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Revision: 1.10
Committed: Sun Sep 3 00:18:39 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +40 -54 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1 /*
2 * static char *rcsid_arch_c =
3 * "$Id: arch.C,v 1.9 2006-08-30 11:02:15 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #include <arch.h>
31 #include <funcpoint.h>
32 #include <loader.h>
33
34 #include <cassert>
35
36 /* IF set, does a little timing on the archetype load. */
37 #define TIME_ARCH_LOAD 0
38
39 static void add_arch(archetype *at);
40
41 static archetype *arch_table[ARCHTABLE];
42 int arch_cmp=0; /* How many strcmp's */
43 int arch_search=0; /* How many searches */
44 int arch_init; /* True if doing arch initialization */
45
46 /* The naming of these functions is really poor - they are all
47 * pretty much named '.._arch_...', but they may more may not
48 * return archetypes. Some make the arch_to_object call, and thus
49 * return an object. Perhaps those should be called 'archob' functions
50 * to denote they return an object derived from the archetype.
51 * MSW 2003-04-29
52 */
53
54 /**
55 * GROS - This function retrieves an archetype given the name that appears
56 * during the game (for example, "writing pen" instead of "stylus").
57 * It does not use the hashtable system, but browse the whole archlist each time.
58 * I suggest not to use it unless you really need it because of performance issue.
59 * It is currently used by scripting extensions (create-object).
60 * Params:
61 * - name: the name we're searching for (ex: "writing pen");
62 * Return value:
63 * - the archetype found or null if nothing was found.
64 */
65 archetype *find_archetype_by_object_name(const char *name) {
66 archetype *at;
67
68 if (name == NULL)
69 return (archetype *) NULL;
70
71 for(at = first_archetype;at!=NULL;at=at->next) {
72 if (!strcmp(at->clone.name, name))
73 return at;
74 }
75 return NULL;
76 }
77
78 /**
79 * This function retrieves an archetype by type and name that appears during
80 * the game. It is basically the same as find_archetype_by_object_name()
81 * except that it considers only items of the given type.
82 */
83 archetype *find_archetype_by_object_type_name(int type, const char *name) {
84 archetype *at;
85
86 if (name == NULL)
87 return NULL;
88
89 for (at = first_archetype; at != NULL; at = at->next) {
90 if (at->clone.type == type && strcmp(at->clone.name, name) == 0)
91 return at;
92 }
93
94 return NULL;
95 }
96
97 /* This is a lot like the above function. Instead, we are trying to match
98 * the arch->skill values. type is the type of object to match
99 * against (eg, to only match against skills or only skill objects for example).
100 * If type is -1, ew don't match on type.
101 */
102 object *get_archetype_by_skill_name(const char *skill, int type) {
103 archetype *at;
104
105 if (skill == NULL)
106 return NULL;
107
108 for(at = first_archetype;at!=NULL;at=at->next) {
109 if ( ((type == -1) || (type == at->clone.type)) &&
110 (!strcmp(at->clone.skill, skill)))
111 return arch_to_object(at);
112 }
113 return NULL;
114 }
115
116 /* similiar to above - this returns the first archetype
117 * that matches both the type and subtype. type and subtype
118 * can be -1 to say ignore, but in this case, the match it does
119 * may not be very useful. This function is most useful when
120 * subtypes are known to be unique for a particular type
121 * (eg, skills)
122 */
123 archetype *get_archetype_by_type_subtype(int type, int subtype) {
124 archetype *at;
125
126 for(at = first_archetype;at!=NULL;at=at->next) {
127 if ( ((type == -1) || (type == at->clone.type)) &&
128 (subtype == -1 || subtype == at->clone.subtype))
129 return at;
130 }
131 return NULL;
132 }
133
134 /**
135 * GROS - this returns a new object given the name that appears during the game
136 * (for example, "writing pen" instead of "stylus").
137 * Params:
138 * - name: The name we're searching for (ex: "writing pen");
139 * Return value:
140 * - a corresponding object if found; a singularity object if not found.
141 * Note by MSW - it appears that it takes the full name and keeps
142 * shortening it until it finds a match. I re-wrote this so that it
143 * doesn't malloc it each time - not that this function is used much,
144 * but it otherwise had a big memory leak.
