#include "init1.hpp" #include "ability_type.hpp" #include "artifact_type.hpp" #include "cave.hpp" #include "cave_type.hpp" #include "dungeon_info_type.hpp" #include "dungeon_flag.hpp" #include "ego_flag.hpp" #include "ego_item_type.hpp" #include "feature_flag.hpp" #include "feature_type.hpp" #include "files.hpp" #include "game.hpp" #include "gods.hpp" #include "init2.hpp" #include "monster2.hpp" #include "monster_ego.hpp" #include "monster_race.hpp" #include "monster_race_flag.hpp" #include "monster_spell.hpp" #include "monster_type.hpp" #include "object1.hpp" #include "object2.hpp" #include "object_flag.hpp" #include "object_flag_meta.hpp" #include "object_kind.hpp" #include "player_class.hpp" #include "player_race.hpp" #include "player_race_flag.hpp" #include "player_race_mod.hpp" #include "player_type.hpp" #include "set_type.hpp" #include "skill_flag.hpp" #include "skill_type.hpp" #include "skills.hpp" #include "spells5.hpp" #include "store_flag.hpp" #include "store_info_type.hpp" #include "tables.hpp" #include "town_type.hpp" #include "util.hpp" #include "variable.hpp" #include "wilderness_type_info.hpp" #include "z-form.hpp" #include "z-rand.hpp" #include "z-util.hpp" #include #include #include #include using boost::algorithm::equals; using boost::algorithm::iequals; using boost::algorithm::ends_with; using boost::algorithm::starts_with; /** * Expand vector such that it has room for an item at index i. * If the vector is already large enough, nothing happens. */ template typename std::vector::reference expand_to_fit_index(std::vector &v, std::size_t i) { if (v.size() < i + 1) { v.resize(i + 1); } return v[i]; } /* * This file is used to initialize various variables and arrays for the * Angband game. Note the use of "fd_read()" and "fd_write()" to bypass * the common limitation of "read()" and "write()" to only 32767 bytes * at a time. * * Several of the arrays for Angband are built from "template" files in * the "lib/file" directory, from which quick-load binary "image" files * are constructed whenever they are not present in the "lib/data" * directory, or if those files become obsolete, if we are allowed. * * Warning -- the "ascii" file parsers use a minor hack to collect the * name and text information in a single pass. Thus, the game will not * be able to load any template file with more than 20K of names or 60K * of text, even though technically, up to 64K should be legal. */ /*** Helper arrays for parsing ascii template files ***/ /* * Monster Blow Methods */ static const char *r_info_blow_method[] = { "*", "HIT", "TOUCH", "PUNCH", "KICK", "CLAW", "BITE", "STING", "XXX1", "BUTT", "CRUSH", "ENGULF", "CHARGE", "CRAWL", "DROOL", "SPIT", "EXPLODE", "GAZE", "WAIL", "SPORE", "XXX4", "BEG", "INSULT", "MOAN", "SHOW", NULL }; /* * Monster Blow Effects */ static const char *r_info_blow_effect[] = { "*", "HURT", "POISON", "UN_BONUS", "UN_POWER", "EAT_GOLD", "EAT_ITEM", "EAT_FOOD", "EAT_LITE", "ACID", "ELEC", "FIRE", "COLD", "BLIND", "CONFUSE", "TERRIFY", "PARALYZE", "LOSE_STR", "LOSE_INT", "LOSE_WIS", "LOSE_DEX", "LOSE_CON", "LOSE_CHR", "LOSE_ALL", "SHATTER", "EXP_10", "EXP_20", "EXP_40", "EXP_80", "DISEASE", "TIME", "INSANITY", "HALLU", "PARASITE", "ABOMINATION", NULL }; /* * Helpers for looking up flags in the above arrays * and extracting "bitmasks" from them. */ namespace { // anonymous namespace detail { /** * A "tie" (see e.g. std::tuple) between a "flags" value pointer and its * corresponding array of text strings. Implementation detail. */ template struct flag_tie_impl { private: u32b *m_mask; const char *(&m_flags)[N]; public: flag_tie_impl(u32b *mask, const char *(&flags)[N]): m_mask(mask), m_flags(flags) { // Empty } bool match(const char *flag) { for (unsigned int i = 0; i < N; i++) { if (equals(flag, m_flags[i])) { *m_mask |= (1L << i); return true; } } return false; } }; } // namespace detail /** * Tie a flags value pointer and its corresponding array * of text strings. */ template detail::flag_tie_impl flag_tie(u32b *mask, const char *(&flags)[N]) { static_assert(N <= 32, "Array too large to represent result"); return detail::flag_tie_impl(mask, flags); } /** * Look up flag in array of flags. */ template bool lookup_flags(const char *) { // Base case: No match return false; } /** * Look up flag in array of flags. */ template bool lookup_flags(const char *flag, detail::flag_tie_impl tie, Pairs&&...rest) { // Inductive case: Check against current "tie" if (tie.match(flag)) { // Match return true; } else { // No match; check against rest of the array of flags return lookup_flags(flag, rest...); } } } // namespace anonymous /* * Dungeon effect types (used in E:damage:frequency:type entry in d_info.txt) */ static struct { const char *name; int feat; } d_info_dtypes[] = { {"ELEC", GF_ELEC}, {"POISON", GF_POIS}, {"ACID", GF_ACID}, {"COLD", GF_COLD}, {"FIRE", GF_FIRE}, {"MISSILE", GF_MISSILE}, {"ARROW", GF_ARROW}, {"PLASMA", GF_PLASMA}, {"WATER", GF_WATER}, {"LITE", GF_LITE}, {"DARK", GF_DARK}, {"LITE_WEAK", GF_LITE_WEAK}, {"LITE_DARK", GF_DARK_WEAK}, {"SHARDS", GF_SHARDS}, {"SOUND", GF_SOUND}, {"CONFUSION", GF_CONFUSION}, {"FORCE", GF_FORCE}, {"INERTIA", GF_INERTIA}, {"MANA", GF_MANA}, {"METEOR", GF_METEOR}, {"ICE", GF_ICE}, {"CHAOS", GF_CHAOS}, {"NETHER", GF_NETHER}, {"DISENCHANT", GF_DISENCHANT}, {"NEXUS", GF_NEXUS}, {"TIME", GF_TIME}, {"GRAVITY", GF_GRAVITY}, {"ROCKET", GF_ROCKET}, {"NUKE", GF_NUKE}, {"HOLY_FIRE", GF_HOLY_FIRE}, {"HELL_FIRE", GF_HELL_FIRE}, {"DISINTEGRATE", GF_DISINTEGRATE}, {"DESTRUCTION", GF_DESTRUCTION}, {"RAISE", GF_RAISE}, {NULL, 0} }; static const char *activation_names[] = { "NO_ACTIVATION", /* 0*/ "SUNLIGHT", /* 1*/ "BO_MISS_1", /* 2*/ "BA_POIS_1", /* 3*/ "BO_ELEC_1", /* 4*/ "BO_ACID_1", /* 5*/ "BO_COLD_1", /* 6*/ "BO_FIRE_1", /* 7*/ "BA_COLD_1", /* 8*/ "BA_FIRE_1", /* 9*/ "DRAIN_1", /* 10*/ "BA_COLD_2", /* 11*/ "BA_ELEC_2", /* 12*/ "DRAIN_2", /* 13*/ "VAMPIRE_1", /* 14*/ "BO_MISS_2", /* 15*/ "BA_FIRE_2", /* 16*/ "BA_COLD_3", /* 17*/ "BA_ELEC_3", /* 18*/ "WHIRLWIND", /* 19*/ "VAMPIRE_2", /* 20*/ "CALL_CHAOS", /* 21*/ "ROCKET", /* 22*/ "DISP_EVIL", /* 23*/ "BA_MISS_3", /* 24*/ "DISP_GOOD", /* 25*/ "GILGALAD", /* 26*/ "CELEBRIMBOR", /* 27*/ "SKULLCLEAVER", /* 28*/ "HARADRIM", /* 29*/ "FUNDIN", /* 30*/ "EOL", /* 31*/ "UMBAR", /* 32*/ "NUMENOR", /* 33*/ "XXX34", "UNDEATH", /* 35*/ "THRAIN", /* 36*/ "BARAHIR", /* 37*/ "TULKAS", /* 38*/ "NARYA", /* 39*/ "NENYA", /* 40*/ "VILYA", /* 41*/ "POWER", /* 42*/ "XXX43", "RAZORBACK", /* 44*/ "BLADETURNER", /* 45*/ "MEDIATOR", /* 46*/ "BELEGENNON", /* 47*/ "GORLIM", /* 48*/ "COLLUIN", /* 49*/ "BELANGIL", /* 50*/ "CONFUSE", /* 51*/ "SLEEP", /* 52*/ "QUAKE", /* 53*/ "TERROR", /* 54*/ "TELE_AWAY", /* 55*/ "BANISH_EVIL", /* 56*/ "GENOCIDE", /* 57*/ "MASS_GENO", /* 58*/ "ANGUIREL", /* 59*/ "ERU", /* 60*/ "DAWN", /* 61*/ "FIRESTAR", /* 62*/ "TURMIL", /* 63*/ "CUBRAGOL", /* 64*/ "CHARM_ANIMAL", /* 65*/ "CHARM_UNDEAD", /* 66*/ "CHARM_OTHER", /* 67*/ "CHARM_ANIMALS", /* 68*/ "CHARM_OTHERS", /* 69*/ "SUMMON_ANIMAL", /* 70*/ "SUMMON_PHANTOM", /* 71*/ "SUMMON_ELEMENTAL", /* 72*/ "SUMMON_DEMON", /* 73*/ "SUMMON_UNDEAD", /* 74*/ "ELESSAR", /* 75*/ "GANDALF", /* 76*/ "MARDA", /* 77*/ "PALANTIR", /* 78*/ "XXX79", "XXX80", "CURE_LW", /* 81*/ "CURE_MW", /* 82*/ "CURE_POISON", /* 83*/ "REST_LIFE", /* 84*/ "REST_ALL", /* 85*/ "CURE_700", /* 86*/ "CURE_1000", /* 87*/ "XXX88", "EREBOR", /* 89*/ "DRUEDAIN", /* 90*/ "ESP", /* 91*/ "BERSERK", /* 92*/ "PROT_EVIL", /* 93*/ "RESIST_ALL", /* 94*/ "SPEED", /* 95*/ "XTRA_SPEED", /* 96*/ "WRAITH", /* 97*/ "INVULN", /* 98*/ "ROHAN", /* 99*/ "HELM", /* 100*/ "BOROMIR", /* 101*/ "HURIN", /* 102*/ "AXE_GOTHMOG", /* 103*/ "MELKOR", /* 104*/ "GROND", /* 105*/ "NATUREBANE", /* 106*/ "NIGHT", /* 107*/ "ORCHAST", /* 108*/ "XXX109", "XXX110", "LIGHT", /* 111*/ "MAP_LIGHT", /* 112*/ "DETECT_ALL", /* 113*/ "DETECT_XTRA", /* 114*/ "XXX115", /* 115*/ "XXX116", /* 116*/ "RUNE_EXPLO", /* 117*/ "RUNE_PROT", /* 118*/ "SATIATE", /* 119*/ "DEST_DOOR", /* 120*/ "STONE_MUD", /* 121*/ "RECHARGE", /* 122*/ "ALCHEMY", /* 123*/ "DIM_DOOR", /* 124*/ "TELEPORT", /* 125*/ "RECALL", /* 126*/ "DEATH", /* 127*/ "RUINATION", /* 128*/ "DESTRUC", /* 129*/ "UNINT", /* 130*/ "UNSTR", /* 131*/ "UNCON", /* 132*/ "UNCHR", /* 133*/ "UNDEX", /* 134*/ "UNWIS", /* 135*/ "STATLOSS", /* 136*/ "HISTATLOSS", /* 137*/ "EXPLOSS", /* 138*/ "HIEXPLOSS", /* 139*/ "SUMMON_MONST", /* 140*/ "PARALYZE", /* 141*/ "HALLU", /* 142*/ "POISON", /* 143*/ "HUNGER", /* 144*/ "STUN", /* 145*/ "CUTS", /* 146*/ "PARANO", /* 147*/ "CONFUSION", /* 148*/ "BLIND", /* 149*/ "PET_SUMMON", /* 150*/ "CURE_PARA", /* 151*/ "CURE_HALLU", /* 152*/ "CURE_POIS", /* 153*/ "CURE_HUNGER", /* 154*/ "CURE_STUN", /* 155*/ "CURE_CUTS", /* 156*/ "CURE_FEAR", /* 157*/ "CURE_CONF", /* 158*/ "CURE_BLIND", /* 159*/ "CURING", /* 160*/ "DARKNESS", /* 161*/ "LEV_TELE", /* 162*/ "ACQUIREMENT", /* 163*/ "WEIRD", /* 164*/ "AGGRAVATE", /* 165*/ "MUT", /* 166*/ "CURE_INSANITY", /* 167*/ "CURE_MUT", /* 168*/ "LIGHT_ABSORBTION", /* 169*/ "BA_FIRE_H", /* 170*/ "BA_COLD_H", /* 171*/ "BA_ELEC_H", /* 172*/ "BA_ACID_H", /* 173*/ "SPIN", /* 174*/ "NOLDOR", /* 175*/ "SPECTRAL", /* 176*/ "JUMP", /* 177*/ "DEST_TELE", /* 178*/ "BA_POIS_4", /* 179*/ "BA_COLD_4", /* 180*/ "BA_FIRE_4", /* 181*/ "BA_ACID_4", /* 182*/ "BA_ELEC_4", /* 183*/ "BR_ELEC", /* 184*/ "BR_COLD", /* 185*/ "BR_FIRE", /* 186*/ "BR_ACID", /* 187*/ "BR_POIS", /* 188*/ "BR_MANY", /* 189*/ "BR_CONF", /* 190*/ "BR_SOUND", /* 191*/ "BR_CHAOS", /* 192*/ "BR_SHARD", /* 193*/ "BR_BALANCE", /* 194*/ "BR_LIGHT", /* 195*/ "BR_POWER", /* 196*/ "GROW_MOLD", /* 197*/ "XXX198", "XXX199", "MUSIC", /* 200*/ "ETERNAL_FLAME", /* 201 */ "MAGGOT", /* 202 */ "LEBOHAUM", /* 203 */ "DURANDIL", /* 204 */ "RADAGAST", /* 205, Theme */ "VALAROMA", /* 206, Theme */ "" }; /* * Convert a "color letter" into an "actual" color * The colors are: dwsorgbuDWvyRGBU, as shown below */ int color_char_to_attr(char c) { switch (c) { case 'd': return (TERM_DARK); case 'w': return (TERM_WHITE); case 's': return (TERM_SLATE); case 'o': return (TERM_ORANGE); case 'r': return (TERM_RED); case 'g': return (TERM_GREEN); case 'b': return (TERM_BLUE); case 'u': return (TERM_UMBER); case 'D': return (TERM_L_DARK); case 'W': return (TERM_L_WHITE); case 'v': return (TERM_VIOLET); case 'y': return (TERM_YELLOW); case 'R': return (TERM_L_RED); case 'G': return (TERM_L_GREEN); case 'B': return (TERM_L_BLUE); case 'U': return (TERM_L_UMBER); } return ( -1); } /* * Attr value-to-char convertion table */ byte conv_color[16] = { 'd', 'w', 's', 'o', 'r', 'g', 'b', 'u', 'D', 'W', 'v', 'y', 'R', 'G', 'B', 'U', }; /* Values in re_info can be fixed, added, substracted or percented */ static byte monster_ego_modify(char c) { switch (c) { case '+': return MEGO_ADD; case '-': return MEGO_SUB; case '=': return MEGO_FIX; case '%': return MEGO_PRC; default: { msg_format("Unknown mego value modifier %c.", c); return MEGO_ADD; } } } /** * Version of strdup() which just aborts if an allocation * error occurs. */ static char *my_strdup(const char *s) { char *p = strdup(s); if (!p) { abort(); } return p; } /** * Append one string to the end of another, reallocating if * necessary. */ static void strappend(char **s, const char *t) { // Do we need to initialize the destination string? if (*s == nullptr) { // Costs an extra allocation which could be avoided // but this leads to simpler code. *s = my_strdup(""); } // We should really be preserving the original pointer and // do something else in case of failure to realloc(), but // instead we just do the lazy thing and call abort() if // reallocation fails. In practice it won't. *s = static_cast(realloc(*s, strlen(*s) + strlen(t) + 1)); if (*s == nullptr) { abort(); // Cannot handle failure to reallocate } /* Append 't' to the destination string */ strcat(*s, t); } /*** Initialize from ascii template files ***/ /* * Grab one race flag from a textual string */ static bool unknown_shut_up = false; static errr grab_one_class_flag(std::array &choice, const char *what) { auto const &class_info = game->edit_data.class_info; /* Scan classes flags */ for (std::size_t i = 0; i < class_info.size(); i++) { if (class_info[i].title == what) { (choice[i / 32]) |= (1L << i); return (0); } } /* Oops */ if (!unknown_shut_up) msg_format("Unknown class flag '%s'.", what); /* Failure */ return (1); } static errr grab_one_race_allow_flag(std::array &choice, const char *what) { auto const &race_info = game->edit_data.race_info; /* Scan classes flags */ for (std::size_t i = 0; i < race_info.size(); i++) { if (race_info[i].title == what) { (choice[i / 32]) |= (1L << i); return (0); } } /* Oops */ if (!unknown_shut_up) msg_format("(1)Unknown race flag '%s'.", what); /* Failure */ return (1); } /* * Grab one flag from a textual string */ static errr grab_one_skill_flag(skill_flag_set *flags, const char *what) { #define SKF(tier, index, name) \ if (equals(what, #name)) \ { \ *flags |= BOOST_PP_CAT(SKF_,name); \ return 0; \ }; #include "skill_flag_list.hpp" #undef SKF /* Oops */ msg_format("(2)Unknown skill flag '%s'.", what); /* Error */ return (1); } /* * Grab one flag from a textual string */ static errr grab_one_player_race_flag(player_race_flag_set *flags, const char *what) { #define PR(tier, index, name) \ if (equals(what, #name)) \ { \ *flags |= BOOST_PP_CAT(PR_,name); \ return 0; \ }; #include "player_race_flag_list.hpp" #undef PR /* Oops */ msg_format("(2)Unknown race flag '%s'.", what); /* Error */ return (1); } /* Get an activation number (good for artifacts, recipes, egos, and object kinds) */ static int get_activation(char *activation) { int i; for ( i = 0 ; activation_names[i][0] ; i++) { if (!strncmp(activation_names[i], activation, 19)) { return i; } } msg_format("Unknown activation '%s'.", activation); return -1; } /* * Convert string to object_flag_set value */ static object_flag_set object_flag_set_from_string(const char *what) { for (auto const flag_meta: object_flags_meta()) { if (equals(what, flag_meta->e_name)) { return flag_meta->flag_set; }; } return object_flag_set(); } /* * Grab one flag in an object_kind from a textual string */ static errr grab_object_flag(object_flag_set *flags, const char *what) { if (object_flag_set f = object_flag_set_from_string(what)) { *flags |= f; return 0; } /* Oops */ msg_format("Unknown object flag '%s'.", what); /* Error */ return (1); } /* * Read skill values */ static int read_skill_modifiers(skill_modifiers *skill_modifiers, const char *buf) { long val, mod; char v, m; char name[200]; if (5 != sscanf(buf, "%c%ld:%c%ld:%s", &v, &val, &m, &mod, name)) { return 1; } long i; if ((i = find_skill(name)) == -1) { return 1; } auto s = &expand_to_fit_index(skill_modifiers->modifiers, i); s->basem = monster_ego_modify(v); s->base = val; s->modm = monster_ego_modify(m); s->mod = mod; return 0; } /* * Read prototype objects */ static int read_proto_object(std::vector *protos, const char *buf) { int s0, s1, s2, s3, s4; if (5 != sscanf(buf, "%d:%d:%d:%dd%d", &s0, &s1, &s4, &s2, &s3)) { s4 = 0; if (4 != sscanf(buf, "%d:%d:%dd%d", &s0, &s1, &s2, &s3)) { return 1; } } object_proto proto; proto.pval = s4; proto.tval = s0; proto.sval = s1; proto.dd = s2; proto.ds = s3; protos->emplace_back(proto); return 0; } /* * Read an ability assignment */ static int read_ability(std::vector *abilities, char *buf) { int level = 0; char *name = nullptr; // Find the ':' separator if (!(name = strchr(buf, ':'))) { return 1; } // Split the buffer there and advance to point at the ability name name++; // Extract the level if (1 != sscanf(buf, "%d:", &level)) { return 1; } // Try to find the ability by name int idx = find_ability(name); if (idx < 0) { return 1; } // Insert player_race_ability_type ability; ability.ability = idx; ability.level = level; abilities->emplace_back(ability); return 0; } /** * Find a power by its name */ static boost::optional find_power_idx(const char *name) { for (auto const &entry: game->powers) { auto power_ptr = entry.second; if (iequals(power_ptr->name, name)) { return entry.first; } } return boost::none; } /* * Initialize the "player" arrays, by parsing an ascii "template" file */ errr init_player_info_txt(FILE *fp) { auto &class_info = game->edit_data.class_info; auto &race_info = game->edit_data.race_info; auto &race_mod_info = game->edit_data.race_mod_info; auto &gen_skill = game->edit_data.gen_skill; int lev = 1; int tit_idx = 0; char buf[1024]; /* Current entry */ player_race *rp_ptr = NULL; player_race_mod *rmp_ptr = NULL; player_class *c_ptr = NULL; player_spec *s_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Reinit error_idx */ if (buf[0] == 'I') { error_idx = -1; continue; } /* Process 'G:k' for "General skills" */ if ((buf[0] == 'G') && (buf[2] == 'k')) { if (read_skill_modifiers(&gen_skill, buf + 4)) { return 1; } /* Next... */ continue; } /* Process 'N' for "New/Number/Name" */ if ((buf[0] == 'R') && (buf[2] == 'N')) { /* Find the colon before the name */ char *s = strchr(buf + 4, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ int i = atoi(buf + 4); /* Verify information */ if (i < error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ rp_ptr = &expand_to_fit_index(race_info, i); assert(rp_ptr->title.empty()); /* Copy title */ rp_ptr->title = s; /* Initialize */ lev = 1; /* Next... */ continue; } /* Process 'D' for "Description" */ if ((buf[0] == 'R') && (buf[2] == 'D')) { // Need newline? if (!rp_ptr->desc.empty()) { rp_ptr->desc += '\n'; } // Append rp_ptr->desc += (buf + 4); /* Next... */ continue; } /* Process 'E' for "body parts" */ if ((buf[0] == 'R') && (buf[2] == 'E')) { int s[BODY_MAX], z; /* Scan for the values */ if (BODY_MAX != sscanf(buf + 4, "%d:%d:%d:%d:%d:%d", &s[0], &s[1], &s[2], &s[3], &s[4], &s[5])) return (1); for (z = 0; z < BODY_MAX; z++) rp_ptr->body_parts[z] = s[z]; /* Next... */ continue; } /* Process 'R' for "flag level" */ if ((buf[0] == 'R') && (buf[2] == 'R')) { int s[2]; /* Scan for the values */ if (2 != sscanf(buf + 4, "%d:%d", &s[0], &s[1])) return (1); lev = s[0]; rp_ptr->lflags[lev].pval = s[1]; /* Next... */ continue; } /* Process 'S' for "Stats" */ if ((buf[0] == 'R') && (buf[2] == 'S')) { int s[7], z; /* Scan for the values */ if (7 != sscanf(buf + 4, "%d:%d:%d:%d:%d:%d:%d", &s[0], &s[1], &s[2], &s[3], &s[4], &s[5], &s[6])) return (1); rp_ptr->luck = s[6]; for (z = 0; z < 6; z++) { rp_ptr->ps.adj[z] = s[z]; } /* Next... */ continue; } /* Process 'Z' for "powers" */ if ((buf[0] == 'R') && (buf[2] == 'Z')) { /* Acquire the text */ char const *s = buf + 4; /* Find it in the list */ if (auto power_idx = find_power_idx(s)) { rp_ptr->ps.powers.push_back(*power_idx); } else { return 6; } /* Next... */ continue; } /* Process 'k' for "skills" */ if ((buf[0] == 'R') && (buf[2] == 'k')) { if (read_skill_modifiers(&rp_ptr->skill_modifiers, buf + 4)) { return 1; } /* Next... */ continue; } /* Process 'b' for "abilities" */ if ((buf[0] == 'R') && (buf[2] == 'b')) { if (read_ability(&rp_ptr->abilities, buf + 4)) { return 1; } /* Next... */ continue; } /* Process 'P' for "xtra" */ if ((buf[0] == 'R') && (buf[2] == 'P')) { int s[3]; /* Scan for the values */ if (3 != sscanf(buf + 4, "%d:%d:%d", &s[0], &s[1], &s[2])) return (1); rp_ptr->ps.mhp = s[0]; rp_ptr->ps.exp = s[1]; rp_ptr->infra = s[2]; /* Next... */ continue; } /* Process 'G' for "Player flags" (multiple lines) */ if ((buf[0] == 'R') && (buf[2] == 'G')) { if (0 != grab_one_player_race_flag(&rp_ptr->flags, buf + 4)) { return (5); } /* Next... */ continue; } /* Process 'F' for "level Flags" (multiple lines) */ if ((buf[0] == 'R') && (buf[2] == 'F')) { if (grab_object_flag(&rp_ptr->lflags[lev].oflags, buf + 4)) { return (5); } /* Next... */ continue; } /* Process 'O' for "Object birth" */ if ((buf[0] == 'R') && (buf[2] == 'O')) { if (read_proto_object(&rp_ptr->object_protos, buf + 4)) { return 1; } /* Next... */ continue; } /* Process 'C' for "Class choice flags" (multiple lines) */ if ((buf[0] == 'R') && (buf[2] == 'C')) { if (0 != grab_one_class_flag(rp_ptr->choice, buf + 4)) { return (5); } /* Next... */ continue; } /* Process 'N' for "New/Number/Name" */ if ((buf[0] == 'S') && (buf[2] == 'N')) { /* Find the colon before the name */ char *s = strchr(buf + 4, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ int i = atoi(buf + 4); /* Verify information */ if (i < error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ rmp_ptr = &expand_to_fit_index(race_mod_info, i); assert(rmp_ptr->title.empty()); /* Copy title */ rmp_ptr->title = s; /* Initialize */ lev = 1; /* Next... */ continue; } /* Process 'D' for "Description" */ if ((buf[0] == 'S') && (buf[2] == 'D')) { /* Acquire the text */ char const *s = buf + 6; /* Place */ rmp_ptr->place = (buf[4] == 'A'); /* Description */ if (!rmp_ptr->description.empty()) { rmp_ptr->description += '\n'; } rmp_ptr->description += s; /* Next... */ continue; } /* Process 'E' for "body parts" */ if ((buf[0] == 'S') && (buf[2] == 'E')) { int s[BODY_MAX], z; /* Scan for the values */ if (BODY_MAX != sscanf(buf + 4, "%d:%d:%d:%d:%d:%d", &s[0], &s[1], &s[2], &s[3], &s[4], &s[5])) return (1); for (z = 0; z < BODY_MAX; z++) rmp_ptr->body_parts[z] = s[z]; /* Next... */ continue; } /* Process 'R' for "flag level" */ if ((buf[0] == 'S') && (buf[2] == 'R')) { int s[2]; /* Scan for the values */ if (2 != sscanf(buf + 4, "%d:%d", &s[0], &s[1])) return (1); lev = s[0]; rmp_ptr->lflags[lev].pval = s[1]; /* Next... */ continue; } /* Process 'S' for "Stats" */ if ((buf[0] == 'S') && (buf[2] == 'S')) { int s[8], z; /* Scan for the values */ if (8 != sscanf(buf + 4, "%d:%d:%d:%d:%d:%d:%d:%d", &s[0], &s[1], &s[2], &s[3], &s[4], &s[5], &s[6], &s[7])) return (1); rmp_ptr->mana = s[7]; rmp_ptr->luck = s[6]; for (z = 0; z < 6; z++) { rmp_ptr->ps.adj[z] = s[z]; } /* Next... */ continue; } /* Process 'Z' for "powers" */ if ((buf[0] == 'S') && (buf[2] == 'Z')) { /* Acquire the text */ char const *s = buf + 4; /* Find it in the list */ if (auto power_idx = find_power_idx(s)) { rmp_ptr->ps.powers.push_back(*power_idx); } else { return 6; } /* Next... */ continue; } /* Process 'k' for "skills" */ if ((buf[0] == 'S') && (buf[2] == 'k')) { if (read_skill_modifiers(&rmp_ptr->skill_modifiers, buf + 4)) { return 1; } /* Next... */ continue; } /* Process 'b' for "abilities" */ if ((buf[0] == 'S') && (buf[2] == 'b')) { if (read_ability(&rmp_ptr->abilities, buf + 4)) { return (1); } continue; } /* Process 'P' for "xtra" */ if ((buf[0] == 'S') && (buf[2] == 'P')) { int s[3]; /* Scan for the values */ if (3 != sscanf(buf + 4, "%d:%d:%d", &s[0], &s[1], &s[2])) return (1); rmp_ptr->ps.mhp = s[0]; rmp_ptr->ps.exp = s[1]; rmp_ptr->infra = s[2]; /* Next... */ continue; } /* Process 'G' for "Player flags" (multiple lines) */ if ((buf[0] == 'S') && (buf[2] == 'G')) { if (0 != grab_one_player_race_flag(&rmp_ptr->flags, buf + 4)) { return (5); } /* Next... */ continue; } /* Process 'F' for "level Flags" (multiple lines) */ if ((buf[0] == 'S') && (buf[2] == 'F')) { if (0 != grab_object_flag(&rmp_ptr->lflags[lev].oflags, buf + 4)) { return (5); } /* Next... */ continue; } /* Process 'O' for "Object birth" */ if ((buf[0] == 'S') && (buf[2] == 'O')) { if (read_proto_object(&rmp_ptr->object_protos, buf + 4)) { return 1; } /* Next... */ continue; } /* Process 'A' for "Allowed races" (multiple lines) */ if ((buf[0] == 'S') && (buf[2] == 'A')) { if (0 != grab_one_race_allow_flag(rmp_ptr->choice, buf + 4)) { return (5); } /* Next... */ continue; } /* Process 'C' for "Class choice flags" (multiple lines) */ if ((buf[0] == 'S') && (buf[2] == 'C')) { std::array choice { }; if (0 != grab_one_class_flag(choice, buf + 6)) { return (5); } /* Combine into the class flags */ for (int z = 0; z < 2; z++) { if (buf[4] == 'A') { rmp_ptr->pclass[z] |= choice[z]; } else { rmp_ptr->mclass[z] |= choice[z]; } } /* Next... */ continue; } /* Process 'N' for "New/Number/Name" */ if ((buf[0] == 'C') && (buf[2] == 'N')) { /* Advance beyond prefix */ char *s = strchr(buf + 4, ':'); /* Verify that colon */ if (!s) return (1); /* Extract the suffix */ std::string suffix(s + 1); if (suffix.empty()) return (1); /* Split suffix into fields */ std::vector fields; boost::algorithm::split(fields, suffix, boost::is_any_of(":")); /* Make sure we have two fields */ if (fields.size() < 2) return (1); /* Get the entry index */ int i = atoi(buf + 4); if (i < error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ c_ptr = &expand_to_fit_index(class_info, i); assert(c_ptr->title.empty()); /* Initialize */ c_ptr->display_order_idx = std::stoi(fields[0]); c_ptr->title = fields[1]; /* Initialize */ lev = 1; tit_idx = 0; /* Next... */ continue; } /* Process 'D' for "Description" */ if ((buf[0] == 'C') && (buf[2] == 'D')) { /* Acquire the text */ char const *s = buf + 6; switch (buf[4]) { case '0': /* Class description */ // Need newline? if (!c_ptr->desc.empty()) { c_ptr->desc += '\n'; } // Append c_ptr->desc += s; break; case '1': /* Class title */ /* Copy */ assert(c_ptr->titles[tit_idx].empty()); c_ptr->titles[tit_idx] = s; /* Go to next title in array */ tit_idx++; break; default: /* Unknown */ return (6); break; } /* Next... */ continue; } /* Process 'O' for "Object birth" */ if ((buf[0] == 'C') && (buf[2] == 'O')) { if (read_proto_object(&c_ptr->object_protos, buf + 4)) { return 1; } /* Next... */ continue; } /* Process 'E' for "body parts" */ if ((buf[0] == 'C') && (buf[2] == 'E')) { int s[BODY_MAX], z; /* Scan for the values */ if (BODY_MAX != sscanf(buf + 4, "%d:%d:%d:%d:%d:%d", &s[0], &s[1], &s[2], &s[3], &s[4], &s[5])) return (1); for (z = 0; z < BODY_MAX; z++) c_ptr->body_parts[z] = s[z]; /* Next... */ continue; } /* Process 'R' for "flag level" */ if ((buf[0] == 'C') && (buf[2] == 'R')) { int s[2]; /* Scan for the values */ if (2 != sscanf(buf + 4, "%d:%d", &s[0], &s[1])) return (1); lev = s[0]; c_ptr->lflags[lev].pval = s[1]; /* Next... */ continue; } /* Process 'C' for "Stats" */ if ((buf[0] == 'C') && (buf[2] == 'S')) { int s[8], z; /* Scan for the values */ if (8 != sscanf(buf + 4, "%d:%d:%d:%d:%d:%d:%d:%d", &s[0], &s[1], &s[2], &s[3], &s[4], &s[5], &s[6], &s[7])) return (1); c_ptr->mana = s[6]; c_ptr->extra_blows = s[7]; for (z = 0; z < 6; z++) { c_ptr->ps.adj[z] = s[z]; } /* Next... */ continue; } /* Process 'k' for "skills" */ if ((buf[0] == 'C') && (buf[2] == 'k')) { if (read_skill_modifiers(&c_ptr->skill_modifiers, buf + 4)) { return 1; } /* Next... */ continue; } /* Process 'b' for "abilities" */ if ((buf[0] == 'C') && (buf[2] == 'b')) { if (read_ability(&c_ptr->abilities, buf + 4)) { return 1; } /* Next... */ continue; } /* Process 'g' for "gods" */ if ((buf[0] == 'C') && (buf[2] == 'g')) { int i; if (equals(buf + 4, "All Gods")) c_ptr->gods = 0xFFFFFFFF; else { if ((i = find_god(buf + 4)) == -1) return (1); c_ptr->gods |= BIT(i); } /* Next... */ continue; } /* Process 'Z' for "powers" */ if ((buf[0] == 'C') && (buf[2] == 'Z')) { /* Acquire the text */ char const *s = buf + 4; /* Find it in the list */ if (auto power_idx = find_power_idx(s)) { c_ptr->ps.powers.push_back(*power_idx); } else { return 6; } /* Next... */ continue; } /* Process 'P' for "xtra" */ if ((buf[0] == 'C') && (buf[2] == 'P')) { int s[2]; /* Scan for the values */ if (2 != sscanf(buf + 4, "%d:%d", &s[0], &s[1])) return (1); c_ptr->ps.mhp = s[0]; c_ptr->ps.exp = s[1]; /* Next... */ continue; } /* Process 'B' for "blows" */ if ((buf[0] == 'C') && (buf[2] == 'B')) { int s[3]; /* Scan for the values */ if (3 != sscanf(buf + 4, "%d:%d:%d", &s[0], &s[1], &s[2])) return (1); c_ptr->blow_num = s[0]; c_ptr->blow_wgt = s[1]; c_ptr->blow_mul = s[2]; /* Next... */ continue; } /* Process 'G' for "Player flags" (multiple lines) */ if ((buf[0] == 'C') && (buf[2] == 'G')) { if (0 != grab_one_player_race_flag(&c_ptr->flags, buf + 4)) { return (5); } /* Next... */ continue; } /* Process 'F' for "level Flags" (multiple lines) */ if ((buf[0] == 'C') && (buf[2] == 'F')) { /* Parse every entry */ for (char *s = buf + 4; *s; ) { char *t; /* Find the end of this entry */ for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */; /* Nuke and skip any dividers */ if (*t) { *t++ = '\0'; while (*t == ' ' || *t == '|') t++; } /* Parse this entry */ if (0 != grab_object_flag(&c_ptr->lflags[lev].oflags, s)) { return (5); } /* Start the next entry */ s = t; } /* Next... */ continue; } /* Specialities */ if ((buf[0] == 'C') && (buf[2] == 'a')) { /* Process 'N' for "New/Number/Name" */ if (buf[4] == 'N') { /* Find the colon before the name */ char const *s = buf + 6; /* Paranoia -- require a name */ if (!