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Revision: 1.43
Committed: Fri Feb 16 19:43:40 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.42: +78 -81 lines
Log Message:
- identified random memory corrutpion bug
- fixed most likely cause for bug above
- rewrote object loader etc. into a simple one-line lookahead
  parser.
- rewrote/cleaned up archetype, treasure, artifact, formula parser.
- some optimisations / cleanups

File Contents

# 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 #include <tr1/functional>
32 #include <tr1/unordered_map>
33
34 int arch_init; /* True if doing arch initialization */
35
36 /* The naming of these functions is really poor - they are all
37 * pretty much named '.._arch_...', but they may more may not
38 * return archetypes. Some make the arch_to_object call, and thus
39 * return an object. Perhaps those should be called 'archob' functions
40 * to denote they return an object derived from the archetype.
41 * MSW 2003-04-29
42 */
43
44 // the hashtable
45 typedef std::tr1::unordered_map
46 <
47 const char *,
48 arch_ptr,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, arch_ptr> >
52 > HT;
53
54 static HT ht (5000);
55
56 /**
57 * GROS - This function retrieves an archetype given the name that appears
58 * during the game (for example, "writing pen" instead of "stylus").
59 * It does not use the hashtable system, but browse the whole archlist each time.
60 * I suggest not to use it unless you really need it because of performance issue.
61 * It is currently used by scripting extensions (create-object).
62 * Params:
63 * - name: the name we're searching for (ex: "writing pen");
64 * Return value:
65 * - the archetype found or null if nothing was found.
66 */
67 archetype *
68 find_archetype_by_object_name (const char *name)
69 {
70 shstr_cmp name_cmp (name);
71
72 for (archetype *at = first_archetype; at; at = at->next)
73 if (at->clone.name == name_cmp)
74 return at;
75
76 return 0;
77 }
78
79 /**
80 * This function retrieves an archetype by type and name that appears during
81 * the game. It is basically the same as find_archetype_by_object_name()
82 * except that it considers only items of the given type.
83 */
84 archetype *
85 find_archetype_by_object_type_name (int type, const char *name)
86 {
87 shstr_cmp name_cmp (name);
88
89 for (archetype *at = first_archetype; at; at = at->next)
90 if (at->clone.name == name_cmp && at->clone.type == type)
91 return at;
92
93 return 0;
94 }
95
96 /* This is a lot like the above function. Instead, we are trying to match
97 * the arch->skill values. type is the type of object to match
98 * against (eg, to only match against skills or only skill objects for example).
99 * If type is -1, ew don't match on type.
100 */
101 object *
102 get_archetype_by_skill_name (const char *skill, int type)
103 {
104 shstr_cmp skill_cmp (skill);
105
106 for (archetype *at = first_archetype; at; at = at->next)
107 if (at->clone.skill == skill_cmp && (type == -1 || type == at->clone.type))
108 return arch_to_object (at);
109
110 return 0;
111 }
112
113 /* similiar to above - this returns the first archetype
114 * that matches both the type and subtype. type and subtype
115 * can be -1 to say ignore, but in this case, the match it does
116 * may not be very useful. This function is most useful when
117 * subtypes are known to be unique for a particular type
118 * (eg, skills)
119 */
120 archetype *
121 get_archetype_by_type_subtype (int type, int subtype)
122 {
123 for (archetype *at = first_archetype; at; at = at->next)
124 if ((type == -1 || type == at->clone.type) && (subtype == -1 || subtype == at->clone.subtype))
125 return at;
126
127 return 0;
128 }
129
130 /**
131 * GROS - this returns a new object given the name that appears during the game
132 * (for example, "writing pen" instead of "stylus").
133 * Params:
134 * - name: The name we're searching for (ex: "writing pen");
135 * Return value:
136 * - a corresponding object if found; a singularity object if not found.
137 * Note by MSW - it appears that it takes the full name and keeps
138 * shortening it until it finds a match. I re-wrote this so that it
139 * doesn't malloc it each time - not that this function is used much,
140 * but it otherwise had a big memory leak.
