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Revision: 1.19
Committed: Thu Sep 14 18:13:01 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +1 -1 lines
Log Message:
presuppose iso c++0x

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22 */
23
24 #include <cassert>
25
26 #include <tr1/unordered_map>
27
28 #include <global.h>
29 #include <arch.h>
30 #include <funcpoint.h>
31 #include <loader.h>
32
33 /* IF set, does a little timing on the archetype load. */
34 #define TIME_ARCH_LOAD 0
35
36 static void add_arch (archetype *at);
37
38 static archetype *arch_table[ARCHTABLE];
39 int arch_cmp = 0; /* How many strcmp's */
40 int arch_search = 0; /* How many searches */
41 int arch_init; /* True if doing arch initialization */
42
43 /* The naming of these functions is really poor - they are all
44 * pretty much named '.._arch_...', but they may more may not
45 * return archetypes. Some make the arch_to_object call, and thus
46 * return an object. Perhaps those should be called 'archob' functions
47 * to denote they return an object derived from the archetype.
48 * MSW 2003-04-29
49 */
50
51 #if USE_UNORDERED_MAP
52 // the hashtable
53 typedef std::tr1::unordered_map
54 <
55 std::size_t,
56 archetype *,
57 std::hash<size_t>,
58 std::equal_to<size_t>,
59 slice_allocator< std::pair<const std::size_t, archetype *> >
60 true,
61 > HT;
62
63 static HT ht;
64 #endif
65
66 /**
67 * GROS - This function retrieves an archetype given the name that appears
68 * during the game (for example, "writing pen" instead of "stylus").
69 * It does not use the hashtable system, but browse the whole archlist each time.
70 * I suggest not to use it unless you really need it because of performance issue.
71 * It is currently used by scripting extensions (create-object).
72 * Params:
73 * - name: the name we're searching for (ex: "writing pen");
74 * Return value:
75 * - the archetype found or null if nothing was found.
76 */
77 archetype *
78 find_archetype_by_object_name (const char *name)
79 {
80 archetype *
81 at;
82
83 if (name == NULL)
84 return (archetype *) NULL;
85
86 for (at = first_archetype; at != NULL; at = at->next)
87 {
88 if (!strcmp (at->clone.name, name))
89 return at;
90 }
91 return NULL;
92 }
93
94 /**
95 * This function retrieves an archetype by type and name that appears during
96 * the game. It is basically the same as find_archetype_by_object_name()
97 * except that it considers only items of the given type.
98 */
99 archetype *
100 find_archetype_by_object_type_name (int type, const char *name)
101 {
102 archetype *
103 at;
104
105 if (name == NULL)
106 return NULL;
107
108 for (at = first_archetype; at != NULL; at = at->next)
109 {
110 if (at->clone.type == type && strcmp (at->clone.name, name) == 0)
111 return at;
112 }
113
114 return NULL;
115 }
116
117 /* This is a lot like the above function. Instead, we are trying to match
118 * the arch->skill values. type is the type of object to match
119 * against (eg, to only match against skills or only skill objects for example).
120 * If type is -1, ew don't match on type.
121 */
122 object *
123 get_archetype_by_skill_name (const char *skill, int type)
124 {
125 archetype *
126 at;
127
128 if (skill == NULL)
129 return NULL;
130
131 for (at = first_archetype; at != NULL; at = at->next)
132 {
133 if (((type == -1) || (type == at->clone.type)) && (!strcmp (at->clone.skill, skill)))
134 return arch_to_object (at);
135 }
136 return NULL;
137 }
138
139 /* similiar to above - this returns the first archetype
140 * that matches both the type and subtype. type and subtype
141 * can be -1 to say ignore, but in this case, the match it does
142 * may not be very useful. This function is most useful when
143 * subtypes are known to be unique for a particular type
144 * (eg, skills)
145 */
146 archetype *
147 get_archetype_by_type_subtype (int type, int subtype)
148 {
149 archetype *
150 at;
151
152 for (at = first_archetype; at != NULL; at = at->next)
153 {
154 if (((type == -1) || (type == at->clone.type)) && (subtype == -1 || subtype == at->clone.subtype))
155 return at;
156 }
157 return NULL;
158 }
159
160 /**
161 * GROS - this returns a new object given the name that appears during the game
162 * (for example, "writing pen" instead of "stylus").
163 * Params:
164 * - name: The name we're searching for (ex: "writing pen");
165 * Return value:
166 * - a corresponding object if found; a singularity object if not found.
