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Revision: 1.17
Committed: Tue Sep 12 19:20:06 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.16: +7 -14 lines
Log Message:
- improve assign to prepend "..."
- make more use of assign
- implement op->debug_desc() and make some more use of it

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22 */
23
24 #include <cassert>
25
26 #include <tr1/unordered_map>
27
28 #include <global.h>
29 #include <arch.h>
30 #include <funcpoint.h>
31 #include <loader.h>
32
33 /* IF set, does a little timing on the archetype load. */
34 #define TIME_ARCH_LOAD 0
35
36 static void add_arch (archetype *at);
37
38 static archetype *arch_table[ARCHTABLE];
39 int arch_cmp = 0; /* How many strcmp's */
40 int arch_search = 0; /* How many searches */
41 int arch_init; /* True if doing arch initialization */
42
43 /* The naming of these functions is really poor - they are all
44 * pretty much named '.._arch_...', but they may more may not
45 * return archetypes. Some make the arch_to_object call, and thus
46 * return an object. Perhaps those should be called 'archob' functions
47 * to denote they return an object derived from the archetype.
48 * MSW 2003-04-29
49 */
50
51 #if USE_UNORDERED_MAP
52 // the hashtable
53 typedef
54 std::tr1::unordered_map <
55 size_t, archetype *>
56 HT;
57
58 static
59 HT
60 ht;
61 #endif
62
63 /**
64 * GROS - This function retrieves an archetype given the name that appears
65 * during the game (for example, "writing pen" instead of "stylus").
66 * It does not use the hashtable system, but browse the whole archlist each time.
67 * I suggest not to use it unless you really need it because of performance issue.
68 * It is currently used by scripting extensions (create-object).
69 * Params:
70 * - name: the name we're searching for (ex: "writing pen");
71 * Return value:
72 * - the archetype found or null if nothing was found.
73 */
74 archetype *
75 find_archetype_by_object_name (const char *name)
76 {
77 archetype *
78 at;
79
80 if (name == NULL)
81 return (archetype *) NULL;
82
83 for (at = first_archetype; at != NULL; at = at->next)
84 {
85 if (!strcmp (at->clone.name, name))
86 return at;
87 }
88 return NULL;
89 }
90
91 /**
92 * This function retrieves an archetype by type and name that appears during
93 * the game. It is basically the same as find_archetype_by_object_name()
94 * except that it considers only items of the given type.
95 */
96 archetype *
97 find_archetype_by_object_type_name (int type, const char *name)
98 {
99 archetype *
100 at;
101
102 if (name == NULL)
103 return NULL;
104
105 for (at = first_archetype; at != NULL; at = at->next)
106 {
107 if (at->clone.type == type && strcmp (at->clone.name, name) == 0)
108 return at;
109 }
110
111 return NULL;
112 }
113
114 /* This is a lot like the above function. Instead, we are trying to match
115 * the arch->skill values. type is the type of object to match
116 * against (eg, to only match against skills or only skill objects for example).
117 * If type is -1, ew don't match on type.
118 */
119 object *
120 get_archetype_by_skill_name (const char *skill, int type)
121 {
122 archetype *
123 at;
124
125 if (skill == NULL)
126 return NULL;
127
128 for (at = first_archetype; at != NULL; at = at->next)
129 {
130 if (((type == -1) || (type == at->clone.type)) && (!strcmp (at->clone.skill, skill)))
131 return arch_to_object (at);
132 }
133 return NULL;
134 }
135
136 /* similiar to above - this returns the first archetype
137 * that matches both the type and subtype. type and subtype
138 * can be -1 to say ignore, but in this case, the match it does
139 * may not be very useful. This function is most useful when
140 * subtypes are known to be unique for a particular type
141 * (eg, skills)
142 */
143 archetype *
144 get_archetype_by_type_subtype (int type, int subtype)
145 {
146 archetype *
147 at;
148
149 for (at = first_archetype; at != NULL; at = at->next)
150 {
151 if (((type == -1) || (type == at->clone.type)) && (subtype == -1 || subtype == at->clone.subtype))
152 return at;
153 }
154 return NULL;
155 }
156
157 /**
158 * GROS - this returns a new object given the name that appears during the game
159 * (for example, "writing pen" instead of "stylus").
