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Revision: 1.37
Committed: Mon Jan 15 21:06:18 2007 UTC (17 years, 4 months ago) by pippijn
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Branch: MAIN
Changes since 1.36: +22 -22 lines
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# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <cassert>
26
27 #include <global.h>
28 #include <funcpoint.h>
29 #include <loader.h>
30
31 #define USE_UNORDERED_MAP 0
32
33 #if USE_UNORDERED_MAP
34 # include <tr1/functional>
35 # include <tr1/unordered_map>
36 #endif
37
38 int arch_cmp = 0; /* How many strcmp's */
39 int arch_search = 0; /* How many searches */
40 int arch_init; /* True if doing arch initialization */
41
42 /* The naming of these functions is really poor - they are all
43 * pretty much named '.._arch_...', but they may more may not
44 * return archetypes. Some make the arch_to_object call, and thus
45 * return an object. Perhaps those should be called 'archob' functions
46 * to denote they return an object derived from the archetype.
47 * MSW 2003-04-29
48 */
49
50 #if USE_UNORDERED_MAP
51 // the hashtable
52 typedef std::tr1::unordered_map
53 <
54 std::size_t,
55 arch_ptr,
56 std::tr1::hash<size_t>,
57 std::equal_to<size_t>,
58 slice_allocator< std::pair<const std::size_t, archetype *> >
59 true,
60 > HT;
61
62 static HT ht;
63 #else
64 static arch_ptr arch_table[ARCHTABLE];
65 #endif
66
67 /**
68 * GROS - This function retrieves an archetype given the name that appears
69 * during the game (for example, "writing pen" instead of "stylus").
70 * It does not use the hashtable system, but browse the whole archlist each time.
71 * I suggest not to use it unless you really need it because of performance issue.
72 * It is currently used by scripting extensions (create-object).
73 * Params:
74 * - name: the name we're searching for (ex: "writing pen");
75 * Return value:
76 * - the archetype found or null if nothing was found.
77 */
78 archetype *
79 find_archetype_by_object_name (const char *name)
80 {
81 archetype *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 *at;
103
104 if (name == NULL)
105 return NULL;
106
107 for (at = first_archetype; at != NULL; at = at->next)
108 {
109 if (at->clone.type == type && strcmp (at->clone.name, name) == 0)
110 return at;
111 }
112
113 return NULL;
114 }
115
116 /* This is a lot like the above function. Instead, we are trying to match
117 * the arch->skill values. type is the type of object to match
118 * against (eg, to only match against skills or only skill objects for example).
119 * If type is -1, ew don't match on type.
120 */
121 object *
122 get_archetype_by_skill_name (const char *skill, int type)
123 {
124 archetype *at;
125
126 if (skill)
127 for (at = first_archetype; at; at = at->next)
128 if (((type == -1) || (type == at->clone.type)) && (!strcmp (at->clone.skill, skill)))
129 return arch_to_object (at);
130
131 return 0;
132 }
133
134 /* similiar to above - this returns the first archetype
135 * that matches both the type and subtype. type and subtype
136 * can be -1 to say ignore, but in this case, the match it does
137 * may not be very useful. This function is most useful when
138 * subtypes are known to be unique for a particular type
139 * (eg, skills)
140 */
141 archetype *
142 get_archetype_by_type_subtype (int type, int subtype)
143 {
144 archetype *
145 at;
146
147 for (at = first_archetype; at != NULL; at = at->next)
148 {
149 if (((type == -1) || (type == at->clone.type)) && (subtype == -1 || subtype == at->clone.subtype))
150 return at;
151 }
152 return NULL;
153 }
154
155 /**
156 * GROS - this returns a new object given the name that appears during the game
157 * (for example, "writing pen" instead of "stylus").
158 * Params:
159 * - name: The name we're searching for (ex: "writing pen");
160 * Return value:
161 * - a corresponding object if found; a singularity object if not found.
162 * Note by MSW - it appears that it takes the full name and keeps
163 * shortening it until it finds a match. I re-wrote this so that it
164 * doesn't malloc it each time - not that this function is used much,
165 * but it otherwise had a big memory leak.
166 */
167 object *
168 get_archetype_by_object_name (const char *name)
169 {
170 archetype *at;
171 char tmpname[MAX_BUF];
172 int i;
173
174 assign (tmpname, name);
175
176 for (i = strlen (tmpname); i > 0; i--)
177 {
178 tmpname[i] = 0;
179 at = find_archetype_by_object_name (tmpname);
180
181 if (at)
182 return arch_to_object (at);
183 }
184
185 return create_singularity (name);
186 }
187
188 /* This is a subset of the parse_id command. Basically, name can be
189 * a string seperated lists of things to match, with certain keywords.
