isn't really useful. */ static int check_sacrifice(object *op, const object *improver) { int count = 0; if (improver->slaying != NULL) { count = check_item(op, improver->slaying); if (count < 1) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "The gods want more %ss", improver->slaying); return 0; } } else count = 1; return count; } /** * Actually improves the weapon, and tells user. Won't test anything. * * @param op * player improving. * @param improver * scroll used to improve. * @param weapon * improved weapon. * @param stat * what statistic to improve. * @param sacrifice_count * how much to improve stat by. * @param statname * name of stat to display to player. * @return * 1. */ static int improve_weapon_stat(object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "Your sacrifice was accepted."); *stat += sacrifice_count; weapon->last_eat++; draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); object_decrease_nrof_by_one(improver); /* So it updates the players stats and the window */ fix_object(op); return 1; } /* Types of improvements, hidden in the sp field. */ #define IMPROVE_PREPARE 1 /**< Prepare the weapon. */ #define IMPROVE_DAMAGE 2 /**< Increase damage. */ #define IMPROVE_WEIGHT 3 /**< Decrease weight. */ #define IMPROVE_ENCHANT 4 /**< Increase magic. */ #define IMPROVE_STR 5 /**< Increase strength bonus. */ #define IMPROVE_DEX 6 /**< Increase dexterity bonus. */ #define IMPROVE_CON 7 /**< Increase constitution bonus. */ #define IMPROVE_WIS 8 /**< Increase wisdom bonus. */ #define IMPROVE_CHA 9 /**< Increase charisma bonus. */ #define IMPROVE_INT 10 /**< Increase intelligence bonus. */ #define IMPROVE_POW 11 /**< Increase power bonus. */ /** * This does the prepare weapon scroll. * * Checks for sacrifice, and so on. Will inform the player of failures or success. * * @param op * player using the scroll. * @param improver * improvement scroll. * @param weapon * weapon to improve. * @return * 1 if weapon was prepared, 0 else. */ static int prepare_weapon(object *op, object *improver, object *weapon) { int sacrifice_count, i; char buf[MAX_BUF]; if (weapon->level != 0) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "Weapon already prepared."); return 0; } for (i = 0; i < NROFATTACKS; i++) if (weapon->resist[i]) break; /* If we break out, i will be less than nrofattacks, preventing * improvement of items that already have protections. */ if (i < NROFATTACKS || weapon->stats.hp /* regeneration */ || (weapon->stats.sp && weapon->type == WEAPON) /* sp regeneration */ || weapon->stats.exp /* speed */ || weapon->stats.ac) { /* AC - only taifu's I think */ draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "Cannot prepare magic weapons."); return 0; } sacrifice_count = check_sacrifice(op, improver); if (sacrifice_count <= 0) return 0; /* We do not allow improving stacks, so split this off from * stack. Only need to do this if weapon is part of a stack. * We set nrof of weapon to zero so it can not merge with other * items, so one can not do further improvements on a stack. * side effect of doing it before the object_insert_in_ob() is that * it won't merge back in. We know from the code that marked * objects must be in the players inventory, so we know where * to put this. */ if (weapon->nrof >1) { weapon = object_split(weapon,1, NULL, 0); weapon->nrof = 0; object_insert_in_ob(weapon, op); } else { weapon->nrof = 0; } weapon->level = isqrt(sacrifice_count); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "Your sacrifice was accepted."); eat_item(op, improver->slaying, sacrifice_count); snprintf(buf, sizeof(buf), "%s's %s", op->name, weapon->name); FREE_AND_COPY(weapon->name, buf); FREE_AND_COPY(weapon->name_pl, buf); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "Your %s may be improved %d times.", weapon->name, weapon->level); object_decrease_nrof_by_one(improver); weapon->last_eat = 0; esrv_update_item(UPD_NAME | UPD_NROF, op, weapon); return 1; } /** * Does the dirty job for 'improve weapon' scroll, prepare or add something. * This is the new improve weapon code. * * Checks if weapon was prepared, if enough potions on the floor, ... * * We are hiding extra information about the weapon in the level and * last_eat numbers for an object. Hopefully this won't break anything ?? * level == max improve last_eat == current improve * * @param op * player improving. * @param improver * the scroll that was read. * @param weapon * wepaon to improve. * @return * 1 if weapon was improved, 0 if not enough sacrifice, weapon not prepared, ... */ static int improve_weapon(object *op, object *improver, object *weapon) { int sacrifice_count, sacrifice_needed = 0; if (improver->stats.sp == IMPROVE_PREPARE) { return prepare_weapon(op, improver, weapon); } if (weapon->level == 0) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "This weapon has not been prepared."); return 0; } if (weapon->level == weapon->last_eat && weapon->item_power >= MAX_WEAPON_ITEM_POWER) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "This weapon cannot be improved any more."); return 0; } if (QUERY_FLAG(weapon, FLAG_APPLIED) && !apply_check_weapon_power(op, weapon->last_eat+1)) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "Improving the weapon will make it too powerful for you to use. Unready it if you really want to improve it."); return 0; } /* All improvements add to item power, so check if player can * still wear the weapon after improvement. */ if (QUERY_FLAG(weapon, FLAG_APPLIED) && op->type == PLAYER && (op->contr->item_power+1) > (settings.item_power_factor*op->level)) { apply_special(op, weapon, AP_UNAPPLY); if (QUERY_FLAG(weapon, FLAG_APPLIED)) { /* Weapon is cursed, too bad */ draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You can't enchant this weapon without unapplying it because it would consume your soul!"); return 0; } } /* This just increases damage by 5 points, no matter what. No * sacrifice is needed. Since stats.dam is now a 16 bit value and * not 8 bit, don't put any maximum value on damage - the limit is * how much the weapon can be improved. */ if (improver->stats.sp == IMPROVE_DAMAGE) { weapon->stats.dam += 5; weapon->weight += 5000; /* 5 KG's */ draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "Damage has been increased by 5 to %d", weapon->stats.dam); weapon->last_eat++; weapon->item_power++; object_decrease_nrof_by_one(improver); esrv_update_item(UPD_WEIGHT, op, weapon); return 1; } if (improver->stats.sp == IMPROVE_WEIGHT) { /* Reduce weight by 20% */ weapon->weight = (weapon->weight*8)/10; if (weapon->weight < 1) weapon->weight = 1; draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "Weapon weight reduced to %6.1f kg", (float)weapon->weight/1000.0); weapon->last_eat++; weapon->item_power++; object_decrease_nrof_by_one(improver); esrv_update_item(UPD_WEIGHT, op, weapon); return 1; } if (improver->stats.sp == IMPROVE_ENCHANT) { weapon->magic++; weapon->last_eat++; draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "Weapon magic increased to %d", weapon->magic); object_decrease_nrof_by_one(improver); weapon->item_power++; return 1; } sacrifice_needed = weapon->stats.Str +weapon->stats.Int +weapon->stats.Dex +weapon->stats.Pow +weapon->stats.Con +weapon->stats.Cha +weapon->stats.Wis; if (sacrifice_needed < 1) sacrifice_needed = 1; sacrifice_needed *= 2; sacrifice_count = check_sacrifice(op, improver); if (sacrifice_count < sacrifice_needed) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You need at least %d %s", sacrifice_needed, improver->slaying); return 0; } eat_item(op, improver->slaying, sacrifice_needed); weapon->item_power++; switch (improver->stats.sp) { case IMPROVE_STR: return improve_weapon_stat(op, improver, weapon, (signed char *)&(weapon->stats.Str), 1, "strength"); case IMPROVE_DEX: return improve_weapon_stat(op, improver, weapon, (signed char *)&(weapon->stats.Dex), 1, "dexterity"); case IMPROVE_CON: return improve_weapon_stat(op, improver, weapon, (signed char *)&(weapon->stats.Con), 1, "constitution"); case IMPROVE_WIS: return improve_weapon_stat(op, improver, weapon, (signed char *)&(weapon->stats.Wis), 1, "wisdom"); case IMPROVE_CHA: return improve_weapon_stat(op, improver, weapon, (signed char *)&(weapon->stats.Cha), 1, "charisma"); case IMPROVE_INT: return improve_weapon_stat(op, improver, weapon, (signed char *)&(weapon->stats.Int), 1, "intelligence"); case IMPROVE_POW: return improve_weapon_stat(op, improver, weapon, (signed char *)&(weapon->stats.Pow), 1, "power"); default: draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "Unknown improvement type."); } LOG(llevError, "improve_weapon: Got to end of function\n"); return 0; } crossfire-1.75.0/types/savebed/savebed.c000644 001751 001751 00000005345 13414745425 021035 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * Implement beds that are applied to save a player to disk. */ #include "global.h" #include #include "ob_methods.h" #include "ob_types.h" #include "sounds.h" #include "sproto.h" static method_ret savebed_type_apply(ob_methods *context, object *op, object *applier, int aflags); static void apply_savebed(object *pl); /** * Initializer for the SAVEBED object type. */ void init_type_savebed(void) { register_apply(SAVEBED, savebed_type_apply); } /** * Attempts to apply a savebed. * @param context The method context * @param op The savebed to apply * @param applier The object attempting to apply the savebed. Ignore if not * a player * @param aflags Special flags (always apply/unapply) * @return The return value is always METHOD_OK */ static method_ret savebed_type_apply(ob_methods *context, object *op, object *applier, int aflags) { if (applier->type == PLAYER) apply_savebed(applier); return METHOD_OK; } /** * Apply a bed to reality. * * @param pl * player who is applying the bed. */ static void apply_savebed(object *pl) { /* Refuse to save a player without any experience. */ if (!pl->stats.exp) { draw_ext_info_format(NDI_UNIQUE | NDI_RED, 5, pl, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_LOADSAVE, "You must gain a bit of experience before you can save."); return; } /* Lauwenmark : Here we handle the LOGOUT global event */ execute_global_event(EVENT_LOGOUT, pl->contr, pl->contr->socket.host); /* Need to call pets_terminate_all() before we remove the player ob */ pets_terminate_all(pl); object_remove(pl); pl->direction = 0; draw_ext_info_format(NDI_UNIQUE|NDI_ALL|NDI_DK_ORANGE, 5, pl, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_PLAYER, "%s leaves the game.", pl->name); /* update respawn position */ safe_strncpy(pl->contr->savebed_map, pl->map->path, sizeof(pl->contr->savebed_map)); pl->contr->bed_x = pl->x; pl->contr->bed_y = pl->y; strcpy(pl->contr->killer, "left"); hiscore_check(pl, 0); /* Always check score */ save_player(pl, 0); party_leave(pl); #if MAP_MAXTIMEOUT MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map); #endif play_again(pl); pl->speed = 0; object_update_speed(pl); } crossfire-1.75.0/types/thrown_object/thrown_object.c000644 001751 001751 00000005464 13414745244 023532 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file thrown_object.c * The implementation of the Thrown Object class of objects. */ #include #include #include #include #include static method_ret thrown_object_type_process(ob_methods *context, object *op); /** * Initializer for the THROWN_OBJ object type. */ void init_type_thrown_object(void) { register_move_on(THROWN_OBJ, common_projectile_move_on); register_process(THROWN_OBJ, thrown_object_type_process); } /** * Move a thrown object along its course. Uses common_process_projectile. * @param context The method context * @param op The thrown object being moved. * @return METHOD_ERROR if op is not in a map, otherwise METHOD_OK */ static method_ret thrown_object_type_process(ob_methods *context, object *op) { if (op->map == NULL) { LOG(llevError, "BUG: Thrown object had no map.\n"); object_remove(op); object_free_drop_inventory(op); return METHOD_ERROR; } /* we need to stop thrown objects at some point. Like here. */ if (op->type == THROWN_OBJ) { /* If the object that the THROWN_OBJ encapsulates disappears, * we need to have this object go away also - otherwise, you get * left over remnants on the map. Where this currently happens * is if the player throws a bomb - the bomb explodes on its own, * but this object sticks around. We could handle the cleanup in the * bomb code, but there are potential other cases where that could happen, * and it is easy enough to clean it up here. */ if (op->inv == NULL) { object_remove(op); object_free_drop_inventory(op); return METHOD_OK; } if (op->last_sp-- < 0) { stop_projectile(op); return METHOD_OK; } } return common_process_projectile(context, op); } crossfire-1.75.0/types/food/food.c000644 001751 001751 00000035355 13775114567 017704 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * The implementation of the Food class of objects. */ #include "global.h" #include #include #include #include "ob_methods.h" #include "ob_types.h" #include "sounds.h" #include "sproto.h" static method_ret food_type_apply(ob_methods *context, object *food, object *applier, int aflags); static void eat_special_food(object *who, object *food); static int dragon_eat_flesh(object *op, object *meal); /** * Initializer for the food object type. */ void init_type_food(void) { register_apply(FOOD, food_type_apply); register_apply(DRINK, food_type_apply); register_apply(FLESH, food_type_apply); } static void cursed_food_effects(object *who, object *food) { /* check for hp, sp change */ if (food->stats.hp != 0 && !is_wraith_pl(who)) { if (QUERY_FLAG(food, FLAG_CURSED)) { safe_strncpy(who->contr->killer, food->name, sizeof(who->contr->killer)); hit_player(who, food->stats.hp, food, AT_POISON, 1); draw_ext_info(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED, "Eck!...that was poisonous!"); } else { if (food->stats.hp > 0) draw_ext_info(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "You begin to feel better."); else draw_ext_info(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED, "Eck!...that was poisonous!"); who->stats.hp += food->stats.hp; } } if (food->stats.sp != 0) { if (QUERY_FLAG(food, FLAG_CURSED)) { draw_ext_info(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_CURSED, "You are drained of mana!"); who->stats.sp -= food->stats.sp; if (who->stats.sp < 0) who->stats.sp = 0; } else { draw_ext_info(NDI_UNIQUE, 0, who, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "You feel a rush of magical energy!"); who->stats.sp += food->stats.sp; /* place limit on max sp from food? */ } } } static void eat_common(object* applier, object* food) { char buf[MAX_BUF]; int capacity_remaining = MAX_FOOD - applier->stats.food; applier->stats.food += food->stats.food; if (capacity_remaining < food->stats.food) applier->stats.hp += capacity_remaining / 50; else applier->stats.hp += food->stats.food / 50; if (applier->stats.hp > applier->stats.maxhp) applier->stats.hp = applier->stats.maxhp; if (applier->stats.food > MAX_FOOD) applier->stats.food = MAX_FOOD; const int wasted_food = food->stats.food - capacity_remaining; if (wasted_food > 0) { const int thresh = MAX_FOOD/4; int speed_penalty; if (wasted_food > thresh) { speed_penalty = 10; } else { speed_penalty = 5; } if (slow_living_by(applier, speed_penalty)) { snprintf(buf, sizeof(buf), "%s the %s makes you %s full. You feel yourself moving %s " "slower.", food->type == DRINK ? "Drinking" : "Eating", food->name, wasted_food > thresh ? "very" : "rather", wasted_food > thresh ? "much" : "somewhat"); draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START, buf); } } } /** * Handles applying food. * If player is applying, takes care of messages and dragon special food. * @param context The method context * @param food The food to apply * @param applier The object attempting to apply the food * @param aflags Special flags (always apply/unapply) * @return METHOD_OK unless failure for some reason. */ static method_ret food_type_apply(ob_methods *context, object *food, object *applier, int aflags) { if (QUERY_FLAG(food, FLAG_NO_PICK)) { draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You can't %s that!", food->type == DRINK ? "drink" : "eat"); return METHOD_OK; } if (applier->type != PLAYER) { applier->stats.hp = applier->stats.maxhp; } else { char buf[MAX_BUF]; if (food->type == FLESH && is_dragon_pl(applier)) { /* check if this is a dragon (player), eating some flesh */ if (!QUERY_FLAG(food, FLAG_CURSED)) { dragon_eat_flesh(applier, food); eat_common(applier, food); } else { cursed_food_effects(applier, food); } } else if (is_old_wraith_pl(applier)) { /* Check for old wraith player, give them the feeding skill */ object *skill = give_skill_by_name(applier, "wraith feed"); if (skill) { SET_FLAG(skill, FLAG_CAN_USE_SKILL); link_player_skills(applier); snprintf(buf, sizeof(buf), "You have been dead for too long to taste %s, ", food->name); draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, buf); draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "and seem to have obtained a taste for living flesh."); } else LOG(llevError, "wraith feed skill not found\n"); } else if (is_wraith_pl(applier)) { /* Wraith player gets no food from eating. */ snprintf(buf, sizeof(buf), "You can no longer taste %s, and do not feel less hungry after %s it.", food->name, food->type == DRINK ? "drinking" : "eating"); draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, buf); } else { /* usual case - not a wraith or a dragon eating non-flesh */ if (!QUERY_FLAG(food, FLAG_CURSED)) { if (!is_dragon_pl(applier)) { /* eating message for normal players*/ if (food->type == DRINK) snprintf(buf, sizeof(buf), "Ahhh...that %s tasted good.", food->name); else snprintf(buf, sizeof(buf), "The %s tasted %s", food->name, food->type == FLESH ? "terrible!" : "good."); } else { /* eating message for dragon players*/ snprintf(buf, sizeof(buf), "The %s tasted terrible!", food->name); } draw_ext_info(0, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, buf); eat_common(applier, food); } else { cursed_food_effects(applier, food); } /* special food hack -b.t. */ if (food->title) eat_special_food(applier, food); } } if (food->type == DRINK) { play_sound_map(SOUND_TYPE_ITEM, applier, 0, "drink"); } apply_handle_yield(food); object_decrease_nrof_by_one(food); return METHOD_OK; } /** * Handles player eating food that temporarily changes status * (resistances, stats). * This used to call cast_change_attr(), but * that doesn't work with the new spell code. Since we know what * the food changes, just grab a force and use that instead. * * @param who * living eating food. * @param food * eaten food. */ static void eat_special_food(object *who, object *food) { object *force; int i, did_one = 0; int8_t k; force = create_archetype(FORCE_NAME); for (i = 0; i < NUM_STATS; i++) { k = get_attr_value(&food->stats, i); if (k) { set_attr_value(&force->stats, i, k); did_one = 1; } } /* check if we can protect the eater */ for (i = 0; i < NROFATTACKS; i++) { if (food->resist[i] > 0) { force->resist[i] = food->resist[i]/2; did_one = 1; } } if (did_one) { force->speed = MOVE_PER_SECOND; object_update_speed(force); /* bigger morsel of food = longer effect time */ force->duration = food->stats.food/4; SET_FLAG(force, FLAG_IS_USED_UP); SET_FLAG(force, FLAG_APPLIED); change_abil(who, force); object_insert_in_ob(force, who); } else { object_free_drop_inventory(force); } fix_object(who); } /** * A dragon is eating some flesh. If the flesh contains resistances, * there is a chance for the dragon's skin to get improved. * * @param op * object (dragon player) eating the flesh. * @param meal * flesh item, getting chewed in dragon's mouth. * @return * 1 if meal was eaten, 0 else. * @note * meal's nrof isn't decreased, caller is responsible for that. */ static int dragon_eat_flesh(object *op, object *meal) { object *skin = NULL; /* pointer to dragon skin force*/ object *abil = NULL; /* pointer to dragon ability force*/ char buf[MAX_BUF]; /* tmp. string buffer */ double chance; /* improvement-chance of one resist type */ double totalchance = 1; /* total chance of gaining one resistance */ double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ double mbonus = 0; /* monster bonus */ int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ int winners = 0; /* number of winners */ int i; /* index */ /* let's make sure and doublecheck the parameters */ if (meal->type != FLESH || !is_dragon_pl(op)) return 0; /* now grab the 'dragon_skin'- and 'dragon_ability'-forces * from the player's inventory */ skin = object_find_by_type_and_arch_name(op, FORCE, "dragon_skin_force"); abil = object_find_by_type_and_arch_name(op, FORCE, "dragon_ability_force"); /* if either skin or ability are missing, this is an old player * which is not to be considered a dragon -> bail out */ if (skin == NULL || abil == NULL) return 0; /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ /* on to the interesting part: chances for adding resistance */ for (i = 0; i < NROFATTACKS; i++) { if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { /* got positive resistance, now calculate improvement chance (0-100) */ /* this bonus makes resistance increase easier at lower levels */ bonus = (settings.max_level-op->level)*30./((double)settings.max_level); if (i == abil->stats.exp) bonus += 5; /* additional bonus for resistance of ability-focus */ /* monster bonus increases with level, because high-level * flesh is too rare */ mbonus = op->level*20./((double)settings.max_level); chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100./((double)settings.max_level))-skin->resist[i]; if (chance >= 0.) chance += 1.; else chance = (chance < -12) ? 0. : 1./pow(2., -chance); /* chance is proportional to amount of resistance (max. 50) */ chance *= ((double)(MIN(meal->resist[i], 50)))/50.; /* doubled chance for resistance of ability-focus */ if (i == abil->stats.exp) chance = MIN(100., chance*2.); /* now make the throw and save all winners (Don't insert luck bonus here!) */ if (RANDOM()%10000 < (unsigned int)(chance*100)) { atnr_winner[winners] = i; winners++; } if (chance >= 0.01) totalchance *= 1-chance/100; /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ } } /* inverse totalchance as until now we have the failure-chance */ totalchance = 100-totalchance*100; /* print message according to totalchance */ if (totalchance > 50.) snprintf(buf, sizeof(buf), "Hmm! The %s tasted delicious!", meal->name); else if (totalchance > 10.) snprintf(buf, sizeof(buf), "The %s tasted very good.", meal->name); else if (totalchance > 1.) snprintf(buf, sizeof(buf), "The %s tasted good.", meal->name); else if (totalchance > 0.1) snprintf(buf, sizeof(buf), "The %s tasted bland.", meal->name); else if (totalchance >= 0.01) snprintf(buf, sizeof(buf), "The %s had a boring taste.", meal->name); else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) snprintf(buf, sizeof(buf), "The %s tasted strange.", meal->name); else snprintf(buf, sizeof(buf), "The %s had no taste.", meal->name); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, buf); /* now choose a winner if we have any */ i = -1; if (winners > 0) i = atnr_winner[RANDOM()%winners]; if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { /* resistance increased! */ skin->resist[i]++; fix_object(op); draw_ext_info_format(NDI_UNIQUE|NDI_RED, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_PROTECTION_GAIN, "Your skin is now more resistant to %s!", change_resist_msg[i]); } /* if this flesh contains a new ability focus, we mark it * into the ability_force and it will take effect on next level */ if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) && meal->last_eat != abil->last_eat) { abil->last_eat = meal->last_eat; /* write:last_eat */ if (meal->last_eat != abil->stats.exp) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_RACE, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_RACE, "The change will happen at level %d", abil->level+1); } else { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_RACE, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); abil->last_eat = 0; } } return 1; } crossfire-1.75.0/types/treasure/treasure.c000644 001751 001751 00000007611 13775114567 021504 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file * The implementation of the Treasure class of objects. */ #include #include #include #include #include static method_ret treasure_type_apply(ob_methods *context, object *op, object *applier, int aflags); /** * Initializer for the TREASURE object type. */ void init_type_treasure(void) { register_apply(TREASURE, treasure_type_apply); } /** * Attempts to apply treasure. * @param context The method context * @param op The treasure to apply * @param applier The object attempting to apply the treasure. Ignored unless * a player * @param aflags Special flags (always apply/unapply) * @return The return value is always METHOD_OK */ static method_ret treasure_type_apply(ob_methods *context, object *op, object *applier, int aflags) { object *treas; tag_t op_tag = op->count, applier_tag = applier->count; char name[MAX_BUF], container_name[MAX_BUF]; if (applier->type == PLAYER) { /* Nice side effect of new treasure creation method is that the * treasure for the chest is done when the chest is created, * and put into the chest inventory. So that when the chest * burns up, the items still exist. Also prevents people from * moving chests to more difficult maps to get better treasure */ query_name(op, container_name, MAX_BUF); treas = op->inv; if (treas == NULL) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "The chest was empty."); object_decrease_nrof_by_one(op); return METHOD_OK; } while (op->inv) { treas = op->inv; object_remove(treas); /* don't tell the player about invisible objects */ if (!treas->invisible) { query_name(treas, name, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "You find %s in the %s.", name, container_name); } treas = object_insert_in_map_at(treas, applier->map, applier, INS_BELOW_ORIGINATOR, applier->x, applier->y); if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG(applier, FLAG_ALIVE)) spring_trap(treas, applier); /* If either player or container was destroyed, no need to do * further processing. I think this should be enclused with * spring trap above, as I don't think there is otherwise * any way for the treasure chest or player to get killed */ if (object_was_destroyed(applier, applier_tag) || object_was_destroyed(op, op_tag)) break; } if (!object_was_destroyed(op, op_tag) && op->inv == NULL) object_decrease_nrof_by_one(op); } return METHOD_OK; } crossfire-1.75.0/types/pedestal/pedestal.c000644 001751 001751 00000003643 13414745244 021413 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file pedestal.c * The implementation of the Pedestal class of objects. */ #include #include #include #include #include static method_ret pedestal_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the PEDESTAL object type. */ void init_type_pedestal(void) { register_move_on(PEDESTAL, pedestal_type_move_on); } /** * Move on this Pedestal object. * @param context The method context * @param trap The Pedestal we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret pedestal_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; update_button(trap); common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/spinner/spinner.c000644 001751 001751 00000004023 13414745244 021136 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file spinner.c * The implementation of the Spinner class of objects. */ #include #include #include #include #include static method_ret spinner_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the SPINNER object type. */ void init_type_spinner(void) { register_move_on(SPINNER, spinner_type_move_on); } /** * Move on this Spinner object. * @param context The method context * @param trap The Spinner we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret spinner_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; if (victim->direction) { victim->direction = absdir(victim->direction-trap->stats.sp); object_update_turn_face(victim); } common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/poisoning/poisoning.c000644 001751 001751 00000005446 13414745244 022026 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file poisoning/poisoning.c * The implementation of the Poisoning class of objects. */ #include #include #include #include #include static method_ret poisoning_type_process(ob_methods *context, object *op); /** * Initializer for the poisoning object type. */ void init_type_poisoning(void) { register_process(POISONING, poisoning_type_process); } /** * Handle ob_process for all poisoning objects. * @param context The method context * @param op The poisoning that's being processed. * @return METHOD_OK normally. METHOD_ERROR if POISONING is in an invalid env. */ static method_ret poisoning_type_process(ob_methods *context, object *op) { if (op->env == NULL || !QUERY_FLAG(op->env, FLAG_ALIVE) || op->env->stats.hp < 0) { object_remove(op); object_free_drop_inventory(op); LOG(llevDebug, "Found POISONING with invalid env. Removing...\n"); return METHOD_ERROR; } if (op->stats.food == 1) { /* need to remove the object before fix_player is called, else fix_object * will not do anything. */ if (op->env->type == PLAYER) { CLEAR_FLAG(op, FLAG_APPLIED); fix_object(op->env); draw_ext_info(NDI_UNIQUE, 0, op->env, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_END, "You feel much better now."); } object_remove(op); object_free_drop_inventory(op); return METHOD_OK; } if (op->env->type == PLAYER) { op->env->stats.food--; /* Not really the start of a bad effect, more the continuing effect */ draw_ext_info(NDI_UNIQUE, 0, op->env, MSG_TYPE_ATTRIBUTE, MSG_TYPE_ATTRIBUTE_BAD_EFFECT_START, "You feel very sick..."); } (void)hit_player(op->env, op->stats.dam, op, AT_INTERNAL, 1); return METHOD_OK; } crossfire-1.75.0/types/altar/altar.c000644 001751 001751 00000005424 13414745244 020216 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file altar.c * The implementation of the Altar class of objects. */ #include #include #include #include #include static method_ret altar_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the ALTAR object type. */ void init_type_altar(void) { register_move_on(ALTAR, altar_type_move_on); } /** * Move on this Altar object. * @param context The method context * @param trap The Altar we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret altar_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { trap = HEAD(trap); if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; /* sacrifice victim on trap */ /* Only players can make sacrifices on spell casting altars. */ if (trap->inv && (!originator || originator->type != PLAYER)) { common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } if (operate_altar(trap, &victim)) { /* Simple check. Unfortunately, it means you can't cast magic bullet * with an altar. We call it a Potion - altars are stationary - it * is up to map designers to use them properly. */ if (trap->inv && trap->inv->type == SPELL) { draw_ext_info_format(NDI_BLACK, 0, originator, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "The altar casts %s.", trap->inv->name); cast_spell(originator, trap, 0, trap->inv, NULL); } else { trap->value = 1; /* works only once */ push_button(trap); } } common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/scroll/scroll.c000644 001751 001751 00000011004 13775114567 020603 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file scroll.c * The implementation of the Scroll class of objects. */ #include #include #include #include #include static method_ret scroll_type_apply(ob_methods *context, object *op, object *applier, int aflags); /** * Initializer for the scroll object type. */ void init_type_scroll(void) { register_apply(SCROLL, scroll_type_apply); } /** * Handles reading a spell scroll. * @param context * The method context * @param scroll * The scroll to apply * @param applier * The object attempting to apply the scroll * @param aflags * Special flags (always apply/unapply) * @return METHOD_OK * @todo * should handle scroll failure differently if god-like scroll. * @todo * Tweak failure parameters. */ static method_ret scroll_type_apply(ob_methods *context, object *scroll, object *applier, int aflags) { object *skapplier; object *head; sstring name; head = HEAD(applier); if (QUERY_FLAG(applier, FLAG_BLIND) && !QUERY_FLAG(applier, FLAG_WIZ)) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "You are unable to read while blind."); return METHOD_OK; } if (!scroll->inv || scroll->inv->type != SPELL) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "The scroll just doesn't make sense!"); return METHOD_OK; } if (applier->type == PLAYER) { /* players need a literacy skill to read stuff! */ int exp_gain; /* hard code literacy - scroll->skill points to where the exp * should go for anything killed by the spell. */ skapplier = find_skill_by_number(applier, SK_LITERACY); if (!skapplier) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "You are unable to decipher the strange symbols."); return METHOD_OK; } if (!QUERY_FLAG(scroll, FLAG_IDENTIFIED)) scroll = identify(scroll); if (QUERY_FLAG(scroll, FLAG_CURSED) || QUERY_FLAG(scroll, FLAG_DAMNED)) { /* Player made a mistake, let's shake her/him :) * a failure of -35 means merely mana drain, -80 means * mana blast. But if server settings say 'no failure effect', * we still want to drain mana. * As for power, hey, better take care what you apply :) */ int failure = -35; if (settings.spell_failure_effects == TRUE) failure = -rndm(35, 100); scroll_failure(applier, failure, MAX(20, (scroll->level-skapplier->level)*5)); object_decrease_nrof_by_one(scroll); return METHOD_OK; } if ((exp_gain = calc_skill_exp(applier, scroll, skapplier))) change_exp(applier, exp_gain, skapplier->skill, 0); } /* need to keep the name, as the scroll may be destroyed when on the ground (reading a scroll of alchemy for instance) */ name = scroll->inv->name; cast_spell(applier, scroll, head->facing, scroll->inv, NULL); if (QUERY_FLAG(scroll, FLAG_BLESSED) && die_roll(1, 100, applier, 1) < 10) { draw_ext_info_format(NDI_BLACK, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "Your scroll of %s glows for a second!", name); } else { draw_ext_info_format(NDI_BLACK, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "The scroll of %s turns to dust.", name); object_decrease_nrof_by_one(scroll); } return METHOD_OK; } crossfire-1.75.0/types/trigger_pedestal/trigger_pedestal.c000644 001751 001751 00000004023 13414745244 024652 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file trigger_pedestal.c * The implementation of the Trigger-Pedestal class of objects. */ #include #include #include #include #include static method_ret trigger_pedestal_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the TRIGGER_PEDESTAL object type. */ void init_type_trigger_pedestal(void) { register_move_on(TRIGGER_PEDESTAL, trigger_pedestal_type_move_on); } /** * Move on this Trigger Pedestal object. * @param context The method context * @param trap The Trigger Pedestal we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret trigger_pedestal_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { trap = HEAD(trap); if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; check_trigger(trap, victim); common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/types/cf_handle/cf_handle.c000644 001751 001751 00000004036 13414745244 021614 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file cf_handle.c * The implementation of the CF_Handle class of objects. */ #include #include #include #include #include static method_ret cf_handle_type_apply(ob_methods *context, object *op, object *applier, int aflags); /** * Initializer for the CF_HANDLE object type. */ void init_type_cf_handle(void) { register_apply(CF_HANDLE, cf_handle_type_apply); } /** * Attempts to apply a handle. * @param context The method context * @param op The handle to apply * @param applier The object attempting to apply the handle. * @param aflags Special flags (always apply/unapply) * @return The return value is always METHOD_OK */ static method_ret cf_handle_type_apply(ob_methods *context, object *op, object *applier, int aflags) { draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, "You turn the handle."); play_sound_map(SOUND_TYPE_ITEM, op, 0, "turn handle"); op->value = op->value ? 0 : 1; SET_ANIMATION(op, op->value); object_update(op, UP_OBJ_FACE); push_button(op); return METHOD_OK; } crossfire-1.75.0/types/duplicator/duplicator.c000644 001751 001751 00000004707 13775114567 022337 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * The implementation of @ref page_type_83 "duplicator" objects. */ #include "global.h" #include #include "ob_methods.h" #include "ob_types.h" #include "sounds.h" #include "sproto.h" static method_ret duplicator_type_trigger(ob_methods *context, object *op, object *cause, int state); /** * Initializer for the @ref page_type_83 "duplicator" object type. */ void init_type_duplicator(void) { register_trigger(DUPLICATOR, duplicator_type_trigger); } /** * Trigger for @ref page_type_83 "duplicator". * * Will duplicate a specified object placed on top of it. * - connected: what will trigger it. * - level: multiplier. 0 to destroy. * - other_arch: the object to look for and duplicate. * * @param op * duplicator. */ static void move_duplicator(object *op) { object *tmp; if (!op->other_arch) { LOG(llevInfo, "Duplicator with no other_arch! %d %d %s\n", op->x, op->y, op->map ? op->map->path : "nullmap"); return; } if (op->above == NULL) return; int count = op->nrof; for (tmp = op->above; tmp != NULL; tmp = tmp->above) { if (strcmp(op->other_arch->name, tmp->arch->name) == 0) { if (op->level <= 0) { object_remove(tmp); object_free_drop_inventory(tmp); tmp = op; // Old tmp was removed, so we can't follow that linked list } else { uint64_t new_nrof = (uint64_t)tmp->nrof*op->level; if (new_nrof >= 1UL<<31) new_nrof = 1UL<<31; tmp->nrof = new_nrof; } if ( count <= 1 ) break; --count; } } } /** * A @ref page_type_83 "duplicator" is triggered. * @param context Ignored. * @param op The duplicator being triggered * @param cause Ignored. * @param state Ignored. * @retval METHOD_OK */ static method_ret duplicator_type_trigger(ob_methods *context, object *op, object *cause, int state) { move_duplicator(op); return METHOD_OK; } crossfire-1.75.0/types/creator/creator.c000644 001751 001751 00000010642 13414745244 021104 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2008 Crossfire Development Team 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 */ /** * @file * The implementation of @ref page_type_42 "creator" objects. */ #include #include #include #include #include static method_ret creator_type_process(ob_methods *context, object *op); static method_ret creator_type_trigger(ob_methods *context, object *op, object *cause, int state); /** * Initializer for the @ref page_type_42 "creator" object type. */ void init_type_creator(void) { register_process(CREATOR, creator_type_process); register_trigger(CREATOR, creator_type_trigger); } /** * Move function for @ref page_type_42 "creator" objects. * * It has the creator object create it's other_arch right on top of it. * connected: what will trigger it * - hp: how many times it may create before stopping * - lifesave: if set, it'll never disappear but will go on creating * everytime it's triggered * - other_arch: the object to create * * Note this can create large objects, however, in that case, it * has to make sure that there is in fact space for the object. * It should really do this for small objects also, but there is * more concern with large objects, most notably a part being placed * outside of the map which would cause the server to crash * * @param creator * creator to move. */ static void move_creator(object *creator) { object *new_ob; if (!QUERY_FLAG(creator, FLAG_LIFESAVE) && --creator->stats.hp < 0) { creator->stats.hp = -1; return; } if (creator->inv != NULL) { int i; object *ob_to_copy; /* select random object from inventory to copy */ ob_to_copy = creator->inv; i = 1; FOR_BELOW_PREPARE(creator->inv, ob) { if (rndm(0, i) == 0) { ob_to_copy = ob; } i++; } FOR_BELOW_FINISH(); new_ob = object_create_clone(ob_to_copy); CLEAR_FLAG(new_ob, FLAG_IS_A_TEMPLATE); object_unset_flag_inv(new_ob, FLAG_IS_A_TEMPLATE); } else { if (creator->other_arch == NULL) { LOG(llevError, "move_creator: Creator doesn't have other arch set: %s (%s, %d, %d)\n", creator->name ? creator->name : "(null)", creator->map->path, creator->x, creator->y); return; } new_ob = object_create_arch(creator->other_arch); fix_generated_item(new_ob, creator, 0, 0, GT_MINIMAL); } /* Make sure this multipart object fits */ if (new_ob->arch->more && ob_blocked(new_ob, creator->map, creator->x, creator->y)) { object_free_drop_inventory(new_ob); return; } if (creator->level != 0) new_ob->level = creator->level; object_insert_in_map_at(new_ob, creator->map, creator, 0, creator->x, creator->y); if (QUERY_FLAG(new_ob, FLAG_FREED)) return; if (creator->slaying) { FREE_AND_COPY(new_ob->name, creator->slaying); if (new_ob->title) { FREE_AND_CLEAR_STR(new_ob->title); } } } /** * Processes a @ref page_type_42 "creator". * @param context The method context * @param op The teleporter to process * @retval METHOD_OK */ static method_ret creator_type_process(ob_methods *context, object *op) { move_creator(op); return METHOD_OK; } /** * A @ref page_type_42 "creator" is triggered. * @param context Ignored. * @param op The object being triggered * @param cause Ignored. * @param state Ignored. * @retval METHOD_OK */ static method_ret creator_type_trigger(ob_methods *context, object *op, object *cause, int state) { move_creator(op); return METHOD_OK; } crossfire-1.75.0/types/power_crystal/power_crystal.c000644 001751 001751 00000014123 13775114612 023575 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file power_crystal.c * The implementation of a Power Crystal. * A Power Crystal can store mana from a player, and give it back when needed. */ #include #include #include #include #include #include #include static method_ret power_crystal_type_apply(ob_methods *context, object *op, object *applier, int aflags); #define LEVELS 7 /** Existing levels, dot-terminated. */ static const char* crystal_levels[LEVELS] = { "empty.", "almost empty.", "partially filled.", "half full.", "well charged.", "almost full.", "fully charged.", }; /** * Return the level, [0..LEVELS[, of charge of the item. * @param op crystal to get the level of, only for the maxsp. * @param sp sp value to get the level for. * @return level. */ static int crystal_level(const object *op, int sp) { int i = (sp*10) / op->stats.maxsp; if (sp == 0) return 0; else if (i == 0) return 1; else if (i < 3) return 2; else if (i < 6) return 3; else if (i < 9) return 4; else if (sp == op->stats.maxsp) return 6; else return 5; } /** * Add the capacity of the crystal to the buffer. Sentence will be dot-terminated. * @param op crystal to add the capacity of. * @param buf where to put the capacity. * @param previous_sp if -1 then ignored, else previous sp of the crystal to * add 'still ' or 'now ' to the message to signal level changes. */ static void add_capacity(const object *op, StringBuffer *buf, int previous_sp) { int current = crystal_level(op, op->stats.sp); assert(current >= 0 && current < LEVELS); if (previous_sp != -1) { int previous = crystal_level(op, previous_sp); assert(previous >= 0 && previous < LEVELS); if (current == previous) { stringbuffer_append_string(buf, "still "); } else { stringbuffer_append_string(buf, "now "); } } stringbuffer_append_string(buf, crystal_levels[current]); } static void power_crystal_describe(const ob_methods *context, const object *op, const object *observer, int use_media_tags, char *buf, size_t size) { StringBuffer *sb = stringbuffer_new(); char *final; buf[0] = '\0'; query_name(op, buf, size-1); buf[size-1] = 0; /* Avoid division by zero... */ if (op->stats.maxsp == 0) { stringbuffer_append_printf(sb, "(capacity %d).", op->stats.maxsp); } else { int i; if (op->stats.maxsp > 1000) { /*higher capacity crystals*/ i = (op->stats.maxsp%1000)/100; if (i) stringbuffer_append_printf(sb, "(capacity %d.%dk). It is ", op->stats.maxsp/1000, i); else stringbuffer_append_printf(sb, "(capacity %dk). It is ", op->stats.maxsp/1000); } else stringbuffer_append_printf(sb, "(capacity %d). It is ", op->stats.maxsp); add_capacity(op, sb, -1); } final = stringbuffer_finish(sb); strncat(buf, final, size); free(final); } /** * Initializer for the POWER_CRYSTAL object type. */ void init_type_power_crystal(void) { register_apply(POWER_CRYSTAL, power_crystal_type_apply); register_describe(POWER_CRYSTAL, power_crystal_describe); } /** * This function handles the application of power crystals. * Power crystals, when applied, either suck power from the applier, * if he's at full spellpoints, or gives him power, if it's got * spellpoins stored. * @param context The method context * @param op The power crystal to apply * @param applier The object applying the crystal * @param aflags Special flags (always apply/unapply) * @return The return value is always METHOD_OK */ static method_ret power_crystal_type_apply(ob_methods *context, object *op, object *applier, int aflags) { int available_power; int power_space; int power_grab; StringBuffer *sb = stringbuffer_new(); char name[MAX_BUF], *message; available_power = applier->stats.sp-applier->stats.maxsp; power_space = op->stats.maxsp-op->stats.sp; power_grab = 0; query_name(op, name, sizeof(name)); if (available_power >= 0 && power_space > 0) { power_grab = MIN(power_space, 0.5*applier->stats.sp); stringbuffer_append_string(sb, "You transfer power to the "); } if (available_power < 0 && op->stats.sp > 0) { power_grab = -MIN(-available_power, op->stats.sp); stringbuffer_append_string(sb, "You grab power from the "); } if (power_grab == 0) stringbuffer_append_string(sb, "Nothing happens."); else { int sp = op->stats.sp; stringbuffer_append_printf(sb, "%s. It is ", name); applier->stats.sp -= power_grab; op->stats.sp += power_grab; op->speed = (float)op->stats.sp/(float)op->stats.maxsp; object_update_speed(op); if (applier->type == PLAYER) esrv_update_item(UPD_ANIMSPEED, applier, op); add_capacity(op, sb, sp); } message = stringbuffer_finish(sb); if (applier->type == PLAYER) draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, message); free(message); return METHOD_OK; } crossfire-1.75.0/types/peacemaker/peacemaker.c000644 001751 001751 00000006043 13775114567 022210 0ustar00kevinzkevinz000000 000000 /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2007 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 */ /** @file peacemaker/peacemaker.c * The implementation of the Peacemaker class of objects. * @todo Consider merging Peacemaker with Spell Effects */ #include #include #include #include #include static method_ret peacemaker_type_process(ob_methods *context, object *op); /** * Initializer for the peacemaker object type. */ void init_type_peacemaker(void) { register_process(PEACEMAKER, peacemaker_type_process); } /** * Handle ob_process for all peacemaker objects. Makes monster it passes * peaceful. * @param context The method context * @param op The peacemaker that's being processed. * @return METHOD_OK */ static method_ret peacemaker_type_process(ob_methods *context, object *op) { object *owner; owner = object_get_owner(op); if (owner == NULL) { LOG(llevError, "peacemaker_type_process: peacemaker object %s has no owner\n", op->name); object_remove(op); object_free(op, 1); return METHOD_OK; } FOR_MAP_PREPARE(op->map, op->x, op->y, tmp) { int atk_lev, def_lev; object *victim; victim = HEAD(tmp); if (!QUERY_FLAG(victim, FLAG_MONSTER)) continue; if (QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) continue; if (victim->stats.exp == 0) continue; def_lev = MAX(1, victim->level); atk_lev = MAX(1, op->level); if (rndm(0, atk_lev-1) > def_lev) { /* make this sucker peaceful. */ change_exp(owner, victim->stats.exp, op->skill, 0); victim->stats.exp = 0; victim->attack_movement = RANDO2; SET_FLAG(victim, FLAG_UNAGGRESSIVE); SET_FLAG(victim, FLAG_RUN_AWAY); SET_FLAG(victim, FLAG_RANDOM_MOVE); CLEAR_FLAG(victim, FLAG_MONSTER); if (victim->name) { draw_ext_info_format(NDI_UNIQUE, 0, owner, MSG_TYPE_SPELL, MSG_TYPE_SPELL_SUCCESS, "%s no longer feels like fighting.", victim->name); } } } FOR_MAP_FINISH(); return METHOD_OK; } crossfire-1.75.0/types/converter/converter.c000644 001751 001751 00000015723 13775114567 022041 0ustar00kevinzkevinz000000 000000 /* * Crossfire -- cooperative multi-player graphical RPG and adventure game * * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team * Copyright (c) 1992 Frank Tore Johansen * * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are * welcome to redistribute it under certain conditions. For details, please * see COPYING and LICENSE. * * The authors can be reached via e-mail at . */ /** * @file * The implementation of the Converter class of objects. */ #include "global.h" #include #include #include "ob_methods.h" #include "ob_types.h" #include "shop.h" #include "sounds.h" #include "sproto.h" /* * convert_item() returns 1 if anything was converted, 0 if the item was not * what the converter wants, -1 if the converter is broken. */ #define CONV_FROM(xyz) xyz->slaying #define CONV_TO(xyz) xyz->other_arch #define CONV_NR(xyz) (unsigned char)xyz->stats.sp #define CONV_NEED(xyz) (unsigned long)xyz->stats.food #define CONV_FROM_MATCH(xyz,_match) (CONV_FROM(xyz) == (_match) || (strchr(CONV_FROM(xyz),'*')) && wildcard_match(CONV_FROM(xyz),(_match))) static int convert_item(object *item, object *converter); /** * Wildcard match where 'string' contains a '*' at the start, end, or both */ static int wildcard_match(const char *string,const char *candidate) { bool head=FALSE,tail=FALSE; char *str; char *m; bool ret; if ( string[0]=='*' && string[1]==0 ) return 1; // Trivial match-all case if ( string[0] == '*' ) head=TRUE; if ( string[strlen(string)-1] == '*' ) tail=TRUE; str=strdup(&string[head?1:0]); if ( !str ) return FALSE; if ( tail ) str[strlen(str)-1]=0; /* 'str' is now the text to match without the wildcard */ ret=FALSE; if ( head && tail ) { m=strstr(str,candidate); if ( m ) ret=TRUE; } else if ( tail ) { if ( strncmp(str,candidate,strlen(str)) == 0 ) ret=TRUE; } else { if ( strlen(candidate) >= strlen(str) && strcmp(&candidate[strlen(candidate)-strlen(str)],str) == 0 ) ret=TRUE; } free(str); return ret; } static method_ret converter_type_move_on(ob_methods *context, object *trap, object *victim, object *originator); /** * Initializer for the CONVERTER object type. */ void init_type_converter(void) { register_move_on(CONVERTER, converter_type_move_on); } /** * Transforms an item into another item. * @param item The object that triggered the converter - if it isn't of a type * accepted by the converter, nothing will happen * @param converter The object that is doing the conversion * @retval -1 If something went wrong when attempting the conversion * @retval 0 If the item was not converted * @retval 1 If the item got converted */ static int convert_item(object *item, object *converter) { int nr = 0; uint32_t price_in; /* We make some assumptions - we assume if it takes money as it type, * it wants some amount. We don't make change (ie, if something costs * 3 gp and player drops a platinum, tough luck) */ if (!strcmp(CONV_FROM(converter), "money")) { int cost; if (item->type != MONEY) return 0; nr = (item->nrof*item->value)/CONV_NEED(converter); if (!nr) return 0; cost = nr*CONV_NEED(converter)/item->value; /* take into account rounding errors */ if (nr*CONV_NEED(converter)%item->value) cost++; object_decrease_nrof(item, cost); price_in = cost*item->value; } else { if (item->type == PLAYER || !CONV_FROM_MATCH(converter,item->arch->name) || (CONV_NEED(converter) && CONV_NEED(converter) > item->nrof)) return 0; /* silently burn unpaid items (only if they match what we want) */ if (QUERY_FLAG(item, FLAG_UNPAID)) { object_remove(item); object_free_drop_inventory(item); item = create_archetype("burnout"); if (item != NULL) object_insert_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); return 1; } if (CONV_NEED(converter)) { nr = item->nrof/CONV_NEED(converter); object_decrease_nrof(item, nr*CONV_NEED(converter)); price_in = nr*CONV_NEED(converter)*item->value; } else { price_in = item->value; object_remove(item); object_free_drop_inventory(item); } } if (converter->inv != NULL) { int i; object *ob_to_copy; /* select random object from inventory to copy */ ob_to_copy = converter->inv; i = 1; FOR_BELOW_PREPARE(converter->inv, ob) { if (rndm(0, i) == 0) ob_to_copy = ob; i++; } FOR_BELOW_FINISH(); item = object_create_clone(ob_to_copy); CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); object_unset_flag_inv(item, FLAG_IS_A_TEMPLATE); } else { if (converter->other_arch == NULL) { LOG(llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); return -1; } item = object_create_arch(converter->other_arch); fix_generated_item(item, converter, 0, 0, GT_MINIMAL); } if (CONV_NR(converter)) item->nrof = CONV_NR(converter); if (nr) item->nrof *= nr; if (item->type != MONEY && shop_contains(converter)) SET_FLAG(item, FLAG_UNPAID); else if (price_in < item->nrof*item->value && settings.allow_broken_converters == FALSE) { LOG(llevError, "Broken converter %s at %s (%d, %d) in value %d, out value %d for %s\n", converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof*item->value, item->name); object_free_drop_inventory(item); return -1; } object_insert_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); return 1; } /** * Move on this Converter object. * @param context The method context * @param trap The Converter we're moving on * @param victim The object moving over this one * @param originator The object that caused the move_on event * @return METHOD_OK */ static method_ret converter_type_move_on(ob_methods *context, object *trap, object *victim, object *originator) { if (common_pre_ob_move_on(trap, victim, originator) == METHOD_ERROR) return METHOD_OK; if (convert_item(victim, trap) < 0) { object *op; char name[MAX_BUF]; query_name(trap, name, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0, originator, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, "The %s seems to be broken!", name); op = create_archetype("burnout"); if (op != NULL) object_insert_in_map_at(op, trap->map, trap, 0, trap->x, trap->y); } common_post_ob_move_on(trap, victim, originator); return METHOD_OK; } crossfire-1.75.0/doc/playbook/000755 001751 001751 00000000000 13777710122 017057 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/doc/playbook-html/000755 001751 001751 00000000000 13777710122 020021 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/doc/media-tags.txt000644 001751 001751 00000014075 13767307612 020027 0ustar00kevinzkevinz000000 000000 ** Media tags ** Foreword ======== This document is a quick explanation of tags that can be used in extended messages. For informations on what extended messages are at protocol level, please refer to the protocol file in doc/Developers/protocol Quick example ============= [b]And now, for your pleasure only, an example[/b] [i]This is an old letter, full of dirt and partially destroyed [hand]My dear friend,[/i] as you know, two years ago, i had to leave quickly. Words have come to me of powerful magic scrolls discovered in an old temple by my uncle. I have moved to study them. I have, however, not forgot your knowledge in ancient languages. I need your help for [print][b]Some parts of document are to damaged to be readable[/b] [arcane]Arghis [color=Red]k'h [color=dark slate blue]ark [color=#004000]fido[/color] [hand]please come as fast as possible my friend. [print][b]The bottom of letter seems deliberatly shredded. What is it? =========== Media tag are special mark up that are send with extended text. Situation in which such case happend are, but not limited to, book reading, signs reading, motd, news, rules. Media tags are made of delimiters, with inside them the name of tag and optional parameters for the tag. Unlike html or bbcode, there is no notion of opening and closing tag. A client not able to understand a tag is supposed to ignore it. Also, when server is communicating with and old client that does not understand a a specific extended text, it will issue a classical message output, with all tags removed. Don't be confused by the name of some tags. The fact there exist a pair [b] [/b] does not mean there is an opening and a closing 'bold' tag. It simply mean there is a 'bold' and a 'no bold' tag. You might think it's the same, but no. Imagine the following text: Hello [b] all [b]crossfire[/b] members [/b] The word 'members' will not appear in bold, because there is no notion of closing tags and so no notion of tag inside a tag (in bbcode, it would probably appear in bold). This all was made to ensure all client can safetly ignore tags they don't understand and make the parsing process straight forward. Tags are reset on each drawextinfo call. The two blocks of code are not equivalant: draw_ext_info(..., "[b]yadda yadda yadda"); draw_ext_info(..., "yeah, whatever"); vs draw_ext_info(..., "[b]yadda yadda yadda\nyeah, whatever") In the first case, only yadda.. is in bold, because all tags get reset on the next draw_ext_info. In the second case, since it is all in one draw_ext_info, everything is bold. How does it work? ================= All tags start with character '[' and ends with character ']'. Between those is the tag itself, made of the name and optionally the arguments. There is no rule as how the arguments are to be handled. This all depends on the tag. The only requirement is that the character ']' and '[' do not appear inside the tag (be it in tag name, parameter name or parameters value). The end of line are interpreted as is and multiple spaces are not removed. The only thing done is intepretation of tags. Format of a tag: [] Existing tags ============= [b] activate the bold flag. [/b] deactivate the bold flag [i] activate the italic flag [/i] deactivate the italic flag [ul] start underline of text [/ul] end underline of text [fixed] set the font to fixed width [arcane] set the font to a magical one (old english, etc - readable, but old looking) [hand] set the font to hand writing [strange] set the font to 'strange unknown language'. This is a runic script and is not comprehensible. As such, any strange text should basically be gibberish. If you do something like 'the password is [strange]secret', with the idea that players will not be able to figure it out, you are wrong, because there is no way to ensure that the client will not just print out 'the password is secret'. Instead, you should randomize the characters, eg, 'the password is [strange]terdsfa' - if the player has a proper font installed, these will appear as strange runic characters. Another use could be something like: 'The scroll says [strange]undecipherable text' - if client has a normal font, they will see the undecipherable text. If they have a proper font installed, they will see strange runic symbols. [print] set the font to the client default one [color=] activate color and set it to (see color section bottom) [/color] deactivate color Colors ====== Colors are handled the way XParseColor handle them. This process is quite complex. It is suggested you always use standard color names, ideally restricting yourself to standard crossfire color names, eg [color=Red], [color=DodgerBlue] [color=DarkSeaGreen] Other formats can be used but are discouraged: use the html like #RRGGBB (eg [color=#FF0000], [color=#0000FF], [color=#004000]) use the X11 rgb string rgb:rr/gg/bb (eg [color=rgb:ff/00/00], [color=rgb:00/00/ff], [color=rgb:00/40/00]) The use of color names is highly suggested because they client can parse and override the color names as needed for the style in use. For example, if the client has a white background (by default), and you have a tag like '[color=#ffffff]', that will result in invisible text. However, if the color is instead '[color=white]', the styles for the gtk2 client can be set to draw white text as black, and thus still be readable. This style adjustment is much harder when using rgb type values. It is also suggested the changes of color be used sparingly. If you really want to draw attention to a word, it is suggested you use the underline tag, [ul], as in no other case would that be drawn. Italics and bold may be used for actual font descriptions (white text on white background may instead by drawn as bold black text on white background to distingiush from normal black text). Likewise, it is possible that some of the fonts the player uses may be italic fonts (handwriting being a likely case), and applying an italic style to an already italicized font has no effect. crossfire-1.75.0/doc/Developers/000755 001751 001751 00000000000 13777710122 017347 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/doc/spoiler-html/000755 001751 001751 00000000000 13777710122 017656 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/doc/skills.txt000644 001751 001751 00000044547 13767307612 017324 0ustar00kevinzkevinz000000 000000 SKILLS/EXPERIENCE DOCUMENTATION for PLAYERS. -------------------------------------------- - Summary - 0. Description of system 1. Using the new skills system a. new player commands b. learning a new skill c. about experience and skills d. starting skills by player profession 2. Appendices a. skills descriptions b. how stats are related to skills/experience c. Default parameters for skills d. Theory of Experience Gain 0.DESCRIPTION OF SKILLS/EXPERIENCE SYSTEM --------------------------------------- When crossfire is compiled with the ALLOW_SKILLS flag defined (in include/config.h) the new skills/experience system is enabled. Under this system the flow of play changes dramatically. Instead of gaining experience for basically just killing monsters (and disarming traps) players will now gain a variety of experience through the use of skills. Some skills replicate old functions in the game (cf. melee weapons skill, missile weapon skill) while others add new functionality (cf stealing, hiding, etc). One important aspect of this new system is the way in which experience is gained -- basically it is the philosophy that "you are what you do". A player who kills monsters with spells gains experience in casting destructive spells. A player who steals from creatures often will get better at stealing, and so on. The player's aptitude (eg stats) will influence the amount of experience gained. The new skills/experience system *is* compatible with older character files. See the skills_developers.doc for a more technical discussion of the skills/experience system. 