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Revision: 1.11
Committed: Sun Sep 3 22:45:55 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +3 -4 lines
Log Message:
string scanning (e.g. for patch) is not implemented ATM but should be easy
to add with an alternative constructor for object_thawer.

Rewrote flex scanner to be simpler, faster and more modularised.

Initial speedup: 16%

(ah well)

File Contents

# Content
1 /*
2 * static char *rcsid_arch_c =
3 * "$Id: arch.C,v 1.10 2006-09-03 00:18:39 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;
371
372 op=get_object();
373 op->arch=first_archetype=at=get_archetype_struct();
374
375 while((i=load_object(fp,op,0))) {
376 copy_object(op,&at->clone);
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, &op->body_info, sizeof(op->body_info));
385
386 switch(i) {
387 case LL_NORMAL: /* A new archetype, just link it with the previous */
388 if(last_more!=NULL)
389 last_more->next=at;
390 if(head!=NULL)
391 head->next=at;
392 head=last_more=at;
393 #if 0
394 if(!op->type)
395 LOG(llevDebug," WARNING: Archetype %s has no type info!\n", op->arch->name);
396 #endif
397 at->tail_x = 0;
398 at->tail_y = 0;
399 break;
400
401 case LL_MORE: /* Another part of the previous archetype, link it correctly */
402
403 at->head=head;
404 at->clone.head = &head->clone;
405 if(last_more!=NULL) {
406 last_more->more=at;
407 last_more->clone.more = &at->clone;
408 }
409 last_more=at;
410
411 /* If this multipart image is still composed of individual small
412 * images, don't set the tail_.. values. We can't use them anyways,
413 * and setting these to zero makes the map sending to the client much
414 * easier as just looking at the head, we know what to do.
415 */
416 if (at->clone.face != head->clone.face) {
417 head->tail_x = 0;
418 head->tail_y = 0;
419 } else {
420 if (at->clone.x > head->tail_x) head->tail_x = at->clone.x;
421 if (at->clone.y > head->tail_y) head->tail_y = at->clone.y;
422 }
423 break;
424
425 }
426
427 at=get_archetype_struct();
428 clear_object(op);
429 op->arch=at;
430 }
431
432 delete at;
433 free_object(op);
434 }
435
436 /*
437 * Reads the archetype file once more, and links all pointers between
438 * archetypes.
439 */
440
441 void second_arch_pass(object_thawer &thawer) {
442 char buf[MAX_BUF],*variable=buf,*argument,*cp;
443 archetype *at=NULL,*other;
444
445 while(fgets(buf,MAX_BUF,thawer)!=NULL) {
446 if(*buf=='#')
447 continue;
448 if((argument=strchr(buf,' '))!=NULL) {
449 *argument='\0',argument++;
450 cp = argument + strlen(argument)-1;
451 while (isspace(*cp)) {
452 *cp='\0';
453 cp--;
454 }
455 }
456 if(!strcmp("Object",variable)) {
457 if((at=find_archetype(argument))==NULL)
458 LOG(llevError,"Warning: failed to find arch %s\n",argument);
459 } else if(!strcmp("other_arch",variable)) {
460 if(at!=NULL&&at->clone.other_arch==NULL) {
461 if((other=find_archetype(argument))==NULL)
462 LOG(llevError,"Warning: failed to find other_arch %s\n",argument);
463 else if(at!=NULL)
464 at->clone.other_arch=other;
465 }
466 } else if(!strcmp("randomitems",variable)) {
467 if(at!=NULL) {
468 treasurelist *tl=find_treasurelist(argument);
469 if(tl==NULL)
470 LOG(llevError,"Failed to link treasure to arch (%s): %s\n", &at->name, argument);
471 else
472 at->clone.randomitems=tl;
473 }
474 }
475 }
476 }
477
478 #ifdef DEBUG
479 void check_generators(void) {
480 archetype *at;
481 for(at=first_archetype;at!=NULL;at=at->next)
482 if(QUERY_FLAG(&at->clone,FLAG_GENERATOR)&&at->clone.other_arch==NULL)
483 LOG(llevError,"Warning: %s is generator but lacks other_arch.\n", &at->name);
484 }
485 #endif
486
487 /*
488 * First initialises the archtype hash-table (init_archetable()).
489 * Reads and parses the archetype file (with the first and second-pass
490 * functions).
491 * Then initialises treasures by calling load_treasures().
492 */
493
494 void
495 load_archetypes (void)
496 {
497 char filename[MAX_BUF];
498 int comp;
499 #if TIME_ARCH_LOAD
500 struct timeval tv1, tv2;
501 #endif
502
503 sprintf (filename, "%s/%s", settings.datadir, settings.archetypes);
504 LOG (llevDebug, "Reading archetypes from %s:\n", filename);
505
506 {
507 object_thawer thawer (filename);
508
509 clear_archetable ();
510 LOG (llevDebug, " arch-pass 1...\n");
511 first_arch_pass (thawer);
512 LOG (llevDebug, " done\n");
513
514 init_archetable ();
515 warn_archetypes = 1;
516 }
517
518 {
519 object_thawer thawer (filename);
520