190 * pl is the player (only needed to set count properly)
191 * op is the item we are trying to match. Calling function takes care
192 * of what action might need to be done and if it is valid
193 * (pickup, drop, etc.) Return NONZERO if we have a match. A higher
194 * value means a better match. 0 means no match.
195 *
196 * Brief outline of the procedure:
197 * We take apart the name variable into the individual components.
198 * cases for 'all' and unpaid are pretty obvious.
199 * Next, we check for a count (either specified in name, or in the
200 * player object.)
201 * If count is 1, make a quick check on the name.
202 * IF count is >1, we need to make plural name. Return if match.
203 * Last, make a check on the full name.
204 */
205 int
206 item_matched_string (object *pl, object *op, const char *name)
207 {
208 char *cp, local_name[MAX_BUF];
209 int count, retval = 0;
210
211 strcpy (local_name, name); /* strtok is destructive to name */
212
213 for (cp = strtok (local_name, ","); cp; cp = strtok (NULL, ","))
214 {
215 while (cp[0] == ' ')
216 ++cp; /* get rid of spaces */
217
218 /* LOG(llevDebug,"Trying to match %s\n", cp); */
219 /* All is a very generic match - low match value */
220 if (!strcmp (cp, "all"))
221 return 1;
222
223 /* unpaid is a little more specific */
224 if (!strcmp (cp, "unpaid") && QUERY_FLAG (op, FLAG_UNPAID))
225 return 2;
226 if (!strcmp (cp, "cursed") && QUERY_FLAG (op, FLAG_KNOWN_CURSED) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
227 return 2;
228
229 if (!strcmp (cp, "unlocked") && !QUERY_FLAG (op, FLAG_INV_LOCKED))
230 return 2;
231
232 /* Allow for things like '100 arrows' */
233 if ((count = atoi (cp)) != 0)
234 {
235 cp = strchr (cp, ' ');
236 while (cp && cp[0] == ' ')
237 ++cp; /* get rid of spaces */
238 }
239 else
240 {
241 if (pl->type == PLAYER)
242 count = pl->contr->count;
243 else
244 count = 0;
245 }
246
247 if (!cp || cp[0] == '\0' || count < 0)
248 return 0;
249
250
251 /* The code here should go from highest retval to lowest. That
252 * is because of the 'else' handling - we don't want to match on
253 * something and set a low retval, even though it may match a higher retcal
254 * later. So keep it in descending order here, so we try for the best
255 * match first, and work downward.
256 */
257 if (!strcasecmp (cp, query_name (op)))
258 retval = 20;
259 else if (!strcasecmp (cp, query_short_name (op)))
260 retval = 18;
261 else if (!strcasecmp (cp, query_base_name (op, 0)))
262 retval = 16;
263 else if (!strcasecmp (cp, query_base_name (op, 1)))
264 retval = 16;
265 else if (op->custom_name && !strcasecmp (cp, op->custom_name))
266 retval = 15;
267 else if (!strncasecmp (cp, query_base_name (op, 0), strlen (cp)))
268 retval = 14;
269 else if (!strncasecmp (cp, query_base_name (op, 1), strlen (cp)))
270 retval = 14;
271 /* Do substring checks, so things like 'Str+1' will match.
272 * retval of these should perhaps be lower - they are lower
273 * then the specific strcasecmp aboves, but still higher than
274 * some other match criteria.
275 */
276 else if (strstr (query_base_name (op, 1), cp))
277 retval = 12;
278 else if (strstr (query_base_name (op, 0), cp))
279 retval = 12;
280 else if (strstr (query_short_name (op), cp))
281 retval = 12;
282 /* Check against plural/non plural based on count. */
283 else if (count > 1 && !strcasecmp (cp, op->name_pl))
284 retval = 6;
285 else if (count == 1 && !strcasecmp (op->name, cp))
286 retval = 6;
287 /* base name matched - not bad */
288 else if (strcasecmp (cp, op->name) == 0 && !count)
289 retval = 4;
290 /* Check for partial custom name, but give a real low priority */
291 else if (op->custom_name && strstr (op->custom_name, cp))
292 retval = 3;
293
294 if (retval)
295 {
296 if (pl->type == PLAYER)
297 pl->contr->count = count;
298
299 return retval;
300 }
301 }
302
303 return 0;
304 }
305
306 /*
307 * Initialises the internal linked list of archetypes (read from file).
308 * Then the global "empty_archetype" pointer is initialised.
