/* * CrossFire, A Multiplayer game * * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team * Copyright (C) 2002 Mark Wedel & Crossfire Development Team * Copyright (C) 1992 Frank Tore Johansen * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * * The authors can be reached via e-mail at */ #include #include #include #include #include #include /* The naming of these functions is really poor - they are all * pretty much named '.._arch_...', but they may more may not * return archetypes. Some make the arch_to_object call, and thus * return an object. Perhaps those should be called 'archob' functions * to denote they return an object derived from the archetype. * MSW 2003-04-29 */ bool loading_arch; // ugly flag to object laoder etc. to suppress/request special processing // the hashtable typedef std::tr1::unordered_map < const char *, arch_ptr, str_hash, str_equal, slice_allocator< std::pair > > HT; static HT ht (5000); static std::vector archetypes; /** * GROS - This function retrieves an archetype given the name that appears * during the game (for example, "writing pen" instead of "stylus"). * It does not use the hashtable system, but browse the whole archlist each time. * I suggest not to use it unless you really need it because of performance issue. * It is currently used by scripting extensions (create-object). * Params: * - name: the name we're searching for (ex: "writing pen"); * Return value: * - the archetype found or null if nothing was found. */ archetype * find_archetype_by_object_name (const char *name) { shstr_cmp name_cmp (name); for (archetype *at = first_archetype; at; at = at->next) if (at->clone.name == name_cmp) return at; return 0; } /** * This function retrieves an archetype by type and name that appears during * the game. It is basically the same as find_archetype_by_object_name() * except that it considers only items of the given type. */ archetype * find_archetype_by_object_type_name (int type, const char *name) { shstr_cmp name_cmp (name); for (archetype *at = first_archetype; at; at = at->next) if (at->clone.name == name_cmp && at->clone.type == type) return at; return 0; } /* This is a lot like the above function. Instead, we are trying to match * the arch->skill values. type is the type of object to match * against (eg, to only match against skills or only skill objects for example). * If type is -1, ew don't match on type. */ object * get_archetype_by_skill_name (const char *skill, int type) { shstr_cmp skill_cmp (skill); for (archetype *at = first_archetype; at; at = at->next) if (at->clone.skill == skill_cmp && (type == -1 || type == at->clone.type)) return arch_to_object (at); return 0; } /* similiar to above - this returns the first archetype * that matches both the type and subtype. type and subtype * can be -1 to say ignore, but in this case, the match it does * may not be very useful. This function is most useful when * subtypes are known to be unique for a particular type * (eg, skills) */ archetype * get_archetype_by_type_subtype (int type, int subtype) { for (archetype *at = first_archetype; at; at = at->next) if ((type == -1 || type == at->clone.type) && (subtype == -1 || subtype == at->clone.subtype)) return at; return 0; } /** * GROS - this returns a new object given the name that appears during the game * (for example, "writing pen" instead of "stylus"). * Params: * - name: The name we're searching for (ex: "writing pen"); * Return value: * - a corresponding object if found; a singularity object if not found. * Note by MSW - it appears that it takes the full name and keeps * shortening it until it finds a match. I re-wrote this so that it * doesn't malloc it each time - not that this function is used much, * but it otherwise had a big memory leak. */ object * get_archetype_by_object_name (const char *name) { char tmpname[MAX_BUF]; int i; assign (tmpname, name); for (i = strlen (tmpname); i > 0; i--) { tmpname[i] = 0; if (archetype *at = find_archetype_by_object_name (tmpname)) return arch_to_object (at); } return create_singularity (name); } /* This is a subset of the parse_id command. Basically, name can be * a string seperated lists of things to match, with certain keywords. * pl is the player (only needed to set count properly) * op is the item we are trying to match. Calling function takes care * of what action might need to be done and if it is valid * (pickup, drop, etc.) Return NONZERO if we have a match. A higher * value means a better match. 