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Revision: 1.38
Committed: Fri Feb 2 21:50:43 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +12 -117 lines
Log Message:
- remove google sparsehash dependency again, its actually slower than
  gcc's current std::tr1::unordered_hash.
- remove hardcoded archtable code - the archetypes table is now
  no longer limited by an hardcoded constant but can grow dynamically
  at runtime.
- removed some cruft

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <cassert>
26
27 #include <global.h>
28 #include <funcpoint.h>
29 #include <loader.h>
30
31 #include <tr1/functional>
32 #include <tr1/unordered_map>
33
34 int arch_init; /* True if doing arch initialization */
35
36 /* The naming of these functions is really poor - they are all
37 * pretty much named '.._arch_...', but they may more may not
38 * return archetypes. Some make the arch_to_object call, and thus
39 * return an object. Perhaps those should be called 'archob' functions
40 * to denote they return an object derived from the archetype.
41 * MSW 2003-04-29
42 */
43
44 // the hashtable
45 typedef std::tr1::unordered_map
46 <
47 const char *,
48 arch_ptr,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, arch_ptr> >
52 > HT;
53
54 static HT ht (5000);
55
56 /**
57 * GROS - This function retrieves an archetype given the name that appears
58 * during the game (for example, "writing pen" instead of "stylus").
59 * It does not use the hashtable system, but browse the whole archlist each time.
60 * I suggest not to use it unless you really need it because of performance issue.
61 * It is currently used by scripting extensions (create-object).
62 * Params:
63 * - name: the name we're searching for (ex: "writing pen");
64 * Return value:
65 * - the archetype found or null if nothing was found.
66 */
67 archetype *
68 find_archetype_by_object_name (const char *name)
69 {
70 archetype *at;
71
72 if (name == NULL)
73 return (archetype *) NULL;
74
75 for (at = first_archetype; at != NULL; at = at->next)
76 {
77 if (!strcmp (at->clone.name, name))
78 return at;
79 }
80 return NULL;
81 }
82
83 /**
84 * This function retrieves an archetype by type and name that appears during
85 * the game. It is basically the same as find_archetype_by_object_name()
86 * except that it considers only items of the given type.
87 */
88 archetype *
89 find_archetype_by_object_type_name (int type, const char *name)
90 {
91 archetype *at;
92
93 if (name == NULL)
94 return NULL;
95
96 for (at = first_archetype; at != NULL; at = at->next)
97 {
98 if (at->clone.type == type && strcmp (at->clone.name, name) == 0)
99 return at;
100 }
101
102 return NULL;
103 }
104
105 /* This is a lot like the above function. Instead, we are trying to match
106 * the arch->skill values. type is the type of object to match
107 * against (eg, to only match against skills or only skill objects for example).
108 * If type is -1, ew don't match on type.
109 */
110 object *
111 get_archetype_by_skill_name (const char *skill, int type)
112 {
113 archetype *at;
114
115 if (skill)
116 for (at = first_archetype; at; at = at->next)
117 if (((type == -1) || (type == at->clone.type)) && (!strcmp (at->clone.skill, skill)))
118 return arch_to_object (at);
119
120 return 0;
121 }
122
123 /* similiar to above - this returns the first archetype
124 * that matches both the type and subtype. type and subtype
125 * can be -1 to say ignore, but in this case, the match it does
126 * may not be very useful. This function is most useful when
127 * subtypes are known to be unique for a particular type
128 * (eg, skills)
129 */
130 archetype *
131 get_archetype_by_type_subtype (int type, int subtype)
132 {
133 archetype *
134 at;
135
136 for (at = first_archetype; at != NULL; at = at->next)
137 {
138 if (((type == -1) || (type == at->clone.type)) && (subtype == -1 || subtype == at->clone.subtype))
139 return at;
140 }
141 return NULL;
142 }
143
144 /**
145 * GROS - this returns a new object given the name that appears during the game
146 * (for example, "writing pen" instead of "stylus").
147 * Params:
148 * - name: The name we're searching for (ex: "writing pen");
149 * Return value:
150 * - a corresponding object if found; a singularity object if not found.