145 */
146 object *get_archetype_by_object_name(const char *name) {
147 archetype *at;
148 char tmpname[MAX_BUF];
149 int i;
150
151 strncpy(tmpname,name,MAX_BUF-1);
152 tmpname[MAX_BUF-1] = 0;
153 for(i=strlen(tmpname); i>0; i--) {
154 tmpname[i] = 0;
155 at = find_archetype_by_object_name(tmpname);
156 if (at !=NULL)
157 {
158 return arch_to_object(at);
159 }
160 }
161 return create_singularity(name);
162 }
163
164 /* This is a subset of the parse_id command. Basically, name can be
165 * a string seperated lists of things to match, with certain keywords.
166 * pl is the player (only needed to set count properly)
167 * op is the item we are trying to match. Calling function takes care
168 * of what action might need to be done and if it is valid
169 * (pickup, drop, etc.) Return NONZERO if we have a match. A higher
170 * value means a better match. 0 means no match.
171 *
172 * Brief outline of the procedure:
173 * We take apart the name variable into the individual components.
174 * cases for 'all' and unpaid are pretty obvious.
175 * Next, we check for a count (either specified in name, or in the
176 * player object.)
177 * If count is 1, make a quick check on the name.
178 * IF count is >1, we need to make plural name. Return if match.
179 * Last, make a check on the full name.
180 */
181 int item_matched_string(object *pl, object *op, const char *name)
182 {
183 char *cp, local_name[MAX_BUF];
184 int count,retval=0;
185 strcpy(local_name, name); /* strtok is destructive to name */
186
187 for (cp=strtok(local_name,","); cp; cp=strtok(NULL,",")) {
188 while (cp[0]==' ') ++cp; /* get rid of spaces */
189
190 /* LOG(llevDebug,"Trying to match %s\n", cp);*/
191 /* All is a very generic match - low match value */
192 if (!strcmp(cp,"all")) return 1;
193
194 /* unpaid is a little more specific */
195 if (!strcmp(cp,"unpaid") && QUERY_FLAG(op,FLAG_UNPAID)) return 2;
196 if (!strcmp(cp,"cursed") && QUERY_FLAG(op,FLAG_KNOWN_CURSED) &&
197 (QUERY_FLAG(op,FLAG_CURSED) ||QUERY_FLAG(op,FLAG_DAMNED)))
198 return 2;
199
200 if (!strcmp(cp,"unlocked") && !QUERY_FLAG(op, FLAG_INV_LOCKED))
201 return 2;
202
203 /* Allow for things like '100 arrows' */
204 if ((count=atoi(cp))!=0) {
205 cp=strchr(cp, ' ');
206 while (cp && cp[0]==' ') ++cp; /* get rid of spaces */
207 }
208 else {
209 if (pl->type==PLAYER)
210 count=pl->contr->count;
211 else
212 count = 0;
213 }
214
215 if (!cp || cp[0]=='\0' || count<0) return 0;
216
217
218 /* The code here should go from highest retval to lowest. That
219 * is because of the 'else' handling - we don't want to match on
220 * something and set a low retval, even though it may match a higher retcal
221 * later. So keep it in descending order here, so we try for the best
222 * match first, and work downward.
223 */
224 if (!strcasecmp(cp,query_name(op))) retval=20;
225 else if (!strcasecmp(cp,query_short_name(op))) retval=18;
226 else if (!strcasecmp(cp,query_base_name(op,0))) retval=16;
227 else if (!strcasecmp(cp,query_base_name(op,1))) retval=16;
228 else if (op->custom_name && !strcasecmp(cp,op->custom_name)) retval=15;
229 else if (!strncasecmp(cp,query_base_name(op,0),
230 strlen(cp))) retval=14;
231 else if (!strncasecmp(cp,query_base_name(op,1),
232 strlen(cp))) retval=14;
233
234 /* Do substring checks, so things like 'Str+1' will match.
235 * retval of these should perhaps be lower - they are lower
236 * then the specific strcasecmp aboves, but still higher than
237 * some other match criteria.
238 */
239 else if (strstr(query_base_name(op,1), cp)) retval = 12;
240 else if (strstr(query_base_name(op,0), cp)) retval = 12;
241 else if (strstr(query_short_name(op), cp)) retval = 12;
242
243 /* Check against plural/non plural based on count. */
244 else if (count>1 && !strcasecmp(cp,op->name_pl)) {
245 retval=6;
246 }
247 else if (count==1 && !strcasecmp(op->name,cp)) {
248 retval=6;
249 }
250 /* base name matched - not bad */
251 else if (strcasecmp(cp,op->name)==0 && !count) retval=4;
252 /* Check for partial custom name, but give a real low priority */
253 else if (op->custom_name && strstr(op->custom_name, cp)) retval = 3;
254
255 if (retval) {
256 if (pl->type == PLAYER)
257 pl->contr->count=count;
258 return retval;
259 }
260 }
261 return 0;
262 }
263
264 /*
265 * Initialises the internal linked list of archetypes (read from file).