167 * Note by MSW - it appears that it takes the full name and keeps
168 * shortening it until it finds a match. I re-wrote this so that it
169 * doesn't malloc it each time - not that this function is used much,
170 * but it otherwise had a big memory leak.
171 */
172 object *
173 get_archetype_by_object_name (const char *name)
174 {
175 archetype *at;
176 char tmpname[MAX_BUF];
177 int i;
178
179 assign (tmpname, name);
180
181 for (i = strlen (tmpname); i > 0; i--)
182 {
183 tmpname[i] = 0;
184 at = find_archetype_by_object_name (tmpname);
185
186 if (at != NULL)
187 {
188 return arch_to_object (at);
189 }
190 }
191
192 return create_singularity (name);
193 }
194
195 /* This is a subset of the parse_id command. Basically, name can be
196 * a string seperated lists of things to match, with certain keywords.
197 * pl is the player (only needed to set count properly)
198 * op is the item we are trying to match. Calling function takes care
199 * of what action might need to be done and if it is valid
200 * (pickup, drop, etc.) Return NONZERO if we have a match. A higher
201 * value means a better match. 0 means no match.
202 *
203 * Brief outline of the procedure:
204 * We take apart the name variable into the individual components.
205 * cases for 'all' and unpaid are pretty obvious.
206 * Next, we check for a count (either specified in name, or in the
207 * player object.)
208 * If count is 1, make a quick check on the name.
209 * IF count is >1, we need to make plural name. Return if match.
210 * Last, make a check on the full name.
211 */
212 int
213 item_matched_string (object *pl, object *op, const char *name)
214 {
215 char *
216 cp,
217 local_name[MAX_BUF];
218 int
219 count,
220 retval = 0;
221
222 strcpy (local_name, name); /* strtok is destructive to name */
223
224 for (cp = strtok (local_name, ","); cp; cp = strtok (NULL, ","))
225 {
226 while (cp[0] == ' ')
227 ++cp; /* get rid of spaces */
228
229 /* LOG(llevDebug,"Trying to match %s\n", cp); */
230 /* All is a very generic match - low match value */
231 if (!strcmp (cp, "all"))
232 return 1;
233
234 /* unpaid is a little more specific */
235 if (!strcmp (cp, "unpaid") && QUERY_FLAG (op, FLAG_UNPAID))
236 return 2;
237 if (!strcmp (cp, "cursed") && QUERY_FLAG (op, FLAG_KNOWN_CURSED) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
238 return 2;
239
240 if (!strcmp (cp, "unlocked") && !QUERY_FLAG (op, FLAG_INV_LOCKED))
241 return 2;
242
243 /* Allow for things like '100 arrows' */
244 if ((count = atoi (cp)) != 0)
245 {
246 cp = strchr (cp, ' ');
247 while (cp && cp[0] == ' ')
248 ++cp; /* get rid of spaces */
249 }
250 else
251 {
252 if (pl->type == PLAYER)
253 count = pl->contr->count;
254 else
255 count = 0;
256 }
257
258 if (!cp || cp[0] == '\0' || count < 0)
259 return 0;
260
261
262 /* The code here should go from highest retval to lowest. That
263 * is because of the 'else' handling - we don't want to match on
264 * something and set a low retval, even though it may match a higher retcal
265 * later. So keep it in descending order here, so we try for the best
266 * match first, and work downward.
267 */
268 if (!strcasecmp (cp, query_name (op)))
269 retval = 20;
270 else if (!strcasecmp (cp, query_short_name (op)))
271 retval = 18;
272 else if (!strcasecmp (cp, query_base_name (op, 0)))
273 retval = 16;
274 else if (!strcasecmp (cp, query_base_name (op, 1)))
275 retval = 16;
276 else if (op->custom_name && !strcasecmp (cp, op->custom_name))
277 retval = 15;
278 else if (!strncasecmp (cp, query_base_name (op, 0), strlen (cp)))
279 retval = 14;
280 else if (!strncasecmp (cp, query_base_name (op, 1), strlen (cp)))
281 retval = 14;
282
283 /* Do substring checks, so things like 'Str+1' will match.
284 * retval of these should perhaps be lower - they are lower
285 * then the specific strcasecmp aboves, but still higher than
286 * some other match criteria.