1.USING THE NEW SKILLS SYSTEM --------------------------- a. New player commands Two new commands now exist in CF through which skills are utilized: 'skills' -- this command lists all the player's current known skills, their level of use and the associated experience category of each skill. 'use_skill ' -- this command changes the player's current readied skill. Generally, a player will use a skill by first readying the right one, with the 'use_skill' command and then making a ranged "attack" to activate the skill. Using most skills is just like firing a wand or a bow. In a few cases however, a skill can be used just by having it "readied". An example of this is the "bargaining" skill. To change to a new skill, a player will have to using the 'use_skill' command, but not always. The use of several common items will auto- matically change the player's current skill. Examples of this include readying a bow (which will cause the code to make the player's current skill "missile_weapons") or readying a melee weapon (current skill auto-matically becomes "melee weapons"). Also, some player actions can cause a change in the current skill. Running into a monster while you have a readied weapon in your inventory causes the code to auto- matically make our current skill "melee weapons". Casting a spell will cause the code to switch the current skill to "spellcasting" or "praying" (as appropriate to the spell type). It is not possible to use more than one skill at a time. b. Acquiring skills Skills may be gained in 2 ways. In the first, new skills may "learned". This is done by reading a "skill scroll" and the process is very similar to learning a spell. There is one big difference - all attempts to learn skills are successful. Note that skill scrolls are rarely named exactly for the skill they grant (ex "scroll of piety" is the skillscroll that grants the skill "praying" to the reader). The acquisition of a "skill tool" will also allow the player to use a new skill. An example of a skill tool is "lockpicks" (which allow the player to pick door locks). The player mearly applies the skill tool in order to gain use of the new skill. If the tool is unapplied, the player looses the use of the skill associated with the tool. == AVAILABLE SKILL TOOLS == Skill tool Skill gained ---------- ------------ Lockpicks Lockpicking Holy Symbol Praying Talisman Spellcasting Writing Pen Inscription After a new skill is gained (either learned or if player has an applied skill tool) it will appear on the player's skill roster (use the 'skills' command to view its status). If the new skill is related to a particular kind of experience, it will automatically be gained at the player's current level of experience in the appropriate category. c. About experience and skills Successful use of many skills will result in the player gaining experience. No special commands from the player are needed for this to occur. All gained experience is modified by the relevant stats for that skill and then the appropriate experience category automatically updated as needed. All players may gain experience in any of the experience categories irrespective of player class or stats. All new players start with zero experience in all experience categories. There are no inherent restrictions on player skill use--any player may use any acquired skill. How well a player uses a skill is related to their stats and their appropriate level of experience. For most skills both the chance of success and effect of the skill are tied to the player level of experience (eg 'melee weapons', 'stealing', 'writing', 'hiding', etc). But there are a smaller number of skills whose use will automatically be 'successful' with every attempt: (eg 'use magic item', 'bargaining', all miscellaneous skills and the 'identification skills': smithery, woodsman, alchemy, etc.), The default array of stats for associated skills is in Appendix B. d. starting skills by player profession All players start with the skills "melee weapons", "find traps", "use magic item" and "disarm traps". Under the current release of the skills system, further skills are parceled out as follows: Player profession Additional skills ----------------- ----------------- Barbarian Missile Weapons, Woodsman, Mountaineer Cleric Missile Weapons, Praying (holy symbol), Oratory Dwarf Missile Weapons, Smithery Elf Missile Weapons, Spellcasting (talisman), Bowyer, Woodsman Fireborn Missile Weapons, Spellcasting, Praying, Flame touch Human Missile Weapons, 2 Random skills Mage Missile Weapons, Spellcasting Monk Missile Weapons, Meditation, Karate, Sense Magic Ninja Missile Weapons, Jumping, Hiding Priest Praying, Spellcasting (talisman) Quetzalcoatl Missile Weapons, Spellcasting, Clawing Swashbuckler Missile Weapons, Stealing, Singing Thief Missile Weapons, Stealing, Lockpicking (lockpicks) Viking Missile Weapons, Bargaining Warrior Missile Weapons, Punching, Oratory Wizard Spellcasting, Praying (holy symbol) Wraith Spellcasting, Praying (holy symbol) 2.APPENDICES ---------- A. skills descriptions The following is the current (8/15/95) roster of skills and the description for each. Use the command 'crossfire -m5' to see the array of skills and experience in your version of crossfire. (Note: you need to have compilied with the DUMP_SWITCHES and ALLOW_SKILLS flags for this to work!) + -denotes a skill which monsters/NPC's may also use. Skill description ----- ----------- alchemy User can identify potions, containers, and amulets. (One day I would like to see this skill allow mixing of potions -b.t.). bargaining While this skill is readied the user has added Cha for purposes of purchase and selling of items only. Cha is never allowed to exceed 30. bowyer User can identify missile weapons and missiles. + clawing User can make a "bare-handed attack". Damage is based on the user's Str and level. find traps User can search (more effectively) for traps. Not a 'passive' skill, it is applied in order to gain the advantage in discovering traps. + flame touch User can make a "bare-handed attack". Damage is based on the user's Str and level. This is the default hand-to-hand fighting skill for the fireborn character class. + hide User enjoys limited form of invisibility. If they attack or move too much they become visible. Right now it is possible to hidden while next to hostile monsters. Not a reasonable feature! jeweler User can ident gems and rings that they hold. + jumping User can 'skip' over 1-2 spaces in a selected direction. Distance depends on weight carried, Str and Dex of the user. This skill may also be used as an attack. + karate User can make a "bare-handed attack". Damage is based on the user's Str and level. This attack is the fastest and (at higher levels) most deadly of the "hand to hand" attacks available. literacy User can ident books and scrolls that they hold. Since scrolls are currently always identified, this is not the greatest of skills. + lockpicking User may 'pick locks' (open doors). User needs to have readied some 'lockpicks' to use this skill. meditation Player can regain mana/hp at an accelerated rate. Player must first strip off encumbering armour however. This skill is only available to the 'monk' character class. melee weapons User may use hand-held weapons (eg swords, spears, mace, etc). One day this skill could be made to allow the player to make special attacks with various weapons. (For example, a disarming attack with Sai). missile weapons The user is allowed to make attacks with ranged weapons (eg bow, crossbow). mountaineer While the skill is readied, the possessor will move faster through "hilly" terrain (hills, mountains, etc.) oratory User may 'recruit' followers. Recruitees must be of lower level, and unaggressive to start. Use of this skill may anger the audience. Also, 'special' monsters are immune to recruitment. Success depends on User Cha and level. praying User is allowed to cast "cleric" spells. In addition, this skill may be used to accelerate the accumulation of grace. This skill may be either 'learned' or acquired through the use of a "holy symbol". + punching User can make a "bare-handed attack". Damage is based on the user's Str and level. This is the most feeble of the hth attacks. remove_traps User may remove previously discovered traps. sense curse User may discover whether items that he holds are 'cursed'. Controversial skill, may go away in later versions. sense magic User may discover whether items that he holds are 'magic'. Controversial skill, may go away in later versions. set traps Unimplemented. singing User may pacify hostile monsters with this skill. Certain kinds of monsters are immune. Success depends on user level and Cha. smithery User may ident arms and armour that they hold. Right now this is a powerful skill, and I am considering breaking it up into 2 ident skills in the future. spellcasting User is allowed to cast "wizard" spells. This skill may be acquired either through the use of a talisman or learned via a skill scroll. + stealing User can take items from the inventory of other monsters. thaumagragist User can ident rods, wands and horns that they are holding. throwing Unimplemented. use magic item User can use magic items like rods/wands/horns. Note that by default, you do not gain experience with this skill, and thus, you don't get experience for using rods/wands/horns to kill monsters. woodsman While the skill is readied, the possessor will move faster through "wooded" terrain (forest, grasslands, brush, jungle, etc.) writing User may rewrite spell scrolls with a previously known spell. Sp, time and an old scroll are needed. Backfire effects are possible. Only available as a 'writing pen'. b. how stats are related to skills/experience Table of how experience is modified by the the stats associated with a skill. Each skill which may 'generate' experience (the "associated skills") have a number of stats which are associated with them. Each time experience is gained by the player, the base value is modified according to the value of the player's stats associated with the skill in use. The effect of the modification is shown below (wherein all the associated stats have been taken as an average). Average of Base exp | Average of Base Exp assoc. stats multiplier| assoc. stats multiplier ------------- ----------|------------- ---------- 1 0.00 | 16 1.05 2 0.01 | 17 1.10 3 0.03 | 18 1.15 4 0.05 | 19 1.2 5 0.20 | 20 1.3 6 0.35 | 21 1.4 7 0.5 | 22 1.5 8 0.65 | 23 1.6 9 0.7 | 24 1.7 10 0.75 | 25 2.0 11 0.8 | 26 2.2 12 0.85 | 27 2.4 13 0.9 | 28 2.6 14 0.95 | 29 2.8 15 1.0 | 30 3.0 c. Default parameters for skills Table of stats associated w/ each skill. Miscellaneous skills never have any stats related to them. This is the default table. Your release of CF may have difference bindings between experience categories (ExpCat) and relevant stats may differ. Use the -m5 flag to investigate this for your version of CF. sk# Skill name ExpCat Time Base xlvl Stat1 Stat2 Stat3 --- ---------- ------ ---- ---- ---- ----- ----- ----- 0- stealing agility 0 25 2.5 Dex Int --- 1- lockpicking agility 0 10 0.5 Dex Int --- 2- hiding agility 0 5 1.5 Dex Int --- 3- smithery mental 5 1 0.5 Int Dex --- 4- bowyer mental 5 1 0.5 Int Dex --- 5- jewelry mental 5 10 1 Int Dex --- 6- alchemy mental 5 100 1 Int Dex --- 7- thaumaturgy mental 5 10 0.75 Int Dex --- 8- literacy mental 5 100 1.5 Int Dex --- 9- bargaining NONE 0 0 0 --- --- --- 10- jumping physique 0 0 2.5 Str Dex --- 11- sense magic magic 0 1 0 Pow Int --- 12- oratory personality 1 1 0.5 Cha Int --- 13- singing personality 1 1 0.5 Cha Int --- 14- sense curse wisdom 0 1 0 Pow Wis --- 15- find traps mental 0 3 2 Int Dex --- 16- meditation NONE 10 0 0 --- --- --- 17- punching physique 0 0 0 Str Dex --- 18- flame touch physique 0 0 0 Str Dex Int 19- karate physique 0 0 0 Str Dex --- 20- mountaineer NONE 0 0 0 --- --- --- 21- woodsman mental 0 1 0.5 Int Dex --- 22- inscription magic 0 1 5 Pow Int --- 23- melee weapons physique 0 1 0 Str Dex --- 24- missile weapons physique 0 1 0 Str Dex --- 25- throwing physique 0 1 0 Str Dex --- 26- spellcasting magic 0 0 0 Pow Int --- 27- disarm traps agility 0 10 0.5 Dex Int Str 28- set traps mental 5 3 2 Int Dex Str 29- use magic item NONE 0 0 0 --- --- --- 30- praying wisdom 0 0 0 Wis Pow --- 31- clawing physique 0 0 0 Str Dex --- In the above table, "skill name" refers to the name of the skill as used by the player, "expcat" refers to the name of the assoc- iated experience category, "time" is the number of 'ticks' re- quired to perform the skill, "base" is the base amount of exp given for successful use of the skill, "xlvl" is the level multi- plier to the amount of experience gained, and "stat1, stat2, stat3" are the associated stats for the skill. The values of these stats will be used to reference a multiplier (see preceding table) to the amount of gained experience. d. Theory of Experience Gain [excerpted from the code in skill_util.c, as if you can't tell :) ] /* calc_skill_exp() - calculates amount of experience can be gained for * successful use of a skill and returns value of the experience gain. * Here we take the view that a player must 'overcome an opponent' * in order to gain experience. Examples include foes killed combat, * finding/disarming a trap, stealing from some being, etc. * The gained experience is based primarily on the difference in levels, * exp point value of vanquished foe, the relevant stats of the skill being * used and modifications in the skills[] table. * * For now, monsters and players will be treated differently. Below I give * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler. * Monsters just get 10% of the exp of the opponent. * * Example: the basic exp gain for player 'who' how "vanquished" opponent * 'op' using skill 'sk' is: * * EXP GAIN = (op->exp + skills[sk].bexp) * (1 + lvl_mult) * stat_mult * * where lvl_mult is * * for(pl->level <= op->level):: * lvl_mult = skills[sk].lexp * (op->level - pl->level) * for(pl->level > op->level):: * lvl_mult = (op_lvl/pl_lvl) - 1; * * and stat_mult is taken from stat_exp_mult[] table above. * * Coded by b.t. thomas@astro.psu.edu */ crossfire-1.75.0/doc/spoiler.ps000644 001751 001751 00013317174 13775122724 017304 0ustar00kevinzkevinz000000 000000 %!PS-Adobe-2.0 %%Creator: dvips(k) 5.92b Copyright 2002 Radical Eye Software %%Title: spoiler.dvi %%Pages: 52 %%PageOrder: Ascend %%BoundingBox: 0 0 596 842 %%DocumentFonts: CMR8 CMMI10 CMR7 CMR10 CMSY10 %%EndComments %DVIPSWebPage: (www.radicaleye.com) %DVIPSCommandLine: dvips -o ../spoiler.ps spoiler.dvi %DVIPSParameters: dpi=600, compressed 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/multiply /asteriskmath /divide /diamondmath /plusminus /minusplus /circleplus /circleminus /.notdef /.notdef /circlemultiply /circledivide /circledot /circlecopyrt /openbullet /bullet /equivasymptotic /equivalence /reflexsubset /reflexsuperset /lessequal /greaterequal /precedesequal /followsequal /similar /approxequal /propersubset /propersuperset /lessmuch /greatermuch /precedes /follows /arrowleft /spade /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef /.notdef ] def %%EndProcSet %%BeginProcSet: texps.pro %! TeXDict begin/rf{findfont dup length 1 add dict begin{1 index/FID ne 2 index/UniqueID ne and{def}{pop pop}ifelse}forall[1 index 0 6 -1 roll exec 0 exch 5 -1 roll VResolution Resolution div mul neg 0 0]FontType 0 ne{/Metrics exch def dict begin Encoding{exch dup type/integertype ne{ pop pop 1 sub dup 0 le{pop}{[}ifelse}{FontMatrix 0 get div Metrics 0 get div def}ifelse}forall Metrics/Metrics currentdict end def}{{1 index type /nametype eq{exit}if exch pop}loop}ifelse[2 index currentdict end definefont 3 -1 roll makefont/setfont cvx]cvx def}def/ObliqueSlant{dup sin S cos div neg}B/SlantFont{4 index mul add}def/ExtendFont{3 -1 roll mul exch}def/ReEncodeFont{CharStrings rcheck{/Encoding false def dup[ exch{dup CharStrings exch known not{pop/.notdef/Encoding true def}if} forall Encoding{]exch pop}{cleartomark}ifelse}if/Encoding exch def}def end %%EndProcSet %%BeginProcSet: special.pro %! TeXDict begin/SDict 200 dict N SDict begin/@SpecialDefaults{/hs 612 N /vs 792 N/ho 0 N/vo 0 N/hsc 1 N/vsc 1 N/ang 0 N/CLIP 0 N/rwiSeen false N /rhiSeen false N/letter{}N/note{}N/a4{}N/legal{}N}B/@scaleunit 100 N /@hscale{@scaleunit div/hsc X}B/@vscale{@scaleunit div/vsc X}B/@hsize{ /hs X/CLIP 1 N}B/@vsize{/vs X/CLIP 1 N}B/@clip{/CLIP 2 N}B/@hoffset{/ho X}B/@voffset{/vo X}B/@angle{/ang X}B/@rwi{10 div/rwi X/rwiSeen true N}B /@rhi{10 div/rhi X/rhiSeen true N}B/@llx{/llx X}B/@lly{/lly X}B/@urx{ /urx X}B/@ury{/ury X}B/magscale true def end/@MacSetUp{userdict/md known {userdict/md get type/dicttype eq{userdict begin md length 10 add md maxlength ge{/md md dup length 20 add dict copy def}if end md begin /letter{}N/note{}N/legal{}N/od{txpose 1 0 mtx defaultmatrix dtransform S atan/pa X newpath clippath mark{transform{itransform moveto}}{transform{ itransform lineto}}{6 -2 roll transform 6 -2 roll transform 6 -2 roll transform{itransform 6 2 roll itransform 6 2 roll itransform 6 2 roll curveto}}{{closepath}}pathforall newpath counttomark array astore/gc xdf pop ct 39 0 put 10 fz 0 fs 2 F/|______Courier fnt invertflag{PaintBlack} if}N/txpose{pxs pys scale ppr aload pop por{noflips{pop S neg S TR pop 1 -1 scale}if xflip yflip and{pop S neg S TR 180 rotate 1 -1 scale ppr 3 get ppr 1 get neg sub neg ppr 2 get ppr 0 get neg sub neg TR}if xflip yflip not and{pop S neg S TR pop 180 rotate ppr 3 get ppr 1 get neg sub neg 0 TR}if yflip xflip not and{ppr 1 get neg ppr 0 get neg TR}if}{ noflips{TR pop pop 270 rotate 1 -1 scale}if xflip yflip and{TR pop pop 90 rotate 1 -1 scale ppr 3 get ppr 1 get neg sub neg ppr 2 get ppr 0 get neg sub neg TR}if xflip yflip not and{TR pop pop 90 rotate ppr 3 get ppr 1 get neg sub neg 0 TR}if yflip xflip not and{TR pop pop 270 rotate ppr 2 get ppr 0 get neg sub neg 0 S TR}if}ifelse scaleby96{ppr aload pop 4 -1 roll add 2 div 3 1 roll add 2 div 2 copy TR .96 dup scale neg S neg S TR}if}N/cp{pop pop showpage pm restore}N end}if}if}N/normalscale{ Resolution 72 div VResolution 72 div neg scale magscale{DVImag dup scale }if 0 setgray}N/psfts{S 65781.76 div N}N/startTexFig{/psf$SavedState save N userdict maxlength dict begin/magscale true def normalscale currentpoint TR/psf$ury psfts/psf$urx psfts/psf$lly psfts/psf$llx psfts /psf$y psfts/psf$x psfts currentpoint/psf$cy X/psf$cx X/psf$sx psf$x psf$urx psf$llx sub div N/psf$sy psf$y psf$ury psf$lly sub div N psf$sx psf$sy scale psf$cx psf$sx div psf$llx sub psf$cy psf$sy div psf$ury sub TR/showpage{}N/erasepage{}N/setpagedevice{pop}N/copypage{}N/p 3 def @MacSetUp}N/doclip{psf$llx psf$lly psf$urx psf$ury currentpoint 6 2 roll newpath 4 copy 4 2 roll moveto 6 -1 roll S lineto S lineto S lineto closepath clip newpath moveto}N/endTexFig{end psf$SavedState restore}N /@beginspecial{SDict begin/SpecialSave save N gsave normalscale currentpoint TR @SpecialDefaults count/ocount X/dcount countdictstack N} N/@setspecial{CLIP 1 eq{newpath 0 0 moveto hs 0 rlineto 0 vs rlineto hs neg 0 rlineto closepath clip}if ho vo TR hsc vsc scale ang rotate rwiSeen{rwi urx llx sub div rhiSeen{rhi ury lly sub div}{dup}ifelse scale llx neg lly neg TR}{rhiSeen{rhi ury lly sub div dup scale llx neg lly neg TR}if}ifelse CLIP 2 eq{newpath llx lly moveto urx lly lineto urx ury lineto llx ury lineto closepath clip}if/showpage{}N/erasepage{}N /setpagedevice{pop}N/copypage{}N newpath}N/@endspecial{count ocount sub{ pop}repeat countdictstack dcount sub{end}repeat grestore SpecialSave restore end}N/@defspecial{SDict begin}N/@fedspecial{end}B/li{lineto}B /rl{rlineto}B/rc{rcurveto}B/np{/SaveX currentpoint/SaveY X N 1 setlinecap newpath}N/st{stroke SaveX SaveY moveto}N/fil{fill SaveX SaveY moveto}N/ellipse{/endangle X/startangle X/yrad X/xrad X/savematrix matrix currentmatrix N TR xrad yrad scale 0 0 1 startangle endangle arc savematrix setmatrix}N end %%EndProcSet %%BeginFont: CMSY10 %!PS-AdobeFont-1.1: CMSY10 1.0 %%CreationDate: 1991 Aug 15 07:20:57 % Copyright (C) 1997 American Mathematical Society. All Rights Reserved. 11 dict begin /FontInfo 7 dict dup begin /version (1.0) readonly def /Notice (Copyright (C) 1997 American Mathematical Society. All Rights Reserved) readonly def /FullName (CMSY10) readonly def /FamilyName (Computer Modern) readonly def /Weight (Medium) readonly def /ItalicAngle -14.035 def /isFixedPitch false def end readonly def /FontName /CMSY10 def /PaintType 0 def /FontType 1 def /FontMatrix [0.001 0 0 0.001 0 0] readonly def /Encoding 256 array 0 1 255 {1 index exch /.notdef put} for dup 0 /.notdef put readonly def /FontBBox{-29 -960 1116 775}readonly def /UniqueID 5000820 def currentdict end currentfile eexec D9D66F633B846A97B686A97E45A3D0AA052F09F9C8ADE9D907C058B87E9B6964 7D53359E51216774A4EAA1E2B58EC3176BD1184A633B951372B4198D4E8C5EF4 A213ACB58AA0A658908035BF2ED8531779838A960DFE2B27EA49C37156989C85 E21B3ABF72E39A89232CD9F4237FC80C9E64E8425AA3BEF7DED60B122A52922A 221A37D9A807DD01161779DDE7D31FF2B87F97C73D63EECDDA4C49501773468A 27D1663E0B62F461F6E40A5D6676D1D12B51E641C1D4E8E2771864FC104F8CBF 5B78EC1D88228725F1C453A678F58A7E1B7BD7CA700717D288EB8DA1F57C4F09 0ABF1D42C5DDD0C384C7E22F8F8047BE1D4C1CC8E33368FB1AC82B4E96146730 DE3302B2E6B819CB6AE455B1AF3187FFE8071AA57EF8A6616B9CB7941D44EC7A 71A7BB3DF755178D7D2E4BB69859EFA4BBC30BD6BB1531133FD4D9438FF99F09 4ECC068A324D75B5F696B8688EEB2F17E5ED34CCD6D047A4E3806D000C199D7C 515DB70A8D4F6146FE068DC1E5DE8BC5703711DA090312BA3FC00A08C453C609 C627A8AEB09EB6CABAF5EF45973C906003D9E1DCB3C069FEBD42B1B981F6C74F 1F2B4D60B51BC2F0BED081D3B88008E7209CBC0E7208F47D8BCEC16C45E4CBE5 FD6F1765A6BB0964FE0A01452C5AD1A27989ED7E99FD45F2A8F3C22AAD45095A 59361EEFF6267A049B5D4808972B79DD7BA89E0F1AA9C4C313618317A04BD157 277074E801A07C2928ACE41DB514821A291B4240B524241A09FF438C2A8797E6 0F2B1D9CB4D50BC559ADF43CEC274CE4647278F1BE57742DCAE594039796AE18 A45A3E20BB6EDAEDF05BAB96F688BC8BC0FC096B106401494DA8B1409FDC6F8F E40E9782EE02425E9F9136C986E413CA21B032E2088C175602C899F2DE87FD25 68D432995B2A2458E5 0000000000000000000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000000000000000000000000000 cleartomark %%EndFont %%BeginFont: CMR10 %!PS-AdobeFont-1.1: CMR10 1.00B %%CreationDate: 1992 Feb 19 19:54:52 % Copyright (C) 1997 American Mathematical Society. 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All Rights Reserved) readonly def /FullName (CMR10) readonly def /FamilyName (Computer Modern) readonly def /Weight (Medium) readonly def /ItalicAngle 0 def /isFixedPitch false def end readonly def /FontName /CMR10 def /PaintType 0 def /FontType 1 def /FontMatrix [0.001 0 0 0.001 0 0] readonly def /Encoding 256 array 0 1 255 {1 index exch /.notdef put} for dup 0 /.notdef put readonly def /FontBBox{-251 -250 1009 969}readonly def /UniqueID 5000793 def currentdict end currentfile eexec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cleartomark %%EndFont %%BeginFont: CMMI10 %!PS-AdobeFont-1.1: CMMI10 1.100 %%CreationDate: 1996 Jul 23 07:53:57 % Copyright (C) 1997 American Mathematical Society. All Rights Reserved. 11 dict begin /FontInfo 7 dict dup begin /version (1.100) readonly def /Notice (Copyright (C) 1997 American Mathematical Society. All Rights Reserved) readonly def /FullName (CMMI10) readonly def /FamilyName (Computer Modern) readonly def /Weight (Medium) readonly def /ItalicAngle -14.04 def /isFixedPitch false def end readonly def /FontName /CMMI10 def /PaintType 0 def /FontType 1 def /FontMatrix [0.001 0 0 0.001 0 0] readonly def /Encoding 256 array 0 1 255 {1 index exch /.notdef put} for dup 0 /.notdef put readonly def /FontBBox{-32 -250 1048 750}readonly def /UniqueID 5087385 def currentdict end currentfile eexec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cleartomark %%EndFont %%BeginFont: CMR7 %!PS-AdobeFont-1.1: CMR7 1.0 %%CreationDate: 1991 Aug 20 16:39:21 % Copyright (C) 1997 American Mathematical Society. All Rights Reserved. 11 dict begin /FontInfo 7 dict dup begin /version (1.0) readonly def /Notice (Copyright (C) 1997 American Mathematical Society. All Rights Reserved) readonly def /FullName (CMR7) readonly def /FamilyName (Computer Modern) readonly def /Weight (Medium) readonly def /ItalicAngle 0 def /isFixedPitch false def end readonly def /FontName /CMR7 def /PaintType 0 def /FontType 1 def /FontMatrix [0.001 0 0 0.001 0 0] readonly def /Encoding 256 array 0 1 255 {1 index exch /.notdef put} for dup 0 /.notdef put readonly def /FontBBox{-27 -250 1122 750}readonly def /UniqueID 5000790 def currentdict end currentfile eexec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cleartomark %%EndFont %%BeginFont: CMR8 %!PS-AdobeFont-1.1: CMR8 1.0 %%CreationDate: 1991 Aug 20 16:39:40 % Copyright (C) 1997 American Mathematical Society. All Rights Reserved. 11 dict begin /FontInfo 7 dict dup begin /version (1.0) readonly def /Notice (Copyright (C) 1997 American Mathematical Society. All Rights Reserved) readonly def /FullName (CMR8) readonly def /FamilyName (Computer Modern) readonly def /Weight (Medium) readonly def /ItalicAngle 0 def /isFixedPitch false def end readonly def /FontName /CMR8 def /PaintType 0 def /FontType 1 def /FontMatrix [0.001 0 0 0.001 0 0] readonly def /Encoding 256 array 0 1 255 {1 index exch /.notdef put} for dup 0 /.notdef put readonly def /FontBBox{-36 -250 1070 750}readonly def /UniqueID 5000791 def currentdict end currentfile eexec D9D66F633B846A97B686A97E45A3D0AA052A014267B7904EB3C0D3BD0B83D891 016CA6CA4B712ADEB258FAAB9A130EE605E61F77FC1B738ABC7C51CD46EF8171 9098D5FEE67660E69A7AB91B58F29A4D79E57022F783EB0FBBB6D4F4EC35014F D2DECBA99459A4C59DF0C6EBA150284454E707DC2100C15B76B4C19B84363758 469A6C558785B226332152109871A9883487DD7710949204DDCF837E6A8708B8 2BDBF16FBC7512FAA308A093FE5CF4E9D2405B169CD5365D6ECED5D768D66D6C 68618B8C482B341F8CA38E9BB9BAFCFAAD9C2F3FD033B62690986ED43D9C9361 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ffffffff666667676767666666ffff6666ffffffffff27272727ffffffff ff6666ffff66666667676767676666ff66ffffffff66ffffff2727ffffff 66ffffffff66ff66666767676767676666ffffffffff66ffff66ff2727ff 66ffff66ffffffffff6666676767676767666666ffffff66ffffff66ff27 27ff66ffffff66ffffff666666676767676767676666ffff66ffffff66ff ff2727ffff66ffffff66ffff66666767676767676767676666ffffffffff 66ffff2727ffff66ffffffffff666667676767676767676767666666ffff ff66ffffff2727ffffffffffffff66666667676767676767676767676666 6666ffffffff27272727ffffffff66666666676767676767676767676767 67676666666666ffffffffffff6666666666676767676767676767676767 676767676766666666666666666666666666666767676767676767676767 676767676767676767676666666666666666676767676767676767676767 676767676767676767676767676767676767676767676767676767676767 676767676767676767676767676767676767676767676767676767676767 67676767 grestore showpage %%Trailer %%EndDocument @endspecial 1706 3070 V 1900 3070 V 536 w(7)p 2190 3070 V 141 w(20)p 2414 3070 V 2759 3070 V 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676767676767676767676767676767676767676767676767676767676767 67676767 grestore showpage %%Trailer %%EndDocument @endspecial 1706 3692 V 1900 3692 V 536 w(8)p 2190 3692 V 141 w(20)p 2414 3692 V 2759 3692 V 2894 3603 a Fa(p)p 3094 3692 V 258 w(p)p 3415 3692 V 380 3817 V 432 3787 a Fg(Protection)g(from)g(p)r(oison)p 1512 3817 V 295 w @beginspecial 290 @llx 380 @lly 321 @urx 411 @ury 113 @rwi 113 @rhi @setspecial %%BeginDocument: spell-praying.111.ps %!PS-Adobe-2.0 EPSF-2.0 %%Creator: pnmtops %%Title: noname.ps %%Pages: 1 %%BoundingBox: 290 380 321 411 %%EndComments /readstring { currentfile exch readhexstring pop } bind def /picstr 32 string def %%EndProlog %%Page: 1 1 gsave 290.64 380.64 translate 30.72 30.72 scale 32 32 8 [ 32 0 0 -32 0 32 ] { picstr readstring } image 676767676767676767676767676767676767676767676767676767676767 676767676767676767676767676767676767676767676767676767676767 676767676767676767676767676767666666666666666666666767676767 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27ff6666676767676666ffffffffff66ffff2727ffffffff2727ffff66ff ffffffff666667676767666666ffff6666ffffffffff27272727ffffffff ff6666ffff66666667676767676666ff66ffffffff66ffffff2727ffffff 66ffffffff66ff66666767676767676666ffffffffff66ffff66ff2727ff 66ffff66ffffffffff6666676767676767666666ffffff66ffffff66ff27 27ff66ffffff66ffffff666666676767676767676666ffff66ffffff66ff ff2727ffff66ffffff66ffff66666767676767676767676666ffffffffff 66ffff2727ffff66ffffffffff666667676767676767676767666666ffff ff66ffffff2727ffffffffffffff66666667676767676767676767676666 6666ffffffff27272727ffffffff66666666676767676767676767676767 67676666666666ffffffffffff6666666666676767676767676767676767 676767676766666666666666666666666666666767676767676767676767 676767676767676767676666666666666666676767676767676767676767 676767676767676767676767676767676767676767676767676767676767 676767676767676767676767676767676767676767676767676767676767 67676767 grestore showpage %%Trailer %%EndDocument @endspecial 1706 3817 V 1900 3817 V 536 w(6)p 2190 3817 V 141 w(20)p 2414 3817 V 2759 3817 V 2894 3728 a Fa(p)p 3094 3817 V 258 w(p)p 3415 3817 V 380 3941 V 432 3911 a Fg(Protection)g(from)g(slo)n(w)p 1512 3941 V 373 w @beginspecial 290 @llx 380 @lly 321 @urx 411 @ury 113 @rwi 113 @rhi @setspecial %%BeginDocument: spell-praying.111.ps %!PS-Adobe-2.0 EPSF-2.0 %%Creator: pnmtops %%Title: noname.ps %%Pages: 1 %%BoundingBox: 290 380 321 411 %%EndComments /readstring { currentfile exch readhexstring pop } bind def /picstr 32 string def %%EndProlog %%Page: 1 1 gsave 290.64 380.64 translate 30.72 30.72 scale 32 32 8 [ 32 0 0 -32 0 32 ] { picstr readstring } image 676767676767676767676767676767676767676767676767676767676767 676767676767676767676767676767676767676767676767676767676767 676767676767676767676767676767666666666666666666666767676767 676767676767676767676767676767666666666666666666666666666667 6767676767676767676767676767676766666666ffffffffffffffff6666 6666676767676767676767676767676766666666ffffffff27272727ffff 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Each plugin is identified in Crossfire by a keyword; pluglist shows those keywords, as well as a short text describing each plugin (usually a version string). If no plugin is loaded, the list will simply appear empty. The keyword for the Python plugin is Python. plugout Unloads a given plugin, identified by its _keyword_. So if you want to unload the Python plugin, you need to do 'plugout Python'. plugin Loads a given plugin, whose _filename_ is libname. So in the case of Python, you'd have to do a 'plugin cfpython.so'. Note that all filenames are relative to the default plugin path (SHARE/plugins). Console messages. ----------------- When Crossfire starts, it tries to load all available files in the SHARE/plugins directory as plugin libraries. It first displays the 'Initializing plugins:' message. Whenever a plugin has been loaded, the plugin has the opportunity to signal itself by a message on the console. Then the server displays an informative message containing both the plugin content and its keyword. For the Python plugin, the standard load process thus gives: [Info] Initializing plugins [Info] Plugins directory is /usr/games/crossfire/lib/crossfire/plugins/ [Info] -> Loading plugin : cfpython.so [Debug] CFPython 2.0a init [Debug] CFPython 2.0a post init Running python initialize script. Updating Guilds ['GUILD_TEMPLATE', 'PoisonedDagger', 'GreenGoblin'] When a plugin has been loaded, it can request to be warned whenever a global event occurs (global events are 'shout', 'login', 'death', and so on). A complete list of events is available in the include/plugin.h file. Specific notes related to the Python plugin. -------------------------------------------- The Python plugin supports all global events. The constant PYTHON_DEBUG defined at the start of the plugin_python.c file increases the verbosity of the plugin. Global event scripts go into SHARE/maps/python/events/, and are named freely by the developer. If the directory doesn't exist, nothing will happen. can be 'init', 'login', ... (the right part of the EVENT_xxx defines). Some problems have already been reported about the autodetection of the Python libraries. Don't forget that you need the development files of Python (it means the 'libpython2.x.a' and some header files, including 'Python.h'). If configure fails whatever you try, you can still try to edit the plugin Makefile by hand. You need to: - Add your Python headers path to the INCLUDES= line. (for example: -I/usr/include/python2.2); - Add your Python library path to the PYTHON_LIB= line. (for example: /usr/lib/python2.2/config/libpython2.2.a) And then build the plugin after the server. Although I do not recommend this technique, it may help sometimes. Status of the logger and animator plugins isn't known. crossfire-1.75.0/doc/crossloop.web.man000644 001751 001751 00000000214 13767307612 020535 0ustar00kevinzkevinz000000 000000 .TH crossloo.web 6 "Feb 04 2004" "" "CrossFire Game Server Manual" .SH NAME crossloop .SH SYNOPSIS crossloo .SH DESCRIPTION .B crossloop crossfire-1.75.0/doc/stats.txt000644 001751 001751 00000021326 13767307612 017147 0ustar00kevinzkevinz000000 000000 Player Stats effect how well a character can survie and interact inside the crossfire world. This section discusses the various stats, what they are, and how they effect the player's actions. Also in this section are the stat modifiers that specific classes/professions bring. Player Stats: Score : Score is accumulated by killing monsters. This is how you gain levels, hps, and sps. Hp : Hit Points. How much damage a character can take. If this drops below 0 the player dies. It consist of two numbers, the current and maximum. Sp : Spell Points. How much spell power a character has. They are consumed when casting spells. It consist of two numbers, the Current and Maximum. The Current Sp can go somewhat negative. When Sp is negative not all spells can be cast, and a more-negative Sp makes spell casting less likey to succeed. St : Strength. How strong a character is, can affect Damage and how the characters speed, as well as how often the character can attack. Co : Constitution. How healthy a character is. Affects the maximum Hit Points. De : Dexterity. Helps the character avoid being hit. Affects the Armour Class and the speed. In : Intelligence. Affects chance of learning mage spells. Wi : Wisdom. Determines the chance of learning a cleric spell and maximum grace. P : Power. Determines maximum mana. Ch : Charisma. How charismatic a character is, this affects the prices when buying and selling items. Wc : Weapon Class. How well a character is able to hit enemies. Dam : Damage. The maximum a character can damage an enemy with a single successful hit. Ac : Armor Class. How hard a character is to hit. Arm : Armour. How well protected the character is. This number specifies a percentage which is subtracted from the physical damage inflicted on the character. Speed : How fast a player moves around. The number in the () indicates weapon speed. Food : How much food a player has, if this drops to 0, the player will start losing hit points. Levels: A player will gain a new level when their score reaches a new level in the following hiarchy: Level 1: 0 Level 2: 1000 Level 3: 2000 Level 4: 4000 Level 5: 8000 Level 6: 16000 Level 7: 32000 Level 8: 64000 Level 9: 125000 Level 10: 250000 Class / Profession Modifiers: After a player rolls stats and he/she is happy with the character they must decide on what class or profession the character will be. The modifiers will affect the initial stat rolls. Net refers to the all the bonus/penalties added up. ------------------------------------------------------------------------------ | Class/Prof | Str | Dex | Con | Wis | Cha | Int | Pow | Net | Skills | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Barbarian | 4 | 1 | 4 | -1 | -2 | -6 | 0 | 0 | F,cl,wd | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Cleric | 0 | -1 | -1 | 2 | 1 | -2 | 1 | 0 | F,or | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Dwarf | 3 | -4 | 4 | 0 | -3 | 0 | 0 | 0 | F,sm | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Elf | -2 | 4 | -2 | -3 | 2 | 1 | 1 | +1 | F,M,bo,wd | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Fireborn | -7 | 4 | -3 | 3 | -4 | 2 | 0 | -5 |B,mi,sc,pr,ft| +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Human | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | F,ra | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Mage | 0 | 1 | -1 | 0 | -3 | 1 | 2 | 0 | F,C | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Monk | 2 | 2 | 1 | 0 | -3 | -1 | -1 | 0 |B,mi,me,ka,se| +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Ninja | 2 | 2 | 0 | -1 | -1 | -2 | 0 | 0 | F,ju,hi | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Priest | -3 | -2 | -2 | 3 | 2 | 0 | 2 | 0 | C | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Quetzalcoatl | 4 | -4 | 4 | -10 | 0 | -10 | +7 | -9 |B,mi,cw,sc,mw| +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Swashbuckler | 1 | 3 | 1 | -2 | 1 | -4 | 0 | 0 | F,st,si | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Thief | 0 | 4 | -2 | 0 | -3 | 1 | 0 | 0 | F,st | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Viking | 1 | 1 | 2 | -1 | -1 | -2 | 0 | 0 | F,ba | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Warrior | 3 | -1 | 2 | 0 | -1 | -3 | 0 | 0 | F,or | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Wizard | -3 | 0 | -3 | 0 | 0 | 3 | 3 | 0 | C | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Wraith | -4 | 4 | -4 | -3 | -10 | 2 | 3 | -12 | C | +--------------+-----+-----+-----+-----+-----+-----+-----+-----+-------------+ | Class/Prof | Str | Dex | Con | Wis | Cha | Int | Pow | Net | Skills | ------------------------------------------------------------------------------ Enclosed are codes used for the skills above. The ones in basic, casting, and fighting should all be pretty self explanatory. For the other skills, a brief description is given, for a more detailed description, look at the skills.doc file. Skill codes: B=basic skills (find traps, remove traps, use magic items) C=casting skills (melee weapon, spellcasting, praying, find traps, remove traps, use magic items) F=fighter skills (melee weapon, missile weapon, find traps, remove traps, use magic items) ba=bargaining. Increases charisma for buying/selling items. bo=bowyer. Identify missile weapons and missiles. cl=climbing. Better movement through mountains? cw=clawing. Allows for bare handed attack. ft=flame touch. Unarmed fire attack. hi=hide. Allows partial invisiblity. ju=jumping. Can jump over spaces. ka=karate. Unamred combat. me=meditation. Regain hp/mana at faster rate. mw=melee weapon. Can use hand held weapons. mi=missile weapon. Can use missile weapons. or=oratory. May recruite followers. pr=praying. Can cast cleric spells. ra=random skill sc=spell casting. Can cast wizard spells. se=sense magic. Can detect magic items. si=singing. May pacifiy hostile monsters. sm=smithery. Identify arms and armor. st=stealing. Can take items from monsters inventory. wd=woodsman. Move faster through wooded terrain. Descriptions on classes: race attacktype restrictions immunities prot./vuln. fireborn fire,phys no armour, fire vuln:ghosthit no weapons poison drain,cold Fireborns are supposed to be fire spirits. They're closely in tune with magic and are powerful and learn magic easily. Being fire spirits, they are immune to fire and poison, and vulnerable to cold. They are vulnerable to ghosthit and drain because being mostly non-physical, anything which strikes directly at the spirit hits them harder.... race attacktype restrictions immunities prot./vuln. Quetzalcoatl physical no armour fire vuln:paral poison,cold Quetzalcoatl's are now born knowing the spell of burning hands, but because of their negative wisdom bonus, they have a very hard time learning new spells. Their maximum natural wisdom is 13. With the high intelligence bonus, they will typically have many spellpoints. They can be very devastating at low level due to their low natural ac and can make mincemeat out of low-level monsters. However, at midlevel, they really begin to have problems because they cannot use armour. race attacktype restrictions immunities prot./vuln. Wraith cold,phys none ghostgit,drain prot:col,phys vuln: fire ------------------------------------------------------------------------------ When choosing the class, that stats will be adjusted by the bonuses in the above table. You will not be able to choose a class if the modifications drop a stat below 1. 1 is the mininum value for all stats. crossfire-1.75.0/doc/scripts/000755 001751 001751 00000000000 13777710122 016726 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/doc/commands.txt000644 001751 001751 00000016633 13767307612 017617 0ustar00kevinzkevinz000000 000000 Run Time Commands: This section contains all the commands that can be used while playing Crossfire, along with a description of what they do. The first thing a player will see when they run crossfire are the game windows. (Note: There are 6 windows, even by default, although they may look as if they are one.) If the -w option is used on the command line then the player will be allowed to place each window and resize the windows to any size they wish. (Note: The map window can be resized but the area of the map displayed will remain the same, surrounded by black area. Also, when one player resizes a window, it will "freeze" the game for the other players, until the person is finished resizing.) Crossfire can display graphics in two forms: either by using a special font or by using pixmaps. The first method is default as it is much quicker than using pixmaps. A common problem with X terminals is that whoever compiled the game does not have write access to a font directory the terminal can read, in which case pixmaps must be used. When using pixmaps, all 1600+ bitmaps must be loaded before the game can proceed. Once the game has loaded the graphics, the player will be greeted with a message of the day and a login prompt. At this prompt users can enter specific a character name to be used. If the player has played before and saved his/her character, he/she will be restored at the last point of the save. After choosing a name, if the character is new, then the player must roll the character's stats, which will affect how well the character can survive in the crossfire world. A player can press 'Y' to reroll their stats or 'N' to continue. They may also type 'Q' to quit the game. A player must also choose a profession/class for a new character. After rolling stats, the player can cycle through all available professions for that character by pressing any key, except 'D'. When they are happy with their profession, they may continue by hitting 'D' for 'done'. The player's stats affect what professions he or she may be. (See Player Stats) Once a player is into the game they can hit "?" for help which will list the commands available. Command Summary: Movement : A player can move in any of 8 directions: The defaults are as follows. The 's' key is called the brace key, what this will do is brace a player so they may attack in any of the given directions without actually moving in that direction. y k u \ | / \ | / \ | / \ | / \ | / \ | / h ------ s ------ l / | \ / | \ / | \ / | \ / | \ / | \ b j n To fire a missile weapon or cast a spell in any of the given direction, the player can use the shift key: Example - l will cast a missile to the right. A player can use the control key to run in a given direction instead of just moving one square: Example - l will make the character run to the right. These movement keys can all be redefined to the player's liking by using the 'C' configure command. (Note: Do not define a key to movement, if it already has a predetermined function.) Many people like to reconfigure the movement keys to the number pad, which is fine. To attack a monster in hand to hand combat, all a player must do is move into that monster, if that monster is in an adjacent square. Mouse commands: Left Mouse Button : examine Right Mouse Button : drop / get Middle Mouse Button : apply Keyboard commands: " speak, used to talk to monsters and other players. "i" inventory, list the player's inventory in the message window, not to be confused with the inventory window. "<",">" rotate inventory, used to shift a new item to the top of a player's inventory. "a" apply the item at the top of the inventory. This command is used to ready/unready items, eat food, use wands, etc. that the character is carrying with them. (Note: It only effects the top item in the inventory.) "e" examine the item at the top of the inventory. This command is used to to determine what an item is made of, if an item has special properties, the cost, etc. (Note: It only examines the top item in the inventory.) "A" apply the item immediately underneath a player. Thus, if a player is on top of a chest, they can open that chest by using this command. This is also how a player can enter buildings, open doors, and apply handles. "E" Examines the item immediately underneath a player. "," Get the item immediately underneath a player. "d" Drop the top item in the inventory. "+","-" Cycle through the players range attacks, such as bows, crossbows, and spells. ":" look "@" Autopick, wether to automatically pick up items the player walks over. "t" throw, still not available. "X" If the player is using split window mode, this toggles the save window position flag. "Ctrl-R" Refresh screen. "Ctrl-C" Clear message window. "v" Print version number. One can repeat a command many times by preceding it with a number. Thus, if a player types '12l' then the player will move twelve squares to the right. Or if a player types '3d' then the player will drop three of the given item type at the top of the inventory. Extended Commands: Extended commands are more complex commands that require typing. To enter extended command mode, type "'" followed by the command. 'help : List the available extended commands. 'name : Change your name. 'cast : Cast a given type of spell. Example: "'cast small fireball" will set the player's active range attack to small fireball, if that player has the learned spell. If no spell is given, then this command will list the spells that a player knows. 'scroll : Turn message window scrolling on/off. 'peaceful : Turn on/off "peaceful with other players" flag. 'bind [str] : bind a key to some command. try 'help bind for more information. 'unbind [str] : unbind a string. 'quit : Quit game, and destroy character. 'who : A list of other players in the same game. 'shout : Shout to all other players in the same game. 'tell

