/*
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Crossfire TRT is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
#include
#include
#include
#include
#include
#include
/* The naming of these functions is really poor - they are all
* pretty much named '.._arch_...', but they may more may not
* return archetypes. Some make the arch_to_object call, and thus
* return an object. Perhaps those should be called 'archob' functions
* to denote they return an object derived from the archetype.
* MSW 2003-04-29
*/
archetype *loading_arch; // ugly flag to object laoder etc. to suppress/request special processing
// the hashtable
typedef std::tr1::unordered_map
<
const char *,
arch_ptr,
str_hash,
str_equal,
slice_allocator< std::pair >
> HT;
static HT ht (5000);
archvec archetypes;
/**
* GROS - This function retrieves an archetype given the name that appears
* during the game (for example, "writing pen" instead of "stylus").
* It does not use the hashtable system, but browse the whole archlist each time.
* I suggest not to use it unless you really need it because of performance issue.
* It is currently used by scripting extensions (create-object).
* Params:
* - name: the name we're searching for (ex: "writing pen");
* Return value:
* - the archetype found or null if nothing was found.
*/
archetype *
find_archetype_by_object_name (const char *name)
{
shstr_cmp name_cmp (name);
for_all_archetypes (at)
if (at->name == name_cmp)
return at;
return 0;
}
/**
* This function retrieves an archetype by type and name that appears during
* the game. It is basically the same as find_archetype_by_object_name()
* except that it considers only items of the given type.
*/
archetype *
find_archetype_by_object_type_name (int type, const char *name)
{
shstr_cmp name_cmp (name);
for_all_archetypes (at)
if (at->name == name_cmp && at->type == type)
return at;
return 0;
}
/* This is a lot like the above function. Instead, we are trying to match
* the arch->skill values. type is the type of object to match
* against (eg, to only match against skills or only skill objects for example).
* If type is -1, ew don't match on type.
*/
object *
get_archetype_by_skill_name (const char *skill, int type)
{
shstr_cmp skill_cmp (skill);
for_all_archetypes (at)
if (at->skill == skill_cmp && (type == -1 || type == at->type))
return arch_to_object (at);
return 0;
}
/* similiar to above - this returns the first archetype
* that matches both the type and subtype. type and subtype
* can be -1 to say ignore, but in this case, the match it does
* may not be very useful. This function is most useful when
* subtypes are known to be unique for a particular type
* (eg, skills)
*/
archetype *
get_archetype_by_type_subtype (int type, int subtype)
{
for_all_archetypes (at)
if ((type == -1 || type == at->type) && (subtype == -1 || subtype == at->subtype))
return at;
return 0;
}
/**
* GROS - this returns a new object given the name that appears during the game
* (for example, "writing pen" instead of "stylus").
* Params:
* - name: The name we're searching for (ex: "writing pen");
* Return value:
* - a corresponding object if found; a singularity object if not found.
* Note by MSW - it appears that it takes the full name and keeps
* shortening it until it finds a match. I re-wrote this so that it
* doesn't malloc it each time - not that this function is used much,
* but it otherwise had a big memory leak.
*/
object *
get_archetype_by_object_name (const char *name)
{
char tmpname[MAX_BUF];
int i;
assign (tmpname, name);
for (i = strlen (tmpname); i > 0; i--)
{
tmpname[i] = 0;
if (archetype *at = find_archetype_by_object_name (tmpname))
return arch_to_object (at);
}
return create_singularity (name);
}
/* This is a subset of the parse_id command. Basically, name can be
* a string seperated lists of things to match, with certain keywords.
* pl is the player (only needed to set count properly)
* op is the item we are trying to match. Calling function takes care
* of what action might need to be done and if it is valid
* (pickup, drop, etc.) Return NONZERO if we have a match. A higher
* value means a better match. 0 means no match.
*
* Brief outline of the procedure:
* We take apart the name variable into the individual components.
* cases for 'all' and unpaid are pretty obvious.
* Next, we check for a count (either specified in name, or in the
* player object.)
* If count is 1, make a quick check on the name.
* IF count is >1, we need to make plural name. Return if match.
* Last, make a check on the full name.
