1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677
|
/*
* static char *rcsid_arch_c =
* "$Id: arch.c 7568 2007-11-24 21:17:09Z akirschbaum $";
*/
/*
CrossFire, A Multiplayer game for X-windows
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 crossfire-devel@real-time.com
*/
#include <global.h>
#include <funcpoint.h>
#include <loader.h>
/* If set, does a little timing on the archetype load. */
#define TIME_ARCH_LOAD 0
static void add_arch(archetype *at);
static archetype *arch_table[ARCHTABLE];
int arch_cmp=0; /* How many strcmp's */
int arch_search=0; /* How many searches */
int arch_init; /* True if doing arch initialization */
static void load_archetypes(void);
/* 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
*/
/**
* 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) {
archetype *at;
const char* tmp;
if (name == NULL)
return (archetype *) NULL;
tmp=add_string(name);
for(at = first_archetype;at!=NULL;at=at->next) {
if (at->clone.name==tmp){
free_string(tmp);
return at;
}
}
free_string(tmp);
return NULL;
}
/**
* 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) {
archetype *at;
if (name == NULL)
return NULL;
for (at = first_archetype; at != NULL; at = at->next) {
if (at->clone.type == type && strcmp(at->clone.name, name) == 0)
return at;
}
return NULL;
}
/* 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.
*/
archetype *get_archetype_by_skill_name(const char *skill, int type) {
archetype *at;
if (skill == NULL)
return NULL;
for(at = first_archetype;at!=NULL;at=at->next) {
if ( ((type == -1) || (type == at->clone.type)) &&
(at->clone.skill) &&(!strcmp(at->clone.skill, skill)))
return at;
}
return NULL;
}
/* 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) {
archetype *at;
for(at = first_archetype;at!=NULL;at=at->next) {
if ( ((type == -1) || (type == at->clone.type)) &&
(subtype == -1 || subtype == at->clone.subtype))
return at;
}
return NULL;
}
/**
* 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") NOT NULL;
* 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 *create_archetype_by_object_name(const char *name) {
archetype *at;
char tmpname[MAX_BUF];
int i;
strncpy(tmpname,name,MAX_BUF-1);
tmpname[MAX_BUF-1] = 0;
for(i=strlen(tmpname); i>0; i--) {
tmpname[i] = 0;
at = find_archetype_by_object_name(tmpname);
if (at !=NULL)
{
return arch_to_object(at);
}
}
return create_singularity(name);
}
/*
* Initialises the internal linked list of archetypes (read from file).
* Then the global "empty_archetype" pointer is initialised.
* Then the blocksview[] array is initialised.
*/
void init_archetypes(void) { /* called from add_player() and edit() */
if(first_archetype!=NULL) /* Only do this once */
return;
arch_init = 1;
load_archetypes();
arch_init = 0;
empty_archetype=find_archetype("empty_archetype");
/* init_blocksview();*/
}
/*
* Stores debug-information about how efficient the hashtable
* used for archetypes has been in the static errmsg array.
*/
void arch_info(object *op) {
sprintf(errmsg,"%d searches and %d strcmp()'s",arch_search,arch_cmp);
new_draw_info(NDI_BLACK, 0, op,errmsg);
}
/*
* Initialise the hashtable used by the archetypes.
*/
void clear_archetable(void) {
memset((void *) arch_table,0,ARCHTABLE*sizeof(archetype *));
}
/*
* An alternative way to init the hashtable which is slower, but _works_...
*/
void init_archetable(void) {
archetype *at;
LOG(llevDebug," Setting up archetable...");
for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more)
add_arch(at);
LOG(llevDebug,"done\n");
}
/*
* Dumps an archetype to debug-level output.
*/
void dump_arch(archetype *at) {
dump_object(&at->clone);
}
/*
* Dumps _all_ archetypes to debug-level output.
* If you run crossfire with debug, and enter DM-mode, you can trigger
* this with the O key.
*/
void dump_all_archetypes(void) {
archetype *at;
for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more) {
dump_arch(at);
fprintf(logfile, "%s\n", errmsg);
}
}
void free_all_archs(void)
{
archetype *at, *next;
int i=0,f=0;
for (at=first_archetype; at!=NULL; at=next) {
if (at->more) next=at->more;
else next=at->next;
if (at->name) free_string(at->name);
if (at->clone.name) free_string(at->clone.name);
if (at->clone.name_pl) free_string(at->clone.name_pl);
if (at->clone.title) free_string(at->clone.title);
if (at->clone.race) free_string(at->clone.race);
if (at->clone.slaying) free_string(at->clone.slaying);
if (at->clone.msg) free_string(at->clone.msg);
free(at);
i++;
}
first_archetype = NULL;
LOG(llevDebug,"Freed %d archetypes, %d faces\n", i, f);
}
/*
* Allocates, initialises and returns the pointer to an archetype structure.
