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Revision: 1.15
Committed: Sun Sep 10 13:20:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +111 -78 lines
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# Content
1
2 /*
3 * static char *rcsid_arch_c =
4 * "$Id: arch.C,v 1.14 2006-09-08 17:14:07 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <cassert>
31
32 #include <tr1/unordered_map>
33
34 #include <global.h>
35 #include <arch.h>
36 #include <funcpoint.h>
37 #include <loader.h>
38
39 /* IF set, does a little timing on the archetype load. */
40 #define TIME_ARCH_LOAD 0
41
42 static void add_arch (archetype *at);
43
44 static archetype *arch_table[ARCHTABLE];
45 int arch_cmp = 0; /* How many strcmp's */
46 int arch_search = 0; /* How many searches */
47 int arch_init; /* True if doing arch initialization */
48
49 /* The naming of these functions is really poor - they are all
50 * pretty much named '.._arch_...', but they may more may not
51 * return archetypes. Some make the arch_to_object call, and thus
52 * return an object. Perhaps those should be called 'archob' functions
53 * to denote they return an object derived from the archetype.
54 * MSW 2003-04-29
55 */
56
57 #if USE_UNORDERED_MAP
58 // the hashtable
59 typedef
60 std::tr1::unordered_map <
61 size_t, archetype *>
62 HT;
63
64 static HT
65 ht;
66 #endif
67
68 /**
69 * GROS - This function retrieves an archetype given the name that appears
70 * during the game (for example, "writing pen" instead of "stylus").
71 * It does not use the hashtable system, but browse the whole archlist each time.
72 * I suggest not to use it unless you really need it because of performance issue.
73 * It is currently used by scripting extensions (create-object).
74 * Params:
75 * - name: the name we're searching for (ex: "writing pen");
76 * Return value:
77 * - the archetype found or null if nothing was found.
78 */
79 archetype *
80 find_archetype_by_object_name (const char *name)
81 {
82 archetype *
83 at;
84
85 if (name == NULL)
86 return (archetype *) NULL;
87
88 for (at = first_archetype; at != NULL; at = at->next)
89 {
90 if (!strcmp (at->clone.name, name))
91 return at;
92 }
93 return NULL;
94 }
95
96 /**
97 * This function retrieves an archetype by type and name that appears during
98 * the game. It is basically the same as find_archetype_by_object_name()
99 * except that it considers only items of the given type.
100 */
101 archetype *
102 find_archetype_by_object_type_name (int type, const char *name)
103 {
104 archetype *
105 at;
106
107 if (name == NULL)
108 return NULL;
109
110 for (at = first_archetype; at != NULL; at = at->next)
111 {
112 if (at->clone.type == type && strcmp (at->clone.name, name) == 0)
113 return at;
114 }
115
116 return NULL;
117 }
118
119 /* This is a lot like the above function. Instead, we are trying to match
120 * the arch->skill values. type is the type of object to match
121 * against (eg, to only match against skills or only skill objects for example).
122 * If type is -1, ew don't match on type.
123 */
124 object *
125 get_archetype_by_skill_name (const char *skill, int type)
126 {
127 archetype *
128 at;
129
130 if (skill == NULL)
131 return NULL;
132
133 for (at = first_archetype; at != NULL; at = at->next)
134 {
135 if (((type == -1) || (type == at->clone.type)) && (!strcmp (at->clone.skill, skill)))
136 return arch_to_object (at);
137 }
138 return NULL;
139 }
140
141 /* similiar to above - this returns the first archetype
142 * that matches both the type and subtype. type and subtype
143 * can be -1 to say ignore, but in this case, the match it does
144 * may not be very useful. This function is most useful when
145 * subtypes are known to be unique for a particular type
146 * (eg, skills)
147 */
148 archetype *
149 get_archetype_by_type_subtype (int type, int subtype)
150 {
151 archetype *
152 at;
153
154 for (at = first_archetype; at != NULL; at = at->next)
155 {
156 if (((type == -1) || (type == at->clone.type)) && (subtype == -1 || subtype == at->clone.subtype))
157 return at;
158 }
159 return NULL;
160 }
161
162 /**
163 * GROS - this returns a new object given the name that appears during the game
164 * (for example, "writing pen" instead of "stylus").