287 */
288 else if (strstr (query_base_name (op, 1), cp))
289 retval = 12;
290 else if (strstr (query_base_name (op, 0), cp))
291 retval = 12;
292 else if (strstr (query_short_name (op), cp))
293 retval = 12;
294
295 /* Check against plural/non plural based on count. */
296 else if (count > 1 && !strcasecmp (cp, op->name_pl))
297 {
298 retval = 6;
299 }
300 else if (count == 1 && !strcasecmp (op->name, cp))
301 {
302 retval = 6;
303 }
304 /* base name matched - not bad */
305 else if (strcasecmp (cp, op->name) == 0 && !count)
306 retval = 4;
307 /* Check for partial custom name, but give a real low priority */
308 else if (op->custom_name && strstr (op->custom_name, cp))
309 retval = 3;
310
311 if (retval)
312 {
313 if (pl->type == PLAYER)
314 pl->contr->count = count;
315 return retval;
316 }
317 }
318 return 0;
319 }
320
321 /*
322 * Initialises the internal linked list of archetypes (read from file).
323 * Then the global "empty_archetype" pointer is initialised.
324 * Then the blocksview[] array is initialised.
325 */
326
327 void
328 init_archetypes (void)
329 { /* called from add_player() and edit() */
330 if (first_archetype != NULL) /* Only do this once */
331 return;
332 arch_init = 1;
333 load_archetypes ();
334 arch_init = 0;
335 empty_archetype = find_archetype ("empty_archetype");
336
337 /* init_blocksview();*/
338 }
339
340 /*
341 * Stores debug-information about how efficient the hashtable
342 * used for archetypes has been in the static errmsg array.
343 */
344
345 void
346 arch_info (object *op)
347 {
348 sprintf (errmsg, "%d searches and %d strcmp()'s", arch_search, arch_cmp);
349 new_draw_info (NDI_BLACK, 0, op, errmsg);
350 }
351
352 /*
353 * Initialise the hashtable used by the archetypes.
354 */
355
356 void
357 clear_archetable (void)
358 {
359 memset ((void *) arch_table, 0, ARCHTABLE * sizeof (archetype *));
360 }
361
362 /*
363 * An alternative way to init the hashtable which is slower, but _works_...
364 */
365
366 void
367 init_archetable (void)
368 {
369 archetype *
370 at;
371
372 LOG (llevDebug, " Setting up archetable...\n");
373
374 for (at = first_archetype; at != NULL; at = (at->more == NULL) ? at->next : at->more)
375 add_arch (at);
376
377 LOG (llevDebug, "done\n");
378 }
379
380 /*
381 * Dumps an archetype to debug-level output.
382 */
383
384 void
385 dump_arch (archetype *at)
386 {
387 dump_object (&at->clone);
388 }
389
390 /*
391 * Dumps _all_ archetypes to debug-level output.
392 * If you run crossfire with debug, and enter DM-mode, you can trigger
393 * this with the O key.
394 */
395
396 void
397 dump_all_archetypes (void)
398 {
399 archetype *
400 at;
401
402 for (at = first_archetype; at != NULL; at = (at->more == NULL) ? at->next : at->more)
403 {
404 dump_arch (at);
405 fprintf (logfile, "%s\n", errmsg);
406 }
407 }
408
409 void
410 free_all_archs (void)
411 {
412 archetype *
413 at, *
414 next;
415 int
416 i = 0, f = 0;
417
418 for (at = first_archetype; at != NULL; at = next)
419 {
420 if (at->more)
421 next = at->more;
422 else
423 next = at->next;
424
425 delete
426 at;
427
428 i++;
429 }
430 LOG (llevDebug, "Freed %d archetypes, %d faces\n", i, f);
431 }
432
433 archetype::archetype ()
434 {
435 clear_object (&clone); /* to initial state other also */
436 CLEAR_FLAG (&clone, FLAG_FREED); /* This shouldn't matter, since copy_object() */
437 SET_FLAG (&clone, FLAG_REMOVED); /* doesn't copy these flags... */
438 }
439
440 archetype::~archetype ()
441 {
442 }
443
444 /*
445 * Reads/parses the archetype-file, and copies into a linked list
446 * of archetype-structures.
447 */
448 void
449 first_arch_pass (object_thawer & fp)
450 {
451 archetype *
452 at, *
453 head = NULL, *last_more = NULL;
454
455 at->clone.arch = first_archetype = at = new archetype;
456
457 while (int i = load_object (fp, &at->clone, 0))
458 {
459 at->clone.speed_left = (float) (-0.1);
460 /* copy the body_info to the body_used - this is only really
461 * need for monsters, but doesn't hurt to do it for everything.
462 * by doing so, when a monster is created, it has good starting
463 * values for the body_used info, so when items are created
464 * for it, they can be properly equipped.
