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Revision: 1.35
Committed: Wed Jan 3 20:32:13 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.34: +6 -10 lines
Log Message:
set no_drop flag on all inv items of created objects (e.g. pets), experimental.

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