*/
int
item_matched_string (object *pl, object *op, const char *name)
{
char *cp, local_name[MAX_BUF];
int count, retval = 0;
assign (local_name, name); /* strtok is destructive to name */
for (cp = strtok (local_name, ","); cp; cp = strtok (NULL, ","))
{
while (cp[0] == ' ')
++cp; /* get rid of spaces */
/* LOG(llevDebug,"Trying to match %s\n", cp); */
/* All is a very generic match - low match value */
if (!strcmp (cp, "all"))
return 1;
/* unpaid is a little more specific */
if (!strcmp (cp, "unpaid") && QUERY_FLAG (op, FLAG_UNPAID))
return 2;
if (!strcmp (cp, "cursed") && QUERY_FLAG (op, FLAG_KNOWN_CURSED) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
return 2;
if (!strcmp (cp, "unlocked") && !QUERY_FLAG (op, FLAG_INV_LOCKED))
return 2;
/* Allow for things like '100 arrows' */
if ((count = atoi (cp)) != 0)
{
cp = strchr (cp, ' ');
while (cp && cp[0] == ' ')
++cp; /* get rid of spaces */
}
else
{
if (pl->type == PLAYER)
count = pl->contr->count;
else
count = 0;
}
if (!cp || cp[0] == '\0' || count < 0)
return 0;
/* The code here should go from highest retval to lowest. That
* is because of the 'else' handling - we don't want to match on
* something and set a low retval, even though it may match a higher retcal
* later. So keep it in descending order here, so we try for the best
* match first, and work downward.
*/
if (!strcasecmp (cp, query_name (op)))
retval = 20;
else if (!strcasecmp (cp, query_short_name (op)))
retval = 18;
else if (!strcasecmp (cp, query_base_name (op, 0)))
retval = 16;
else if (!strcasecmp (cp, query_base_name (op, 1)))
retval = 16;
else if (op->custom_name && !strcasecmp (cp, op->custom_name))
retval = 15;
else if (!strncasecmp (cp, query_base_name (op, 0), strlen (cp)))
retval = 14;
else if (!strncasecmp (cp, query_base_name (op, 1), strlen (cp)))
retval = 14;
/* Do substring checks, so things like 'Str+1' will match.
* retval of these should perhaps be lower - they are lower
* then the specific strcasecmp aboves, but still higher than
* some other match criteria.
*/
else if (strstr (query_base_name (op, 1), cp))
retval = 12;
else if (strstr (query_base_name (op, 0), cp))
retval = 12;
else if (strstr (query_short_name (op), cp))
retval = 12;
/* Check against plural/non plural based on count. */
else if (count > 1 && !strcasecmp (cp, op->name_pl))
retval = 6;
else if (count == 1 && !strcasecmp (op->name, cp))
retval = 6;
/* base name matched - not bad */
else if (strcasecmp (cp, op->name) == 0 && !count)
retval = 4;
/* Check for partial custom name, but give a real low priority */
else if (op->custom_name && strstr (op->custom_name, cp))
retval = 3;
if (retval)
{
if (pl->type == PLAYER)
pl->contr->count = count;
return retval;
}
}
return 0;
}
archetype::archetype (const char *name)
{
stub = true;
arch = this;
this->archname = this->name = this->name_pl = name;
}
archetype::~archetype ()
{
unlink ();
}
void
archetype::link ()
{
ht.insert (std::make_pair (archname, this));
if (!archetypes.contains (this))
archetypes.insert (this);
}
void
archetype::unlink ()
{
ht.erase (archname);
if (archetypes.contains (this))
archetypes.erase (this);
}
/*
* Finds, using the hashtable, which archetype matches the given name.
* returns a pointer to the found archetype, otherwise NULL.
*/
archetype *
archetype::find (const char *name)
{
if (!name)
return 0;
auto (i, ht.find (name));
if (i == ht.end ())
return 0;
else
return i->second;
}
archetype *
archetype::get (const char *name)
{
if (!name)
{
LOG (llevError, "null archetype requested\n");
name = "(null)";
}
if (loading_arch && !strcmp (&loading_arch->archname, name))
return loading_arch;
archetype *at = find (name);
if (!at)
{
at = new archetype (name);
at->link ();
}
return at;
}
archetype *
archetype::read (object_thawer &f)
{
assert (f.kw == KW_object);
std::vector parts;
coroapi::cede_to_tick_every (10);
for (;;)
{
// the archetype might have been referenced earlier
// so try to find an existing stub archetype first
archetype *at = find (f.get_str ());
if (!at || !at->stub)
at = new archetype (f.get_str ());
f.next ();
#if 0
// implementing it here in the server does neither allow multiple inheritence
// nor does it cleanly "just override". it would allow use in map files, though,
// and other resource files dynamically laoded (as opposed to being preprocessed).
// not that any of this is relevant as of yet...
