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Revision: 1.24
Committed: Sat Sep 16 22:24:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.23: +1 -2 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

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