1 |
/* |
2 |
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 |
* |
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* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Crossfire TRT is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
11 |
* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <crossfire@schmorp.de> |
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*/ |
23 |
|
24 |
#include <cassert> |
25 |
|
26 |
#include <global.h> |
27 |
#include <funcpoint.h> |
28 |
#include <loader.h> |
29 |
|
30 |
#include <tr1/functional> |
31 |
#include <tr1/unordered_map> |
32 |
|
33 |
/* The naming of these functions is really poor - they are all |
34 |
* pretty much named '.._arch_...', but they may more may not |
35 |
* return archetypes. Some make the arch_to_object call, and thus |
36 |
* return an object. Perhaps those should be called 'archob' functions |
37 |
* to denote they return an object derived from the archetype. |
38 |
* MSW 2003-04-29 |
39 |
*/ |
40 |
|
41 |
bool loading_arch; // ugly flag to object laoder etc. to suppress/request special processing |
42 |
|
43 |
// the hashtable |
44 |
typedef std::tr1::unordered_map |
45 |
< |
46 |
const char *, |
47 |
arch_ptr, |
48 |
str_hash, |
49 |
str_equal, |
50 |
slice_allocator< std::pair<const char *const, arch_ptr> > |
51 |
> HT; |
52 |
|
53 |
static HT ht (5000); |
54 |
archvec archetypes; |
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 |
shstr_cmp name_cmp (name); |
71 |
|
72 |
for_all_archetypes (at) |
73 |
if (at->name == name_cmp) |
74 |
return at; |
75 |
|
76 |
return 0; |
77 |
} |
78 |
|
79 |
/** |
80 |
* This function retrieves an archetype by type and name that appears during |
81 |
* the game. It is basically the same as find_archetype_by_object_name() |
82 |
* except that it considers only items of the given type. |
83 |
*/ |
84 |
archetype * |
85 |
find_archetype_by_object_type_name (int type, const char *name) |
86 |
{ |
87 |
shstr_cmp name_cmp (name); |
88 |
|
89 |
for_all_archetypes (at) |
90 |
if (at->name == name_cmp && at->type == type) |
91 |
return at; |
92 |
|
93 |
return 0; |
94 |
} |
95 |
|
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/* This is a lot like the above function. Instead, we are trying to match |
97 |
* the arch->skill values. type is the type of object to match |
98 |
* against (eg, to only match against skills or only skill objects for example). |
99 |
* If type is -1, ew don't match on type. |
100 |
*/ |
101 |
object * |
102 |
get_archetype_by_skill_name (const char *skill, int type) |
103 |
{ |
104 |
shstr_cmp skill_cmp (skill); |
105 |
|
106 |
for_all_archetypes (at) |
107 |
if (at->skill == skill_cmp && (type == -1 || type == at->type)) |
108 |
return arch_to_object (at); |
109 |
|
110 |
return 0; |
111 |
} |
112 |
|
113 |
/* similiar to above - this returns the first archetype |
114 |
* that matches both the type and subtype. type and subtype |
115 |
* can be -1 to say ignore, but in this case, the match it does |
116 |
* may not be very useful. This function is most useful when |
117 |
* subtypes are known to be unique for a particular type |
118 |
* (eg, skills) |
119 |
*/ |
120 |
archetype * |
121 |
get_archetype_by_type_subtype (int type, int subtype) |
122 |
{ |
123 |
for_all_archetypes (at) |
124 |
if ((type == -1 || type == at->type) && (subtype == -1 || subtype == at->subtype)) |
125 |
return at; |
126 |
|
127 |
return 0; |
128 |
} |
129 |
|
130 |
/** |
131 |
* GROS - this returns a new object given the name that appears during the game |
132 |
* (for example, "writing pen" instead of "stylus"). |
133 |
* Params: |
134 |