266 * Then the global "empty_archetype" pointer is initialised.
267 * Then the blocksview[] array is initialised.
268 */
269
270 void init_archetypes(void) { /* called from add_player() and edit() */
271 if(first_archetype!=NULL) /* Only do this once */
272 return;
273 arch_init = 1;
274 load_archetypes();
275 arch_init = 0;
276 empty_archetype=find_archetype("empty_archetype");
277 /* init_blocksview();*/
278 }
279
280 /*
281 * Stores debug-information about how efficient the hashtable
282 * used for archetypes has been in the static errmsg array.
283 */
284
285 void arch_info(object *op) {
286 sprintf(errmsg,"%d searches and %d strcmp()'s",arch_search,arch_cmp);
287 new_draw_info(NDI_BLACK, 0, op,errmsg);
288 }
289
290 /*
291 * Initialise the hashtable used by the archetypes.
292 */
293
294 void clear_archetable(void) {
295 memset((void *) arch_table,0,ARCHTABLE*sizeof(archetype *));
296 }
297
298 /*
299 * An alternative way to init the hashtable which is slower, but _works_...
300 */
301
302 void init_archetable(void) {
303 archetype *at;
304 LOG(llevDebug," Setting up archetable...\n");
305 for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more)
306 add_arch(at);
307 LOG(llevDebug,"done\n");
308 }
309
310 /*
311 * Dumps an archetype to debug-level output.
312 */
313
314 void dump_arch(archetype *at) {
315 dump_object(&at->clone);
316 }
317
318 /*
319 * Dumps _all_ archetypes to debug-level output.
320 * If you run crossfire with debug, and enter DM-mode, you can trigger
321 * this with the O key.
322 */
323
324 void dump_all_archetypes(void) {
325 archetype *at;
326 for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more) {
327 dump_arch(at);
328 fprintf(logfile, "%s\n", errmsg);
329 }
330 }
331
332 void free_all_archs(void)
333 {
334 archetype *at, *next;
335 int i=0,f=0;
336
337 for (at=first_archetype; at!=NULL; at=next) {
338 if (at->more) next=at->more;
339 else next=at->next;
340
341 delete at;
342 i++;
343 }
344 LOG(llevDebug,"Freed %d archetypes, %d faces\n", i, f);
345 }
346
347 /*
348 * Allocates, initialises and returns the pointer to an archetype structure.
349 */
350 // TODO: should become constructor
351 archetype *get_archetype_struct(void) {
352 archetype *arch;
353
354 arch = new archetype;
355
356 clear_object (&arch->clone); /* to initial state other also */
357 CLEAR_FLAG (&arch->clone, FLAG_FREED); /* This shouldn't matter, since copy_object() */
358 SET_FLAG (&arch->clone, FLAG_REMOVED); /* doesn't copy these flags... */
359
360 return arch;
361 }
362
363 /*
364 * Reads/parses the archetype-file, and copies into a linked list
365 * of archetype-structures.
366 */
367 void first_arch_pass(object_thawer &fp) {
368 object *op;
369 archetype *at,*head=NULL,*last_more=NULL;
370 int i,first=2;
371
372 op=get_object();
373 op->arch=first_archetype=at=get_archetype_struct();
374
375 while((i=load_object(fp,op,first,0))) {
376 first=0;
377 copy_object(op,&at->clone);
378 at->clone.speed_left= (float) (-0.1);
379 /* copy the body_info to the body_used - this is only really
380 * need for monsters, but doesn't hurt to do it for everything.
381 * by doing so, when a monster is created, it has good starting
382 * values for the body_used info, so when items are created
383 * for it, they can be properly equipped.
384 */
385 memcpy(&at->clone.body_used, &op->body_info, sizeof(op->body_info));
386
387 switch(i) {
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 last_more->more=at;
408 last_more->clone.more = &at->clone;
409 }
410 last_more=at;
411
412 /* If this multipart image is still composed of individual small
413 * images, don't set the tail_.. values. We can't use them anyways,
414 * and setting these to zero makes the map sending to the client much
415 * easier as just looking at the head, we know what to do.
