Files
rathena/src/map/achievement.c
Daegaladh 965edbf47d Migrated script.c to C++ (#2395)
* Migrated script.c to C++
2017-09-05 19:51:04 +07:00

1277 lines
38 KiB
C

// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include "../common/cbasetypes.h"
#include "../common/malloc.h"
#include "../common/nullpo.h"
#include "../common/showmsg.h"
#include "../common/strlib.h"
#include "../common/utils.h"
#include "../common/yamlwrapper.h"
#include "achievement.h"
#include "chrif.h"
#include "clif.h"
#include "intif.h"
#include "itemdb.h"
#include "map.h"
#include "pc.h"
#include "script.h"
#include "status.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <setjmp.h>
static jmp_buf av_error_jump;
static char* av_error_msg;
static const char* av_error_pos;
static int av_error_report;
static DBMap *achievement_db = NULL; // int achievement_id -> struct achievement_db *
static DBMap *achievementmobs_db = NULL; // Avoids checking achievements on every mob killed
static void achievement_db_free_sub(struct achievement_db *achievement, bool free);
struct achievement_db achievement_dummy;
/**
* Searches an achievement by ID
* @param achievement_id: ID to lookup
* @return Achievement entry (equals to &achievement_dummy if the ID is invalid)
*/
struct achievement_db *achievement_search(int achievement_id)
{
struct achievement_db *achievement = (struct achievement_db *)idb_get(achievement_db, achievement_id);
if (!achievement)
return &achievement_dummy;
return achievement;
}
/**
* Searches for an achievement by monster ID
* @param mob_id: Monster ID to lookup
* @return True on success, false on failure
*/
bool achievement_mobexists(int mob_id)
{
if (!battle_config.feature_achievement)
return false;
return idb_exists(achievementmobs_db, mob_id);
}
/**
* Add an achievement to the player's log
* @param sd: Player data
* @param achievement_id: Achievement to add
* @return NULL on failure, achievement data on success
*/
struct achievement *achievement_add(struct map_session_data *sd, int achievement_id)
{
struct achievement_db *adb = &achievement_dummy;
int i, index;
nullpo_retr(NULL, sd);
if ((adb = achievement_search(achievement_id)) == &achievement_dummy) {
ShowError("achievement_add: Achievement %d not found in DB.\n", achievement_id);
return NULL;
}
ARR_FIND(0, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == achievement_id);
if (i < sd->achievement_data.count) {
ShowError("achievement_add: Character %d already has achievement %d.\n", sd->status.char_id, achievement_id);
return NULL;
}
index = sd->achievement_data.incompleteCount;
sd->achievement_data.count++;
sd->achievement_data.incompleteCount++;
RECREATE(sd->achievement_data.achievements, struct achievement, sd->achievement_data.count);
// The character has some completed achievements, make room before them so that they will stay at the end of the array
if (sd->achievement_data.incompleteCount != sd->achievement_data.count)
memmove(&sd->achievement_data.achievements[index + 1], &sd->achievement_data.achievements[index], sizeof(struct achievement) * (sd->achievement_data.count - sd->achievement_data.incompleteCount));
memset(&sd->achievement_data.achievements[index], 0, sizeof(struct achievement));
sd->achievement_data.achievements[index].achievement_id = achievement_id;
sd->achievement_data.achievements[index].score = adb->score;
sd->achievement_data.save = true;
clif_achievement_update(sd, &sd->achievement_data.achievements[index], sd->achievement_data.count - sd->achievement_data.incompleteCount);
return &sd->achievement_data.achievements[index];
}
/**
* Removes an achievement from a player's log
* @param sd: Player's data
* @param achievement_id: Achievement to remove
* @return True on success, false on failure
*/
bool achievement_remove(struct map_session_data *sd, int achievement_id)
{
struct achievement dummy;
