/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at */ #include #include #include #include #define USE_UNORDERED_MAP 0 #if USE_UNORDERED_MAP # include # include #endif int arch_cmp = 0; /* How many strcmp's */ int arch_search = 0; /* How many searches */ int arch_init; /* True if doing arch initialization */ /* The naming of these functions is really poor - they are all * pretty much named '.._arch_...', but they may more may not * return archetypes. Some make the arch_to_object call, and thus * return an object. Perhaps those should be called 'archob' functions * to denote they return an object derived from the archetype. * MSW 2003-04-29 */ #if USE_UNORDERED_MAP // the hashtable typedef std::tr1::unordered_map < std::size_t, arch_ptr, std::tr1::hash, std::equal_to, slice_allocator< std::pair > true, > HT; static HT ht; #else static arch_ptr arch_table[ARCHTABLE]; #endif /** * GROS - This function retrieves an archetype given the name that appears * during the game (for example, "writing pen" instead of "stylus"). * It does not use the hashtable system, but browse the whole archlist each time. * I suggest not to use it unless you really need it because of performance issue. * It is currently used by scripting extensions (create-object). * Params: * - name: the name we're searching for (ex: "writing pen"); * Return value: * - the archetype found or null if nothing was found. */ archetype * find_archetype_by_object_name (const char *name) { archetype *at; if (name == NULL) return (archetype *) NULL; for (at = first_archetype; at != NULL; at = at->next) { if (!strcmp (at->clone.name, name)) return at; } return NULL; } /** * This function retrieves an archetype by type and name that appears during * the game. It is basically the same as find_archetype_by_object_name() * except that it considers only items of the given type. */ archetype * find_archetype_by_object_type_name (int type, const char *name) { archetype *at; if (name == NULL) return NULL; for (at = first_archetype; at != NULL; at = at->next) { if (at->clone.type == type && strcmp (at->clone.name, name) == 0) return at; } return NULL; } /* This is a lot like the above function. Instead, we are trying to match * the arch->skill values. type is the type of object to match * against (eg, to only match against skills or only skill objects for example). * If type is -1, ew don't match on type. */ object * get_archetype_by_skill_name (const char *skill, int type) { archetype * at; if (skill == NULL) return NULL; for (at = first_archetype; at != NULL; at = at->next) { if (((type == -1) || (type == at->clone.type)) && (!strcmp (at->clone.skill, skill))) return arch_to_object (at); } return NULL; } /* similiar to above - this returns the first archetype * that matches both the type and subtype. type and subtype * can be -1 to say ignore, but in this case, the match it does * may not be very useful. This function is most useful when * subtypes are known to be unique for a particular type * (eg, skills) */ archetype * get_archetype_by_type_subtype (int type, int subtype) { archetype * at; for (at = first_archetype; at != NULL; at = at->next) { if (((type == -1) || (type == at->clone.type)) && (subtype == -1 || subtype == at->clone.subtype)) return at; } return NULL; } /** * GROS - this returns a new object given the name that appears during the game * (for example, "writing pen" instead of "stylus"). * Params: * - name: The name we're searching for (ex: "writing pen"); * Return value: * - a corresponding object if found; a singularity object if not found. * Note by MSW - it appears that it takes the full name and keeps * shortening it until it finds a match. I re-wrote this so that it * doesn't malloc it each time - not that this function is used much, * but it otherwise had a big memory leak. */ object * get_archetype_by_object_name (const char *name) { archetype *at; char tmpname[MAX_BUF]; int i; assign (tmpname, name); for (i = strlen (tmpname); i > 0; i--) { tmpname[i] = 0; at = find_archetype_by_object_name (tmpname); if (at != NULL) return arch_to_object (at); } return create_singularity (name); } /* This is a subset of the parse_id command. Basically, name can be * a string seperated lists of things to match, with certain keywords. * pl is the player (only needed to set count properly) * op is the item we are trying to match. Calling function takes care * of what action might need to be done and if it is valid * (pickup, drop, etc.) Return NONZERO if we have a match. A higher * value means a better match. 