151 * Note by MSW - it appears that it takes the full name and keeps
152 * shortening it until it finds a match. I re-wrote this so that it
153 * doesn't malloc it each time - not that this function is used much,
154 * but it otherwise had a big memory leak.
155 */
156 object *
157 get_archetype_by_object_name (const char *name)
158 {
159 archetype *at;
160 char tmpname[MAX_BUF];
161 int i;
162
163 assign (tmpname, name);
164
165 for (i = strlen (tmpname); i > 0; i--)
166 {
167 tmpname[i] = 0;
168 at = find_archetype_by_object_name (tmpname);
169
170 if (at)
171 return arch_to_object (at);
172 }
173
174 return create_singularity (name);
175 }
176
177 /* This is a subset of the parse_id command. Basically, name can be
178 * a string seperated lists of things to match, with certain keywords.
179 * pl is the player (only needed to set count properly)
180 * op is the item we are trying to match. Calling function takes care
181 * of what action might need to be done and if it is valid
182 * (pickup, drop, etc.) Return NONZERO if we have a match. A higher
183 * value means a better match. 0 means no match.
184 *
185 * Brief outline of the procedure:
186 * We take apart the name variable into the individual components.
187 * cases for 'all' and unpaid are pretty obvious.
188 * Next, we check for a count (either specified in name, or in the
189 * player object.)
190 * If count is 1, make a quick check on the name.
191 * IF count is >1, we need to make plural name. Return if match.
192 * Last, make a check on the full name.
193 */
194 int
195 item_matched_string (object *pl, object *op, const char *name)
196 {
197 char *cp, local_name[MAX_BUF];
198 int count, retval = 0;
199
200 strcpy (local_name, name); /* strtok is destructive to name */
201
202 for (cp = strtok (local_name, ","); cp; cp = strtok (NULL, ","))
203 {
204 while (cp[0] == ' ')
205 ++cp; /* get rid of spaces */
206
207 /* LOG(llevDebug,"Trying to match %s\n", cp); */
208 /* All is a very generic match - low match value */
209 if (!strcmp (cp, "all"))
210 return 1;
211
212 /* unpaid is a little more specific */
213 if (!strcmp (cp, "unpaid") && QUERY_FLAG (op, FLAG_UNPAID))
214 return 2;
215 if (!strcmp (cp, "cursed") && QUERY_FLAG (op, FLAG_KNOWN_CURSED) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
216 return 2;
217
218 if (!strcmp (cp, "unlocked") && !QUERY_FLAG (op, FLAG_INV_LOCKED))
219 return 2;
220
221 /* Allow for things like '100 arrows' */
222 if ((count = atoi (cp)) != 0)
223 {
224 cp = strchr (cp, ' ');
225 while (cp && cp[0] == ' ')
226 ++cp; /* get rid of spaces */
227 }
228 else
229 {
230 if (pl->type == PLAYER)
231 count = pl->contr->count;
232 else
233 count = 0;
234 }
235
236 if (!cp || cp[0] == '\0' || count < 0)
237 return 0;
238
239
240 /* The code here should go from highest retval to lowest. That
241 * is because of the 'else' handling - we don't want to match on
242 * something and set a low retval, even though it may match a higher retcal
243 * later. So keep it in descending order here, so we try for the best
244 * match first, and work downward.
245 */
246 if (!strcasecmp (cp, query_name (op)))
247 retval = 20;
248 else if (!strcasecmp (cp, query_short_name (op)))
249 retval = 18;
250 else if (!strcasecmp (cp, query_base_name (op, 0)))
251 retval = 16;
252 else if (!strcasecmp (cp, query_base_name (op, 1)))
253 retval = 16;
254 else if (op->custom_name && !strcasecmp (cp, op->custom_name))
255 retval = 15;
256 else if (!strncasecmp (cp, query_base_name (op, 0), strlen (cp)))
257 retval = 14;
258 else if (!strncasecmp (cp, query_base_name (op, 1), strlen (cp)))
259 retval = 14;
260 /* Do substring checks, so things like 'Str+1' will match.
261 * retval of these should perhaps be lower - they are lower
262 * then the specific strcasecmp aboves, but still higher than
263 * some other match criteria.