465 */
466 memcpy (&at->clone.body_used, &at->clone.body_info, sizeof (at->clone.body_info));
467
468 switch (i)
469 {
470 case LL_NORMAL: /* A new archetype, just link it with the previous */
471 if (last_more != NULL)
472 last_more->next = at;
473 if (head != NULL)
474 head->next = at;
475 head = last_more = at;
476 #if 0
477 if (!op->type)
478 LOG (llevDebug, " WARNING: Archetype %s has no type info!\n", op->arch->name);
479 #endif
480 at->tail_x = 0;
481 at->tail_y = 0;
482 break;
483
484 case LL_MORE: /* Another part of the previous archetype, link it correctly */
485
486 at->head = head;
487 at->clone.head = &head->clone;
488 if (last_more != NULL)
489 {
490 last_more->more = at;
491 last_more->clone.more = &at->clone;
492 }
493 last_more = at;
494
495 /* If this multipart image is still composed of individual small
496 * images, don't set the tail_.. values. We can't use them anyways,
497 * and setting these to zero makes the map sending to the client much
498 * easier as just looking at the head, we know what to do.
499 */
500 if (at->clone.face != head->clone.face)
501 {
502 head->tail_x = 0;
503 head->tail_y = 0;
504 }
505 else
506 {
507 if (at->clone.x > head->tail_x)
508 head->tail_x = at->clone.x;
509 if (at->clone.y > head->tail_y)
510 head->tail_y = at->clone.y;
511 }
512 break;
513
514 }
515
516 at = new archetype;
517
518 at->clone.arch = at;
519 }
520
521 delete at;
522 }
523
524 /*
525 * Reads the archetype file once more, and links all pointers between
526 * archetypes.
527 */
528
529 void
530 second_arch_pass (object_thawer & thawer)
531 {
532 char
533 buf[MAX_BUF], *
534 variable = buf, *argument, *cp;
535 archetype *
536 at = NULL, *other;
537
538 while (fgets (buf, MAX_BUF, thawer) != NULL)
539 {
540 if (*buf == '#')
541 continue;
542 if ((argument = strchr (buf, ' ')) != NULL)
543 {
544 *argument = '\0', argument++;
545 cp = argument + strlen (argument) - 1;
546 while (isspace (*cp))
547 {
548 *cp = '\0';
549 cp--;
550 }
551 }
552 if (!strcmp ("Object", variable))
553 {
554 if ((at = find_archetype (argument)) == NULL)
555 LOG (llevError, "Warning: failed to find arch %s\n", argument);
556 }
557 else if (!strcmp ("other_arch", variable))
558 {
559 if (at != NULL && at->clone.other_arch == NULL)
560 {
561 if ((other = find_archetype (argument)) == NULL)
562 LOG (llevError, "Warning: failed to find other_arch %s\n", argument);
563 else if (at != NULL)
564 at->clone.other_arch = other;
565 }
566 }
567 else if (!strcmp ("randomitems", variable))
568 {
569 if (at != NULL)
570 {
571 treasurelist *
572 tl = find_treasurelist (argument);
573
574 if (tl == NULL)
575 LOG (llevError, "Failed to link treasure to arch (%s): %s\n", &at->name, argument);
576 else
577 at->clone.randomitems = tl;
578 }
579 }
580 }
581 }
582
583 #ifdef DEBUG
584 void
585 check_generators (void)
586 {
587 archetype *
588 at;
589
590 for (at = first_archetype; at != NULL; at = at->next)
591 if (QUERY_FLAG (&at->clone, FLAG_GENERATOR) && at->clone.other_arch == NULL)
592 LOG (llevError, "Warning: %s is generator but lacks other_arch.\n", &at->name);
593 }
594 #endif
595
596 /*
597 * First initialises the archtype hash-table (init_archetable()).
598 * Reads and parses the archetype file (with the first and second-pass
599 * functions).
600 * Then initialises treasures by calling load_treasures().
601 */
602
603 void
604 load_archetypes (void)
605 {
606 char
607 filename[MAX_BUF];
608
609 #if TIME_ARCH_LOAD
610 struct timeval
611 tv1,
612 tv2;
613 #endif
614
615 sprintf (filename, "%s/%s", settings.datadir, settings.archetypes);
616 LOG (llevDebug, "Reading archetypes from %s:\n", filename);
617
618 {
619 object_thawer
620 thawer (filename);
621
622 clear_archetable ();
623 LOG (llevDebug, " arch-pass 1...\n");
624 first_arch_pass (thawer);
625 LOG (llevDebug, " done\n");
626 }
627
628 init_archetable ();
629 warn_archetypes = 1;
630
631 {
632 object_thawer
633 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 AUTODECL (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 ***/