165 * Params:
166 * - name: The name we're searching for (ex: "writing pen");
167 * Return value:
168 * - a corresponding object if found; a singularity object if not found.
169 * Note by MSW - it appears that it takes the full name and keeps
170 * shortening it until it finds a match. I re-wrote this so that it
171 * doesn't malloc it each time - not that this function is used much,
172 * but it otherwise had a big memory leak.
173 */
174 object *
175 get_archetype_by_object_name (const char *name)
176 {
177 archetype *
178 at;
179 char
180 tmpname[MAX_BUF];
181 int
182 i;
183
184 strncpy (tmpname, name, MAX_BUF - 1);
185 tmpname[MAX_BUF - 1] = 0;
186 for (i = strlen (tmpname); i > 0; i--)
187 {
188 tmpname[i] = 0;
189 at = find_archetype_by_object_name (tmpname);
190 if (at != NULL)
191 {
192 return arch_to_object (at);
193 }
194 }
195 return create_singularity (name);
196 }
197
198 /* This is a subset of the parse_id command. Basically, name can be
199 * a string seperated lists of things to match, with certain keywords.
200 * pl is the player (only needed to set count properly)
201 * op is the item we are trying to match. Calling function takes care
202 * of what action might need to be done and if it is valid
203 * (pickup, drop, etc.) Return NONZERO if we have a match. A higher
204 * value means a better match. 0 means no match.
205 *
206 * Brief outline of the procedure:
207 * We take apart the name variable into the individual components.
208 * cases for 'all' and unpaid are pretty obvious.
209 * Next, we check for a count (either specified in name, or in the
210 * player object.)
211 * If count is 1, make a quick check on the name.
212 * IF count is >1, we need to make plural name. Return if match.
213 * Last, make a check on the full name.
214 */
215 int
216 item_matched_string (object *pl, object *op, const char *name)
217 {
218 char *
219 cp,
220 local_name[MAX_BUF];
221 int
222 count,
223 retval = 0;
224
225 strcpy (local_name, name); /* strtok is destructive to name */
226
227 for (cp = strtok (local_name, ","); cp; cp = strtok (NULL, ","))
228 {
229 while (cp[0] == ' ')
230 ++cp; /* get rid of spaces */
231
232 /* LOG(llevDebug,"Trying to match %s\n", cp); */
233 /* All is a very generic match - low match value */
234 if (!strcmp (cp, "all"))
235 return 1;
236
237 /* unpaid is a little more specific */
238 if (!strcmp (cp, "unpaid") && QUERY_FLAG (op, FLAG_UNPAID))
239 return 2;
240 if (!strcmp (cp, "cursed") && QUERY_FLAG (op, FLAG_KNOWN_CURSED) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
241 return 2;
242
243 if (!strcmp (cp, "unlocked") && !QUERY_FLAG (op, FLAG_INV_LOCKED))
244 return 2;
245
246 /* Allow for things like '100 arrows' */
247 if ((count = atoi (cp)) != 0)
248 {
249 cp = strchr (cp, ' ');
250 while (cp && cp[0] == ' ')
251 ++cp; /* get rid of spaces */
252 }
253 else
254 {
255 if (pl->type == PLAYER)
256 count = pl->contr->count;
257 else
258 count = 0;
259 }
260
261 if (!cp || cp[0] == '\0' || count < 0)
262 return 0;
263
264
265 /* The code here should go from highest retval to lowest. That
266 * is because of the 'else' handling - we don't want to match on
267 * something and set a low retval, even though it may match a higher retcal
268 * later. So keep it in descending order here, so we try for the best
269 * match first, and work downward.