264 */
265 else if (strstr (query_base_name (op, 1), cp))
266 retval = 12;
267 else if (strstr (query_base_name (op, 0), cp))
268 retval = 12;
269 else if (strstr (query_short_name (op), cp))
270 retval = 12;
271 /* Check against plural/non plural based on count. */
272 else if (count > 1 && !strcasecmp (cp, op->name_pl))
273 retval = 6;
274 else if (count == 1 && !strcasecmp (op->name, cp))
275 retval = 6;
276 /* base name matched - not bad */
277 else if (strcasecmp (cp, op->name) == 0 && !count)
278 retval = 4;
279 /* Check for partial custom name, but give a real low priority */
280 else if (op->custom_name && strstr (op->custom_name, cp))
281 retval = 3;
282
283 if (retval)
284 {
285 if (pl->type == PLAYER)
286 pl->contr->count = count;
287
288 return retval;
289 }
290 }
291
292 return 0;
293 }
294
295 /*
296 * Initialises the internal linked list of archetypes (read from file).
297 * Then the global "empty_archetype" pointer is initialised.
298 * Then the blocksview[] array is initialised.
299 */
300
301 void
302 init_archetypes (void)
303 { /* called from add_player() and edit() */
304 if (first_archetype != NULL) /* Only do this once */
305 return;
306
307 arch_init = 1;
308 load_archetypes ();
309 arch_init = 0;
310 empty_archetype = archetype::find ("empty_archetype");
311
312 /* init_blocksview();*/
313 }
314
315 /*
316 * An alternative way to init the hashtable which is slower, but _works_...
317 */
318 void
319 init_archetable (void)
320 {
321 archetype *at;
322
323 LOG (llevDebug, " Setting up archetable...\n");
324
325 for (at = first_archetype; at; at = at->more ? at->more : at->next)
326 at->hash_add ();
327
328 LOG (llevDebug, "done\n");
329 }
330
331 void
332 free_all_archs (void)
333 {
334 archetype *at, *next;
335 int i = 0, f = 0;
336
337 for (at = first_archetype; at; at = next)
338 {
339 if (at->more)
340 next = at->more;
341 else
342 next = at->next;
343
344 delete
345 at;
346
347 i++;
348 }
349
350 LOG (llevDebug, "Freed %d archetypes, %d faces\n", i, f);
351 }
352
353 archetype::archetype ()
354 {
355 CLEAR_FLAG (&clone, FLAG_FREED); /* This shouldn't matter, since copy_to */
356 SET_FLAG (&clone, FLAG_REMOVED); /* doesn't copy these flags... */
357 }
358
359 archetype::~archetype ()
360 {
361 }
362
363 /*
364 * Reads/parses the archetype-file, and copies into a linked list
365 * of archetype-structures.
366 */
367 void
368 first_arch_pass (object_thawer & fp)
369 {
370 archetype *head = 0, *last_more = 0;
371
372 archetype *at = new archetype;
373 at->clone.arch = first_archetype = at;
374
375 while (int i = load_object (fp, &at->clone, 0))
376 {
377 at->clone.speed_left = (float) (-0.1);
378 /* copy the body_info to the body_used - this is only really
379 * need for monsters, but doesn't hurt to do it for everything.
380 * by doing so, when a monster is created, it has good starting
381 * values for the body_used info, so when items are created
382 * for it, they can be properly equipped.
383 */
384 memcpy (&at->clone.body_used, &at->clone.body_info, sizeof (at->clone.body_info));
385
386 switch (i)
387 {
388 case LL_NORMAL: /* A new archetype, just link it with the previous */
389 if (last_more != NULL)
390 last_more->next = at;
391 if (head != NULL)
392 head->next = at;
393 head = last_more = at;
394 #if 0
395 if (!op->type)
396 LOG (llevDebug, " WARNING: Archetype %s has no type info!\n", op->arch->name);
397 #endif
398 at->tail_x = 0;
399 at->tail_y = 0;
400 break;
401
402 case LL_MORE: /* Another part of the previous archetype, link it correctly */
403
404 at->head = head;
405 at->clone.head = &head->clone;
406 if (last_more != NULL)
407 {
408 last_more->more = at;
409 last_more->clone.more = &at->clone;
410 }
411 last_more = at;
412
413 /* If this multipart image is still composed of individual small
414 * images, don't set the tail_.. values. We can't use them anyways,
415 * and setting these to zero makes the map sending to the client much
416 * easier as just looking at the head, we know what to do.