309 * Then the blocksview[] array is initialised.
310 */
311
312 void
313 init_archetypes (void)
314 { /* called from add_player() and edit() */
315 if (first_archetype != NULL) /* Only do this once */
316 return;
317
318 arch_init = 1;
319 load_archetypes ();
320 arch_init = 0;
321 empty_archetype = archetype::find ("empty_archetype");
322
323 /* init_blocksview();*/
324 }
325
326 /*
327 * Stores debug-information about how efficient the hashtable
328 * used for archetypes has been in the static errmsg array.
329 */
330
331 void
332 arch_info (object *op)
333 {
334 sprintf (errmsg, "%d searches and %d strcmp()'s", arch_search, arch_cmp);
335 new_draw_info (NDI_BLACK, 0, op, errmsg);
336 }
337
338 /*
339 * Initialise the hashtable used by the archetypes.
340 */
341
342 void
343 clear_archetable (void)
344 {
345 memset ((void *) arch_table, 0, ARCHTABLE * sizeof (archetype *));
346 }
347
348 /*
349 * An alternative way to init the hashtable which is slower, but _works_...
350 */
351
352 void
353 init_archetable (void)
354 {
355 archetype *at;
356
357 LOG (llevDebug, " Setting up archetable...\n");
358
359 for (at = first_archetype; at != NULL; at = (at->more == NULL) ? at->next : at->more)
360 at->hash_add ();
361
362 LOG (llevDebug, "done\n");
363 }
364
365 void
366 free_all_archs (void)
367 {
368 archetype *at, *next;
369 int i = 0, f = 0;
370
371 for (at = first_archetype; at != NULL; at = next)
372 {
373 if (at->more)
374 next = at->more;
375 else
376 next = at->next;
377
378 delete
379 at;
380
381 i++;
382 }
383
384 LOG (llevDebug, "Freed %d archetypes, %d faces\n", i, f);
385 }
386
387 archetype::archetype ()
388 {
389 CLEAR_FLAG (&clone, FLAG_FREED); /* This shouldn't matter, since copy_to */
390 SET_FLAG (&clone, FLAG_REMOVED); /* doesn't copy these flags... */
391 }
392
393 archetype::~archetype ()
394 {
395 }
396
397 /*
398 * Reads/parses the archetype-file, and copies into a linked list
399 * of archetype-structures.
400 */
401 void
402 first_arch_pass (object_thawer & fp)
403 {
404 archetype *head = 0, *last_more = 0;
405
406 archetype *at = new archetype;
407 at->clone.arch = first_archetype = at;
408
409 while (int i = load_object (fp, &at->clone, 0))
410 {
411 at->clone.speed_left = (float) (-0.1);
412 /* copy the body_info to the body_used - this is only really
413 * need for monsters, but doesn't hurt to do it for everything.
414 * by doing so, when a monster is created, it has good starting
415 * values for the body_used info, so when items are created
416 * for it, they can be properly equipped.
417 */
418 memcpy (&at->clone.body_used, &at->clone.body_info, sizeof (at->clone.body_info));
419
420 switch (i)
421 {
422 case LL_NORMAL: /* A new archetype, just link it with the previous */
423 if (last_more != NULL)
424 last_more->next = at;
425 if (head != NULL)
426 head->next = at;
427 head = last_more = at;
428 #if 0
429 if (!op->type)
430 LOG (llevDebug, " WARNING: Archetype %s has no type info!\n", op->arch->name);
431 #endif
432 at->tail_x = 0;
433 at->tail_y = 0;
434 break;
435
436 case LL_MORE: /* Another part of the previous archetype, link it correctly */
437
438 at->head = head;
439 at->clone.head = &head->clone;
440 if (last_more != NULL)
441 {
442 last_more->more = at;
443 last_more->clone.more = &at->clone;
444 }
445 last_more = at;
446
447 /* If this multipart image is still composed of individual small
448 * images, don't set the tail_.. values. We can't use them anyways,
449 * and setting these to zero makes the map sending to the client much
450 * easier as just looking at the head, we know what to do.
451 */
452 if (at->clone.face != head->clone.face)
453 {
454 head->tail_x = 0;
455 head->tail_y = 0;
456 }
457 else
458 {
459 if (at->clone.x > head->tail_x)
460 head->tail_x = at->clone.x;
461 if (at->clone.y > head->tail_y)
462 head->tail_y = at->clone.y;
463 }
464 break;
465
466 }
467
468 at = new archetype;
469
470 at->clone.arch = at;
471 }
472
473 delete at;
474 }
475
476 /*
477 * Reads the archetype file once more, and links all pointers between
478 * archetypes.