416 */
417 if (at->clone.face != head->clone.face) {
418 head->tail_x = 0;
419 head->tail_y = 0;
420 } else {
421 if (at->clone.x > head->tail_x) head->tail_x = at->clone.x;
422 if (at->clone.y > head->tail_y) head->tail_y = at->clone.y;
423 }
424 break;
425
426 }
427
428 at=get_archetype_struct();
429 clear_object(op);
430 op->arch=at;
431 }
432
433 delete at;
434 free_object(op);
435 }
436
437 /*
438 * Reads the archetype file once more, and links all pointers between
439 * archetypes.
440 */
441
442 void second_arch_pass(object_thawer &thawer) {
443 char buf[MAX_BUF],*variable=buf,*argument,*cp;
444 archetype *at=NULL,*other;
445
446 while(fgets(buf,MAX_BUF,thawer)!=NULL) {
447 if(*buf=='#')
448 continue;
449 if((argument=strchr(buf,' '))!=NULL) {
450 *argument='\0',argument++;
451 cp = argument + strlen(argument)-1;
452 while (isspace(*cp)) {
453 *cp='\0';
454 cp--;
455 }
456 }
457 if(!strcmp("Object",variable)) {
458 if((at=find_archetype(argument))==NULL)
459 LOG(llevError,"Warning: failed to find arch %s\n",argument);
460 } else if(!strcmp("other_arch",variable)) {
461 if(at!=NULL&&at->clone.other_arch==NULL) {
462 if((other=find_archetype(argument))==NULL)
463 LOG(llevError,"Warning: failed to find other_arch %s\n",argument);
464 else if(at!=NULL)
465 at->clone.other_arch=other;
466 }
467 } else if(!strcmp("randomitems",variable)) {
468 if(at!=NULL) {
469 treasurelist *tl=find_treasurelist(argument);
470 if(tl==NULL)
471 LOG(llevError,"Failed to link treasure to arch (%s): %s\n", &at->name, argument);
472 else
473 at->clone.randomitems=tl;
474 }
475 }
476 }
477 }
478
479 #ifdef DEBUG
480 void check_generators(void) {
481 archetype *at;
482 for(at=first_archetype;at!=NULL;at=at->next)
483 if(QUERY_FLAG(&at->clone,FLAG_GENERATOR)&&at->clone.other_arch==NULL)
484 LOG(llevError,"Warning: %s is generator but lacks other_arch.\n", &at->name);
485 }
486 #endif
487
488 /*
489 * First initialises the archtype hash-table (init_archetable()).
490 * Reads and parses the archetype file (with the first and second-pass
491 * functions).
492 * Then initialises treasures by calling load_treasures().
493 */
494
495 void
496 load_archetypes (void)
497 {
498 char filename[MAX_BUF];
499 int comp;
500 #if TIME_ARCH_LOAD
501 struct timeval tv1, tv2;
502 #endif
503
504 sprintf (filename, "%s/%s", settings.datadir, settings.archetypes);
505 LOG (llevDebug, "Reading archetypes from %s:\n", filename);
506
507 {
508 object_thawer thawer (filename);
509
510 clear_archetable ();
511 LOG (llevDebug, " arch-pass 1...\n");
512 first_arch_pass (thawer);
513 LOG (llevDebug, " done\n");
514
515 init_archetable ();
516 warn_archetypes = 1;
517 }
518
519 {
520 object_thawer thawer (filename);
521
522 LOG (llevDebug, " loading treasure...\n");
523 load_treasures ();
524 LOG (llevDebug, " done\n arch-pass 2...\n");
525 second_arch_pass (thawer);
526 LOG (llevDebug, " done\n");
527 #ifdef DEBUG
528 check_generators ();
529 #endif
530 }
531 LOG (llevDebug, " done\n");
532 }
533
534 /*
535 * Creates and returns a new object which is a copy of the given archetype.
536 * This function returns NULL on failure.
537 */
538
539 object *arch_to_object(archetype *at) {
540 object *op;
541 if(at==NULL) {
542 if(warn_archetypes)
543 LOG(llevError,"Couldn't find archetype.\n");
544 return NULL;
545 }
546 op=get_object();
547 copy_object(&at->clone,op);
548 op->instantiate ();
549 op->arch=at;
550 return op;
551 }
552
553 /*
554 * Creates an object. This function is called by get_archetype()
555 * if it fails to find the appropriate archetype.