141 */
142 object *
143 get_archetype_by_object_name (const char *name)
144 {
145 char tmpname[MAX_BUF];
146 int i;
147
148 assign (tmpname, name);
149
150 for (i = strlen (tmpname); i > 0; i--)
151 {
152 tmpname[i] = 0;
153
154 if (archetype *at = find_archetype_by_object_name (tmpname))
155 return arch_to_object (at);
156 }
157
158 return create_singularity (name);
159 }
160
161 /* This is a subset of the parse_id command. Basically, name can be
162 * a string seperated lists of things to match, with certain keywords.
163 * pl is the player (only needed to set count properly)
164 * op is the item we are trying to match. Calling function takes care
165 * of what action might need to be done and if it is valid
166 * (pickup, drop, etc.) Return NONZERO if we have a match. A higher
167 * value means a better match. 0 means no match.
168 *
169 * Brief outline of the procedure:
170 * We take apart the name variable into the individual components.
171 * cases for 'all' and unpaid are pretty obvious.
172 * Next, we check for a count (either specified in name, or in the
173 * player object.)
174 * If count is 1, make a quick check on the name.
175 * IF count is >1, we need to make plural name. Return if match.
176 * Last, make a check on the full name.
177 */
178 int
179 item_matched_string (object *pl, object *op, const char *name)
180 {
181 char *cp, local_name[MAX_BUF];
182 int count, retval = 0;
183
184 assign (local_name, name); /* strtok is destructive to name */
185
186 for (cp = strtok (local_name, ","); cp; cp = strtok (NULL, ","))
187 {
188 while (cp[0] == ' ')
189 ++cp; /* get rid of spaces */
190
191 /* LOG(llevDebug,"Trying to match %s\n", cp); */
192 /* All is a very generic match - low match value */
193 if (!strcmp (cp, "all"))
194 return 1;
195
196 /* unpaid is a little more specific */
197 if (!strcmp (cp, "unpaid") && QUERY_FLAG (op, FLAG_UNPAID))
198 return 2;
199 if (!strcmp (cp, "cursed") && QUERY_FLAG (op, FLAG_KNOWN_CURSED) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
200 return 2;
201
202 if (!strcmp (cp, "unlocked") && !QUERY_FLAG (op, FLAG_INV_LOCKED))
203 return 2;
204
205 /* Allow for things like '100 arrows' */
206 if ((count = atoi (cp)) != 0)
207 {
208 cp = strchr (cp, ' ');
209 while (cp && cp[0] == ' ')
210 ++cp; /* get rid of spaces */
211 }
212 else
213 {
214 if (pl->type == PLAYER)
215 count = pl->contr->count;
216 else
217 count = 0;
218 }
219
220 if (!cp || cp[0] == '\0' || count < 0)
221 return 0;
222
223
224 /* The code here should go from highest retval to lowest. That
225 * is because of the 'else' handling - we don't want to match on
226 * something and set a low retval, even though it may match a higher retcal
227 * later. So keep it in descending order here, so we try for the best
228 * match first, and work downward.
229 */
230 if (!strcasecmp (cp, query_name (op)))
231 retval = 20;
232 else if (!strcasecmp (cp, query_short_name (op)))
233 retval = 18;
234 else if (!strcasecmp (cp, query_base_name (op, 0)))
235 retval = 16;
236 else if (!strcasecmp (cp, query_base_name (op, 1)))
237 retval = 16;
238 else if (op->custom_name && !strcasecmp (cp, op->custom_name))
239 retval = 15;
240 else if (!strncasecmp (cp, query_base_name (op, 0), strlen (cp)))
241 retval = 14;
242 else if (!strncasecmp (cp, query_base_name (op, 1), strlen (cp)))
243 retval = 14;
244 /* Do substring checks, so things like 'Str+1' will match.
245 * retval of these should perhaps be lower - they are lower
246 * then the specific strcasecmp aboves, but still higher than
247 * some other match criteria.
