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Revision: 1.46
Committed: Mon Apr 16 06:23:39 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.45: +81 -146 lines
Log Message:
VERY EXPERIMENTAL

- change the way archetypes and treasurelists are being loaded:
  - referring to a nonexisting treasurelist will create an empty one
  - referring to a nonexisting archetype will create an empty one
  - archetypes/treasurelists will overwrite any existing object
    of the same name.

- net effect should be to allow reloading of archetypes and treasurelists
  at runtime at a later stage.

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