*/
archetype *get_archetype_struct(void) {
archetype *new;
new=(archetype *)CALLOC(1,sizeof(archetype));
if(new==NULL)
fatal(OUT_OF_MEMORY);
new->next=NULL;
new->name=NULL;
new->clone.other_arch=NULL;
new->clone.name=NULL;
new->clone.name_pl=NULL;
new->clone.title=NULL;
new->clone.race=NULL;
new->clone.slaying=NULL;
new->clone.msg=NULL;
clear_object(&new->clone); /* to initial state other also */
CLEAR_FLAG((&new->clone),FLAG_FREED); /* This shouldn't matter, since copy_object() */
SET_FLAG((&new->clone), FLAG_REMOVED); /* doesn't copy these flags... */
new->head=NULL;
new->more=NULL;
new->clone.arch=new;
return new;
}
/*
* Reads/parses the archetype-file, and copies into a linked list
* of archetype-structures.
* Called through load_archetypes()
*
* Will discard object in archetypes, those are handled by second_arch_pass().
*
* @param fp
* opened file descriptor which will be used to read the archetypes.
*/
static void first_arch_pass(FILE *fp) {
object *op;
archetype *at,*head=NULL,*last_more=NULL;
int i,first=2;
op=get_object();
op->arch=first_archetype=at=get_archetype_struct();
while((i=load_object(fp,op,first,0))) {
first=0;
copy_object(op,&at->clone);
at->clone.speed_left= (float) (-0.1);
/* copy the body_info to the body_used - this is only really
* need for monsters, but doesn't hurt to do it for everything.
* by doing so, when a monster is created, it has good starting
* values for the body_used info, so when items are created
* for it, they can be properly equipped.
*/
memcpy(&at->clone.body_used, &op->body_info, sizeof(op->body_info));
switch(i) {
case LL_NORMAL: /* A new archetype, just link it with the previous */
if(last_more!=NULL)
last_more->next=at;
if(head!=NULL)
head->next=at;
head=last_more=at;
#if 0
if(!op->type)
LOG(llevDebug," WARNING: Archetype %s has no type info!\n", op->arch->name);
#endif
at->tail_x = 0;
at->tail_y = 0;
break;
case LL_MORE: /* Another part of the previous archetype, link it correctly */
at->head=head;
at->clone.head = &head->clone;
if(last_more!=NULL) {
last_more->more=at;
last_more->clone.more = &at->clone;
}
last_more=at;
/* If this multipart image is still composed of individual small
* images, don't set the tail_.. values. We can't use them anyways,
* and setting these to zero makes the map sending to the client much
* easier as just looking at the head, we know what to do.
*/
if (at->clone.face != head->clone.face) {
head->tail_x = 0;
head->tail_y = 0;
} else {
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;
}
break;
}
at=get_archetype_struct();
clear_object(op);
op->arch=at;
}
free(at);
op->arch = NULL; /* arch is checked for temporary archetypes if not NULL. */
free_object(op);
}
/*
* Reads the archetype file once more, and links all pointers between
* archetypes.
*
* This also handles putting items in inventory when defined in archetype.
*
* @param fp
* file fron which to read. Won't be rewinded.
*/
static void second_arch_pass(FILE *fp) {
char buf[MAX_BUF],*variable=buf,*argument,*cp;
archetype *at=NULL,*other;
object* inv;
while(fgets(buf,MAX_BUF,fp)!=NULL) {
if(*buf=='#')
continue;
if((argument=strchr(buf,' '))!=NULL) {
*argument='\0',argument++;
cp = argument + strlen(argument)-1;
while (isspace(*cp)) {
*cp='\0';
cp--;
}
}
if(!strcmp("Object",variable)) {
if((at=find_archetype(argument))==NULL)
LOG(llevError,"Warning: failed to find arch %s\n",argument);
} else if(!strcmp("other_arch",variable)) {
if(at!=NULL&&at->clone.other_arch==NULL) {
if((other=find_archetype(argument))==NULL)
LOG(llevError,"Warning: failed to find other_arch %s\n",argument);
else if(at!=NULL)
at->clone.other_arch=other;
}
} else if(!strcmp("randomitems",variable)) {
if(at!=NULL) {
treasurelist *tl=find_treasurelist(argument);
if(tl==NULL)
LOG(llevError,"Failed to link treasure to arch (%s): %s\n",at->name, argument);
else
at->clone.randomitems=tl;
}
} else if (!strcmp("arch", variable)) {
inv = create_archetype(argument);
load_object(fp, inv, LO_LINEMODE, 0);
if (at) {
insert_ob_in_ob(inv, &at->clone);
/*LOG(llevDebug, "Put %s in %s\n", inv->name, at->clone.name);*/
}
else {
LOG(llevError, "Got an arch %s not inside an Object.\n", argument);
free_object(inv);
}
}
}
}
#ifdef DEBUG
void check_generators(void) {
archetype *at;
for(at=first_archetype;at!=NULL;at=at->next)
if(QUERY_FLAG(&at->clone,FLAG_GENERATOR)&&at->clone.other_arch==NULL)
LOG(llevError,"Warning: %s is generator but lacks other_arch.\n",
at->name);
}
#endif
/*
* First initialises the archtype hash-table (init_archetable()).