0 means no match. * * Brief outline of the procedure: * We take apart the name variable into the individual components. * cases for 'all' and unpaid are pretty obvious. * Next, we check for a count (either specified in name, or in the * player object.) * If count is 1, make a quick check on the name. * IF count is >1, we need to make plural name. Return if match. * Last, make a check on the full name. */ int item_matched_string (object *pl, object *op, const char *name) { char *cp, local_name[MAX_BUF]; int count, retval = 0; strcpy (local_name, name); /* strtok is destructive to name */ for (cp = strtok (local_name, ","); cp; cp = strtok (NULL, ",")) { while (cp[0] == ' ') ++cp; /* get rid of spaces */ /* LOG(llevDebug,"Trying to match %s\n", cp); */ /* All is a very generic match - low match value */ if (!strcmp (cp, "all")) return 1; /* unpaid is a little more specific */ if (!strcmp (cp, "unpaid") && QUERY_FLAG (op, FLAG_UNPAID)) return 2; if (!strcmp (cp, "cursed") && QUERY_FLAG (op, FLAG_KNOWN_CURSED) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) return 2; if (!strcmp (cp, "unlocked") && !QUERY_FLAG (op, FLAG_INV_LOCKED)) return 2; /* Allow for things like '100 arrows' */ if ((count = atoi (cp)) != 0) { cp = strchr (cp, ' '); while (cp && cp[0] == ' ') ++cp; /* get rid of spaces */ } else { if (pl->type == PLAYER) count = pl->contr->count; else count = 0; } if (!cp || cp[0] == '\0' || count < 0) return 0; /* The code here should go from highest retval to lowest. That * is because of the 'else' handling - we don't want to match on * something and set a low retval, even though it may match a higher retcal * later. So keep it in descending order here, so we try for the best * match first, and work downward. */ if (!strcasecmp (cp, query_name (op))) retval = 20; else if (!strcasecmp (cp, query_short_name (op))) retval = 18; else if (!strcasecmp (cp, query_base_name (op, 0))) retval = 16; else if (!strcasecmp (cp, query_base_name (op, 1))) retval = 16; else if (op->custom_name && !strcasecmp (cp, op->custom_name)) retval = 15; else if (!strncasecmp (cp, query_base_name (op, 0), strlen (cp))) retval = 14; else if (!strncasecmp (cp, query_base_name (op, 1), strlen (cp))) retval = 14; /* Do substring checks, so things like 'Str+1' will match. * retval of these should perhaps be lower - they are lower * then the specific strcasecmp aboves, but still higher than * some other match criteria. */ else if (strstr (query_base_name (op, 1), cp)) retval = 12; else if (strstr (query_base_name (op, 0), cp)) retval = 12; else if (strstr (query_short_name (op), cp)) retval = 12; /* Check against plural/non plural based on count. */ else if (count > 1 && !strcasecmp (cp, op->name_pl)) retval = 6; else if (count == 1 && !strcasecmp (op->name, cp)) retval = 6; /* base name matched - not bad */ else if (strcasecmp (cp, op->name) == 0 && !count) retval = 4; /* Check for partial custom name, but give a real low priority */ else if (op->custom_name && strstr (op->custom_name, cp)) retval = 3; if (retval) { if (pl->type == PLAYER) pl->contr->count = count; return retval; } } return 0; } /* * Initialises the internal linked list of archetypes (read from file). * Then the global "empty_archetype" pointer is initialised. * Then the blocksview[] array is initialised. */ void init_archetypes (void) { /* called from add_player() and edit() */ if (first_archetype != NULL) /* Only do this once */ return; arch_init = 1; load_archetypes (); arch_init = 0; empty_archetype = archetype::find ("empty_archetype"); /* init_blocksview();*/ } /* * Stores debug-information about how efficient the hashtable * used for archetypes has been in the static errmsg array. */ void arch_info (object *op) { sprintf (errmsg, "%d searches and %d strcmp()'s", arch_search, arch_cmp); new_draw_info (NDI_BLACK, 0, op, errmsg); } /* * Initialise the hashtable used by the archetypes. */ void clear_archetable (void) { memset ((void *) arch_table, 0, ARCHTABLE * sizeof (archetype *)); } /* * An alternative way to init the hashtable which is slower, but _works_... */ void init_archetable (void) { archetype *at; LOG (llevDebug, " Setting up archetable...