0 means no match. * * Brief outline of the procedure: * We take apart the name variable into the individual components. * cases for 'all' and unpaid are pretty obvious. * Next, we check for a count (either specified in name, or in the * player object.) * If count is 1, make a quick check on the name. * IF count is >1, we need to make plural name. Return if match. * Last, make a check on the full name. */ int item_matched_string (object *pl, object *op, const char *name) { char *cp, local_name[MAX_BUF]; int count, retval = 0; assign (local_name, name); /* strtok is destructive to name */ for (cp = strtok (local_name, ","); cp; cp = strtok (NULL, ",")) { while (cp[0] == ' ') ++cp; /* get rid of spaces */ /* LOG(llevDebug,"Trying to match %s\n", cp); */ /* All is a very generic match - low match value */ if (!strcmp (cp, "all")) return 1; /* unpaid is a little more specific */ if (!strcmp (cp, "unpaid") && QUERY_FLAG (op, FLAG_UNPAID)) return 2; if (!strcmp (cp, "cursed") && QUERY_FLAG (op, FLAG_KNOWN_CURSED) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) return 2; if (!strcmp (cp, "unlocked") && !QUERY_FLAG (op, FLAG_INV_LOCKED)) return 2; /* Allow for things like '100 arrows' */ if ((count = atoi (cp)) != 0) { cp = strchr (cp, ' '); while (cp && cp[0] == ' ') ++cp; /* get rid of spaces */ } else { if (pl->type == PLAYER) count = pl->contr->count; else count = 0; } if (!cp || cp[0] == '\0' || count < 0) return 0; /* The code here should go from highest retval to lowest. That * is because of the 'else' handling - we don't want to match on * something and set a low retval, even though it may match a higher retcal * later. So keep it in descending order here, so we try for the best * match first, and work downward. */ if (!strcasecmp (cp, query_name (op))) retval = 20; else if (!strcasecmp (cp, query_short_name (op))) retval = 18; else if (!strcasecmp (cp, query_base_name (op, 0))) retval = 16; else if (!strcasecmp (cp, query_base_name (op, 1))) retval = 16; else if (op->custom_name && !strcasecmp (cp, op->custom_name)) retval = 15; else if (!strncasecmp (cp, query_base_name (op, 0), strlen (cp))) retval = 14; else if (!strncasecmp (cp, query_base_name (op, 1), strlen (cp))) retval = 14; /* Do substring checks, so things like 'Str+1' will match. * retval of these should perhaps be lower - they are lower * then the specific strcasecmp aboves, but still higher than * some other match criteria. */ else if (strstr (query_base_name (op, 1), cp)) retval = 12; else if (strstr (query_base_name (op, 0), cp)) retval = 12; else if (strstr (query_short_name (op), cp)) retval = 12; /* Check against plural/non plural based on count. */ else if (count > 1 && !strcasecmp (cp, op->name_pl)) retval = 6; else if (count == 1 && !strcasecmp (op->name, cp)) retval = 6; /* base name matched - not bad */ else if (strcasecmp (cp, op->name) == 0 && !count) retval = 4; /* Check for partial custom name, but give a real low priority */ else if (op->custom_name && strstr (op->custom_name, cp)) retval = 3; if (retval) { if (pl->type == PLAYER) pl->contr->count = count; return retval; } } return 0; } archetype::archetype () { clone.arch = this; CLEAR_FLAG (&clone, FLAG_FREED); /* This shouldn't matter, since copy_to */ SET_FLAG (&clone, FLAG_REMOVED); /* doesn't copy these flags... */ } archetype::~archetype () { //TODO: nuke ->more's } static void unlink (archetype *at) { if (at->head) at = at->head; // destroy this archetype's link, making singletons out of its parts while (at) { archetype *more = at->more; at->clone.destroy_inv (); at->head = at->more = 0; at = more; } } // dire hack, need to rationalise void overwrite (archetype *at, object *op) { at->clone = *op; at->clone.arch = at; at->clone.inv = op->inv; op->inv = 0; op->destroy (); } archetype * archetype::read (object_thawer &f) { assert (f.kw == KW_object); loading_arch = true; // hack to tell parse_kv et al. to behave typedef std::pair part; std::vector parts; coroapi::cede_to_tick_every (100); for (;;) { object *op = object::create (); archetype *at = get (f.get_str ()); f.get (op->name); f.next (); #if 0 if (f.kw == KW_inherit) { if (archetype *at = find (f.get_str ())) *op = at->clone; else LOG (llevError, "archetype '%s' tries to inherit from non-existent archetype '%s'.