: Tell the player with the name

the message . 'bell : Bell a player. 'listen <1-15> : Set listening level. This level determines which messages will be seen by the player. 1 only important messages, such as when a player shouts, 15 Verbose, every message. 'add : Add a new display to the game. 'hiscore : Show the highscore list. 'dm : enter dungeon master mode. Note: only certain players can enter DM mode (determined by site administrator) and any player that enters into dm mode cannot be saved! Any players recieving assistance or items from the dm, will also not be saved. crossfire-1.75.0/doc/spell-docs/000755 001751 001751 00000000000 13777710122 017304 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/doc/crossfire-server.man000644 001751 001751 00000004712 13767307612 021250 0ustar00kevinzkevinz000000 000000 .TH crossfire 6 "Feb 04 2004" "" "CrossFire Game Server Manual" .SH NAME CrossFire \- a multiplayer adventure and arcade game server .SH SYNOPSIS crossfire-server [-] .SH DESCRIPTION .B CrossFire is a multiplayer graphical arcade and adventure game, which has certain flavours from other games, especially .B Gauntlet (TM), NetHack, Moria, Angband, and .B Ragnarok. Any number of players can move around in their own window, finding and using items and battling monsters. They can choose to cooperate or compete in the same world. .PP .B CrossFire runs as a client/server model. You will also need one of the clients to play. With them you can either connect to a server someone else has set up, or run your own server and connect to that. At now clients exit for the X-Windows, GTK, Java, and Windows NT environment. .SH OPTIONS .TP .B -csport Specifies the port to that should be used for the client/server connection. .TP .B -d Turns on some debugging. .TP .B +d Turns off debugging. Useful if DEBUG was defined at compile time. .TP .B -detach This will run the server as a demon. .TP .B -h Prints out a list of server options. .TP .B -log Specifies a file to send output to. Only has meaning if .B -detach is specified. .TP .B -mon Turns on monster-debugging. .TP .B -o Prints out info on what was defined at compile time. .TP .B -s Displays the highscore list. .TP .B -score Displays all highscores with matching name or class. .TP .B -v Prints out version and contributors. .PP The following options are only available if DUMP_SWITCHES was defined at compile time. You can only use one of them without any other option. .TP .B -m Dumps out suggested experience for all monsters. .TP .B -m2 Dumps out abilities. .TP .B -m3 Dumps out artifact information. .TP .B -m4 Dumps out spell information. .TP .B -m5 Dumps out skill information. .TP .B -m6 Dumps out race information. .TP .B -m7 Dumps out alchemy information. .TP .B -m8 Dumps out gods information. .TP .B -m9 Dumps out more alchemy information. .TP .B -mt Dumps out a list of treasures for a monster. .TP .B -mexp Dumps out the experience table. .TP .B -mq Dumps out the list of defined quests. .SH FILES Configuration files for .B crossfire-server are stored in .B PREFIX/etc/crossfire/ .SH SEE ALSO .B cfclient(6) .SH BUGS Please read the REPORTING BUGS section in .I README. .SH AUTHOR (C) 1994 Mark Wedel (mwedel@scruznet.com) (C) 1992 Frank Tore Johansen (frankj@ifi.uio.no) crossfire-1.75.0/doc/survival-guide.txt000644 001751 001751 00000016733 13767307612 020765 0ustar00kevinzkevinz000000 000000 TIPS on SURVIVING Crossfire is populated with a wealth of different monsters. These monsters can have varying immunities and attack types. In addition, some of them can be quite a bit smarter than others. It will be important for new players to learn the abilities of different monsters and learn just how much it will take to kill them. This section discusses how monsters can interact with players. Most monsters in the game are out to mindlessly kill and destroy the players. These monsters will help boost a player's score, after he kills them. When fighting a large amount of monsters in a single room, attempt to find a narrower hallway so that you are not being attacked from all sides. Charging into a room full of Beholders for instance would not be wise, instead, open the door and fight them one at a time. For beginners, there are several maps designed for them. Find these areas and clear them out. All throughout these levels, a player can find signs and books which they can read by stepping onto them and hitting 'A' to apply the book/sign. These messages will help the player to learn the system. One more note, always keep an eye on your food. If your food drops to zero, your character will soon die, so BE CAREFUL! NPCs Non Player Character are special monsters which have "intelligence." Players may be able to interact with these monsters to help solve puzzles and find items of interest. To speak with a monster you suspect to be a NPC, simply move to an adjacent square to them and push the double-quote, ie. ". Enter your message, and press . You can also use 'say if you feel like typing a little extra. Other NPCs may not speak to you, but display intelligence with their movement. Some monsters can be friendly, and may attack the nearest of your enemies. Others can be "pets", in that they follow you around and help you in your quest to kill enemies and find treasure. SPECIAL ITEMS There are many special items which can be found in Crossfire, of these the most important may be the signs. Signs : Signs often have messages that might clue you in on quests and puzzles or even refer you to NPCs. It is your job as a player to make sure you read every sign to make sure you do not miss things. Handles and Buttons : These items can often be manipulated to open up new areas of the map. In the case of handles, all a player must do is apply the handle. In the case of buttons, the player must move items over the button to "hold" it down. Some of the larger buttons may need very large items to be moved onto them, before they can be activated. Gates and locked doors : Gates are often tied to a handle or button and can only be opened by manipulating the the handle/button. Doors that are locked can either be smashed down by attacking the door or by using keys which can be found throughout the game. Pits : Pits can be doorways to new areas of the map too, but be careful, for you could fall down into a pit full of ghosts or dragons and not be able to get back out. Break away walls: Are a common occurrence in Crossfire. These type of walls can be "destroyed" by attacking them. Thus, sometimes it may be worth a player's time to test the walls of a map for "secret doors." Fire walls: Will shoot missiles at players. Some firewalls can be destroyed others cannot. Directors and Spinners: These odd items will change the direction of any item flying over them, such as missile weapons and spells. CAUTION: Some items are perishable. If for instance you shoot a fireball into a room full of scrolls, you will notice them going up in smoke! So be careful not to destroy valuable items. Spellbooks/prayerbooks: This is how players can obtain magical spells, sometimes a player can learn the spell, other times they cannot. There are many, many different types of books and scrolls out there. Improve item scrolls: These are used to turn non magical weapons into magical weapons. These magical weapons can do many things - improve stats, have lower weight, higher damage, etc. The method for creation and further improvement was changed in version 0.91.7. Both methods are listed here, because it is possible to enable the old version on a server by server basis. New Version: Prepare weapons: Diamonds (Gems) are required for the sacrifice. The item can be enchanted the square root of the number of diamonds sacrificed. Thus, if 100 diamonds are sacrificed, the weapon can have 10 other enchant scrolls read. Improve damage: There is no sacrifice. Each scroll read will increase the damage by 5 points, and the weight by 5 kilograms. Lower (Improve) Weight: There is no sacrifice. Each scroll read will reduce the weight by 20%. The minimum weight a weapon can have is 1 gram. Enchant weapon: This does not require any sacrifices, and increases the magic by 1. Improve Stat (ie, Strength, Dexterity, etc): The sacrifice is the potion of the same type as the ability to be increased (ie, Improve Strength requires strength potions). The number of potions needed is the sum of all the abilities the weapon presently gives multipled by 2. The ability will then be increased by 1 point. Thus, if a sword is int+2 str+2, then 8 potions would be needed to raise any stat by one point. But if the sword was int+2 str+2 wis-2, then only 4 potions. A mininum of 2 potions will be needed (such a situation could happen when you are starting with a weapon that gives a penalty to a stat (ie, Con-1)) Old Improvement Methd: For each improve scroll & prepare weapon scroll, at least 5 food and 10 booze must be on the ground. How much the ability is raised depends on the amount of item donated, with each scroll requiring that something be donated. Here is a short list: Prepare weapons: Diamonds (Gems) are required for the sacrifice. The item can be enchanted the square root of the number of diamonds sacrificed. Thus, if 100 diamonds are sacrificed, the weapon can have 10 other enchant scrolls read. Improve damage: The square root of the number of rubies determines how much the damage will go up. Weight is increased 2 kg for each plus the weapon goes up. The maximum damage a weapon can ever do is 70. Improve weight: The square root of the number of pearls determines how much the weight is reduced, .75 kg. Enchant weapon: This does not require any sacrifices, but rather increases the magic by 1, and reduces the weight by 10%. Improve Stat (ie, Strength, Dexterity, etc): The sacrifice is the potion of the same type as the ability to be increased (ie, Improve Strength requires strength potions). The amount increased is the square root of (sacrifice/2). Rings/Amulets: Again many different types, rings can be worn to add/remove different immunities. Wands/Staves/Rods, Scrolls: Not so many types of wands, staves and rods as scrolls. These let you cast spells you don't know. A scroll can be used once, wands and staves have a limited number of charges, and rods let you use a spell every so often. Artifacts: These are the real treasures of the game. There are more than 20 artifacts out there, but they are very hard to come by. 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$(MAKE) spoiler) handbook.ps: (cd playbook; $(MAKE) handbook) spell-docs: (cd spell-docs; $(MAKE) spell-docs) crosslib.doc: (cd ../common; make doc) archive: spoiler playbook spell-docs $(mkinstalldirs) $(DTOP) cp $(EXTRA_DIST) $(DTOP) cp spoiler.ps handbook.ps $(DTOP) cp spell-docs/*.txt spell-docs/*.ps $(DTOP) (cd spoiler-html ; make archive ) (cd playbook-html ; make archive ) (cd $(DTOP)/..; gtar --exclude=CVS -cvhzf $(PACKAGE)-$(VERSION).doc.tar.gz `$(BASENAME) $(DTOP)`) $(RM) -rf $(DTOP) # Tell versions [3.59,3.63) of GNU make to not export all variables. # Otherwise a system limit (for SysV at least) may be exceeded. .NOEXPORT: crossfire-1.75.0/doc/spoiler/000755 001751 001751 00000000000 13777710122 016714 5ustar00kevinzkevinz000000 000000 crossfire-1.75.0/doc/style-guide.txt000644 001751 001751 00000024245 13767307612 020247 0ustar00kevinzkevinz000000 000000 I've redone this file to hopefully make it a little easier to read through and quickly get some idea what to do. There are 3 sections - section 1 is current programming style/hints for developers to make things easier. Section 2 is programming guide for new addition. Section 3 is notes for making patches. ------------------------------------------------------------------------------ Section 1 - currently used conventions/hints for new code writers: 1) variable abbreviations - op is short for object pointer, ob is for object, and pl is for player. 2) Some functions are named using the conventions above - the naming reflects what options they take (insert_ob_in_ob takes 2 object structures) 3) Indentation is 4 spaces. 4) Some structure elements should never be accessed directly - rather, there are other functions to use the values. object->owner: This contains the owner id for this object. Use set_owner and get_owner instead. Directly using object->owner is likely to get unpredictable results. object->nrof: This contains the number of an object. Since changing this will change the weight of an object, direct access should also be avoided. Use decrease_ob_nr, split_ob, and insert_ob_in_... - the later will merge the objects if applicable. 5) If using insert_ob_in_map and plan to do further actions with the object, check and make sure the object still exists after insertion - it is possible that the object gets destroyed while being inserted. ------------------------------------------------------------------------------ Section 2 - Style guide for new additions: 1) Use descriptive variable names. op and pl should only be used for temporary variables (cycling through the list or the like). For variables well defined, use an accurate name (ie, hitter, sack, etc). 2) Only add name options with #ifdef's to the config file if the behaviour seriously changes the game. Adding a new spell does not warrant an #ifdef. There are already too many options in the config.h file. 3) Log errors/diagnostics with the LOG function. When doing so, please include the function name - this is especially true for errors. 4) If you want to add special debug code for certain compiles, generate a unique #define for it - don't use the global DEBUG. For example, NEWCS_DEBUG. 5) Try to use C99 types whenever possible. Use the one of appropriate size/type. If not sure, go for the next size up. Do not ever write code assuming that any of those will have an exact number of bits - those types only mean that you will get at least that many bits - you may get more. 6) The exception to #5 above is strings. Continue to use 'char', since the signedness of functions that take string options can differ system to system, and generate excessive warnings if the wrong sign is used. 7) When adding new function, include a comment of what the function is supposed to do, what options it takes, and what if any value it returns. This makes debugging of such functions easier, and also makes it better known to other developers if that function might be useful to them. 8) Try to keep lines to less than 80 columns when possible. This is not a strict requirement - don't break up some complex comparison because the line would otherwise be 83 characters long. Xterms can be resized to most any width. However, use your judgement on whether breaking up a long line would make something more or less readable. 9) Assume all names use one namespace. For example, if there is a struct called spell, don't make the name of an optional parameter spell. This will break on C compilers that follow the spec strictly 10) As a followup on 9 above, don't use nonstandard gcc extensions (ability to nest functions, declare arrays with variable bounds, etc.) Likewise, don't use special system functions - don't assume the target system will be bsd or svr4 - if using a potentially non standard function, add checks in the autoconf script and include a version of the function in case it is not on that system. They key word here is portability - don't assume everyone else has the same system as you do. 11) Write code that can easily be maintained in the future, not code that is easiest to write at that second. This basically means don't do the quick and ugly hack, but instead fix it properly. 12) Use 4 space indentation. While a lot of old code may have 2 space, the move to 4 space will make future readability easier. Take from http://www.jwz.org/doc/tabs-vs-spaces.html In Emacs, to set the mod-N indentation used when you hit the TAB key, do this: (setq c-basic-indent 2) or (setq c-basic-indent 4) To cause the TAB file-character to be interpreted as mod-N indentation, do this: (setq tab-width 4) or (setq tab-width 8) To cause TAB characters to not be used in the file for compression, and for only spaces to be used, do this: (setq indent-tabs-mode nil) To keep myself honest (that is, to ensure that no tabs ever end up in source files that I am editing) I also do this in my .emacs file: (defun java-mode-untabify () (save-excursion (goto-char (point-min)) (while (re-search-forward "[ \t]+$" nil t) (delete-region (match-beginning 0) (match-end 0))) (goto-char (point-min)) (if (search-forward "\t" nil t) (untabify (1- (point)) (point-max)))) nil) (add-hook 'java-mode-hook '(lambda () (make-local-variable 'write-contents-hooks) (add-hook 'write-contents-hooks 'java-mode-untabify))) That ensures that, even if I happened to insert a literal tab in the file by hand (or if someone else did when editing this file earlier), those tabs get expanded to spaces when I save. This assumes that you never use tabs in places where they are actually significant, like in string or character constants, but I never do that: when it matters that it is a tab, I always use '\t' instead. To get vim to interpret tab as an ``indent'' command instead of an insert-a-tab command, do this: set softtabstop=2 To set the mod-N indentation used when you hit the tab key in vim (what Emacs calls c-basic-indent), do this: set shiftwidth=2 To cause the TAB file-character to be displayed as mod-N in vi and vim (what Emacs calls tab-width), do this: set tabstop=4 To cause TAB characters to not be used in the file for compression, and for only spaces to be used (what emacs calls indent-tabs-mode), do this: set expandtab 12.1) I work on several projects and each uses a different indent format. What do I do? Taken from an email from Eric Estabrooks , which is based on info found in the linux kernel. add to your .emacs ; linux kernel c mode (defun linux-c-mode () "C mode with adjusted defaults for use with the Linux kernel." (interactive) (c-mode) (c-set-style "K&R") (setq c-basic-offset 8)) ; set linux kernel mode for anything in /usr/src/linux* (setq auto-mode-alist (cons '("/usr/src/linux.*/.*\\.[ch]$" . linux-c-mode) auto-mode-alist)) 13) /* * do block * comment like * this */ /* and not like this */ /* if you are doing a single line comment, this method is fine */ Its much easier to spot the block comments if they all start with *, and these comments tend to be worth noticing. 14) As discussed on irc, the preferred style for expressions is like this: if (expression) { statement; statement; } if (expression), the space between the if and expression is required. NOT like this: if (expression) { statement; statement; } 15) The preferred style of formal parameters: void myFooFunction(param1, param2, param3) { statement; statement; } No space after the left paren, no space before the right paren. Comma right after the formal param, space right after the comma. 16) Local variable names. Just a rules of thumb. These are ok: int mylongvarname; int my_long_var_name; Please do NOT use caps expect for typedefs, enums and defines. ------------------------------------------------------------------------------ Section 3 - sending in patches: 1) Please send patches on a bug fix or feature enhancement basis individually, and not make mega patches. A diff that changes 10 things is first more difficult for me to look over and understand as unrelated changes might be going on. It is also harder for me to reject part of a patch (feature X is nice, but Y doesn't work). 2) Please state in the message included with the patch what it fixes/changes. Too often, I get patches which is just a bunch of source code, and I have no idea if I want to incorporate it, or even if the bug is still there. Please also state what version of crossfire the diff is for. 3) I will assume any patches mailed directly to me are to be included. If posting a patch on the mailing list (either source or ftp location), please explicity state whether or not you want that patch incorporated into the master source. Many times, a patch may be made available on an expiremental basis which is not ready for widespread distribution. 4) When making patches, please make context diffs. Please also include the directory that the file is in (run the diff in the top level directory). Please make 5 line context diffs - large line context diffs are fine if you think that may make it easier. Example: 'diff -c5 (oldfile) (newfile)' You can also do diffs of entire directories. Do do this, type: 'diff -c5 -r (old_directory) (new_directory)' An example: 'diff -c5 -r crossfire-0.90.1 crossfire-0.90.2' 5) Gnu diff will include files that did not exist before. Other diff programs may not do this. 6) If your diff looks excessively long and you made a lot of formatting changes, you can add -w to the diff options to have it ignore whitespace. Note that this will then mean that those formatting changes will then be lost. 7) There is no need to make a seperate diff file for each file different (ie, treasure.diff, player.diff, etc). Assuming you follow steps 1-6, all the diffs can be contained in one file, and patch will deal with it just fine. 8) If you need to send a map, new archetypes, or other new files where a diff doesn't make since, a uuencoded tar file will work just fine. 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All Rights Reserved. 11 dict begin /FontInfo 7 dict dup begin /version (1.100) readonly def /Notice (Copyright (C) 1997 American Mathematical Society. All Rights Reserved) readonly def /FullName (CMMI8) readonly def /FamilyName (Computer Modern) readonly def /Weight (Medium) readonly def /ItalicAngle -14.04 def /isFixedPitch false def end readonly def /FontName /CMMI8 def /PaintType 0 def /FontType 1 def /FontMatrix [0.001 0 0 0.001 0 0] readonly def /Encoding 256 array 0 1 255 {1 index exch /.notdef put} for dup 59 /comma put dup 60 /less put dup 62 /greater put dup 107 /k put dup 108 /l put dup 111 /o put dup 112 /p put dup 115 /s put readonly def /FontBBox{-24 -250 1110 750}readonly def currentdict end currentfile eexec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cleartomark %%EndFont %%BeginFont: CMR12 %!PS-AdobeFont-1.1: CMR12 1.0 %%CreationDate: 1991 Aug 20 16:38:05 % Copyright (C) 1997 American Mathematical Society. All Rights Reserved. 11 dict begin /FontInfo 7 dict dup begin /version (1.0) readonly def /Notice (Copyright (C) 1997 American Mathematical Society. All Rights Reserved) readonly def /FullName (CMR12) readonly def /FamilyName (Computer Modern) readonly def /Weight (Medium) readonly def /ItalicAngle 0 def /isFixedPitch false def end readonly def /FontName /CMR12 def /PaintType 0 def /FontType 1 def /FontMatrix [0.001 0 0 0.001 0 0] readonly def /Encoding 256 array 0 1 255 {1 index exch /.notdef put} for dup 43 /plus put dup 61 /equal put readonly def /FontBBox{-34 -251 988 750}readonly def currentdict end currentfile eexec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cleartomark %%EndFont %%BeginFont: CMMI12 %!PS-AdobeFont-1.1: CMMI12 1.100 %%CreationDate: 1996 Jul 27 08:57:55 % Copyright (C) 1997 American Mathematical Society. All Rights Reserved. 11 dict begin /FontInfo 7 dict dup begin /version (1.100) readonly def /Notice (Copyright (C) 1997 American Mathematical Society. All Rights Reserved) readonly def /FullName (CMMI12) readonly def /FamilyName (Computer Modern) readonly def /Weight (Medium) readonly def /ItalicAngle -14.04 def /isFixedPitch false def end readonly def /FontName /CMMI12 def /PaintType 0 def /FontType 1 def /FontMatrix [0.001 0 0 0.001 0 0] readonly def /Encoding 256 array 0 1 255 {1 index exch /.notdef put} for dup 60 /less put dup 61 /slash put dup 62 /greater put readonly def /FontBBox{-30 -250 1026 750}readonly def currentdict end currentfile eexec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cleartomark %%EndFont %%BeginFont: CMR7 %!PS-AdobeFont-1.1: CMR7 1.0 %%CreationDate: 1991 Aug 20 16:39:21 % Copyright (C) 1997 American Mathematical Society. All Rights Reserved. 11 dict begin /FontInfo 7 dict dup begin /version (1.0) readonly def /Notice (Copyright (C) 1997 American Mathematical Society. All Rights Reserved) readonly def /FullName (CMR7) readonly def /FamilyName (Computer Modern) readonly def /Weight (Medium) readonly def /ItalicAngle 0 def /isFixedPitch false def end readonly def /FontName /CMR7 def /PaintType 0 def /FontType 1 def /FontMatrix [0.001 0 0 0.001 0 0] readonly def /Encoding 256 array 0 1 255 {1 index exch /.notdef put} for dup 49 /one put dup 50 /two put readonly def /FontBBox{-27 -250 1122 750}readonly def currentdict end currentfile eexec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cleartomark %%EndFont %%BeginFont: CMR6 %!PS-AdobeFont-1.1: CMR6 1.0 %%CreationDate: 1991 Aug 20 16:39:02 % Copyright (C) 1997 American Mathematical Society. All Rights Reserved. 11 dict begin /FontInfo 7 dict dup begin /version (1.0) readonly def /Notice (Copyright (C) 1997 American Mathematical Society. All Rights Reserved) readonly def /FullName (CMR6) readonly def /FamilyName (Computer Modern) readonly def /Weight (Medium) readonly def /ItalicAngle 0 def /isFixedPitch false def end readonly def /FontName /CMR6 def /PaintType 0 def /FontType 1 def /FontMatrix [0.001 0 0 0.001 0 0] readonly def /Encoding 256 array 0 1 255 {1 index exch /.notdef put} for dup 49 /one put dup 50 /two put readonly def /FontBBox{-20 -250 1193 750}readonly def currentdict end currentfile eexec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cleartomark %%EndFont %%BeginFont: CMSY10 %!PS-AdobeFont-1.1: CMSY10 1.0 %%CreationDate: 1991 Aug 15 07:20:57 % Copyright (C) 1997 American Mathematical Society. All Rights Reserved. 11 dict begin /FontInfo 7 dict dup begin /version (1.0) readonly def /Notice (Copyright (C) 1997 American Mathematical Society. All Rights Reserved) readonly def /FullName (CMSY10) readonly def /FamilyName (Computer Modern) readonly def /Weight (Medium) readonly def /ItalicAngle -14.035 def /isFixedPitch false def end readonly def /FontName /CMSY10 def /PaintType 0 def /FontType 1 def /FontMatrix [0.001 0 0 0.001 0 0] readonly def /Encoding 256 array 0 1 255 {1 index exch /.notdef put} for dup 0 /minus put dup 2 /multiply put dup 15 /bullet put dup 24 /similar put dup 32 /arrowleft put dup 33 /arrowright put dup 34 /arrowup put dup 35 /arrowdown put dup 37 /arrownortheast put dup 38 /arrowsoutheast put dup 45 /arrownorthwest put dup 46 /arrowsouthwest put dup 47 /proportional put readonly def /FontBBox{-29 -960 1116 775}readonly def currentdict end currentfile eexec D9D66F633B846A97B686A97E45A3D0AA052F09F9C8ADE9D907C058B87E9B6964 7D53359E51216774A4EAA1E2B58EC3176BD1184A633B951372B4198D4E8C5EF4 A213ACB58AA0A658908035BF2ED8531779838A960DFE2B27EA49C37156989C85 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y(curren)m(t)i(go)s(d)e(allo)m (ws)f(go)s(o)s(d)h(p)s(oten)m(tial)f(use)i(of)f(this)g(sp)s(ell.)374 565 y(F)-8 b(or)40 b(all)e(classes,)44 b(get)d(access)h(to)e(the)h Fu(dete)-5 b(ct)43 b(magic)c Fz(incan)m(tation)h(as)g(so)s(on)h(as)g(p) s(ossible.)227 682 y(This)25 b(will)d(allo)m(w)g(y)m(ou)j(to)f(sort)h (through)f(the)h(treasure)g(y)m(ou)g(\034nd)g(while)e(y)m(ou're)i(in)f (the)h(dungeon,)227 798 y(and)33 b(will)d(sa)m(v)m(e)k(y)m(ou)g(time)d (and)h(money)h(at)f(the)h(shops.)1948 6057 y(37)p eop end %%Page: 38 42 TeXDict begin 38 41 bop 227 542 a FA(Chapter)44 b(A.)g(Pla)l(y)l(er)h (Commands)411 1020 y Ft(apply)24 b Fg(<)p Ft(string)p Fg(>)565 b Ft(Without)30 b(an)n(y)f(parameter,)j(applies)d(the)g(top)h (ob)t(ject)g(in)f(the)g(ground)i(view.)1456 1099 y(With)24 b(a)g(string,)f(applies)h(the)h(\034rst)f(ob)t(ject)h(matc)n(hing)e (the)i(string.)411 1178 y(bind)908 b(Used)23 b(to)i(bind)e(commands)f (to)j(k)n(eys.)411 1257 y(brace)882 b(T)-6 b(oggles)24 b(brace)h(status.)32 b(While)24 b(braced)h(y)n(ou)f(will)f(not)h(mo)n (v)n(e.)411 1336 y(cast)g Fg(<)p Ft(sp)r(ell)p Fg(>)650 b Ft(Readies)24 b(named)f(sp)r(ell.)411 1415 y(clearinfo)785 b(Clears)24 b(the)g(text)h(screen.)411 1494 y(disarm)836 b(Executes)25 b(a)f(disarming)e(action)j(in)e(facing)h(direction.)411 1572 y(dm)f Fg(<)p Ft(passw)n(ord)p Fg(>)533 b Ft(Pla)n(y)n(er)24 b(b)r(ecomes)g(the)g(dm.)30 b(Y)-6 b(ou)24 b(c)n(haracter)j(is)c(unsa)n (v)l(able)i(after)f(this.)411 1651 y(drop)h Fg(<)p Ft(ob)t(ject)p Fg(>)581 b Ft(Drops)20 b(ob)t(ject)g(from)f(pla)n(y)n(er)i(in)n(v)n(en) n(tory)-6 b(.)31 b(All)19 b(items)f(matc)n(hing)i Fg(<)p Ft(ob)t(ject)p Fg(>)g Ft(are)1456 1730 y(dropp)r(ed,)25 b(unless)e(they)i(are)f(lo)r(c)n(k)n(ed)h(or)f(cursed.)411 1809 y(dropall)830 b(Drops)24 b(all)f(but)h(lo)r(c)n(k)n(ed)h(ob)t (jects)f(in)f(in)n(v)n(en)n(tory)-6 b(.)411 1888 y(east)924 b(Execute)25 b(a)f(mo)n(v)n(e)f(east.)411 1967 y(examine)g Fg(<)p Ft(ob)t(ject)p Fg(>)470 b Ft(Examines)22 b(ob)t(ject,)j 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b(the)h(lev)n(el)e(of)h(y)n(our)g(hearing.)411 2677 y(mapinfo)795 b(Sho)n(w)24 b(information)f(ab)r(out)i(curren)n(t)h(map.)411 2756 y(maps)d Fg(<)p Ft(name)p Fg(>)585 b Ft(Sho)n(w)32 b(status)h(of)f(all)f(activ)n(e)i(maps.)55 b(If)32 b Fg(<)p Ft(name)p Fg(>)g Ft(is)f(pro)n(vided,)k(only)d(lists)1456 2834 y(maps)22 b(with)i(matc)n(hing)g(name.)411 2913 y(motd)884 b(Sho)n(w)24 b(message)f(of)g(the)i(da)n(y)f(again.)411 2992 y(north)878 b(Execute)25 b(a)f(mo)n(v)n(e)f(north.)411 3071 y(northeast)757 b(Ditto)24 b(to)g(north)h(east.)411 3150 y(north)n(w)n(est)745 b(Ditto)24 b(to)g(the)g(north)i(w)n(est.)411 3229 y(output-coun)n(t)646 b(T)-6 b(oggles)17 b(message)g(grouping,)j (so)d(that)h(iden)n(tical)g(messages)f(are)h(put)g(together.)411 3308 y(output-sync)680 b(No)23 b(idea)h(what)h(this)e(do)r(es.)411 3386 y(part)n(y)i Fg(<)p Ft(command)p Fg(>)448 b Ft(Set)24 b(of)f(commands)g(used)h(with)f(simple)f(part)n(y)k(system.)411 3465 y(p)r(eaceful)795 b(T)-6 b(oggle)24 b(p)r(eaceful)g(status.)411 3544 y(pic)n(kup)g Fg(<)p Ft(command)p Fg(>)409 b Ft(Change)24 b(pic)n(kup)h(status)f(b)n(y)g(n)n(um)n(b)r(er)g(or)g(v)l(alue)g (densit)n(y)-6 b(.)411 3623 y(prepare)816 b(Alias)22 b(for)i(cast)g(command.)411 3702 y(quit)922 b(Quit)23 b(the)i(game)e(and)h(totally)g(remo)n(v)n(es)g(y)n(our)h(c)n(haracter.) 411 3781 y(ready_skill)f Fg(<)p Ft(skill)p Fg(>)437 b Ft(Prepare)25 b(a)f(skill)e(for)i(use.)411 3860 y(rotatesho)r(ott)n(yp) r(e)563 b(Rotate)25 b(the)f(range)h(slot)f(b)n(y)g(1.)411 3939 y(sa)n(v)n(e)918 b(Sa)n(v)n(e)24 b(y)n(our)h(curren)n(t)h(p)r (osition)e(and)g(status.)411 4017 y(sa)n(v)n(ewinp)r(os)704 b(Sa)n(v)n(e)24 b(y)n(our)h(curren)n(t)h(windo)n(w)e(la)n(y)n(out.)411 4096 y(sa)n(y)947 b(Sa)n(y)24 b(something)f(to)i(all)e(pla)n(y)n(ers)h (on)g(y)n(our)h(map.)411 4175 y(searc)n(h)856 b(Execute)25 b(a)f(searc)n(h)h(in)e(all)g(nearb)n(y)i(squares.)411 4254 y(searc)n(h-items)f Fg(<)p Ft(command)p Fg(>)233 b Ft(Change)24 b(the)h(status)f(of)g(items)e(searc)n(hed)k(for.)411 4333 y(shout)877 b(Send)24 b(a)g(message)f(to)h(all)f(pla)n(y)n(ers)i (regardless)g(of)e(map.)411 4412 y(sho)n(w)411 4491 y(sho)n(win)n (vicon)675 b(T)-6 b(oggle)24 b(status)g(of)g(in)n(vicon)g(in)f(in)n(v)n (en)n(tory)j(windo)n(w.)411 4570 y(skills)892 b(Sho)n(w)22 b(all)g(a)n(v)l(ailable)g(skills,)f(exp)r(erience)j(categories)g(and)f (lev)n(el.)30 b(If)22 b(a)g(string)h(is)1456 4648 y(pro)n(vided,)h (only)g(lists)f(matc)n(hing)h(skills.)411 4727 y(south)877 b(Execute)25 b(a)f(mo)n(v)n(e)f(south.)411 4806 y(southeast)756 b(Ditto)24 b(to)g(southeast.)411 4885 y(south)n(w)n(est)744 b(Ditto)24 b(to)g(south)n(w)n(est.)411 4964 y(sta)n(y)411 5043 y(tak)n(e)917 b(Alias)22 b(for)i(pic)n(kup.)411 5122 y(tell)g Fg(<)p Ft(who)p Fg(>)f(<)p Ft(msg)p Fg(>)432 b Ft(T)-6 b(ell)23 b(c)n(haracter)j(who)e(the)h(msg.)411 5201 y(thro)n(w)868 b(Thro)n(ws)24 b(an)g(item.)411 5279 y(time)907 b(Displa)n(ys)23 b(the)h(ingame)f(time)411 5358 y(title)h Fg(<)p 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a Fy(V)-9 b(alriel)722 b Fz(Lord)32 b(of)g(Angels)p 3630 4383 V 361 4386 3271 4 v 361 4386 V 360 4507 4 121 v 411 4471 a(Enem)m(y)h(cult:)529 b(Gorokh)p 3630 4507 V 360 4627 V 411 4591 a(Aligned)31 b(race\(s\):)371 b(Angel)p 3630 4627 V 360 4748 V 411 4712 a(Enem)m(y)33 b(race\(s\):)405 b(Demon)p 3630 4748 V 360 4868 V 411 4832 a(A)m(ttac)m(kt)m(yp)s (e\(s\):)432 b(Blinding)p 3630 4868 V 360 4988 V 411 4952 a(A)m(ttuned:)667 b(Protection,)32 b(Mind)p 3630 4988 V 360 5109 V 411 5073 a(Denied:)722 b(W)-8 b(ounding,)32 b(Death)p 3630 5109 V 361 5112 3271 4 v 361 5112 V 361 5356 V 361 5356 V 360 5477 4 121 v 411 5440 a Fy(Gorokh)678 b Fz(Demon)32 b(King)p 3630 5477 V 361 5480 3271 4 v 361 5480 V 360 5600 4 121 v 411 5564 a(Enem)m(y)h(cult:)529 b(V)-8 b(alriel)p 3630 5600 V 360 5721 V 411 5685 a(Aligned)31 b(race\(s\):)371 b(Demon)p 3630 5721 V 360 5841 V 411 5805 a(Enem)m(y)33 b(race\(s\):)405 b(Angel)p 3630 5841 V 1948 6057 a(43)p eop end %%Page: 44 48 TeXDict begin 44 47 bop 360 369 4 121 v 411 333 a Fz(A)m(ttac)m(kt)m (yp)s(e\(s\):)432 b(F)-8 b(ear)p 3630 369 V 360 489 V 411 453 a(A)m(ttuned:)667 b(W)-8 b(ounding)p 3630 489 V 360 610 V 411 574 a(Rep)s(elled:)650 b(Protection,)32 b(Restoration)p 3630 610 V 360 730 V 411 694 a(A)m(dded)i (gifts/limits:)p 3630 730 V 360 850 V 1456 814 a(hp)e(regenerate)i(at)e (-2)p 3630 850 V 360 971 V 1456 935 a(sp)h(regenerate)g(at)f(-1)p 3630 971 V 360 1091 V 1456 1055 a(luc)m(k)g(is)h(-1)p 3630 1091 V 361 1095 3271 4 v 361 1095 V 361 1339 V 361 1339 V 360 1459 4 121 v 411 1423 a Fy(Dev)m(ourers)547 b Fz(Soul)31 b(Eaters)p 3630 1459 V 361 1462 3271 4 v 361 1462 V 360 1583 4 121 v 411 1547 a(Enem)m(y)i(cult:)529 b(Gaea)p 3630 1583 V 360 1703 V 411 1667 a(Aligned)31 b(race\(s\):)371 b(Undead)p 3630 1703 V 360 1824 V 411 1787 a(Enem)m(y)33 b(race\(s\):)405 b(None)p 3630 1824 V 360 1944 V 411 1908 a(A)m(ttac)m(kt)m(yp)s(e\(s\):)432 b(Depletion,)32 b(death,)h(life)d(stealing)p 3630 1944 V 360 2064 V 411 2028 a(A)m(ttuned:)667 b(W)-8 b(ounding,)32 b(Death)p 3630 2064 V 360 2185 V 411 2149 a(Rep)s(elled:)650 b(Protection,)32 b(Fire,)f(Restoration,)p 3630 2185 V 360 2305 V 1456 2269 a(Ligh)m(t)p 3630 2305 V 360 2425 V 411 2389 a(Denied:)722 b(T)-8 b(urning)p 3630 2425 V 360 2546 V 411 2510 a(A)m(dded)34 b(gifts/limits:)p 3630 2546 V 360 2666 V 1456 2630 a(is)e(undead)p 3630 2666 V 360 2787 V 1456 2750 a(has)g(infra)m(vision)p 3630 2787 V 360 2907 V 1456 2871 a(hp)g(regenerate)i(at)e(-1)p 3630 2907 V 360 3027 V 1456 2991 a(digestion)f(is)h(faster)h(\(60\))p 3630 3027 V 361 3031 3271 4 v 361 3031 V 361 3275 V 361 3275 V 360 3395 4 121 v 411 3359 a Fy(Sorig)793 b Fz(Lord)32 b(of)g(Storms)p 3630 3395 V 361 3398 3271 4 v 361 3398 V 360 3519 4 121 v 411 3483 a(Enem)m(y)h(cult:)529 b(NONE)p 3630 3519 V 360 3639 V 411 3603 a(Aligned)31 b(race\(s\):)371 b(Air)31 b(elemen)m(tal)p 3630 3639 V 360 3760 V 411 3723 a(Enem)m(y)i(race\(s\):)405 b(None)p 3630 3760 V 360 3880 V 411 3844 a(A)m(ttac)m(kt)m(yp)s(e\(s\):)432 b(Electricit)m(y)p 3630 3880 V 360 4000 V 411 3964 a(A)m(ttuned:)667 b(Electricit)m(y)-8 b(,)31 b(Missiles,)h(W)-8 b(ounding)p 3630 4000 V 360 4121 V 411 4085 a(Rep)s(elled:)650 b(Restoration)p 3630 4121 V 360 4241 V 411 4205 a(Denied:)722 b(Protection,)32 b(T)-8 b(urning)p 3630 4241 V 361 4244 3271 4 v 361 4244 V 361 4489 V 361 4489 V 360 4609 4 121 v 411 4573 a Fy(Ruggilli)659 b Fz(Chaos)33 b(Go)s(d)e(of)h(slaugh)m(ter)h(and)g(terror)p 3630 4609 V 361 4612 3271 4 v 361 4612 V 360 4733 4 121 v 411 4696 a(Enem)m(y)g(cult:)529 b(Ixalo)m(vh)p 3630 4733 V 360 4853 V 411 4817 a(Aligned)31 b(race\(s\):)371 b(Consuming)31 b(\034re)i(creatures)p 3630 4853 V 360 4973 V 411 4937 a(Enem)m(y)g(race\(s\):)405 b(Chaotic)32 b(w)m(ater)h(creatures)p 3630 4973 V 360 5094 V 411 5058 a(A)m(ttac)m(kt)m(yp)s(e\(s\):)432 b(Ph)m(ysical,)32 b(\034re)p 3630 5094 V 360 5214 V 411 5178 a(A)m(ttuned:)667 b(Fire,)31 b(W)-8 b(ounding)p 3630 5214 V 360 5335 V 411 5298 a(Rep)s(elled:)650 b(F)-8 b(rost,)32 b(Restoration,)f (Creation)p 3630 5335 V 360 5455 V 411 5419 a(Denied:)722 b(T)-8 b(urning)p 3630 5455 V 360 5575 V 411 5539 a(A)m(dded)34 b(gifts/limits:)p 3630 5575 V 360 5696 V 1456 5660 a(no)e(armour)f(ma)m (y)i(b)s(e)f(w)m(orn)p 3630 5696 V 360 5816 V 1456 5780 a(re\035ect)h(missiles)p 3630 5816 V 1948 6057 a(44)p eop end %%Page: 45 49 TeXDict begin 45 48 bop 360 369 4 121 v 1456 333 a Fz(hp)32 b(regenerate)i(at)e(1)p 3630 369 V 360 489 V 1456 453 a(digestion)f(is)h(slo)m(w)m(ed)h(\(-1\))p 3630 489 V 361 493 3271 4 v 361 493 V 361 737 V 361 737 V 360 857 4 121 v 411 821 a Fy(Ixalo)m(vh)684 b Fz(Chaos)33 b(Go)s(ddess)g(of)f (man)m(y)g(ten)m(tacles)p 3630 857 V 361 860 3271 4 v 361 860 V 360 981 4 121 v 411 945 a(Enem)m(y)h(cult:)529 b(Ruggilli)p 3630 981 V 360 1101 V 411 1065 a(Aligned)31 b(race\(s\):)371 b(Chaotic)32 b(w)m(ater)h(creatures)p 3630 1101 V 360 1222 V 411 1185 a(Enem)m(y)g(race\(s\):)405 b(Consuming)31 b(\034re)i(creatures)p 3630 1222 V 360 1342 V 411 1306 a(A)m(ttac)m(kt)m(yp)s(e\(s\):)432 b(Ph)m(ysical,)32 b(cold)p 3630 1342 V 360 1462 V 411 1426 a(A)m(ttuned:)667 b(F)-8 b(rost,)32 b(T)-8 b(ransm)m(utation)p 3630 1462 V 360 1583 V 411 1547 a(Rep)s(elled:)650 b(Fire,)31 b(Detonation)p 3630 1583 V 360 1703 V 411 1667 a(Denied:)722 b(T)-8 b(urning)p 3630 1703 V 361 1706 3271 4 v 361 1706 V 361 1951 V 361 1951 V 360 2071 4 121 v 411 2035 a Fy(Gaea)798 b Fz(Go)s(ddess)33 b(of)f(p)s(eace)p 3630 2071 V 361 2074 3271 4 v 361 2074 V 360 2195 4 121 v 411 2159 a(Enem)m(y)h(cult:) 529 b(Dev)m(ourers)p 3630 2195 V 360 2315 V 411 2279 a(Aligned)31 b(race\(s\):)371 b(Animal,Bird,Slime,)p 3630 2315 V 360 2435 V 1456 2399 a(Insect,Reptile,W)-8 b(ater)32 b(elemen)m(tal,)p 3630 2435 V 360 2556 V 1456 2520 a(Earth)g(elemen)m(tal,Air)f(elemen)m(tal,Fire)f(elemen)m(tal)p 3630 2556 V 360 2676 V 411 2640 a(Enem)m(y)j(race\(s\):)405 b(Undead,Unnatural)p 3630 2676 V 360 2797 V 411 2760 a(A)m(ttac)m(kt)m(yp)s(e\(s\):)432 b(F)-8 b(ear)p 3630 2797 V 360 2917 V 411 2881 a(A)m(ttuned:)667 b(Protection,)32 b(Summoning)p 3630 2917 V 360 3037 V 411 3001 a(Denied:)722 b(W)-8 b(ounding,)32 b(Death)p 3630 3037 V 360 3158 V 411 3122 a(A)m(dded)i(gifts/limits:)p 3630 3158 V 360 3278 V 1456 3242 a(w)m(eap)s(on)f(use)g(is)f(forbidden)p 3630 3278 V 360 3398 V 1456 3362 a(hp)g(regenerate)i(at)e(2)p 3630 3398 V 360 3519 V 1456 3483 a(grace)g(regenerates)i(at)e(3)p 3630 3519 V 361 3522 3271 4 v 361 3522 V 361 3766 V 361 3766 V 360 3887 4 121 v 411 3850 a Fy(V)-9 b(alkyrie)636 b Fz(The)33 b(Bra)m(v)m(e)p 3630 3887 V 361 3890 3271 4 v 361 3890 V 360 4010 4 121 v 411 3974 a(Enem)m(y)g(cult:)529 b(NONE)p 3630 4010 V 360 4131 V 411 4095 a(Aligned)31 b(race\(s\):)371 b(Human,T)-8 b(roll)p 3630 4131 V 360 4251 V 411 4215 a(Enem)m(y)33 b(race\(s\):)405 b (Unnatural,Angel,Demon,)p 3630 4251 V 360 4371 V 1456 4335 a(Undead)p 3630 4371 V 360 4492 V 411 4456 a(A)m(ttac)m(kt)m(yp)s (e\(s\):)432 b(Ph)m(ysical,)32 b(w)m(eap)s(onmagic)p 3630 4492 V 360 4612 V 411 4576 a(Denied:)722 b(Protection,)32 b(Fire,)f(F)-8 b(rost,)p 3630 4612 V 360 4733 V 1456 4696 a(Electricit)m(y)g(,)31 b(Missiles,)h(Self,)p 3630 4733 V 360 4853 V 1456 4817 a(Summoning,)e(Ab)5 b(juration,)32 b(Restoration,)p 3630 4853 V 360 4973 V 1456 4937 a(Detonation,)g (Mind,)g(Creation,)p 3630 4973 V 360 5094 V 1456 5058 a(T)-8 b(elep)s(ortation,)30 b(Information,)h(T)-8 b(ransm)m(utation,)p 3630 5094 V 360 5214 V 1456 5178 a(T)g(ransferrence,)34 b(T)-8 b(urning,)32 b(W)-8 b(ounding,)p 3630 5214 V 360 5335 V 1456 5298 a(Death,)33 b(Ligh)m(t)p 3630 5335 V 360 5455 V 411 5419 a(A)m(dded)h(gifts/limits:)p 3630 5455 V 360 5575 V 1456 5539 a(sp)f(regenerate)g(at)f(-5)p 3630 5575 V 361 5579 3271 4 v 361 5579 V 1948 6057 a(45)p eop end %%Page: 46 50 TeXDict begin 46 49 bop 361 372 3271 4 v 361 372 V 360 493 4 121 v 411 457 a Fy(Mostrai)663 b Fz(Dw)m(arv)m(en)34 b(deit)m(y)f(of)f(metal)f(smithing)g(and)h(w)m(arcraft)p 3630 493 V 361 496 3271 4 v 361 496 V 360 616 4 121 v 411 580 a(Enem)m(y)h(cult:)529 b(Gnarg)p 3630 616 V 360 737 V 411 701 a(Aligned)31 b(race\(s\):)371 b(Dw)m(arf)p 3630 737 V 360 857 V 411 821 a(Enem)m(y)33 b(race\(s\):)405 b(Goblin,Gian)m(t)p 3630 857 V 360 978 V 411 941 a(A)m(ttac)m(kt)m(yp)s (e\(s\):)432 b(W)-8 b(eap)s(onmagic)p 3630 978 V 360 1098 V 411 1062 a(A)m(ttuned:)667 b(Creation,)32 b(T)-8 b(ransm)m(utation)p 3630 1098 V 360 1218 V 411 1182 a(Rep)s(elled:)650 b(Summoning)p 3630 1218 V 361 1222 3271 4 v 361 1222 V 361 1466 V 361 1466 V 360 1586 4 121 v 411 1550 a Fy(Lythander)538 b Fz(Elv)m(en)33 b(go)s(d)f(of)g(luc)m(k)p 3630 1586 V 361 1589 3271 4 v 361 1589 V 360 1710 4 121 v 411 1674 a(Enem)m(y)h(cult:)529 b(Gnarg)p 3630 1710 V 360 1830 V 411 1794 a(Aligned)31 b(race\(s\):)371 b(F)-8 b(aerie)p 3630 1830 V 360 1951 V 411 1914 a(Enem)m(y)33 b(race\(s\):)405 b(Goblin,T)-8 b(roll)p 3630 1951 V 360 2071 V 411 2035 a(A)m(ttac)m(kt)m(yp)s(e\(s\):)432 b(Confusion,)32 b(slo)m(w)p 3630 2071 V 360 2191 V 411 2155 a(A)m(ttuned:)667 b(Missiles,)32 b(T)-8 b(urning)p 3630 2191 V 360 2312 V 411 2276 a(Denied:)722 b(Detonation)p 3630 2312 V 360 2432 V 411 2396 a(A)m(dded)34 b(gifts/limits:)p 3630 2432 V 360 2552 V 1456 2516 a(is)e(stealth)m(y)p 3630 2552 V 360 2673 V 1456 2637 a(sp)h(regenerate)g(at)f(1)p 3630 2673 V 360 2793 V 1456 2757 a(luc)m(k)g(is)h(2)p 3630 2793 V 361 2797 3271 4 v 361 2797 V 361 3041 V 361 3041 V 360 3161 4 121 v 411 3125 a Fy(Gnarg)739 b Fz(F)-8 b(ather)32 b(of)g(goblins)p 3630 3161 V 361 3164 3271 4 v 361 3164 V 360 3285 4 121 v 411 3249 a(Enem)m(y)h(cult:)529 b(Lythander)p 3630 3285 V 360 3405 V 411 3369 a(Aligned)31 b(race\(s\):)371 b(Goblin,Gian)m(t,T)-8 b(roll)p 3630 3405 V 360 3525 V 411 3489 a(Enem)m(y)33 b(race\(s\):)405 b(F)-8 b(aerie,Dw)m(arf)p 3630 3525 V 360 3646 V 411 3610 a(A)m(ttac)m(kt)m(yp)s(e\(s\):)432 b(P)m(oison)p 3630 3646 V 360 3766 V 411 3730 a(A)m(ttuned:)667 b(Missiles,)32 b(W)-8 b(ounding)p 3630 3766 V 360 3887 V 411 3850 a(Rep)s(elled:)650 b(Protection,)32 b(T)-8 b(urning)p 3630 3887 V 360 4007 V 411 3971 a(A)m(dded)34 b(gifts/limits:)p 3630 4007 V 360 4248 4 241 v 1456 4091 a(08/02/09)26 b(15:59:10)h([Debug])i (Clean)m(up)g(called.)41 b(freeing)1456 4212 y(data.)p 3630 4248 V 360 4368 4 121 v 1456 4332 a(08/02/09)30 b(15:59:10)h([Info])i(Cleaning)e(up...)p 3630 4368 V 361 4371 3271 4 v 361 4371 V 1948 6057 a(46)p eop end %%Page: 47 51 TeXDict begin 47 50 bop 1834 484 a FA(Index)1948 6057 y Fz(47)p eop end %%Trailer userdict /end-hook known{end-hook}if %%EOF crossfire-1.75.0/doc/README000644 001751 001751 00000010716 13767307612 016131 0ustar00kevinzkevinz000000 000000 Since many of the subdirectories in here have some things in common, I figured it would be a good idea to merge them. Quick not on what some things are: playbook: This is a good guide on how to play crossfire. This is in latex/ postscript format. playbook-html: This is an html version of the playbook. spoiler: This is a generation of 'spoilers' for the game. It is in latex/ postscript format. Some stuff really shouldn't be considered spoilers (character stat bonuses). Other stuff (monster stats, what type of items spells appear in) is. It could be more thorough. spoiler-html: An html version of the spoiler. Postscript versions of the spoiler and playbook should be distributed with the game. However, a lot of the information in this guides is machine generated, and you may wish to rebuilt it. Here are some requirements for all the the above: - a real awk, like the free AT&T awk, mawk or gawk - xpmtoppm from NETPBM, with _undefined_ PGM_BIGGRAYS in pbmplus.h - pnmtops, pnmscale, pgmtoppm. If you install NetPbm, you should also have these - a crossfire binary compiled with DUMP_SWITCHES defined in include/config.h. - the arch.tar file extracted in the Crossfire lib dir. If you are generating any of the latex guides, you also need the following: - LaTeX with psfig (web-6.1) - dvips (5.58) - longtable.sty,babel.*,psfig.* files, available at any TeX ftp site The latest version of latex/tex should generate the spoiler fine. The format of latex changed in some version or another, so old version will not be able to compile the spoiler. Prior to 0.92.5 or so, the spoiler was set for the old version of latex, now it is set for the new version. Note that the spoiler needs more memory that is on the default versions of tetex. If you are using tetex, you should increase the main_memory, extra_mem_top and extra_mem_bot in the texmf.cnf (located at /usr/share/texmf/web2c on by redhat system). The following values work for me: main_memory = 5120000 % words of inimemory available; also applies to inimf&mp extra_mem_top = 100000 % extra high memory for chars, tokens, etc. extra_mem_bot = 100000 % extra low memory for boxes, glue, breakpoints, etc. If you are generating any of the html guide, you may want to use giftrans. This produces transparent gifs, which look a lot nicer in the guides. You can change a flag near the top of makeps in these directories to use/not to use giftrans (by default, it is used.) By default, the postscript images generated from the latex source uses greyscale images. This is largely due to space considerations (a color version is much larger), and the fact that most printers aren't color. If you are just going to view it with ghostscript, you are probably better off looking at the html versions instead. By default, a top level make will not descend into these directories and recreate them when thing change. Instead, you need to cd into the directory and manually run make. In some cases, you may need to rename/remove the finished product for this to still work. specific notes: HANDBOOK: If you don't want the icons, edit input image in the handbook.tex file. HTML notes (both spoiler and playbook): Most of these documents use server side includes (files that end in .shtml mean this). Unfortunately, if you are just loading them up in a web browser, it won't take these includes. I have written a simple perl script (include_html.pl) that will take the .shtml file and write and a .html file with the files included. PLAYBOOK HTML note: There are several referances in the playbook to the spoiler. I have these set up as ../spoiler/spoiler.html. Depending on where you store the spoiler, you may need to change these links for it to work properly. GENERAL NOTE: The playbook and spoiler could probably be stored in the same directory, and this would increase recreation time (since they share the same version.) This goes for the latex versions (store together) and the html version (store together). However, I think keeping them seperate at least helps out on maintaining them. But if you are putting them on a web page, storing them together is probably a good thing. Most of the original docs were done by: Lars Olafsen Kjetil T. Homme The html spoiler was done by: Lars Olafsen The playbook was done by: Brian Thomas (thomas@astro.psu.edu) The playbook was converted to html by: Mark Wedel (mwedel@scruz.net) crossfire-1.75.0/doc/include_html.pl000644 001751 001751 00000000723 13767307612 020252 0ustar00kevinzkevinz000000 000000 #!/usr/bin/perl # basic $in = $ARGV[0]; $out = $ARGV[1]; sub die { $prog = $0; print STDERR $prog.": ".$_[0]."\n"; exit(1); } open(FOUT,">".$out) || &die("cannot open ".$out); sub include_file { $in = shift; local(*FIN); open(FIN,"<".$in) || &die("cannot open ".$in); while () { if (/^$/) { &include_file($1); } else { print FOUT $_; } } close(FIN); } &include_file($in); close(FOUT); crossfire-1.75.0/doc/runes-guide.txt000644 001751 001751 00000004745 13767307612 020246 0ustar00kevinzkevinz000000 000000 Magical Runes Runes are magical inscriptions on the dungeon floor, which cast a spell or detonate when something steps on them. Flying objects don't detonate runes. Beware! Runes are invisible most of the time. They are only visible occasionally! There are several runes which are specialized: these can be set as your range spell. Some of these are: Rune of Fire -- does ??hp of fire damage when it detonates Rune of Frost -- ??hp cold Rune of Blasting -- ??hp physical Rune of Shocking -- ??hp electric Rune of Death -- AT_DEATH at caster level + some others you may discover spellbooks of. The spell 'disarm' may be used to try and destroy a rune you've discovered. In addition, there are some special runes which may only be called with the 'invoke' command: Magic Rune -- You may store any magic spell in this rune that you know and have the spellpoints to cast. Marking Rune -- this is basically a sign. You may store any words you like in this rune, and people may apply it to read it. Maybe useful for mazes! This rune will not detonate, nor is it ordinarily invisible. Partial Visibility of Runes: Your runes will be partially invisible. That is, they'll be visible only part of the time. They have a 1/(your level/2) chance of being visible in any given round, so the higher your level, the better hidden the runes you make are. Examples of usage: 'invoke magic rune heal -- will place a magic rune of healing one square ahead of you, whichever way you're facing. 'invoke magic rune transfer -- as above, except the rune will contain the spell of transferrence 'invoke magic rune large fireball -- as above, except the spell large fireball will be cast when someone steps on the rune. the fireball will fly in the direction the caster was facing when he created the rune. 