* - name: The name we're searching for (ex: "writing pen"); |
135 |
* Return value: |
136 |
* - a corresponding object if found; a singularity object if not found. |
137 |
* Note by MSW - it appears that it takes the full name and keeps |
138 |
* shortening it until it finds a match. I re-wrote this so that it |
139 |
* doesn't malloc it each time - not that this function is used much, |
140 |
* but it otherwise had a big memory leak. |
141 |
*/ |
142 |
object * |
143 |
get_archetype_by_object_name (const char *name) |
144 |
{ |
145 |
char tmpname[MAX_BUF]; |
146 |
int i; |
147 |
|
148 |
assign (tmpname, name); |
149 |
|
150 |
for (i = strlen (tmpname); i > 0; i--) |
151 |
{ |
152 |
tmpname[i] = 0; |
153 |
|
154 |
if (archetype *at = find_archetype_by_object_name (tmpname)) |
155 |
return arch_to_object (at); |
156 |
} |
157 |
|
158 |
return create_singularity (name); |
159 |
} |
160 |
|
161 |
/* This is a subset of the parse_id command. Basically, name can be |
162 |
* a string seperated lists of things to match, with certain keywords. |
163 |
* pl is the player (only needed to set count properly) |
164 |
* op is the item we are trying to match. Calling function takes care |
165 |
* of what action might need to be done and if it is valid |
166 |
* (pickup, drop, etc.) Return NONZERO if we have a match. A higher |
167 |
* value means a better match. 0 means no match. |
168 |
* |
169 |
* Brief outline of the procedure: |
170 |
* We take apart the name variable into the individual components. |
171 |
* cases for 'all' and unpaid are pretty obvious. |
172 |
* Next, we check for a count (either specified in name, or in the |
173 |
* player object.) |
174 |
* If count is 1, make a quick check on the name. |
175 |
* IF count is >1, we need to make plural name. Return if match. |
176 |
* Last, make a check on the full name. |
177 |
*/ |
178 |
int |
179 |
item_matched_string (object *pl, object *op, const char *name) |
180 |
{ |
181 |
char *cp, local_name[MAX_BUF]; |
182 |
int count, retval = 0; |
183 |
|
184 |
assign (local_name, name); /* strtok is destructive to name */ |
185 |
|
186 |
for (cp = strtok (local_name, ","); cp; cp = strtok (NULL, ",")) |
187 |
{ |
188 |
while (cp[0] == ' ') |
189 |
++cp; /* get rid of spaces */ |
190 |
|
191 |
/* LOG(llevDebug,"Trying to match %s\n", cp); */ |
192 |
/* All is a very generic match - low match value */ |
193 |
if (!strcmp (cp, "all")) |
194 |
return 1; |
195 |
|
196 |
/* unpaid is a little more specific */ |
197 |
if (!strcmp (cp, "unpaid") && QUERY_FLAG (op, FLAG_UNPAID)) |
198 |
return 2; |
199 |
if (!strcmp (cp, "cursed") && QUERY_FLAG (op, FLAG_KNOWN_CURSED) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) |
200 |
return 2; |
201 |
|
202 |
if (!strcmp (cp, "unlocked") && !QUERY_FLAG (op, FLAG_INV_LOCKED)) |
203 |
return 2; |
204 |
|
205 |
/* Allow for things like '100 arrows' */ |
206 |
if ((count = atoi (cp)) != 0) |
207 |
{ |
208 |
cp = strchr (cp, ' '); |
209 |
while (cp && cp[0] == ' ') |
210 |
++cp; /* get rid of spaces */ |
211 |
} |
212 |
else |
213 |
{ |
214 |
if (pl->type == PLAYER) |
215 |
count = pl->contr->count; |
216 |
else |
217 |
count = 0; |
218 |
} |
219 |
|
220 |
if (!cp || cp[0] == '\0' || count < 0) |
221 |
return 0; |
222 |
|
223 |
|
224 |
/* The code here should go from highest retval to lowest. That |
225 |
* is because of the 'else' handling - we don't want to match on |
226 |
* something and set a low retval, even though it may match a higher retcal |
227 |
* later. So keep it in descending order here, so we try for the best |
228 |
* match first, and work downward. |
229 |
*/ |
230 |