417 */
418 if (at->clone.face != head->clone.face)
419 {
420 head->tail_x = 0;
421 head->tail_y = 0;
422 }
423 else
424 {
425 if (at->clone.x > head->tail_x)
426 head->tail_x = at->clone.x;
427 if (at->clone.y > head->tail_y)
428 head->tail_y = at->clone.y;
429 }
430 break;
431
432 }
433
434 at = new archetype;
435
436 at->clone.arch = at;
437 }
438
439 delete at;
440 }
441
442 /*
443 * Reads the archetype file once more, and links all pointers between
444 * archetypes.
445 */
446
447 void
448 second_arch_pass (object_thawer & thawer)
449 {
450 char buf[MAX_BUF], *variable = buf, *argument, *cp;
451 archetype *at = NULL, *other;
452
453 while (fgets (buf, MAX_BUF, thawer) != NULL)
454 {
455 if (*buf == '#')
456 continue;
457 if ((argument = strchr (buf, ' ')) != NULL)
458 {
459 *argument = '\0', argument++;
460 cp = argument + strlen (argument) - 1;
461 while (isspace (*cp))
462 {
463 *cp = '\0';
464 cp--;
465 }
466 }
467 if (!strcmp ("Object", variable))
468 {
469 if ((at = archetype::find (argument)) == NULL)
470 LOG (llevError, "Warning: failed to find arch %s\n", argument);
471 }
472 else if (!strcmp ("other_arch", variable))
473 {
474 if (at != NULL && at->clone.other_arch == NULL)
475 {
476 if ((other = archetype::find (argument)) == NULL)
477 LOG (llevError, "Warning: failed to find other_arch %s\n", argument);
478 else if (at != NULL)
479 at->clone.other_arch = other;
480 }
481 }
482 else if (!strcmp ("randomitems", variable))
483 {
484 if (at != NULL)
485 {
486 treasurelist *tl = find_treasurelist (argument);
487
488 if (tl == NULL)
489 LOG (llevError, "Failed to link treasure to arch (%s): %s\n", &at->name, argument);
490 else
491 at->clone.randomitems = tl;
492 }
493 }
494 }
495 }
496
497 #ifdef DEBUG
498 void
499 check_generators (void)
500 {
501 archetype *at;
502
503 for (at = first_archetype; at != NULL; at = at->next)
504 if (QUERY_FLAG (&at->clone, FLAG_GENERATOR) && at->clone.other_arch == NULL)
505 LOG (llevError, "Warning: %s is generator but lacks other_arch.\n", &at->name);
506 }
507 #endif
508
509 /*
510 * First initialises the archtype hash-table (init_archetable()).
511 * Reads and parses the archetype file (with the first and second-pass
512 * functions).
513 * Then initialises treasures by calling load_treasures().
514 */
515
516 void
517 load_archetypes (void)
518 {
519 char filename[MAX_BUF];
520
521 sprintf (filename, "%s/%s", settings.datadir, settings.archetypes);
522 LOG (llevDebug, "Reading archetypes from %s:\n", filename);
523
524 {
525 object_thawer
526 thawer (filename);
527
528 LOG (llevDebug, " arch-pass 1...\n");
529 first_arch_pass (thawer);
530 LOG (llevDebug, " done\n");
531 }
532
533 init_archetable ();
534 warn_archetypes = 1;
535
536 {
537 object_thawer
538 thawer (filename);
539
540 LOG (llevDebug, " loading treasure...\n");
541 load_treasures ();
542 LOG (llevDebug, " done\n");
543 LOG (llevDebug, " arch-pass 2...\n");
544 second_arch_pass (thawer);
545 LOG (llevDebug, " done\n");
546 #ifdef DEBUG
547 check_generators ();
548 #endif
549 }
550 LOG (llevDebug, " done\n");
551 }
552
553 /*
554 * Creates and returns a new object which is a copy of the given archetype.
555 * This function returns NULL on failure.