'cast rune of fire -- prepares the rune of fire as the range spell. Use the direction keys to use up your spellpoints and place a rune. 'invoke marking rune fubar -- places a rune of marking, which says "fubar" when someone applies it. 'invoke marking rune touch my stuff and I will hunt you down and kill you -- places the marking rune warning would-be thieves of their danger Restrictions on runes: You may not place runes underneath monsters or other players. You may not place a new rune on a square which already has a rune. Any attempt to do the latter strengthens the pre-existing rune. crossfire-1.75.0/doc/crossloop.man000644 001751 001751 00000000210 13767307612 017755 0ustar00kevinzkevinz000000 000000 .TH crossloo 6 "Mar 12 2004" "" "CrossFire Game Server Manual" .SH NAME crossloop .SH SYNOPSIS crossloo .SH DESCRIPTION .B crossloop crossfire-1.75.0/doc/Makefile.am000644 001751 001751 00000001763 13775114567 017313 0ustar00kevinzkevinz000000 000000 SUBDIRS = scripts Developers playbook spoiler spell-docs spoiler-html playbook-html dist_noinst_DATA = handbook.ps spoiler.ps dist_noinst_SCRIPTS = include_html.pl dist_man6_MANS = crossfire-server.man \ crossloop.web.man crossloop.man EXTRA_DIST = README \ commands.txt \ media-tags.txt plugins.txt \ runes-guide.txt skills.txt stats.txt \ style-guide.txt survival-guide.txt DTOP=$(top_srcdir)/$(PACKAGE)-doc BASENAME = @BASENAME@ spoiler.ps: (cd spoiler; $(MAKE) spoiler) handbook.ps: (cd playbook; $(MAKE) handbook) spell-docs: (cd spell-docs; $(MAKE) spell-docs) crosslib.doc: (cd ../common; make doc) archive: spoiler playbook spell-docs $(mkinstalldirs) $(DTOP) cp $(EXTRA_DIST) $(DTOP) cp spoiler.ps handbook.ps $(DTOP) cp spell-docs/*.txt spell-docs/*.ps $(DTOP) (cd spoiler-html ; make archive ) (cd playbook-html ; make archive ) (cd $(DTOP)/..; gtar --exclude=CVS -cvhzf $(PACKAGE)-$(VERSION).doc.tar.gz `$(BASENAME) $(DTOP)`) $(RM) -rf $(DTOP) crossfire-1.75.0/doc/spoiler/spoiler.tex000644 001751 001751 00000015014 13767307612 021121 0ustar00kevinzkevinz000000 000000 \documentclass[11pt, a4paper]{article} \usepackage{epsfig} \usepackage[latin1]{inputenc} \usepackage[T1]{fontenc} \usepackage[english]{babel} \usepackage{longtable} \begin{document} \title{Crossfire in vital numbers} \author{ \input version } \maketitle \LTchunksize=1000 \setlongtables \section*{General} This guide is intended to present the player to his opponents and the ``tools'' of his trade. The tables in this guide are generated completely from the crossfire source, so you may sometimes see monsters or items here before they can be encountered in the game. \subsection*{Enchantments} Enchanted items are items that is better than the basic type. They are identified by the {\it +1}, {\it +2}, {\it +3} or {\it +4} at the end of the item name. Also, the higher the number, the rarer the item is. The enchantments affect the value, weight and effect of the item; i.e. for armour its {\it ac} (armour class), for weapons its {\it wc} (weapon class). Items that already have a magical effect are never enchanted. \section*{Maxstats} The following table shows the maximum value the different player classes can reach in a stat. It also shows how your basic stats will be changed by choosing a different class. When you roll your character, the stats displayed are the stats you will get as a human. When satisfied, you can step through a number of classes, each with special bonuses in stats. {\small \begin{center} \begin{tabular}{|c|c|l|l|l|l|l|l|l|p{4cm}|} \hline Type& & Str& Dex& Con& Int& Wis& Pow& Cha &Special\\ \hline \hline \input stats.tex \hline \end{tabular} \end{center} } A barbarian has a maximum strength which is 4 higher than a human -- that means he will begin with an additional 4 points added to his strength roll. On the other hand, a barbarian can never get above 12 in intelligence. This means that your rolled character will have 8 less in intelligence if you choose that class. It also means that you can't be a barbarian if you roll less than 8 in intelligence -- the poor barbarian would have had a negative stat. You can never roll a character with better stats than an average of straight 15's, and you can't roll higher than 18 in a stat. These values are the maximum values for your ``natural'' dexterity, constitution etc. You can raise your natural stats by drinking potions. However, there are plenty of items which give you bonuses to your stats even {\em beyond} your class' limit -- swords, armours and rings to name the most important. You can also read scrolls or cast spells to temporarily raise your stats. The absolute maximum value is 30, and the player class doesn't matter here. \section*{Weapons} \subsection*{Weapons} Notice that the weight and damage differs on seemingly equal weapons. We suggest that you wield the {\em identified} weapons, to choose the better one. {\small \begin{longtable}{|c|c|r|r|r|c|c|r|r|r|} \hline Name&&Dam&Speed&Weight&Name&&Dam&Speed&Weight\\ \hline \hline \endhead \hline \endfoot \input weap.tex \end{longtable} } Some weapons also have a separate effect: {\small \begin{tabular}{l c p{10cm}} \input weapmag.tex \end{tabular} } \subsection*{Bows} The {\em rate} column in the following table shows the relative rate of fire. E.g. to cock a bow with a ``rate of fire'' of $^1/_2$, you need only half the time of what is needed with a bow with a ``rate of fire'' of $^1/_1$. The damage done by the impact of a bolt fired from a crossbow is constant. However, with an ordinary bow you can pull the arrow further back if you are strong, and it would thus do more damage. {\small \begin{center} \begin{tabular} {|c|c|r|r|r|} \hline Name&&Rate&Dam&Weight\\ \hline \hline \input bow.tex \hline \end{tabular} \end{center} } \subsection*{Special weapons} This section shows the different ``Special weapons'' which exist in crossfire. Although the weapons are supposed to be unique, there may exist several of them... {\small \begin{longtable}{|c|c|r|r|p{7cm}|} \hline Name&&Dam&Max. speed&Special\\ \hline \hline \endhead \hline \endfoot \input arche.tex \end{longtable} } \section*{Armour} Armour is essential to surviving in Crossfire. The basic idea is that the less {\it ac} (armour class) you have -- the more difficult you are to hit. The {\it armour} value represents the reduction in physical damage in percent. There are several types of armour in Crossfire.You may only wear {\em one} of the different main types of armour (except magical armour). The different main types consist of these : \subsection*{Body Armour} {\small \begin{center} \begin{tabular}{|c|c|r|r|r|r|p{4cm}|} \hline Type&&Ac& Armour&Weight&Max. speed&Magic\\ \hline \hline \input arm.tex \hline \end{tabular} \end{center} } \subsection*{Helmets} {\small \begin{center} \begin{tabular}{|c|c|r|r|r|p{6cm}|} \hline Type&&Ac&Armour&Weight&Magic\\ \hline \hline \input helmet.tex \hline \end{tabular} \end{center} } \subsection*{Shields} {\small \begin{center} \begin{tabular}{|c|c|r|r|r|p{5cm}|} \hline Type&&Ac&Armour&Weight&Magic\\ \hline \hline \input shield.tex \hline \end{tabular} \end{center} } \subsection*{Other Clothing} {\small \begin{center} \begin{tabular}{|c|c|r|l|} \hline Type&&Armour&Magic\\ \hline \hline \input mag.tex \hline \end{tabular} \end{center} } \section*{Magic} Magic is brought into play by various means. The only way to actually learn the spells, is to read them from a book. Both scrolls and books will disappear after being read ({\em applied} actually). Magic that comes from quaffing ({\em applying}) a potion will stay in effect over a period of time. Naturally not all magic found in wands would be found in e.g. scrolls etc.{\it Scroll of large fireball} or {\it Potion of poison} would be ridiculous. The {\it Wonder} spell will produce random magic (rather unpredictable). {\small \begin{longtable}{|l|c|c|r|r|c|c|c|} \hline Name& & &Level&Sp.&Wands&Scrolls&Books\\ \hline \hline \endhead \hline \endfoot \input spells.tex \end{longtable} } \section*{Monsters} The monsters are your opponents in Crossfire. Actually the only way to gain experience in this game is to bash monsters (or your fellow players, but you probably won't last long if you choose that route to ``fame''). The more {\it hitpoints} the monsters have, the longer it takes to kill the suckers. Unfortunately, the monsters tend to strike back... Thus the stronger the monsters are -- the more damage you take, and vice versa. {\small \subsection*{The monsters} \begin{longtable}{|p{2cm}|c|c|r|r|r|p{5cm}|} \hline Name&&Gen&Exp&Hp&Ac&Special\\ \hline \hline \endhead \hline \endfoot \input monput.tex \end{longtable} } \end{document} crossfire-1.75.0/doc/spoiler/helm-extract000644 001751 001751 00000000115 13767307612 021236 0ustar00kevinzkevinz000000 000000 { printf("%s &%s &+%d &%d &%.1f &%s \\\\\n", $3, $10, $7, $8, $6, $4 ) ; } crossfire-1.75.0/doc/spoiler/Makefile.in000644 001751 001751 00000041020 13777710001 020752 0ustar00kevinzkevinz000000 000000 # Makefile.in generated by automake 1.16.3 from Makefile.am. # @configure_input@ # Copyright (C) 1994-2020 Free Software Foundation, Inc. # This Makefile.in is free software; the Free Software Foundation # gives unlimited permission to copy and/or distribute it, # with or without modifications, as long as this notice is preserved. # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY, to the extent permitted by law; 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echo "recompile before you can create the spoilers.") @$(MAKE) $(MFLAGS) check_ok check_ok: dump_switches @$(RM) dump_switches .bmaps: ../../lib/archetypes $(RM) *.ps touch .bmaps items: .bmaps in_items ../scripts/makeps.pl items.ps $(PERL) ../scripts/makeps.pl output=tex libdir=$(top_srcdir)/lib archdir=$(top_srcdir)/lib/ size=0.4 input=in_items inarch=$(pkgdatadir)/archetypes > items in_items: items-extract $(pkgdatadir)/archetypes $(top_srcdir)/common/living.c $(AWK) -v living_c=$(top_srcdir)/common/living.c -f items-extract $(pkgdatadir)/archetypes > in_items stats.tex: .bmaps in_stats ../scripts/makeps.pl characters.ps $(PERL) ../scripts/makeps.pl output=tex libdir=$(top_srcdir)/lib archdir=$(top_srcdir)/lib/ size=0.4 input=in_stats inarch=$(pkgdatadir)/archetypes > stats.tex in_stats: stats-extract $(pkgdatadir)/archetypes $(top_srcdir)/common/living.c $(AWK) -v living_c=$(top_srcdir)/common/living.c -f stats-extract $(pkgdatadir)/archetypes > in_stats monput.tex: .bmaps in_monput ../scripts/makeps.pl monsters.ps $(PERL) ../scripts/makeps.pl output=tex libdir=$(top_srcdir)/lib archdir=$(top_srcdir)/lib/ size=0.4 input=in_monput inarch=$(pkgdatadir)/archetypes > monput.tex in_monput: monster-extract $(CROSSBIN) $(pkgdatadir)/treasures $(pkgdatadir)/archetypes $(CROSSBIN) -m2 | sort -f | $(AWK) -F'|' -f monster-extract > in_monput spells.tex: .bmaps in_spells ../scripts/makeps.pl spells.ps $(PERL) ../scripts/makeps.pl output=tex libdir=$(top_srcdir)/lib archdir=$(top_srcdir)/lib/ size=0.4 input=in_spells inarch=$(pkgdatadir)/archetypes > spells.tex in_spells: spells-extract sorter $(INCDIR)/spellist.h $(CROSSBIN) $(pkgdatadir)/archetypes tr -d \" < $(INCDIR)/spellist.h | $(AWK) -F, -v crosscmd="$(CROSSBIN) -m4" -f spells-extract | sort > in_spells version.tex: $(CROSSBIN) $(CROSSBIN) -v 2>&1 | grep "^This is" | cut -d" " -f3- > version.tex characters.ps items.ps monsters.ps spells.ps: touch $@ weap.tex: items sorter egrep -e "^15 " items | $(AWK) -F'&' '{printf("%s &%s &%s &%.2f &%s\n",$$3,$$10,$$5,$$11,$$6)}' | sort | $(AWK) -F'&' -f sorter -v lengde=`egrep -e "^15" items | wc -l | tr -d ' ' ` | sort | cut -d'&' -f 2- > weap.tex shield.tex: items shield-extract egrep -e "^33 " items | $(AWK) -F'&' -f shield-extract | sort > shield.tex arm.tex: items arm-extract egrep -e "^16 " items | $(AWK) -F'&' -f arm-extract | sort -t'&' -n +4 -5 > arm.tex helmet.tex: items helm-extract egrep -e "^34 " items | $(AWK) -F'&' -f helm-extract | sort -t'&' -n +3 -4 | sed -e s/_/' '/g > helmet.tex bow.tex: items bow-extract egrep -e "^14 " items | $(AWK) -F'&' -f bow-extract | sort > bow.tex arche.tex: items arche-extract egrep -e "^915 " items | $(AWK) -F'&' -f arche-extract | sort > arche.tex weapmag.tex: items weap-extract egrep -e "^15 " items | $(AWK) -F'&' -f weap-extract | sort > weapmag.tex mag.tex: items mag-extract $(AWK) -F'&' -f mag-extract items | sort +0.9 -0.10 > mag.tex # Tell versions [3.59,3.63) of GNU make to not export all variables. # Otherwise a system limit (for SysV at least) may be exceeded. .NOEXPORT: crossfire-1.75.0/doc/spoiler/monster-extract000644 001751 001751 00000003122 13767307612 022001 0ustar00kevinzkevinz000000 000000 BEGIN { # special is a list of what special things we should look for. # The value of the array is how many commas we should skip. special["attacks"] = 1; special["protected"] = 1; special["immune"] = 1; special["vulnerable"] = 1; special["spell abilities"] = 1; } { # Old stuff: # if ($2 > 25000) z = "Ordeal"; # else if ($2 > 10000) z = "Mighty"; # else if ($2 > 5000) z = "Powerful"; # else if ($2 > 1000) z = "Dangerous"; # else if ($2 > 400) z = "Tough"; # else if ($2 > 200) z = "Tricky"; # else if ($2 > 100) z = "Hard"; # else if ($2 > 50) z = "Easy"; # else if ($2 > 25) z = "Simple"; # else if ($2 > 14) z = "Weak"; # else if ($2 > 8) z = "Feeble"; # else z = "Defenseless"; # Expl: # name - .. # comma - Print a comma or not # antall - number of (sub)fields in the 'Special' field; antall(Nor) <-> "number of". # i - counter. Should start as values 2. name = capitalize($1); sub("_", " ", name); comma = 0; # The split allows "(", ")(", ", ", ":", ":)(" etc. as delimiters antall = split($5, field, "([():,][():,]*) *"); printf("%s &~~%s~~ &%s &%s &%s &%s &", name, $6, $7 ? "~~" $7 "~~" : "", $2, $3, $4); for (i = 2; i < antall; i++) { if (field[i] in special) { if (comma > 0) printf("\\newline "); printf("%s: ", capitalize(field[i])); comma = 1 - special[field[i]]; } else { if (comma > 0) printf(", "); else ++comma; printf(i == 2 ? capitalize(field[i]) : field[i]); } } printf("\\\\\n"); } function capitalize(str) { return toupper(substr(str, 1, 1)) substr(str, 2); } crossfire-1.75.0/doc/spoiler/shield-extract000644 001751 001751 00000000116 13767307612 021562 0ustar00kevinzkevinz000000 000000 { printf("%s &%s &+%d &%d& %.1f& %s \\\\\n", $3, $10, $7, $8, $6, $4 ) ; } crossfire-1.75.0/doc/spoiler/Makefile.am000644 001751 001751 00000007505 13767307612 020764 0ustar00kevinzkevinz000000 000000 EXTRA_DIST = monster-extract spells-extract stats-extract arm-extract\ helm-extract mag-extract shield-extract items-extract spoiler.tex\ sorter empty.pbm bow-extract arche-extract weap-extract TEX = monput.tex spells.tex stats.tex weap.tex shield.tex helmet.tex\ mag.tex arm.tex arche.tex bow.tex version.tex weapmag.tex CLEANFILES = $(TEX) items .bmaps in_monput in_items in_spells in_stats \ *.ps *x*.ppm tmp.ppm work.ppm spoiler.dvi spoiler.log spoiler.aux CROSSBIN = ../../server/crossfire-server INCDIR = $(top_srcdir)/include PERL = @PERL@ spoiler: ../spoiler.ps ../spoiler.ps: spoiler.dvi dvips -o ../spoiler.ps spoiler.dvi spoiler.dvi: spoiler.aux latex spoiler.tex spoiler.aux: spoiler.tex $(TEX) $(RM) spoiler.aux latex spoiler.tex dump_switches: @$(RM) dump_switches @$(CROSSBIN) -m >/dev/null 2>&1 && touch dump_switches || (echo "You need to define DUMP_SWITCHES in include/config.h and"; echo "recompile before you can create the spoilers.") @$(MAKE) $(MFLAGS) check_ok check_ok: dump_switches @$(RM) dump_switches .bmaps: ../../lib/archetypes $(RM) *.ps touch .bmaps items: .bmaps in_items ../scripts/makeps.pl items.ps $(PERL) ../scripts/makeps.pl output=tex libdir=$(top_srcdir)/lib archdir=$(top_srcdir)/lib/ size=0.4 input=in_items inarch=$(pkgdatadir)/archetypes > items in_items: items-extract $(pkgdatadir)/archetypes $(top_srcdir)/common/living.c $(AWK) -v living_c=$(top_srcdir)/common/living.c -f items-extract $(pkgdatadir)/archetypes > in_items stats.tex: .bmaps in_stats ../scripts/makeps.pl characters.ps $(PERL) ../scripts/makeps.pl output=tex libdir=$(top_srcdir)/lib archdir=$(top_srcdir)/lib/ size=0.4 input=in_stats inarch=$(pkgdatadir)/archetypes > stats.tex in_stats: stats-extract $(pkgdatadir)/archetypes $(top_srcdir)/common/living.c $(AWK) -v living_c=$(top_srcdir)/common/living.c -f stats-extract $(pkgdatadir)/archetypes > in_stats monput.tex: .bmaps in_monput ../scripts/makeps.pl monsters.ps $(PERL) ../scripts/makeps.pl output=tex libdir=$(top_srcdir)/lib archdir=$(top_srcdir)/lib/ size=0.4 input=in_monput inarch=$(pkgdatadir)/archetypes > monput.tex in_monput: monster-extract $(CROSSBIN) $(pkgdatadir)/treasures $(pkgdatadir)/archetypes $(CROSSBIN) -m2 | sort -f | $(AWK) -F'|' -f monster-extract > in_monput spells.tex: .bmaps in_spells ../scripts/makeps.pl spells.ps $(PERL) ../scripts/makeps.pl output=tex libdir=$(top_srcdir)/lib archdir=$(top_srcdir)/lib/ size=0.4 input=in_spells inarch=$(pkgdatadir)/archetypes > spells.tex in_spells: spells-extract sorter $(INCDIR)/spellist.h $(CROSSBIN) $(pkgdatadir)/archetypes tr -d \" < $(INCDIR)/spellist.h | $(AWK) -F, -v crosscmd="$(CROSSBIN) -m4" -f spells-extract | sort > in_spells version.tex: $(CROSSBIN) $(CROSSBIN) -v 2>&1 | grep "^This is" | cut -d" " -f3- > version.tex characters.ps items.ps monsters.ps spells.ps: touch $@ weap.tex: items sorter egrep -e "^15 " items | $(AWK) -F'&' '{printf("%s &%s &%s &%.2f &%s\n",$$3,$$10,$$5,$$11,$$6)}' | sort | $(AWK) -F'&' -f sorter -v lengde=`egrep -e "^15" items | wc -l | tr -d ' ' ` | sort | cut -d'&' -f 2- > weap.tex shield.tex: items shield-extract egrep -e "^33 " items | $(AWK) -F'&' -f shield-extract | sort > shield.tex arm.tex: items arm-extract egrep -e "^16 " items | $(AWK) -F'&' -f arm-extract | sort -t'&' -n +4 -5 > arm.tex helmet.tex: items helm-extract egrep -e "^34 " items | $(AWK) -F'&' -f helm-extract | sort -t'&' -n +3 -4 | sed -e s/_/' '/g > helmet.tex bow.tex: items bow-extract egrep -e "^14 " items | $(AWK) -F'&' -f bow-extract | sort > bow.tex arche.tex: items arche-extract egrep -e "^915 " items | $(AWK) -F'&' -f arche-extract | sort > arche.tex weapmag.tex: items weap-extract egrep -e "^15 " items | $(AWK) -F'&' -f weap-extract | sort > weapmag.tex mag.tex: items mag-extract $(AWK) -F'&' -f mag-extract items | sort +0.9 -0.10 > mag.tex crossfire-1.75.0/doc/spoiler/weap-extract000644 001751 001751 00000000330 13767307612 021244 0ustar00kevinzkevinz000000 000000 # This awk-script will find and print out all of the 'normal' # weapons that have an additional magical effect - e.g. stake.. $4 ~ /[A-Za-z]/ && $4 !~ /Attacks: physical $/ { printf(" %s & - & %s \\\\\n",$3,$4); } crossfire-1.75.0/doc/spoiler/empty.pbm000644 001751 001751 00000000211 13767307612 020551 0ustar00kevinzkevinz000000 000000 P4 32 32 crossfire-1.75.0/doc/spoiler/stats-extract000644 001751 001751 00000005366 13767307612 021464 0ustar00kevinzkevinz000000 000000 # stats-extract - parse the archetypes-file and output the # player's stats in a structured format. # Variables passed when invoked: # living_c - filename where the array attacks is defined. BEGIN { # These stats will be added to the "magik" string according # to the pattern. "%s" should be "%+d", but that isn't # portable. magic["luck"] = "luck %s"; magic["exp"] = "speed %s"; magic["sp"] = "spell-point regeneration %s"; magic["hp"] = "hit-point regeneration %s"; magic["dam"] = "damage %s"; magic["ac"] = "ac %d"; magic["armour"] = "armour %s"; magic["reflect_spell"] = "reflect spells"; magic["xrays"] = "X-ray vision"; magic["stealth"] = "stealth"; magic["flying"] = "flying"; # Read the attack-types (and immune/protection) while ((getline buff < living_c) == 1) { if (buff ~ /attacks\[/) { att = 0; while (1) { getline buff < living_c; if (buff ~ "^}") break; gsub("[ \t]*\"", "", buff); nr = split(buff, arr, ","); for (i = 1; i <= nr && arr[i]; i++) attack[++att] = arr[i]; } break; } } close(living_c); } /^Object/ { slay = magik = ""; name = obj = $2; type = weight = last_sp = 0; att = prot = immune = 0; stat["Str"] = stat["Dex"] = stat["Con"] = 0; stat["Int"] = stat["Wis"] = stat["Pow"] = stat["Cha"] = 0; } /^Str|^Dex|^Con|^Int|^Wis|^Pow|^Cha/ { stat[$1] = $2; next } $1 in magic { add_magik(magic[$1], $2) } /^type/ { type = $2 } /^last_sp/ { last_sp = $2 } /^weight/ { weight = $2 } /^attacktype/ { att = $2 } /^protected/ { prot = $2 } /^immune/ { immune = $2 } /^slaying/ { slay = $2; } /^name/ { name = substr($0, 6) } /^end/ { if (type == 1) { # Players if (att % 2) --att; # Skip physical attack magik = magik attacktype(att , "Attacks:"); magik = magik attacktype(prot, "Protected:"); magik = magik attacktype(immune, "Immune:"); if (slay) magik = magik "\\newline " capitalize(slay=="wall" ? "excavation" : slay "-slaying"); sub("^\\\\newline ", "", magik); magik = capitalize(magik); name = capitalize(name); sub("_", " ", name); printf("%s &~~%s~~ &%d &%d &%d &%d &%d &%d &%d &%s\\\\\n", name, obj, 20+stat["Str"], 20+stat["Dex"], 20+stat["Con"], 20+stat["Int"], 20+stat["Wis"], 20+stat["Pow"], 20+stat["Cha"], magik); } } END { close("items"); } # Given a bitmask, give a string enumerating the meaning of the bits. function attacktype(at, type, i, str) { for (i = 1; i in attack; i++) { if (at % 2) str = (str ? str ", " : "") attack[i]; at = int(at/2); } return str ? "\\newline " type " " str : ""; } function add_magik(str, val) { str = sprintf(str, val < 0 ? val : "+" val); if (str) magik = magik ? magik ", " str : str; } function capitalize(str) { return toupper(substr(str, 1, 1)) substr(str, 2); } crossfire-1.75.0/doc/spoiler/arche-extract000644 001751 001751 00000000244 13767307612 021376 0ustar00kevinzkevinz000000 000000 { # Norse names should be spelled in Norwegian... if ($2 ~ /mjoellnir/) sub("oe", "{\\o}", $3); printf("%s &%s &%d &%.2f &%s \\\\\n", $3, $10, $5, $11, $4); } crossfire-1.75.0/doc/spoiler/items-extract000644 001751 001751 00000010537 13767307612 021443 0ustar00kevinzkevinz000000 000000 # items-extract - parse the archetypes-file and output the # artifacts in a structured format. # Variables passed when invoked: # living_c - filename where the array attacks is defined. BEGIN { # These stats will be added to the "magik" string according # to the pattern. "%s" should be "%+d", but that isn't # portable. magic["Str"] = "strength %s"; magic["Dex"] = "dexterity %s"; magic["Con"] = "constitution %s"; magic["Int"] = "intelligence %s"; magic["Wis"] = "wisdom %s"; magic["Cha"] = "charisma %s"; magic["Pow"] = "power %s"; magic["luck"] = "luck %s"; magic["exp"] = "speed %s"; magic["sp"] = "spell-point regeneration %s"; magic["hp"] = "hit-point regeneration %s"; # magic["dam"] = "damage %s"; magic["reflect_spell"] = "reflect spells"; magic["xrays"] = "X-ray vision"; magic["stealth"] = "stealth"; magic["flying"] = "flying"; # Read the attack-types (and immune/protection) while ((getline buff < living_c) == 1) { if (buff ~ /attacks\[/) { att = 0; while (1) { getline buff < living_c; if (buff ~ "^}") break; gsub("[ \t]*\"", "", buff); nr = split(buff, arr, ","); for (i = 1; i <= nr && arr[i]; i++) attack[++att] = arr[i]; } break; } } close(living_c); # These types are always artifacts: artifact[99] = artifact[14] = artifact[16] = artifact[33] = 1; artifact[34] = artifact[100] = artifact[113] = artifact[915] = 1; weapons[15] = weapons[915] = 1; armours[16] = armours[33] = armours[34] = armours[99] = 1; worthless["chair"] = worthless["table"] = worthless["bed"] = 1; } /^Object/ { slay = magik = ""; name = obj = $2; x = y = 0; xmin = xmax = ymin = ymax = 0; More = 0; dam = type = magical = ac = armour = weight = last_sp = 0; att = prot = immune = 0; } $1 in magic { if ($1 == "sp" && type == 14) ac = $2; else add_magik(magic[$1], $2); } /^type/ { type = $2 } /^last_sp/ { last_sp = $2 } /^dam/ { dam = $2 } /^ac/ { ac = $2 } /^armour/ { armour = $2 } /^weight/ { weight = $2 } /^attacktype/ { att = $2 } /^protected/ { prot = $2 } /^immune/ { immune = $2 } /^slaying/ { slay = $2; } /^magic/ { magical = $2 } /^name / { name = substr($0, 6) } /^end/ { # Type 15 are artifacts if they are magical if (type == 15 && magical) type += 900; # It can also be chairs and beds, but they are in the worthless # array... if (artifact[type] || (type == 15 && !worthless[name])) { if (dam && ! (type in weapons)) add_magik("damage %s", dam); if (ac && ! (type in armours)) add_magik("ac %s", ac); if (armour && ! (type in armours)) add_magik("armour %s", armour); magik = magik attacktype(att, "Attacks:"); magik = magik attacktype(prot, "Protected:"); magik = magik attacktype(immune, "Immune:"); if (slay) magik = magik "\\newline " capitalize(slay=="wall" ? "excavation" : slay "-slaying"); if (magical) name = name " +" magical; sub("^\\\\newline ", "", magik); magik = capitalize(magik); name = capitalize(name); sub("_", " ", name); if (type in armours) speed = last_sp/10; else if (type in weapons) { # Horrible, I know. Blame vidarl@ifi.uio.no -- Fy Vidar! # I assume the player has max Str and Dex # and speed of 6 here. # weapon_speed = (last_sp*2 - magical) / 2; # if (weapon_speed < 0) weapon_speed = 0; # M = (300-121)/121.0; # M2 = 300/100.0; # W = weight/20000.0; # s = 2 - weapon_speed/10.0; # D = (30-14)/14.0; # K = 1 + M/3.0 - W/(3*M2) + 6/5.0 + D/2.0; # K *= (4 + 99)/(6 + 99) * 1.2; # if ( K <= 0) K = 0.01 # W = weight/20000; s = 2 - ((last_sp*2 - magical) / 2)/10; # K = 1.177*(4 - W/30 + 6/5) # if (K <= 0) K = 0.01; # speed = 6/(K*s); speed = last_sp; } else speed = 0; printf("%d &%s &%s &%s &%d &%.1f &%d &%d &%d &~~%s~~ &%.2f\n", type, obj, name, magik, dam, (weight/1000), ac, armour, magical, obj, speed); } } END { close("items"); } # Given a bitmask, give a string enumerating the meaning of the bits. function attacktype(at, type, i, str) { for (i = 1; i in attack; i++) { if (at % 2) str = (str ? str ", " : "") attack[i]; at = int(at/2); } return str ? "\\newline " type " " str : ""; } function add_magik(str, val) { if (str ~ /%[0-9-]*s/) str = sprintf(str, val < 0 ? val : "+" val); magik = magik ? magik ", " str : str; } function capitalize(str) { return toupper(substr(str, 1, 1)) substr(str, 2); } crossfire-1.75.0/doc/spoiler/spells-extract000644 001751 001751 00000001673 13767307612 021625 0ustar00kevinzkevinz000000 000000 BEGIN { oldFS=FS; FS=":"; crosscmd = crosscmd " 2>&1"; while (crosscmd | getline == 1) { if ($2 != "(null)" && $2 != "null" ) before[$1] = $2; if ($3 != "(null)" && $3 != "null" ) after[$1] = $3; } close(crosscmd); FS=oldFS; } /^spell spells/,/^}/ { ++line; if (line < 3 || $0 ~ /^}/) next; if ($4 > 0 || $7 > 0 || $8 > 0) { spell = $1; sub("^[{ \t]*", "", spell); level = $2; sp = $3; checks = sprintf("%s & %s & %s", check($4), check($7), check($8)); # wand, scroll, book # Skip the next line, we have the info needed in the mappings getline; arch_b = (spell in before) ? "~~" before[spell] "~~" : ""; arch_a = (spell in after) ? "~~" after[spell] "~~" : ""; printf("%s &%s &%s &%d &%d &%s \\\\\n", capitalize(spell), arch_b, arch_a, level, sp, checks); } } function check(i) { return (i+0 != 0) ? "$\\surd$" : ""; } function capitalize(str) { return toupper(substr(str, 1, 1)) substr(str, 2); } crossfire-1.75.0/doc/spoiler/mag-extract000644 001751 001751 00000000472 13767307612 021063 0ustar00kevinzkevinz000000 000000 { type = $1 + 0; if (type == 99 || type == 100 || type == 113) { if (type == 99) { name = capitalize($2); gsub("_", " ", name); } else name = capitalize($3); printf("%s &%s &+%d &%s\\\\\n", name, $10, $8, $4); } } function capitalize(str) { return toupper(substr(str, 1, 1)) substr(str, 2); } crossfire-1.75.0/doc/spoiler/arm-extract000644 001751 001751 00000000132 13767307612 021067 0ustar00kevinzkevinz000000 000000 { printf("%s &%s &+%d &%d &%.1f &%.2f &%s \\\\\n", $3, $10, $7, $8, $6, $11, $4 ) ; } crossfire-1.75.0/doc/spoiler/bow-extract000644 001751 001751 00000000115 13767307612 021100 0ustar00kevinzkevinz000000 000000 { printf("%s &%s &$^1/_%d$ &%d &%.1f \\\\\n", $3, $10, $7, $5, $6); } crossfire-1.75.0/doc/spoiler/sorter000644 001751 001751 00000000622 13767307612 020162 0ustar00kevinzkevinz000000 000000 BEGIN { a=11; 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Dynamically generated: spell-list.* - list of wizard spells prayer-list.* - list of priest spells Run 'make spell-docs' to generate these files. If enscript is installed, they will produce both ps and txt versions. If it isn't, just the txt will be generated. AUTHORS ======= This archive is in the process of being updated by Daniel Hawkins. The 22-year-old listings in here were far from useful anymore, and he decided it was time to make these dynamically generated from the server, so they don't fall out of date so easily. This archive was maintained by chrisc@cs.odu.edu (Chris Carpinello) - please mail all additions, corrections, comments, and suggestions to this address. Many thanks to rgg@aaii.oz.au (Rupert Goldie) for his contribution of spell descriptions. NOTES ===== The archive upgrade by Daniel Hawkins is started December 12, 2015. This should lead to the second release of the spell documentation in the near future. This is the first release of the spell documentation. Please send me your comments and tell me what you think! At the moment, the postscript version of the files are only enscripted and look rather bland. If you know of a relatively painless way of maintaining ascii text and postscript versions, I'd love to hear from you. Announcements of revisions will be made to the crossfire mailing list. This update is dated March 26, 1993. If you create new spells for Crossfire, please send me a description of the spell (so I don't have to trudge through the code to figure out the effects). Thanks! Look for further development from the ODU Crossfire Development Team soon! 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# this emulates #! processing on NIH machines. # (remove #! line above if indigestible) eval '$'.$1.'$2;' while $ARGV[0] =~ /^([A-Za-z_0-9]+=)(.*)/ && shift; # process any FOO=bar switches $[ = 1; # set array base to 1 # special is a list of what special things we should look for. # The value of the array is how many commas we should skip. $special{'Attacks'} = 1; $special{'Spell abilities'} = 1; while (<>) { chomp; ($Fld1,$Fld2,$Fld3,$Fld4,$Fld5,$Fld6,$Fld7) = split('\|'); # Expl: # name - .. # comma - Print a comma or not # antall - number of (sub)fields in the 'Special' field; antall(Nor) <-> "number of". # i - counter. Should start as values 2. $name = &capitalize($Fld1); $s = '_', $name =~ s/$s/ /; $comma = 0; $first_resist=0; # Split on the parens @field = split('[():]', $Fld5, 9999); printf '%s~~%s~~%s%s%s%s', $name, $Fld6, $Fld7 ? '~~' . $Fld7 . '~~' : '', $Fld2, $Fld3, $Fld4; for ($i = 1; $i < $#field; $i++) { next if ($field[$i] eq "" ); if (defined $special{$field[$i]}) { printf '
%s: ', &capitalize($field[$i]); $comma =0; } elsif ($first_resist == 0 && $field[$i] =~/^(resist|armour)/) { # We want to put the first reist value on its own line, and # capitalize it. printf '
%s', &capitalize($field[$i]); $first_resist=1; $comma=1; } else { if ($comma > 0) { print ", $field[$i]"; } else { print &capitalize($field[$i]); $comma = 1; } } } print "\n"; } sub capitalize { local($str) = @_; $a = substr($str, 1, 1); $a =~ tr/a-z/A-Z/; $_ = $a . substr($str, 2, 999999); } crossfire-1.75.0/doc/scripts/makeps.pl000755 001751 001751 00000016456 13767307612 020567 0ustar00kevinzkevinz000000 000000 #!/usr/bin/perl eval 'exec perl -S $0 "$@"' if $running_under_some_shell; # this emulates #! processing on NIH machines. # (remove #! line above if indigestible) eval '$'.$1.'$2;' while $ARGV[0] =~ /^([A-Za-z_0-9]+=)(.*)/ && shift; # process any FOO=bar switches # makeps - make Postscript-files of the archetypes listed in text file whose # filename is passed in 'input' # Variables passed in: # archdir - root of crossfire-src, with a trailing slash # libdir - where archetypes etc. is found $[ = 1; # set array base to 1 $, = ' '; # set output field separator $\ = "\n"; # set output record separator $size=0.4; $IMAGE_SIZE=32; # Size of PNG images if ($output eq "tex") { $BG="\\#ffffff"; } else { $BG="\\#ab0945"; } # Set colour to 1 if you want colour postscript. $colour = 0; # IF you have giftrans installed and want transparent gifs, set # appropriately. IT looks much nicer if you can do it. $giftrans = 0; $bmaps = $libdir . '/bmaps'; $bmappaths = $libdir . '/bmaps.paths'; open(BMAPS,"<".$bmappaths) || die("Can't open $bmappaths"); while () { ($f1,$f2) = split; if ($f1 ne '#') { # A bit tricky. We first substitute the first . # (./arch to ^/arch), so that the second substitute # puts the 'base' portion in the name, and then we # put the first . back in place. $f2 =~ s/\./\^/; $f2 =~ s/\./\.base\./; $f2 =~ s/\^/\./; $bmappath{$f1} = $f2; } } close(BMAPS); open(BMAPS,"<".$bmaps); while () { ($f1,$f2) = split; if (defined $bmappath{("\\".$f1)}) { $bmap{$f2} = $bmappath{("\\".$f1)}; } } close(BMAPS); # An array listing which archetypes files need fixing, the value # is the file where it is used. There must be at least one character # between the ~~spec~~'s. open(IN,"<".$input) || die("can not open $input\n"); while () { @flds = split(/~~/); $work_todo = 1; $i = 2; while ($flds[$i] ne "") { $makeps{$flds[$i]} = 0; $i += 2; } } close(IN); if ($output ne "png") { # An array to reduce the size of the bitmap exponentially. # A 4x8 bitmap will be reduced to 60% of its full size. if ($work_todo) { $size_mul{1} = 1; for ($i = 2; $i <= 12; $i++) {# Max input is 12x12, a *large* bitmap ;-) $size_mul{$i} = $size_mul{$i - 1} * 0.9; } } } $More = 0; print STDERR "starting to process $inarch\n"; open(IN,"<".$inarch) || die("could not open $inarch\n"); line: while () { chomp; # strip record separator @Fld = split(/ /, $_, 2); if ($Fld[1] eq 'Object') { if ($interesting) { $faces{$X, $Y} = $face; if (!$More && $makeps{$obj} != 1) { $makeps{$obj} = &assemble(); } } # Get ready for next archetype if (!$More) { $xmin = $xmax = $ymin = $ymax = 0; $obj = $Fld[2]; $interesting = defined $makeps{$obj}; } $X = $Y = 0; $More = 0; } if ($Fld[1] eq 'face') { $face = $Fld[2]; } if ($Fld[1] eq 'x') { $X = $Fld[2]; if ($X > $xmax) { #??? $xmax = $X; } elsif ($X < $xmin) { #??? $xmin = $X; } } if ($Fld[1] eq 'y') { $Y = $Fld[2]; if ($Y > $ymax) { #??? $ymax = $Y; } elsif ($Y < $ymin) { #??? $ymin = $Y; } } if ($Fld[1] eq 'More') { $More = 1; } if ($Fld[1] eq 'msg') { do { $_ = ; @Fld = split; } while ($Fld[1] ne 'endmsg'); } } close(IN); # Remember to check the last archetype also... if ($interesting) { $faces{$X, $Y} = $face; if ($makeps{$obj} != 1) { $makeps{$obj} = &assemble(); } } system('rm -f work.pbm tmp.pbm empty.pbm'); # clean up a little system("pbmmake -white $IMAGE_SIZE $IMAGE_SIZE > empty.pbm"); # We've created a number of Postscript-files - now we need to # patch the filenames and sizes into the TeX-files. $, = ''; open(IN,"<".$input); while () { @Fld = split(/~~/); if ($#Fld > 1) { for ($i = 2; $i <= $#Fld; $i += 2) { if (defined $makeps{$Fld[$i]}) { $Fld[$i] = $makeps{$Fld[$i]}; } } } print @Fld; } close(IN); sub assemble { local($w, $h, $ppm, $buff, $i, $j, $bmap_file, $ps_file) = @_; my($one_image)=0; $bmap_file = $archdir.$bmap{$faces{0,0}}.".png"; if ($output eq "tex") {$ps_file = $faces{0, 0} . '.ps'; } elsif ($output eq "png") { $ps_file = $faces{0, 0} . '.png'; } elsif ($output eq "pdf") { $tmp = $faces{0, 0}; $tmp =~ s/\./-/gi; $ps_file = $tmp . '.png'; } else { $ps_file = $faces{0, 0} . '.gif'; } $ps_file =~ s/[_ ]/-/g; # We don't need to manipulate the files, so just do hard links - much # faster, and also doesn't use space. if (($output eq "png") || ($output eq "pdf")) { link($bmap_file, $ps_file); if ($output eq "png") { $ps = ""; } else { $ps = "\\includegraphics[scale=0.5]{" . $ps_file . "}"; } return $ps; } $w = $xmax - $xmin + 1; $h = $ymax - $ymin + 1; # with big image support, we don't need to assemble images. But not all # images are big image - so we do a simple check - see if the face for the # first and last piece are the same - if so, presume this is a big image if ($archdir.$bmap{$faces{0,0}} eq $archdir.$bmap{$faces{$w-1,$h-1}}) { $one_image=1; } if (! -e $ps_file) { if ((($w == 1) && ($h == 1)) || $one_image) { # Maybe ln -s instead? if ($output eq "tex") { if ($colour) { system("pngtopnm -mix -background $BG $bmap_file | pnmtops -noturn -nosetpage > $ps_file"); } else { system("pngtopnm -mix -background $BG $bmap_file | pnmdepth 255 | ppmtopgm | pnmtops -noturn -nosetpage> $ps_file"); } } elsif ($giftrans) { system("pngtopnm -mix -background $BG $bmap_file | ppmtogif | giftrans -t $BG $ppm > $ps_file"); } else { system("pngtopnm -mix -background $BG $bmap_file | ppmtogif > $ps_file"); } } else { $ppm = sprintf('%dx%d.ppm', $w, $h); print STDERR "$ppm\n"; if (! -e $ppm) { print STDERR "pnmscale -xsc $w -ysc $h < empty.pbm | pgmtoppm white > $ppm\n"; system(sprintf('pnmscale -xsc %d -ysc %d < empty.pbm | pgmtoppm white > %s', $w, $h, $ppm)); } system("cp $ppm work.ppm"); $ppm = "work.ppm"; for ($i = $xmin; $i <= $xmax; $i++) { for ($j = $ymin; $j <= $ymax; $j++) { print STDERR 'Processing x ' . $bmap{$faces{$i, $j}}; $valx = ($i - $xmin) * $IMAGE_SIZE; $valy = ($j - $ymin) * $IMAGE_SIZE; # print STDERR "pngtopnm -background #ABCD01239876 $archdir$bmap{$faces{$i,$j}}.png > tmp.ppm\n"; system("pngtopnm -mix -background $BG $archdir$bmap{$faces{$i,$j}}.png > tmp.ppm"); system("pnmpaste tmp.ppm $valx $valy $ppm > tmp2.ppm"); rename("tmp2.ppm", $ppm); } } if ($output eq "tex") { if ($colour) { system("pnmtops -noturn $ppm> $ps_file"); } else { system("pnmdepth 255 $ppm | ppmtopgm | pnmtops -noturn > $ps_file"); } } elsif ($giftrans) { system("ppmtogif $ppm | giftrans -t $BG > $ps_file"); } else { system("ppmtogif $ppm > $ps_file"); } } } $mul = $size_mul{int(sqrt($w * $h))} * $size; if ($output eq "tex") { if ($h == 1) { $ps = sprintf "\\psfig{figure=$ps_file,width=%0.2fcm,height=%0.2fcm}", $w * $mul, $h * $mul; } else { $ps = sprintf "\\raisebox{-%0.2fcm}{\\psfig{figure=$ps_file,width=%0.2fcm,height=%0.2fcm}}", ($h-1) * $mul, $w * $mul, $h * $mul; } } else { $ps = ""; } $ps; } crossfire-1.75.0/doc/scripts/Makefile.am000644 001751 001751 00000000104 13767307612 020762 0ustar00kevinzkevinz000000 000000 dist_noinst_SCRIPTS = items-extract.pl makeps.pl monster-extract.pl crossfire-1.75.0/doc/scripts/items-extract.pl000755 001751 001751 00000014105 13767307612 022065 0ustar00kevinzkevinz000000 000000 #!/usr/bin/perl eval 'exec /usr/bin/perl -S $0 ${1+"$@"}' if $running_under_some_shell; # this emulates #! processing on NIH machines. # (remove #! line above if indigestible) eval '$'.$1.'$2;' while $ARGV[0] =~ /^([A-Za-z_0-9]+=)(.*)/ && shift; # process any FOO=bar switches # items-extract - parse the archetypes-file and output the # artifacts in a structured format. # Variables passed when invoked: # living_c - filename where the array attacks is defined. $[ = 1; # set array base to 1 # These stats will be added to the "magik" string according # to the pattern. "%s" should be "%+d", but that isn't # portable. $magic{'Str'} = 'strength %s'; $magic{'Dex'} = 'dexterity %s'; $magic{'Con'} = 'constitution %s'; $magic{'Int'} = 'intelligence %s'; $magic{'Wis'} = 'wisdom %s'; $magic{'Cha'} = 'charisma %s'; $magic{'Pow'} = 'power %s'; $magic{'luck'} = 'luck %s'; $magic{'exp'} = 'speed %s'; $magic{'sp'} = 'spell-point regeneration %s'; $magic{'hp'} = 'hit-point regeneration %s'; # magic["dam"] = "damage %s"; $magic{'reflect_spell'} = 'reflect spells'; $magic{'xrays'} = 'X-ray vision'; $magic{'stealth'} = 'stealth'; $magic{'flying'} = 'flying'; # Read the attack-types (and immune/protection) while ((($buff = &Getline3($living_c),$getline_ok)) == 1) { if ($buff =~ /attacks\[/) { $att = 0; while (1) { $buff = &Getline3($living_c); if ($buff =~ '^}') { last; } $s = "[ \t]*\"", $buff =~ s/$s//g; $nr = (@arr = split(/,/, $buff, 9999)); for ($i = 1; $i <= $nr && $arr[$i]; $i++) { $attack{++$att} = $arr[$i]; } } last; } } delete $opened{$living_c} && close($living_c); # These types are always artifacts: $artifact{99} = $artifact{14} = $artifact{16} = $artifact{33} = 1; $artifact{34} = $artifact{100} = $artifact{113} = $artifact{915} = 1; $weapons{15} = $weapons{915} = 1; $armours{16} = $armours{33} = $armours{34} = $armours{99} = 1; $worthless{'chair'} = $worthless{'table'} = $worthless{'bed'} = 1; while (<>) { chomp; # strip record separator @Fld = split(' ', $_); if (/^Object (.*)/) { $slay = $magik = ''; $name = $obj = $1; $xmin = $xmax = $ymin = $ymax = 0; $More = 0; $att = $dam = $type = $magical = $ac = $armour = $weight = $last_sp = 0; $prot = ""; } if (defined $magic{$Fld[1]}) { if ($Fld[1] eq 'sp' && $type == 14) { $ac = $Fld[2]; } else { &add_magik($magic{$Fld[1]}, $Fld[2]); } } if (/^type/) { $type = $Fld[2]; } if (/^last_sp/) { $last_sp = $Fld[2]; } if (/^dam/) { $dam = $Fld[2]; } if (/^ac/) { $ac = $Fld[2]; } if (/^armour/) { $armour = $Fld[2]; } if (/^resist_physical/) { $armour = $Fld[2]; } if (/^weight/) { $weight = $Fld[2]; } if (/^attacktype/) { $att = $Fld[2]; } if (/^immune/) { $immune = $Fld[2]; } if (/^vulnerable/) { $vulnerable = $Fld[2]; } if (/^slaying/) { $slay = $Fld[2]; } if (/^magic/) { $magical = $Fld[2]; } if (/^name /) { $name = substr($_, 6, 999999); } if (/^resist_([a-z]+) (-*\d+)/) { if ($1 ne "physical") { if ($2 > 0) { $n = "+$2"; } else {$n = "$2"; } if ($prot eq "") { $prot = "$1 $n"; } else { $prot .= ", $1 $n"; } } } if (/^end/) { # Type 15 are artifacts if they are magical if ($type == 15 && $magical) { $type += 900; # It can also be chairs and beds, but they are in the worthless # array... ; } if ($artifact{$type} || ($type == 15 && !$worthless{$name})) { if ($dam && !(defined $weapons{$type})) { &add_magik('damage %s', $dam); } if ($ac && !(defined $armours{$type})) { &add_magik('ac %s', $ac); } if ($armour && !(defined $armours{$type})) { &add_magik('armour %s', $armour); } $magik = $magik . &attacktype($att, 'Attacks:'); $magik = $magik . "
Protections: $prot" if ($prot ne ""); if ($slay eq "wall") { $magik = $magik . "
Excavation"; } elsif ($slay ne "" ) { $magik = $magik . "
". &capitalize("$slay" . "-slaying"); } if ($magical) { $name = $name . ' +' . $magical; } $s = '^
', $magik =~ s/$s//; $magik = &capitalize($magik); $name = &capitalize($name); $s = '_', $name =~ s/$s/ /; if (defined $armours{$type}) { $speed = $last_sp / 10; } elsif (defined $weapons{$type}) { # Horrible, I know. Blame vidarl@ifi.uio.no -- Fy Vidar! # I assume the player has max Str and Dex # and speed of 6 here. # weapon_speed = (last_sp*2 - magical) / 2; # if (weapon_speed < 0) weapon_speed = 0; # M = (300-121)/121.0; # M2 = 300/100.0; # W = weight/20000.0; # s = 2 - weapon_speed/10.0; # D = (30-14)/14.0; # K = 1 + M/3.0 - W/(3*M2) + 6/5.0 + D/2.0; # K *= (4 + 99)/(6 + 99) * 1.2; # if ( K <= 0) K = 0.01 # W = weight/20000; s = 2 - ((last_sp*2 - magical) / 2)/10; # K = 1.177*(4 - W/30 + 6/5) # if (K <= 0) K = 0.01; # speed = 6/(K*s); $speed = $last_sp; } else { $speed = 0; } printf "%d &%s &%s &%s &%d &%.1f &%d &%d &%d &~~%s~~ &%.2f\n", $type, $obj, $name, $magik, $dam, ($weight / 1000), $ac, $armour, $magical, $obj, $speed; } } # Given a bitmask, give a string enumerating the meaning of the bits. } delete $opened{'items'} && close('items'); sub attacktype { local($at, $type, $i, $str) = @_; for ($i = 1; defined $attack{$i}; $i++) { if ($at % 2) { $str = ($str ? $str . ', ' : '') . $attack{$i}; } $at = int($at / 2); } ($str ? '
' . $type . ' ' . $str : ''); } sub add_magik { local($str, $val) = @_; if ($str =~ /%[0-9-]*s/) { $str = sprintf($str, $val < 0 ? $val : "+". $val); } $magik = $magik ? $magik . ', ' . $str : $str; } sub capitalize { local($str) = @_; $a = substr($str, 1, 1); $a =~ tr/a-z/A-Z/; $_ = $a . substr($str, 2, 999999); } sub Getline3 { &Pick('',@_); local($_); if ($getline_ok = (($_ = <$fh>) ne '')) { chomp; # strip record separator } $_; } sub Pick { local($mode,$name,$pipe) = @_; $fh = $name; open($name,$mode.$name.$pipe) unless $opened{$name}++; } crossfire-1.75.0/doc/spoiler-html/weap-extract000644 001751 001751 00000000363 13767307612 022214 0ustar00kevinzkevinz000000 000000 # This awk-script will find and print out all of the 'normal' # weapons that have an additional magical effect - e.g. stake.. $4 ~ /[A-Za-z]/ && $4 !~ /Attacks: physical $/ { printf(" %s - %s\n",$3,$4); } crossfire-1.75.0/doc/spoiler-html/stats-extract000644 001751 001751 00000005477 13767307612 022431 0ustar00kevinzkevinz000000 000000 # stats-extract - parse the archetypes-file and output the # player's stats in a structured format. # Variables passed when invoked: # living_c - filename where the array attacks is defined. BEGIN { # These stats will be added to the "magik" string according # to the pattern. "%s" should be "%+d", but that isn't # portable. magic["luck"] = "luck %s"; magic["exp"] = "speed %s"; magic["sp"] = "spell-point regeneration %s"; magic["hp"] = "hit-point regeneration %s"; magic["dam"] = "damage %s"; magic["ac"] = "ac %d"; magic["armour"] = "armour %s"; magic["reflect_spell"] = "reflect spells"; magic["xrays"] = "X-ray vision"; magic["stealth"] = "stealth"; magic["flying"] = "flying"; # Read the attack-types (and immune/protection) while ((getline buff < living_c) == 1) { if (buff ~ /attacks\[/) { att = 0; while (1) { getline buff < living_c; if (buff ~ "^}") break; gsub("[ \t]*\"", "", buff); nr = split(buff, arr, ","); for (i = 1; i <= nr && arr[i]; i++) attack[++att] = arr[i]; } break; } } close(living_c); } /^Object/ { slay = magik = ""; name = obj = $2; type = weight = last_sp = 0; att = prot = immune = 0; stat["Str"] = stat["Dex"] = stat["Con"] = 0; stat["Int"] = stat["Wis"] = stat["Cha"] = 0; stat["Pow"] = 0; } /^Str|^Dex|^Con|^Int|^Wis|^Cha|^Pow/ { stat[$1] = $2; next } $1 in magic { add_magik(magic[$1], $2) } /^type/ { type = $2 } /^last_sp/ { last_sp = $2 } /^weight/ { weight = $2 } /^attacktype/ { att = $2 } /^protected/ { prot = $2 } /^immune/ { immune = $2 } /^slaying/ { slay = $2; } /^name/ { name = substr($0, 6) } /^end/ { if (type == 1) { # Players if (att % 2) --att; # Skip physical attack magik = magik attacktype(att , "Attacks:"); magik = magik attacktype(prot, "Protected:"); magik = magik attacktype(immune, "Immune:"); if (slay) magik = magik "
" capitalize(slay=="wall" ? "excavation" : slay "-slaying"); # sub("^\\\\newline ", "", magik); magik = capitalize(magik); name = capitalize(name); sub("_", " ", name); printf("%s~~%s~~%d%d%d%d%d%d%d%s\n", name, obj, 20+stat["Str"], 20+stat["Dex"], 20+stat["Con"], 20+stat["Int"], 20+stat["Wis"], 20+stat["Cha"], 20+stat["Pow"], magik); } } END { close("items"); } # Given a bitmask, give a string enumerating the meaning of the bits. function attacktype(at, type, i, str) { for (i = 1; i in attack; i++) { if (at % 2) str = (str ? str ", " : "") attack[i]; at = int(at/2); } return str ? "
" type " " str : ""; } function add_magik(str, val) { str = sprintf(str, val < 0 ? val : "+" val); if (str) magik = magik ? magik ", " str : str; } function capitalize(str) { return toupper(substr(str, 1, 1)) substr(str, 2); } crossfire-1.75.0/doc/spoiler-html/bow-extract000644 001751 001751 00000000162 13767307612 022044 0ustar00kevinzkevinz000000 000000 { printf("%s%s1/%d%d%.1f\n", $3, $10, $7, $5, $6); } crossfire-1.75.0/doc/spoiler-html/mag-extract000644 001751 001751 00000000534 13767307612 022024 0ustar00kevinzkevinz000000 000000 { type = $1 + 0; if (type == 99 || type == 100 || type == 113) { if (type == 99) { name = capitalize($2); gsub("_", " ", name); } else name = capitalize($3); printf("%s%s%d%s\n", name, $10, $8, $4); } } function capitalize(str) { return toupper(substr(str, 1, 1)) substr(str, 2); } crossfire-1.75.0/doc/spoiler-html/spells-extract000644 001751 001751 00000002056 13767307612 022563 0ustar00kevinzkevinz000000 000000 BEGIN { oldFS=FS; FS=":"; crosscmd = crosscmd " 2>&1"; while (crosscmd | getline == 1) { if ($2 != "(null)" && $2 != "null" ) before[$1] = $2; if ($3 != "(null)" && $3 != "null" ) after[$1] = $3; } close(crosscmd); FS=oldFS; } /^spell spells/,/^}/ { ++line; if (line < 3 || $0 ~ /^}/) next; if ($4 > 0 || $7 > 0 || $8 > 0) { spell = $1; sub("^[{ \t]*", "", spell); level = $2; sp = $3; checks = sprintf("%s%s%s", check($4), check($7), check($8)); # wand, scroll, book # Skip the next line, we have the info needed in the mappings getline; arch_b = (spell in before) ? "~~" before[spell] "~~" : ""; arch_a = (spell in after) ? "~~" after[spell] "~~" : ""; printf("%s%s%s%d%d%s\n", capitalize(spell), arch_b, arch_a, level, sp, checks); } } function check(i) { /* I suggest the 'x' is replaced by a cool checkmark gif */ return (i+0 != 0) ? "x" : " "; } function capitalize(str) { return toupper(substr(str, 1, 1)) substr(str, 2); } crossfire-1.75.0/doc/spoiler-html/arche-extract000644 001751 001751 00000000311 13767307612 022333 0ustar00kevinzkevinz000000 000000 { # Norse names should be spelled in Norwegian... if ($2 ~ /mjoellnir/) sub("oe", "ø", $3); printf("%s%s%d%.2f%s\n", $3, $10, $5, $11, $4); } crossfire-1.75.0/doc/spoiler-html/spoiler.shtml000644 001751 001751 00000015315 13767307612 022416 0ustar00kevinzkevinz000000 000000 Crossfire Spoiler