if (!strcasecmp (cp, query_name (op))) |
231 |
retval = 20; |
232 |
else if (!strcasecmp (cp, query_short_name (op))) |
233 |
retval = 18; |
234 |
else if (!strcasecmp (cp, query_base_name (op, 0))) |
235 |
retval = 16; |
236 |
else if (!strcasecmp (cp, query_base_name (op, 1))) |
237 |
retval = 16; |
238 |
else if (op->custom_name && !strcasecmp (cp, op->custom_name)) |
239 |
retval = 15; |
240 |
else if (!strncasecmp (cp, query_base_name (op, 0), strlen (cp))) |
241 |
retval = 14; |
242 |
else if (!strncasecmp (cp, query_base_name (op, 1), strlen (cp))) |
243 |
retval = 14; |
244 |
/* Do substring checks, so things like 'Str+1' will match. |
245 |
* retval of these should perhaps be lower - they are lower |
246 |
* then the specific strcasecmp aboves, but still higher than |
247 |
* some other match criteria. |
248 |
*/ |
249 |
else if (strstr (query_base_name (op, 1), cp)) |
250 |
retval = 12; |
251 |
else if (strstr (query_base_name (op, 0), cp)) |
252 |
retval = 12; |
253 |
else if (strstr (query_short_name (op), cp)) |
254 |
retval = 12; |
255 |
/* Check against plural/non plural based on count. */ |
256 |
else if (count > 1 && !strcasecmp (cp, op->name_pl)) |
257 |
retval = 6; |
258 |
else if (count == 1 && !strcasecmp (op->name, cp)) |
259 |
retval = 6; |
260 |
/* base name matched - not bad */ |
261 |
else if (strcasecmp (cp, op->name) == 0 && !count) |
262 |
retval = 4; |
263 |
/* Check for partial custom name, but give a real low priority */ |
264 |
else if (op->custom_name && strstr (op->custom_name, cp)) |
265 |
retval = 3; |
266 |
|
267 |
if (retval) |
268 |
{ |
269 |
if (pl->type == PLAYER) |
270 |
pl->contr->count = count; |
271 |
|
272 |
return retval; |
273 |
} |
274 |
} |
275 |
|
276 |
return 0; |
277 |
} |
278 |
|
279 |
archetype::archetype (const char *name) |
280 |
{ |
281 |
stub = true; |
282 |
arch = this; |
283 |
this->archname = this->name = this->name_pl = name; |
284 |
} |
285 |
|
286 |
archetype::~archetype () |
287 |
{ |
288 |
unlink (); |
289 |
} |
290 |
|
291 |
void |
292 |
archetype::link () |
293 |
{ |
294 |
ht.insert (std::make_pair (archname, this)); |
295 |
|
296 |
if (!archetypes.contains (this)) |
297 |
archetypes.insert (this); |
298 |
} |
299 |
|
300 |
void |
301 |
archetype::unlink () |
302 |
{ |
303 |
ht.erase (archname); |
304 |
if (!strcmp (&archname, "Gaea")) fprintf (stderr, "oI\n");//D |
305 |
if (archetypes.contains (this)) |
306 |
archetypes.erase (this); |
307 |
} |
308 |
|
309 |
/* |
310 |
* Finds, using the hashtable, which archetype matches the given name. |
311 |
* returns a pointer to the found archetype, otherwise NULL. |
312 |
*/ |
313 |
archetype * |
314 |
archetype::find (const char *name) |
315 |
{ |
316 |
if (!name) |
317 |
return 0; |
318 |
|
319 |
auto (i, ht.find (name)); |
320 |
|
321 |
if (i == ht.end ()) |
322 |
return 0; |
323 |
else |
324 |
return i->second; |
325 |
} |
326 |
|
327 |
archetype * |
328 |
archetype::get (const char *name) |
329 |
{ |
330 |
if (!name) |
331 |
{ |
332 |
LOG (llevError, "null archetype requested\n"); |
333 |
name = "(null)"; |
334 |
} |
335 |
|
336 |
archetype *at = find (name); |
337 |
|
338 |
if (!at) |
339 |
{ |
340 |
at = new archetype (name); |
341 |
at->link (); |
342 |
} |
343 |
|
344 |
return at; |
345 |
} |
346 |
|
347 |
archetype * |
348 |
archetype::read (object_thawer &f) |
349 |
{ |
350 |
assert (f.kw == KW_object); |
351 |
|
352 |
loading_arch = true; // hack to tell parse_kv et al. to behave |
353 |
|
354 |
std::vector<archetype *> parts; |
355 |
|
356 |
coroapi::cede_to_tick_every (10); |
357 |
|
358 |
for (;;) |
359 |
{ |
360 |
// the archetype might have been referenced earlier |
