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Revision: 1.63
Committed: Mon Jun 4 13:04:00 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.62: +134 -150 lines
Log Message:
- archetype is now a subclass of object.
- store archetypes in an object_vector.
- use a different startegy for archetype loading
  (reloading is MOST CERTAINLY broken).

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <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 archvec 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_all_archetypes (at)
74 if (at->archname == 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_all_archetypes (at)
91 if (at->archname == name_cmp && at->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_all_archetypes (at)
108 if (at->skill == skill_cmp && (type == -1 || type == at->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_all_archetypes (at)
125 if ((type == -1 || type == at->type) && (subtype == -1 || subtype == at->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 (const char *name)
281 {
282 stub = true;
283 arch = this;
284 this->archname = this->name = this->name_pl = name;
285 }
286
287 archetype::~archetype ()
288 {
289 unlink ();
290 }
291
292 void
293 archetype::link ()
294 {
295 ht.insert (std::make_pair (archname, this));
296
297 if (!archetypes.contains (this))
298 archetypes.insert (this);
299 }
300
301 void
302 archetype::unlink ()
303 {
304 ht.erase (archname);
305
306 if (archetypes.contains (this))
307 archetypes.erase (this);
308 }
309
310 /*
311 * Finds, using the hashtable, which archetype matches the given name.
312 * returns a pointer to the found archetype, otherwise NULL.
313 */
314 archetype *
315 archetype::find (const char *name)
316 {
317 if (!name)
318 return 0;
319
320 auto (i, ht.find (name));
321
322 if (i == ht.end ())
323 return 0;
324 else
325 return i->second;
326 }
327
328 archetype *
329 archetype::get (const char *name)
330 {
331 if (!name)
332 {
333 LOG (llevError, "null archetype requested\n");
334 name = "(null)";
335 }
336
337 archetype *at = find (name);
338
339 if (loading_arch && at && !at->stub)
340 {
341 at->unlink ();
342 at = 0;
343 }
344
345 if (!at || (!at->stub && loading_arch))
346 {
347 at = new archetype (name);
348 at->link ();
349 }
350
351 return at;
352 }
353
354 archetype *
355 archetype::read (object_thawer &f)
356 {
357 assert (f.kw == KW_object);
358
359 loading_arch = true; // hack to tell parse_kv et al. to behave
360
361 std::vector<archetype *> parts;
362
363 coroapi::cede_to_tick_every (10);
364
365 for (;;)
366 {
367 // the archetype might have been referenced earlier
368 // so try to find an existing stub archetype first
369 archetype *at = find (f.get_str ());
370
371 if (!at || !at->stub)
372 at = new archetype (f.get_str ());
373
374 f.next ();
375
376 #if 0
377 // implementing it here in the server does neither allow multiple inheritence
378 // nor does it cleanly "just override". it would allow use in map files, though,
379 // and other resource files dynamically laoded (as opposed to being preprocessed).
380 // not that any of this is relevant as of yet...
381 if (f.kw == KW_inherit)
382 {
383 if (archetype *at = find (f.get_str ()))
384 *op = at->clone;
385 else
386 LOG (llevError, "archetype '%s' tries to inherit from non-existent archetype '%s'.\n",
387 &at->archname, f.get_str ());
388
389 f.next ();
390 }
391 #endif
392
393 if (!at->parse_kv (f))
394 goto fail;
395
396 at->post_load_check ();
397
398 parts.push_back (at);
399
400 if (f.kw != KW_more)
401 break;
402
403 f.next ();
404
405 if (f.kw != KW_object)
406 {
407 f.parse_error ("more object");
408 goto fail;
409 }
410 }
411
412 loading_arch = false;
413
414 {
415 auto (at, parts.begin ());
416
417 archetype *new_head = parts.front ();
418 archetype *old_head = find (new_head->archname);
419
420 for (auto (at, parts.begin ()); at != parts.end (); ++at)
421 fprintf (stderr, "%d: %s\n", at - parts.begin(), &(*at)->archname);//D
422
423 // check that all archetypes belong to the same old object or are new
424 for (auto (at, parts.begin ()); at != parts.end (); ++at)
425 {
426 archetype *new_part = *at;
427 archetype *old_part = find (new_part->archname);
428
429 if (old_part && old_part->head_ () != old_head)