if (f.kw == KW_inherit)
{
if (archetype *at = find (f.get_str ()))
*op = at->clone;
else
LOG (llevError, "archetype '%s' tries to inherit from non-existent archetype '%s'.\n",
&at->archname, f.get_str ());
f.next ();
}
#endif
loading_arch = at; // hack to tell parse_kv et al. to behave
bool parse_ok = at->parse_kv (f);
loading_arch = 0;
if (!parse_ok)
goto fail;
loading_arch = at; // hack to tell parse_kv et al. to behave
at->post_load_check ();
loading_arch = 0;
parts.push_back (at);
if (f.kw != KW_more)
break;
f.next ();
if (f.kw != KW_object)
{
f.parse_error ("more object");
goto fail;
}
}
{
auto (at, parts.begin ());
archetype *new_head = parts.front ();
archetype *old_head = find (new_head->archname);
if (old_head && !old_head->is_head ())
{
LOG (llevError, "%s: unable to overwrite non-head archetype '%s' with head archetype, skipping.\n",
&new_head->archname, &old_head->archname);
goto fail;
}
// check that all archetypes belong to the same old object or are new
for (auto (at, parts.begin ()); at != parts.end (); ++at)
{
archetype *new_part = *at;
archetype *old_part = find (new_part->archname);
if (old_part && old_part->head_ () != old_head)
{
LOG (llevError, "%s: unable to overwrite archetype '%s' with archetype of different object, skipping.\n",
&new_part->archname, &((archetype *)old_part->head_ ())->archname);
goto fail;
}
}
// deactivate existing archetype
for (archetype *at = old_head; at; at = (archetype *)at->more)
at->unlink ();
// assemble new chain
new_head->min_x = new_head->max_x = new_head->x;
new_head->min_y = new_head->max_y = new_head->y;
archetype *less = new_head;
for (auto (p, parts.begin () + 1); p != parts.end (); ++p)
{
archetype *at = *p;
// some flags get inherited formt he head (probably a lot more)
// doing it here doesn't feel too cozy, but it allows code
// to ignore head checks for these flags, which saves time
at->flag [FLAG_ALIVE] = new_head->flag [FLAG_ALIVE];
at->flag [FLAG_NO_PICK] = new_head->flag [FLAG_NO_PICK];
at->flag [FLAG_MONSTER] = new_head->flag [FLAG_MONSTER];
at->flag [FLAG_IS_FLOOR] = new_head->flag [FLAG_IS_FLOOR];
if (at->x < new_head->min_x) new_head->min_x = at->x;
if (at->y < new_head->min_y) new_head->min_y = at->y;
if (at->x > new_head->max_x) new_head->max_x = at->x;
if (at->y > new_head->max_y) new_head->max_y = at->y;
at->head = new_head;
less->more = at;
less = at;
}
// now activate it
for (auto (p, parts.begin ()); p != parts.end (); ++p)
{
archetype *at = *p;
at->stub = false;
at->link ();
}
return new_head;
}
fail:
for (auto (p, parts.begin ()); p != parts.end (); ++p)
(*p)->destroy (true);
return 0;
}
/*
* Initialize global archtype pointers:
*/
void
init_archetype_pointers ()
{
ring_arch = archetype::find ("ring");
amulet_arch = archetype::find ("amulet");
staff_arch = archetype::find ("staff");
crown_arch = archetype::find ("crown");
empty_archetype = archetype::find ("empty_archetype");
}
/*
* Creates and returns a new object which is a copy of the given archetype.
* This function returns NULL on failure.
*/
object *
arch_to_object (archetype *at)
{
if (!at)
{
LOG (llevError, "Couldn't find archetype.\n");
return 0;
}
object *op = at->clone ();
op->arch = at;
op->instantiate ();
return op;
}
object *
archetype::instance ()
{
return arch_to_object (this);
}
/*
* Creates an object. This function is called by get_archetype()
* if it fails to find the appropriate archetype.
* Thus get_archetype() will be guaranteed to always return
* an object, and never NULL.
*/
object *
create_singularity (const char *name)
{
LOG (llevError | logBacktrace, "FATAL: creating singularity for '%s'.\n", name);
if (!strcmp (name, "bug"))
abort ();
char buf[MAX_BUF];
sprintf (buf, "bug, please report (%s)", name);
object *op = get_archetype ("bug");
op->name = op->name_pl = buf;
return op;
}
/*
* Finds which archetype matches the given name, and returns a new
* object containing a copy of the archetype.
*/
object *
get_archetype (const char *name)
{
archetype *at = archetype::find (name);
if (!at)
return create_singularity (name);
return arch_to_object (at);
}
/*
* Returns the first archetype using the given type.
* Used in treasure-generation.
*/
archetype *
type_to_archetype (int type)
{
for_all_archetypes (at)
if (at->type == type && at->head_ () != at)
return at;
return 0;
}
/*
* Returns a new object copied from the first archetype matching
* the given type.
* Used in treasure-generation.
*/
object *
clone_arch (int type)
{
archetype *at;
if ((at = type_to_archetype (type)) == NULL)
{
LOG (llevError, "Can't clone archetype %d\n", type);
return 0;
}
object *op = at->clone ();
op->instantiate ();
return op;
}
/*
* member: make instance from class
*/
object *
object_create_arch (archetype *at)
{
object *op, *prev = 0, *head = 0;
while (at)
{
op = arch_to_object (at);
op->x = at->x;
op->y = at->y;
if (head)
op->head = head, prev->more = op;
if (!head)
head = op;
prev = op;
at = (archetype *)at->more;
}
return head;
}