270 */
271 if (!strcasecmp (cp, query_name (op)))
272 retval = 20;
273 else if (!strcasecmp (cp, query_short_name (op)))
274 retval = 18;
275 else if (!strcasecmp (cp, query_base_name (op, 0)))
276 retval = 16;
277 else if (!strcasecmp (cp, query_base_name (op, 1)))
278 retval = 16;
279 else if (op->custom_name && !strcasecmp (cp, op->custom_name))
280 retval = 15;
281 else if (!strncasecmp (cp, query_base_name (op, 0), strlen (cp)))
282 retval = 14;
283 else if (!strncasecmp (cp, query_base_name (op, 1), strlen (cp)))
284 retval = 14;
285
286 /* Do substring checks, so things like 'Str+1' will match.
287 * retval of these should perhaps be lower - they are lower
288 * then the specific strcasecmp aboves, but still higher than
289 * some other match criteria.
290 */
291 else if (strstr (query_base_name (op, 1), cp))
292 retval = 12;
293 else if (strstr (query_base_name (op, 0), cp))
294 retval = 12;
295 else if (strstr (query_short_name (op), cp))
296 retval = 12;
297
298 /* Check against plural/non plural based on count. */
299 else if (count > 1 && !strcasecmp (cp, op->name_pl))
300 {
301 retval = 6;
302 }
303 else if (count == 1 && !strcasecmp (op->name, cp))
304 {
305 retval = 6;
306 }
307 /* base name matched - not bad */
308 else if (strcasecmp (cp, op->name) == 0 && !count)
309 retval = 4;
310 /* Check for partial custom name, but give a real low priority */
311 else if (op->custom_name && strstr (op->custom_name, cp))
312 retval = 3;
313
314 if (retval)
315 {
316 if (pl->type == PLAYER)
317 pl->contr->count = count;
318 return retval;
319 }
320 }
321 return 0;
322 }
323
324 /*
325 * Initialises the internal linked list of archetypes (read from file).
326 * Then the global "empty_archetype" pointer is initialised.
327 * Then the blocksview[] array is initialised.
328 */
329
330 void
331 init_archetypes (void)
332 { /* called from add_player() and edit() */
333 if (first_archetype != NULL) /* Only do this once */
334 return;
335 arch_init = 1;
336 load_archetypes ();
337 arch_init = 0;
338 empty_archetype = find_archetype ("empty_archetype");
339
340 /* init_blocksview();*/
341 }
342
343 /*
344 * Stores debug-information about how efficient the hashtable
345 * used for archetypes has been in the static errmsg array.
346 */
347
348 void
349 arch_info (object *op)
350 {
351 sprintf (errmsg, "%d searches and %d strcmp()'s", arch_search, arch_cmp);
352 new_draw_info (NDI_BLACK, 0, op, errmsg);
353 }
354
355 /*
356 * Initialise the hashtable used by the archetypes.
357 */
358
359 void
360 clear_archetable (void)
361 {
362 memset ((void *) arch_table, 0, ARCHTABLE * sizeof (archetype *));
363 }
364
365 /*
366 * An alternative way to init the hashtable which is slower, but _works_...
367 */
368
369 void
370 init_archetable (void)
371 {
372 archetype *
373 at;
374
375 LOG (llevDebug, " Setting up archetable...\n");
376
377 for (at = first_archetype; at != NULL; at = (at->more == NULL) ? at->next : at->more)
378 add_arch (at);
379
380 LOG (llevDebug, "done\n");
381 }
382
383 /*
384 * Dumps an archetype to debug-level output.
385 */
386
387 void
388 dump_arch (archetype *at)
389 {
390 dump_object (&at->clone);
391 }
392
393 /*
394 * Dumps _all_ archetypes to debug-level output.
395 * If you run crossfire with debug, and enter DM-mode, you can trigger
396 * this with the O key.
