/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Deliantra 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 3 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, see . * * The authors can be reached via e-mail to */ #include #include #include #include #include archetype *loading_arch; // ugly flag to object loader etc. to suppress/request special processing arch_ptr archetype::empty; // the hashtable typedef std::tr1::unordered_map < const char *, arch_ptr, str_hash, str_equal, slice_allocator< std::pair > > HT; static HT ht (10000); archvec archetypes; static unordered_vector allarch; static int dirtycnt; // the vector of other_arch references to be resolved static std::vector< std::pair > postponed_arch_ref; // the vector of loaded but not yet committed archetypes static std::vector postponed_arch; /** * 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_all_archetypes (at) if (at->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_all_archetypes (at) if (at->name == name_cmp && at->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_all_archetypes (at) if (at->skill == skill_cmp && (type == -1 || type == at->type)) return at->instance (); 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_all_archetypes (at) if ((type == -1 || type == at->type) && (subtype == -1 || subtype == at->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 allocate 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 at->instance (); } 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 (const char *name) { arch = this; this->archname = this->name = this->name_pl = name; } archetype::~archetype () { unlink (); } void archetype::link () { if (!archetypes.contains (this)) { archetypes.insert (this); ht.insert (std::make_pair (archname, this)); } } void archetype::unlink () { if (archetypes.contains (this)) { archetypes.erase (this); ht.erase (archname); } } /* * 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::read (object_thawer &f) { assert (f.kw == KW_object); std::vector parts; coroapi::cede_to_tick (); for (;;) { archetype *at = new archetype (f.get_str ()); f.next (); #if 0 // implementing it here in the server does neither allow multiple inheritence // nor does it cleanly "just override". it would allow use in map files, though, // and other resource files dynamically laoded (as opposed to being preprocessed). // not that any of this is relevant as of yet... 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->archname, f.get_str ()); f.next (); } #endif loading_arch = at; // hack to tell parse_kv et al. to behave bool parse_ok = at->parse_kv (f); loading_arch = 0; if (!parse_ok) goto fail; loading_arch = at; // hack to tell parse_kv et al. to behave at->post_load_check (); loading_arch = 0; parts.push_back (at); if (f.kw != KW_more) break; f.next (); if (f.kw != KW_object) { f.parse_error ("more object"); goto fail; } } { auto (at, parts.begin ()); archetype *new_head = parts.front (); archetype *old_head = find (new_head->archname); if (old_head && !old_head->is_head ()) { LOG (llevError, "%s: unable to overwrite non-head archetype '%s' with head archetype, skipping.\n", &new_head->archname, &old_head->archname); goto fail; } // check that all archetypes belong to the same old object or are new for (auto (at, parts.begin ()); at != parts.end (); ++at) { archetype *new_part = *at; archetype *old_part = find (new_part->archname); if (old_part && old_part->head_ () != old_head) { LOG (llevError, "%s: unable to overwrite archetype '%s' with archetype of different object, skipping.\n", &new_part->archname, &((archetype *)old_part->head_ ())->archname); goto fail; } } // assemble new chain new_head->min_x = new_head->max_x = new_head->x; new_head->min_y = new_head->max_y = new_head->y; archetype *less = new_head; for (auto (p, parts.begin () + 1); p != parts.end (); ++p) { archetype *at = *p; // some flags get inherited from the head (probably a lot more) // doing it here doesn't feel too cozy, but it allows code // to ignore head checks for these flags, which saves time at->flag [FLAG_ALIVE] = new_head->flag [FLAG_ALIVE]; at->flag [FLAG_NO_PICK] = new_head->flag [FLAG_NO_PICK]; at->flag [FLAG_MONSTER] = new_head->flag [FLAG_MONSTER]; at->flag [FLAG_IS_FLOOR] = new_head->flag [FLAG_IS_FLOOR]; new_head->min_x = min (new_head->min_x, at->x); new_head->min_y = min (new_head->min_y, at->y); new_head->max_x = max (new_head->max_x, at->x); new_head->max_y = max (new_head->max_y, at->y); at->head = new_head; less->more = at; less = at; } postponed_arch.insert (postponed_arch.end (), parts.begin (), parts.end ()); return new_head; } fail: for (auto (p, parts.begin ()); p != parts.end (); ++p) (*p)->destroy (true); return 0; } void archetype::postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch) { ref = 0; postponed_arch_ref.push_back (std::pair(&ref, shstr (other_arch))); } void archetype::commit_load () { // unlink old archetypes and link in new ones */ for (auto (p, postponed_arch.begin ()); p != postponed_arch.end (); ++p) { archetype *at = *p; if (archetype *old = find (at->archname)) old->unlink (); allarch.push_back (at); at->link (); ++dirtycnt; } postponed_arch.clear (); // now resolve arch references for (auto (p, postponed_arch_ref.begin ()); p != postponed_arch_ref.end (); ++p) { arch_ptr *ap = p->first; archetype *at = find (p->second); if (!at) LOG (llevError, "unable to resolve postponed arch reference to '%s'", &p->second); *ap = at; } postponed_arch_ref.clear (); empty = find (shstr_empty_archetype); } void archetype::gc () { int cnt = max (1, min (allarch.size () / 128, dirtycnt)); dirtycnt = max (0, dirtycnt - cnt); do { static int idx; if (idx >= allarch.size ()) if (idx) idx = 0; else return; archetype *at = allarch [idx]; if (at->refcnt_cnt () > 1) // all arches have ONE refcount from their object ++idx; else { LOG (llevDebug, "garbage collect arch %s", at->debug_desc ()); assert (at->arch == at); // verify that refcnt == 1 is truly valid allarch.erase (idx); // break chain for (object *op = at->head_ (); op; ) { object *next = op->more; op->head = 0; op->more = 0; op = next; } at->destroy (); at->arch = 0; } } while (--cnt); } /* * 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; } return at->instance (); } object * archetype::instance () { object *op = clone (); 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) { LOG (llevError | logBacktrace, "FATAL: creating singularity for '%s'.\n", name); if (!strcmp (name, "bug")) abort (); object *op = archetype::get ("bug"); op->name = op->name_pl = format ("bug, please report (missing archetype %s)", name); 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) { return archetype::get (name); } object * archetype::get (const char *name) { archetype *at = find (name); if (!at) return create_singularity (name); return at->instance (); } /* * Returns the first archetype using the given type. * Used in treasure-generation. */ archetype * type_to_archetype (int type) { for_all_archetypes (at) if (at->type == type && at->head_ () != at) 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 = type_to_archetype (type); if (!at) { LOG (llevError, "Can't clone archetype %d\n", type); return 0; } return at->instance (); } /* * member: make instance from class */ object * object_create_arch (archetype *at) { object *op, *prev = 0, *head = 0; while (at) { op = at->instance (); op->x = at->x; op->y = at->y; if (head) op->head = head, prev->more = op; if (!head) head = op; prev = op; at = (archetype *)at->more; } return head; }