Crossfire Spoiler

General

This guide is intended to present the player to his opponents and the ``tools'' of his trade. The tables in this guide are generated completely from the crossfire source, so you may sometimes see monsters or items here before they can be encountered in the game.

Enchantments

Enchanted items are items that is better than the basic type. They are identified by the +1, +2, +3 or +4 at the end of the item name. Also, the higher the number, the rarer the item is. The enchantments affect the value, weight and effect of the item; i.e. for armour its ac (armour class), for weapons its wc (weapon class). Items that already have a magical effect are never enchanted.

Maxstats

The following table shows the maximum value the different player classes can reach in a stat. It also shows how your basic stats will be changed by choosing a different class. When you roll your character, the stats displayed are the stats you will get as a human. When satisfied, you can step through a number of classes, each with special bonuses in stats.

TypeStrDexConIntWisChaPowSpecial

A barbarian has a maximum strength which is 4 higher than a human -- that means he will begin with an additional 4 points added to his strength roll. On the other hand, a barbarian can never get above 12 in intelligence. This means that your rolled character will have 8 less in intelligence if you choose that class. It also means that you can't be a barbarian if you roll less than 8 in intelligence -- the poor barbarian would have had a negative stat. You can never roll a character with better stats than an average of straight 15's, and you can't roll higher than 18 in a stat. These values are the maximum values for your ``natural'' dexterity, constitution etc. You can raise your natural stats by drinking potions. However, there are plenty of items which give you bonuses to your stats even beyond your class' limit -- swords, armours and rings to name the most important. You can also read scrolls or cast spells to temporarily raise your stats. The absolute maximum value is 30, and the player class doesn't matter here.

Weapons

Weapons

Notice that the weight and damage differs on seemingly equal weapons. We suggest that you wield the identified weapons, to choose the better one.

NameDamSpeedWeight

Some weapons also have a separate effect:

Bows

The rate column in the following table shows the relative rate of fire. E.g. to cock a bow with a ``rate of fire'' of 1/2, you need only half the time of what is needed with a bow with a ``rate of fire'' of 1/1. The damage done by the impact of a bolt fired from a crossbow is constant. However, with an ordinary bow you can pull the arrow further back if you are strong, and it would thus do more damage.

NameRateDamWeight

Special weapons

This section shows the different ``Special weapons'' which exist in crossfire. Although the weapons are supposed to be unique, there may exist several of them...

NameDamMax speedSpecial

Armour

Armour is essential to surviving in Crossfire. The basic idea is that the less ac (armour class) you have -- the more difficult you are to hit. The armour value represents the reduction in physical damage in percent. There are several types of armour in Crossfire.You may only wear one of the different main types of armour (except magical armour). The different main types consist of these :

Body Armour

TypeAcArmorWeight Max speedMagic

Helmets

MagicAcArmorWeightMagic

Shields

TypeAcArmorWeightMagic

Other Clothing

TypeArmorMagic

Magic

Magic is brought into play by various means. The only way to actually learn the spells, is to read them from a book. Both scrolls and books will disappear after being read ( applied actually). Magic that comes from quaffing ( applying) a potion will stay in effect over a period of time. Naturally not all magic found in wands would be found in e.g. scrolls etc. Scroll of large fireball or Potion of poison would be ridiculous.

The Wonder spell will produce random magic (rather unpredictable).

NameLevelSp.WandsScrolls Books

Monsters

The monsters are your opponents in Crossfire. Actually the only way to gain experience in this game is to bash monsters (or your fellow players, but you probably won't last long if you choose that route to ``fame''). The more hitpoints the monsters have, the longer it takes to kill the suckers. Unfortunately, the monsters tend to strike back... Thus the stronger the monsters are -- the more damage you take, and vice versa.