248 */
249 else if (strstr (query_base_name (op, 1), cp))
250 retval = 12;
251 else if (strstr (query_base_name (op, 0), cp))
252 retval = 12;
253 else if (strstr (query_short_name (op), cp))
254 retval = 12;
255 /* Check against plural/non plural based on count. */
256 else if (count > 1 && !strcasecmp (cp, op->name_pl))
257 retval = 6;
258 else if (count == 1 && !strcasecmp (op->name, cp))
259 retval = 6;
260 /* base name matched - not bad */
261 else if (strcasecmp (cp, op->name) == 0 && !count)
262 retval = 4;
263 /* Check for partial custom name, but give a real low priority */
264 else if (op->custom_name && strstr (op->custom_name, cp))
265 retval = 3;
266
267 if (retval)
268 {
269 if (pl->type == PLAYER)
270 pl->contr->count = count;
271
272 return retval;
273 }
274 }
275
276 return 0;
277 }
278
279 /*
280 * Initialises the internal linked list of archetypes (read from file).
281 * Then the global "empty_archetype" pointer is initialised.
282 * Then the blocksview[] array is initialised.
283 */
284
285 void
286 init_archetypes (void)
287 { /* called from add_player() and edit() */
288 if (first_archetype != NULL) /* Only do this once */
289 return;
290
291 arch_init = 1;
292 load_archetypes ();
293 arch_init = 0;
294 empty_archetype = archetype::find ("empty_archetype");
295
296 /* init_blocksview();*/
297 }
298
299 /*
300 * An alternative way to init the hashtable which is slower, but _works_...
301 */
302 void
303 init_archetable (void)
304 {
305 LOG (llevDebug, " Setting up archetable...\n");
306
307 for (archetype *at = first_archetype; at; at = at->next)
308 for (archetype *bt = at; bt; bt = bt->more)
309 bt->hash_add ();
310
311 LOG (llevDebug, "done\n");
312 }
313
314 void
315 free_all_archs (void)
316 {
317 archetype *at, *next;
318 int i = 0, f = 0;
319
320 for (at = first_archetype; at; at = next)
321 {
322 if (at->more)
323 next = at->more;
324 else
325 next = at->next;
326
327 delete
328 at;
329
330 i++;
331 }
332
333 LOG (llevDebug, "Freed %d archetypes, %d faces\n", i, f);
334 }
335
336 archetype::archetype ()
337 {
338 clone.arch = this;
339
340 CLEAR_FLAG (&clone, FLAG_FREED); /* This shouldn't matter, since copy_to */
341 SET_FLAG (&clone, FLAG_REMOVED); /* doesn't copy these flags... */
342 }
343
344 archetype::~archetype ()
345 {
346 //TODO: nuke ->more's
347 }
348
349 archetype *
350 archetype::read (object_thawer &f)
351 {
352 assert (f.kw == KW_object);
353
354 archetype *head = new archetype;
355 f.get (head->name);
356
357 if (!head->clone.parse_kv (f))
358 {
359 delete head;
360 return 0;
361 }
362
363 for (archetype *prev = head; f.kw == KW_more; )
364 {
365 f.next ();
366
367 assert (f.kw == KW_object);
368
369 archetype *more = new archetype;
370 f.get (more->name);
371
372 if (!more->clone.parse_kv (f))
373 {
374 delete head;
375 return 0;
376 }
377
378 assert (("pippijn sagt es gibt keine tiles mehr", head->clone.face == more->clone.face));
379
380 if (more->clone.x > head->tail_x) head->tail_x = more->clone.x;
381 if (more->clone.y > head->tail_y) head->tail_y = more->clone.y;
382
383 more->head = head;
384 more->clone.head = &head->clone;
385 prev->more = more;
386 prev->clone.more = &more->clone;
387
388 prev = more;
389 }
390
391 head->next = first_archetype;
392 first_archetype = head;
393
394 return head;
395 }
396
397 /*
398 * Reads/parses the archetype-file, and copies into a linked list
399 * of archetype-structures.