160 * Params:
161 * - name: The name we're searching for (ex: "writing pen");
162 * Return value:
163 * - a corresponding object if found; a singularity object if not found.
164 * Note by MSW - it appears that it takes the full name and keeps
165 * shortening it until it finds a match. I re-wrote this so that it
166 * doesn't malloc it each time - not that this function is used much,
167 * but it otherwise had a big memory leak.
168 */
169 object *
170 get_archetype_by_object_name (const char *name)
171 {
172 archetype *at;
173 char tmpname[MAX_BUF];
174 int i;
175
176 assign (tmpname, name);
177
178 for (i = strlen (tmpname); i > 0; i--)
179 {
180 tmpname[i] = 0;
181 at = find_archetype_by_object_name (tmpname);
182
183 if (at != NULL)
184 {
185 return arch_to_object (at);
186 }
187 }
188
189 return create_singularity (name);
190 }
191
192 /* This is a subset of the parse_id command. Basically, name can be
193 * a string seperated lists of things to match, with certain keywords.
194 * pl is the player (only needed to set count properly)
195 * op is the item we are trying to match. Calling function takes care
196 * of what action might need to be done and if it is valid
197 * (pickup, drop, etc.) Return NONZERO if we have a match. A higher
198 * value means a better match. 0 means no match.
199 *
200 * Brief outline of the procedure:
201 * We take apart the name variable into the individual components.
202 * cases for 'all' and unpaid are pretty obvious.
203 * Next, we check for a count (either specified in name, or in the
204 * player object.)
205 * If count is 1, make a quick check on the name.
206 * IF count is >1, we need to make plural name. Return if match.
207 * Last, make a check on the full name.
208 */
209 int
210 item_matched_string (object *pl, object *op, const char *name)
211 {
212 char *
213 cp,
214 local_name[MAX_BUF];
215 int
216 count,
217 retval = 0;
218
219 strcpy (local_name, name); /* strtok is destructive to name */
220
221 for (cp = strtok (local_name, ","); cp; cp = strtok (NULL, ","))
222 {
223 while (cp[0] == ' ')
224 ++cp; /* get rid of spaces */
225
226 /* LOG(llevDebug,"Trying to match %s\n", cp); */
227 /* All is a very generic match - low match value */
228 if (!strcmp (cp, "all"))
229 return 1;
230
231 /* unpaid is a little more specific */
232 if (!strcmp (cp, "unpaid") && QUERY_FLAG (op, FLAG_UNPAID))
233 return 2;
234 if (!strcmp (cp, "cursed") && QUERY_FLAG (op, FLAG_KNOWN_CURSED) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
235 return 2;
236
237 if (!strcmp (cp, "unlocked") && !QUERY_FLAG (op, FLAG_INV_LOCKED))
238 return 2;
239
240 /* Allow for things like '100 arrows' */
241 if ((count = atoi (cp)) != 0)
242 {
243 cp = strchr (cp, ' ');
244 while (cp && cp[0] == ' ')
245 ++cp; /* get rid of spaces */
246 }
247 else
248 {
249 if (pl->type == PLAYER)
250 count = pl->contr->count;
251 else
252 count = 0;
253 }
254
255 if (!cp || cp[0] == '\0' || count < 0)
256 return 0;
257
258
259 /* The code here should go from highest retval to lowest. That
260 * is because of the 'else' handling - we don't want to match on
261 * something and set a low retval, even though it may match a higher retcal
262 * later. So keep it in descending order here, so we try for the best
263 * match first, and work downward.