\n"); for (at = first_archetype; at != NULL; at = (at->more == NULL) ? at->next : at->more) at->hash_add (); LOG (llevDebug, "done\n"); } void free_all_archs (void) { archetype *at, *next; int i = 0, f = 0; for (at = first_archetype; at != NULL; at = next) { if (at->more) next = at->more; else next = at->next; delete at; i++; } LOG (llevDebug, "Freed %d archetypes, %d faces\n", i, f); } archetype::archetype () { CLEAR_FLAG (&clone, FLAG_FREED); /* This shouldn't matter, since copy_to */ SET_FLAG (&clone, FLAG_REMOVED); /* doesn't copy these flags... */ } archetype::~archetype () { } /* * Reads/parses the archetype-file, and copies into a linked list * of archetype-structures. */ void first_arch_pass (object_thawer & fp) { archetype *head = 0, *last_more = 0; archetype *at = new archetype; at->clone.arch = first_archetype = at; while (int i = load_object (fp, &at->clone, 0)) { at->clone.speed_left = (float) (-0.1); /* copy the body_info to the body_used - this is only really * need for monsters, but doesn't hurt to do it for everything. * by doing so, when a monster is created, it has good starting * values for the body_used info, so when items are created * for it, they can be properly equipped. */ memcpy (&at->clone.body_used, &at->clone.body_info, sizeof (at->clone.body_info)); switch (i) { case LL_NORMAL: /* A new archetype, just link it with the previous */ if (last_more != NULL) last_more->next = at; if (head != NULL) head->next = at; head = last_more = at; #if 0 if (!op->type) LOG (llevDebug, " WARNING: Archetype %s has no type info!\n", op->arch->name); #endif at->tail_x = 0; at->tail_y = 0; break; case LL_MORE: /* Another part of the previous archetype, link it correctly */ at->head = head; at->clone.head = &head->clone; if (last_more != NULL) { last_more->more = at; last_more->clone.more = &at->clone; } last_more = at; /* If this multipart image is still composed of individual small * images, don't set the tail_.. values. We can't use them anyways, * and setting these to zero makes the map sending to the client much * easier as just looking at the head, we know what to do. */ if (at->clone.face != head->clone.face) { head->tail_x = 0; head->tail_y = 0; } else { if (at->clone.x > head->tail_x) head->tail_x = at->clone.x; if (at->clone.y > head->tail_y) head->tail_y = at->clone.y; } break; } at = new archetype; at->clone.arch = at; } delete at; } /* * Reads the archetype file once more, and links all pointers between * archetypes. */ void second_arch_pass (object_thawer & thawer) { char buf[MAX_BUF], *variable = buf, *argument, *cp; archetype *at = NULL, *other; while (fgets (buf, MAX_BUF, thawer) != NULL) { if (*buf == '#') continue; if ((argument = strchr (buf, ' ')) != NULL) { *argument = '\0', argument++; cp = argument + strlen (argument) - 1; while (isspace (*cp)) { *cp = '\0'; cp--; } } if (!strcmp ("Object", variable)) { if ((at = archetype::find (argument)) == NULL) LOG (llevError, "Warning: failed to find arch %s\n", argument); } else if (!strcmp ("other_arch", variable)) { if (at != NULL && at->clone.other_arch == NULL) { if ((other = archetype::find (argument)) == NULL) LOG (llevError, "Warning: failed to find other_arch %s\n", argument); else if (at != NULL) at->clone.other_arch = other; } } else if (!strcmp ("randomitems", variable)) { if (at != NULL) { treasurelist *tl = find_treasurelist (argument); if (tl == NULL) LOG (llevError, "Failed to link treasure to arch (%s): %s\n", &at->name, argument); else at->clone.randomitems = tl; } } } } #ifdef DEBUG void check_generators (void) { archetype *at; for (at = first_archetype; at != NULL; at = at->next) if (QUERY_FLAG (&at->clone, FLAG_GENERATOR) && at->clone.other_arch == NULL) LOG (llevError, "Warning: %s is generator but lacks other_arch.\n", &at->name); } #endif /* * First initialises the archtype hash-table (init_archetable()). * Reads and parses the archetype file (with the first and second-pass * functions). * Then initialises treasures by calling load_treasures(). */ void load_archetypes (void) { char filename[MAX_BUF]; sprintf (filename, "%s/%s", settings.datadir, settings.archetypes); LOG (llevDebug, "Reading archetypes from %s:\n", filename); { object_thawer thawer (filename); clear_archetable (); LOG (llevDebug, " arch-pass 1...