361 |
// so try to find an existing stub archetype first |
362 |
archetype *at = find (f.get_str ()); |
363 |
|
364 |
if (!at || !at->stub) |
365 |
at = new archetype (f.get_str ()); |
366 |
|
367 |
f.next (); |
368 |
|
369 |
#if 0 |
370 |
// implementing it here in the server does neither allow multiple inheritence |
371 |
// nor does it cleanly "just override". it would allow use in map files, though, |
372 |
// and other resource files dynamically laoded (as opposed to being preprocessed). |
373 |
// not that any of this is relevant as of yet... |
374 |
if (f.kw == KW_inherit) |
375 |
{ |
376 |
if (archetype *at = find (f.get_str ())) |
377 |
*op = at->clone; |
378 |
else |
379 |
LOG (llevError, "archetype '%s' tries to inherit from non-existent archetype '%s'.\n", |
380 |
&at->archname, f.get_str ()); |
381 |
|
382 |
f.next (); |
383 |
} |
384 |
#endif |
385 |
|
386 |
if (!at->parse_kv (f)) |
387 |
goto fail; |
388 |
|
389 |
at->post_load_check (); |
390 |
|
391 |
parts.push_back (at); |
392 |
|
393 |
if (f.kw != KW_more) |
394 |
break; |
395 |
|
396 |
f.next (); |
397 |
|
398 |
if (f.kw != KW_object) |
399 |
{ |
400 |
f.parse_error ("more object"); |
401 |
goto fail; |
402 |
} |
403 |
} |
404 |
|
405 |
loading_arch = false; |
406 |
|
407 |
{ |
408 |
auto (at, parts.begin ()); |
409 |
|
410 |
archetype *new_head = parts.front (); |
411 |
archetype *old_head = find (new_head->archname); |
412 |
|
413 |
if (old_head && !old_head->is_head ()) |
414 |
{ |
415 |
LOG (llevError, "%s: unable to overwrite non-head archetype '%s' with head archetype, skipping.\n", |
416 |
&new_head->archname, &old_head->archname); |
417 |
goto fail; |
418 |
} |
419 |
|
420 |
// check that all archetypes belong to the same old object or are new |
421 |
for (auto (at, parts.begin ()); at != parts.end (); ++at) |
422 |
{ |
423 |
archetype *new_part = *at; |
424 |
archetype *old_part = find (new_part->archname); |
425 |
|
426 |
if (old_part && old_part->head_ () != old_head) |
427 |
{ |
428 |
LOG (llevError, "%s: unable to overwrite archetype '%s' with archetype of different object, skipping.\n", |
429 |
&new_part->archname, &((archetype *)old_part->head_ ())->archname); |
430 |
goto fail; |
431 |
} |
432 |
} |
433 |
|
434 |
// deactivate existing archetype |
435 |
for (archetype *at = old_head; at; at = (archetype *)at->more) |
436 |
at->unlink (); |
437 |
|
438 |
// assemble new chain |
439 |
new_head->min_x = new_head->max_x = new_head->x; |
440 |
new_head->min_y = new_head->max_y = new_head->y; |
441 |
|
442 |
archetype *less = new_head; |
443 |
for (auto (p, parts.begin () + 1); p != parts.end (); ++p) |
444 |
{ |
445 |
archetype *at = *p; |
446 |
|
447 |
// some flags get inherited formt he head (probably a lot more) |
448 |
// doing it here doesn't feel too cozy, but it allows code |
449 |
// to ignore head checks for these flags, which saves time |
450 |
at->flag [FLAG_ALIVE] = new_head->flag [FLAG_ALIVE]; |
451 |
at->flag [FLAG_NO_PICK] = new_head->flag [FLAG_NO_PICK]; |
452 |
at->flag [FLAG_MONSTER] = new_head->flag [FLAG_MONSTER]; |
453 |
at->flag [FLAG_IS_FLOOR] = new_head->flag [FLAG_IS_FLOOR]; |
454 |
|
455 |
if (at->x < new_head->min_x) new_head->min_x = at->x; |
456 |
if (at->y < new_head->min_y) new_head->min_y = at->y; |
457 |
if (at->x > new_head->max_x) new_head->max_x = at->x; |
458 |
if (at->y > new_head->max_y) new_head->max_y = at->y; |
459 |
|
460 |
at->head = new_head; |
461 |
less->more = at; |
462 |
less = at; |
463 |
} |
464 |
|
465 |
// now activate it |
466 |
for (auto (p, parts.begin ()); p != parts.end (); ++p) |
467 |
{ |
468 |
archetype *at = *p; |