264 */
265 if (!strcasecmp (cp, query_name (op)))
266 retval = 20;
267 else if (!strcasecmp (cp, query_short_name (op)))
268 retval = 18;
269 else if (!strcasecmp (cp, query_base_name (op, 0)))
270 retval = 16;
271 else if (!strcasecmp (cp, query_base_name (op, 1)))
272 retval = 16;
273 else if (op->custom_name && !strcasecmp (cp, op->custom_name))
274 retval = 15;
275 else if (!strncasecmp (cp, query_base_name (op, 0), strlen (cp)))
276 retval = 14;
277 else if (!strncasecmp (cp, query_base_name (op, 1), strlen (cp)))
278 retval = 14;
279
280 /* Do substring checks, so things like 'Str+1' will match.
281 * retval of these should perhaps be lower - they are lower
282 * then the specific strcasecmp aboves, but still higher than
283 * some other match criteria.
284 */
285 else if (strstr (query_base_name (op, 1), cp))
286 retval = 12;
287 else if (strstr (query_base_name (op, 0), cp))
288 retval = 12;
289 else if (strstr (query_short_name (op), cp))
290 retval = 12;
291
292 /* Check against plural/non plural based on count. */
293 else if (count > 1 && !strcasecmp (cp, op->name_pl))
294 {
295 retval = 6;
296 }
297 else if (count == 1 && !strcasecmp (op->name, cp))
298 {
299 retval = 6;
300 }
301 /* base name matched - not bad */
302 else if (strcasecmp (cp, op->name) == 0 && !count)
303 retval = 4;
304 /* Check for partial custom name, but give a real low priority */
305 else if (op->custom_name && strstr (op->custom_name, cp))
306 retval = 3;
307
308 if (retval)
309 {
310 if (pl->type == PLAYER)
311 pl->contr->count = count;
312 return retval;
313 }
314 }
315 return 0;
316 }
317
318 /*
319 * Initialises the internal linked list of archetypes (read from file).
320 * Then the global "empty_archetype" pointer is initialised.
321 * Then the blocksview[] array is initialised.
322 */
323
324 void
325 init_archetypes (void)
326 { /* called from add_player() and edit() */
327 if (first_archetype != NULL) /* Only do this once */
328 return;
329 arch_init = 1;
330 load_archetypes ();
331 arch_init = 0;
332 empty_archetype = find_archetype ("empty_archetype");
333
334 /* init_blocksview();*/
335 }
336
337 /*
338 * Stores debug-information about how efficient the hashtable
339 * used for archetypes has been in the static errmsg array.
340 */
341
342 void
343 arch_info (object *op)
344 {
345 sprintf (errmsg, "%d searches and %d strcmp()'s", arch_search, arch_cmp);
346 new_draw_info (NDI_BLACK, 0, op, errmsg);
347 }
348
349 /*
350 * Initialise the hashtable used by the archetypes.
351 */
352
353 void
354 clear_archetable (void)
355 {
356 memset ((void *) arch_table, 0, ARCHTABLE * sizeof (archetype *));
357 }
358
359 /*
360 * An alternative way to init the hashtable which is slower, but _works_...
361 */
362
363 void
364 init_archetable (void)
365 {
366 archetype *
367 at;
368
369 LOG (llevDebug, " Setting up archetable...\n");
370
371 for (at = first_archetype; at != NULL; at = (at->more == NULL) ? at->next : at->more)
372 add_arch (at);
373
374 LOG (llevDebug, "done\n");
375 }
376
377 /*
378 * Dumps an archetype to debug-level output.
379 */
380
381 void
382 dump_arch (archetype *at)
383 {
384 dump_object (&at->clone);
385 }
386
387 /*
388 * Dumps _all_ archetypes to debug-level output.
389 * If you run crossfire with debug, and enter DM-mode, you can trigger
390 * this with the O key.