400 */
401 static bool
402 first_arch_pass (object_thawer &f)
403 {
404 for (;;)
405 {
406 switch (f.kw)
407 {
408 case KW_object:
409 if (!archetype::read (f))
410 return false;
411 continue;
412
413 case KW_EOF:
414 return true;
415
416 default:
417 if (!f.parse_error ("archetypes file"))
418 return false;
419 }
420
421 f.next ();
422 }
423 }
424
425 /*
426 * Reads the archetype file once more, and links all pointers between
427 * archetypes.
428 */
429 void
430 second_arch_pass (object_thawer & thawer)
431 {
432 char buf[MAX_BUF], *variable = buf, *argument, *cp;
433 archetype *at = NULL, *other;
434
435 while (fgets (buf, MAX_BUF, thawer) != NULL)
436 {
437 if (*buf == '#')
438 continue;
439
440 if ((argument = strchr (buf, ' ')) != NULL)
441 {
442 *argument = '\0', argument++;
443 cp = argument + strlen (argument) - 1;
444 while (isspace (*cp))
445 {
446 *cp = '\0';
447 cp--;
448 }
449 }
450
451 if (!strcmp ("object", variable))
452 {
453 if ((at = archetype::find (argument)) == NULL)
454 LOG (llevError, "Warning: failed to find arch %s\n", argument);
455 }
456 else if (!strcmp ("other_arch", variable))
457 {
458 if (at != NULL && at->clone.other_arch == NULL)
459 {
460 if ((other = archetype::find (argument)) == NULL)
461 LOG (llevError, "Warning: failed to find other_arch %s\n", argument);
462 else if (at != NULL)
463 at->clone.other_arch = other;
464 }
465 }
466 else if (!strcmp ("randomitems", variable))
467 {
468 if (at)
469 {
470 treasurelist *tl = find_treasurelist (argument);
471
472 if (tl == NULL)
473 LOG (llevError, "Failed to link treasure to arch (%s): %s\n", &at->name, argument);
474 else
475 at->clone.randomitems = tl;
476 }
477 }
478 }
479 }
480
481 #ifdef DEBUG
482 void
483 check_generators (void)
484 {
485 archetype *at;
486
487 for (at = first_archetype; at != NULL; at = at->next)
488 if (QUERY_FLAG (&at->clone, FLAG_GENERATOR) && at->clone.other_arch == NULL)
489 LOG (llevError, "Warning: %s is generator but lacks other_arch.\n", &at->name);
490 }
491 #endif
492
493 /*
494 * First initialises the archtype hash-table (init_archetable()).
495 * Reads and parses the archetype file (with the first and second-pass
496 * functions).
497 * Then initialises treasures by calling load_treasures().
498 */
499
500 void
501 load_archetypes (void)
502 {
503 char filename[MAX_BUF];
504
505 sprintf (filename, "%s/%s", settings.datadir, settings.archetypes);
506 LOG (llevDebug, "Reading archetypes from %s:\n", filename);
507
508 {
509 object_thawer f (filename);
510
511 f.next ();
512
513 LOG (llevDebug, " arch-pass 1...\n");
514 if (!first_arch_pass (f))
515 cleanup ("errors during first arch pass are fatal");
516 LOG (llevDebug, " done\n");
517 }
518
519 init_archetable ();
520 warn_archetypes = 1;
521
522 {
523 object_thawer f (filename);
524
525 LOG (llevDebug, " loading treasure...\n");
526 load_treasures ();
527 LOG (llevDebug, " done\n");
528 LOG (llevDebug, " arch-pass 2...\n");
529 second_arch_pass (f);
530 LOG (llevDebug, " done\n");
531 #ifdef DEBUG
532 check_generators ();
533 #endif
534 }
535 LOG (llevDebug, " done\n");
536 }
537
538 /*
539 * Creates and returns a new object which is a copy of the given archetype.
540 * This function returns NULL on failure.