NameGenExpHpAc Special
crossfire-1.75.0/doc/spoiler-html/Makefile.am000644 001751 001751 00000007640 13767307612 021726 0ustar00kevinzkevinz000000 000000 EXTRA_DIST = spells-extract stats-extract\ spoiler.shtml helm-extract mag-extract shield-extract \ empty.pbm bow-extract arche-extract weap-extract HTML = monput.html spells.html stats.html weap.html shield.html helmet.html\ mag.html arm.html arche.html bow.html version.html weapmag.html CLEANFILES = items .bmaps in_monput in_items in_spells in_stats \ *x*.ppm tmp.ppm work.ppm *.png $(HTML) spoiler.html CROSSBIN = ../../server/crossfire-server INCDIR = $(top_srcdir)/include DTOP = $(top_srcdir)/$(PACKAGE)-doc PERL = @PERL@ spoiler.html: $(HTML) spoiler.shtml $(PERL) $(srcdir)/../include_html.pl spoiler.shtml spoiler.html dump_switches: $(CROSSBIN) @$(RM) dump_switches @$(CROSSBIN) -m >/dev/null 2>&1 && touch dump_switches || (echo "You need to define DUMP_SWITCHES in include/config.h and"; echo "recompile before you can create the spoilers.") @$(MAKE) $(MFLAGS) check_ok $(CROSSBIN): ( cd $(top_srcdir)/server ; 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A rune is a magical enscription on the dungeon floor. Traps are just like runes except they are not magical in nature, and generally have a physical attack. Runes hit any monster or person who steps on them for dam damage in 'attacktype' attacktype. In addition, there is a generalized rune which can contain any spell at all, and will cast this spell when it detonates. Many traps and runes are already defined in the archetypes. Here's a guide the the fields in a Rune: (archetype) level -- Level the rune will cast the spell it contains at, if applicable. A level 99 rune casts a very, very mean spell of whatever. (Warning: level 0 runes won't detonate at all!) Also effects how easily a trap may be found and disarmed. Cha -- Determines what fraction of the time the rune is visible: randomly visible 1/Cha of the time. Also effects how easily the trap may be found. sp -- Spell in the rune, if any (the index of the spell) slaying -- name of the spell in the rune, if any. Optional, but if present, overrides sp. recommended for use by mapmakers to ensure portability. other_arch -- spell archetype of the spell in the rune, if any. Optional, but if present, overrides sp and slaying. hp -- How many times the rune detonates before disappearing attacktype -- If there isn't any spell, what attacktype to use when the rune detonates face -- face the rune has msg -- What the rune says to the victim when it detonates dam -- How much damage is done by the rune, if it does not cast a spell anim -- face1 is the default face of the rune. face1 face2 is the face of a rune detonation. face2 A detonating rune inserts a dummy object mina with face2 on the square. direction -- Direction to cast the spell the rune contains maxhp -- Number of spells to cast Predefined runes for your convenience: See the Runes pickmap on the editor IMPORTANT: When making rune archetypes for spells, name the rune Object rune_[spell-name]. This convention makes it possible for someone who does 'cast magic rune ' to create a rune that looks like your archetype. Examples: Object rune_large_fireball Object rune_invisibility Object rune_improved_invisibility If they're not named this way, someone can write a rune of < > what looks nothing like the one in the archetypes, even though it does exactly the same thing. All runes should be editable. For example you might want to call up a rune of fire, and set its slaying so that it casts large fireball instead of simply burning its victim. Ideas: you could blanket a floor with 1pt dam runes of fire, but with many hp. Anyone walking across this blanket will be badly hurt if he's slow or sits on them for a long time, but could cross more or less unhurt if he's quick. You could encourage a player to do something rash this way. You could place Runes of Healing behind altar-controlled doors in temples. Dump enough money on the altar, and you get access to the Rune of Healing. (Or restoration.) Also, you could implement a magic bank with runes of transferrence in the same way. (Roscoe's energy emporium!) A rune of Polymorph with the beam directed down a long passageway of monsters could REALLY cause chaos. Oohhhhh, fun, fun fun!! Runes of lightning oriented down long passageways could be lots of fun as well! crossfire-1.75.0/doc/Developers/skills000644 001751 001751 00000026761 13767307612 020614 0ustar00kevinzkevinz000000 000000 SKILLS/EXPERIENCE DOCUMENTATION for DEVELOPERS ---------------------------------------------- - Summary - 0. Introduction 1. Sketch of system a. Initialization - how skills and experience are linked 2. How to add new skills a. creation of new skill: outline of needed steps 3. Detail of skill archetype values. 4. Skill Tools 5. Skill Scrolls 6. Other Objects 7. Workings of the Skill System 8. Changes & Limitations ------------------------------------------------------------------------- 0. Introduction --------------- Skills were redone to a large extent in April 2003. This document has been updated to reflect how the skills work. The main change is that experience categories were removed from the game. Instead, experience goes to the skill itself. Thus. how good a player is at the skills is directly proportional to how good they are at that skill, and not the category itself. 1. Sketch of system ------------------- In the skills/experience code, players gain experience for the activities which they perform in the game ("You are what you do"). The activities a player may engage in are controlled by the skills they possess. All players start with a basic set of skills which they may expand through adventuring. While monsters do not gain experience from the use of skills, they may use any skills which exist in their inventory if they have the can_use_skill flag set. In the code, skills are objects which exist in the player/monster inventory. Both NPC/monsters and players use the same skill archetypes. Not all skills are however enabled for monster use. Check the Skills_players.doc for available NPC skills. The experience one gets for a skill is greatly simplified. No longer is it weighted based on the stats of the player. Rather, the experience is based on what the skill was used for - opening a tough trap gets more exp than opening an easy trap. The stats the player has will improve the chances of success in most cases - this is bonus enough without also gaining additional experience. The chracters total experience is no longer related to the sum of experience in the players skills - A player could for example only of 1000 exp, but have skills with 2500 exp, 300 exp, etc. Removing the tie between skills and total experience allows for reasonable skill advancement - you can allow a player to easily get to level 20 in a skill without them now being level 20 player. Note also that the only tunables are now in the code or in the archetypes - if the exp for disarming is out of whack, the code would need to be changed to give more appropriate amounts. 2. How to add new skills ------------------------- Adding a new skill to CF is not overly difficult, it is little more difficult than adding new archetypes and a spell to the game. a. creation of new skill: outline of needed steps A number of steps are required to create a new skill. 1) Edit a new skills archetype. See below for appropriate parameters. If you desire the skill to be a skill tool, edit a "face" for the new skill. If you want to have the skill to be learned via a skill scroll, edit a skillscroll for the skill. Place the new archetype(s) in the lib/arch/skills directory. Remember to name your new skill appropriately (ie skill_). Make sure you select a unique subtype for your new skill. 2) Edit skill_util.c. Add an entry for the skill in do_skill() (so that it may be used as a "long-range attack"). If the new skill is a hth attack take a look at the attack_hth_skills[] table in do_skill_attack() -- where does the hth attack rank? The most useful attacks should occur earlier in the table. 3) Create the skill code. If you created a hth attack, you probably can get away with just using attack_hth. For other skills, put the skill code in skills.c. If your new skill is to be an "associated" skill, then make sure that it returns the value of calc_skill_exp(). 4) Edit treasures/artifacts file as needed (esp. if your skill will become one of the starting skills, or will show up in shops.) 3. Detail of skill archetype values. ------------------------------------ This section details the various object/archetype values. First, we detail skill objects: type: SKILL (43) subtype: subtype of skill invisible: 1 no_drop: 1 name: Name of the skill, used by things like 'use_skill', as well as output of 'skills' command. skill: Same as name - this simplifies code, so that we can look at op->skill for both skills and skill tools. It also means that if a skill named is passed, we can verify we have the matching entry. stats (Str, Dex, sp, grace, etc): These modify the abilities of the player, in a sense giving bonuses. expmul: this is the ratio of experience the players total should increase by when this skill is use. If this is zero, then experience only goes to to the skill. Values higher than 1 are allowed. Note that experience rewarded to the players total is in addition to that given to the skill. Eg, if player should get 500 exp for using a skill, and expmul is 1, the player will get 500 added to that skill as well as 500 to their total. exp: The exp the player has in the skill (object). If this is an archetype, this contains the base amount the player gets for using the skill. exp will be set to 0 when the skill is given to the player. level: Object: The level of this skill - this is just determined from the exp above based on the experience table. Archetype: This is a percentage value that determines how the level difference effects experience rewards (like the old lexp value). Basically, if it is set to 100, the ratio is normal (eg, if opponent is twice level of player, player would get twice as much normal exp). If level is 200, player would get 4 times. If level if 50, player would half normal. If level is 0, then we don't adjust exp reward based on level. can_use_skill (flag): If this is set, the player knows the skill natively (eg, does not need a skill tool, see below). If this is not set, then this skill object is acting as a container for experience. For example, if a player is using a holy symbol in order to get his praying skill, we still need to have skill_praying in the players inventory to store the experience in. However, the player can't use that praying skill without a holy symbole until they learn it from a skill scroll. Note that specific skills may use other fields to convey more information about the skills. For combat skills (karate, punching, one handed weapons, etc): dam: Every 10 levels of the skill, characters does 'dam' more damage. wc: Increases characters wc by this amount. wc_increase_rate: This is a divisor - skill level is divided by this to determine improvement to wc. Lower values are better. 4. Skill Tools ----------------- Skill tools are items that let a player use a skill they do not otherwise know. Skill tools may also have advantages, eg, spellpaths they grant to the caster, stat bonuses, etc. Most of the values for the skill tools are just like normal equipment (value, weight, face, body_..., ) fields. type: skill_tool (74) skill: Name of the skill this object allows the user of. Note - the old skill code used 'sp' to denote the skill to use. 5. Skill Scrolls ---------------- type: SKILLSCROLL skill: Name of the skill to be learned Rest of the values are per normal equipment (weight, value, identified, etc). 6. Other Objects ---------------- Many other objects will use the 'skill' field in their object to denote what skill is needed to use this object. Thus, for examples, readable objects have 'skill literacy' to denote that the literacy skill is needed to read them. Weapons have 'skill' values to denote what skill is needed to use the weapon. Same for spells. ------------------------------- 7. Workings of the Skill System ------------------------------- This section attempts to briefly explain how this all works. Due to the addition of the skill pointer, it is no longer required that a skill be in the ready_skill position to gain experience. Whenever a player tries to use skill either directly (ready_skill ..) or indirectly (cast a spell which requires knowledge of the skill), the code will examine the players inventory to see if they an in fact use the skill. This first checks to see if the player has the appropriate skill archetype in their object. If they do, and can_use_skill is set to 1, nothing more is done. If that is not the case, we then look for a skill tool. If none is found, we tell the player the can't use the skill. If one is found, we try to apply the skill tool - if this can not be done, we also error out. Only if the player explicitly activates a skill with ready_skill do we change the players range pointer. Otherwise, it will remain as is (but not that casting a spell might also change the range pointer). add_exp has been modified to take two additional parameters - skill_name and flag. skill_name is the skill to add the experience to. By passing this to add exp, a lot of the code no longer needs to change chosen_skill, then reset it back again. flag determines what to do if the player does not currently have the skill pointer in their inventory. This can arise if the player is using a skill tool, or part of a party. In the default case of flag being 0, if the player does not currently have the skill in their inventory, this is added (with can_use_skill 0). If flag is 1, we add the exp to the players total exp, but don't give them any in the skill. If it is 2, the player gets nothing. This fixes many of the abuses of party combat - if a member of your party is killing things with wizardry, you'll get wizardry exp. If you don't have wizardry, you'll get some general exp, but you can't funnel it into things like alchemy anymore. The effect of flag 1 to add exp is so that that a player can't have thousands of exp in a skill and never have used in themselves - for a player to have any exp in a skill, he will have had to use it at least once. Note however that a player could have used the skill just once (to say kill a kobold) and yet get a bunch more exp from party members that are actually good wizards. The handling of add_exp with skill_name is pretty simple. In most cases, we know immediately the skill that was used (eg, melee combat, search, disarm, etc). In cases of indirect death (spells), we set the skill in the spell object to the skill that it should get awarded to. ------------------------ 8. Changes & Limitations ------------------------ The old skill system had the idea of stats that effect the skill. There is no good way to do that within the new system - instead, the code the executes the skill will do this. This really isn't much worse than the old system anyways - the old code still did things like 'stat average * 3' or otherwise determine how important the stats are. In addition, this allows for more flexibility for multi faceted skills. For example, the identification portion of some skills should probably use int, but the creation portion should perhaps be dex and strength. There is no more SK_level function - while this could still be useful to replace code like level= op->chosen_skill?op->chosen_skill->level:op->level; the use of automatically de-referencing the op->chosen_skill is not suggested - the new skill system is much more lenient on passing the appropriate skill object to functions that need it, so calls to SK_level in most cases may not really be the right approach - in many cases, the chosen_skill may not be what the code is really expecting. crossfire-1.75.0/doc/Developers/objects000644 001751 001751 00000317141 13767307612 020737 0ustar00kevinzkevinz000000 000000 This so far only concerns how to make archetypes, treasure and NPC's Sections: 1. How to create new Archetypes and Bitmaps 2 Things that are alive (monsters, npcs) A. Attack Types (attacktytpe) B. Immunity (immune) (protected) (vulnerable) C. NPC Movement (attack_movement) D. Picking up other items (pick_up) E. Using other objects (will_apply) F. Treasure lists (randomitems) G. Usage of certain flags for monsters H. Generators I. NPC's and their life - behaviours J. NPC's Speak out - messages 3. Objects in general A. Names (name, name_pl) B. Types (type) & Subtypes (subtype) C. Client Types (client_type) D. Animations (anim - mina) (facings) E. Material types (material) F. Item Power (item_power) G. Body Location H. Meaning of certain attributes for certain items: I. Lore J. Movement types 4. SPECIAL OBJECTS A. MAPS B. HOLY_ALTARS C. DISEASES D. CONVERTERS E. BOWS & ARROWS -missile weapons F. Creators -object creating objects G. Player Movers H. Directors I. Magical Walls -walls that cast spells J. Containers K. Mood Floors L. Altars, Triggers, Detectors and other connected items M. Signs N. POISONOUS BOOZ O. Duplicators P. Transports Q. Dragon Focus R. Races & Classes 5. Flags & specifications for objects 6. TREASURES 7. Misc change description 8. How to Add new values 9. Programming notes ******************************************************************************* 1. HOW TO CREATE NEW ARCHETYPES AND BITMAPS: ******************************************************************************** 0) Determine if a new archetype is really needed. Archetypes are only needed to add new images, or if the archetype simplifies creation of a very common item. Don't make a new arch if all you really need to simply customize an existing archetype. 1) Figure out which directory/category the object will belong to. This determines an appropriate location for it inside the 'arch' directory. For objects with many animations or that are very large, a new subdirectory may be advisable. 2) Create a bitmap. It must be divisible by 32 in both height and width. The file format should be .PNG 256 colour with transparency. 3) Create additional bitmaps if you want animation or directional facing. 4) Split the bitmaps up into 32x32 bitmaps and named according to the naming.doc conventions in the arch tar package. Note, this is not really necessary at current time - non-split images should work properly, but some older clients may have problems with it. (the script "splitxbm" may be used and is included below). 5) Create an archetype entry. The file should be called object.arc, where object is whatever the new object is. This is by far the most complicated step. See "crossfire.doc" for an introduction on how to create archetypes. Look at other similar archetypes to see how they have been made. If a single 32x32 bitmap is created, only need one archetype is needed, but if a larger bitmap is made which is cut down to several 32x32 bitmaps, use "linked" archetypes are needed. To create a linked archetype, add a 'More' line filed by the next piece. The X and Y coordinates in this next piece determine the offset from the head (first) object. When making multipart objects, they should be rectangular. Non rectangular may work, but has not been tested. Note that for multi-part objects, in most cases, only the values in the head portion are used (eg, hp, damage, etc for monsters) so it is generally unnecessary to put a copy of all the head tags in the other parts. See the section later in this document about animations. 6) If the archetype is a creature or NPC, and if it has abilities such as firebreathing or magical attacks, these abilities are put into the treasures file in the appropriate entry, and as invisible objects. This is also how inventory like bows or swords is given. Look at the other entries in the treasures file for the format to use. Note that if an existing entry in the treasures file does what you want, reuse it for the new archetype. There is no requirement that each archetype have a unique treasure list. ------------------------------------------------------------------------------ What is an archetype and what is an object? Objects are directly derived from archetypes. Everything the player sees in the game is an object. The player never deals with archetypes. Archetypes are the master objects. All objects have an archetype that they are derived from. When an object is created, the archetype is used for all the default values in the object. When an object is saved, the code looks at the differences between the archetype and the object it is saving, and only changes the different values. Archetypes are the entries in the 'arch' directory. The fields for archetypes and objects are generally the same. Note that by using this archetype model, it means an archetype can get updated and all objects that are derived from it will get updated - this is very useful when new fields are added - the archetypes can get updated, and all objects in maps, player save files, wherever, get this new value. It is valid to put items into an archetype, including a customized version. All objects created from the archetype will include the object(s) (including their own inventory). ******************************************************************************* 2. Things that are alive ******************************************************************************* The name in parentheses after a flag description is the name as it should be used in the archetype file. For example: Attack type (attacktype) A. Attack Types (attacktype) =============== Attack types bit description Physical 1 Basic attacktype. Magic 2 All magic spells, but not prayers Fire 4 Can ignite objects Electricity 8 Can also ignite objects Cold 16 Can freeze objects into ice cubes Confusion 32 Movement/attack directions become random Acid 64 Random equipped item gets -1 to magic attribute Drain 128 Victim loses 2% exp, attacker gains half of that Weaponmagic 256 Direct damage: Special, use with care Ghosthit 512 Attacker dissolves (obsolete) Poison 1024 Some damage each turn thereafter Slow 2048 Speed is reduced Paralyze 4096 Speed is reduced to zero Turn undead 8192 Like Fear, but for undead only Fear 16384 Like Turn Undead, but for living only Cancellation 32768 Removes magic (+/-) from items Depletion 65536 Lose one point from one stat (can be restored) Death 131072 Chance of instant death, otherwise nothing Chaos 262144 None by itself, uses random other types Counterspell 524288 Cancels magic spells Godpower 1048576 Adds relevant god's attacktype Holy Word 2097152 Enemies: X5, Undead: X1 -unless friends, others: none Blind 4194304 Blinds victim Note that one archetype can have multiple attack types by adding these values together. Thus, something with an attacktype of 65 would attack with both acid and physical. B. Resistances =========== Creatures can have various resistances. If a creature has a resistance value for a particular attacktype of 100, it is said to be immune to that attacktype. The amount of resistance directly reduces damage. A creature that has 25% resistance to fire only takes 75% of the damage. A creature 99% resistant only takes 1% of the damage. A few notes: If a creature/object is immune to magic, then it will be immune to all damage from that attack, even if that attack type contains more than just magic. Otherwise, a creature needs to be immune to all attack types in order to take no damage (thus, a creature that is immune to physical, but getting hit by a weapon that does physical and fire would take normal damage). The attack code goes through all the attacktypes, and calculates the damage that each will cause. It uses the highest damage total that any of these attacktypes will use. For attacktypes that don't deal physical damage but instead effect the creature in some way (drain, slow, paralyze, etc), the resistance in general reduces the effect (duration, amount drained, etc). C. NPC Movement (attack_movement) =============== Set the variable attack_movement to one of the below (cut from define.h): /******************************************************************************/ /* Monster Movements added by kholland@sunlab.cit.cornell.edu */ /******************************************************************************/ /* if your monsters start acting wierd, mail me */ /******************************************************************************/ /* the following definitions are for the attack_movement variable in monsters */ /* if the attack_variable movement is left out of the monster archetype, or is*/ /* set to zero */ /* the standard mode of movement from previous versions of crossfire will be */ /* used. the upper four bits of movement data are not in effect when the monst*/ /* er has an enemy. these should only be used for non aggressive monsters. */ /* to program a monsters movement add the attack movement numbers to the movem*/ /* ment numbers example a monster that moves in a circle until attacked and */ /* then attacks from a distance: */ /* CIRCLE1 = 32 */ /* + DISTATT = 1 */ /* ------------------- */ /* attack_movement = 33 */ /******************************************************************************/ #define DISTATT 1 /* move toward a player if far, but mantain some space, */ /* attack from a distance - good for missile users only */ #define RUNATT 2 /* run but attack if player catches up to object */ #define HITRUN 3 /* run to then hit player then run away cyclicly */ #define WAITATT 4 /* wait for player to approach then hit, move if hit */ #define RUSH 5 /* Rush toward player blindly, similar to dumb monster */ #define ALLRUN 6 /* always run never attack good for sim. of weak player */ #define DISTHIT 7 /* attack from a distance if hit as recommended by Frank */ #define WAIT2 8 /* monster does not try to move towards player if far */ /* maintains comfortable distance */ #define PETMOVE 16 /* if the upper four bits of attack_movement */ /* are set to this number, the monster follows a player */ /* until the owner calls it back or off */ /* player followed denoted by 0b->owner */ /* the monster will try to attack whatever the player is */ /* attacking, and will continue to do so until the owner */ /* calls off the monster - a key command will be */ /* inserted to do so */ #define CIRCLE1 32 /* if the upper four bits of attack_movement */ /* are set to this number, the monster will move in a */ /* circle until it is attacked, or the enemy field is */ /* set, this is good for non-aggressive monsters and NPC */ #define CIRCLE2 48 /* same as above but a larger circle is used */ #define PACEH 64 /* The Monster will pace back and forth until attacked */ /* this is HORIZONTAL movement */ #define PACEH2 80 /* the monster will pace as above but the length of the */ /* pace area is longer and the monster stops before */ /* changing directions */ /* this is HORIZONTAL movement */ #define RANDO 96 /* the monster will go in a random direction until */ /* it is stopped by an obstacle, then it chooses another */ /* direction. */ #define RANDO2 112 /* constantly move in a different random direction */ #define PACEV 128 /* The Monster will pace back and forth until attacked */ /* this is VERTICAL movement */ #define PACEV2 144 /* the monster will pace as above but the length of the */ /* pace area is longer and the monster stops before */ /* changing directions */ /* this is VERTICAL movement */ #define LO4 15 /* bitmasks for upper and lower 4 bits from 8 bit fields */ #define HI4 240 D.Picking up other items (pick_up) ======================== Pick Up specifiers (defined with pick_up) Nothing 1 Wealth 2 Food 4 Weapon 8 Armour 16 All but those defined 32 All 64 Note also that if can_use_armor, can_use_weapon, can_use_ring, can_use_range, can_cast_spell, can_use_bow are set, then the creature will pick up the matching items even if the pick_up element is not set to pick up those items. Note that if all flags are unset the monster will not pick up anything regardless of can_xxx flags. This only applies to monsters. The player pickup method is much different. E. Using other objects (will_apply) ====================== specifiers will apply this 1 Handles 2 Treasure (chests) 4 Earthwall (tear down) 8 Door (open) */ F. Treasure lists (randomitems) ================= This determines what treasurelist to use for generating the objects treasures. For archetypes, the default is none, but for other objects (like those loaded in maps), it will use the same treasure list as the archetype it descends from unless otherwise specified. In the case of objects, "none" can be be used to make no items generated. The format of treasurelists is detailed further down in this file. Treasure lists are also used to give spell and skill abilities to creatures. G. Monster Flag Usage ===================== Damage (dam) ====== Damage determines the amount of damage the creature does. The form this damage takes it determined by the attacktype the creature has. When determining damage, a number between 1 and the damage value is rolled. Thus, even if you have a +6 damage bonus from strength, magic weapons, etc, a value of 1 could still be generated. Thus, even with very high magical monsters or very high strength monsters, a low damage roll can result some of the time. Speed (speed) ===== Speed. A speed of 1.0 means it acts every tick, a speed of 0.1 means it acts every 10 ticks. level (level) ===== Int (int) === gives monsters a modifying to find hidden/invisible creatures. Pow (pow) === If the creature can cast spells, this is how many spell points are regenerated each move. Con (con) === Monsters regenerate this many hit points each move. This is each time the monster has a move (some for Pow). So two monsters with the same Con can regenerate at different rates if their speeds are different. Wis (wis) === Determines how close a player needs to be before the creature wakes up. This is done as a square, for reasons of speed. Thus, if the wisdom is 11, any player that moves within the 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1. Spell points (sp) ============ Number of spell points monster starts with maxsp (maxsp) ===== Maximum spellpoints for monsters flying (flying) ====== set flying to 1 if this can fly. See Invisible (see_invisible) ============= See in the dark (can_see_in_dark) =============== Spell reflection (reflect_spell) ================ Very powerful, use carefully Pass through (can_pass_thru) ============ Kamikaze attacks (one_hit) ================ Creatures with this value set to 1 will dissipate when they attack (like ghosts). They dissipate on the first hit, whether it does any damage or not. Morale (run_away) ====== Use objects (can_use) =========== What objects the creature can use. Note that this has largely been replaced with the body location information (see further down). The ones that should in general be used are can_use_shield, can_use_weapon, and can_use_bow. the others are likely to be obsoleted. e.g. can_use_scroll 1 can_use_skill 1 can_use_range 1 can_cast_spell 1 can_use_bow 1 can_use_armour 1 can_use_weapon 1 can_use_ring 1 Resistances (resist_x) =========== The amount of resistance the object has to certain attack types or environmental effects. Use negative numbers to make objects more vulnerable to the effects. e.g resist_fire 60 resist_cold -30 ---------------------------- SPECIAL NOTE (IMPORTANT!!!): ----------------------------- The fields resist_*, armour, wc and dam can be set in map files to customize monsters. However, if that monster can be equipped with items, and actually equips some, these values will get reset back to those in the clone archetype (normal values.) Thus, if you want to put a wizard in that does dam 50, make sure can_use_armour, and can_use_weapon are set back to 0. Otherwise, when items are equipped, all the above fields will be reset to standard values. As of 2006-12-09, this shouldn't be the case anymore: server will detect modified archetypes, and store its values in a temporary archetype structure to be able to recompute everything. H. Generators and Creature Spawning =================================== Generators spawn monsters or other objects. By default, generators are alive and visible and can be destroyed like any other monster. H.1 Generator (generator) If set, this object is a generator. Monsters (like mice) can be generators. H.2 Use Inventory (use_content_on_gen) If set, the generator will create objects from its inventory. If the inventory holds more than one object, one will be randomly selected from the list each time the generator creates one. If not set, the ''other_arch'' object will be used. H.3 Object to Create (other_arch) If ''use_content_on_gen'' is not set, the generator will create copies of the object set in this field. H.4 Generator Radius (generator_radius) The generator will spawn objects within this radius of itself. (Within a square of radius*2+1 tiles centered on the generator, to be exact.) If this is not set, the radius defaults to 1, for legacy behavior. Setting it to zero effectively turns off the generator. H.5 Maximum Number of Objects on Map (generator_max_map) If this is set, it limits the number of objects the generator will create at one time. Only objects on the same map are counted. If objects are destroyed or leave the map, the generator will no longer count them and will be able to replace them. If the generator is at its limit, the generator will still remain on the map, it just will not generate anything. H.6 Generator Name (generator_name) This value is used by the generator for marking and identifying the objects it creates, so it can count them to determine whether ''generator_max_map'' has been met. This field is only used when ''generator_max_map'' is set. If ''generator_name'' is not set, the generator defaults to using its ''name'', or if that is not set, to ''"generator"''. If multiple generators on the same map have the same ''generator_name'', they will claim the same monsters. This is a feature, not a bug. :-) It means that you could have four generators in the corners of a room, each named "four generators" and each with a ''generator_max_map'' of 50, and they would create up to 50 total monsters, but in different parts of the room, and possibly from different inventory lists. H.7 Maximum Objects Generator Will Create (generator_limit) This value limits how many objects the generator will create before it disappears. The default is 0 (unlimited), but many of the archetypes now set this to a non zero value. Upon creating the last creature, the generator will be removed from the map. H.8 Creatures Generated (generator_generated) This should never be set in archetypes or on maps, but it may sees on a swapped out map. It is the variable that holds how many monsters this generator has created - it is only used if generator_limit is set H.9 Spawn Rate Limiter (maxsp/GENERATE_SPEED) Normally, the generate makes the monster whenever it gets its action (speed_left is positive). This works fine for static generators like those for orcs which don't do anything but generate monsters. However, there are some monsters, like mice and centipedes, that are also generators. If the speed was set low enough that the rate the generate monsters didn't overwhelm the map, they would be harmless as monsters. And if these creatures generated a new creature each time they got an action, map would quickly be full. To limit this, maxsp is used as a limiter (note within the code, GENERATE_SPEED should always be used to get this field) maxsp is basically a random limiter random()%maxsp must be zero for a creature to be generated. Thus, if maxsp is 100, each time the monster moves, there is a 1% chance of a new creature being made. If maxsp is 20, each time the monster moves there is a 5% chance. Making maxsp a higher value reduces the generation rate. Note - there is a bug here, in that a spellcasting creature can not be effectively limited for generator rate, since maxsp is used for both its normal meaning in this case as well as generator limitation. It is unlikely that one would want spell casting creature to also be a generator. I. NPC's and their life: ======================= An NPC can have any combination of the following programs (flags): FLAGS: (They are checked in the following order:) - sleep (will stand still until woken) - scared (will run away) - random_movement (move randomly) - friendly (will attack enemies of the nearest player) - unaggressive (don't attack until attacked) - stand_still (don't ever move) sleep + (any) = sleep until woken, then do any of the other things... neutral + random_movement = move randomly around all the time. neutral (alone) = stand still until attacked, then attack and move. stand_still + (any) = do anything except moving In addition it can have run_away set to which percentage of full hit-points the npc will run away at. And then there is the NPC features made by Karl Holland (see attack_movement) Note that scared creatures will become unafraid at some point, so it is typically not useful to set this in maps or in archetypes. J. NPC's Speak out ================== The message structure in a monster may contain: @match |[...] [@reply value message] (multiple possible) [@question value message] (multiple possible) [text] [...] This identifies what the monster will say if talked to with a text that matches any keys. They keys are processed as primitive regular expressions, so some characters act as match operators or metacharacters. The asterisk, caret, square braces, and dollar characters are useful to some degree. The '@reply' and '@question' lines will be sent to the client so the player knows available replies. The 'value' is a text that should correspond to a @match, and 'message' is what the player will actually say when saying the 'value'. If using '@reply', the server will display 'player replies: message', with '@question' it will be 'player asks: message'. Note that the order of @reply and @question is non significant, they can be mixed, and can probably be in the middle of the message's text (though easier to put'em at top). Also, 'value' can't contain spaces. An example of usage: @match hello|hi Welcome, good friend! @match bye Goodbye! @match sss @reply yes Yes, isn't it a shame? @question no No, why? Whasssamatter? You got a lisssp or sssomething? @match yes Sssorry, me too. @match ^no$ You're lucky! @match * What did you sssay? a. Wildcard Character ---------------------------------------------------------------------------- BUG ALERT!!! A key containing only '*' will match anything, but it is not handled in the same way that regular expressions are normally handled! This can only be considered erroneous behavior. The following paragraphs in this section shall not be construed to be an acceptable design for the server. For immediate best results, do not use the wildcard character except in the form '@match *' to avoid setting up conversations that do not function correctly. On the other hand, do use it in expected regular notation form, and do fix the server code bug. http://sf.net/tracker/index.php?func=detail&aid=1778380&group_id=13833&atid= 113833 ---------------------------------------------------------------------------- If a message does not contain an '@match *', then the first key that contains an asterisk will be treated as though the key was '*'. In the example below, if the player says anything, the NPC will say 'Nice tune...' no matter what the player says, even if it does not end with 'bug'. It will not be possible for the NPC to say 'Bah, humbug to you!'. @match hum* Nice tune... @match *bug Bah, humbug to you! Avoid using '*' except in the form '@match *'. If the above conversation were amended to also contain a '@match *', neither the 'hum*' nor the '*bug' keys would work. In fact, '*' is not needed as used in the above examples since '@match sss' operates the same way as '@match *sss*' would be expected to operate in a regular expression. Because of this, be especially careful with short word matches like yes/no answers to questions. '@match yes' triggers when the player enters any word with 'yes' in it! If a conversation contains the word 'yesterday' or 'nobody', the player might type one of these words and the NPC might think they said 'yes' or 'no'. b. Word Boundaries If you want to prevent a match string from matching partial words, use the '^' and '$' metacharacters to bound the word. In the first example, the NPC only responds when the player says 'no', and not when the player says any other word that contains 'no'. c. Case Insensitivity Keys need not contain case variations even though old maps often did. For example, '@match hello' works just as well as the more verbose versions like '@match Hello|hello' and '@match "[Hh]ello'. The matches are done after both the match list and the player text are converted to lowercase. d. Multiple Choice The square braces may be used to construct special matches. For example, a key of '[jy]ello' would match 'jello' or even 'yellow'. e. Quest support As a special case, if the line just after match is 'quest xxx', then the NPC will only display the text (without the quote line) if the player is currently doing indicated quest. See also 'quests' document. Obviously this feature can be expanded extensively, so expect it to evolve till the next version. f. Other Considerations You might not want to put messages into archetype creatures, this feature is more for making special NPCs for maps. However, certain generic messages in archetypes might add to the general game ambiance a bit (by default: dogs would say "arf arf" guards would say "move along"...) - tm See also: http://wiki.metalforge.net/doku.php/cfdialog ****************************************************************************** 3. Objects in general ****************************************************************************** The name in parentheses after a flag description is the name as it should be used in the archetype file. For example: type field (type) A. Names (name, name_pl) ======================== If no 'name' field is specified in the object, it will use the name from the 'Object' field. The 'name_pl' field is the plural name for the object. This only needs to be set if there is the potential for the object to merge with others - for example, there is no reason for name_pl to be set for floors, buildings, etc, as they can not merge with other objects. Only objects that can be picked up really need a name_pl value. If name_pl is not set, this name defaults to the object->name value, which was either explicitly set or determined from the Object field. These name values are what the player sees for the name. As the player sees it, the name may have the title appended to it, and may also have other per type specific information added in (spell contained within the spellbook for example). B. Types (type) & Subtypes (subtype) ==================================== Specified in defines.h, the type field determines how an item operates/what it does. A type only needs to be added for a new archetype if it is actually used in some part of the program. Addition of new types is generally a rare event. For example, if adding a new monster, there is no need to add a new type in defines.h if the crossfire-server never checks the type element in the object structure for that new type. Most types are set for items that are applied, items that have special properties. You should look at the include/defines.h file for the latest type information. When making a map, you should almost never change the type field of an object - instead, you should start with an object of an appropriate type and change the fields of the object to appear as you want it to. http://wiki.metalforge.net/doku.php/dev:object_types contains a wiki version of the defines.h type definitions. Subtypes are related to types, in that it narrows down the scope of the type of object. For example, the type may be the value for skill, with subtype being the different skill it uses. Or for spell objects, subtype could be the spell identifier. Subtype is a new field as of April 2003. It's use needs to be extended. As example of this is with all equipment items - they should get moved to be of type 'equipment', with subtype specifying exactly what it does (ring, helm, armor, etc). Note that the meaning of the subtype is specific to the type itself - they are not unique across all types. For example, for type equipment, subtype 1 might be a helm. But for type skills, subtype 1 might be smithery. One should not rely on subtype to convey any meaningful information unless the type of the object is known or also examined. The question may then be asked - when making a new arch, when is a new type needed as opposed to a new subtype? When to add a new type: 1) If code to support applying the object is completely different than what exists in apply.c (eg, not reusing existing functions), or 2) If code to support movement of the type does not reuse existing functions (server/time.c) When to make a new subtype: 1) New behavior is _close_ to that of an existing type, but is slightly different (eg, teleporters that don't work on players), or 2) It is necessary to differentiate between objects of the same type. Eg, addition of a new skill adds a new subtype, not a new type. If your not sure, drop a mail to the crossfire developers list. If there is a header file that contains all the other information related to the object type, the subtype should be defined there. Otherwise, subtypes should be defined in define.h. The subtype definitions should include be prefixed by what they are a subtype for. Eg, SKILL_SMITHERY, SKILL_JEWELER, etc, and not just SMITHERY and JEWELER. It is acceptable to abbreviate the prefix if it is very long. C. Client Types (client_type) ============================== Client type information in public information communicated to the client. Client type differs from the type in several ways: 1) It is more specific than the type information. 2) The numbers used for client type are more logically grouped (all armor related client_types are in the same range) 3) client type info does not have a functional component in the server - it only conveys information - the server does not determine what an object may or may not do based on this. At current time, the server does not even look at the client_type for any information. 4) The client_type can be used to hide the real type of an item. Eg, items of client_type poison should never be sent - client_type should instead by booze so difficult for the client to know what the item really is. similarly, special objects used in quests which appear as something else (eg, a key appearing as a shovel) can use the client type to have the type shown as the same category that shovels would be in. The client_type list below has large gaps - this is to allow future items to be grouped with items of similar type (Eg, if a new weapon type, say two-handed is added, it should be grouped with the weapons and not put at the end of the table). The entire point of the client_type information is to group the items together. In the list below, the number in parenthese corresponds to the number in define.h file. At the top of each group of items, the range is given. It is intentional in most cases to leave the first entry of a range blank - this gives room to place really important items of a type at the top. Note that only items the player may be able to pick up or apply actually need types. Note in most cases, the artifact type items are at the top of a group listing. This is done for artifact items that already have a different face/name, such that the player already knows they are special anyways. client_type Client Type Notes 1-49 Specials - items that should be very noticable to the player. 1 bomb (47) 41 power crystal (156) 50-99 Containers - put near top to make things easier for the player. 51 container (122) 51 big containers - chests, sacks, etc. 55 small containers (pouches) 60 specialized containers (quivers, key rings) 100-149 hand held weapons 100 Artifact weapons (15) 101 edged weapons (sword, scimitar, etc) 106 axes 121 clubs 126 hammers 129 maces 136 pole arms 141 chained weapons 145 oddball weapons (magnify glass, stake, taifu, shovel, etc) 150-199 Ranged weapons & ammo: 150 artifact bows (14) 151 bow (14) 159 arrow (13) Group ammo with firing type 161 crossbow 165 bolts 250-399 Armor, shields, helms, etc. Give each subtype a group of 10 entries to further subdivide into. This is basically all equipable items not in another group. 250-259 Bodywear (mails - 16) - ordered roughly in order of value 250 Artifact/special 251 Dragonmail - enough of these to warrant their own type 252 plate mails 253 chain mail, scale mail, & ring mail 254 leather armor 255 dress 256 robes & tunics 257 aprons 260-269 Shields 260 artifact shields (33) 261 Shields (33) 270-279 Headwear (34) 270 artifact helmets (34) 271 Helmets (34) 272 turbans (34) 273 wigs (34) 275 eyeglasses (34) 280 artifact cloaks (87) 281 cloaks (87) 290 artifact boots (99) 291 boots (99) 300 artifact gloves (100) 301 gloves (100) 305 gauntlets (100) 310 artifact bracers (104) - god given 311 bracers (104) 321 girdle (113) 381 amulets (39) 390 artifact rings (70) 391 rings (70) 450-459 Skill objects - these are items that give you a skill, eg lockpicks, talismens, etc. 451 skill (43) 461 trap parts (76) 600-649 Food & alchemy related items. Flesh items double as both eatabls and used in alchemy. Thus, we include the inorganic items here so that most all the alchemy stuff is located in the same general place in the inventory. 601 Food (6) 611 Poison (7) 611 drink (54) 620 Flesh item (72) 622 corpse (157) Used for raise dead spells 624 flesh items, quasi food - dragon steak 625 flesh item - heads, eyes, tongues, teeth (72) 626 flesh item - legs, arms, hands, feet, fingers, etc. 627 flesh item - misc - ichors, scales, hearts, livers, skin (72) 628 flesh items - dusts 641 inorganic - raw (73) 642 inoranic - refined (true lead, mercury, etc) 650-699 Single use spell casting items (scrolls, potions, balms) 651 potion (5) 652 balms, dusts (5) 653 figurines (5) 661 scroll (111) 700-749 Ranged spell casting items 701 rod heavy (3) 701 rod light (3) 711 wand (109) 712 staff 721 horn (35) 800-849 Keys 801 normal key (24) 810 special key (21) (archetype) 811-839 special keys that maps can override the value into. In this way, all the special keys for a dungeon can be given the same client type so they group together. Note that the map needs to be modified to change the client_type of the keys to do this. 1000-1049 Readables 1001 mage Spellbook (85) 1002 cleric spellbooks (85) 1011 Armor improver (123) 1016 weapon improver (124) 1021 Skill scroll (130) 1041 Books & scrolls - information type objects (8) 1100-1149 Light emitting objects & lightables 1101 lighter (75) 1102 torch 1103 colored torches 2000-2049 Valuables - only real value is monetay 2001 money (36) 2005 gold nuggets 2011 gems (60) - this could be divided into more subtypes - probably better for artifact gems to have a different type than worry about sorting ruby, diamond, emerald, etc. 2030 Jewelery (60) - chalice, crystball 8000-8999 Misc - items of no specific use or can not easily be sorted. 8001 clock (9) 8002 furniture (15) - These can be used as weapons, but probably shouldn't be. 8003 ten kilo 8006 bagpipe (24) - this is type key, probably shouldn't make it that obvious 8011 gravestone (38) 8012 boulders 8013 pillars 8015 flowers 8020 ice cubes 8021 transforming items 25000-25999 Non-inventory items, stuff stuck to the floor, that can be applied. 25011 Town portal (66) 25012 Exits, doors, buildings - much more mundane exits (66) Note to arch writers; only need to set the client_type on the head (this is the case for all other properties as well). 25021 Ordinary signs (98), Shop Inventory (150) 25031 Imperial Post Office postboxes 25041 Slot machines 25042 Trigger (27), levers (93) 25091 Bed to reality (106) D. Animations (anim - mina) (facings) ===================================== This section will briefly try to explain how all the animation values (anim_speed,last_anim, FLAG_IS_TURNING and FLAG_ANIMATE work together.) In the archetype specification, there is a anim/mina sequence which lists faces are used for animations. An example for the big dragon follows: anim dragon.171 dragon.172 dragon.173 dragon.172 dragon.131 dragon.132 dragon.133 dragon.132 mina Anything that is animated must have such a sequence. FLAG_ANIMATE (anim, mina)is used to inform crossfire that this object should be constantly animated. A case where an anim section as above is used but FLAG_ANIMATE is not set is for arrows and other objects in which the anim field is instead used to determine what face to draw for different facings of the object. facings is used in conjunction with FLAG_ANIMATE. This is a states the number of facing the objects has (2, 4, or 8 - 1 is the default). the number of faces in the anim/mina sequence must be a multiple of num facings.. here is an example of using animation and facings: anim facings 2 fred.131 fred.132 fred.171 fred.172 mina The facings go clockwise (1 north (up), 3 east (right), 5 south (down), etc). If there are fewer than 8 facings (which is typical), the same rotational order is kept. So with only 2 facings, the first half in the group will be used when the creature is pointing to the right, second half to the left. anim_speed is used to determine how often the object is animated. If anim_speed is 0, then the object is animated anytime it gets an action. If anim_speed is nonzero, then every anim_speed ticks, the object is animated (irregardless of how fast the item is) last_anim is used internally only to determine how many ticks have passed since the item was last animated. anim_speed is useful for objects that otherwise move very slowly but which need to be animated more often. Note: If anim_speed is used, the object must still have a nonzero speed for it to work. In terms of frequency of animations, 1/anim_speed = object speed. Thus if an object has speed of 0.2, its anim_speed is effectively 5. E. Material types (material) ============================ Material bit Paper 1 Iron 2 Glass 4 Leather 8 Wood 16 Organic 32 Stone 64 Cloth 128 Adamantite 256 The objects material affects how saving throws against an object affect it. Thus, if paper is hit by fire, it tends to burn up, while iron does not. You can look in common/living.c to see the exact values. Note that if the material type is 0 (no material) or is Adamantite, the object can not be harmed in any way. An object can have multiple material types by adding these values together. F. Item Power (item_power) =========================== item_power measures how powerful and item is. This information is only relevant for items that are equipped - one time use items, monsters, walls, floors, do not use this. When a player tries to equip something, the code goes through all the objects the player currently has equipped and sums up their item_power. The item_power of the object the player is trying to equip is also added. If this total exceeds the characters level, he is not allowed to equip the item. In simple terms, the sum of all the players equip items item_power must be less than the characters level. Powerful items should have a higher item_power value. This basically acts as a way to balance the items. It also prevents gifts from high level characters to newbies from being very useful - the item_power may prevent the low level character from equipping this items. For items automatically generated by the treasure code, the following formula is used: # enchantments power 0 0 1 0 2 1 3 2 4 3 5 4 6 4 7 7 8 9 9 11 10 13 11 15 12 18 13 21 14 24 15 27 16 30 17 35 18 40 19 45 20 50 An enchantment is: Each plus an item has. Each point an item increases an ability. Each 20% protection an item gives (rounded normally, eg 0-9 counts as nothing, 10-29 counts as one, etc) Each attacktype a weapon has. Spell path adjustments ( denied paths -2 ) These properties have the following enchantment value *lifesaving 5 *reflect spells 3 *reflect missiles 2 *stealth 1 *xray vison 2 *see in dark 1 *invisibility 1 *slay 2 This same formula can be used for custom objects to figure out their item power. While the item_power field in the object structure is signed, in general, there should not be objects with a negative item power. However, negative effects an item has may reduce the item power. Eg, a 'sword +4 (str +2)(wis -3)' would really be 3 enchantments. FIXME - add settings explanation, ensure information is correct. G. Body Location ================== The body locations information determines where the item is equipped onto the character. If the character does not have the slot available, they are prevented from equipping the item. Some races may have a value of 0 for some locations, this denotes that they can not use that particular item (just won't fit on them). For monsters/players, the body location information is positive values - this denotes how many locations they have for the different slots. For items, the body location is negative, this denotes the spaces it uses up. Note that if multiple locations are set in an item, all of those spaces must be available to wear it (it is an AND operation, not an OR). Thus something that has body_neck -1 and body_head -1 means that both the head an neck must be available. Currently defined list of locations: load/save name # for humans What object types use it body_range 1 Rod, horn, wand body_arm 2 bows (2), weapon, shield body_torso 1 armour body_head 1 helmet body_neck 1 amulet body_skill 1 skills (holy symbols, talismen, lockpicks, writing pens) body_finger 2 rings body_shoulder 1 cloak body_foot 2 boots body_hand 2 gloves body_wrist 2 bracers body_waist 1 girdle FIXME - Add information for legs. Using body information: Using this information is quite easy - for objects, just add the appropriate body_.. with a negative value. For monsters, put those in with a positive value. If a monster has a location to use an object, is is presumed in the code that the monster should pick up/equip objects into that location. Thus, setting these for monsters may not really match what they have, eg, kobolds have arms, but it is still set to 0 so that they won't equip things. The above information largely replaces the CAN_USE information. Note that the unqualified names above only refer to human locations. New locations for dragons or other creatures can easily be added. Adding body locations: The steps for adding a body location is as follows: 1) Update the table above for documentation purposes. 2) Update the NUM_BODY_LOCATIONS in include/object.h. 3) Update the body_locations structure in common/item.c. Be sure to read the comments above the structure. 4) recompile 5) create some items that use these new locations. Note that most the code itself sees all this as abstract - it doesn't know what goes in what location, or even what each location is called. However, a few bits do care - the skill stuff checks to see if you have any arms free - thus, BODY_ARMS is defined so we know if the player does or does not. The alternative to this would be to have the skill stuff do a strcmp, but then we are defining the name - easier to just presume that the location won't change in the body_locations table - there is no reason that it should. H. Meaning of certain attributes for certain items: ==================================================== All objects have strength, intelligence, wisdom, dexterity, constitution, charisma, experience, and spell points. However, how each is used varies for different objects. Here is a PARTIAL rundown: For rings, str, int, wis, dex, con and cha are modifiers to the users abilities. For treasures (chests, random_???), hp is the number of items that should be generated. A chest with hp of 5 will generate 5 treasures, a random_scroll space with hp of 5 will generate 5 random scroll types (of which, each scroll type may number more than one - see the treasures file for more information.) For shop floors and treasures, exp is the difficulty to use for creating the treasure. If exp is 0 (which it is by default), then the map difficulty is used instead. For armour, last_sp (ARMOR_SPEED) is the maximum speed that the character can have while wearing that armor. For armour, last_heal determines the penalty for spell point regeneration. For exits: slaying = The map which the exit leads to. hp,sp = (x,y) of the destination on the new map. All items that can be applied, including items, exits, handles, and thus can have a 'race_restriction' key. The value should be set to a : delimited list of races that will be able to use/apply/open this item. The list is in the form: :race1:race2:...:racen: with leading and trailing :. Note that that this only applies to players - monsters can always apply everything. Also, Dungeon Masters are immune. I. Lore ============================================================ Lore is a free form text field similar to the msg bug. Its syntax is lore .. .. endlore while msg's meaning is dependent on the object, lore is consistent - it should contain background information on the object, or other somewhat general details about the object. It will be put into books, possibly used by npc's and other places where general knowledge should be presented. J. MOVEMENT TYPES ============================================================ The movement types (MOVE_..) is a bitmask that determines which method of locomotion the object is using, and is also used to determine what types of movement the space blocks. From define.h: #define MOVE_WALK 0x1 /* Object walks */ #define MOVE_FLY_LOW 0x2 /* Low flying object */ #define MOVE_FLY_HIGH 0x4 /* High flying object */ #define MOVE_FLYING 0x6 /* combo of fly_low and fly_high for easier checking */ #define MOVE_SWIM 0x8 /* Swimming object */ #define MOVE_BOAT 0x10 /* Boats/sailing */ #define MOVE_ALL 0x1f /* Mask of all movement types */ MOVE_ALL may change in the future - it is mask for all movement types - it sets move_block to MOVE_ALL, other places that check for all movement types may also use this value. It is possible to use string names instead of the numeric bitmask in the move_fields below. It is strongly encouraged that the string names be used for improved readability. In addition, using string names, especially 'all', will result in easier maintainability in the future. For example, if you specify 'move_block 31' right now, that is equivalent of all. However, if new move types are added, using a numeric option will not block the new movement types, where if 'move_block all' was used, it continue to block everything. The string names are same as the MOVE_ defines, but with the MOVE_ portion removed, eg, 'walk', 'fly_low', 'fly_high', etc. Multiple types can be listed, separated by a space. In addition, a - (minus) can precede the name, which means to negate that type. These are all equivalent: move_block 6 move_block fly_low fly_high move_block flying (special symbolic name) move_block all -swim -walk -boat Note the order when using the -(negation) is important - the string is parsed left to right. This is not equivalant to the above: move_block -swim -walk -boat all Because it will clear the swim, walk and boat flags, and then set the flags to all. Also, using only negation is not allowed - you can not do: move_block -walk To indicate you want to remove only the walk blocking from the archetype - you must include a positive indicator. For all practical purposes, using negation only makes sense if using the keyword 'all'. However, if more movement types are added, with symbolic names that include several movement types (eg, MOVE_LAND), using the negation with those names may make sense. Be aware that when the field is saved out, it may not be saved exactly as it was specified in the load file. This is because the server converts the string to an int at load time, then converts it back to a string. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The fields in the object themselves: move_type: Bitmask of above values which determines what form of movement this object uses. For objects equipped by player/monster, move_type grants that movement. Note that move_type of MOVE_FLY (0x2) replaces FLAG_FLYING. In general, creatures will only have 1 movement type active at a time. move_block: Represents what movement types are unable to pass this space. If the creature has multiple movement types, they may still be able to pass the space. For example, a player has MOVE_WALK | MOVE_FLY. He tries to move onto a space that blocks MOVE_WALK - not a problem, a he just flies over. move_allow: This overrides move_block - basically, this allows movement of the specific type on the space, regardless of move_block of other objects on the space. This is most useful to set on objects that should temporary change the characteristics of the space. move_on/move_off: Take bitmasks - represents for what movement types this object is activated on. Replaces the walk/fly_on/off values move_slow: Like move_block, but represents what movement types are slowed on this space. Note that it is not possible to specify different penalties for different movement types in the same object. However, multiple objects with different move_slow values (and penalties) can be put on the same space. This replaced FLAG_SLOW_MOVE, which is converted to only slow down walking movement. move_slow_penalty (was slow_move) - how much the player is slowed down. This value is a float (before it was an int converted to a float at load time). It is basically how much slower (percentage wise) the player moves through this terrain. A value of 0 is basically a non operation. A value of 0.5 means it takes 50% longer to move through the space. The old values were all positive ints. Basically, it effectively was how many ticks the player is slowed down by. Certain terrain has skills which reduce the slow penalty (woodsmen in forest for example). As of this writing, the penalty is reduced to 1/4 of what it would be. Eg, a move_slow_penalty of 1.0 would say it takes twice as long to move through the space. If the player has appropriate skill, it would now only take that player 25% longer to move through the space. Note 2: The old slow_move is loaded and converted into move_slow_penalty. The old SLOW_PENALTY and SET_SLOW_PENALTY macros divided/multiplied the result by 1000, so were basically a non operation. Since it is now just stored as a float, conversion macros are not needed or used. move_state/move_status: This is unrelated to this movement code - it is used for monster attack_movement information. it is only noted here since it starts with the move_ prefix. msg/endmsg: If an object has move_block of move_slow and that affects the player movement, the objects message will be printed to the player - thus things like 'The jungle slows you down' or 'The wall is in the way' will be printed. Various hints can be contained in the messages. move_status: Not related to this code - noted here since it has the move_ prefix. This is used to track monsters state of the attack_movement variable. It is worth noting that move_type was changed to attack_movement - this matches the name in the archetype, but is a name change in the object field. Obsoleted fields: This change of logic has resulted in the following fields no longer being used: FLAG_WALK_ON -> move_on FLAG_NO_PASS -> move_block FLAG_SLOW_MOVE -> move_slow FLAG_FLYING -> move_type FLAG_WALK_OFF -> move_off FLAG_FLY_ON -> move_on FLAG_FLY_OFF -> move_off FLAG_PASS_THRU -> was unused, would be move_type FLAG_CAN_PASS_THRU -> was unused, would be move_type Special player notes: Player can only pick up items if MOVE_WALK is set (this may need to be expanded down the road). Basic idea is that if you are flying, can't reach the ground, if swimming, don't really have any free hands to grab anything. Misc fields: Those fields are kind of used by all objects, but aren't really in the previous parts. * death_animation (key/value): should point to a valid archetype name that will be inserted in the map when the object dies. It should probably be a one-time animation (''is_used_up 1''). ****************************************************************************** 4. SPECIAL OBJECTS ****************************************************************************** A. MAPS: ======== see doc/map-technical for this information. B. HOLY_ALTARS ============== (re-done code by Mark Wedel) Holy altars are altars for the various religions. Praying at a holy_altar will make you a follower of that god, and if you already follow that god, you may get some extra bonus. Meaning of the fields level: To re-consecrate an altar, the players skill level must be as high or higher than the level field. In this way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be. other_arch: The god that this altar belongs to. This replaces the title field that used to be used. C. DISEASES =========== by Peter Mardahl The following describes some things about the archetype and implementation: Stat Property Definition attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER. other_arch Creation object created and dropped when symptom moved. wc+ Infectiousness How well the plague spreads person-to-person magic+ Range range of infection Stats* Disability What stats are reduced by the disease (str con...) maxhp+ Persistence How long the disease can last OUTSIDE the host. value TimeLeft Counter for persistence dam^ Damage How much damage it does (%?). maxgrace+ Duration How long before the disease is naturally cured. food DurCount Counter for Duration speed Speed How often the disease moves. last_sp^ Lethargy Percentage of max speed--10 = 10% speed. maxsp^ Mana deplete Saps mana. ac^ Progressiveness How the diseases increases in severity. last_eat*^ Deplete food saps food if negative exp experience experience awarded when plague cured hp*^ ReduceRegen reduces regeneration of disease-bearer sp*^ ReduceSpRegen reduces spellpoint regeneration name Name Name of the plague msg message What the plague says when it strikes. race those affected races the plague strikes (* means everything) level Plague Level General description of the plague's deadliness last_grace Attenuation reduction in wc per generation of disease. This builds in a self-limiting factor. last_heal Immunity If set, will not grant immunity when cured naturally Explanations: * means this # should be negative to cause adverse effect. + means that this effect is modulated in spells by ldur ^ means that this effect is modulated in spells by ldam attacktype is the attacktype used by the disease to smite "dam" damage with. wc/127 is the chance of someone in range catching it. magic is the range at which infection may occur. If negative, this is not level dependent. Stats are stat modifications. These should typically be negative. maxhp is how long the disease will persist if the host dies and "drops" it, in "disease moves", i.e., moves of the disease. If negative, permanent. value is the counter for maxhp, it starts at maxhp and drops... dam if positive, it is straight damage. if negative, a %-age. maxgrace how long in "disease moves" the disease lasts in the host, if negative, permanent until cured. food if negative, disease is permanent. otherwise, decreases at , disease goes away at food=0, set to "maxgrace" on infection. speed is the speed of the disease, how fast "disease moves" occur. last_sp is the lethargy imposed on the player by the disease. A lethargy of "1" reduces the players speed to 1% of its normal value. maxsp how much mana is sapped per "disease move". if negative, a %-age is taken. ac every "disease move" the severity of the symptoms are increased by ac/100. (severity = 1 + (accumulated_progression)/100) last_eat increases food usage if negative. last_grace Reduction in the diseases' contagiousness everytime it infects someone new. This limits how many generations a disease can propagate. For SYMPTOMS: Stats modify stats hp modify regen value progression counter (multiplier = value/100) food modify food use (from last_eat in DISEASE) maxsp suck mana ( as noted for DISEASE) last_sp Lethargy msg What to say speed speed of movement, from DISEASE D. CONVERTERS: ============== other_arch = which archetype to convert into slaying = which archetype to convert from sp = how many other_arch to create food = how many items are needed to convert into other_arch E. BOWS & ARROWS: ================= Missile weapons Missile weapons (type BOW) can be used to shoot missiles (type ARROW). The most common weapons are bows and crossbows but other weapons are also easy to implement (e.g. a sling). The following variables have the same meaning for both weapons and bullets: race type of missile (indentifies weapon and missile pairs) dam the basic damage wc the basic wc magic the magic bonus And these two used only for arrows. hp the basic damage (internal use) sp the basic wc (internal use) food the breaking probability after a shot (0-100) And these two are for bows. sp the shooting speed (% of normal speed, 1-100) no_strength player's strength or monster's level doesn't affect the damage done by bow. The other variables has their normal meanings. F. object creating objects ========================== by peterm What a creator is, is an object which creates another object when it is triggered. The daughter object can be anything. (yet another way other than runes to create surprise monsters, though runes are better for that, they're smarter at placing monsters) You've seen a creator demonstrated if you've solved the Tower of Demonology: when you summon a demon you also get some firetrails Creator object: an object which creates other objects. It is usually invisible. other_arch the object to create connected what will trigger it (button, magic ear) hp number of times to create before dissappearing lifesave if 1, it will create the object every time it's triggered, and never disappear slaying the name the created object will bear level the level the created object will have G.Player Movers =============== by peterm Player movers are objects which move objects above them. These objects must be alive. They are directional, so players can be made to move in a pattern, and so can monsters. Motion is involuntary. Additionally, players or monsters can be paralyzed so that they MUST move along a chain of movers. Multi-square monsters can be moved by movers, however enough space is required. Here is the meaning of various fields: attacktype: if nonzero, paralyzes anyone it moves (so they are forced to move along a chain). Default values is 0 maxsp: the number of moves that the paralysis will rob the player of, if unset, and attacktype is nonzero, this becomes 2. By default, it is zero. move_type: What movement types this mover moves (replaces maxhp to denote flying creatures) speed: how fast a chain of these will move a player along (default -0.2) sp: the direction--if unset (0) motion is random. level: if nonzero, players will be moved as well as monsters. 0 by default. lifesave: whether it can be used up, meaning is opposite, it may go away if lifesave is set. default is not set. hp: if lifesave is set, the number of times (-1) it will move a player (i.e., it will move someone hp+1 times before it vanishes.). default 0 subtype: a bitmask that specifies which of arch, name, and race affect the race and slaying flags. If unspecified (or zero), all will be searched. The LSB is arch, the next bit is name, and the third bit is for race. Table for the lazy: subtype 1: only arch subtype 2: only name subtype 3: arch or name subtype 4: only race subtype 5: arch or race subtype 6: name or race subtype 7: all three race: only affect objects with a arch/name/race matching this. slaying: don't affect objects with a arch/name/race matching this. Note from Mark: Player Movers and Directors are separate objects, even though they look and act similar. Directors only do spells/missiles, however, while player movers only do living creatures (depending on how it is set) H. Directors ============ Directors are objects that change the direcion of objects moving through the air such as spells and missiles. As in the noted in the section on player movers, they act similar, however in contrast they only affect spells, missiles, or other flying projectiles. Here are the various fields: sp: the direction--if unset (0) motion is random. subtype: a bitmask that specifies which of arch, name, and race affect the race and slaying flags. If unspecified (or zero), all will be searched. See the section above on playermovers for what subtypes mean what. race: only affect objects with a arch/name/race matching this. slaying: don't affect objects with a arch/name/race matching this. I. Magical Walls -- walls that cast spells ============================================ Magical walls are like other walls, except every now and then, they fire spells. Magical walls can contain any spell. However, some spells do not operate very successfully in them. The only way to know is to test the spell you want to use with a wall. Several types of magical walls are predefined for you in the archetypes, and can be found on a pick-map available in Gridarta. If you want a magical wall which is not already defined, all you need to do is choose one of the predefined walls, and modify the 'dam' variable. The 'dam' variable contains the index of the spell. See include/spellist.h to find your desired spell. Meaning of archetype fields: field: Meaning: dam spell the wall will cast sp integer direction the wall will cast the spell. If 0, the wall will cast the spell in random direction. ac armour class of wall exp experience value of the wall speed speed of the wall--you can fine-tune how fast the wall will cast spells alive 1 means it can be attacked, 0 means not hp, maxhp hit points immune immunity OR mask type for magical walls, this is 62 other_arch obsolete now, means nothing maxsp has to do with turning walls. The wall will turn by 'maxsp' every time it fires, changing face. To make a wall turn, it is sufficient to set this to 1. Setting it to 8 or any multiple thereof is an exercise in futility. level The level the spell will cast spells at. Level 1 walls will cast spells at minimal strength. Level 100 walls will cast deadly spells. connected either rotate the wall or trigger it. If triggering, set speed to 0 for best results. J. Containers ============= container : the maximum weight the container can hold (stored internally in weight_limit) Str : reduces the weight of the objects in the container 0 == no reduction, 100 = weightless slaying : only let items of this type in the container Key/value fields that can be used (trunk only): face_opened : face name (including the final ''.111'') to use when the container is opened. Will default to ''other_arch->face'' if not defined. face_closed : face name to use when the container is closed. Will automatically be set if a custom face is defined, so not required to set it manually. K. Mood Floors ============== ("Brian Thomas" ) last_sp field is used to determine what will happen to the monster when the floor is activated: (based on value that last_sp takes): 0: 'furious' Makes all monsters aggressive 1: 'angry' As above but pets are unaffected 2: 'calm' Makes all monsters unaggressive 3: 'sleep' Puts all monsters to sleep 4: 'charm' Makes monster into a pet of person who triggers the square. This setting is not enabled for continuous operation L. Altars, Triggers, Detectors and other connected items: ========================================================= Note: This is not quite complete documentation, but is correct as far as it goes (0.92.1) slaying: What the sacrifice must match. It either matches the archetype name (internal value only), object name, or slaying field of object. "money" is a special case - in this case, an exact name is not needed, any types of money will match. food: How many objects must be sacrificed. If slaying is money, then the value of the money must be greater than the food value (ie, if food=200, then 200 sp, 20 gp, or 4 pp will all work.) Note that this is stored in a 16 bit signed value - thus the maximum is 32767. msg: What to print when the altar is activated. connected: A link to another object to activate. sp: Spell number to cast when activated. level: What level to cast the spell at. hp: If set, use hp to match to that object type. Note: For all sacrifice types, the number to activate the altar must be in one object. Thus, in the above money example, 100 sp and 10 gp would not work. Likewise, if the needed sacrifice was 2 swords, 1 normal sword and 1 +1 sword would not work, even though 2 of either one would. Quick summary of the different altars: TRIGGERS: --------- TRIGGERS are slightly different than normal buttons/pedestals/whatever in that they reset after a short amount of time. Thus, they can be used to open a door for a short amount of time. Triggers use stats.wc as a temporary storage value to note activation. stats.exp is used do determine when the trigger resets. A smaller value means faster reset. stats.ac is used to store the old value of the condition for TRIGGER_BUTTON and TRIGGER_PEDESTAL to trigger only when condition changes from false to true. TRIGGER_BUTTON: if weight on the button is greater than the weight value for the trigger, push a trigger. TRIGGER_PEDESTAL: IF a matching object is on top of the pedestal, then trigger a trigger. TRIGGER_ALTAR: Takes a sacrifice, then pushes a trigger. If "last_sp 0" is set, the altar will trigger the connected value TWO times per sacrifice: Once by dropping the sacrifice, second by altar reset. If "last_sp 1" is set, the altar won't trigger the connected value by reset - Hence, only ONE time per sacrifice. TRIGGER (handle): Pushes a trigger. Note: At one time, there was a difference between triggers and buttons - they were considered different types for activation. However, now they are all the same - a button can push a trigger, and vice versa. And of course, triggers can activate other triggers, and the same for buttons. PEDESTALS: ---------- These are sort of combo buttons & altars. If the pedestals race matches the slaying of an object on top (race of player matches any player), then push the connected objects. By default, pedestals match players. They differ from buttons in that specific objects activate them (vs an amount of weight.) They are different from altars in that the object that activates them does not disappear. Inventory checkers (64) ----------------------- Inventory checkers passively check the players inventory to see if it contains some object. Thus, you can make portals which you can't pass through if you contain certain objects. slaying: Object name we are looking for. race: archetype name we are trying to match for. hp: match on object with that type value. last_heal: Remove object if found. last_sp: If set, than having that object is a match. If 0, then not having that object is a match. connected: Value to to push. move_block: If set, you can only pass through that space if you be allowed to (depending on last_sp determines if having/not having is the match criteria.) if move_block is 0 (default), then the inventory only acts as a trigger/button. General usage notes: Putting a check_inventory space in front of a gate with another on the other side works reasonably well as a control mechanism. Note, however, that other people may still be able to slip by. To get around this, use the move_block to all, and put it in the space you want to control (probably makes sense to put a fake door or other object there to make it a little more obvious what is going on.) DETECTOR: --------- This object samples the square its in, and if it finds an object named in the slaying field, it will trigger other objects. Detectors are a lot like pedestals - the only really difference is that they sample the space periodically, where as pedestals will get triggered the instant something is dropped. The use for pedestals is to add some indeterminate time delay (indeterminate since you can never be sure at what point in its timing the player will actually drop something on the detector.) slaying name of the thing the detector is to look for. FORCEs with slaying fields matching slaying field of detector will be detected if hp is set. SPECIAL_KEY with slaying field will match when on the ground (not in inventory). If equals ''player'', will detect playersname of the thing the detector is to look for * note: FORCEs with slaying fields == slaying field of detector will be detected if hp is 1. * if 'player', will match players speed time between samples connected connected value of detector sp 1 if detection sets buttons, another value if detection unsets buttons hp non-zero if it is to search through an inventory of an object sitting over it. Note that the search only goes in the direct inventory, not recursively in all inventories MARKER: ------- This object inserts a force into a player who stands on it. This force does nothing except contain a string in its slaying field which can be discovered by a detector. slaying the code speed how quickly it will mark something standing on it food duration of the force it inserts. If nonzero, the duration is finite: about 1 food per 10 seconds name slaying field of a force to remove. See also the 'quests' file for special values on slaying field. ------------------------------------------------------------------------------ NOTE ABOUT ALL CONNECTED ITEMS: Whenever an object that is connected gets activated, all other objects with the same connected tag also gets pushed. For some objects (pedestals, inventory checkers) this is likely to be meaningless. However, if something like an altar is pushed in this fashion, it will no longer be usable (only take one sacrifice, and being activated in this fashion makes it so that it looks to have been activated.) One trick for connected objects that you want activated once: Set your initial connects to a set (or multiple sets) of iron spikes that are in a 2x1 enclosed area. On top of the spikes, put a boulder, and on the other space, put a large button that is then connected to whatever object. Thus, when the spikes are activated, they push the boulder to the other space, that then activates whatever is desired. M. Signs: ======== msg: what to print when applied. food: how many times the sign can be read. last_eat: how many times the sign has been read (only used internally.) If food is zero, there is no limit on how many times the sign can be read. N. POISONOUS BOOZE: ================== stats.hp Poison player or monster that applies this booze with stats.hp poison damage. stats.hp must be greater 0 to do damage. It used to be less than 0 for -stats.hp direct damage, but that has changed. stats.hp <= 0 now means no damage at all, just loss of 25% food. O. Duplicators: =============== Duplicators copy or remove objects. Duplicators are triggered objects. connected: Connected value for the duplicator. other_arch: Archetype that this copies - if the archetype on top of the duplicator doesn't match this, it isn't copied. Note that it only matches the archetype - the object can then be further duplicated. For example, if other_arch is sword, it will duplicate sword +4, different attacktypes, etc, and all of those are duplicated. But it will not duplicate a dagger for example. level: The number of copies to make (1 means no changes). If set to 0 the object is removed. Example: arch duplicator level 2 other_arch sword connected 5 end Where 5 is connected to a lever. When the lever is pulled, if a sword object is on top, its number is doubled. If there is anything else on top, it is unaffected. If the lever it is connected to is not pulled, it is also unaffected. P. Transports: ============== Transports are objects that help the player move. These should not be confused with EXITS, which instaneously transport a player from one map to another. Instead, transports may let the player move faster, give them move types they don't have, etc. A simple example of this would a horse. It doesn't let the player move anyplace he normally couldn't go, but lets him get there faster. Ships would be another case - the player normally can't move across water, but with a ship, he can. Meaning of various object attributes (KV means the value is stored in the key/value list, and thus the get_ob_key_value() and set_ob_key_value() routines need to be used. move_type The move type this object has. move_allow Normal meanings - useful for things like boats so people can actually get on the boat. speed How fast the object moves weight_limit How much this object can carry. weight_speed_ratio (KV) This value is taken as a percentage which is multiplied against against the weight this object is carrying (the player) - this is then divided by weight_limit to determine the effective loading to determine effective object speed, eg: speed = base_speed - (base_speed * pl->weight * weight_speed_ratio) / (weight_limit * 100) Thus, if weight_factor is 0, this object will move the same speed no matter how loaded it is. If it is 100, then if the transport is fully loaded, it moves at a crawl. In a sense, this somewhat mimics the player movement speed. Large transports, like boats, should likely be largely unaffected by weight (maybe have this value at 10), where something like a horse would have a relatively high value. base_speed(KV) This is only needed if weight_speed_ratio is set - it is used to know what the base speed to use in the calculation (since speed is getting clobbered). If this is not set and weight_speed_ratio is set, the archetypes speed will be used. passenger_limit(KV) How many players this transport can hold. Thus, boats can transport a party (this being set to 6) while horses could only transport a single person. If this is not set, a default of 1 will be used. face_full It may be desirable to have different faces to denote what the transport looks like if someone is on it vs not (mounted horse vs just a horse). This is used to denote what it will look like when loaded. If the transport becomes empty, it will fall back to the archetype face. anim_full Like face_full above, but for animated objects. turnable_transport When set, the transport will change the space it occupies depending on its facing direction. The transport MUST be a square (if not, game will simple refuse to work - don't try to mess with this). The pics for directions 5 and 7 must be on the top/left corner (leave blank space at the right/bottom). See 'arch/transport/turningboat.arc' and associated pics. Usage/implementation details: To activate a transport, the player will apply it just like any other object. When this is done, the pl->contr->transport will point to the transport. If the player is the first to board it, then transport->contr will point to the player. The player is placed into the inventory of the transport. When on the transport, the player will see other objects on the transport. When the player issues a map command, if they are the 'captain', the transport moves as directed. If not, the move command is ignored. Note that players on the transport can issue other commands (say, cast, etc). Some special handling is done relating the player and transport speed so that transport speed is used. IF the transport doesn't have speed to move, the move command is ignored. The player speed_left is set to -0.01 when on the transport - in this way, the player will get actions and not limit transport speed. When aboard a transport, the player will be in the inventory of the transport. The player can see other objects in the transport. If the player drops an item, it is placed into the transport inventory, and not the map. When hit_map() hits the transport, we examine look for all players in the transport and damage them as appropriate. Note that items are not damaged. As of this writing, transports are non living creatures, and thus can't be damaged. Q. Dragon Focus =============== The dragon focus is a special item that is used during character creation - it is used to set a dragon characters elemental focus. During login, the archetype is looked up based on selection from the client. Since auto_apply is set in the archetype of the focus, the object is then automatically applied to the character. The apply code finds the dragon_ability_force in the player, and copies values from the dragon focus into the dragon ability or player: dragon ability->exp (which becomes attacktype) player->animation player->face player->title Note: This logic could be changed with a little amount of work to work more generically for other races, allowing some degree of customization for the face. R. Races & Classes =================== Objects of type RACE and CLASS and objects used for initial character creation. The characters base archetype becomes that of the race - thus, any fields set in the race archetype will be set in the player object - this is all fields - ac, hp, body information, see in dark, etc. The actual attributes (str, dex, etc) are modifiers to the base attributes - whether these are rolled or a point system is used. Thus, Str +2 means the character gets +2 to strength. For the class, the stat modifiers are also applied. Normally, the character will have the face/animation of the class - if a character choose wizard, they have a wizard looking image. However, if the race contains the NOCLASSFACECHANGE object, the character will use the racial face. This is used for the nonhuman races where that is a more noticable feature than the class faces. The NOCLASSFACECHANGE can be made present by putting it in the racial treasure list. For all characters, their starting skills and items is that generated from both the racial and class treasure lists. This can result in duplicate treasure in rare cases, but in general, racial treasure lists contain skills and abilities, and the class treasure list will contain items. With new character creation method, additional choices can be presented to the character - the code will check for racial/class choices, and send them to the client where the player can make a choice. The key/value fields are: race_choice_%d archetype1 archetype2 ... race_choice_description_%d description of this choice And example for dragons: race_choice_1 dragon_ability_force_fire dragon_ability_force_cold dragon_ability_force_electricity dragon_ability_force_poison race_choice_description_1 Choose a dragon focus This data in a slightly different form will be sent to the client when the requestinfo class/race is made. The format for races and classes is the same, except that for classes, it will be class_choice_%d Any type of items could be present here - skills, armor, weapons, spells, special abilities, etc. If auto_apply is set in the archetype, it will be applied (using usual apply routines) when the character is created. This can be useful for certain items where inserting a force object does not have the desired effect - a specific example here is the dragon focuses - depending on the focus, it modifies the character object directly. Note that both race_choice_%d and race_choice_description_%d must be present - if only one is present, the choices will not be sent. The numeric numbers must start at one and increase by one. For example, if there is race_choice_1 and race_choice_3 (but no _2), _3 will not be sent, and processing will stop once _2 is not found. The reason for multiple lines is because there may be multiple disjoint choices. For example: class_choice_description_1 Choose your bonus skill class_choice_description_2 Choose your starting armor class_choice_description_3 Choose your starting weapon (the archetype choice is ommitted from above list to make it clearer). From that list, there are 3 different choices for the player to make - while they may be related, one can not condense those into a single entry. For each choice entry, the player is only able to choose one of the values - if you want the player to be able to choose multiple values, this could be done with repeating choices with same values, eg: class_choice_1 arch1 arch2 arch3 arch4 class_choice_2 arch1 arch2 arch3 arch4 Where the archetypes in both lists are exactly the same - the client will present both lists, so the player is then able to choose 2 of the 4 items. Unfortunately, there is no clear way for the client to present the player from choosing the same item twice. In some cases, this could be OK (for example, starting with 2 healing potions vs 1 healing potion and one bow), but in other cases would not be good if they start with 2 of the same skill or 2 of the same spell. Note it is possible here to also provide starting packages - the archetype in question could have a treasure list which gives the character several different items. A reasonable example of this might be spellcaster packages - the player chooses wizard class, then chooses from amongst the pyromance, evoker, etc, sub classes. If they select pyromancer, they get appropriate skill as well as appropriate spells for that subclass. ******************************************************************************* 5. Flags & specifications: (usage: flag value) ****************************************************************************** Note: the flags are case sensitive. G = generator. O = object. Note (961129): These notes look correct as far as they go. However, oftentimes, the real effect in game terms might be more complicated than list here. As an example: Exp value is just base - it will be further modified based on stats, levels, and potentially skills. Flag syntax Value =========== ===== Object name of O, internal refs only. name name of O as seen in the game. race race of O, internal. slaying Those O's with this race receives 2x damage. other_arch which other O this G generates. More use between linked object defs. anim . which bitmaps to use in animation of the O. . If TEAR_DOWN flag is set, this contains the different . stages of being destroyed. face name Name of the face (ie, food.111). This may only be set . in the arches, not in maps. . mina end terminates definition of this O. last_heal Internal use (for regaining hit-points) last_sp Internal use (for regaining spell-points) last_eat Internal use (for consuming food) speed speed of O. A negative number means that speed_left will be randomized when the object is loaded. speed_left speed of O remaining, internal. face bitmap first drawn for O. Str,Dex,Con, Wis,Cha,Int default ability for O. hp,maxhp,sp,maxsp default value for O hitpoints, spellpoints. maxsp In main.c:fire() which arrowtype to use Number equal to to the arrows type definition. exp Xp gained for killing O. food nutrition value for O. *DANGEROUS* as it's also used to contain internal values for non-edible objects. This should be changed in future. dam,wc,ac default damage, weaponclass, armorclass. dam 0 gives a 'friendly' monster ;) wc main.c:move_gate(). Is used by gates to indicate in which position they are. x,y relative coords for bmap when using large objects. x=y=0 is default, x=1 is second bmap in first row etc. nrof No. of O:s. 0 means that objects of this type are not to be joined/split (it's a lone object). level O:s level. direction In which direction (1=north, 8=north-west) this O is moving (flying). Simple schematic of the dirs: 812 7-3 654 type the object as defined in 'defines.h' material the sum of materials in this O. (see materials.) value the value for this O. weight the weight for this O. carrying sum of the weight of objects within this object. attacktype type of attack from O. (see attacks) invisible <1> set if O is invisible. magic magic modifier of O. (bracers +3 has magic 3) state internal. Used when animating the object alive <1> set if O is alive (can be attacked). applied set if object is readied/worn/etc. unpaid set if object is unpaid (internal) no_pick <1> set if O can't be taken. no_pass <1> set if O can't be passed. (eg, a closed door) (obsolete -- use move_block all instead) walk_on <1> O is applied by anything walking onto it. (obsolete -- use move_on walk instead) walk_off <1> O is applied by anything walking off it. (obsolete -- use move_off walk instead) fly_on <1> O is applied by anything flying onto it. (obsolete -- use move_on fly_low instead) fly_off <1> O is applied by anything flying off it. (obsolete -- use move_off fly_low instead) is_animated <1> set if O is animated. flying <1> set if O is flying. (obsolete -- use move_type fly_low instead) monster <1> set if O is a monster. friendly <1> set if O will help player instead of attacking. generator <1> set if O is a generator. auto_apply <1> O is applied when it is loaded (for instance, some chests open automatically when the map is loaded) treasure <1> not used yet. apply_once <1> not used yet see_invisible <1> set if O can see invisible player. can_roll <1> set if O can be rolled. is_turnable <1> set if O can be turned 'automagically' is_lightable <1> set if O is something like a lantern that can be lit is_used_up <1> bizarre. O is used up after created, eg an explosion. identified <1> true if the item has been identified. reflecting <1> set if O is reflective. changing <1> set if O will change appearance. splitting <1> set if O will divide. hitback <1> set if O hits when being hit. blocksview <1> set if O blocks line of sight. undead <1> set if O is undead. scared <1> internal (O is running away from players right now) unaggressive <1> internal (not used yet) reflect_missile <1> set if O throws back missiles. reflect_spell <1> set if O throws back spells (some). no_magic <1> set if O totally resists magic (*use with care*) tear_down <1> set if O can be torn down (using animations and hp). run_away percentile of hp left which causes monster to flee. pass_thru <1> set if O can be passed thru by objects . can_pass_thru <1> set if O can pass thru objects pick_up Which items monster will pick up (see pickup (above)) is_buildable <1> set if items can be built on top of this O. ******************************************************************************* 6. TREASURES (and Abilities) ******************************************************************************* The treasures are kept in LIBDIR/treasures. Their format is: treasure more end Also, 'treasure' above can instead be 'treasureone'. This means that only 1 item on that list will be generated. The chance for all objects on that list are summed together, and one is then generated. And the format for an item is: arch nrof magic chance <1-100%> yes no end (or "more", if this is not the last element) If "magic" or "nrof" is omitted, it is set to 0. If "chance" is omitted, it is set to 100%. "yes" tells what can be generated if this item was generated. "no" tells what can be generated if this item was not generated. "yes" and "no" can of course be omitted. Note: the 'no' and 'yes' fields are meaningless in treasureone treasurelists. Also, instead of an item, a list to transfer to can be used instead. The format is the same as for an object, but instead 'list ' is used instead of 'arch '. For list transitions, the chance, yes and no fields have the same meaning. 'magic' is used to determine the difficulty required to transfer to the new list. If the list is of type 'treasureone', and a list transition fails, what happens next is determined by the 'nrof' field. If it is zero, no object is generated. If 'nrof' is one, than another attempt is made to generate an item (or list transition) from that treasurelist. There is a maximum number of attempts that can be made. Also, a reserved list name of 'NONE' is allowed. This means that no item should be generated (of relevance only on treasureone lists.) To use such a treasure, just put "randomitem " into any archetype in the archetype-file. Random treasure will then be generated whenever such a monster is generated by generator, or when a map containing such is loaded for the first time. ABILITIES Adding in invisible objects like known spells and skills gives these abilities to the object. for example: treasure pirate arch skill_stealing chance 50 arch skill_throwing no arch skill_punching end more arch heart chance 5 more list standard end or treasure skeletalmage list standard_old more arch ability_fear more arch ability_frostbolt chance 67 end Treasure lists of gods are special. See below. ------------------------------------------------------------------------------ GOD INTERVENTION: Treasure lists of gods are special. They must be of 'treasure' type, not 'treasureone', and the 'yes' and 'no' fields must not be used. The contents of a god's treasure list is not used by create_treasure(), but by god_intervention() which traverses this list from beginning to end until an item causes an action. The "chance" in the treasure list can be used to randomly skip items, but items that don't have an effect (e.g. healing follower, but follower isn't injured) will be skipped anyway. The meaning of the different items in the list is: Treasure list reference: Such a list is passed to create_treasure() with flag GT_STARTEQUIP. The generated treasure is put into the followers inventory. The follower can get unlimited amounts of this treasure just by praying long enough. See below ("other visible items") for an alternative way of giving items to followers. Invisible books (with specific names): Can be accessed through determine_holy_arch() which will return the item's other_arch field. For example, such book with name "avatar" determines the avatar archetype for the "summon avatar" prayer. Invisible book with name "grace limit": If follower doesn't have maximum grace, or follower's grace is less than item->stats.grace, a "holy possession" prayer is invoked and the function returns. Can be used to limit the lower part of the treasure list to followers with much grace. Invisible book with name "restore grace": If the follower's grace is negative, sets the grace to a small positive value and returns. Invisible book with name "restore hitpoints": If the follower's hitpoints are not at their maximum, sets hitpoints to maximum and returns. Invisible book with name "restore spellpoints": Can restore the followers spellpoints. The maximum spellpoints for this effect are calculated using this formula: max = follower->stats.maxsp * (item->stats.maxsp / 100.0) In other words, the item's stats.maxsp is the maximum in percent relative to the followers normal spellpoint maximum. If the followers current spellpoints are below 50% of 'max', they are set to a random value between 50% and 100% of 'max', and the function returns. Invisible book with name "heal spell": Casts a heal spell (which spell is determined by item's slaying or stats.sp field) and returns if the spell was successful. Invisible book with name "remove curse": Removes curse from all cursed (but not damned) items, returns if curse was removed from at least one item. Invisible book with name "remove damnation": Removes curse and damnation from all cursed or damned items, returns if curse or damnation was removed from at least one item. Invisible book with name "heal depletion": Removes all depletion effects and returns unless the follower's stats were not depleted. Invisible book with name "voice_behind": The follower hears a voice from behind. item->msg is what the voice says. Always returns. Invisible book with name "message": The follower receives item->msg as a simple message. Always returns. Invisible book with name "enchant weapon": The follower's weapon is enchanted in various ways. item->level affects how much the weapon is enchanted, higher value means less enchantment. Invisible spellbooks: If the prayer in the book is not yet known to the follower, and the follower has the required level, teaches the prayer to the follower and returns. The prayer is determined by item's slaying field. Visible spellbooks: If the prayer in the book is not yet known to the follower, the follower has the required level, and the follower doesn't already have a spellbook with that prayer, gives a copy of this spellbook to the follower and returns. The item must have FLAG_STARTEQUIP. The prayer is determined by item's slaying field. Other visible items: If the follower doesn't already have this or a similar item (with same type, name, title, msg and slaying fields), gives a copy of this item to the follower. You have to set FLAG_STARTEQUIP in the archetype yourself if you wan't the copy to have this flag. This method (with FLAG_STARTEQUIP set) should be preferred for giving items to followers, because it is rather safe to use. The amount is limited, because if the follower wants more of it he has to go back to an altar of his god. He can't pray an hour over an altar and then go fighting with a hundred potions of restoration. Other invisible items: If the follower doesn't already have it this item, gives it, similar to visible items. Except, it ALWAYS gives it, upon conversion. And on conversion to another religion, it is ALWAYS removed. Signs and forces and skills may not be given/taken this way. *************************************************************************************** 7. Misc change description: *************************************************************************************** The following area describes various comments about various pieces of code. In general, the information describes a basic idea of how things work. The following may not really be necessary, but I figure that it is probably worth saving, and this seemed to be as good as place as any. LIGHTING CODE (by Brian Thomas): - fast calculation of lighting. For players los (line- of sight)is calculated from a linked list of nearby lights. For monsters, no los is calculated, rather a modified check_wakeup routine is used to see if they will follow/attack players. Monsters with can_see_in_dark act normally in dark areas. - New attacktype -AT_BLIND. This is a pretty severe penalty for monsters and players alike. Players cant see any square but their own, monsters can only attack/follow players who are in an adjacent square. Need to make the monsters stumble around when no player is near, rather than the current way in which they stand around waiting to get "ace'd". Undead cannot be blinded, nor should be effected by darkness. For other monsters, if they have immunity to blindness or can see invisible, they are uneffected by AT_BLIND attacks. - New spells. Some magician, some clerical. They work, but may need to be adjusted for playbalance. Normal spells available include: "light", "darkness", "sunspear", "faery fire" and "dark vision". All spells (but darkvision) work (do something) whether the lighting code is used or not. - Modified archetypes and artifacts list to encompass changes to the code from lighting. Also, some new archs introduced, namely "flint and steel" for lighting stuff on fire and "torch" a source of light. *************************************************************************************** 8. How to add new values *************************************************************************************** This section details how to add new fields/flags to an object structure. 1) Send mail to the development list to make sure that a new element is really added. For flags: 2) Update the FLAG_.. entries in include/define.h for your new flag. Recycle unused values if possible - there may be cases where you want to group the new flags together. If you are adding beyond the end of the existing values, update the NUM_FLAGS entry 3) Decide the name of your flag as loaded/saved in objects. The default syntax is the name you assigned in step 2 above, minus the leading flag_ part. 4) In the common/loader.l, update the load section (where the code is mostly ^value SET_OR_CLEAR(...)) add your entries in. 5) update the flag_names in common/loader.l. The location of your names _must_ be in the same array location as the FLAG_ value. 6) Update other areas of the code that you presumably know about that will use these flag values. 7) As appropriate, update the arch files and rebuild. ******************************************************************************* 9. PROGRAMMING NOTES ******************************************************************************** This section provides some specific programming notes about objects. If you don't actually work with the C code, there is no need to read this section. Almost all the char* pointers in the object structure use a shared string library. See Shared Strings below or on the wiki for more details. When copying objects, the copy_object routine should always be used. It will add reference counts to the copied strings. Shared string data should never be modified by any means - eg, strcpy(op->name, "new value") will update all the objects that use the same shared string as op does for its name. Shared Strings ============== Ref: http://wiki.metalforge.net/doku.php/dev:shared_strings To minimize memory use, Crossfire uses a shared string mechanism. This is intended to be used for strings whose contents is not expected to change during the server's life. Using shared strings saves memory and improved performance. Those strings are used like regular const char*, but should not be changed via strcpy, snprintf or other means because it would affect all structures using the shared string. Internally, they use a counter to track at how many places they are used. When it reaches 0, string is freed. To alter such a string, the right behaviour is: * write new value in a char[] new_value variable * use free_string(str) * call str = add_string(new_value) FIXME replace with sstring when done in code To manipulate them, the following functions (defined in common/shstr.c) are available: * const char* add_string(const char *str), used to share a string. Returned value is a string with the same contents that can be shared with other objects * const char* add_refcount(const char *str), equivalent of add_string when the string is already a shared string * const char* find_string(const char *str), to search if a string is shared or not * void free_string(const char *str), to decrement the use counter. After it's called, str should not be used anymore. Because shared strings will return a pointer to a string if it exists, one can see if the strings are equal by comparing the shared string address they point to (ie str == str2 directly). crossfire-1.75.0/doc/Developers/python000644 001751 001751 00000144024 13767307612 020625 0ustar00kevinzkevinz000000 000000 This documentation is not uptodate. Latest version is in the python.ps file, or available online from http://wiki.metalforge.net/doku.php/cfpython THE PYTHON PLUGIN, VERSION 2.0 =============================== What is the Python Plugin ? --------------------------- It is a plugin part of the Crossfire server that allows map-makers to create object behaviors using Python scripts instead of having to hardcode them in C. Converting from CFPython 0.x and 1.0 ------------------------------------ A lot of things have changed which hopefully make your Python coder's life a little more comfortable. 1. The library name is now "Crossfire", instead of the previous "CFPython". No, that's not to annoy you without purpose. It will force you to think about reading your old Python code and make the necessary conversions. 2. Objects and Maps are now wrapped into Python objects. It means that instead of writing "CFPython.Teleport(object,map,x,y)", you'll now have to write "object.Teleport(map,x,y)". It is somewhat more logical and contributes to cleaner Python code. 3. The plugin event hook mechanism is now based on event objects contained in WhoAmI's inventory. To make the transition as easy as possible, most functions of CFPython were converted using the following rules: - If the function was a getter/setter of an object or map attribute, it is now available as a Python object attribute. Examples: print CFPython.GetDamage(object) --> print object.Damage CFPython.SetDamage(object, value) --> object.Damage = value - If the function was an action performed by an object/a map, or related to a specific object/map, it is now available as a Python object method. Examples: CFPython.Take(object, what) --> object.Take(what) CFPython.CheckMap(what, map, x, y) --> map.Check(what,x,y) Only a few methods/attributes have changed names (this is the case for the seven base attributes STR,DEX,CON,INT,WIS,POW,CHA for example). Note that although it may seem that converting your old scripts to the new format will be a huge job, it is rather straightforward in most cases. It only took me an afternoon to convert and test all the scripts supplied with the default map set, and I wasn't even their original author. How do I hook a script to an object? ------------------------------------ There are special archetypes named event_xxx available. You need to put those in the inventory of the objects to which you want to connect your script. Some fields of the event_xxx archetypes have a special meaning: - name: all parameters you want to pass to the scripts should go there; - title: this is the plugin identifier. For the Python plugin, it is "Python" (without the quotes); - slaying: the name of the script file to execute when the event is triggered. Note that this name is relative to the map base directory. Example: arch event_apply name parms title Python slaying test.py end The event will be triggered when the container object is applied and will run share/crossfire/maps/test.py, passing "parms" as a parameter string to the script. You of course need to write some Python code too... You do as usual, but remember to add an "import Crossfire" to make all crossfire-specific functions available in your script. How do I hook a global event? ----------------------------- Each global event is bound to a specific Python script file. Those files are located in the python/events/ subdirectory of your crossfire map directory. They have specific names, too: python_xxx.py, where xxx is the name of the global event you want to intercept. For example, a script that should be run each time a player logs in ("login" event) should be named python_login.py. What functions are currently supported? --------------------------------------- A complete list of those functions is given below. Last count (2005-03-06) result: 217 functions (not including attack type/event type wrapper functions). This of course does not include all the Python functions, just the crossfire-specific ones. In the following, I use the following type naming convention: int : An integer. long : A long. float : A float. object: A crossfire object. (In fact, it is a long). map : A crossfire map. (In fact, it is a long). string: A character string. 1. Global Methods +++++++++++++++++ Those are provided by the Crossfire library directly, so to call them, you have to write something like: Crossfire.Method(). ConfigDirectory() (1.x name: GetConfigurationDirectory()) Return the name of the base directory containing Crossfire configuration files. Returns the directory name as a string. DirectionN() Wrapper for the North direction. Return value: an integer representing the direction. DirectionNE() Wrapper for the North-East direction. Return value: an integer representing the direction. DirectionE() Wrapper for the East direction. Return value: an integer representing the direction. DirectionSE() Wrapper for the South-East direction. Return value: an integer representing the direction. DirectionS() Wrapper for the South direction. Return value: an integer representing the direction. DirectionSW() Wrapper for the South-West direction. Return value: an integer representing the direction. DirectionW() Wrapper for the West direction. Return value: an integer representing the direction. DirectionNW() Wrapper for the North-West direction. Return value: an integer representing the direction. 2. Object-Specific Methods ++++++++++++++++++++++++++ Those are provided by the Python object wrapper. ActivateRune(object activator) Trigger the rune. Note that both the rune and its activator must be in the same or in adjacent tiles of the same map. Does not return a value. Example: who = Crossfire.WhoIsActivator() rune = who.Map.CreateObject("rune_burning_hands", who.X, who.Y) rune.ActivateRune(who) Apply(object what, int flags) Make the object apply an object 'what'. The applying object can be a player or a monster. The applied object need not be on the same tile as the applier. 'flags' specifies how to apply the object: - 0=toggle (apply/unapply) the object - 1=always apply the object - 2=always unapply the object Additionally, you can specify some modifier bits: - 16=do not merge an unapplied object with other objects - 32=unapply the item even if it is cursed - 64=print the object name but do not apply/unapply it Return value: integer denoting the result: - 0=player or monster can't apply an object of that type - 1=object has been applied, or there was an error applying the object - 2=objects of that type can't be applied if not in inventory Example: who = Crossfire.WhoIsActivator() # create and apply a trigger object trigger = who.Map.CreateObject("trigger", who.X, who.Y) result = who.Apply(trigger, 0); # returns 1 # create and apply an amulet food = who.Map.CreateObject("amulet of sustenance", who.X, who.Y) result = who.Apply(food, 0); # returns 2 # create and apply/unapply a cursed shield shield = who.CreateObject("small shield") shield.Cursed = 1; result = who.Apply(shield, 1); # returns 1 result = who.Apply(shield, 2); # returns 1 (it does not unapply the item) result = who.Apply(shield, 2|32); # returns 1 LearnSpell(object spell) (1.x name: AcquireSpell) Learn the spell identified by a spell object. Does not return a value. Example: who = Crossfire.WhoIsActivator() spell = Crossfire.CreateObjectByName("spell_large_fireball") who.LearnSpell(spell) spell.Remove() Say(message text) Say 'text'. Does not return a value. 3. Object-Specific Attributes +++++++++++++++++++++++++++++ CanCastSpell Test if the object can cast spells. Return value: test result as an integer - 0 if and only if false. CanPassThru Test if the object has the 'pass through' ability. Return value: test result as an integer - 0 if and only if false. CanPickUp Test if the object can pick up stuff. Return value: test result as an integer - 0 if and only if false. CanRoll Test if the object can roll. Return value: test result as an integer - 0 if and only if false. CanSeeInDark Test if object has got infravision capabilities. Return value: test result as an integer - 0 if and only if false. CanSeeInvisible Test if the object can see invisible things. Return value: test result as an integer - 0 if and only if false. CanUseArmour Test if the object can wear armor. Return value: test result as an integer - 0 if and only if false. CanUseBow Test if the object can use a bow. Return value: test result as an integer - 0 if and only if false. CanUseHorn Test if the object can use a horn (and other musical instruments). Return value: test result as an integer - 0 if and only if false. CanUseRing Test if the object can use rings. Return value: test result as an integer - 0 if and only if false. CanUseRod Test if the object can use magical rods. Return value: test result as an integer - 0 if and only if false. CanUseScroll Test if the object can read scrolls. Return value: test result as an integer - 0 if and only if false. CanUseSkill Test if the object can use skills. Return value: test result as an integer - 0 if and only if false. CanUseWand Test if the object can use a magical wand. Return value: test result as an integer - 0 if and only if false. CanUseWeapon Test if the object can use a weapon. Return value: test result as an integer - 0 if and only if false. 4. Map-Specific Methods +++++++++++++++++++++++ Those are provided by the Python map wrapper. 5. Map-Specific Attributes ++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ TODO: Finish converting the 1.x docs. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ A AttackTypeXxx() Wrapper for attack type Xxx. Possible values for Xxx are: Acid Blind Cancellation Chaos Cold Confusion Counterspell Death Depletion Disease Drain Electricity Fear Fire Ghosthit Godpower HolyWord LifeStealing Magic Paralyze Physical Poison Slow TurnUndead Weaponmagic. Return value: an integer representing the attack type. B BlocksView(object obj) Check if 'obj' can block the line-of-sight. Return value: test result as in integer - 0 if and only if false. C CastAbility(object who, object caster, string spell, int direction, string options) Make the object 'caster' cast a 'spell'. 'who' is the owner of the casting object; 'who' and 'caster' may be the same item. The spell is identified by the spell name and cast into the given direction. 'options' can hold some options. Does not return a value. Note: to cast a spell by a spell object, use CastSpell(). Example: who = CFPython.WhoIsActivator() caster = CFPython.CreateObjectInside("horn of Fire", who) CFPython.CastAbility(who, caster, "spell_firebolt", CFPython.DirectionE(), "") Example: who = CFPython.WhoIsActivator() CFPython.CastAbility(who, who, "spell_create_food", 0, "booze") CastSpell(object who, object spell, int direction, string options) Make 'who' cast a spell, identified by a spell object, into one direction. 