556 */
557 object *
558 arch_to_object (archetype *at)
559 {
560 object *op;
561
562 if (at == NULL)
563 {
564 if (warn_archetypes)
565 LOG (llevError, "Couldn't find archetype.\n");
566
567 return NULL;
568 }
569
570 op = at->clone.clone ();
571 op->arch = at;
572 op->instantiate ();
573 return op;
574 }
575
576 /*
577 * Creates an object. This function is called by get_archetype()
578 * if it fails to find the appropriate archetype.
579 * Thus get_archetype() will be guaranteed to always return
580 * an object, and never NULL.
581 */
582 object *
583 create_singularity (const char *name)
584 {
585 object *op;
586 char buf[MAX_BUF];
587
588 sprintf (buf, "%s (%s)", ARCH_SINGULARITY, name);
589 op = object::create ();
590 op->name = op->name_pl = buf;
591 SET_FLAG (op, FLAG_NO_PICK);
592 return op;
593 }
594
595 /*
596 * Finds which archetype matches the given name, and returns a new
597 * object containing a copy of the archetype.
598 */
599 object *
600 get_archetype (const char *name)
601 {
602 archetype *at = archetype::find (name);
603
604 if (!at)
605 return create_singularity (name);
606
607 return arch_to_object (at);
608 }
609
610 /*
611 * Hash-function used by the arch-hashtable.
612 */
613
614 unsigned long
615 hasharch (const char *str, int tablesize)
616 {
617 unsigned long hash = 0;
618 unsigned int i = 0;
619 const char *p;
620
621 /* use the one-at-a-time hash function, which supposedly is
622 * better than the djb2-like one used by perl5.005, but
623 * certainly is better then the bug used here before.
624 * see http://burtleburtle.net/bob/hash/doobs.html
625 */
626 for (p = str; i < MAXSTRING && *p; p++, i++)
627 {
628 hash += *p;
629 hash += hash << 10;
630 hash ^= hash >> 6;
631 }
632
633 hash += hash << 3;
634 hash ^= hash >> 11;
635 hash += hash << 15;
636
637 return hash % tablesize;
638 }
639
640 /*
641 * Finds, using the hashtable, which archetype matches the given name.
642 * returns a pointer to the found archetype, otherwise NULL.
643 */
644 archetype *
645 archetype::find (const char *name)
646 {
647 if (!name)
648 return 0;
649
650 AUTODECL (i, ht.find (name));
651
652 if (i == ht.end ())
653 return 0;
654 else
655 return i->second;
656 }
657
658 /*
659 * Adds an archetype to the hashtable.
660 */
661 void
662 archetype::hash_add ()
663 {
664 ht.insert (std::make_pair (name, this));
665 }
666
667 void
668 archetype::hash_del ()
669 {
670 ht.erase (name);
671 }
672
673 /*
674 * Returns the first archetype using the given type.
675 * Used in treasure-generation.
676 */
677 archetype *
678 type_to_archetype (int type)
679 {
680 archetype *at;
681
682 for (at = first_archetype; at; at = at->more == 0 ? at->next : at->more)
683 if (at->clone.type == type)
684 return at;
685
686 return 0;
687 }
688
689 /*
690 * Returns a new object copied from the first archetype matching
691 * the given type.
692 * Used in treasure-generation.
693 */
694
695 object *
696 clone_arch (int type)
697 {
698 archetype *at;
699
700 if ((at = type_to_archetype (type)) == NULL)
701 {
702 LOG (llevError, "Can't clone archetype %d\n", type);
703 return 0;
704 }
705
706 object *op = at->clone.clone ();
707 op->instantiate ();
708 return op;
709 }
710
711 /*
712 * member: make instance from class
713 */
714
715 object *
716 object_create_arch (archetype *at)
717 {
718 object *op, *prev = 0, *head = 0;
719
720 while (at)
721 {
722 op = arch_to_object (at);
723 op->x = at->clone.x;
724 op->y = at->clone.y;
725
726 if (head)
727 op->head = head, prev->more = op;
728
729 if (!head)
730 head = op;
731
732 prev = op;
733 at = at->more;
734 }
735
736 return (head);
737 }
738