541 */
542 object *
543 arch_to_object (archetype *at)
544 {
545 if (!at)
546 {
547 if (warn_archetypes)
548 LOG (llevError, "Couldn't find archetype.\n");
549
550 return NULL;
551 }
552
553 object *op = at->clone.clone ();
554 op->arch = at;
555 op->instantiate ();
556 return op;
557 }
558
559 /*
560 * Creates an object. This function is called by get_archetype()
561 * if it fails to find the appropriate archetype.
562 * Thus get_archetype() will be guaranteed to always return
563 * an object, and never NULL.
564 */
565 object *
566 create_singularity (const char *name)
567 {
568 object *op;
569 char buf[MAX_BUF];
570
571 sprintf (buf, "%s (%s)", ARCH_SINGULARITY, name);
572 op = object::create ();
573 op->name = op->name_pl = buf;
574 SET_FLAG (op, FLAG_NO_PICK);
575 return op;
576 }
577
578 /*
579 * Finds which archetype matches the given name, and returns a new
580 * object containing a copy of the archetype.
581 */
582 object *
583 get_archetype (const char *name)
584 {
585 archetype *at = archetype::find (name);
586
587 if (!at)
588 return create_singularity (name);
589
590 return arch_to_object (at);
591 }
592
593 /*
594 * Hash-function used by the arch-hashtable.
595 */
596
597 unsigned long
598 hasharch (const char *str, int tablesize)
599 {
600 unsigned long hash = 0;
601 unsigned int i = 0;
602 const char *p;
603
604 /* use the one-at-a-time hash function, which supposedly is
605 * better than the djb2-like one used by perl5.005, but
606 * certainly is better then the bug used here before.
607 * see http://burtleburtle.net/bob/hash/doobs.html
608 */
609 for (p = str; i < MAXSTRING && *p; p++, i++)
610 {
611 hash += *p;
612 hash += hash << 10;
613 hash ^= hash >> 6;
614 }
615
616 hash += hash << 3;
617 hash ^= hash >> 11;
618 hash += hash << 15;
619
620 return hash % tablesize;
621 }
622
623 /*
624 * Finds, using the hashtable, which archetype matches the given name.
625 * returns a pointer to the found archetype, otherwise NULL.
626 */
627 archetype *
628 archetype::find (const char *name)
629 {
630 if (!name)
631 return 0;
632
633 AUTODECL (i, ht.find (name));
634
635 if (i == ht.end ())
636 return 0;
637 else
638 return i->second;
639 }
640
641 /*
642 * Adds an archetype to the hashtable.
643 */
644 void
645 archetype::hash_add ()
646 {
647 ht.insert (std::make_pair (name, this));
648 }
649
650 void
651 archetype::hash_del ()
652 {
653 ht.erase (name);
654 }
655
656 /*
657 * Returns the first archetype using the given type.
658 * Used in treasure-generation.
659 */
660 archetype *
661 type_to_archetype (int type)
662 {
663 archetype *at;
664
665 for (at = first_archetype; at; at = at->more == 0 ? at->next : at->more)
666 if (at->clone.type == type)
667 return at;
668
669 return 0;
670 }
671
672 /*
673 * Returns a new object copied from the first archetype matching
674 * the given type.
675 * Used in treasure-generation.
676 */
677
678 object *
679 clone_arch (int type)
680 {
681 archetype *at;
682
683 if ((at = type_to_archetype (type)) == NULL)
684 {
685 LOG (llevError, "Can't clone archetype %d\n", type);
686 return 0;
687 }
688
689 object *op = at->clone.clone ();
690 op->instantiate ();
691 return op;
692 }
693
694 /*
695 * member: make instance from class
696 */
697
698 object *
699 object_create_arch (archetype *at)
700 {
701 object *op, *prev = 0, *head = 0;
702
703 while (at)
704 {
705 op = arch_to_object (at);
706 op->x = at->clone.x;
707 op->y = at->clone.y;
708
709 if (head)
710 op->head = head, prev->more = op;
711
712 if (!head)
713 head = op;
714
715 prev = op;
716 at = at->more;
717 }
718
719 return (head);
720 }
721