397 */
398
399 void
400 dump_all_archetypes (void)
401 {
402 archetype *
403 at;
404
405 for (at = first_archetype; at != NULL; at = (at->more == NULL) ? at->next : at->more)
406 {
407 dump_arch (at);
408 fprintf (logfile, "%s\n", errmsg);
409 }
410 }
411
412 void
413 free_all_archs (void)
414 {
415 archetype *
416 at, *
417 next;
418 int
419 i = 0, f = 0;
420
421 for (at = first_archetype; at != NULL; at = next)
422 {
423 if (at->more)
424 next = at->more;
425 else
426 next = at->next;
427
428 delete at;
429 i++;
430 }
431 LOG (llevDebug, "Freed %d archetypes, %d faces\n", i, f);
432 }
433
434 archetype::archetype ()
435 {
436 clear_object (&clone); /* to initial state other also */
437 CLEAR_FLAG (&clone, FLAG_FREED); /* This shouldn't matter, since copy_object() */
438 SET_FLAG (&clone, FLAG_REMOVED); /* doesn't copy these flags... */
439 }
440
441 archetype::~archetype ()
442 {
443 }
444
445 /*
446 * Reads/parses the archetype-file, and copies into a linked list
447 * of archetype-structures.
448 */
449 void
450 first_arch_pass (object_thawer & fp)
451 {
452 archetype *
453 at, *
454 head = NULL, *last_more = NULL;
455
456 at->clone.arch = first_archetype = at = new archetype;
457
458 while (int i = load_object (fp, &at->clone, 0))
459 {
460 at->clone.speed_left = (float) (-0.1);
461 /* copy the body_info to the body_used - this is only really
462 * need for monsters, but doesn't hurt to do it for everything.
463 * by doing so, when a monster is created, it has good starting
464 * values for the body_used info, so when items are created
465 * for it, they can be properly equipped.
466 */
467 memcpy (&at->clone.body_used, &at->clone.body_info, sizeof (at->clone.body_info));
468
469 switch (i)
470 {
471 case LL_NORMAL: /* A new archetype, just link it with the previous */
472 if (last_more != NULL)
473 last_more->next = at;
474 if (head != NULL)
475 head->next = at;
476 head = last_more = at;
477 #if 0
478 if (!op->type)
479 LOG (llevDebug, " WARNING: Archetype %s has no type info!\n", op->arch->name);
480 #endif
481 at->tail_x = 0;
482 at->tail_y = 0;
483 break;
484
485 case LL_MORE: /* Another part of the previous archetype, link it correctly */
486
487 at->head = head;
488 at->clone.head = &head->clone;
489 if (last_more != NULL)
490 {
491 last_more->more = at;
492 last_more->clone.more = &at->clone;
493 }
494 last_more = at;
495
496 /* If this multipart image is still composed of individual small
497 * images, don't set the tail_.. values. We can't use them anyways,
498 * and setting these to zero makes the map sending to the client much
499 * easier as just looking at the head, we know what to do.
500 */
501 if (at->clone.face != head->clone.face)
502 {
503 head->tail_x = 0;
504 head->tail_y = 0;
505 }
506 else
507 {
508 if (at->clone.x > head->tail_x)
509 head->tail_x = at->clone.x;
510 if (at->clone.y > head->tail_y)
511 head->tail_y = at->clone.y;
512 }
513 break;
514
515 }
516
517 at = new archetype;
518
519 at->clone.arch = at;
520 }
521
522 delete
523 at;
524 }
525
526 /*
527 * Reads the archetype file once more, and links all pointers between
528 * archetypes.