391 */
392
393 void
394 dump_all_archetypes (void)
395 {
396 archetype *
397 at;
398
399 for (at = first_archetype; at != NULL; at = (at->more == NULL) ? at->next : at->more)
400 {
401 dump_arch (at);
402 fprintf (logfile, "%s\n", errmsg);
403 }
404 }
405
406 void
407 free_all_archs (void)
408 {
409 archetype *
410 at, *
411 next;
412 int
413 i = 0, f = 0;
414
415 for (at = first_archetype; at != NULL; at = next)
416 {
417 if (at->more)
418 next = at->more;
419 else
420 next = at->next;
421
422 delete
423 at;
424
425 i++;
426 }
427 LOG (llevDebug, "Freed %d archetypes, %d faces\n", i, f);
428 }
429
430 archetype::archetype ()
431 {
432 clear_object (&clone); /* to initial state other also */
433 CLEAR_FLAG (&clone, FLAG_FREED); /* This shouldn't matter, since copy_object() */
434 SET_FLAG (&clone, FLAG_REMOVED); /* doesn't copy these flags... */
435 }
436
437 archetype::~archetype ()
438 {
439 }
440
441 /*
442 * Reads/parses the archetype-file, and copies into a linked list
443 * of archetype-structures.
444 */
445 void
446 first_arch_pass (object_thawer & fp)
447 {
448 archetype *
449 at, *
450 head = NULL, *last_more = NULL;
451
452 at->clone.arch = first_archetype = at = new archetype;
453
454 while (int i = load_object (fp, &at->clone, 0))
455 {
456 at->clone.speed_left = (float) (-0.1);
457 /* copy the body_info to the body_used - this is only really
458 * need for monsters, but doesn't hurt to do it for everything.
459 * by doing so, when a monster is created, it has good starting
460 * values for the body_used info, so when items are created
461 * for it, they can be properly equipped.
462 */
463 memcpy (&at->clone.body_used, &at->clone.body_info, sizeof (at->clone.body_info));
464
465 switch (i)
466 {
467 case LL_NORMAL: /* A new archetype, just link it with the previous */
468 if (last_more != NULL)
469 last_more->next = at;
470 if (head != NULL)
471 head->next = at;
472 head = last_more = at;
473 #if 0
474 if (!op->type)
475 LOG (llevDebug, " WARNING: Archetype %s has no type info!\n", op->arch->name);
476 #endif
477 at->tail_x = 0;
478 at->tail_y = 0;
479 break;
480
481 case LL_MORE: /* Another part of the previous archetype, link it correctly */
482
483 at->head = head;
484 at->clone.head = &head->clone;
485 if (last_more != NULL)
486 {
487 last_more->more = at;
488 last_more->clone.more = &at->clone;
489 }
490 last_more = at;
491
492 /* If this multipart image is still composed of individual small
493 * images, don't set the tail_.. values. We can't use them anyways,
494 * and setting these to zero makes the map sending to the client much
495 * easier as just looking at the head, we know what to do.
496 */
497 if (at->clone.face != head->clone.face)
498 {
499 head->tail_x = 0;
500 head->tail_y = 0;
501 }
502 else
503 {
504 if (at->clone.x > head->tail_x)
505 head->tail_x = at->clone.x;
506 if (at->clone.y > head->tail_y)
507 head->tail_y = at->clone.y;
508 }
509 break;
510
511 }
512
513 at = new archetype;
514
515 at->clone.arch = at;
516 }
517
518 delete at;
519 }
520
521 /*
522 * Reads the archetype file once more, and links all pointers between
523 * archetypes.