469 |
at->stub = false; |
470 |
at->link (); |
471 |
} |
472 |
|
473 |
return new_head; |
474 |
} |
475 |
|
476 |
fail: |
477 |
for (auto (p, parts.begin ()); p != parts.end (); ++p) |
478 |
(*p)->destroy (true); |
479 |
|
480 |
loading_arch = false; |
481 |
return 0; |
482 |
} |
483 |
|
484 |
/* |
485 |
* Initialize global archtype pointers: |
486 |
*/ |
487 |
void |
488 |
init_archetype_pointers () |
489 |
{ |
490 |
ring_arch = archetype::find ("ring"); |
491 |
amulet_arch = archetype::find ("amulet"); |
492 |
staff_arch = archetype::find ("staff"); |
493 |
crown_arch = archetype::find ("crown"); |
494 |
empty_archetype = archetype::find ("empty_archetype"); |
495 |
} |
496 |
|
497 |
/* |
498 |
* Creates and returns a new object which is a copy of the given archetype. |
499 |
* This function returns NULL on failure. |
500 |
*/ |
501 |
object * |
502 |
arch_to_object (archetype *at) |
503 |
{ |
504 |
if (!at) |
505 |
{ |
506 |
LOG (llevError, "Couldn't find archetype.\n"); |
507 |
return 0; |
508 |
} |
509 |
|
510 |
object *op = at->clone (); |
511 |
op->arch = at; |
512 |
op->instantiate (); |
513 |
|
514 |
return op; |
515 |
} |
516 |
|
517 |
/* |
518 |
* Creates an object. This function is called by get_archetype() |
519 |
* if it fails to find the appropriate archetype. |
520 |
* Thus get_archetype() will be guaranteed to always return |
521 |
* an object, and never NULL. |
522 |
*/ |
523 |
object * |
524 |
create_singularity (const char *name) |
525 |
{ |
526 |
LOG (llevError | logBacktrace, "FATAL: creating singularity for '%s'.\n", name); |
527 |
|
528 |
if (!strcmp (name, "bug")) |
529 |
abort (); |
530 |
|
531 |
char buf[MAX_BUF]; |
532 |
sprintf (buf, "bug, please report (%s)", name); |
533 |
|
534 |
object *op = get_archetype ("bug"); |
535 |
op->name = op->name_pl = buf; |
536 |
|
537 |
return op; |
538 |
} |
539 |
|
540 |
/* |
541 |
* Finds which archetype matches the given name, and returns a new |
542 |
* object containing a copy of the archetype. |
543 |
*/ |
544 |
object * |
545 |
get_archetype (const char *name) |
546 |
{ |
547 |
archetype *at = archetype::find (name); |
548 |
|
549 |
if (!at) |
550 |
return create_singularity (name); |
551 |
|
552 |
return arch_to_object (at); |
553 |
} |
554 |
|
555 |
/* |
556 |
* Returns the first archetype using the given type. |
557 |
* Used in treasure-generation. |
558 |
*/ |
559 |
archetype * |
560 |
type_to_archetype (int type) |
561 |
{ |
562 |
for_all_archetypes (at) |
563 |
if (at->type == type && at->head_ () != at) |
564 |
return at; |
565 |
|
566 |
return 0; |
567 |
} |
568 |
|
569 |
/* |
570 |
* Returns a new object copied from the first archetype matching |
571 |
* the given type. |
572 |
* Used in treasure-generation. |
573 |
*/ |
574 |
object * |
575 |
clone_arch (int type) |
576 |
{ |
577 |
archetype *at; |
578 |
|
579 |
if ((at = type_to_archetype (type)) == NULL) |
580 |
{ |
581 |
LOG (llevError, "Can't clone archetype %d\n", type); |
582 |
return 0; |
583 |
} |
584 |
|
585 |
object *op = at->clone (); |
586 |
op->instantiate (); |
587 |
return op; |
588 |
} |
589 |
|
590 |
/* |
591 |
* member: make instance from class |
592 |
*/ |
593 |
object * |
594 |
object_create_arch (archetype *at) |
595 |
{ |
596 |
object *op, *prev = 0, *head = 0; |
597 |
|
598 |
while (at) |
599 |
{ |
600 |
op = arch_to_object (at); |
601 |
|
602 |
op->x = at->x; |
603 |
op->y = at->y; |
604 |
|
605 |
if (head) |
606 |
op->head = head, prev->more = op; |
607 |
|
608 |
if (!head) |
609 |
head = op; |
610 |
|
611 |
prev = op; |
612 |
at = (archetype *)at->more; |
613 |
} |
614 |
|
615 |
return head; |
616 |
} |
617 |
|