529 */
530
531 void
532 second_arch_pass (object_thawer & thawer)
533 {
534 char
535 buf[MAX_BUF], *
536 variable = buf, *argument, *cp;
537 archetype *
538 at = NULL, *other;
539
540 while (fgets (buf, MAX_BUF, thawer) != NULL)
541 {
542 if (*buf == '#')
543 continue;
544 if ((argument = strchr (buf, ' ')) != NULL)
545 {
546 *argument = '\0', argument++;
547 cp = argument + strlen (argument) - 1;
548 while (isspace (*cp))
549 {
550 *cp = '\0';
551 cp--;
552 }
553 }
554 if (!strcmp ("Object", variable))
555 {
556 if ((at = find_archetype (argument)) == NULL)
557 LOG (llevError, "Warning: failed to find arch %s\n", argument);
558 }
559 else if (!strcmp ("other_arch", variable))
560 {
561 if (at != NULL && at->clone.other_arch == NULL)
562 {
563 if ((other = find_archetype (argument)) == NULL)
564 LOG (llevError, "Warning: failed to find other_arch %s\n", argument);
565 else if (at != NULL)
566 at->clone.other_arch = other;
567 }
568 }
569 else if (!strcmp ("randomitems", variable))
570 {
571 if (at != NULL)
572 {
573 treasurelist *
574 tl = find_treasurelist (argument);
575
576 if (tl == NULL)
577 LOG (llevError, "Failed to link treasure to arch (%s): %s\n", &at->name, argument);
578 else
579 at->clone.randomitems = tl;
580 }
581 }
582 }
583 }
584
585 #ifdef DEBUG
586 void
587 check_generators (void)
588 {
589 archetype *
590 at;
591
592 for (at = first_archetype; at != NULL; at = at->next)
593 if (QUERY_FLAG (&at->clone, FLAG_GENERATOR) && at->clone.other_arch == NULL)
594 LOG (llevError, "Warning: %s is generator but lacks other_arch.\n", &at->name);
595 }
596 #endif
597
598 /*
599 * First initialises the archtype hash-table (init_archetable()).
600 * Reads and parses the archetype file (with the first and second-pass
601 * functions).
602 * Then initialises treasures by calling load_treasures().
603 */
604
605 void
606 load_archetypes (void)
607 {
608 char
609 filename[MAX_BUF];
610
611 #if TIME_ARCH_LOAD
612 struct timeval
613 tv1,
614 tv2;
615 #endif
616
617 sprintf (filename, "%s/%s", settings.datadir, settings.archetypes);
618 LOG (llevDebug, "Reading archetypes from %s:\n", filename);
619
620 {
621 object_thawer thawer (filename);
622
623 clear_archetable ();
624 LOG (llevDebug, " arch-pass 1...\n");
625 first_arch_pass (thawer);
626 LOG (llevDebug, " done\n");
627 }
628
629 init_archetable ();
630 warn_archetypes = 1;
631
632 {
633 object_thawer thawer (filename);
634
635 LOG (llevDebug, " loading treasure...\n");
636 load_treasures ();
637 LOG (llevDebug, " done\n arch-pass 2...\n");
638 second_arch_pass (thawer);
639 LOG (llevDebug, " done\n");
640 #ifdef DEBUG
641 check_generators ();
642 #endif
643 }
644 LOG (llevDebug, " done\n");
645 }
646
647 /*
648 * Creates and returns a new object which is a copy of the given archetype.
649 * This function returns NULL on failure.
650 */
651
652 object *
653 arch_to_object (archetype *at)
654 {
655 object *
656 op;
657
658 if (at == NULL)
659 {
660 if (warn_archetypes)
661 LOG (llevError, "Couldn't find archetype.\n");
662
663 return NULL;
664 }
665
666 op = get_object ();
667 copy_object (&at->clone, op);
668 op->arch = at;
669 op->instantiate ();
670 return op;
671 }
672
673 /*
674 * Creates an object. This function is called by get_archetype()
675 * if it fails to find the appropriate archetype.
676 * Thus get_archetype() will be guaranteed to always return
677 * an object, and never NULL.
678 */
679
680 object *
681 create_singularity (const char *name)
682 {
683 object *
684 op;
685 char
686 buf[MAX_BUF];
687
688 sprintf (buf, "%s (%s)", ARCH_SINGULARITY, name);
689 op = get_object ();
690 op->name = op->name_pl = buf;
691 SET_FLAG (op, FLAG_NO_PICK);
692 return op;
693 }
694
695 /*
696 * Finds which archetype matches the given name, and returns a new
697 * object containing a copy of the archetype.
698 */
699
700 object *
701 get_archetype (const char *name)
702 {
703 archetype *
704 at;
705
706 at = find_archetype (name);
707 if (at == NULL)
708 return create_singularity (name);
709
710 return arch_to_object (at);
711 }
712
713 /*
714 * Hash-function used by the arch-hashtable.
