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Revision: 1.55
Committed: Tue Apr 17 19:12:32 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.54: +12 -1 lines
Log Message:
implement inherit keyword which can optionally follow "object"
and uses the archetype referenced by it as a template.

unlike other references, no forward reference is possible, the referenced
archetype must be known and defined.

(current Crossfire perl module is required)

example usage:

   object doubledemilich
   inherit demilich
   hp 2000
   maxhp 2000
   speed 0.75
   attacktype 70680
   unaggressive 0
   end

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 archetype::archetype ()
281 {
282 clone.arch = this;
283
284 CLEAR_FLAG (&clone, FLAG_FREED); /* This shouldn't matter, since copy_to */
285 SET_FLAG (&clone, FLAG_REMOVED); /* doesn't copy these flags... */
286 }
287
288 archetype::~archetype ()
289 {
290 //TODO: nuke ->more's
291 }
292
293 static void
294 unlink (archetype *at)
295 {
296 if (at->head)
297 at = at->head;
298
299 // destroy this archetype's link, making singletons out of its parts
300 while (at)
301 {
302 archetype *more = at->more;
303 at->clone.destroy_inv ();
304 at->head = at->more = 0;
305 at = more;
306 }
307 }
308
309 // dire hack, need to rationalise
310 void
311 overwrite (archetype *at, object *op)
312 {
313 at->clone = *op;
314 at->clone.arch = at;
315
316 at->clone.inv = op->inv; op->inv = 0;
317
318 op->destroy ();
319 }
320
321 archetype *
322 archetype::read (object_thawer &f)
323 {
324 assert (f.kw == KW_object);
325
326 loading_arch = true; // hack to tell parse_kv et al. to behave
327
328 typedef std::pair<archetype *, object *> part;
329 std::vector<part> parts;
330
331 coroapi::cede_to_tick_every (100);
332
333 for (;;)
334 {
335 object *op = object::create ();
336 archetype *at = get (f.get_str ());
337 f.get (op->name);
338 f.next ();
339
340 if (f.kw == KW_inherit)
341 {
342 if (archetype *at = find (f.get_str ()))
343 *op = at->clone;
344 else
345 LOG (llevError, "archetype '%s' tries to inherit from non-existent archetype '%s'.\n",
346 &at->name, f.get_str ());
347
348 f.next ();
349 }
350
351 if (!op->parse_kv (f))
352 goto fail;
353
354 parts.push_back (std::make_pair (at, op));
355
356 if (f.kw != KW_more)
357 break;
358
359 f.next ();
360
361 if (f.kw != KW_object)
362 {
363 f.parse_error ("more object");
364 goto fail;
365 }
366 }
367
368 {
369 archetype *head = parts.front ().first;
370
371 // check that all archetypes belong to the same object or are heads
372 for (auto (p, parts.begin ()); p != parts.end (); ++p)
373 {
374 archetype *at = p->first;
375
376 if (at->head != head && at->head)
377 {
378 LOG (llevError, "%s: unable to overwrite foreign non-head archetype with non-head archetype\n", &at->name);
379 goto fail;
380 }
381
382 if (at->next && at != head)
383 {
384 LOG (llevError, "%s: unable to overwrite foreign head archetype with non-head archetype\n", &at->name);
385 goto fail;
386 }
387 }
388
389 // sever chain of existing head object
390 for (archetype *more, *at = head; at; at = more)
391 {
392 more = at->more;
393
394 at->head = 0;
395 at->more = 0;
396 }
397
398 // replace/update head
399 overwrite (head, parts.front ().second);
400 head->tail_x = 0;
401 head->tail_y = 0;
402
403 // link into list of heads, if not already there
404 if (!head->linked)
405 {
406 head->linked = true;
407 head->next = first_archetype;
408 first_archetype = head;
409 }
410
411 // reassemble new chain
412 archetype *prev = head;
413 for (auto (p, parts.begin () + 1); p != parts.end (); ++p)
414 {
415 archetype *at = p->first;
416 overwrite (at, p->second);
417
418 if (at->clone.x > head->tail_x) head->tail_x = at->clone.x;
419 if (at->clone.y > head->tail_y) head->tail_y = at->clone.y;
420
421 at->head = head;
422 at->clone.head = &head->clone;
423 prev->more = at;