int i;
nullpo_retr(false, sd);
if (achievement_search(achievement_id) == &achievement_dummy) {
ShowError("achievement_delete: Achievement %d not found in DB.\n", achievement_id);
return false;
}
ARR_FIND(0, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == achievement_id);
if (i == sd->achievement_data.count) {
ShowError("achievement_delete: Character %d doesn't have achievement %d.\n", sd->status.char_id, achievement_id);
return false;
}
if (!sd->achievement_data.achievements[i].completed)
sd->achievement_data.incompleteCount--;
if (i != sd->achievement_data.count - 1)
memmove(&sd->achievement_data.achievements[i], &sd->achievement_data.achievements[i + 1], sizeof(struct achievement) * (sd->achievement_data.count - 1 - i));
sd->achievement_data.count--;
if( sd->achievement_data.count == 0 ){
aFree(sd->achievement_data.achievements);
sd->achievement_data.achievements = NULL;
}else{
RECREATE(sd->achievement_data.achievements, struct achievement, sd->achievement_data.count);
}
sd->achievement_data.save = true;
// Send a removed fake achievement
memset(&dummy, 0, sizeof(struct achievement));
dummy.achievement_id = achievement_id;
clif_achievement_update(sd, &dummy, sd->achievement_data.count - sd->achievement_data.incompleteCount);
return true;
}
/**
* Checks to see if an achievement has a dependent, and if so, checks if that dependent is complete
* @param sd: Player data
* @param achievement_id: Achievement to check if it has a dependent
* @return False on failure or not complete, true on complete or no dependents
*/
bool achievement_check_dependent(struct map_session_data *sd, int achievement_id)
{
struct achievement_db *adb = &achievement_dummy;
nullpo_retr(false, sd);
adb = achievement_search(achievement_id);
if (adb == &achievement_dummy)
return false;
// Check if the achievement has a dependent
// If so, then do a check on all dependents to see if they're complete
if (adb->dependent_count) {
int i;
for (i = 0; i < adb->dependent_count; i++) {
struct achievement_db *adb_dep = achievement_search(adb->dependents[i].achievement_id);
int j;
if (adb_dep == &achievement_dummy)
return false;
ARR_FIND(0, sd->achievement_data.count, j, sd->achievement_data.achievements[j].achievement_id == adb->dependents[i].achievement_id && sd->achievement_data.achievements[j].completed > 0);
if (j == sd->achievement_data.count)
return false; // One of the dependent is not complete!
}
}
return true;
}
/**
* Check achievements that only have dependents and no other requirements
* @return True if successful, false if not
*/
static int achievement_check_groups(DBKey key, DBData *data, va_list ap)
{
struct achievement_db *ad;
struct map_session_data *sd;
int i;
ad = (struct achievement_db *)db_data2ptr(data);
sd = va_arg(ap, struct map_session_data *);
if (ad == &achievement_dummy || sd == NULL)
return 0;
if (ad->group != AG_BATTLE && ad->group != AG_TAMING && ad->group != AG_ADVENTURE)
return 0;
if (ad->dependent_count == 0 || ad->condition)
return 0;
ARR_FIND(0, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == ad->achievement_id);
if (i == sd->achievement_data.count) { // Achievement isn't in player's log
if (achievement_check_dependent(sd, ad->achievement_id) == true) {
achievement_add(sd, ad->achievement_id);
achievement_update_achievement(sd, ad->achievement_id, true);
}
}
return 1;
}
/**
* Update an achievement
* @param sd: Player to update
* @param achievement_id: Achievement ID of the achievement to update
* @param complete: Complete state of an achievement
* @return True if successful, false if not
*/
bool achievement_update_achievement(struct map_session_data *sd, int achievement_id, bool complete)
{
struct achievement_db *adb = &achievement_dummy;
int i;
nullpo_retr(false, sd);
adb = achievement_search(achievement_id);
if (adb == &achievement_dummy)