479 */
480
481 void
482 second_arch_pass (object_thawer & thawer)
483 {
484 char buf[MAX_BUF], *variable = buf, *argument, *cp;
485 archetype *at = NULL, *other;
486
487 while (fgets (buf, MAX_BUF, thawer) != NULL)
488 {
489 if (*buf == '#')
490 continue;
491 if ((argument = strchr (buf, ' ')) != NULL)
492 {
493 *argument = '\0', argument++;
494 cp = argument + strlen (argument) - 1;
495 while (isspace (*cp))
496 {
497 *cp = '\0';
498 cp--;
499 }
500 }
501 if (!strcmp ("Object", variable))
502 {
503 if ((at = archetype::find (argument)) == NULL)
504 LOG (llevError, "Warning: failed to find arch %s\n", argument);
505 }
506 else if (!strcmp ("other_arch", variable))
507 {
508 if (at != NULL && at->clone.other_arch == NULL)
509 {
510 if ((other = archetype::find (argument)) == NULL)
511 LOG (llevError, "Warning: failed to find other_arch %s\n", argument);
512 else if (at != NULL)
513 at->clone.other_arch = other;
514 }
515 }
516 else if (!strcmp ("randomitems", variable))
517 {
518 if (at != NULL)
519 {
520 treasurelist *tl = find_treasurelist (argument);
521
522 if (tl == NULL)
523 LOG (llevError, "Failed to link treasure to arch (%s): %s\n", &at->name, argument);
524 else
525 at->clone.randomitems = tl;
526 }
527 }
528 }
529 }
530
531 #ifdef DEBUG
532 void
533 check_generators (void)
534 {
535 archetype *at;
536
537 for (at = first_archetype; at != NULL; at = at->next)
538 if (QUERY_FLAG (&at->clone, FLAG_GENERATOR) && at->clone.other_arch == NULL)
539 LOG (llevError, "Warning: %s is generator but lacks other_arch.\n", &at->name);
540 }
541 #endif
542
543 /*
544 * First initialises the archtype hash-table (init_archetable()).
545 * Reads and parses the archetype file (with the first and second-pass
546 * functions).
547 * Then initialises treasures by calling load_treasures().
548 */
549
550 void
551 load_archetypes (void)
552 {
553 char filename[MAX_BUF];
554
555 sprintf (filename, "%s/%s", settings.datadir, settings.archetypes);
556 LOG (llevDebug, "Reading archetypes from %s:\n", filename);
557
558 {
559 object_thawer
560 thawer (filename);
561
562 clear_archetable ();
563 LOG (llevDebug, " arch-pass 1...\n");
564 first_arch_pass (thawer);
565 LOG (llevDebug, " done\n");
566 }
567
568 init_archetable ();
569 warn_archetypes = 1;
570
571 {
572 object_thawer
573 thawer (filename);
574
575 LOG (llevDebug, " loading treasure...\n");
576 load_treasures ();
577 LOG (llevDebug, " done\n");
578 LOG (llevDebug, " arch-pass 2...\n");
579 second_arch_pass (thawer);
580 LOG (llevDebug, " done\n");
581 #ifdef DEBUG
582 check_generators ();
583 #endif
584 }
585 LOG (llevDebug, " done\n");
586 }
587
588 /*
589 * Creates and returns a new object which is a copy of the given archetype.
590 * This function returns NULL on failure.
591 */
592 object *
593 arch_to_object (archetype *at)
594 {
595 object *op;
596
597 if (at == NULL)
598 {
599 if (warn_archetypes)
600 LOG (llevError, "Couldn't find archetype.\n");
601
602 return NULL;
603 }
604
605 op = at->clone.clone ();
606 op->arch = at;
607 op->instantiate ();
608 return op;
609 }
610
611 /*
612 * Creates an object. This function is called by get_archetype()
613 * if it fails to find the appropriate archetype.
614 * Thus get_archetype() will be guaranteed to always return
615 * an object, and never NULL.
616 */
617 object *
618 create_singularity (const char *name)
619 {
620 object *op;
621 char buf[MAX_BUF];
622
623 sprintf (buf, "%s (%s)", ARCH_SINGULARITY, name);
624 op = object::create ();
625 op->name = op->name_pl = buf;
626 SET_FLAG (op, FLAG_NO_PICK);
627 return op;
628 }
629
630 /*
631 * Finds which archetype matches the given name, and returns a new
632 * object containing a copy of the archetype.