424 prev->clone.more = &at->clone;
425
426 prev = at;
427 }
428
429 loading_arch = false;
430 return head;
431 }
432
433 fail:
434 for (auto (p, parts.begin ()); p != parts.end (); ++p)
435 p->second->destroy (true);
436
437 loading_arch = false;
438 return 0;
439 }
440
441 /*
442 * Initialize global archtype pointers:
443 */
444 void
445 init_archetype_pointers ()
446 {
447 ring_arch = archetype::find ("ring");
448 amulet_arch = archetype::find ("amulet");
449 staff_arch = archetype::find ("staff");
450 crown_arch = archetype::find ("crown");
451 empty_archetype = archetype::find ("empty_archetype");
452 }
453
454 /*
455 * Creates and returns a new object which is a copy of the given archetype.
456 * This function returns NULL on failure.
457 */
458 object *
459 arch_to_object (archetype *at)
460 {
461 if (!at)
462 {
463 LOG (llevError, "Couldn't find archetype.\n");
464 return 0;
465 }
466
467 object *op = at->clone.clone ();
468 op->arch = at;
469 op->instantiate ();
470
471 return op;
472 }
473
474 /*
475 * Creates an object. This function is called by get_archetype()
476 * if it fails to find the appropriate archetype.
477 * Thus get_archetype() will be guaranteed to always return
478 * an object, and never NULL.
479 */
480 object *
481 create_singularity (const char *name)
482 {
483 object *op;
484 char buf[MAX_BUF];
485
486 sprintf (buf, "%s (%s)", ARCH_SINGULARITY, name);
487 op = object::create ();
488 op->name = op->name_pl = buf;
489 SET_FLAG (op, FLAG_NO_PICK);
490 return op;
491 }
492
493 /*
494 * Finds which archetype matches the given name, and returns a new
495 * object containing a copy of the archetype.
496 */
497 object *
498 get_archetype (const char *name)
499 {
500 archetype *at = archetype::find (name);
501
502 if (!at)
503 return create_singularity (name);
504
505 return arch_to_object (at);
506 }
507
508 /*
509 * Finds, using the hashtable, which archetype matches the given name.
510 * returns a pointer to the found archetype, otherwise NULL.
511 */
512 archetype *
513 archetype::find (const char *name)
514 {
515 if (!name)
516 return 0;
517
518 auto (i, ht.find (name));
519
520 if (i == ht.end ())
521 return 0;
522 else
523 return i->second;
524 }
525
526 archetype *
527 archetype::get (const char *name)
528 {
529 archetype *at = find (name);
530
531 if (!at)
532 {
533 archetypes.push_back (at = new archetype);
534 at->name = name;
535 at->hash_add ();
536 }
537
538 return at;
539 }
540
541 /*
542 * Adds an archetype to the hashtable.
543 */
544 void
545 archetype::hash_add ()
546 {
547 ht.insert (std::make_pair (name, this));
548 }
549
550 void
551 archetype::hash_del ()
552 {
553 ht.erase (name);
554 }
555
556 /*
557 * Returns the first archetype using the given type.
558 * Used in treasure-generation.
559 */
560 archetype *
561 type_to_archetype (int type)
562 {
563 for (archetype *at = first_archetype; at; at = at->more == 0 ? at->next : at->more)
564 if (at->clone.type == type)
565 return at;
566
567 return 0;
568 }
569
570 /*
571 * Returns a new object copied from the first archetype matching
572 * the given type.
573 * Used in treasure-generation.
574 */
575 object *
576 clone_arch (int type)
577 {
578 archetype *at;
579
580 if ((at = type_to_archetype (type)) == NULL)
581 {
582 LOG (llevError, "Can't clone archetype %d\n", type);
583 return 0;
584 }
585
586 object *op = at->clone.clone ();
587 op->instantiate ();
588 return op;
589 }
590
591 /*
592 * member: make instance from class
593 */
594
595 object *
596 object_create_arch (archetype *at)
597 {
598 object *op, *prev = 0, *head = 0;
599
600 while (at)
601 {
602 op = arch_to_object (at);
603 op->x = at->clone.x;
604 op->y = at->clone.y;
605
606 if (head)
607 op->head = head, prev->more = op;
608
609 if (!head)
610 head = op;
611
612 prev = op;
613 at = at->more;
614 }
615
616 return (head);
617 }
618