521 LOG (llevDebug, " loading treasure...\n");
522 load_treasures ();
523 LOG (llevDebug, " done\n arch-pass 2...\n");
524 second_arch_pass (thawer);
525 LOG (llevDebug, " done\n");
526 #ifdef DEBUG
527 check_generators ();
528 #endif
529 }
530 LOG (llevDebug, " done\n");
531 }
532
533 /*
534 * Creates and returns a new object which is a copy of the given archetype.
535 * This function returns NULL on failure.
536 */
537
538 object *arch_to_object(archetype *at) {
539 object *op;
540 if(at==NULL) {
541 if(warn_archetypes)
542 LOG(llevError,"Couldn't find archetype.\n");
543 return NULL;
544 }
545 op=get_object();
546 copy_object(&at->clone,op);
547 op->instantiate ();
548 op->arch=at;
549 return op;
550 }
551
552 /*
553 * Creates an object. This function is called by get_archetype()
554 * if it fails to find the appropriate archetype.
555 * Thus get_archetype() will be guaranteed to always return
556 * an object, and never NULL.
557 */
558
559 object *create_singularity(const char *name) {
560 object *op;
561 char buf[MAX_BUF];
562 sprintf(buf,"%s (%s)",ARCH_SINGULARITY,name);
563 op = get_object();
564 op->name = op->name_pl = buf;
565 SET_FLAG(op,FLAG_NO_PICK);
566 return op;
567 }
568
569 /*
570 * Finds which archetype matches the given name, and returns a new
571 * object containing a copy of the archetype.
572 */
573
574 object *get_archetype(const char *name) {
575 archetype *at;
576 at = find_archetype(name);
577 if (at == NULL)
578 return create_singularity(name);
579 return arch_to_object(at);
580 }
581
582 /*
583 * Hash-function used by the arch-hashtable.
584 */
585
586 unsigned long
587 hasharch(const char *str, int tablesize)
588 {
589 unsigned long hash = 0;
590 unsigned int i = 0;
591 const char *p;
592
593 /* use the one-at-a-time hash function, which supposedly is
594 * better than the djb2-like one used by perl5.005, but
595 * certainly is better then the bug used here before.
596 * see http://burtleburtle.net/bob/hash/doobs.html
597 */
598 for (p = str; i < MAXSTRING && *p; p++, i++)
599 {
600 hash += *p;
601 hash += hash << 10;
602 hash ^= hash >> 6;
603 }
604
605 hash += hash << 3;
606 hash ^= hash >> 11;
607 hash += hash << 15;
608
609 return hash % tablesize;
610 }
611
612 /*
613 * Finds, using the hashtable, which archetype matches the given name.
614 * returns a pointer to the found archetype, otherwise NULL.
615 */
616
617 archetype *find_archetype(const char *name) {
618 archetype *at;
619 unsigned long index;
620
621 if (name == NULL)
622 return (archetype *) NULL;
623
624 index=hasharch(name, ARCHTABLE);
625 arch_search++;
626 for(;;) {
627 at = arch_table[index];
628 if (at==NULL) {
629 if(warn_archetypes)
630 LOG(llevError,"Couldn't find archetype %s\n",name);
631 return NULL;
632 }
633 arch_cmp++;
634 if (!strcmp((const char *)at->name,name))
635 return at;
636 if(++index>=ARCHTABLE)
637 index=0;
638 }
639 }
640
641 /*
642 * Adds an archetype to the hashtable.
643 */
644
645 static void add_arch(archetype *at) {
646 int index=hasharch((const char *)at->name, ARCHTABLE),org_index=index;
647 for(;;) {
648 if(arch_table[index]==NULL) {
649 arch_table[index]=at;
650 return;
651 }
652 if(++index==ARCHTABLE)
653 index=0;
654 if(index==org_index)
655 fatal(ARCHTABLE_TOO_SMALL);
656 }
657 }
658
659 /*
660 * Returns the first archetype using the given type.
661 * Used in treasure-generation.
662 */
663
664 archetype *type_to_archetype(int type) {
665 archetype *at;
666
667 for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more)
668 if(at->clone.type==type)
669 return at;
670 return NULL;
671 }
672
673 /*
674 * Returns a new object copied from the first archetype matching
675 * the given type.
676 * Used in treasure-generation.
677 */
678
679 object *clone_arch(int type) {
680 archetype *at;
681 object *op=get_object();
682
683 if((at=type_to_archetype(type))==NULL) {
684 LOG(llevError,"Can't clone archetype %d\n",type);
685 free_object(op);
686 return NULL;
687 }
688 copy_object(&at->clone,op);
689 op->instantiate ();
690 return op;
691 }
692
693 /*
694 * member: make instance from class
695 */
696
697 object *object_create_arch (archetype * at)
698 {
699 object *op, *prev = NULL, *head = NULL;
700
701 while (at) {
702 op = arch_to_object (at);
703 op->x = at->clone.x;
704 op->y = at->clone.y;
705 if (head)
706 op->head = head, prev->more = op;
707 if (!head)
708 head = op;
709 prev = op;
710 at = at->more;
711 }
712 return (head);
713 }
714
715 /*** end of arch.c ***/