524 */
525
526 void
527 second_arch_pass (object_thawer & thawer)
528 {
529 char
530 buf[MAX_BUF], *
531 variable = buf, *argument, *cp;
532 archetype *
533 at = NULL, *other;
534
535 while (fgets (buf, MAX_BUF, thawer) != NULL)
536 {
537 if (*buf == '#')
538 continue;
539 if ((argument = strchr (buf, ' ')) != NULL)
540 {
541 *argument = '\0', argument++;
542 cp = argument + strlen (argument) - 1;
543 while (isspace (*cp))
544 {
545 *cp = '\0';
546 cp--;
547 }
548 }
549 if (!strcmp ("Object", variable))
550 {
551 if ((at = find_archetype (argument)) == NULL)
552 LOG (llevError, "Warning: failed to find arch %s\n", argument);
553 }
554 else if (!strcmp ("other_arch", variable))
555 {
556 if (at != NULL && at->clone.other_arch == NULL)
557 {
558 if ((other = find_archetype (argument)) == NULL)
559 LOG (llevError, "Warning: failed to find other_arch %s\n", argument);
560 else if (at != NULL)
561 at->clone.other_arch = other;
562 }
563 }
564 else if (!strcmp ("randomitems", variable))
565 {
566 if (at != NULL)
567 {
568 treasurelist *
569 tl = find_treasurelist (argument);
570
571 if (tl == NULL)
572 LOG (llevError, "Failed to link treasure to arch (%s): %s\n", &at->name, argument);
573 else
574 at->clone.randomitems = tl;
575 }
576 }
577 }
578 }
579
580 #ifdef DEBUG
581 void
582 check_generators (void)
583 {
584 archetype *
585 at;
586
587 for (at = first_archetype; at != NULL; at = at->next)
588 if (QUERY_FLAG (&at->clone, FLAG_GENERATOR) && at->clone.other_arch == NULL)
589 LOG (llevError, "Warning: %s is generator but lacks other_arch.\n", &at->name);
590 }
591 #endif
592
593 /*
594 * First initialises the archtype hash-table (init_archetable()).
595 * Reads and parses the archetype file (with the first and second-pass
596 * functions).
597 * Then initialises treasures by calling load_treasures().
598 */
599
600 void
601 load_archetypes (void)
602 {
603 char
604 filename[MAX_BUF];
605
606 #if TIME_ARCH_LOAD
607 struct timeval
608 tv1,
609 tv2;
610 #endif
611
612 sprintf (filename, "%s/%s", settings.datadir, settings.archetypes);
613 LOG (llevDebug, "Reading archetypes from %s:\n", filename);
614
615 {
616 object_thawer
617 thawer (filename);
618
619 clear_archetable ();
620 LOG (llevDebug, " arch-pass 1...\n");
621 first_arch_pass (thawer);
622 LOG (llevDebug, " done\n");
623 }
624
625 init_archetable ();
626 warn_archetypes = 1;
627
628 {
629 object_thawer
630 thawer (filename);
631
632 LOG (llevDebug, " loading treasure...\n");
633 load_treasures ();
634 LOG (llevDebug, " done\n arch-pass 2...\n");
635 second_arch_pass (thawer);
636 LOG (llevDebug, " done\n");
637 #ifdef DEBUG
638 check_generators ();
639 #endif
640 }
641 LOG (llevDebug, " done\n");
642 }
643
644 /*
645 * Creates and returns a new object which is a copy of the given archetype.
646 * This function returns NULL on failure.
647 */
648
649 object *
650 arch_to_object (archetype *at)
651 {
652 object *
653 op;
654
655 if (at == NULL)
656 {
657 if (warn_archetypes)
658 LOG (llevError, "Couldn't find archetype.\n");
659
660 return NULL;
661 }
662
663 op = get_object ();
664 copy_object (&at->clone, op);
665 op->arch = at;
666 op->instantiate ();
667 return op;
668 }
669
670 /*
671 * Creates an object. This function is called by get_archetype()
672 * if it fails to find the appropriate archetype.
673 * Thus get_archetype() will be guaranteed to always return
674 * an object, and never NULL.
675 */
676
677 object *
678 create_singularity (const char *name)
679 {
680 object *
681 op;
682 char
683 buf[MAX_BUF];
684
685 sprintf (buf, "%s (%s)", ARCH_SINGULARITY, name);
686 op = get_object ();
687 op->name = op->name_pl = buf;
688 SET_FLAG (op, FLAG_NO_PICK);
689 return op;
690 }
691
692 /*
693 * Finds which archetype matches the given name, and returns a new
694 * object containing a copy of the archetype.
695 */
696
697 object *
698 get_archetype (const char *name)
699 {
700 archetype *
701 at;
702
703 at = find_archetype (name);
704 if (at == NULL)
705 return create_singularity (name);
706
707 return arch_to_object (at);
708 }
709
710 /*
711 * Hash-function used by the arch-hashtable.