\n", &at->name, f.get_str ()); f.next (); } #endif if (!op->parse_kv (f)) goto fail; op->post_load_check (); parts.push_back (std::make_pair (at, op)); if (f.kw != KW_more) break; f.next (); if (f.kw != KW_object) { f.parse_error ("more object"); goto fail; } } { archetype *head = parts.front ().first; // check that all archetypes belong to the same object or are heads for (auto (p, parts.begin ()); p != parts.end (); ++p) { archetype *at = p->first; if (at->head != head && at->head) { LOG (llevError, "%s: unable to overwrite foreign non-head archetype with non-head archetype\n", &at->name); goto fail; } if (at->next && at != head) { LOG (llevError, "%s: unable to overwrite foreign head archetype with non-head archetype\n", &at->name); goto fail; } } // sever chain of existing head object for (archetype *more, *at = head; at; at = more) { more = at->more; at->head = 0; at->more = 0; } // replace/update head overwrite (head, parts.front ().second); head->tail_x = 0; head->tail_y = 0; // link into list of heads, if not already there if (!head->linked) { head->linked = true; head->next = first_archetype; first_archetype = head; } // reassemble new chain archetype *prev = head; for (auto (p, parts.begin () + 1); p != parts.end (); ++p) { archetype *at = p->first; overwrite (at, p->second); if (at->clone.x > head->tail_x) head->tail_x = at->clone.x; if (at->clone.y > head->tail_y) head->tail_y = at->clone.y; at->head = head; at->clone.head = &head->clone; prev->more = at; prev->clone.more = &at->clone; prev = at; } loading_arch = false; return head; } fail: for (auto (p, parts.begin ()); p != parts.end (); ++p) p->second->destroy (true); loading_arch = false; return 0; } /* * Initialize global archtype pointers: */ void init_archetype_pointers () { ring_arch = archetype::find ("ring"); amulet_arch = archetype::find ("amulet"); staff_arch = archetype::find ("staff"); crown_arch = archetype::find ("crown"); empty_archetype = archetype::find ("empty_archetype"); } /* * Creates and returns a new object which is a copy of the given archetype. * This function returns NULL on failure. */ object * arch_to_object (archetype *at) { if (!at) { LOG (llevError, "Couldn't find archetype.\n"); return 0; } object *op = at->clone.clone (); op->arch = at; op->instantiate (); return op; } /* * Creates an object. This function is called by get_archetype() * if it fails to find the appropriate archetype. * Thus get_archetype() will be guaranteed to always return * an object, and never NULL. */ object * create_singularity (const char *name) { object *op; char buf[MAX_BUF]; sprintf (buf, "%s (%s)", ARCH_SINGULARITY, name); op = object::create (); op->name = op->name_pl = buf; SET_FLAG (op, FLAG_NO_PICK); return op; } /* * Finds which archetype matches the given name, and returns a new * object containing a copy of the archetype. */ object * get_archetype (const char *name) { archetype *at = archetype::find (name); if (!at) return create_singularity (name); return arch_to_object (at); } /* * Finds, using the hashtable, which archetype matches the given name. * returns a pointer to the found archetype, otherwise NULL. */ archetype * archetype::find (const char *name) { if (!name) return 0; auto (i, ht.find (name)); if (i == ht.end ()) return 0; else return i->second; } archetype * archetype::get (const char *name) { if (!name) { LOG (llevError, "null archetype requested\n"); name = "(null)"; } archetype *at = find (name); if (!at) { archetypes.push_back (at = new archetype); at->name = at->clone.name = at->clone.name_pl = name; at->hash_add (); } return at; } /* * Adds an archetype to the hashtable. */ void archetype::hash_add () { ht.insert (std::make_pair (name, this)); } void archetype::hash_del () { ht.erase (name); } /* * Returns the first archetype using the given type. * Used in treasure-generation. */ archetype * type_to_archetype (int type) { for (archetype *at = first_archetype; at; at = at->more == 0 ? at->next : at->more) if (at->clone.type == type) return at; return 0; } /* * Returns a new object copied from the first archetype matching * the given type. * Used in treasure-generation. */ object * clone_arch (int type) { archetype *at; if ((at = type_to_archetype (type)) == NULL) { LOG (llevError, "Can't clone archetype %d\n", type); return 0; } object *op = at->clone.clone (); op->instantiate (); return op; } /* * member: make instance from class */ object * object_create_arch (archetype *at) { object *op, *prev = 0, *head = 0; while (at) { op = arch_to_object (at); op->x = at->clone.x; op->y = at->clone.y; if (head) op->head = head, prev->more = op; if (!head) head = op; prev = op; at = at->more; } return (head); }