*s) return (1); /* Create the spec entry */ c_ptr->spec.emplace_back(player_spec()); /* Fill in initial values */ s_ptr = &c_ptr->spec.back(); s_ptr->title = my_strdup(s); /* Next... */ continue; } /* Process 'D' for "Description" */ if (buf[4] == 'D') { /* Acquire the text */ char const *s = buf + 6; if (!s_ptr->desc) { s_ptr->desc = my_strdup(s); } else { strappend(&s_ptr->desc, format("\n%s", s)); } /* Next... */ continue; } /* Process 'O' for "Object birth" */ if (buf[4] == 'O') { if (read_proto_object(&s_ptr->object_protos, buf + 6)) { return 1; } /* Next... */ continue; } /* Process 'g' for "gods" */ if (buf[4] == 'g') { int i; if (equals(buf + 6, "All Gods")) s_ptr->gods = 0xFFFFFFFF; else { if ((i = find_god(buf + 6)) == -1) return (1); s_ptr->gods |= BIT(i); } /* Next... */ continue; } /* Process 'k' for "skills" */ if (buf[4] == 'k') { if (read_skill_modifiers(&s_ptr->skill_modifiers, buf + 6)) { return 1; } /* Next... */ continue; } /* Process 'b' for "abilities" */ if (buf[4] == 'b') { if (read_ability(&s_ptr->abilities, buf + 6)) { return 1; } /* Next... */ continue; } /* Process 'G' for "Player flags" (multiple lines) */ if (buf[4] == 'G') { /* Parse every entry */ for (char *s = buf + 6; *s; ) { char *t; /* Find the end of this entry */ for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */; /* Nuke and skip any dividers */ if (*t) { *t++ = '\0'; while (*t == ' ' || *t == '|') t++; } /* Parse this entry */ if (0 != grab_one_player_race_flag(&s_ptr->flags, s)) { return (5); } /* Start the next entry */ s = t; } /* Next... */ continue; } } /* Oops */ return (6); } /* Success */ return (0); } /* * Initialize the "v_info" array, by parsing an ascii "template" file */ errr init_v_info_txt(FILE *fp) { char buf[1024]; auto &v_info = game->edit_data.v_info; /* Current entry */ vault_type *v_ptr = nullptr; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; if ((buf[0] == 'Q') || (buf[0] == 'T')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ char *s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ int i = atoi(buf + 2); /* Verify information */ if (i <= error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ v_ptr = &expand_to_fit_index(v_info, i); /* Next... */ continue; } /* There better be a current v_ptr */ if (!v_ptr) return (3); /* Process 'D' for "Description" */ if (buf[0] == 'D') { /* Acquire the text */ const char *s = buf + 2; /* Append data */ v_ptr->data += s; /* Next... */ continue; } /* Process 'X' for "Extra info" (one line only) */ if (buf[0] == 'X') { int typ, rat, hgt, wid; /* Scan for the values */ if (4 != sscanf(buf + 2, "%d:%d:%d:%d", &typ, &rat, &hgt, &wid)) return (1); /* Save the values */ v_ptr->typ = typ; v_ptr->rat = rat; v_ptr->hgt = hgt; v_ptr->wid = wid; /* Next... */ continue; } /* There better be a current v_ptr */ if (!v_ptr) return (3); /* Process monster, item and level info for special levels */ if (buf[0] == 'Y') { int mon1, mon2, mon3, mon4, mon5, mon6, mon7, mon8, mon9; int mon10, item1, item2, item3, lvl, dun_type; /* Scan for the values */ if (15 != sscanf(buf + 2, "%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d", &mon1, &mon2, &mon3, &mon4, &mon5, &mon6, &mon7, &mon8, &mon9, &mon10, &item1, &item2, &item3, &lvl, &dun_type)) return (1); /* Save the values */ v_ptr->mon[0] = mon1; v_ptr->mon[1] = mon2; v_ptr->mon[2] = mon3; v_ptr->mon[3] = mon4; v_ptr->mon[4] = mon5; v_ptr->mon[5] = mon6; v_ptr->mon[6] = mon7; v_ptr->mon[7] = mon8; v_ptr->mon[8] = mon9; v_ptr->mon[9] = mon10; v_ptr->item[0] = item1; v_ptr->item[1] = item2; v_ptr->item[2] = item3; v_ptr->lvl = lvl; v_ptr->dun_type = dun_type; /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } /* * Grab one flag in an feature_type from a textual string */ static int grab_one_feature_flag(const char *what, feature_flag_set *flags) { #define FF(tier, index, name) \ if (equals(what, #name)) \ { \ *flags |= BOOST_PP_CAT(FF_,name); \ return 0; \ }; #include "feature_flag_list.hpp" #undef FF /* Oops */ msg_format("Unknown feature flag '%s'.", what); /* Error */ return (1); } /* * Initialize the "f_info" array, by parsing an ascii "template" file */ errr init_f_info_txt(FILE *fp) { auto &f_info = game->edit_data.f_info; char buf[1024]; /* Current entry */ feature_type *f_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ char *s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ int i = atoi(buf + 2); /* Verify information */ if (i <= error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ f_ptr = &expand_to_fit_index(f_info, i); /* Copy name */ assert(f_ptr->name.empty()); f_ptr->name = s; /* Initialize */ f_ptr->mimic = i; f_ptr->text = DEFAULT_FEAT_TEXT; f_ptr->tunnel = DEFAULT_FEAT_TUNNEL; f_ptr->block = DEFAULT_FEAT_BLOCK; /* Next... */ continue; } /* There better be a current f_ptr */ if (!f_ptr) return (3); /* Process 'D' for "Descriptions" */ if (buf[0] == 'D') { /* Acquire the text */ const char *s = buf + 4; switch (buf[2]) { case '0': assert(f_ptr->text == DEFAULT_FEAT_TEXT); f_ptr->text = my_strdup(s); break; case '1': assert(f_ptr->tunnel == DEFAULT_FEAT_TUNNEL); f_ptr->tunnel = my_strdup(s); break; case '2': assert(f_ptr->block == DEFAULT_FEAT_BLOCK); f_ptr->block = my_strdup(s); break; default: return (6); } /* Next... */ continue; } /* Process 'M' for "Mimic" (one line only) */ if (buf[0] == 'M') { int mimic; /* Scan for the values */ if (1 != sscanf(buf + 2, "%d", &mimic)) return (1); /* Save the values */ f_ptr->mimic = mimic; /* Next... */ continue; } /* Process 'S' for "Shimmer" (one line only) */ if (buf[0] == 'S') { char s0, s1, s2, s3, s4, s5, s6; /* Scan for the values */ if (7 != sscanf(buf + 2, "%c:%c:%c:%c:%c:%c:%c", &s0, &s1, &s2, &s3, &s4, &s5, &s6)) return (1); /* Save the values */ f_ptr->shimmer[0] = color_char_to_attr(s0); f_ptr->shimmer[1] = color_char_to_attr(s1); f_ptr->shimmer[2] = color_char_to_attr(s2); f_ptr->shimmer[3] = color_char_to_attr(s3); f_ptr->shimmer[4] = color_char_to_attr(s4); f_ptr->shimmer[5] = color_char_to_attr(s5); f_ptr->shimmer[6] = color_char_to_attr(s6); /* Next... */ continue; } /* Process 'G' for "Graphics" (one line only) */ if (buf[0] == 'G') { int tmp; /* Paranoia */ if (!buf[2]) return (1); if (!buf[3]) return (1); if (!buf[4]) return (1); /* Extract the color */ tmp = color_char_to_attr(buf[4]); /* Paranoia */ if (tmp < 0) return (1); /* Save the values */ f_ptr->d_attr = tmp; f_ptr->d_char = buf[2]; /* Next... */ continue; } /* Process 'E' for "Effects" (up to four lines) -SC- */ if (buf[0] == 'E') { int side, dice, freq, type; const char *tmp; int i; /* Find the next empty blow slot (if any) */ for (i = 0; i < 4; i++) if ((!f_ptr->d_side[i]) && (!f_ptr->d_dice[i])) break; /* Oops, no more slots */ if (i == 4) return (1); /* Scan for the values */ if (4 != sscanf(buf + 2, "%dd%d:%d:%d", &dice, &side, &freq, &type)) { int j; if (3 != sscanf(buf + 2, "%dd%d:%d", &dice, &side, &freq)) return (1); tmp = buf + 2; for (j = 0; j < 2; j++) { tmp = strchr(tmp, ':'); if (tmp == NULL) return (1); tmp++; } j = 0; while (d_info_dtypes[j].name != NULL) { if (equals(d_info_dtypes[j].name, tmp)) { f_ptr->d_type[i] = d_info_dtypes[j].feat; break; } else { j++; } } if (d_info_dtypes[j].name == NULL) return (1); } else f_ptr->d_type[i] = type; freq *= 10; /* Save the values */ f_ptr->d_side[i] = side; f_ptr->d_dice[i] = dice; f_ptr->d_frequency[i] = freq; /* Next... */ continue; } /* Hack -- Process 'F' for flags */ if (buf[0] == 'F') { if (0 != grab_one_feature_flag(buf + 2, &f_ptr->flags)) { return (5); } /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } /* * Initialize the "k_info" array, by parsing an ascii "template" file */ errr init_k_info_txt(FILE *fp) { auto &k_info = game->edit_data.k_info; int i; char buf[1024]; char *s, *t; /* Current entry */ std::shared_ptr k_ptr; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ i = atoi(buf + 2); /* Verify information */ if (i <= error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info"; automatically creates an entry */ k_info.emplace(std::make_pair(i, std::make_shared(i))); k_ptr = k_info[i]; k_ptr->name = s; /* Next... */ continue; } /* There better be a current k_ptr */ if (!k_ptr) return (3); /* Process 'D' for "Description" */ if (buf[0] == 'D') { /* Acquire the text */ s = buf + 2; if (!k_ptr->text.empty()) { k_ptr->text += '\n'; } k_ptr->text += s; /* Next... */ continue; } /* Process 'G' for "Graphics" (one line only) */ if (buf[0] == 'G') { char sym; int tmp; /* Paranoia */ if (!buf[2]) return (1); if (!buf[3]) return (1); if (!buf[4]) return (1); /* Extract the char */ sym = buf[2]; /* Extract the attr */ tmp = color_char_to_attr(buf[4]); /* Paranoia */ if (tmp < 0) return (1); /* Save the values */ k_ptr->d_attr = tmp; k_ptr->d_char = sym; /* Next... */ continue; } /* Process 'I' for "Info" (one line only) */ if (buf[0] == 'I') { int tval, sval, pval, pval2 = 0; /* Scan for the values */ if (4 != sscanf(buf + 2, "%d:%d:%d:%d", &tval, &sval, &pval, &pval2)) { char spl[70]; if (4 != sscanf(buf + 2, "%d:%d:%d:SPELL=%s", &tval, &sval, &pval, spl)) { if (3 != sscanf(buf + 2, "%d:%d:%d", &tval, &sval, &pval)) return (1); } else { char *spl = strchr(buf + 2, '=') + 1; if (auto spell_idx = find_spell(spl)) { pval2 = *spell_idx; } else { msg_format("No spell '%s'.", spl); return 1; } } } /* Save the values */ k_ptr->tval = tval; k_ptr->sval = sval; k_ptr->pval = pval; k_ptr->pval2 = pval2; /* Next... */ continue; } /* Process 'W' for "More Info" (one line only) */ if (buf[0] == 'W') { int level, unused, wgt; long cost; /* Scan for the values */ if (4 != sscanf(buf + 2, "%d:%d:%d:%ld", &level, &unused, &wgt, &cost)) return (1); /* Save the values */ k_ptr->level = level; k_ptr->weight = wgt; k_ptr->cost = cost; /* Next... */ continue; } /* Process 'T' for "arTifact Info" (one line only) */ if (buf[0] == 'T') { int btval, bsval; /* Scan for the values */ if (2 != sscanf(buf + 2, "%d:%d", &btval, &bsval)) return (1); /* Save the values */ k_ptr->btval = btval; k_ptr->bsval = bsval; /* Next... */ continue; } /* Process 'Z' for "Granted power" */ if (buf[0] == 'Z') { /* Acquire the text */ s = buf + 2; /* Find it in the list */ if (auto power_idx = find_power_idx(s)) { k_ptr->power = *power_idx; } else { return 6; } /* Next... */ continue; } /* Process 'a' for Activation */ if ( buf[0] == 'a') { k_ptr->activate = get_activation(buf + 2); if (k_ptr->activate == -1) { return 1; } /* Next... */ continue; } /* Process 'A' for "Allocation" (one line only) */ if (buf[0] == 'A') { int i; /* XXX XXX XXX Simply read each number following a colon */ for (i = 0, s = buf + 1; s && (s[0] == ':') && s[1]; ++i) { if (i >= ALLOCATION_MAX) { msg_print("Too many allocation entries."); return 1; } /* Default chance */ k_ptr->chance[i] = 1; /* Store the level */ k_ptr->locale[i] = atoi(s + 1); /* Find the slash */ t = strchr(s + 1, '/'); /* Find the next colon */ s = strchr(s + 1, ':'); /* If the slash is "nearby", use it */ if (t && (!s || t < s)) { int chance = atoi(t + 1); if (chance > 0) { k_ptr->chance[i] = chance; } } } /* Next... */ continue; } /* Hack -- Process 'P' for "power" and such */ if (buf[0] == 'P') { int ac, hd1, hd2, th, td, ta; /* Scan for the values */ if (6 != sscanf(buf + 2, "%d:%dd%d:%d:%d:%d", &ac, &hd1, &hd2, &th, &td, &ta)) return (1); k_ptr->ac = ac; k_ptr->dd = hd1; k_ptr->ds = hd2; k_ptr->to_h = th; k_ptr->to_d = td; k_ptr->to_a = ta; /* Next... */ continue; } /* Hack -- Process 'F' for flags */ if (buf[0] == 'F') { if (0 != grab_object_flag(&k_ptr->flags, buf + 2)) { return (5); } /* Next... */ continue; } /* Hack -- Process 'f' for obvious flags */ if (buf[0] == 'f') { if (0 != grab_object_flag(&k_ptr->oflags, buf + 2)) { return (5); } /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } /* * Initialize the "a_info" array, by parsing an ascii "template" file */ errr init_a_info_txt(FILE *fp) { auto &a_info = game->edit_data.a_info; int i; char buf[1024]; char *s; /* Current entry */ artifact_type *a_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ i = atoi(buf + 2); /* Verify information */ if (i < error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ a_ptr = &expand_to_fit_index(a_info, i); /* Copy name */ assert(!a_ptr->name); a_ptr->name = my_strdup(s); /* Ensure empty description */ a_ptr->text = my_strdup(""); /* Ignore everything */ a_ptr->flags |= TR_IGNORE_ACID | TR_IGNORE_ELEC | TR_IGNORE_FIRE | TR_IGNORE_COLD; /*Require activating artifacts to have a activation type */ if (a_ptr && (a_ptr->flags & TR_ACTIVATE) && !a_ptr->activate) { msg_print("Activate flag without activate type"); return 1; } /* Next... */ continue; } /* There better be a current a_ptr */ if (!a_ptr) return (3); /* Process 'D' for "Description" */ if (buf[0] == 'D') { /* Acquire the text */ s = buf + 2; /* Add separator if necessary */ if (*a_ptr->text != '\0' && !ends_with(a_ptr->text, " ")) { strappend(&a_ptr->text, " "); } /* Append to description */ strappend(&a_ptr->text, s); /* Next... */ continue; } /* Process 'I' for "Info" (one line only) */ if (buf[0] == 'I') { int tval, sval, pval; /* Scan for the values */ if (3 != sscanf(buf + 2, "%d:%d:%d", &tval, &sval, &pval)) { return (1); } /* Save the values */ a_ptr->tval = tval; a_ptr->sval = sval; a_ptr->pval = pval; /* Verify */ if (!lookup_kind(tval, sval)) return (6); /* Next... */ continue; } /* Process 'W' for "More Info" (one line only) */ if (buf[0] == 'W') { int level, rarity, wgt; long cost; /* Scan for the values */ if (4 != sscanf(buf + 2, "%d:%d:%d:%ld", &level, &rarity, &wgt, &cost)) return (1); /* Save the values */ a_ptr->level = level; a_ptr->rarity = rarity; a_ptr->weight = wgt; a_ptr->cost = cost; /* Next... */ continue; } /* Hack -- Process 'P' for "power" and such */ if (buf[0] == 'P') { int ac, hd1, hd2, th, td, ta; /* Scan for the values */ if (6 != sscanf(buf + 2, "%d:%dd%d:%d:%d:%d", &ac, &hd1, &hd2, &th, &td, &ta)) return (1); a_ptr->ac = ac; a_ptr->dd = hd1; a_ptr->ds = hd2; a_ptr->to_h = th; a_ptr->to_d = td; a_ptr->to_a = ta; /* Next... */ continue; } /* Process 'Z' for "Granted power" */ if (buf[0] == 'Z') { /* Acquire the text */ s = buf + 2; /* Find it in the list */ if (auto power_idx = find_power_idx(s)) { a_ptr->power = *power_idx; } else { return 6; } /* Next... */ continue; } /* Hack -- Process 'F' for flags */ if (buf[0] == 'F') { if (grab_object_flag(&a_ptr->flags, buf+2)) { return (5); } /* Next... */ continue; } /* Hack -- Process 'f' for obvious flags */ if (buf[0] == 'f') { if (grab_object_flag(&a_ptr->oflags, buf+2)) { return (5); } /* Next... */ continue; } /* Read activation type. */ if (buf[0] == 'a') { a_ptr->activate = get_activation(buf + 2); if (a_ptr->activate == -1) { return 1; } /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } /* * Initialize the "set_info" array, by parsing an ascii "template" file */ errr init_set_info_txt(FILE *fp) { auto &set_info = game->edit_data.set_info; int cur_art = 0, cur_num = 0; char buf[1024]; /* Current entry */ set_type *set_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ char *s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ int i = atoi(buf + 2); /* Verify information */ if (i < error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ set_ptr = &expand_to_fit_index(set_info, i); assert(set_ptr->name.empty()); /* Copy name */ set_ptr->name = s; /* Next... */ continue; } /* There better be a current set_ptr */ if (!set_ptr) return (3); /* Process 'D' for "Description" */ if (buf[0] == 'D') { /* Need newline? */ if (!set_ptr->desc.empty()) { set_ptr->desc += '\n'; } /* Append */ set_ptr->desc += (buf + 2); /* Next... */ continue; } /* Process 'P' for "Power" (up to 6) */ if (buf[0] == 'P') { int a_idx, num, pval; int z; /* Scan for the values */ if (3 != sscanf(buf + 2, "%d:%d:%d", &a_idx, &num, &pval)) { return (1); } for (z = 0; z < set_ptr->num; z++) if (set_ptr->arts[z].a_idx == a_idx) break; if (z == set_ptr->num) { set_ptr->num++; set_ptr->arts[z].a_idx = a_idx; } /* Save the values */ set_ptr->arts[z].pval[num - 1] = pval; cur_art = z; cur_num = num - 1; /* Next... */ continue; } /* Process 'F' for flags */ if (buf[0] == 'F') { if (grab_object_flag(&set_ptr->arts[cur_art].flags[cur_num], buf + 2)) { return (5); } /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } /* * Initialize the "s_info" array, by parsing an ascii "template" file */ errr init_s_info_txt(FILE *fp) { auto &s_descriptors = game->edit_data.s_descriptors; auto &s_info = game->s_info; int order = 1; char buf[1024]; /* Current entry */ skill_descriptor *s_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'T' for "skill Tree" */ if (buf[0] == 'T') { char *sec; s16b s1, s2; /* Scan for the values */ if (NULL == (sec = strchr(buf + 2, ':'))) { return (1); } *sec = '\0'; sec++; if (!*sec) return (1); s1 = find_skill(buf + 2); s2 = find_skill(sec); if (s2 == -1) return (1); s_descriptors[s2].father = s1; s_descriptors[s2].order = order++; /* Next... */ continue; } /* Process 'E' for "Exclusive" */ if (buf[0] == 'E') { char *sec; s16b s1, s2; /* Scan for the values */ if (NULL == (sec = strchr(buf + 2, ':'))) { return (1); } *sec = '\0'; sec++; if (!*sec) return (1); s1 = find_skill(buf + 2); s2 = find_skill(sec); if ((s1 == -1) || (s2 == -1)) return (1); // The "exclusive" relation is symmetric, so // add summetrically so we don't have to specify // twice in data files. s_descriptors[s1].excludes.push_back(s2); s_descriptors[s2].excludes.push_back(s1); /* Next... */ continue; } /* Process 'A' for "Amical/friendly" */ if (buf[0] == 'f') { char *sec, *cval; s16b s1, s2; /* Scan for the values */ if (NULL == (sec = strchr(buf + 2, ':'))) { return (1); } *sec = '\0'; sec++; if (!*sec) return (1); if (NULL == (cval = strchr(sec, '%'))) { return (1); } *cval = '\0'; cval++; if (!*cval) return (1); s1 = find_skill(buf + 2); s2 = find_skill(sec); if ((s1 == -1) || (s2 == -1)) return (1); s_descriptors[s1].increases.emplace_back( std::make_tuple(s2, atoi(cval))); /* Next... */ continue; } /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ char *s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ int i = atoi(buf + 2); /* Save the index */ error_idx = i; /* Point at the "info" */ s_ptr = &expand_to_fit_index(s_descriptors, i); assert(s_ptr->name.empty()); /* Make sure s_info also expands appropriately */ expand_to_fit_index(s_info, i); /* Copy name */ s_ptr->name = s; /* Next... */ continue; } /* There better be a current s_ptr */ if (!s_ptr) return (3); /* Process 'D' for "Description" */ if (buf[0] == 'D') { /* Need newline? */ if (!s_ptr->desc.empty()) { s_ptr->desc += '\n'; } /* Append */ s_ptr->desc += (buf + 2); /* Next... */ continue; } /* Process 'A' for "Activation Description" (one line only) */ if (buf[0] == 'A') { char *txt; /* Acquire the text */ char *s = buf + 2; if (NULL == (txt = strchr(s, ':'))) return (1); *txt = '\0'; txt++; /* Copy action description */ assert(s_ptr->action_desc.empty()); s_ptr->action_desc = txt; /* Copy mkey index */ s_ptr->action_mkey = atoi(s); /* Next... */ continue; } /* Process 'G' for "random Gain" (one line only) */ if (buf[0] == 'G') { int chance; /* Scan for the values */ if (1 != sscanf(buf + 2, "%d", &chance)) { return (1); } /* Save the values */ s_ptr->random_gain_chance = chance; /* Next... */ continue; } /* Process 'F' for flags */ if (buf[0] == 'F') { if (0 != grab_one_skill_flag(&s_ptr->flags, buf + 2)) { return (5); } /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } /* * Initialize the "ab_info" array, by parsing an ascii "template" file */ errr init_ab_info_txt(FILE *fp) { auto &ab_info = game->edit_data.ab_info; char buf[1024]; /* Current entry */ ability_type *ab_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ char *s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ int i = atoi(buf + 2); /* Save the index */ error_idx = i; /* Point at the "info" */ ab_ptr = &expand_to_fit_index(ab_info, i); assert(ab_ptr->name.empty()); /* Copy name */ ab_ptr->name = s; /* Next... */ continue; } /* There better be a current ab_ptr */ if (!ab_ptr) return (3); /* Process 'D' for "Description" */ if (buf[0] == 'D') { /* Need newline? */ if (!ab_ptr->desc.empty()) { ab_ptr->desc += '\n'; } /* Append */ ab_ptr->desc += (buf + 2); /* Next... */ continue; } /* Process 'A' for "Activation Description" */ if (buf[0] == 'A') { char *txt; /* Acquire the text */ char *s = buf + 2; if (NULL == (txt = strchr(s, ':'))) return (1); *txt = '\0'; txt++; /* Copy name */ assert(ab_ptr->action_desc.empty()); ab_ptr->action_desc = txt; /* Set mkey */ ab_ptr->action_mkey = atoi(s); /* Next... */ continue; } /* Process 'I' for "Info" (one line only) */ if (buf[0] == 'I') { int cost; /* Scan for the values */ if (1 != sscanf(buf + 2, "%d", &cost)) { return (1); } /* Save the values */ ab_ptr->cost = cost; /* Next... */ continue; } /* Process 'k' for "Skill" */ if (buf[0] == 'k') { char *sec; /* Scan for the values */ if (NULL == (sec = strchr(buf + 2, ':'))) { return (1); } *sec = '\0'; sec++; if (!*sec) return (1); s16b level = atoi(buf + 2); s16b skill = find_skill(sec); if (skill == -1) return (1); ability_type::skill_requirement req; req.skill_idx = skill; req.level = level; ab_ptr->need_skills.emplace_back(req); /* Next... */ continue; } /* Process 'a' for "needed ability" */ if (buf[0] == 'a') { s16b ab = find_ability(buf + 2); if (ab == -1) { return (1); } ab_ptr->need_abilities.push_back(ab); /* Next... */ continue; } /* Process 'S' for "Stat" */ if (buf[0] == 'S') { char *sec; s16b stat; /* Scan for the values */ if (NULL == (sec = strchr(buf + 2, ':'))) { return (1); } *sec = '\0'; sec++; if (!*sec) return (1); for (stat = 0; stat < 6; stat++) { if (equals(stat_names[stat], sec)) break; } if (stat == 6) return (1); ab_ptr->stat[stat] = atoi(buf + 2); /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } /* * Look up ego flag */ static ego_flag_set lookup_ego_flag(const char *what) { #define ETR(tier, index, name) \ if (equals(what, #name)) \ { \ return BOOST_PP_CAT(ETR_,name); \ }; #include "ego_flag_list.hpp" #undef ETR return ego_flag_set(); } /* * Grab one flag in a ego-item_type from a textual string. * * We explicitly allow nullptr for the "ego" parameter. */ static bool grab_one_ego_item_flag(object_flag_set *flags, ego_flag_set *ego, const char *what) { /* Lookup as an object_flag */ if (auto f = object_flag_set_from_string(what)) { *flags |= f; return false; } /* Lookup as ego flag */ if (ego) { if (auto f = lookup_ego_flag(what)) { *ego |= f; return (false); } } /* Oops */ msg_format("Unknown ego-item flag '%s'.", what); /* Error */ return (true); } /* * Initialize the "e_info" array, by parsing an ascii "template" file */ errr init_e_info_txt(FILE *fp) { auto &e_info = game->edit_data.e_info; int i, cur_r = -1, cur_t = 0; char buf[1024]; char *s, *t; /* Current entry */ ego_item_type *e_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ i = atoi(buf + 2); /* Verify information */ if (i < error_idx) return (4); /* Save the index */ error_idx = i; /* Reset cur_* variables */ cur_r = -1; cur_t = 0; /* Point at the "info" */ e_ptr = &expand_to_fit_index(e_info, i); e_ptr->name = s; /* Next... */ continue; } /* There better be a current e_ptr */ if (!e_ptr) return (3); /* Process 'T' for "Tval/Sval" (up to 5 lines) */ if (buf[0] == 'T') { int tv, minsv, maxsv; if (cur_t == 10) return 1; /* Scan for the values */ if (3 != sscanf(buf + 2, "%d:%d:%d", &tv, &minsv, &maxsv)) return (1); /* Save the values */ e_ptr->tval[cur_t] = tv; e_ptr->min_sval[cur_t] = minsv; e_ptr->max_sval[cur_t] = maxsv; cur_t++; /* Next... */ continue; } /* Process 'R' for "flags rarity" (up to 5 lines) */ if (buf[0] == 'R') { int rar; cur_r++; if (cur_r >= FLAG_RARITY_MAX) { return 1; } /* Scan for the values */ if (1 != sscanf(buf + 2, "%d", &rar)) return (1); /* Save the values */ e_ptr->rar[cur_r] = rar; /* Next... */ continue; } /* Process 'X' for "Xtra" (one line only) */ if (buf[0] == 'X') { int slot, rating; char pos; /* Scan for the values */ if (3 != sscanf(buf + 2, "%c:%d:%d", &pos, &slot, &rating)) return (1); /* Save the values */ /* e_ptr->slot = slot; */ e_ptr->rating = rating; e_ptr->before = (pos == 'B'); /* Next... */ continue; } /* Process 'W' for "More Info" (one line only) */ if (buf[0] == 'W') { int level, rarity, rarity2; long cost; /* Scan for the values */ if (4 != sscanf(buf + 2, "%d:%d:%d:%ld", &level, &rarity, &rarity2, &cost)) return (1); /* Save the values */ e_ptr->level = level; e_ptr->rarity = rarity; e_ptr->mrarity = rarity2; e_ptr->cost = cost; /* Next... */ continue; } /* Hack -- Process 'C' for "creation" */ if (buf[0] == 'C') { int th, td, ta, pv; /* Scan for the values */ if (4 != sscanf(buf + 2, "%d:%d:%d:%d", &th, &td, &ta, &pv)) return (1); e_ptr->max_to_h = th; e_ptr->max_to_d = td; e_ptr->max_to_a = ta; e_ptr->max_pval = pv; /* Next... */ continue; } /* Process 'Z' for "Granted power" */ if (buf[0] == 'Z') { /* Acquire the text */ s = buf + 2; /* Find it in the list */ if (auto power_idx = find_power_idx(s)) { e_ptr->power = *power_idx; } else { return 6; } /* Next... */ continue; } if (buf[0] == 'a') { e_ptr->activate = get_activation(buf + 2); if (e_ptr->activate == -1) { return 1; } /* Next... */ continue; } /* Hack -- Process 'r:N' for needed flags */ if ((buf[0] == 'r') && (buf[2] == 'N')) { /* Parse every entry textually */ for (s = buf + 4; *s; ) { /* Find the end of this entry */ for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */; /* Nuke and skip any dividers */ if (*t) { *t++ = '\0'; while ((*t == ' ') || (*t == '|')) t++; } /* Parse this entry */ if (grab_object_flag(&e_ptr->need_flags, s)) { return (5); } /* Start the next entry */ s = t; } /* Next... */ continue; } /* Hack -- Process 'r:F' for forbidden flags */ if ((buf[0] == 'r') && (buf[2] == 'F')) { if (grab_object_flag(&e_ptr->forbid_flags, buf + 4)) { return (5); } /* Next... */ continue; } /* Hack -- Process 'F' for flags */ if (buf[0] == 'F') { if (cur_r == -1) return (6); /* Parse every entry textually */ for (s = buf + 2; *s; ) { /* Find the end of this entry */ for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */; /* Nuke and skip any dividers */ if (*t) { *t++ = '\0'; while ((*t == ' ') || (*t == '|')) t++; } /* Parse this entry */ assert(cur_r < FLAG_RARITY_MAX); if (0 != grab_one_ego_item_flag( &e_ptr->flags[cur_r], &e_ptr->fego[cur_r], s)) { return (5); } /* Start the next entry */ s = t; } /* Next... */ continue; } /* Hack -- Process 'f' for obvious flags */ if (buf[0] == 'f') { if (cur_r == -1) return (6); /* Parse every entry textually */ for (s = buf + 2; *s; ) { /* Find the end of this entry */ for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */; /* Nuke and skip any dividers */ if (*t) { *t++ = '\0'; while ((*t == ' ') || (*t == '|')) t++; } /* Parse this entry */ assert(cur_r < FLAG_RARITY_MAX); if (0 != grab_one_ego_item_flag( &e_ptr->oflags[cur_r], nullptr, s)) { return (5); } /* Start the next entry */ s = t; } /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } /* * Initialize the "ra_info" array, by parsing an ascii "template" file */ errr init_ra_info_txt(FILE *fp) { auto &ra_gen = game->edit_data.ra_gen; auto &ra_info = game->edit_data.ra_info; char buf[1024]; /* Current entry */ randart_part_type *ra_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'G' for "General" (up to 30 lines) */ if (buf[0] == 'G') { int chance, dd, ds, plus; /* Scan for the values */ if (4 != sscanf(buf + 2, "%d:%dd%d:%d", &chance, &dd, &ds, &plus)) return (1); /* Save the values */ randart_gen_type gen; gen.chance = chance; gen.dd = dd; gen.ds = ds; gen.plus = plus; /* Add to data */ ra_gen.emplace_back(gen); /* Next... */ continue; } /* Process 'N' for "New/Number" */ if (buf[0] == 'N') { /* Get the index */ int i = atoi(buf + 2); /* Verify information */ if (i < error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ ra_ptr = &expand_to_fit_index(ra_info, i); /* Next... */ continue; } /* There better be a current ra_ptr */ if (!ra_ptr) return (3); /* Process 'T' for "Tval/Sval" (up to 5 lines) */ if (buf[0] == 'T') { /* Scan for the values */ int tv, minsv, maxsv; if (3 != sscanf(buf + 2, "%d:%d:%d", &tv, &minsv, &maxsv)) return (1); /* Set up filter */ randart_part_type::kind_filter_t filter; filter.tval = tv; filter.min_sval = minsv; filter.max_sval = maxsv; /* Add filter */ ra_ptr->kind_filter.emplace_back(filter); /* Next... */ continue; } /* Process 'X' for "Xtra" (one line only) */ if (buf[0] == 'X') { int power, max; /* Scan for the values */ if (2 != sscanf(buf + 2, "%d:%d", &power, &max)) return (1); /* Save the values */ ra_ptr->value = power; ra_ptr->max = max; /* Next... */ continue; } /* Process 'W' for "More Info" (one line only) */ if (buf[0] == 'W') { int level, rarity, rarity2; /* Scan for the values */ if (3 != sscanf(buf + 2, "%d:%d:%d", &level, &rarity, &rarity2)) return (1); /* Save the values */ ra_ptr->level = level; ra_ptr->rarity = rarity; ra_ptr->mrarity = rarity2; /* Next... */ continue; } /* Hack -- Process 'C' for "creation" */ if (buf[0] == 'C') { int th, td, ta, pv; /* Scan for the values */ if (4 != sscanf(buf + 2, "%d:%d:%d:%d", &th, &td, &ta, &pv)) return (1); ra_ptr->max_to_h = th; ra_ptr->max_to_d = td; ra_ptr->max_to_a = ta; ra_ptr->max_pval = pv; /* Next... */ continue; } /* Process 'Z' for "Granted power" */ if (buf[0] == 'Z') { /* Acquire the text */ char const *s = buf + 2; /* Find it in the list */ if (auto power_idx = find_power_idx(s)) { ra_ptr->power = *power_idx; } else { return 6; } /* Next... */ continue; } /* Process 'F' for flags */ if (buf[0] == 'F') { if (0 != grab_one_ego_item_flag( &ra_ptr->flags, &ra_ptr->fego, buf + 2)) { return (5); } /* Next... */ continue; } /* Process 'A' for antagonic flags */ if (buf[0] == 'A') { if (0 != grab_one_ego_item_flag( &ra_ptr->aflags, nullptr, buf + 2)) { return (5); } /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } static errr grab_monster_race_flag(monster_race_flag_set *flags, const char *what) { #define RF(tier, index, name) \ if (equals(what, #name)) \ { \ *flags |= BOOST_PP_CAT(RF_,name); \ return 0; \ }; #include "monster_race_flag_list.hpp" #undef RF /* Oops */ msg_format("Unknown monster flag '%s'.", what); /* Failure */ return (1); } /* * Grab one (spell) flag in a monster_race from a textual string */ static errr grab_one_monster_spell_flag(monster_spell_flag_set *flags, const char *what) { for (auto const &monster_spell: monster_spells()) { if (equals(what, monster_spell->name)) { *flags |= monster_spell->flag_set; return 0; } } /* Oops */ msg_format("Unknown monster flag '%s'.", what); /* Failure */ return (1); } /* * Initialize the "r_info" array, by parsing an ascii "template" file */ errr init_r_info_txt(FILE *fp) { auto &r_info = game->edit_data.r_info; char buf[1024]; /* Current entry */ monster_race *r_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ char *s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ int i = atoi(buf + 2); /* Verify information */ if (i < error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ r_ptr = &expand_to_fit_index(r_info, i); /* Allocate name string. */ assert(!r_ptr->name); // Sanity check that we aren't overwriting anything r_ptr->name = my_strdup(s); /* Ensure empty description */ r_ptr->text = my_strdup(""); /* Set default drop theme */ r_ptr->drops = obj_theme::defaults(); r_ptr->freq_inate = 0; r_ptr->freq_spell = 0; /* Next... */ continue; } /* There better be a current r_ptr */ if (!r_ptr) return (3); /* Process 'D' for "Description" */ if (buf[0] == 'D') { /* Append to description */ strappend(&r_ptr->text, buf + 2); /* Next... */ continue; } /* Process 'G' for "Graphics" (one line only) */ if (buf[0] == 'G') { char sym; int tmp; /* Paranoia */ if (!buf[2]) return (1); if (!buf[3]) return (1); if (!buf[4]) return (1); /* Extract the char */ sym = buf[2]; /* Extract the attr */ tmp = color_char_to_attr(buf[4]); /* Paranoia */ if (tmp < 0) return (1); /* Save the values */ r_ptr->d_char = sym; r_ptr->d_attr = tmp; /* Next... */ continue; } /* Process 'I' for "Info" (one line only) */ if (buf[0] == 'I') { int spd, hp1, hp2, aaf, ac, slp; /* Scan for the other values */ if (6 != sscanf(buf + 2, "%d:%dd%d:%d:%d:%d", &spd, &hp1, &hp2, &aaf, &ac, &slp)) return (1); /* Save the values */ r_ptr->speed = spd; r_ptr->hdice = hp1; r_ptr->hside = hp2; r_ptr->aaf = aaf; r_ptr->ac = ac; r_ptr->sleep = slp; /* Next... */ continue; } /* Process 'E' for "Body Parts" (one line only) */ if (buf[0] == 'E') { int weap, tors, fing, head, arms, legs; /* Scan for the other values */ if (BODY_MAX != sscanf(buf + 2, "%d:%d:%d:%d:%d:%d", &weap, &tors, &arms, &fing, &head, &legs)) return (1); /* Save the values */ r_ptr->body_parts[BODY_WEAPON] = weap; r_ptr->body_parts[BODY_TORSO] = tors; r_ptr->body_parts[BODY_ARMS] = arms; r_ptr->body_parts[BODY_FINGER] = fing; r_ptr->body_parts[BODY_HEAD] = head; r_ptr->body_parts[BODY_LEGS] = legs; /* Mega debugging hack */ if (weap > arms) quit(format("monster %d, %d weapon(s), %d arm(s) !", error_idx, weap, arms)); /* Next... */ continue; } /* Process 'O' for "Object type" (one line only) */ if (buf[0] == 'O') { int treasure, combat, magic, tools; /* Scan for the values */ if (4 != sscanf(buf + 2, "%d:%d:%d:%d", &treasure, &combat, &magic, &tools)) return (1); /* Save the values */ r_ptr->drops.treasure = treasure; r_ptr->drops.combat = combat; r_ptr->drops.magic = magic; r_ptr->drops.tools = tools; /* Next... */ continue; } /* Process 'A' for standard artifact drop (one line only) */ if (buf[0] == 'A') { int artifact_idx; int artifact_chance; /* Scan for values */ if (2 != sscanf(buf + 2, "%d:%d", &artifact_idx, &artifact_chance)) return (1); /* Save the values */ r_ptr->artifact_idx = artifact_idx; r_ptr->artifact_chance = artifact_chance; /* Next... */ continue; } /* Process 'W' for "More Info" (one line only) */ if (buf[0] == 'W') { int lev, rar, wt; long exp; /* Scan for the values */ if (4 != sscanf(buf + 2, "%d:%d:%d:%ld", &lev, &rar, &wt, &exp)) return (1); /* Save the values */ r_ptr->level = lev; r_ptr->rarity = rar; /* MEGA HACK */ if (!wt) wt = 100; r_ptr->weight = wt; r_ptr->mexp = exp; /* Next... */ continue; } /* Process 'B' for "Blows" (up to four lines) */ if (buf[0] == 'B') { int i, n1, n2; char *s; char *t; /* Find the next empty blow slot (if any) */ for (i = 0; i < 4; i++) if (!r_ptr->blow[i].method) break; /* Oops, no more slots */ if (i == 4) return (1); /* Analyze the first field */ for (s = t = buf + 2; *t && (*t != ':'); t++) /* loop */; /* Terminate the field (if necessary) */ if (*t == ':') *t++ = '\0'; /* Analyze the method */ for (n1 = 0; r_info_blow_method[n1]; n1++) { if (equals(s, r_info_blow_method[n1])) break; } /* Invalid method */ if (!r_info_blow_method[n1]) return (1); /* Analyze the second field */ for (s = t; *t && (*t != ':'); t++) /* loop */; /* Terminate the field (if necessary) */ if (*t == ':') *t++ = '\0'; /* Analyze effect */ for (n2 = 0; r_info_blow_effect[n2]; n2++) { if (equals(s, r_info_blow_effect[n2])) break; } /* Invalid effect */ if (!r_info_blow_effect[n2]) return (1); /* Analyze the third field */ for (s = t; *t && (*t != 'd'); t++) /* loop */; /* Terminate the field (if necessary) */ if (*t == 'd') *t++ = '\0'; /* Save the method */ r_ptr->blow[i].method = n1; /* Save the effect */ r_ptr->blow[i].effect = n2; /* Extract the damage dice and sides */ r_ptr->blow[i].d_dice = atoi(s); r_ptr->blow[i].d_side = atoi(t); /* Next... */ continue; } /* Process 'F' for "Basic Flags" (multiple lines) */ if (buf[0] == 'F') { if (0 != grab_monster_race_flag(&r_ptr->flags, buf + 2)) { return (5); } /* Next... */ continue; } /* Process 'S' for "Spell Flags" (multiple lines) */ if (buf[0] == 'S') { char const *s = buf + 2; int i; /* XXX XXX XXX Hack -- Read spell frequency */ if (1 == sscanf(s, "1_IN_%d", &i)) { /* Extract a "frequency" */ r_ptr->freq_spell = r_ptr->freq_inate = 100 / i; } /* Parse this entry */ else { if (0 != grab_one_monster_spell_flag(&r_ptr->spells, s)) { return (5); } } /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } /* * Initialize the "re_info" array, by parsing an ascii "template" file */ errr init_re_info_txt(FILE *fp) { auto &re_info = game->edit_data.re_info; char buf[1024]; byte blow_num = 0; int r_char_number = 0; int nr_char_number = 0; /* Current entry */ monster_ego *re_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ char *s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ int i = atoi(buf + 2); /* Verify information */ if (i < error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ re_ptr = &expand_to_fit_index(re_info, i); /* Copy name */ assert(!re_ptr->name); re_ptr->name = my_strdup(s); /* Some inits */ blow_num = 0; r_char_number = 0; nr_char_number = 0; for (std::size_t j = 0; j < 4; j++) { re_ptr->blow[j].method = 0; re_ptr->blow[j].effect = 0; re_ptr->blow[j].d_dice = 0; re_ptr->blow[j].d_side = 0; re_ptr->blowm[j][0] = MEGO_ADD; re_ptr->blowm[j][1] = MEGO_ADD; } /* Next... */ continue; } /* There better be a current re_ptr */ if (!re_ptr) return (3); /* Process 'G' for "Graphics" (one line only) */ if (buf[0] == 'G') { char sym; int tmp; /* Paranoia */ if (!buf[2]) return (1); if (!buf[3]) return (1); if (!buf[4]) return (1); /* Extract the char */ if (buf[2] != '*') sym = buf[2]; else sym = MEGO_CHAR_ANY; /* Extract the attr */ if (buf[4] != '*') tmp = color_char_to_attr(buf[4]); else tmp = MEGO_CHAR_ANY; /* Paranoia */ if (tmp < 0) return (1); /* Save the values */ re_ptr->d_char = sym; re_ptr->d_attr = tmp; /* Next... */ continue; } /* Process 'I' for "Info" (one line only) */ if (buf[0] == 'I') { int spd, hp1, hp2, aaf, ac, slp; char mspd, mhp1, mhp2, maaf, mac, mslp; /* Scan for the other values */ if (12 != sscanf(buf + 2, "%c%d:%c%dd%c%d:%c%d:%c%d:%c%d", &mspd, &spd, &mhp1, &hp1, &mhp2, &hp2, &maaf, &aaf, &mac, &ac, &mslp, &slp)) return (1); /* Save the values */ re_ptr->speed = (spd << 2) + monster_ego_modify(mspd); re_ptr->hdice = (hp1 << 2) + monster_ego_modify(mhp1); re_ptr->hside = (hp2 << 2) + monster_ego_modify(mhp2); re_ptr->aaf = (aaf << 2) + monster_ego_modify(maaf); re_ptr->ac = (ac << 2) + monster_ego_modify(mac); re_ptr->sleep = (slp << 2) + monster_ego_modify(mslp); /* Next... */ continue; } /* Process 'W' for "More Info" (one line only) */ if (buf[0] == 'W') { int lev, rar, wt; char mlev, mwt, mexp, pos; long exp; /* Scan for the values */ if (8 != sscanf(buf + 2, "%c%d:%d:%c%d:%c%ld:%c", &mlev, &lev, &rar, &mwt, &wt, &mexp, &exp, &pos)) return (1); /* Save the values */ re_ptr->level = (lev << 2) + monster_ego_modify(mlev); re_ptr->rarity = rar; re_ptr->weight = (wt << 2) + monster_ego_modify(mwt); re_ptr->mexp = (exp << 2) + monster_ego_modify(mexp); re_ptr->before = (pos == 'B') ? true : false; /* Next... */ continue; } /* Process 'B' for "Blows" (up to four lines) */ if (buf[0] == 'B') { int n1, n2, dice, side; char mdice, mside; char *s; char *t; /* Oops, no more slots */ if (blow_num == 4) return (1); /* Analyze the first field */ for (s = t = buf + 2; *t && (*t != ':'); t++) /* loop */; /* Terminate the field (if necessary) */ if (*t == ':') *t++ = '\0'; /* Analyze the method */ for (n1 = 0; r_info_blow_method[n1]; n1++) { if (equals(s, r_info_blow_method[n1])) break; } /* Invalid method */ if (!r_info_blow_method[n1]) return (1); /* Analyze the second field */ for (s = t; *t && (*t != ':'); t++) /* loop */; /* Terminate the field (if necessary) */ if (*t == ':') *t++ = '\0'; /* Analyze effect */ for (n2 = 0; r_info_blow_effect[n2]; n2++) { if (equals(s, r_info_blow_effect[n2])) break; } /* Invalid effect */ if (!r_info_blow_effect[n2]) return (1); /* Save the method */ re_ptr->blow[blow_num].method = n1; /* Save the effect */ re_ptr->blow[blow_num].effect = n2; /* Extract the damage dice and sides */ if (4 != sscanf(t, "%c%dd%c%d", &mdice, &dice, &mside, &side)) return (1); re_ptr->blow[blow_num].d_dice = dice; re_ptr->blow[blow_num].d_side = side; re_ptr->blowm[blow_num][0] = monster_ego_modify(mdice); re_ptr->blowm[blow_num][1] = monster_ego_modify(mside); blow_num++; /* Next... */ continue; } /* Process 'F' for "Flags monster must have" (multiple lines) */ if (buf[0] == 'F') { char r_char; /* Parse every entry */ char const *s = buf + 2; /* XXX XXX XXX Hack -- Read monster symbols */ if (1 == sscanf(s, "R_CHAR_%c", &r_char)) { /* Limited to 5 races */ if (r_char_number >= 5) continue; /* Extract a "frequency" */ re_ptr->r_char[r_char_number++] = r_char; } /* Parse this entry */ else { if (0 != grab_monster_race_flag(&re_ptr->flags, s)) { return (5); } } /* Next... */ continue; } /* Process 'H' for "Flags monster must not have" (multiple lines) */ if (buf[0] == 'H') { char r_char; /* Parse every entry */ char const *s = buf + 2; /* XXX XXX XXX Hack -- Read monster symbols */ if (1 == sscanf(s, "R_CHAR_%c", &r_char)) { /* Limited to 5 races */ if (nr_char_number >= 5) continue; /* Extract a "frequency" */ re_ptr->nr_char[nr_char_number++] = r_char; } /* Parse this entry */ else { if (0 != grab_monster_race_flag(&re_ptr->hflags, s)) { return (5); } } /* Next... */ continue; } /* Process 'M' for "Basic Monster Flags" (multiple lines) */ if (buf[0] == 'M') { if (0 != grab_monster_race_flag(&re_ptr->mflags, buf + 2)) { return (5); } /* Next... */ continue; } /* Process 'O' for "Basic Monster -Flags" (multiple lines) */ if (buf[0] == 'O') { char const *s = buf + 2; /* XXX XXX XXX Hack -- Read no flags */ if (equals(s, "MF_ALL")) { re_ptr->nflags = ~monster_race_flag_set(); } /* Parse this entry */ else { if (0 != grab_monster_race_flag(&re_ptr->nflags, s)) { return (5); } } /* Next... */ continue; } /* Process 'S' for "Spell Flags" (multiple lines) */ if (buf[0] == 'S') { char const *s = buf + 2; int i; /* XXX XXX XXX Hack -- Read spell frequency */ if (1 == sscanf(s, "1_IN_%d", &i)) { /* Extract a "frequency" */ re_ptr->freq_spell = re_ptr->freq_inate = 100 / i; } /* Parse this entry */ else { if (0 != grab_one_monster_spell_flag(&re_ptr->mspells, s)) { return (5); } } /* Next... */ continue; } /* Process 'T' for "Spell -Flags" (multiple lines) */ if (buf[0] == 'T') { /* Parse every entry */ for (char *s = buf + 2; *s; ) { char *t; /* Find the end of this entry */ for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */; /* Nuke and skip any dividers */ if (*t) { *t++ = '\0'; while ((*t == ' ') || (*t == '|')) t++; } /* XXX XXX XXX Hack -- Read no flags */ if (equals(s, "MF_ALL")) { /* No flags */ re_ptr->nspells = ~monster_spell_flag_set(); /* Start at next entry */ s = t; /* Continue */ continue; } /* Parse this entry */ if (0 != grab_one_monster_spell_flag(&re_ptr->nspells, s)) return (5); /* Start the next entry */ s = t; } /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } /* * Grab one flag for a dungeon type from a textual string */ errr grab_one_dungeon_flag(dungeon_flag_set *flags, const char *str) { #define DF(tier, index, name) \ if (equals(str, #name)) { *flags |= DF_##name; return 0; } #include "dungeon_flag_list.hpp" #undef DF /* Oops */ msg_format("Unknown dungeon type flag '%s'.", str); /* Failure */ return (1); } /* * Post-process "d_info" array. */ static void post_d_info() { auto &d_info = game->edit_data.d_info; for (std::size_t parent_d_idx = 0; parent_d_idx < d_info.size(); parent_d_idx++) { auto parent_d_ptr = &d_info[parent_d_idx]; if (parent_d_ptr->name.empty()) { continue; } // Go through all the references to side dungeons // and fill in back-references to "parent" dungeons. for (auto &parent_depth_and_level_data: parent_d_ptr->level_data_by_depth) { auto parent_depth = std::get<0>(parent_depth_and_level_data); auto &parent_level_data = std::get<1>(parent_depth_and_level_data); // Do we have a branch-off point at this level? if (parent_level_data.branch > 0) { // Look up target dungeon. auto child_d_ptr = &d_info[parent_level_data.branch]; auto &child_level_data = child_d_ptr->level_data_by_depth[child_d_ptr->mindepth]; // Set up back-reference. child_level_data.fbranch = parent_d_idx; child_level_data.flevel = parent_depth - parent_d_ptr->mindepth; } } } } /* * Initialize the "d_info" array, by parsing an ascii "template" file */ errr init_d_info_txt(FILE *fp) { auto &d_info = game->edit_data.d_info; char buf[1024]; s16b rule_num = 0; byte r_char_number = 0; /* Current entry */ dungeon_info_type *d_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ char *s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ int i = atoi(buf + 2); /* Verify information */ if (i < error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ d_ptr = &expand_to_fit_index(d_info, i); assert(d_ptr->name.empty()); /* Copy name */ d_ptr->name = s; /* HACK -- Those ones HAVE to have a set default value */ d_ptr->size_x = -1; d_ptr->size_y = -1; d_ptr->ix = -1; d_ptr->iy = -1; d_ptr->ox = -1; d_ptr->oy = -1; d_ptr->fill_method = 1; rule_num = -1; r_char_number = 0; for (std::size_t j = 0; j < 5; j++) { d_ptr->rules[j].mode = DUNGEON_MODE_NONE; d_ptr->rules[j].percent = 0; for (std::size_t k = 0; k < 5; k++) { d_ptr->rules[j].r_char[k] = 0; } } /* Set default drop theme */ d_ptr->objs = obj_theme::defaults(); /* The default generator */ d_ptr->generator = "dungeon"; /* Next... */ continue; } /* There better be a current d_ptr */ if (!d_ptr) return (3); /* Process 'D' for "Description */ if (buf[0] == 'D') { /* Acquire short name */ d_ptr->short_name += buf[2]; d_ptr->short_name += buf[3]; d_ptr->short_name += buf[4]; /* Append to description */ d_ptr->text += (buf + 6); /* Next... */ continue; } /* Process 'W' for "More Info" (one line only) */ if (buf[0] == 'W') { int min_lev, max_lev; int min_plev; int min_alloc, max_chance; /* Scan for the values */ if (5 != sscanf(buf + 2, "%d:%d:%d:%d:%d", &min_lev, &max_lev, &min_plev, &min_alloc, &max_chance)) return (1); /* Save the values */ d_ptr->mindepth = min_lev; d_ptr->maxdepth = max_lev; d_ptr->min_plev = min_plev; d_ptr->min_m_alloc_level = min_alloc; d_ptr->max_m_alloc_chance = max_chance; /* Next... */ continue; } /* Process 'L' for "fLoor type" (one line only) */ if (buf[0] == 'L') { int f1, f2, f3; int p1, p2, p3; int i; /* Scan for the values */ if (6 != sscanf(buf + 2, "%d:%d:%d:%d:%d:%d", &f1, &p1, &f2, &p2, &f3, &p3)) { /* Scan for the values - part ii*/ if (3 != sscanf(buf + 2, "%d:%d:%d", &p1, &p2, &p3)) return (1); /* Save the values */ d_ptr->floor_percent1[1] = p1; d_ptr->floor_percent2[1] = p2; d_ptr->floor_percent3[1] = p3; continue; } /* Save the values */ d_ptr->floor1 = f1; d_ptr->floor2 = f2; d_ptr->floor3 = f3; for (i = 0; i < 2; i++) { d_ptr->floor_percent1[i] = p1; d_ptr->floor_percent2[i] = p2; d_ptr->floor_percent3[i] = p3; } /* Next... */ continue; } /* Process 'O' for "Object type" (one line only) */ if (buf[0] == 'O') { int treasure, combat, magic, tools; /* Scan for the values */ if (4 != sscanf(buf + 2, "%d:%d:%d:%d", &treasure, &combat, &magic, &tools)) return (1); /* Save the values */ d_ptr->objs.treasure = treasure; d_ptr->objs.combat = combat; d_ptr->objs.magic = magic; d_ptr->objs.tools = tools; /* Next... */ continue; } /* Process 'G' for "Generator" (one line only) */ if (buf[0] == 'G') { d_ptr->generator = (buf + 2); /* Next... */ continue; } /* Process 'A' for "wAll type" (one line only) */ if (buf[0] == 'A') { int w1, w2, w3, outer, inner; int p1, p2, p3; int i; /* Scan for the values */ if (8 != sscanf(buf + 2, "%d:%d:%d:%d:%d:%d:%d:%d", &w1, &p1, &w2, &p2, &w3, &p3, &outer, &inner)) { /* Scan for the values - part ii*/ if (3 != sscanf(buf + 2, "%d:%d:%d", &p1, &p2, &p3)) return (1); /* Save the values */ d_ptr->fill_percent1[1] = p1; d_ptr->fill_percent2[1] = p2; d_ptr->fill_percent3[1] = p3; continue; } /* Save the values */ d_ptr->fill_type1 = w1; d_ptr->fill_type2 = w2; d_ptr->fill_type3 = w3; for (i = 0; i < 2; i++) { d_ptr->fill_percent1[i] = p1; d_ptr->fill_percent2[i] = p2; d_ptr->fill_percent3[i] = p3; } d_ptr->outer_wall = outer; d_ptr->inner_wall = inner; /* Next... */ continue; } /* Process 'E' for "Effects" (up to four lines) -SC- */ if (buf[0] == 'E') { int side, dice, freq, type; const char *tmp; /* Find the next empty blow slot (if any) */ std::size_t i; for (i = 0; i < 4; i++) { if ((!d_ptr->d_side[i]) && (!d_ptr->d_dice[i])) { break; } } /* Oops, no more slots */ if (i == 4) return (1); /* Scan for the values */ if (4 != sscanf(buf + 2, "%dd%d:%d:%d", &dice, &side, &freq, &type)) { int j; if (3 != sscanf(buf + 2, "%dd%d:%d", &dice, &side, &freq)) return (1); tmp = buf + 2; for (j = 0; j < 2; j++) { tmp = strchr(tmp, ':'); if (tmp == NULL) return (1); tmp++; } j = 0; while (d_info_dtypes[j].name != NULL) if (equals(d_info_dtypes[j].name, tmp)) { d_ptr->d_type[i] = d_info_dtypes[j].feat; break; } else j++; if (d_info_dtypes[j].name == NULL) return (1); } else d_ptr->d_type[i] = type; freq *= 10; /* Save the values */ d_ptr->d_side[i] = side; d_ptr->d_dice[i] = dice; d_ptr->d_frequency[i] = freq; /* Next... */ continue; } /* Process 'F' for "Dungeon Flags" (multiple lines) */ if (buf[0] == 'F') { int artif = 0, monst = 0, obj = 0; int ix = -1, iy = -1, ox = -1, oy = -1; int fill_method; char const *s = buf + 2; /* Read dungeon in/out coords */ if (4 == sscanf(s, "WILD_%d_%d__%d_%d", &ix, &iy, &ox, &oy)) { d_ptr->ix = ix; d_ptr->iy = iy; d_ptr->ox = ox; d_ptr->oy = oy; } /* Read dungeon size */ else if (2 == sscanf(s, "SIZE_%d_%d", &ix, &iy)) { d_ptr->size_x = ix; d_ptr->size_y = iy; } /* Read dungeon fill method */ else if (1 == sscanf(s, "FILL_METHOD_%d", &fill_method)) { d_ptr->fill_method = fill_method; } /* Read Final Object */ else if (1 == sscanf(s, "FINAL_OBJECT_%d", &obj)) { /* Extract a "Final Artifact" */ d_ptr->final_object = obj; } /* Read Final Artifact */ else if (1 == sscanf(s, "FINAL_ARTIFACT_%d", &artif )) { /* Extract a "Final Artifact" */ d_ptr->final_artifact = artif ; } /* Read Artifact Guardian */ else if (1 == sscanf(s, "FINAL_GUARDIAN_%d", &monst)) { /* Extract a "Artifact Guardian" */ d_ptr->final_guardian = monst; } /* Parse this entry */ else { if (0 != grab_one_dungeon_flag(&d_ptr->flags, s)) { return (5); } } /* Next... */ continue; } /* Process 'R' for "monster generation Rule" (up to 5 lines) */ if (buf[0] == 'R') { int percent, mode; int z, y, lims[5]; /* Scan for the values */ if (2 != sscanf(buf + 2, "%d:%d", &percent, &mode)) return (1); /* Save the values */ r_char_number = 0; rule_num++; d_ptr->rules[rule_num].percent = percent; d_ptr->rules[rule_num].mode = mode; /* Lets remap the flat percents */ lims[0] = d_ptr->rules[0].percent; for (y = 1; y <= rule_num; y++) { lims[y] = lims[y - 1] + d_ptr->rules[y].percent; } for (z = 0; z < 100; z++) { for (y = rule_num; y >= 0; y--) { if (z < lims[y]) d_ptr->rule_percents[z] = y; } } /* Next... */ continue; } /* Process 'M' for "Basic Flags" (multiple lines) */ if (buf[0] == 'M') { byte r_char; char const *s = buf + 2; /* Read monster symbols */ if (1 == sscanf(s, "R_CHAR_%c", &r_char)) { /* Limited to 5 races */ if (r_char_number >= 5) continue; /* Extract a "frequency" */ d_ptr->rules[rule_num].r_char[r_char_number++] = r_char; } /* Parse this entry */ else { if (0 != grab_monster_race_flag(&d_ptr->rules[rule_num].mflags, s)) { return (5); } } /* Next... */ continue; } /* Process 'S' for "Spell Flags" (multiple lines) */ if (buf[0] == 'S') { char const *s = buf + 2; /* Parse this entry */ if (0 != grab_one_monster_spell_flag(&d_ptr->rules[rule_num].mspells, s)) { return (5); } /* Next... */ continue; } /* Process '@' for level-dependent information */ if (buf[0] == '@') { /* Split into fields */ std::string buf_s(buf + 2); std::vector fields; boost::algorithm::split(fields, buf_s, boost::is_any_of(":")); // Get the depth; depths are relative to the first floor // of the dungeon. This is consistent with the handling of // the 'A' flag. int const depth = std::stoi(fields[0]); auto &level_data = d_ptr->level_data_by_depth[depth + d_ptr->mindepth]; // Parse into appropriate field. if (fields[1] == "B") { level_data.branch = std::stoi(fields[2]); } else if (fields[1] == "F") { if (0 != grab_one_dungeon_flag(&level_data.flags, fields[2].c_str())) { return 5; } } else if (fields[1] == "S") { level_data.save_extension = fields[2]; } else if (fields[1] == "U") { level_data.map_name = fields[2]; } else if (fields[1] == "N") { level_data.name = fields[2]; } else if (fields[1] == "D") { level_data.description = fields[2]; } else { return 1; } /* Next... */ continue; } /* Oops */ return (6); } /* Post-process */ post_d_info(); /* Success */ return (0); } /* * Grab one race flag from a textual string */ static errr grab_one_race_flag(owner_type *ow_ptr, int state, const char *what) { /* Scan race flags */ unknown_shut_up = true; if (!grab_one_race_allow_flag(ow_ptr->races[state], what)) { unknown_shut_up = false; return (0); } /* Scan classes flags */ if (!grab_one_class_flag(ow_ptr->classes[state], what)) { unknown_shut_up = false; return (0); } /* Oops */ unknown_shut_up = false; msg_format("Unknown race/class flag '%s'.", what); /* Failure */ return (1); } /* * Grab one store flag from a textual string */ static errr grab_one_store_flag(store_flag_set *flags, const char *what) { #define STF(tier, index, name) \ if (equals(what, #name)) { \ *flags |= BOOST_PP_CAT(STF_,name); \ return 0; \ } #include "store_flag_list.hpp" #undef STF /* Oops */ msg_format("Unknown store flag '%s'.", what); /* Failure */ return (1); } /* * Initialize the "st_info" array, by parsing an ascii "template" file */ errr init_st_info_txt(FILE *fp) { auto &st_info = game->edit_data.st_info; char buf[1024]; /* Current entry */ store_info_type *st_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ char *s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ int i = atoi(buf + 2); /* Verify information */ if (i < error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ st_ptr = &expand_to_fit_index(st_info, i); assert(st_ptr->name.empty()); /* Copy name */ st_ptr->name = s; /* Next... */ continue; } /* There better be a current st_ptr */ if (!st_ptr) return (3); /* Process 'I' for "Items" (multiple lines) */ if (buf[0] == 'I') { /* Find the colon before the name */ char *s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Add to items array */ auto chance = atoi(buf + 2); int k_idx = test_item_name(s); if (k_idx < 0) { msg_format("Unknown k_info entry: [%s].", s); return 1; } st_ptr->items.emplace_back( store_item::k_idx(k_idx, chance)); /* Next... */ continue; } /* Process 'T' for "Tval/sval" */ if (buf[0] == 'T') { int tv1, sv1, rar1; /* Scan for the values */ if (3 != sscanf(buf + 2, "%d:%d:%d", &rar1, &tv1, &sv1)) return (1); /* Add to the items array */ store_item item = (sv1 < 256) ? store_item::k_idx(lookup_kind(tv1, sv1), rar1) : store_item::tval(tv1, rar1); /* An SVAL of 256 means all possible items. */ st_ptr->items.emplace_back(item); /* Next... */ continue; } /* Process 'G' for "Graphics" one line only) */ if (buf[0] == 'G') { char c, a; int attr; /* Scan for the values */ if (2 != sscanf(buf + 2, "%c:%c", &c, &a)) return (1); /* Extract the color */ attr = color_char_to_attr(a); /* Paranoia */ if (attr < 0) return (1); /* Save the values */ st_ptr->d_char = c; st_ptr->d_attr = attr; /* Next... */ continue; } /* Process 'A' for "Actions" (one line only) */ if (buf[0] == 'A') { int a1, a2, a3, a4, a5, a6; /* Scan for the values */ if (6 != sscanf(buf + 2, "%d:%d:%d:%d:%d:%d", &a1, &a2, &a3, &a4, &a5, &a6)) return (1); /* Save the values */ st_ptr->actions.push_back(a1); st_ptr->actions.push_back(a2); st_ptr->actions.push_back(a3); st_ptr->actions.push_back(a4); st_ptr->actions.push_back(a5); st_ptr->actions.push_back(a6); /* Remove zero entries since they have no effect */ st_ptr->actions.erase( std::remove(st_ptr->actions.begin(), st_ptr->actions.end(), 0), st_ptr->actions.end() ); /* Next... */ continue; } /* Process 'F' for "store Flags" (multiple lines) */ if (buf[0] == 'F') { if (0 != grab_one_store_flag(&st_ptr->flags, buf + 2)) { return (5); } /* Next... */ continue; } /* Process 'O' for "Owners" (one line only) */ if (buf[0] == 'O') { int a1, a2, a3, a4; /* Scan for the values */ if (4 != sscanf(buf + 2, "%d:%d:%d:%d", &a1, &a2, &a3, &a4)) { return 1; } /* Get a reference to the owners */ auto owners = &st_ptr->owners; /* Save the values */ owners->push_back(a1); owners->push_back(a2); owners->push_back(a3); owners->push_back(a4); /* Sort and remove duplicates */ std::sort(owners->begin(), owners->end()); owners->erase(std::unique(owners->begin(), owners->end()), owners->end()); /* Next... */ continue; } /* Process 'W' for "Extra info" (one line only) */ if (buf[0] == 'W') { int max_obj; /* Scan for the values */ if (1 != sscanf(buf + 2, "%d", &max_obj)) return (1); /* Save the values */ if (max_obj > STORE_INVEN_MAX) max_obj = STORE_INVEN_MAX; st_ptr->max_obj = max_obj; /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } /* * Initialize the "ba_info" array, by parsing an ascii "template" file */ errr init_ba_info_txt(FILE *fp) { auto &ba_info = game->edit_data.ba_info; char buf[1024]; /* Current entry */ store_action_type *ba_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ char *s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ int i = atoi(buf + 2); /* Verify information */ if (i < error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ ba_ptr = &expand_to_fit_index(ba_info, i); /* Copy name */ ba_ptr->name = s; /* Next... */ continue; } /* There better be a current ba_ptr */ if (!ba_ptr) return (3); /* Process 'C' for "Costs" (one line only) */ if (buf[0] == 'C') { int ch, cn, cl; /* Scan for the values */ if (3 != sscanf(buf + 2, "%d:%d:%d", &ch, &cn, &cl)) return (1); /* Save the values */ ba_ptr->costs[STORE_HATED] = ch; ba_ptr->costs[STORE_NORMAL] = cn; ba_ptr->costs[STORE_LIKED] = cl; /* Next... */ continue; } /* Process 'I' for "Infos" (one line only) */ if (buf[0] == 'I') { int act, act_res; char letter, letter_aux = 0; /* Scan for the values */ if (4 != sscanf(buf + 2, "%d:%d:%c:%c", &act, &act_res, &letter, &letter_aux)) if (3 != sscanf(buf + 2, "%d:%d:%c", &act, &act_res, &letter)) return (1); /* Save the values */ ba_ptr->action = act; ba_ptr->action_restr = act_res; ba_ptr->letter = letter; ba_ptr->letter_aux = letter_aux; /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } /* * Initialize the "ow_info" array, by parsing an ascii "template" file */ errr init_ow_info_txt(FILE *fp) { auto &ow_info = game->edit_data.ow_info; char buf[1024]; /* Current entry */ owner_type *ow_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ char *s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ int i = atoi(buf + 2); /* Verify information */ if (i < error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ ow_ptr = &expand_to_fit_index(ow_info, i); /* Copy name */ ow_ptr->name = s; /* Next... */ continue; } /* There better be a current ow_ptr */ if (!ow_ptr) return (3); /* Process 'C' for "Costs" (one line only) */ if (buf[0] == 'C') { int ch, cn, cl; /* Scan for the values */ if (3 != sscanf(buf + 2, "%d:%d:%d", &ch, &cn, &cl)) return (1); /* Save the values */ ow_ptr->costs[STORE_HATED] = ch; ow_ptr->costs[STORE_NORMAL] = cn; ow_ptr->costs[STORE_LIKED] = cl; /* Next... */ continue; } /* Process 'I' for "Info" (multiple lines line only) */ if (buf[0] == 'I') { int cost, inf; /* Scan for the values */ if (2 != sscanf(buf + 2, "%d:%d", &cost, &inf)) return (1); /* Save the values */ ow_ptr->max_cost = cost; ow_ptr->inflation = inf; /* Next... */ continue; } /* Process 'L' for "Liked races/classes" (multiple lines) */ if (buf[0] == 'L') { if (0 != grab_one_race_flag(ow_ptr, STORE_LIKED, buf + 2)) { return (5); } /* Next... */ continue; } /* Process 'H' for "Hated races/classes" (multiple lines) */ if (buf[0] == 'H') { if (0 != grab_one_race_flag(ow_ptr, STORE_HATED, buf + 2)) { return (5); } /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } /* * Initialize the "wf_info" array, by parsing an ascii "template" file */ errr init_wf_info_txt(FILE *fp) { auto &wf_info = game->edit_data.wf_info; char buf[1024]; /* Current entry */ wilderness_type_info *wf_ptr = NULL; /* Just before the first record */ error_idx = -1; /* Just before the first line */ error_line = -1; /* Parse */ while (0 == my_fgets(fp, buf, 1024)) { /* Advance the line number */ error_line++; /* Skip comments and blank lines */ if (!buf[0] || (buf[0] == '#')) continue; /* Verify correct "colon" format */ if (buf[1] != ':') return (1); /* Process 'N' for "New/Number/Name" */ if (buf[0] == 'N') { /* Find the colon before the name */ char *s = strchr(buf + 2, ':'); /* Verify that colon */ if (!s) return (1); /* Nuke the colon, advance to the name */ *s++ = '\0'; /* Paranoia -- require a name */ if (!*s) return (1); /* Get the index */ int i = atoi(buf + 2); /* Verify information */ if (i < error_idx) return (4); /* Save the index */ error_idx = i; /* Point at the "info" */ wf_ptr = &expand_to_fit_index(wf_info, i); /* Copy the name */ assert(!wf_ptr->name); wf_ptr->name = my_strdup(s); /* Next... */ continue; } /* There better be a current wf_ptr */ if (!wf_ptr) return (3); /* Process 'D' for "Description (one line only) */ if (buf[0] == 'D') { /* Acquire the text */ char *s = buf + 2; /* Copy description */ assert(!wf_ptr->text); wf_ptr->text = my_strdup(s); /* Next... */ continue; } /* Process 'W' for "More Info" (one line only) */ if (buf[0] == 'W') { int entrance, level; int road, feat, ter_idx; char car; /* Scan for the values */ if (6 != sscanf(buf + 2, "%d:%d:%d:%d:%d:%c", &level, &entrance, &road, &feat, &ter_idx, &car)) return (1); /* Save the values */ wf_ptr->level = level; wf_ptr->entrance = entrance; wf_ptr->road = road; wf_ptr->feat = feat; wf_ptr->terrain_idx = ter_idx; /* To acces it easily from the map structure */ wildc2i[(int)car] = error_idx; /* Next... */ continue; } /* Process 'X' for "More Info" (one line only) */ if (buf[0] == 'X') { int terrain[MAX_WILD_TERRAIN], i; /* Scan for the values */ if (MAX_WILD_TERRAIN != sscanf(buf + 2, "%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d:%d", &terrain[0], &terrain[1], &terrain[2], &terrain[3], &terrain[4], &terrain[5], &terrain[6], &terrain[7], &terrain[8], &terrain[9], &terrain[10], &terrain[11], &terrain[12], &terrain[13], &terrain[14], &terrain[15], &terrain[16], &terrain[17])) return (1); /* Save the values */ for (i = 0; i < MAX_WILD_TERRAIN; i++) { wf_ptr->terrain[i] = terrain[i]; } /* Next... */ continue; } /* Oops */ return (6); } /* Success */ return (0); } /* Random dungeon grid effects */ #define RANDOM_NONE 0x00 #define RANDOM_FEATURE 0x01 #define RANDOM_MONSTER 0x02 #define RANDOM_OBJECT 0x04 #define RANDOM_EGO 0x08 #define RANDOM_ARTIFACT 0x10 typedef struct dungeon_grid dungeon_grid; struct dungeon_grid { int feature; /* Terrain feature */ int monster; /* Monster */ int object; /* Object */ int ego; /* Ego-Item */ int artifact; /* Artifact */ int cave_info; /* Flags for CAVE_MARK, CAVE_GLOW, CAVE_ICKY, CAVE_ROOM */ int special; /* Reserved for special terrain info */ int random; /* Number of the random effect */ int bx, by; /* For between gates */ int mimic; /* Mimiced features */ s32b mflag; /* monster's mflag */ bool ok; bool defined; }; static bool meta_sleep = true; static dungeon_grid letter[255]; /* * Parse a sub-file of the "extra info" */ static errr process_dungeon_file_aux(char *buf, int *yval, int *xval, int xvalstart, int ymax, int xmax, bool full) { auto &wilderness = game->wilderness; auto &wf_info = game->edit_data.wf_info; auto &a_info = game->edit_data.a_info; auto &k_info = game->edit_data.k_info; auto &dungeon_flags = game->dungeon_flags; int i; char *zz[33]; /* Skip "empty" lines */ if (!buf[0]) return (0); /* Skip "blank" lines */ if (isspace(buf[0])) return (0); /* Skip comments */ if (buf[0] == '#') return (0); /* Require "?:*" format */ if (buf[1] != ':') return (1); /* Process "%:" */ if (buf[0] == '%') { /* Attempt to Process the given file */ return (process_dungeon_file(buf + 2, yval, xval, ymax, xmax, false, full)); } /* Process "N:" */ if (buf[0] == 'N') { int num; if ((num = tokenize(buf + 2, 1, zz, ':', '/')) > 0) { meta_sleep = atoi(zz[0]); } return (0); } /* Process "F::::::::::" -- info for dungeon grid */ if (buf[0] == 'F') { int num; if ((num = tokenize(buf + 2, 10, zz, ':', '/')) > 1) { int index = zz[0][0]; /* Reset the feature */ letter[index].feature = 0; letter[index].monster = 0; letter[index].object = 0; letter[index].ego = 0; letter[index].artifact = 0; letter[index].cave_info = 0; letter[index].special = 0; letter[index].random = 0; letter[index].mimic = 0; letter[index].mflag = 0; letter[index].ok = true; letter[index].defined = true; if (num > 1) { if (zz[1][0] == '*') { letter[index].random |= RANDOM_FEATURE; if (zz[1][1]) { zz[1]++; letter[index].feature = atoi(zz[1]); } } else { letter[index].feature = atoi(zz[1]); } } if (num > 2) letter[index].cave_info = atoi(zz[2]); /* Monster */ if (num > 3) { if (zz[3][0] == '*') { letter[index].random |= RANDOM_MONSTER; if (zz[3][1]) { zz[3]++; letter[index].monster = atoi(zz[3]); } } else { letter[index].monster = atoi(zz[3]); } } /* Object */ if (num > 4) { if (zz[4][0] == '*') { letter[index].random |= RANDOM_OBJECT; if (zz[4][1]) { zz[4]++; letter[index].object = atoi(zz[4]); } } else { letter[index].object = atoi(zz[4]); } } /* Ego-Item */ if (num > 5) { if (zz[5][0] == '*') { letter[index].random |= RANDOM_EGO; if (zz[5][1]) { zz[5]++; letter[index].ego = atoi(zz[5]); } } else { letter[index].ego = atoi(zz[5]); } } /* Artifact */ if (num > 6) { if (zz[6][0] == '*') { letter[index].random |= RANDOM_ARTIFACT; if (zz[6][1]) { zz[6]++; letter[index].artifact = atoi(zz[6]); } } else { letter[index].artifact = atoi(zz[6]); } } if (num > 7) { char *field = zz[7]; /* Quests can be defined by name only */ if (field[0] == '"') { /* Hunt & shoot the ending " */ int i = strlen(field) - 1; if (field[i] == '"') field[i] = '\0'; letter[index].special = 0; for (i = 0; i < MAX_Q_IDX; i++) { if (equals(&field[1], quest[i].name)) { letter[index].special = i; break; } } } else letter[index].special = atoi(field); } if (num > 8) { letter[index].mimic = atoi(zz[8]); } if (num > 9) { letter[index].mflag = atoi(zz[9]); } return (0); } } /* Process "f:flags" -- level flags */ else if (buf[0] == 'f') { char *s, *t; /* Parse every entry textually */ for (s = buf + 2; *s; ) { /* Find the end of this entry */ for (t = s; *t && (*t != ' ') && (*t != '|'); ++t) /* loop */; /* Nuke and skip any dividers */ if (*t) { *t++ = '\0'; while (*t == ' ' || *t == '|') t++; } /* Parse this entry */ if (0 != grab_one_dungeon_flag(&dungeon_flags, s)) return 1; /* Start the next entry */ s = t; } return 0; } /* Process "D:" -- info for the cave grids */ else if (buf[0] == 'D') { int x, m_idx = 0; object_type object_type_body; /* Acquire the text */ char *s = buf + 2; /* Length of the text */ int len = strlen(s); int y = *yval; *xval = xvalstart; for (x = *xval, i = 0; ((x < xmax) && (i < len)); x++, s++, i++) { /* Access the grid */ cave_type *c_ptr = &cave[y][x]; int idx = s[0]; int object_index = letter[idx].object; int monster_index = letter[idx].monster; int random = letter[idx].random; int artifact_index = letter[idx].artifact; if (!letter[idx].ok) msg_format("Warning '%c' not defined but used.", idx); if (init_flags & INIT_GET_SIZE) continue; /* use the plasma generator wilderness */ if (((!dun_level) || (!letter[idx].defined)) && (idx == ' ')) continue; /* Clear some info */ c_ptr->info = 0; /* Lay down a floor */ c_ptr->mimic = letter[idx].mimic; cave_set_feat(y, x, letter[idx].feature); /* Cave info */ c_ptr->info |= letter[idx].cave_info; /* Create a monster */ if (random & RANDOM_MONSTER) { int level = monster_level; monster_level = quest[p_ptr->inside_quest].level + monster_index; m_idx = place_monster(y, x, meta_sleep, false); monster_level = level; } else if (monster_index) { /* Place it */ m_allow_special[monster_index] = true; m_idx = place_monster_aux(y, x, monster_index, meta_sleep, false, MSTATUS_ENEMY); m_allow_special[monster_index] = false; } /* Set the mflag of the monster */ if (m_idx) m_list[m_idx].mflag |= letter[idx].mflag; /* Object (and possible trap) */ if (random & RANDOM_OBJECT) { /* Create an out of deep object */ if (object_index) { int level = object_level; object_level = quest[p_ptr->inside_quest].level + object_index; if (rand_int(100) < 75) place_object(y, x, false, false, OBJ_FOUND_SPECIAL); else if (rand_int(100) < 80) place_object(y, x, true, false, OBJ_FOUND_SPECIAL); else place_object(y, x, true, true, OBJ_FOUND_SPECIAL); object_level = level; } else if (rand_int(100) < 75) { place_object(y, x, false, false, OBJ_FOUND_SPECIAL); } else if (rand_int(100) < 80) { place_object(y, x, true, false, OBJ_FOUND_SPECIAL); } else { place_object(y, x, true, true, OBJ_FOUND_SPECIAL); } } else if (object_index) { /* Get local object */ object_type *o_ptr = &object_type_body; k_info[object_index]->allow_special = true; /* Create the item */ object_prep(o_ptr, object_index); /* Apply magic (no messages, no artifacts) */ apply_magic(o_ptr, dun_level, false, true, false); o_ptr->found = OBJ_FOUND_SPECIAL; k_info[object_index]->allow_special = false; drop_near(o_ptr, -1, y, x); } /* Artifact */ if (artifact_index) { int I_kind = 0; auto a_ptr = &a_info[artifact_index]; /* Get local object */ object_type forge; object_type *q_ptr = &forge; a_allow_special[artifact_index] = true; /* Wipe the object */ object_wipe(q_ptr); /* Acquire the "kind" index */ I_kind = lookup_kind(a_ptr->tval, a_ptr->sval); /* Create the artifact */ object_prep(q_ptr, I_kind); /* Save the name */ q_ptr->name1 = artifact_index; /* Extract the fields */ q_ptr->pval = a_ptr->pval; q_ptr->ac = a_ptr->ac; q_ptr->dd = a_ptr->dd; q_ptr->ds = a_ptr->ds; q_ptr->to_a = a_ptr->to_a; q_ptr->to_h = a_ptr->to_h; q_ptr->to_d = a_ptr->to_d; q_ptr->weight = a_ptr->weight; q_ptr->found = OBJ_FOUND_SPECIAL; random_artifact_resistance(q_ptr); a_info[artifact_index].cur_num = 1; a_allow_special[artifact_index] = false; /* It's amazing that this "creating objects anywhere" junk ever worked. Let's just HACK around one observed bug: Shadow Cloak of Luthien [Globe of Light] */ { auto const flags = object_flags(q_ptr); if (flags & TR_SPELL_CONTAIN) { q_ptr->pval2 = -1; } } /* Drop the artifact */ drop_near(q_ptr, -1, y, x); } /* Terrain special */ if (letter[idx].special == -1) { if (!letter[idx].bx) { letter[idx].bx = x; letter[idx].by = y; } else { c_ptr->special = (letter[idx].by << 8) + letter[idx].bx; cave[letter[idx].by][letter[idx].bx].special = (y << 8) + x; } } else { c_ptr->special = letter[idx].special; } } if (full && (*xval < x)) *xval = x; (*yval)++; return (0); } /* Process "W:: ..." -- info for the wilderness */ else if (buf[0] == 'W') { /* Process "W:D: */ /* Layout of the wilderness */ if (buf[2] == 'D') { /* Acquire the text */ char *s = buf + 4; int y = *yval; for (std::size_t x = 0; x < wilderness.width(); x++) { char i; if (1 != sscanf(s + x, "%c", &i)) { return (1); } auto const wi = wildc2i[(int)i]; wilderness(x, y).feat = wi; /* * If this is a town/dungeon entrance, note * its coordinates. (Have to check for * duplicate Morias...) */ if (wf_info[wi].entrance && wf_info[wi].wild_x == 0) { wf_info[wi].wild_x = x; wf_info[wi].wild_y = y; } } (*yval)++; return (0); } /* Process "M::" -- move line lines */ else if (buf[2] == 'M') { if (tokenize(buf + 4, 2, zz, ':', '/') == 2) { if (atoi(zz[0])) { (*yval) += atoi(zz[1]); } else { (*yval) -= atoi(zz[1]); } } else { return (1); } return (0); } /* Process "W:P:: - starting position in the wilderness */ else if (buf[2] == 'P') { if ((p_ptr->wilderness_x == 0) && (p_ptr->wilderness_y == 0)) { if (tokenize(buf + 4, 2, zz, ':', '/') == 2) { p_ptr->wilderness_x = atoi(zz[0]); p_ptr->wilderness_y = atoi(zz[1]); } else { return (1); } } return (0); } /* Process "W:E::: - entrance to the dungeon */ else if (buf[2] == 'E') { if (tokenize(buf + 4, 3, zz, ':', '/') == 3) { int y = atoi(zz[1]); int x = atoi(zz[2]); wilderness(x, y).entrance = 1000 + atoi(zz[0]); } else { return (1); } return (0); } } /* Process "P::" -- player position */ else if (buf[0] == 'P') { if (init_flags & INIT_CREATE_DUNGEON) { if (tokenize(buf + 2, 2, zz, ':', '/') == 2) { /* Place player in a quest level */ if (p_ptr->inside_quest || (init_flags & INIT_POSITION)) { p_ptr->py = atoi(zz[0]); p_ptr->px = atoi(zz[1]); } /* Place player in the town */ else if ((p_ptr->oldpx == 0) && (p_ptr->oldpy == 0)) { p_ptr->oldpy = atoi(zz[0]); p_ptr->oldpx = atoi(zz[1]); } } } return (0); } /* Process "M::" -- set maximum values */ else if (buf[0] == 'M') { if (tokenize(buf + 2, 3, zz, ':', '/') >= 2) { /* Maximum towns */ if (zz[0][0] == 'T') { max_towns = atoi(zz[1]); } /* Maximum real towns */ if (zz[0][0] == 't') { max_real_towns = atoi(zz[1]); } /* Maximum o_idx */ else if (zz[0][0] == 'O') { max_o_idx = atoi(zz[1]); } /* Maximum m_idx */ else if (zz[0][0] == 'M') { max_m_idx = atoi(zz[1]); } /* Maximum wilderness x size */ else if (zz[0][0] == 'X') { wilderness.width(atoi(zz[1])); } /* Maximum wilderness y size */ else if (zz[0][0] == 'Y') { wilderness.height(atoi(zz[1])); } return (0); } } /* Failure */ return (1); } /* * Helper function for "process_dungeon_file()" */ static const char *process_dungeon_file_expr(char **sp, char *fp) { static char pref_tmp_value[8]; const char *v; char *b; char *s; char b1 = '['; char b2 = ']'; char f = ' '; /* Initial */ s = (*sp); /* Skip spaces */ while (isspace(*s)) s++; /* Save start */ b = s; /* Default */ v = "?o?o?"; /* Analyze */ if (*s == b1) { const char *p; const char *t; /* Skip b1 */ s++; /* First */ t = process_dungeon_file_expr(&s, &f); /* Oops */ if (!*t) { /* Nothing */ } /* Function: IOR */ else if (equals(t, "IOR")) { v = "0"; while (*s && (f != b2)) { t = process_dungeon_file_expr(&s, &f); if (*t && !equals(t, "0")) v = "1"; } } /* Function: AND */ else if (equals(t, "AND")) { v = "1"; while (*s && (f != b2)) { t = process_dungeon_file_expr(&s, &f); if (*t && equals(t, "0")) v = "0"; } } /* Function: NOT */ else if (equals(t, "NOT")) { v = "1"; while (*s && (f != b2)) { t = process_dungeon_file_expr(&s, &f); if (*t && equals(t, "1")) v = "0"; } } /* Function: EQU */ else if (equals(t, "EQU")) { v = "1"; if (*s && (f != b2)) { t = process_dungeon_file_expr(&s, &f); } while (*s && (f != b2)) { p = t; t = process_dungeon_file_expr(&s, &f); if (*t && !equals(p, t)) v = "0"; } } /* Oops */ else { while (*s && (f != b2)) { t = process_dungeon_file_expr(&s, &f); } } /* Verify ending */ if (f != b2) v = "?x?x?"; /* Extract final and Terminate */ if ((f = *s) != '\0') * s++ = '\0'; } /* Other */ else { bool text_mode = false; /* Accept all printables except spaces and brackets */ while (isprint(*s)) { if (*s == '"') text_mode = !text_mode; if (!text_mode) { if (strchr(" []", *s)) break; } else { if (strchr("[]", *s)) break; } ++s; } /* Extract final and Terminate */ if ((f = *s) != '\0') * s++ = '\0'; /* Variable */ if (*b == '$') { /* Town */ if (equals(b + 1, "TOWN")) { strnfmt(pref_tmp_value, 8, "%d", p_ptr->town_num); v = pref_tmp_value; } /* Town destroyed */ else if (starts_with(b + 1, "TOWN_DESTROY")) { strnfmt(pref_tmp_value, 8, "%d", town_info[atoi(b + 13)].destroyed); v = pref_tmp_value; } /* Number of last quest */ else if (equals(b + 1, "LEAVING_QUEST")) { strnfmt(pref_tmp_value, 8, "%d", leaving_quest); v = pref_tmp_value; } /* DAYTIME status */ else if (starts_with(b + 1, "DAYTIME")) { if ((bst(HOUR, turn) >= 6) && (bst(HOUR, turn) < 18)) v = "1"; else v = "0"; } /* Quest status */ else if (starts_with(b + 1, "QUEST")) { /* "QUEST" uses a special parameter to determine the number of the quest */ if (*(b + 6) != '"') strnfmt(pref_tmp_value, 8, "%d", quest[atoi(b + 6)].status); else { char c[80]; int i; /* Copy it to temp array, so that we can modify it safely */ strcpy(c, b + 7); /* Hunt & shoot the ending " */ for (i = 0; (c[i] != '"') && (c[i] != '\0'); i++); if (c[i] == '"') c[i] = '\0'; strcpy(pref_tmp_value, "-1"); for (i = 0; i < MAX_Q_IDX; i++) { if (equals(c, quest[i].name)) { strnfmt(pref_tmp_value, 8, "%d", quest[i].status); break; } } } v = pref_tmp_value; } } /* Constant */ else { v = b; } } /* Save */ (*fp) = f; /* Save */ (*sp) = s; /* Result */ return (v); } errr process_dungeon_file(const char *name, int *yval, int *xval, int ymax, int xmax, bool init, bool full) { FILE *fp = 0; char buf[1024]; int num = -1, i; errr err = 0; bool bypass = false; /* Save the start since it ought to be modified */ int xmin = *xval; if (init) { meta_sleep = true; for (i = 0; i < 255; i++) { letter[i].defined = false; if (i == ' ') letter[i].ok = true; else letter[i].ok = false; letter[i].bx = 0; letter[i].by = 0; } } /* Build the filename */ path_build(buf, 1024, ANGBAND_DIR_EDIT, name); /* Open the file */ fp = my_fopen(buf, "r"); /* No such file */ if (!fp) { msg_format("Cannot find file %s at %s", name, buf); return ( -1); } /* Process the file */ while (0 == my_fgets(fp, buf, 1024)) { /* Count lines */ num++; /* Skip "empty" lines */ if (!buf[0]) continue; /* Skip "blank" lines */ if (isspace(buf[0])) continue; /* Skip comments */ if (buf[0] == '#') continue; /* Process "?:" */ if ((buf[0] == '?') && (buf[1] == ':')) { char f; const char *v; char *s; /* Start */ s = buf + 2; /* Parse the expr */ v = process_dungeon_file_expr(&s, &f); /* Set flag */ bypass = (equals(v, "0") ? true : false); /* Continue */ continue; } /* Apply conditionals */ if (bypass) continue; /* Process "%:" */ if (buf[0] == '%') { /* Process that file if allowed */ process_dungeon_file(buf + 2, yval, xval, ymax, xmax, false, full); /* Continue */ continue; } /* Process the line */ err = process_dungeon_file_aux(buf, yval, xval, xmin, ymax, xmax, full); /* Oops */ if (err) break; } /* Error */ if (err) { /* Useful error message */ msg_format("Error %d in line %d of file '%s'.", err, num, name); msg_format("Parsing '%s'", buf); } /* Close the file */ my_fclose(fp); /* Result */ return (err); }