430 {
431 fprintf (stderr, "nhn %s\n", &new_head->archname);//D
432 fprintf (stderr, "old_head %p,%p new_head %p,%p ph %p\n", old_head, old_part, new_head, new_part, old_part->head_());
433 LOG (llevError, "%s: unable to overwrite archetype '%s' with archetype of different object, skipping.\n",
434 &new_part->archname, &((archetype *)old_part->head_ ())->archname);
435 goto fail;
436 }
437 }
438
439 fprintf (stderr, "oh %p %s\n", old_head, &new_head->archname);//D
440
441 // deactivate existing archetype
442 for (archetype *at = old_head; at; at = (archetype *)at->more)
443 at->unlink ();
444
445 // reassemble new chain
446 new_head->min_x = new_head->max_x = new_head->x;
447 new_head->min_y = new_head->max_y = new_head->y;
448
449 archetype *less = new_head;
450 archetype *head = 0;
451 for (auto (p, parts.begin () + 1); p != parts.end (); ++p)
452 {
453 archetype *at = *p;
454
455 if (at->x < new_head->min_x) new_head->min_x = at->x;
456 if (at->y < new_head->min_y) new_head->min_y = at->y;
457 if (at->x > new_head->max_x) new_head->max_x = at->x;
458 if (at->y > new_head->max_y) new_head->max_y = at->y;
459
460 at->head = head; head = new_head;
461 less->more = at; less = at;
462 }
463
464 // now activate it
465 for (auto (p, parts.begin ()); p != parts.end (); ++p)
466 {
467 archetype *at = *p;
468 at->stub = false;
469 at->link ();
470 }
471
472 return new_head;
473 }
474
475 fail:
476 for (auto (p, parts.begin ()); p != parts.end (); ++p)
477 (*p)->destroy (true);
478
479 loading_arch = false;
480 return 0;
481 }
482
483 /*
484 * Initialize global archtype pointers:
485 */
486 void
487 init_archetype_pointers ()
488 {
489 ring_arch = archetype::find ("ring");
490 amulet_arch = archetype::find ("amulet");
491 staff_arch = archetype::find ("staff");
492 crown_arch = archetype::find ("crown");
493 empty_archetype = archetype::find ("empty_archetype");
494 }
495
496 /*
497 * Creates and returns a new object which is a copy of the given archetype.
498 * This function returns NULL on failure.
499 */
500 object *
501 arch_to_object (archetype *at)
502 {
503 if (!at)
504 {
505 LOG (llevError, "Couldn't find archetype.\n");
506 return 0;
507 }
508
509 object *op = at->clone ();
510 op->arch = at;
511 op->instantiate ();
512
513 return op;
514 }
515
516 /*
517 * Creates an object. This function is called by get_archetype()
518 * if it fails to find the appropriate archetype.
519 * Thus get_archetype() will be guaranteed to always return
520 * an object, and never NULL.
521 */
522 object *
523 create_singularity (const char *name)
524 {
525 object *op;
526 char buf[MAX_BUF];
527
528 sprintf (buf, "%s (%s)", ARCH_SINGULARITY, name);
529 op = object::create ();
530 op->name = op->name_pl = buf;
531 SET_FLAG (op, FLAG_NO_PICK);
532 return op;
533 }
534
535 /*
536 * Finds which archetype matches the given name, and returns a new
537 * object containing a copy of the archetype.
538 */
539 object *
540 get_archetype (const char *name)
541 {
542 archetype *at = archetype::find (name);
543
544 if (!at)
545 return create_singularity (name);
546
547 return arch_to_object (at);
548 }
549
550 /*
551 * Returns the first archetype using the given type.
552 * Used in treasure-generation.
553 */
554 archetype *
555 type_to_archetype (int type)
556 {
557 for_all_archetypes (at)
558 if (at->type == type && at->head_ () != at)
559 return at;
560
561 return 0;
562 }
563
564 /*
565 * Returns a new object copied from the first archetype matching
566 * the given type.
567 * Used in treasure-generation.
568 */
569 object *
570 clone_arch (int type)
571 {
572 archetype *at;
573
574 if ((at = type_to_archetype (type)) == NULL)
575 {
576 LOG (llevError, "Can't clone archetype %d\n", type);
577 return 0;
578 }
579
580 object *op = at->clone ();
581 op->instantiate ();
582 return op;
583 }
584
585 /*
586 * member: make instance from class
587 */
588 object *
589 object_create_arch (archetype *at)
590 {
591 object *op, *prev = 0, *head = 0;
592
593 while (at)
594 {
595 op = arch_to_object (at);
596
597 op->x = at->x;
598 op->y = at->y;
599
600 if (head)
601 op->head = head, prev->more = op;
602
603 if (!head)
604 head = op;
605
606 prev = op;
607 at = (archetype *)at->more;
608 }
609
610 return head;
611 }
612