715 */
716
717 unsigned long
718 hasharch (const char *str, int tablesize)
719 {
720 unsigned long
721 hash = 0;
722 unsigned int
723 i = 0;
724 const char *
725 p;
726
727 /* use the one-at-a-time hash function, which supposedly is
728 * better than the djb2-like one used by perl5.005, but
729 * certainly is better then the bug used here before.
730 * see http://burtleburtle.net/bob/hash/doobs.html
731 */
732 for (p = str; i < MAXSTRING && *p; p++, i++)
733 {
734 hash += *p;
735 hash += hash << 10;
736 hash ^= hash >> 6;
737 }
738
739 hash += hash << 3;
740 hash ^= hash >> 11;
741 hash += hash << 15;
742
743 return hash % tablesize;
744 }
745
746 /*
747 * Finds, using the hashtable, which archetype matches the given name.
748 * returns a pointer to the found archetype, otherwise NULL.
749 */
750
751 archetype *
752 find_archetype (const char *name)
753 {
754 #if USE_UNORDERED_MAP
755 name = shstr::find (name);
756
757 if (!name)
758 return 0;
759
760 HT::const_iterator i = ht.find ((size_t) name);
761
762 if (i == ht.end ())
763 return 0;
764 else
765 return i->second;
766 #endif
767
768 archetype *
769 at;
770 unsigned long
771 index;
772
773 if (name == NULL)
774 return (archetype *) NULL;
775
776 index = hasharch (name, ARCHTABLE);
777 arch_search++;
778 for (;;)
779 {
780 at = arch_table[index];
781 if (at == NULL)
782 {
783 if (warn_archetypes)
784 LOG (llevError, "Couldn't find archetype %s\n", name);
785 return NULL;
786 }
787 arch_cmp++;
788 if (!strcmp ((const char *) at->name, name))
789 return at;
790 if (++index >= ARCHTABLE)
791 index = 0;
792 }
793 }
794
795 /*
796 * Adds an archetype to the hashtable.
797 */
798
799 static void
800 add_arch (archetype *at)
801 {
802 #if USE_UNORDERED_MAP
803 ht.insert (std::make_pair ((size_t) (const char *) at->name, at));
804 #endif
805
806 int
807 index = hasharch ((const char *) at->name, ARCHTABLE), org_index = index;
808
809 for (;;)
810 {
811 if (arch_table[index] == NULL)
812 {
813 arch_table[index] = at;
814 return;
815 }
816
817 if (++index == ARCHTABLE)
818 index = 0;
819
820 if (index == org_index)
821 fatal (ARCHTABLE_TOO_SMALL);
822 }
823 }
824
825 /*
826 * Returns the first archetype using the given type.
827 * Used in treasure-generation.
828 */
829
830 archetype *
831 type_to_archetype (int type)
832 {
833 archetype *
834 at;
835
836 for (at = first_archetype; at != NULL; at = (at->more == NULL) ? at->next : at->more)
837 if (at->clone.type == type)
838 return at;
839 return NULL;
840 }
841
842 /*
843 * Returns a new object copied from the first archetype matching
844 * the given type.
845 * Used in treasure-generation.
846 */
847
848 object *
849 clone_arch (int type)
850 {
851 archetype *
852 at;
853 object *
854 op = get_object ();
855
856 if ((at = type_to_archetype (type)) == NULL)
857 {
858 LOG (llevError, "Can't clone archetype %d\n", type);
859 free_object (op);
860 return NULL;
861 }
862 copy_object (&at->clone, op);
863 op->instantiate ();
864 return op;
865 }
866
867 /*
868 * member: make instance from class
869 */
870
871 object *
872 object_create_arch (archetype *at)
873 {
874 object *
875 op, *
876 prev = NULL, *head = NULL;
877
878 while (at)
879 {
880 op = arch_to_object (at);
881 op->x = at->clone.x;
882 op->y = at->clone.y;
883 if (head)
884 op->head = head, prev->more = op;
885 if (!head)
886 head = op;
887 prev = op;
888 at = at->more;
889 }
890 return (head);
891 }
892
893 /*** end of arch.c ***/