712 */
713
714 unsigned long
715 hasharch (const char *str, int tablesize)
716 {
717 unsigned long
718 hash = 0;
719 unsigned int
720 i = 0;
721 const char *
722 p;
723
724 /* use the one-at-a-time hash function, which supposedly is
725 * better than the djb2-like one used by perl5.005, but
726 * certainly is better then the bug used here before.
727 * see http://burtleburtle.net/bob/hash/doobs.html
728 */
729 for (p = str; i < MAXSTRING && *p; p++, i++)
730 {
731 hash += *p;
732 hash += hash << 10;
733 hash ^= hash >> 6;
734 }
735
736 hash += hash << 3;
737 hash ^= hash >> 11;
738 hash += hash << 15;
739
740 return hash % tablesize;
741 }
742
743 /*
744 * Finds, using the hashtable, which archetype matches the given name.
745 * returns a pointer to the found archetype, otherwise NULL.
746 */
747
748 archetype *
749 find_archetype (const char *name)
750 {
751 #if USE_UNORDERED_MAP
752 name = shstr::find (name);
753
754 if (!name)
755 return 0;
756
757 HT::const_iterator i = ht.find ((size_t) name);
758
759 if (i == ht.end ())
760 return 0;
761 else
762 return i->second;
763 #endif
764
765 archetype *
766 at;
767 unsigned long
768 index;
769
770 if (name == NULL)
771 return (archetype *) NULL;
772
773 index = hasharch (name, ARCHTABLE);
774 arch_search++;
775 for (;;)
776 {
777 at = arch_table[index];
778 if (at == NULL)
779 {
780 if (warn_archetypes)
781 LOG (llevError, "Couldn't find archetype %s\n", name);
782 return NULL;
783 }
784 arch_cmp++;
785 if (!strcmp ((const char *) at->name, name))
786 return at;
787 if (++index >= ARCHTABLE)
788 index = 0;
789 }
790 }
791
792 /*
793 * Adds an archetype to the hashtable.
794 */
795
796 static void
797 add_arch (archetype *at)
798 {
799 #if USE_UNORDERED_MAP
800 ht.insert (std::make_pair ((size_t) (const char *) at->name, at));
801 #endif
802
803 int
804 index = hasharch ((const char *) at->name, ARCHTABLE), org_index = index;
805
806 for (;;)
807 {
808 if (arch_table[index] == NULL)
809 {
810 arch_table[index] = at;
811 return;
812 }
813
814 if (++index == ARCHTABLE)
815 index = 0;
816
817 if (index == org_index)
818 fatal (ARCHTABLE_TOO_SMALL);
819 }
820 }
821
822 /*
823 * Returns the first archetype using the given type.
824 * Used in treasure-generation.
825 */
826
827 archetype *
828 type_to_archetype (int type)
829 {
830 archetype *
831 at;
832
833 for (at = first_archetype; at != NULL; at = (at->more == NULL) ? at->next : at->more)
834 if (at->clone.type == type)
835 return at;
836 return NULL;
837 }
838
839 /*
840 * Returns a new object copied from the first archetype matching
841 * the given type.
842 * Used in treasure-generation.
843 */
844
845 object *
846 clone_arch (int type)
847 {
848 archetype *
849 at;
850 object *
851 op = get_object ();
852
853 if ((at = type_to_archetype (type)) == NULL)
854 {
855 LOG (llevError, "Can't clone archetype %d\n", type);
856 free_object (op);
857 return NULL;
858 }
859 copy_object (&at->clone, op);
860 op->instantiate ();
861 return op;
862 }
863
864 /*
865 * member: make instance from class
866 */
867
868 object *
869 object_create_arch (archetype *at)
870 {
871 object *
872 op, *
873 prev = NULL, *head = NULL;
874
875 while (at)
876 {
877 op = arch_to_object (at);
878 op->x = at->clone.x;
879 op->y = at->clone.y;
880 if (head)
881 op->head = head, prev->more = op;
882 if (!head)
883 head = op;
884 prev = op;
885 at = at->more;
886 }
887 return (head);
888 }
889
890 /*** end of arch.c ***/