633 */
634 object *
635 get_archetype (const char *name)
636 {
637 archetype *at = archetype::find (name);
638
639 if (!at)
640 return create_singularity (name);
641
642 return arch_to_object (at);
643 }
644
645 /*
646 * Hash-function used by the arch-hashtable.
647 */
648
649 unsigned long
650 hasharch (const char *str, int tablesize)
651 {
652 unsigned long hash = 0;
653 unsigned int i = 0;
654 const char *p;
655
656 /* use the one-at-a-time hash function, which supposedly is
657 * better than the djb2-like one used by perl5.005, but
658 * certainly is better then the bug used here before.
659 * see http://burtleburtle.net/bob/hash/doobs.html
660 */
661 for (p = str; i < MAXSTRING && *p; p++, i++)
662 {
663 hash += *p;
664 hash += hash << 10;
665 hash ^= hash >> 6;
666 }
667
668 hash += hash << 3;
669 hash ^= hash >> 11;
670 hash += hash << 15;
671
672 return hash % tablesize;
673 }
674
675 /*
676 * Finds, using the hashtable, which archetype matches the given name.
677 * returns a pointer to the found archetype, otherwise NULL.
678 */
679
680 archetype *
681 archetype::find (const char *name)
682 {
683 if (!name)
684 return 0;
685
686 #if USE_UNORDERED_MAP
687 AUTODECL (i, ht.find ((size_t) name));
688
689 if (i == ht.end ())
690 return 0;
691 else
692 return i->second;
693 #endif
694
695 archetype *at;
696 unsigned long index;
697
698 index = hasharch (name, ARCHTABLE);
699 arch_search++;
700 for (;;)
701 {
702 at = arch_table[index];
703
704 if (at == NULL)
705 {
706 if (warn_archetypes)
707 LOG (llevError, "Couldn't find archetype %s\n", name);
708
709 return NULL;
710 }
711
712 arch_cmp++;
713
714 if (!strcmp ((const char *) at->name, name))
715 return at;
716
717 if (++index >= ARCHTABLE)
718 index = 0;
719 }
720 }
721
722 /*
723 * Adds an archetype to the hashtable.
724 */
725 void
726 archetype::hash_add ()
727 {
728 #if USE_UNORDERED_MAP
729 ht.insert (std::make_pair ((size_t) (const char *) name, this));
730 #else
731
732 int index = hasharch ((const char *) name, ARCHTABLE), org_index = index;
733
734 for (;;)
735 {
736 if (!arch_table[index])
737 {
738 arch_table[index] = this;
739 break;
740 }
741
742 if (++index == ARCHTABLE)
743 index = 0;
744
745 if (index == org_index)
746 fatal (ARCHTABLE_TOO_SMALL);
747 }
748 #endif
749 }
750
751 void
752 archetype::hash_del ()
753 {
754 #if USE_UNORDERED_MAP
755 # error remove this from HT
756 #else
757
758 int index = hasharch ((const char *) name, ARCHTABLE), org_index = index;
759
760 for (;;)
761 {
762 if (arch_table[index] == this)
763 {
764 arch_table[index] = 0;
765 break;
766 }
767
768 if (++index == ARCHTABLE)
769 index = 0;
770
771 if (index == org_index)
772 break;
773 }
774 #endif
775 }
776
777 /*
778 * Returns the first archetype using the given type.
779 * Used in treasure-generation.
780 */
781
782 archetype *
783 type_to_archetype (int type)
784 {
785 archetype *at;
786
787 for (at = first_archetype; at; at = at->more == 0 ? at->next : at->more)
788 if (at->clone.type == type)
789 return at;
790
791 return 0;
792 }
793
794 /*
795 * Returns a new object copied from the first archetype matching
796 * the given type.
797 * Used in treasure-generation.
798 */
799
800 object *
801 clone_arch (int type)
802 {
803 archetype *at;
804
805 if ((at = type_to_archetype (type)) == NULL)
806 {
807 LOG (llevError, "Can't clone archetype %d\n", type);
808 return 0;
809 }
810
811 object *op = at->clone.clone ();
812 op->instantiate ();
813 return op;
814 }
815
816 /*
817 * member: make instance from class
818 */
819
820 object *
821 object_create_arch (archetype *at)
822 {
823 object *op, *prev = 0, *head = 0;
824
825 while (at)
826 {
827 op = arch_to_object (at);
828 op->x = at->clone.x;
829 op->y = at->clone.y;
830
831 if (head)
832 op->head = head, prev->more = op;
833
834 if (!head)
835 head = op;
836
837 prev = op;
838 at = at->more;
839 }
840
841 return (head);
842 }
843