556 * Thus get_archetype() will be guaranteed to always return
557 * an object, and never NULL.
558 */
559
560 object *create_singularity(const char *name) {
561 object *op;
562 char buf[MAX_BUF];
563 sprintf(buf,"%s (%s)",ARCH_SINGULARITY,name);
564 op = get_object();
565 op->name = op->name_pl = buf;
566 SET_FLAG(op,FLAG_NO_PICK);
567 return op;
568 }
569
570 /*
571 * Finds which archetype matches the given name, and returns a new
572 * object containing a copy of the archetype.
573 */
574
575 object *get_archetype(const char *name) {
576 archetype *at;
577 at = find_archetype(name);
578 if (at == NULL)
579 return create_singularity(name);
580 return arch_to_object(at);
581 }
582
583 /*
584 * Hash-function used by the arch-hashtable.
585 */
586
587 unsigned long
588 hasharch(const char *str, int tablesize)
589 {
590 unsigned long hash = 0;
591 unsigned int i = 0;
592 const char *p;
593
594 /* use the one-at-a-time hash function, which supposedly is
595 * better than the djb2-like one used by perl5.005, but
596 * certainly is better then the bug used here before.
597 * see http://burtleburtle.net/bob/hash/doobs.html
598 */
599 for (p = str; i < MAXSTRING && *p; p++, i++)
600 {
601 hash += *p;
602 hash += hash << 10;
603 hash ^= hash >> 6;
604 }
605
606 hash += hash << 3;
607 hash ^= hash >> 11;
608 hash += hash << 15;
609
610 return hash % tablesize;
611 }
612
613 /*
614 * Finds, using the hashtable, which archetype matches the given name.
615 * returns a pointer to the found archetype, otherwise NULL.
616 */
617
618 archetype *find_archetype(const char *name) {
619 archetype *at;
620 unsigned long index;
621
622 if (name == NULL)
623 return (archetype *) NULL;
624
625 index=hasharch(name, ARCHTABLE);
626 arch_search++;
627 for(;;) {
628 at = arch_table[index];
629 if (at==NULL) {
630 if(warn_archetypes)
631 LOG(llevError,"Couldn't find archetype %s\n",name);
632 return NULL;
633 }
634 arch_cmp++;
635 if (!strcmp((const char *)at->name,name))
636 return at;
637 if(++index>=ARCHTABLE)
638 index=0;
639 }
640 }
641
642 /*
643 * Adds an archetype to the hashtable.
644 */
645
646 static void add_arch(archetype *at) {
647 int index=hasharch((const char *)at->name, ARCHTABLE),org_index=index;
648 for(;;) {
649 if(arch_table[index]==NULL) {
650 arch_table[index]=at;
651 return;
652 }
653 if(++index==ARCHTABLE)
654 index=0;
655 if(index==org_index)
656 fatal(ARCHTABLE_TOO_SMALL);
657 }
658 }
659
660 /*
661 * Returns the first archetype using the given type.
662 * Used in treasure-generation.
663 */
664
665 archetype *type_to_archetype(int type) {
666 archetype *at;
667
668 for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more)
669 if(at->clone.type==type)
670 return at;
671 return NULL;
672 }
673
674 /*
675 * Returns a new object copied from the first archetype matching
676 * the given type.
677 * Used in treasure-generation.
678 */
679
680 object *clone_arch(int type) {
681 archetype *at;
682 object *op=get_object();
683
684 if((at=type_to_archetype(type))==NULL) {
685 LOG(llevError,"Can't clone archetype %d\n",type);
686 free_object(op);
687 return NULL;
688 }
689 copy_object(&at->clone,op);
690 op->instantiate ();
691 return op;
692 }
693
694 /*
695 * member: make instance from class
696 */
697
698 object *object_create_arch (archetype * at)
699 {
700 object *op, *prev = NULL, *head = NULL;
701
702 while (at) {
703 op = arch_to_object (at);
704 op->x = at->clone.x;
705 op->y = at->clone.y;
706 if (head)
707 op->head = head, prev->more = op;
708 if (!head)
709 head = op;
710 prev = op;
711 at = at->more;
712 }
713 return (head);
714 }
715
716 /*** end of arch.c ***/