* Reads and parses the archetype file (with the first and second-pass
* functions).
* Then initialises treasures by calling load_treasures().
*/
static void load_archetypes(void) {
FILE *fp;
char filename[MAX_BUF];
int comp;
#if TIME_ARCH_LOAD
struct timeval tv1,tv2;
#endif
sprintf(filename,"%s/%s",settings.datadir,settings.archetypes);
LOG(llevDebug,"Reading archetypes from %s...\n",filename);
if((fp=open_and_uncompress(filename,0,&comp))==NULL) {
LOG(llevError," Can't open archetype file.\n");
return;
}
clear_archetable();
LOG(llevDebug," arch-pass 1...\n");
#if TIME_ARCH_LOAD
GETTIMEOFDAY(&tv1);
#endif
first_arch_pass(fp);
#if TIME_ARCH_LOAD
{ int sec, usec;
GETTIMEOFDAY(&tv2);
sec = tv2.tv_sec - tv1.tv_sec;
usec = tv2.tv_usec - tv1.tv_usec;
if (usec<0) { usec +=1000000; sec--;}
LOG(llevDebug,"Load took %d.%06d seconds\n", sec, usec);
}
#endif
LOG(llevDebug," done\n");
init_archetable();
warn_archetypes=1;
/* do a close and reopen instead of a rewind - necessary in case the
* file has been compressed.
*/
close_and_delete(fp, comp);
fp=open_and_uncompress(filename,0,&comp);
LOG(llevDebug," loading treasure...\n");
load_treasures();
LOG(llevDebug," done\n arch-pass 2...\n");
second_arch_pass(fp);
LOG(llevDebug," done\n");
#ifdef DEBUG
check_generators();
#endif
close_and_delete(fp, comp);
LOG(llevDebug," done\n");
}
/*
* 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) {
object *op;
if(at==NULL) {
if(warn_archetypes)
LOG(llevError,"Couldn't find archetype.\n");
return NULL;
}
op=get_object();
copy_object_with_inv(&at->clone,op);
op->arch=at;
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 = get_object();
op->name = add_string(buf);
op->name_pl = add_string(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 *create_archetype(const char *name) {
archetype *at;
at = find_archetype(name);
if (at == NULL)
return create_singularity(name);
return arch_to_object(at);
}
/*
* Hash-function used by the arch-hashtable.
*/
unsigned long
hasharch(const char *str, int tablesize) {
unsigned long hash = 0;
int i = 0;
const char *p;
/* use the one-at-a-time hash function, which supposedly is
* better than the djb2-like one used by perl5.005, but
* certainly is better then the bug used here before.
* see http://burtleburtle.net/bob/hash/doobs.html
*/
for (p = str; i < MAXSTRING && *p; p++, i++) {
hash += *p;
hash += hash << 10;
hash ^= hash >> 6;
}
hash += hash << 3;
hash ^= hash >> 11;
hash += hash << 15;
return hash % tablesize;
}
/*
* Finds, using the hashtable, which archetype matches the given name.
* returns a pointer to the found archetype, otherwise NULL.
*/
archetype *find_archetype(const char *name) {
archetype *at;
unsigned long index;
if (name == NULL)
return (archetype *) NULL;
index=hasharch(name, ARCHTABLE);
arch_search++;
for(;;) {
at = arch_table[index];
if (at==NULL) {
if(warn_archetypes)
LOG(llevError,"Couldn't find archetype %s\n",name);
return NULL;
}
arch_cmp++;
if (!strcmp(at->name,name))
return at;
if(++index>=ARCHTABLE)
index=0;
}
}
/*
* Adds an archetype to the hashtable.
*/
static void add_arch(archetype *at) {
int index=hasharch(at->name, ARCHTABLE),org_index=index;
for(;;) {
if(arch_table[index]==NULL) {
arch_table[index]=at;
return;
}
if(++index==ARCHTABLE)
index=0;
if(index==org_index)
fatal(ARCHTABLE_TOO_SMALL);
}
}
/*
* Returns the first archetype using the given type.
* Used in treasure-generation.
*/
archetype *type_to_archetype(int type) {
archetype *at;
for(at=first_archetype;at!=NULL;at=(at->more==NULL)?at->next:at->more)
if(at->clone.type==type)
return at;
return NULL;
}
/*
* Returns a new object copied from the first archetype matching
* the given type.
* Used in treasure-generation.
*/
/*
* Commented as it does not seems used in code. If you uncomment
* this function, make sure you write appropriate unit test!!!!!!!
*
object *clone_arch(int type) {
archetype *at;
object *op=get_object();
if((at=type_to_archetype(type))==NULL) {
LOG(llevError,"Can't clone archetype %d\n",type);
free_object(op);
return NULL;
}
copy_object(&at->clone,op);
return op;
}
*/
/**
* Create a full object using the given archetype.
* This instanciate not only the archetype but also
* all linked archetypes in case of multisquare archetype.
*/
object *object_create_arch (archetype * at)
{
object *op, *prev = NULL, *head = NULL;
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);
}
/*** end of arch.c ***/
|