\n"); first_arch_pass (thawer); LOG (llevDebug, " done\n"); } init_archetable (); warn_archetypes = 1; { object_thawer thawer (filename); LOG (llevDebug, " loading treasure...\n"); load_treasures (); LOG (llevDebug, " done\n"); LOG (llevDebug, " arch-pass 2...\n"); second_arch_pass (thawer); LOG (llevDebug, " done\n"); #ifdef DEBUG check_generators (); #endif } LOG (llevDebug, " done\n"); } /* * Creates and returns a new object which is a copy of the given archetype. * This function returns NULL on failure. */ object * arch_to_object (archetype *at) { object *op; if (at == NULL) { if (warn_archetypes) LOG (llevError, "Couldn't find archetype.\n"); return NULL; } op = at->clone.clone (); op->arch = at; op->instantiate (); return op; } /* * Creates an object. This function is called by get_archetype() * if it fails to find the appropriate archetype. * Thus get_archetype() will be guaranteed to always return * an object, and never NULL. */ object * create_singularity (const char *name) { object *op; char buf[MAX_BUF]; sprintf (buf, "%s (%s)", ARCH_SINGULARITY, name); op = object::create (); op->name = op->name_pl = buf; SET_FLAG (op, FLAG_NO_PICK); return op; } /* * Finds which archetype matches the given name, and returns a new * object containing a copy of the archetype. */ object * get_archetype (const char *name) { archetype *at = archetype::find (name); if (!at) return create_singularity (name); return arch_to_object (at); } /* * Hash-function used by the arch-hashtable. */ unsigned long hasharch (const char *str, int tablesize) { unsigned long hash = 0; unsigned int i = 0; const char *p; /* use the one-at-a-time hash function, which supposedly is * better than the djb2-like one used by perl5.005, but * certainly is better then the bug used here before. * see http://burtleburtle.net/bob/hash/doobs.html */ for (p = str; i < MAXSTRING && *p; p++, i++) { hash += *p; hash += hash << 10; hash ^= hash >> 6; } hash += hash << 3; hash ^= hash >> 11; hash += hash << 15; return hash % tablesize; } /* * Finds, using the hashtable, which archetype matches the given name. * returns a pointer to the found archetype, otherwise NULL. */ archetype * archetype::find (const char *name) { if (!name) return 0; #if USE_UNORDERED_MAP AUTODECL (i, ht.find ((size_t) name)); if (i == ht.end ()) return 0; else return i->second; #endif archetype *at; unsigned long index; index = hasharch (name, ARCHTABLE); arch_search++; for (;;) { at = arch_table[index]; if (at == NULL) { if (warn_archetypes) LOG (llevError, "Couldn't find archetype %s\n", name); return NULL; } arch_cmp++; if (!strcmp ((const char *) at->name, name)) return at; if (++index >= ARCHTABLE) index = 0; } } /* * Adds an archetype to the hashtable. */ void archetype::hash_add () { #if USE_UNORDERED_MAP ht.insert (std::make_pair ((size_t) (const char *) name, this)); #else int index = hasharch ((const char *) name, ARCHTABLE), org_index = index; for (;;) { if (!arch_table[index]) { arch_table[index] = this; break; } if (++index == ARCHTABLE) index = 0; if (index == org_index) fatal (ARCHTABLE_TOO_SMALL); } #endif } void archetype::hash_del () { #if USE_UNORDERED_MAP # error remove this from HT #else int index = hasharch ((const char *) name, ARCHTABLE), org_index = index; for (;;) { if (arch_table[index] == this) { arch_table[index] = 0; break; } if (++index == ARCHTABLE) index = 0; if (index == org_index) break; } #endif } /* * Returns the first archetype using the given type. * Used in treasure-generation. */ archetype * type_to_archetype (int type) { archetype *at; for (at = first_archetype; at; at = at->more == 0 ? at->next : at->more) if (at->clone.type == type) return at; return 0; } /* * Returns a new object copied from the first archetype matching * the given type. * Used in treasure-generation. */ object * clone_arch (int type) { archetype *at; if ((at = type_to_archetype (type)) == NULL) { LOG (llevError, "Can't clone archetype %d\n", type); return 0; } object *op = at->clone.clone (); op->instantiate (); return op; } /* * member: make instance from class */ object * object_create_arch (archetype *at) { object *op, *prev = 0, *head = 0; while (at) { op = arch_to_object (at); op->x = at->clone.x; op->y = at->clone.y; if (head) op->head = head, prev->more = op; if (!head) head = op; prev = op; at = at->more; } return (head); }