'options' can hold some options. Does not return a value. Note: this function is similar to CastAbility() except that a spell object (instead of a spell name) is used and that 'caster' is set to 'who'. Note: the spell will be cast even if the 'who' has not sufficient spell points; in fact, 'who' may end with negative spell points. Example: # make the activator cast a large fireball (if he knows that spell) who = CFPython.WhoIsActivator() spell = CFPython.DoKnowSpell(who, "large fireball") if spell: CFPython.CastSpell(who, spell, CFPython.DirectionSE(), "") CheckArchInventory(object who, string arch_name) Check if 'who' has an object with the archetype 'arch_name' in his inventory. Return value: the first matching object or 0 if the archetype was not found. Example: who = CFPython.WhoIsActivator() obj = CFPython.CheckArchInventory(who, 'key2') if obj: CFPython.Write(CFPython.GetName(obj), who) CheckInventory(object who, string name) Check if 'who' has an object named 'name' in his inventory. It first checks for any item with a matching archetype name, then for an object with a name beginning with 'name'. Return value: the matching object or 0 if no object was found. CheckInvisibleObjectInside(object who, string id) Check for the existence of an force object with a slaying field 'id' inside 'who'. Return value: The force object found or 0. CheckMap(string what, map map, (int x, int y)) Check for an item with the archetype name 'what' in a map at a given position. The function works for tiled maps. Return value: The object found or 0. CheckTrigger(object trigger, object what) Try to trigger an object 'trigger' by 'what'. The object 'what' may be destroyed. (For example if 'trigger' is an altar.) Does not return a value. Example: # create and trigger an altar altar = CFPython.CreateObject("altar_trigger", (0, 0)) food = CFPython.CreateObject("food", (1, 0)) CFPython.SetQuantity(food, 5) CFPython.CheckTrigger(altar, food) CostFlagXxx() Wrapper for flags to use as the third parameter of GetObjectCost(). You must always choose one of FBuy, FSell, or FTrue. You may add any other flags as well. Possible Values for Xxx are: - FBuy: item value for a player buying the item - FSell: item value for a player selling the item - FTrue: true value of the item - FNoBargain: disable modifications due to bargaining skill - FIdentified: pretend the item as identified - FNotCursed: pretend the item as not cursed Return value: integer integer representing the flag. CreateInvisibleObjectInside(object where, string name) Create a force object with a slaying field of 'name'. The object is placed in the inventory of 'where'. Return value: the created force object. Note: The statement "obj = CFPython.CreateInvisibleObjectInside(who, 'slay')" is basically the same as: obj = CFPython.CreateObjectInside('force', who) CFPython.SetSlaying(obj, 'slay') CFPython.SetSpeed(obj, 0) CreateObject(string name, (int x, int y)[, string map]) Create an object from the archetype 'name', or with the name 'name'. Insert it at position (x,y) in the map. If map is omitted, it defaults to GetMap(WhoAmI()). Return value: the created object. Note that the returned object may have nrof>1 if the new item has been merged with other objects. Note: Not all types of objects can be created; for example, objects of type PLAYER will crash the server. Note: Not all kinds of objects are created correctly; for example, currently a "horn of Fire" cannot be created: it creates a working horn but it is blue with message "Putting this shell to you ear, you hear a strange and haunting melody" and it is god-given. Note: This function does not work correctly if the object contains a "randomitems" field in the archetype. CreateObjectInside(string name, object where) Create an object from the archetype 'name', or with the name 'name'. Insert it into the inventory of 'where'. Return value: the created object Note: see CreateObject() Examples: CFPython.CreateObjectInside("stylus", CFPython.WhoAmI()) # archetype name CFPython.CreateObjectInside("writing pen", CFPython.WhoAmI()) # object name CFPython.CreateObjectInside("levitation boots of mobility", CFPython.WhoAmI()) # artifact object D DecreaseObjectNr(object ob, int nrof) Remove the given number of items from ob. If nrof is equal or more than the items left in ob, ob is removed. Return value: the object ob if some items are still remaining or 0 if all objects are removed. DoKnowSpell(object who, string spell) Check if 'who' knows the spell by the name of 'spell'. Returns the spell object if 'who' knows the spell or 0 if not. Example: see CastSpell() Drop(object who, string name) Let 'who' drop the items named 'name'. Does not return a value. E EventXxx() Wrapper for event type Xxx. Possible values are: Apply Attack Close Death Drop Pickup Say Stop Throw Time Timer Trigger. Return value: an integer representing the event type. F FindPlayer(string name) Check for a player with the given name. Note: the comparison is case-sensitive and does not allow for partial matches. Return value: the player object or 0 if not found. FixObject(object who) Update all abilities granted by applied objects in the inventory of the given object. This functions starts from base values (archetype or player object) and then adjusts them according to what the object has equipped. Does not return a value. ForgetSpell(object who, string spell) Cause who to forget the spell named 'spell'. who must be a player. Does not return a value. Example: who = CFPython.WhoIsActivator() CFPython.ForgetSpell(who, "large fireball") G GetAC(object who) Get the Armor Class coefficient associated with the given object. Returns the armor class coefficient as an integer. GetArchType(object who) Get the archtype name of an object. Returns the archtype as a string. GetAttackType(object who) Determine the attack type of an object. Returns the attack type as an integer. GetCharisma(object who) Get the Charisma value of the given object. Returns the charisma value as an integer. GetConstitution(object who) Get the Constitution value of the given object. Returns the constitution value as an integer. GetDamage(object who) Get the amount of damage associated with the given object. Returns the damage value as an integer. GetDataDirectory() Return the name of the base directory containing the Crossfire read only data files. Returns the directory name as a string. GetDexterity(object who) Get the Dexterity value of the given object. Returns the dexterity value as an integer. GetDirection(object who) Determine the direction an turnable object 'who' is currently moving. Use IsTurnable(who) to determine if an object is turnable. Returns the direction as an integer. GetEventHandler(object who, int event) Get the event handler of 'who' for the event number 'event'. The parameter 'event' should be a value returned by EventXxx(). Returns the event handler name as a string or no object if the handler is not used. GetEventOptions(object who, int event) Get the event options of 'who' for the event number 'event'. The parameter 'event' should be a value returned by EventXxx(). Returns the event options as a string or no object if the handler is not used. GetEventPlugin(object who, int event) Get the event plugin name of 'who' for the event number 'event'. The parameter 'event' should be a value returned by EventXxx(). Returns the event options as a string or no object if the handler is not used. GetExperience(object who) Get the amount of experience associated with the object. Returns the event options as a long. GetFacing(object who) Determine the direction an turnable object 'who' is currently facing. It is similar to GetDirection except it works for non-moving objects too. See GetDirection for details. Returns the direction as an integer. GetFirstObjectOnSquare(map map, int x, int y) Get the first object at position (x,y) in the map 'map'. Use GetPreviousObject() to find the next item(s). Returns the object or 0 if the position is empty. GetFood(object who) Get the food level of the given object. Returns the food level as an integer. GetGod(object who) Get the name of the god associated with the given object. Usually, this will be the god 'who' is worshipping. Return value: the god name as a string or no object if 'who' has no god. GetGrace(object obj) Get the grace amount of the given object. Returns the grace amount as an integer. GetHP(object who) Get the amount of Hit Points associated with the given object. Returns the amount of hit points as an integer. GetHumidity(int x, int y, map map) Get the humidity level of a given square of a map. Returns the humidity level as an integer. Remark: not implemented. Always returns zero. GetIntelligence(object who) Get the Intelligence value of the given object. Returns the intelligence value as an integer. GetInternalName(object who) Get the name of 'who' without any modifications. Returns the object name as a string. GetInventory(object who) Get the first inventory object of 'who'. Use GetNextObject() to find the next inventory objects. Returns the object or 0 if the inventory is empty. GetIP(object player) Get the ip address of 'player'. The given object should be a player object. Returns the ip address as a string or no value if the object is not a player object. GetLastGrace(object who) Get the last_grace parameter value associated with the given object. Returns the last_grace value as an integer. GetLastSP(object who) Get the last_sp parameter value associated with the given object. Returns the last_sp value as an integer. GetLevel(object who) Get the level of a given object. Returns the level as an integer. GetLocalDirectory() Return the name of the base directory containing the Crossfire read-write data files. Returns the directory name as a string. GetMap(object who) Determine the map the object 'who' is currently in. Returns the map as a map or 0 if the items is not part of a map. GetMapDirectory() Return the name of the base directory containing the Crossfire maps. You need to concatenate the result with the value returned by GetDataDirectory() to get an absolute path. Returns the directory as a string. GetMapHeight(map map) Get the height (the number of tiles) of a map. Returns the height as an integer. GetMapObject() This function should not be used anymore. It always throws an exception. GetMapPath(map map) Get the path name of the map. Returns the path name as a string. GetMapWidth(map map) Get the width (the number of tiles) of a map. Returns the width as an integer. GetMaxHP(object who) Get the maximum amount of Hit Points the given object can get. Returns the amount of hit points as an integer. GetMaxSP(object who) Get the maximum amount of mana the given object can get. Returns the maximum amount of mana as an integer. GetMessage(object obj) Get the message contained in the specified object. The message is what appears inside msg...endmsg tags. Returns the message as a string. GetName(object who) Get the 'clear name' of the given object. Returns the name as a string. GetNextObject(object obj) Get the next object below 'obj'. Returns the next object or 0 if 'obj' is the last object. GetObjectAt(map map, int x, int y) Get the first object at position (x,y) in the map. Returns the object or 0 if the position is empty. GetObjectCost(object who, object obj, int type) Determine the cost of an object 'obj' if 'who' would buy or sell it. The parameter 'type' should be one or more values returned by CostFlagXxx(). Returns the cost in silver coins as an integer. GetObjectMoney(object who) Determine how much money 'who' is carrying, including what is in containers. Returns the amount in silver coins as an integer. GetPlayerDirectory() Return the name of the base directory containing the Crossfire players files. You need to concatenate the result with the value returned by GetLocalDirectory() to get an absolute path. Returns the directory as a string. GetPower(object who) Get the Power value of the given object. Returns the power value as an integer. GetPressure(int x, int y, map map) Get the humidity level of a given square of a map. Returns the humidity level as an integer. Remark: not implemented. Always returns zero. GetPreviousObject(object obj) Get the object before 'obj'. Returns the previous object or 0 if 'obj' is the first object. GetQuantity(object obj) Return the number of items this object represents. Returns the number as a long. GetReturnValue() Return the current exit status of the event script as an integer. See below for an overview of events that use the exit value. GetSkillExperience(object who, string skill) Get the experience of skill 'skill' the object 'who' has. 'skill' should skill name. Returns the skill experience as a long or no value if 'who' does not know the skill. Example: who = CFPython.WhoIsActivator() exp = CFPython.GetSkillExperience(who, "alchemy") if exp != None: CFPython.Write("Alchemy experience %d"%(exp), who) else: CFPython.Write("Alchemy skill is unknown", who) GetSlaying(object obj) Get the "slaying" field of an object. Returns the slaying value as a string. GetSP(object who) Get the amount of mana possessed by the given object. Returns the amount of mana as an integer. GetSpeed(object who) Get the speed of the given object. Returns the speed as a float. GetStrength(object who) Get the Strength value of the given object. Returns the strength as an integer. GetTempDirectory() Return the name of the base directory containing temporary Crossfire files (for example swapped-out maps). Returns the directory as a string. GetTemperature(int x, int y, map map) Get the temperature of a given square of a map. Returns the temperature as an integer. Remark: not implemented. Always returns zero. GetTitle(object who) Get the title of 'who'. The "title" is the artifact suffix of in item. For example, an "gauntlets of the Titans" has the title "of the Titans". Returns the title as a string or no value if the object has no title. Note: this function does not return the title the player has chosen for himself. GetType(object who) Get the type of a given object, as a numerical identifier. Returns the type as an integer. GetUniqueDirectory() Return the name of the base directory containing the Crossfire Unique items. You need to concatenate the result with the value returned by GetLocalDirectory() to get an absolute path. Returns the directory as a string. GetValue(object who) Get the "value" field of an object. Returns the value as an integer. GetWC(object who) Get the Weapon Class coefficient associated with the given object. Returns the weapon class coefficient as an integer. GetWeight(object who) Determine the weight of the given object. The weight does not include the inventory. Returns the weight in grams as an integer. GetWisdom(object who) Get the Wisdom value of the given object. Returns the wisdom value as an integer. GetXPosition(object obj) Get the x-position of an object in its map. Returns the x-position as an integer. GetYPosition() Get the y-position of an object in its map. Returns the y-position as an integer. H HasBeenApplied(object obj) Check whether the object has been applied before. Return value: test result as an integer - 0 if and only if false. HasStealth(object obj) Check whether the object is stealthy. Return value: test result as an integer - 0 if and only if false. HasXRays() Check whether the object uses or grants x-rays. Return value: test result as an integer - 0 if and only if false. HitBack() Check whether the object has the hitback flag set. Return value: test result as an integer - 0 if and only if false. I InsertObjectInside(object obj, object environment) Insert the object 'obj' into 'environment'. Does not return a value. Example: see SetSlaying() IsAlive(object who) Test if the given object is alive. Return value: test result as an integer - 0 if and only if false. IsApplied(object who) Test if the given object is applied. Return value: test result as an integer - 0 if and only if false. IsBlind(object who) Test if the given object causes blindness. For players, tests if he is blind. Return value: test result as an integer - 0 if and only if false. IsCanBePicked(object who) Test if on object can be picked up. Return value: test result as an integer - 0 if and only if false. IsConfused(object who) Test if the given object is confused. Return value: test result as an integer - 0 if and only if false. IsCursed(object who) Test if the given object is cursed. Not that not all "damned" objects are cursed as well. Return value: test result as an integer - 0 if and only if false. IsDamned(object who) Test if the given object is damned. Return value: test result as an integer - 0 if and only if false. IsDungeonMaster(object who) Test if the given object is a DM. Return value: test result as an integer - 0 if and only if false. IsFloor(object who) Test if the given object is a floor tile. Return value: test result as an integer - 0 if and only if false. IsFlying(object who) Test if the given object is flying. Return value: test result as an integer - 0 if and only if false. IsFriendly(object who) Test if the given object is in friendly mode. Return value: test result as an integer - 0 if and only if false. IsGenerator(object who) Test if the given object is a generator. Return value: test result as an integer - 0 if and only if false. IsIdentified(object who) Test if the given object is identified. Return value: test result as an integer - 0 if and only if false. IsInvisible(object who) Test if the given object is invisible. Return value: test result as an integer - 0 if and only if false. IsKnownCursed(object who) Test if the given object is known to be a cursed one. Return value: test result as an integer - 0 if and only if false. IsKnownMagical(object who) Test if the given object is known to be a magical one. Return value: test result as an integer - 0 if and only if false. IsLifesaver(object who) Test if the given object is a Lifesaver. For players, tests if he wears an object that is a Lifesaver. Return value: test result as an integer - 0 if and only if false. IsMonster(object who) Test if the given object is a monster. Return value: test result as an integer - 0 if and only if false. IsOfType(object obj, int type) Check if the object is of the given type. Return value: test result as an integer - 0 if and only if false. Note: There is no function to determine the type values by name. Example: if CFPython.IsOfType(CFPython.CreateObject("ring", (0, 0)), 70): # 70=RING # item is a ring IsOutOfMap(object obj, int x, int y) Check if the object would be outside of the current map if moved to (x,y). This function works for tiled maps. Return value: test result as an integer - 0 if and only if false. IsRunningAway(object who) Test if the given object is running away. Return value: test result as an integer - 0 if and only if false. IsScared(object who) Test if the given object is scared. Return value: test result as an integer - 0 if and only if false. IsSleeping(object who) Test if the given object is sleeping. Return value: test result as an integer - 0 if and only if false. IsSplitting(object who) Test if the given object can split. Return value: test result as an integer - 0 if and only if false. IsThrown(object who) Test if the given object is designed to be thrown. Return value: test result as an integer - 0 if and only if false. IsTurnable(object who) Test if the given object can change its face with direction. Return value: test result as an integer - 0 if and only if false. Note: use SetDirection(who) to change the direction of turnable objects. IsUnaggressive(object who) Test if the given object is in unaggressive mode. Return value: test result as an integer - 0 if and only if false. IsUndead(object who) Test if the given object is an undead. Return value: test result as an integer - 0 if and only if false. IsUnique(object who) Test if the given object is unique. Return value: test result as an integer - 0 if and only if false. IsUnpaid(object who) Test if the given object is paid. Return value: test result as an integer - 0 if and only if false. IsUsedUp(object who) Test if the given object has the flag "FLAG_IS_USED_UP" set. Return value: test result as an integer - 0 if and only if false. Example: who = CFPython.WhoIsActivator() obj = CFPython.CreateObject("burning item", (0, 0)) CFPython.Write("IsUsedUp(%s)=%d"%(CFPython.GetName(obj), CFPython.IsUsedUp(obj)), who) J K KillObject(object who, object what, int type) Kill the object 'what' in an combat-like fashion. 'who' is the object killing 'what'. 'type' is the attack type; it should be one or more values returned by AttackTypeXxx(). Does not return a value. Note: the death event of 'what' will be called. L LoadObject(string str) Construct an object from its string representation. Use SaveObject() to convert an object into its string representation. Returns the created object or 0 if the object could no be created. M MakeInvisible(object obj) Test if the given object makes the wielder invisible. For players, tests if he is invisible. Return value: test result as an integer - 0 if and only if false. MatchString(string str, string regex) Try to match the string 'str' to a regular expression 'regex'. Return value: test result as an integer - 0 if and only if false. Message(string text, object who[, int color]) Write the message 'text' to the map of 'who'. 'color' determines the color and flags to use. (Consult the crossfire source code for all available flags NDI_*.) If 'color' if omitted, NDI_BLUE|NDI_UNIQUE is used. Does not return a value. Note: to write a message to just one player, use Write(). N O OnlyAttack(object who) Test if the given object evaporates if it has no enemy. Return value: test result as an integer - 0 if and only if false. P PayAmount(object buyer, int silver) Remove a given amount of silver coins from the buyer object. It uses money from the inventory or from pouches in the inventory of 'buyer'. Returns an integer, 1 for success or 0 for failure. PayForItem(object buyer, object what) Make 'buyer' to buy the object 'what'. Removes the necessary money from the inventory or from pouches in the inventory. It grants bargaining experience for a successful completion. Returns an integer, 1 for success or 0 for failure. PickUp(object who, object what) Make 'who' pick up the object 'what'. Does not return a value. Q R ReadyMap(string mapname) Return the map with the name 'mapname'. The functions loads (or swaps in) the map if necessary. Returns the map or 0 if the map could not be loaded. Example: # teleport activator to another map map = CFPython.ReadyMap("/scorn/misc/beginners") CFPython.Teleport(CFPython.WhoIsActivator(), map, 10, 10) ReflectMissiles(object obj) Test if the given object reflects missiles. For players, tests if he reflects missiles. Return value: test result as an integer - 0 if and only if false. ReflectSpells(object obj) Test if the given object reflects spells. For players, tests if he reflects spells. Return value: test result as an integer - 0 if and only if false. RegisterCommand(string command, string script, float speed) Define a new command that players can call. 'script' is the Python script to execute if a player issues 'command'. 'speed' determines how long the command will paralyze the player. When the script is run, WhoAmI() will return the player that issued the command. WhatIsMessage() returns the command parameters (if any). Throws an exception if the command is already registered or if 'speed' is negative. If the script fails, it should call SetReturnValue(0). Note: It is possible to overwrite internal commands. RemoveObject(object obj) Remove an object from its environment (and frees it). Does not return a value. Note: do not use the object 'obj' afterwards. Note: if the removed object is a container, the objects inside are not freed, they are dropped to the ground. S SendCustomCommand(object player, string cmd) Send 'cmd' to the crossfire client of 'player'. Consult the crossfire protocol specification for valid commands. 'player' must be a player object. Does not return a value. Example: CFPython.SendCustomCommand(CFPython.WhoIsActivator(), "drawinfo 1 text") SetAC(object obj, int value) Set the Armor Class coefficient if the given object to 'value'. Does not return a value. Throws an exception if the value is less than -120 or higher than 120. SetAttackType(object obj, int type) Sets the attack type of an object. The type can be one or more return values of AttackTypeXxx(). Does not return a value. Example: # create a sword with fire and cold attack type sword = CFPython.CreateObject("sword", (1, 3)) CFPython.SetAttackType(sword, CFPython.AttackTypeFire()|CFPython.AttackTypeCold()) CFPython.SetIdentified(sword, 1) SetBeenApplied(object obj, int flag) Mark the object as been applied before (flag != 0) or has never been applied (flag = 0). Does not return a value. SetCharisma(object obj, int value) Set the Charisma value of the given object. Does not return a value. Throws an exception if the value is less than -30 or higher than 30. SetConstitution(object obj, int value) Set the Constitution value of the given object. Does not return a value. Throws an exception if the value is less than -30 or higher than 30. SetCursed(object obj, int flag) Make the object cursed (flag != 0) or removes a curse (flag = 0). Does not return a value. Note: does not remove the damned flag - use SetDamned() to change the damned status. SetDamage(object obj, int value) Set the amount of damage associated with the given object. Does not return a value. Throws an exception if the value is negative or higher than 120. SetDamned(object obj, int flag) Make the object damned (flag != 0) or removes a damnation (flag = 0). Does not return a value. Note: does not affect the cursed flag - use SetCursed() to change the cursed status. SetDexterity(object obj, int value) Set the Dexterity value of the given object. Does not return a value. Throws an exception if the value is less than -30 or higher than 30. SetDirection(object who, int dir) Set the direction 'who' is currently moving. Does not return a value. SetFace(object obj, string anim) Set the face of an object 'obj' to 'anim'. 'anim' is an animation name. Does not return a value. Example: # make a pair of speed boots look like Idaten boots obj = CFPython.CreateObject("speedboots", (1, 3)) CFPython.SetFace(obj, "idaten") SetFood(object who, int food) Set the food level of the given object. Does not return a value. Throws an exception if the value is negative or higher than 999. SetGod(object who, string god) Make 'who' to become a follower of 'god'. Does not return a value. Throws an exception if 'god' is invalid. Note: Does nothing if 'who' does not know the skill 'praying'. SetGrace(object obj, int value) Set the grace amount of the given object. Does not return a value. Throws an exception if the value is less than -32000 or higher than 32000. SetHP(object obj, int value) Set the amount of Hit Points associated with the given object. Does not return a value. Throws an exception if the value is negative or higher than 32000. SetIdentified(object obj, int flag) Mark the object as identified (flag != 0) or not identified (flag = 0). Does not return a value. SetIntelligence(object who, int value) Set the Intelligence value of the given object. Does not return a value. Throws an exception if the value is less than -30 or higher than 30. SetInvisible(object obj, int flag) Set (flag != 0) or clears (flag = 0) the invisible flag of the object. Does not return a value. SetLastGrace(object who, int value) Set the last_grace parameter value associated with the given object. Does not return a value. Throws an exception if the value is negative or higher than 32000. SetLastSP(object who, int value) Set the last_sp parameter value associated with the given object. Does not return a value. Throws an exception if the value is negative or higher than 32000. SetMaxHP(object who, int value) Set the maximum amount of Hit Points the given object can get. Does not return a value. Throws an exception if the value is negative or higher than 32000. SetMaxSP(object who, int value) Set the maximum amount of mana the given object can get. Does not return a value. Throws an exception if the value is negative or higher than 32000. SetMessage(object obj, string msg) Set the message contained in the specified object. The message is what appears inside msg...endmsg tags. Does not return a value. SetName(object name, string name[, string name_pl]) Set the 'clear name' of the given object. If 'name_pl' (name to use for multiple objects) is not given, 'name' is used. Does not return a value. Example: # create a scroll with a custom name key = CFPython.CreateObject("scroll", (0, 0)) CFPython.SetName(key, "warning scroll", "warning scrolls") CFPython.SetMessage(key, "") SetNickname(object obj, string name) Set the title of a player or an object. Does not return a value. SetPosition(object obj, (int x, int y)) Move an object to another spot on the same map. The object must not be part of an inventory. Places the item in a nearby spot if the destination spot is blocked. The object will no be moved if no free spot can be found. Does not return a value. SetPower(object obj, int value) Set the Power value of the given object. Does not return a value. Throws an exception if the value is less than -30 or higher than 30. SetQuantity(object obj, int nrof) Set the number of items this object represents. Does not return a value. Throws an exception if the value is negative. Note: the object should not be in a player's inventory because the client view will not be updated. Note: "nrof=0" does not mean "destroy the item". SetReturnValue(int value) Set the current exit status of the event script. See below for an overview of events that use the exit value. Does not return a value. SetSkillExperience(object who, string skill, long exp) Set the experience of skill 'skill' the object 'who' has. 'skill' should be a skill name. Does not return a value. Throws an exception if 'who' does not know the 'skill'. Throws an exception if the value is negative. Note: If the new experience value is less than the current value, 'who' looses the difference from his total experience. SetSlaying(object obj, string value) Set the "slaying" field of an object. Does not return a value. Example: # create a key and set its lock-code key = CFPython.CreateObject("key2", (0, 0)) CFPython.SetName(key, "treasure key") CFPython.SetSlaying(key, "treasure-code") CFPython.InsertObjectInside(key, CFPython.WhoIsActivator()) SetSP(object obj, int value) Set the amount of mana possessed by the given object. Does not return a value. Throws an exception if the value is negative or higher than 32000. SetSpeed(object obj, float value) Set the speed value of the given object. Does not return a value. Throws an exception if the speed value is less than -9.99 or higher than 9.99. SetStrength(object obj, int value) Set the Strength value of the given object. Does not return a value. Throws an exception if the value is less than -30 or higher than 30. SetTitle(object obj, string title) Set the title of the given object. Note: to set the title of a player, use SetNickname() instead. Does not return a value. SetUnaggressive(object obj, int flag) Make the given object unaggressive (flag != 0) or aggressive (flag = 0). Does not return a value. SetValue(object obj, int silver) Set the "value" field of an object in silver coins. Does not return a value. Throws an exception if the value is negative. SetVariable(object obj, string value) Change an object according to an argument string. It is equivalent of the DM patch command. Does not return a value. SetWC(object obj. int value) Set the Weapon Class coefficient associated with the given object. Does not return a value. Throws an exception if the value is less than -120 or higher than 120. SetWeight(object obj, long weight) Set the weight (in grams) of the given object. Does not return a value. Throws an exception if the value is negative or higher than 1000000000. SetWisdom(object obj, int value) Set the Wisdom value of the given object. Does not return a value. Throws an exception if the value is less than -30 or higher than 30. StandStill(object obj) Test if the given object has the flag "FLAG_STAND_STILL" set. Return value: test result as an integer - 0 if and only if false. T Take(object who, string what) Make 'who' to pick up 'what'. The syntax of 'what' is the same as what is allowed for the client command 'get'. Does not return a value. Teleport(object who, map map, int x, int y) Move the given object to (x,y) in map 'map'. The object to be moved may be part of a map or in some object's inventory. If the destination position is blocked, the object is placed in a nearby space. Does not return a value. Note: if the destination coordinates are outside of the map or if no free space could be found, this function does not move the object. Note: the object to be moved should not be part of a player's inventory. U V W WasDungeonMaster(object who) Test if the given object is or has been a DM. Return value: test result as an integer - 0 if and only if false. WhatIsMessage() Return the message related to the current event as a string or no object if no message is applicable. Note: see below for an overview of events with messages. WhoAmI() Return the object related to the current event or 0 if not applicable. Note: the related object is frequently (but not always) the object containing the script. See below for an overview of events with related objects. WhoIsActivator() Return the object that caused the script to run or 0 if not applicable. Note: See below for an overview of events with activator objects. WhoIsOther() Return an auxiliary object for the current event or 0 if not applicable. Note: See below for an overview of events with auxiliary objects. Write(string text, object who[, int color]) Write the message 'text' to the player 'who'. 'color' determines the color and flags to use. (Consult the crossfire source code for all available flags NDI_*.) If 'color' if omitted, NDI_BLUE|NDI_UNIQUE is used. Does not return a value. Note: to write a message to all players in a map, use Message(). X Y Z What parameters are available to a script? ------------------------------------------ The following table contains all events that can be tied to objects. event Activator WhoAmI Other Message parm1 parm2 parm3 result comment ----- --------- ------ ----- ------- ----- ----- ----- ------ -------------- apply op ALTAR - - 0 0 0 yes 'op' prays at 'altar' apply op BOOK - - 0 0 0 no 'op' reads 'book' apply op ITEM - - aflag 0 0 yes 'op' applies 'item' attack hitter hitter OP - 0 dam wc no 'hitter' hits 'op' attack hitter ITEM op - 0 dam wc no 'hitter' hits 'op' with 'item' close op CONTAINER - - 0 0 0 yes 'op' closes 'container' death - PLAYER - - 0 0 0 yes 'player' dies death hitter OP - - atype 0 0 yes 'hitter' kills 'op' drop op ITEM - - nrof 0 0 yes 'op' drops 'item' pickup (not implemented) say op ITEM npc msg 0 0 0 always 'op' tells 'msg' to 'item' in 'npc''s inventory say op NPC - msg 0 0 0 always 'op' tells 'msg' to 'npc' stop - OP - - 0 0 0 no thrown object 'op' is stopped throw op ITEM - - 0 0 0 no 'op' throws 'item' time - OP - - 0 0 0 no 'op' takes a turn timer OP - - - 0 0 0 no timer of 'op' has expired trigger OP item - msg 0 0 0 always 'op' writes 'msg' into 'item' trigger TELEPORTER op - - 0 0 0 yes 'teleporter' moves 'op' trigger TRAP originator victim - 0 0 0 yes 'originator' causes 'victim' to trigger 'trap' Notes: - the object that contains the event script is written in capitals. - result column: indicates how the result value set by SetReturnValue() is used: no=result value is not used; yes=non-zero result value prevents the normal action; always=prevents the normal action regardless of result value. - apply event: aflag: Consult the crossfire source code for all available flags AP_*. - death event: atype=attacktype - trigger event: originator is unset if the trap (pedestal/button) someone left it. - parm1..3 are not currently available to the script. - attack event: 'item' can be a weapon or a missile. The following table contains all global events. event Activator WhoAmI Other Message comment ----- --------- ------ ----- -------- -------------- born op - - - new player 'op' was created clock - - - - called each tick crash (not implemented) gdeath player 'op' dies (not implemented) gkill 'hitter' kills 'op' (not implemented) kick op - - name player 'op' named 'name' is kicked out of the game login op op - ip player 'op' logged in from IP address 'ip' logout op op - ip player 'op' logged out from IP address 'ip' mapenter op - - - player 'op' has entered a new map mapleave op - - - player 'op' is leaving a map mapreset - - - mappath map 'mappath' is resetting muzzle op - - name player 'op' named 'name' is muzzled remove op - - - player 'op' quits the game shout op - - message player 'op' shouts 'message' tell (not implemented) Notes: - kick event: param is either the player name or None if all players are kicked. - login event: this event is also called when a new player was created. crossfire-1.75.0/doc/Developers/README000644 001751 001751 00000003627 13767307611 020243 0ustar00kevinzkevinz000000 000000 This is a README for the Developers directory for crossfire. This directory contains files of interest to those that actually develop crossfire (map makers, coders, etc). Files in this directory are not likely to be of interest to just players. This README also contains a brief summary of each file in this directory. If you add a file to this directory, please update this file. Also, user lowercase names for the files, and the addition of readme or doc or txt to the file name is not needed - that is implied in the doc directory. svn: Guidelines for developers working with SVN access - guidelines for discussing new projects, commit messages, etc. images: Guide for adding image sets to crossfire. map-technical: Technical aspect of maps - fields in the map header (and structure), format for the map files. mapguide: Do's and Don'ts when making new maps. objects: Explains the different fields/values for the objects, as well as breakdowns for a some specific objects (was crossfire.doc) plugins: information on plugins, not as up to date as plugins.ps. plugins.ps: Describes technical information, and the various events that plugins can be connected to. programming_guide: Hints, style guide, and directions for coders as well as information on sending in patches. protocol: Describes the client/server protocol. python: python documentation, not up to date (see python.ps). python.ps: Contains the crossfire python extensions usable by the plugins. random-maps: How to use and options for randomly generated maps. random-styles: Description of the various style maps used with the random maps. runes: Explains how to use runes on maps, different fields in the runes. skills: Directions for adding in skills, as well as how the skill system works. teleporters: Mapmaker guide for putting teleporters on to maps. testplans: Contains various testplans that can be run to help verify proper operation of changes made. crossfire-1.75.0/doc/Developers/svn000644 001751 001751 00000010114 13767307612 020102 0ustar00kevinzkevinz000000 000000 SVN checkin process: 1) All checkins should include a log message. Included in the log message should be what changed (files), why it changed (what new feature or bug was fixed). It is not necessary to go into a long exposition, and pasting the actual changes is not generally useful. But this log message should be useful for someone looking over the logs at a future point to see what did change. Having a log like 'various skill stuff' isn't very useful. A log message like 'prevent abuse with the literacy skill, and increase chance of singing' is much more useful, and not a lot more words. One of the main uses of the log entries is when bugs are reported where behaviour changed between version X and Y to be able to look at the log entries and get an idea of what specific revision may have caused that change. If doing a commit of several different files at each time, and the commits are different in nature, do try to at least mention what is changing in each file. Do not refer to other files or other log messages. Saying 'see changes file' is not useful, nor is a message like 'continuing with last set of commits'. Such messages are not useful when trying to look back through the logs at a future point. There is no excuse for not having a good log entry. Worst case, cut and past from the CHANGES file or those prior commits. My typical method of doing commits is filling out the CHANGES file, and then copying/pasting from that when I do the commit. Please also update the CHANGES file for the appropriate distribution - this is very useful to look through to get an idea of everything that has changed since some release. Very minor things (eg, fixing typos, or other things that don't actually effect how the program runs) do not need to be in the CHANGES file. 2) All checkins should go through at least minimum testing: For source code, this means it compiles and at least a basic test has been done (for example, if it is a new spell, have you tried casting the spell?) This basic testing implies the code at least compiles also. I realize it is very difficult to do 100% testing of code, but at least a basic test should be done. All source code should also be ANSI & POSIX compliant. Don't use // for comments. Be careful of new library calls that are not being used elsewhere in the source - there may be a reason they are not being used. "it compiles on my system" is not justification for writing code that does not work elsewhere. It is understandable that you may not know that the code written is non portable, but once this is learned, it should be corrected. For archetypes, this testing should involve rebuilding the arch file and running with the new file. There should be no errors in the loading of the archetype files. For maps, this means that the map should load, and the exits should lead back and forth. Note that maps in the unlinked directory are more work in progress so can be checked in a more experimental state. 3) Style & Balance: Your changes may work, but do they fit in with the rest of the game. This basically means following the files guides that already existing, eg doc/programming_guide, doc/mapguide There really is no arch guide, but take common sense. Does the object fit in with the game (ie, a blaster rifle would not), is this arch very unbalancing, etc. 4) Before starting a big project, send a note to the mailing list asking for opinions. While it is not possible to prevent someone working on whatever they may want, if the general consensus is that it is a bad idea, you may want to find that out before spending a lot of work on it only to find out that your idea will not get added to the game. 5) Take responsibility for your code. If you check in something and a bug is reported in it, go an fix it. 6) Look at the testplans, and if your code may benefit from them, use them. Likewise, if you develop a testplan for your code, record it in the testplan directory. Mark Wedel May 12, 2001 crossfire-1.75.0/doc/Developers/protocol.txt000644 001751 001751 00000273124 13775114567 021773 0ustar00kevinzkevinz000000 000000 Crossfire Protocol Handbook =========================== Crossfire Development Team :numbered: :toc: This handbook is the collective result of various authors compiled together over the course of many years, most of the time after the actual code was already written (for a long time). As such it will surely contain errors, omit certain important details, and possibly make life miserable. Nevertheless, any new developer or curious player should be able to find most of the relevant information here. If inconsistencies are found or this documentation proves to be inadequate, consider the latest server-side protocol code in the public source code repository as the authoritative reference. Introduction ------------ If you were ever curious enough to `telnet` or `netcat` to a Crossfire server, chances are you were sorely disappointed. While the protocol may seem to use plain text at first, it actually uses a mix of ASCII and binary data. This handbook attempts to document various aspects of the Crossfire protocol. As always, consult the 'README' file to find out how to get in touch with helpful people via mailing lists, IRC, and more. History ~~~~~~~ Originally, the communications plan was set to be a text based system. It was up to the server and client to parse these messages and determine what to do. These messages were assumed to be 1 line per message. At a reasonably early stage of development, Eric Anderson wrote a fairly (but not totally) complete client/server that used his eutl package. This package pretty much set up packets with subpackets - these subpackets would have a tag for the data type, then the data itself. Thus, you could send many data types, and after transmission, the other end could decode these commands. This works fairly well, but I think the creation of numerous sub packets has some performance hit. Also, the eutl was not especially well documented, so writing a client for a different platform became more difficult (you needed to first port over eutl.) An example such of this is the Java client. Also, Eric left to work on other products shortly after writing his client, which didn't really leave anyone with a full understanding of the socket code. I have decided to remove the eutl dependency. At least one advantage is that having this network related code directly in the client and server makes error handling a bit easier/cleaner. Packet Format ~~~~~~~~~~~~~ IMPORTANT: Instead of a straight text method, the outside packet method is: The is the size of the data packet, the 2 byte size for the size information is not included here. Eutl originally used 4 bytes for the size - to me, 2 bytes seems plenty (gives a maximum packet of 32767 - I can't see ever going beyond a few thousand, simply because in a fast action game, transmission size of such a packet would probably not make things playable.) While saving 2 bytes might not be much, it makes a least some sense. The actual data is something of the nature of the commands listed below. It is a text command, followed by possible other data. The remaining data can be binary - it is up to the client and server to decode what it sent. The commands as described below is just the data portion of the packet. If writing a new client, remember that you must take into account the size of the packet. There is no termination of packets, other than knowing how long it should be. For now, most everything that is sent is text. This is more or less how things worked under eutl, except it packed the ints into 4 bytes in a known order. In some cases, we handle ints as strings, in others, they are sent as binary information. How any command handles it is detailed below in the command description. The S and C represent the direction of the data (S->C represents something the server sends to the client, C->S represents something the client sends to the server.) In terms of all binary values, we use MSB order (same as eutl used). MSB order is also network byte order. This includes the initial length information, as well as any ints or shorts that get sent inside the packets. All packets are defined to have at least one word of text, followed by a space, then followed by optional data (which can be binary.) NOTE: Generally, the data the client sends to the server is text, but a fair amount of data the server sends to the client is binary. This has somewhat to do with who wrote what code, and also has to do that the S->C bandwidth is going to more the more serious limitation - the client generally won't be sending so much data that the its flow is much problem. Note that all the commands as detailed below are up to date descriptions I removed a lot of the old notes on this file, because they were out of date, and while might be good ideas, were not all that relevant to how things currently work. Summary: Packets sent back and forth have a 2 byte header (MSB order) which contains the length of the rest of the packet. Implementation Notes ~~~~~~~~~~~~~~~~~~~~ We are using a TCP/IP socket. Other methods could be used, but the present protocol does not make very good provisions for missing data, so it needs to be something that corrects errors/does resends automatically (or just doesn't get errors in the first place.) For now, we set non blocking output on the server side. This means we don't have to worry about internal buffering. If the connection is lost (which will also happen if the output buffer overflowing), the player is saved and the server cleans up. This does open up some abuses, but there is no perfect solution here. The server only reads data from the socket if the player has an action. This isn't really good, since many of the commands below might not be actual commands for the player. The alternative is to look at the data, and if it is a player command and there isn't time, store it away to be processed later. But this increases complexity, in that the server must start buffering the commands. Fortunately, for now, there are few such client commands. If it becomes a case where the client is requesting images/sounds, dual channels could probably be used, since requesting that data is not related to the actual playing of the game (or a special daemon that serves those requests could also be done.) Better solution might be for that data to be on a separate server that can be downloaded by more efficient mechanisms (eg, ftp) SUMMARY: TCP/IP sockets are used for exchange data. Server uses non blocking i/o when writing to the socket, and the server only reads from the socket when the player actually has time for an action. Data Type Conventions ~~~~~~~~~~~~~~~~~~~~~ In the listing of the protocol commands below, different terms are used to describe the data. This section is used to clarify what the different types are: string: A set of ASCII characters. If a protocol command has several string fields, then spaces are used to separate the strings. length prefixed string: An 8 bit length field prepends the string. EG: length prefixed strings are often used in cases where the string contains space, and the protocol command includes several strings or there are other fields following the string. The receiving end can decode the length, know how much data to copy and where the start of the next field is. string value of integer data: This notes that the data is stored on the server (and client) as integer data, but it is converted to string data before sending (eg, sprintf(buf,"%d", val)). It means that the receiver will need to use atoi or the like to convert it back into the appropriate type. binary X bit value (also X bit binary value): This notes that the data is sent as raw binary data of the given size. shorts would be 16 bit, ints 32 bit, long longs 64 bit, etc. Commands -------- Object tags: Many of the commands below refer to 'object tags'. Whenever the server creates an object, it creates a unique tag for that object (starting at 1 when the server is first run, and ever increasing.) Tags are unique, but are not consistent between runs. Thus, the client can not store tags when it exits and hope to re-use them when it joins the server at a later time - tags are only valid for the current connection. The protocol commands are broken into various sections which based somewhat on what the commands are for (ie, item related commands, map commands, image commands, etc.) In this way, all the commands related to similar functionality is in the same place. General Commands ~~~~~~~~~~~~~~~~ failure ^^^^^^^ S->C: failure All fields are strings. is the command (just the command portion, eg, version, accountlogin, not with any additional data) that generated the failure. is a message which notes the failure - it will be displayed to the player, so should be informative to the player so they can take corrective action (omit illegal characters from their username, etc) This command is used to denote failure in some way (as detailed in failure string) of a protocol command. This does not mean that there was an error in the protocol (which typically results in a command being dropped), but rather that the server was unable to complete the given protocol request. As of this writing (Jan 2010), this is used only in the account login code - if the user enters incorrect login information, it will generate a failure message. The use of this protocol command, and it including the protocol command which failed, better informs the client it needs to retry. For example, if the user enters wrong account information, the server will send `failure accountlogin wrong user name or password`. With this, the client can display the message in the correct location, but also knows it needs to go back to the point of asking for login information. draw_info provides no mechanism to tell the client to retry an event. This command is really meant for areas where the client is interacting with the users. This command is not especially good in cases where the client has sent several protocol commands of the same type - this command will only tell that a command of that name failed, but may not include enough information to note which of several commands failed. Note that the format of message, while text data, can contain other information. In particular, some messages may have the first 'word' be a number which denotes some type of status - this will be detailed in the protocol area for that command. For example: failure accountaddplayer 0 That name is too long failure accountaddplayer 1 That character is associated with another account The client should intercept that number and not display it, but this may indicate that the command is retriable by changing a parameter - in the case of accountaddplayer, if force is set, the second message there is not an error. version ^^^^^^^ C->S: version [scval [vinfo]] S->C: version [scval [vinfo]] All fields are strings. Through the version command, the client and server exchange what version of the protocol they understand. Neither send this in response to the other - they should both send this shortly after a connection is established. csval is the version level of C->S communications. scval is the version level of S->C communications. vinfo is a string that is purely for informative that general client/server info (ie, javaclient, x11client, winclient, sinix server, etc). It is purely of interest of server admins who can see what type of clients people are using. If a new command is added to the protocol in the C->S direction, then the version number in csval will get increased. Likewise, the same is true for the scval. As far as the client is concerned, its scval must be at least equal to the server, and its csval should not be newer than the server. The server does not care about the version command it receives right now - all it currently does is log mismatches. In theory, the server should keep track of what the client has, and adjust the commands it sends respectively in the S->C direction. The server is resilant enough that it won't crash with a version mismatch (however, client may end up sending commands that the server just ignores). It is really up to the client to enforce versioning and quit if the versions don't match. scval and vinfo was added starting in 1020. Before that version, there was only one version sent in the version command. The version are currently integers, in the form ABCD. A = 1, and will likely for quite a while. This will only really change if needed from rollover of B. B represents major protocol changes - if B mismatches, the clients will be totally unusable. Such an example would be change of map or item sending commands (either new commands or new format.) C represents more minor but still significant changes - clients might still work together, but some features that used to work may now fail due to the mismatch. An example may be a change in the meaning of some field in some command - providing the field is the same size, it still should be decoded properly, but the meaning won't be processed properly. D represents very minor changes or new commands. Things should work no worse if D does not match, however if they do match, some new features might be included. An example of the would be the C->S mark command to mark items. Server not understanding this just means that the server can not process it, and will ignore it. NOTE: Since all packets have the length as the first 2 bytes, all that either the client or server needs to be able to do is look at the first string and see if it understands it. If not, it knows how many bytes it can skip. As such, exact version matches should not be necessary for proper operation - however, both the client and server needs to be coded to handle such cases. NOTE: For the most part, this has been obsoleted by the setup command which always return status and whether it understood the command or not. However there are still some cases where using this versioning is useful - an example it the addition of the requestinfo/replyinfo commands - the client wants to wait for acknowledge of all the replyinfo commands it has issued before sending the addme command. However, if the server doesn't understand these options, the client will never get a response. With the versioning, the client can look at the version and know if it should wait for a response or if the server will never send back. accountlogin and accountnew ^^^^^^^^^^^^^^^^^^^^^^^^^^^ C->S: accountlogin C->S: accountnew S->C: failure is a length prefixed string of the account name. is a length prefixed string of the password. Under new login support (loginmethod >=1) the client will query the user for account information - this sends that information to the server. In the first place, the user is trying to log in with an established account, in the second, the user is trying to create a new account. It is up to the client to determine what is trying to be done - in general, this means that player should be hitting a 'new account' type button or a the like. It is up to the client to do double confirmation of passwords, etc. account name and account password are strings, with the first byte being the length of the string. If the login or creation fails, a failure protocol message is generated. That is documented up above. The client should retry in that case. accountplayers ^^^^^^^^^^^^^^ S->C: accountplayers ... [options="autowidth,header"] |=========================== |Field| Description || 8 bit binary value noting how many characters on this account. It may be zero. || length prefixed data on character. The ACL_... values in newclient.h define these. The format of each data value is: is an 8 bit value which is the length of type + value - in this way, the client can skip over the entire field in cases where it does not know the type. If len is 0, it notes that there is no more information for this character. is an 8 bit value which is an ACL_ type value. || type specific - if a string value, it is just a string value. If binary, its length can be determined. Except for noted values, all value types are strings. Exceptions: ACL_LEVEL:: is a 16 bit binary value. ACL_FACE_NUM:: is a 16 bit binary value. |=========================== NOTE: There is no requirement that the server sends all fields (may choose to not send empty fields.) Likewise, there is no requirement they get sent in a specific order. This is a list of the players (characters) associated with this account. In the case of new accounts, the num characters will be zero. This is sent after the server receives a successful login or accountnew request. The client can thus use the receipt of this command, even if empty, to note that the user has logged in. accountplay ^^^^^^^^^^^ C->S: accountplay string value of the character to play. Play character of the given name. This must be one of the character names returned by the accountplayers command - otherwise it will generate an failure protocol command. On choosing a character, the game will log in and play will start. Upon receipt of this command, the server will do necessary setup to start play. This removes the need for the addme command below. accountaddplayer ^^^^^^^^^^^^^^^^ C->S: accountaddplayer - 8 bit binary data to force this association (see description below. This is not an optional field - it must always be sent. length prefixed string of the character name. length prefixed string of the characters password. Add a character to the logged in account. Both the name and password are needed. In the event that the given character is already associated with an account (and not this one), a failure message will be generated unless force is on. The flow in that case would be user enter name/password and hitting submit, client sends to server, server sends failure event to client saying character is already associated with account, client asks player if he wants to override that setting, and if they hit yes, command is then sent with force set to 1. On success, the server will send a new accountplayers command, with all characters for this account. On failure, a failure message will be generated. The failure message for accountaddplayer does include the optional integer parameter - if 0, the command is not retriable - if set to 1, then this account may succeed if force is set. createplayer ^^^^^^^^^^^^ C->S: createplayer The player wants to make a new player - this is done on the client - this basically tells the server to send the client information regarding making new characters (races, classes, etc). Loginmethod 1 supports following: : Length prefixed string - desired character name. : Length prefixed string - password Loginmethod 2 adds the following (each of these blocks are length prefixed so the server can easily skip lines). To make processing simpler, the null byte is included in the processing here. race class (eg, Str 18) starting_map choice The client should query the player for these values through some method. The statvalues that are sent are the values _before_ race and class adjustments. The for starting_map is the value of INFO_MAP_ARCH_NAME as returned by the 'startingmap' requestinfo. The choice values are included in the race/class information as retrieved by requestinfo. If the server is providing choices, it must also accept them in return. createplayer can return failure in case of invalid name, name already in use, invalid race or class, stat value at of range, sum of stats too high, etc.etc. NOTE: Expected that this command will expand with new character creation method. accountpw ^^^^^^^^^ C->S: accountpw S->C: failure accountpw is a length prefixed string of the current password. is a length prefixed string of the new password. Tells the server to change the password for the current account. A failure message is generated if something is wrong. If all goes well the server will send the character list for the account. addme ^^^^^ C->S: addme Tells the server that it should add me (the client) to the game. Generally, the client will always send this command, but I suppose there can be actions the client wants to do before being added. Deprecated - this has been superseded by the accountplay command. S->C: addme_failed S->C: addme_success This are responses to the last addme command. I really think these should be discontinued, as they are one of the few messages which is just a confirmation of a previous message. The addme_failed should really be replaced with a terminate type of of message (player quits game, server could inform us nicely and exit out). addme_success is really of no use - client just throws it away. NOTE: With account based login method, server will send the addme_success in certain circumstances - this is really to tell the client that play has started and hide any login/character selection information. However the note above still applies - addme_failed could get replaced by a 'failure addme ...' type response, and there is probably some use for having a 'success' type protocol response to tell the client that something has worked - right now, this is done by the client seeing the next message in a protocol state (eg, accountplayers follows an accountlogin request) goodbye ^^^^^^^ S->C: goodbye (Added in SC protocol version 1022) Informs the client that the server has finished transmitting data to the client. This is a bit cleaner than the client detecting a read error. In theory, a C->S of the same type could be done, but I don't think it would make a big difference for the server (is going to do the same thing regardless of a clean connection drop or a bad one). Also see the `setfacemode` command below. Info Window Input/Output ~~~~~~~~~~~~~~~~~~~~~~~~ C->S: ncom (ncom = new command) is a 16 bit binary value the server will send back through comc to inform the client of execution of this command. It is up to the client to determine how it wants to number these, but incrementing by one is the easiest way. is a 32 bit binary value and is the repeat value, or a count value used for instance for dropping. string value of the actual command data (north, whatever). Client sends a command to the server. Ordinary commands (ie, north, west, apply, maps, etc), might be sent, commands with options may be sent (ie, 'invoke create food of booze', 'cast medium fireball'). There are a few special commands that can also be sent. 'fire' command is a special case. The server will handle repeat firing. 'fire_stop' will be sent to inform the server to stop firing. A different command name has been chosen to make things easier on the server ('fire_stop' should be a 0 time command, with the rest of the fire commands actually taking some time.) In some cases, 'fire_stop' may be sent almost immediately after the first fire (in cases where the player only wants to fire once). S->C: comc