return false;
ARR_FIND(0, sd->achievement_data.incompleteCount, i, sd->achievement_data.achievements[i].achievement_id == achievement_id);
if (i == sd->achievement_data.incompleteCount)
return false;
if (sd->achievement_data.achievements[i].completed > 0)
return false;
// Finally we send the updated achievement to the client
if (complete) {
if (adb->target_count) { // Make sure all the objective targets are at their respective total requirement
int k;
for (k = 0; k < adb->target_count; k++)
sd->achievement_data.achievements[i].count[k] = adb->targets[k].count;
for (k = 1; k < adb->dependent_count; k++) {
sd->achievement_data.achievements[i].count[k] = max(1, sd->achievement_data.achievements[i].count[k]);
}
}
sd->achievement_data.achievements[i].completed = time(NULL);
if (i < (--sd->achievement_data.incompleteCount)) { // The achievement needs to be moved to the completed achievements block at the end of the array
struct achievement tmp_ach;
memcpy(&tmp_ach, &sd->achievement_data.achievements[i], sizeof(struct achievement));
memcpy(&sd->achievement_data.achievements[i], &sd->achievement_data.achievements[sd->achievement_data.incompleteCount], sizeof(struct achievement));
memcpy(&sd->achievement_data.achievements[sd->achievement_data.incompleteCount], &tmp_ach, sizeof(struct achievement));
}
achievement_level(sd, true); // Re-calculate achievement level
// Check dependents
achievement_db->foreach(achievement_db, achievement_check_groups, sd);
ARR_FIND(sd->achievement_data.incompleteCount, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == achievement_id); // Look for the index again, the position most likely changed
}
clif_achievement_update(sd, &sd->achievement_data.achievements[i], sd->achievement_data.count - sd->achievement_data.incompleteCount);
sd->achievement_data.save = true; // Flag to save with the autosave interval
if (sd->achievement_data.sendlist) {
clif_achievement_list_all(sd);
sd->achievement_data.sendlist = false;
}
return true;
}
/**
* Get the reward of an achievement
* @param sd: Player getting the reward
* @param achievement_id: Achievement to get reward data
*/
void achievement_get_reward(struct map_session_data *sd, int achievement_id, time_t rewarded)
{
struct achievement_db *adb = achievement_search(achievement_id);
int i;
nullpo_retv(sd);
if( rewarded == 0 ){
clif_achievement_reward_ack(sd->fd, 0, achievement_id);
return;
}
if (adb == &achievement_dummy) {
ShowError("achievement_reward: Inter server sent a reward claim for achievement %d not found in DB.\n", achievement_id);
return;
}
ARR_FIND(0, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == achievement_id);
if (i == sd->achievement_data.count) {
return;
}
// Only update in the cache, db was updated already
sd->achievement_data.achievements[i].rewarded = rewarded;
run_script(adb->rewards.script, 0, sd->bl.id, fake_nd->bl.id);
if (adb->rewards.title_id) {
RECREATE(sd->titles, int, sd->titleCount + 1);
sd->titles[sd->titleCount] = adb->rewards.title_id;
sd->titleCount++;
sd->achievement_data.sendlist = true;
}
clif_achievement_reward_ack(sd->fd, 1, achievement_id);
clif_achievement_update(sd, &sd->achievement_data.achievements[i], sd->achievement_data.count - sd->achievement_data.incompleteCount);
}
/**
* Check if player has recieved an achievement's reward
* @param sd: Player to get reward
* @param achievement_id: Achievement to get reward data
*/
void achievement_check_reward(struct map_session_data *sd, int achievement_id)
{
int i;
struct achievement_db *adb = achievement_search(achievement_id);
nullpo_retv(sd);
if (adb == &achievement_dummy) {
ShowError("achievement_reward: Trying to reward achievement %d not found in DB.\n", achievement_id);
clif_achievement_reward_ack(sd->fd, 0, achievement_id);
return;
}
ARR_FIND(0, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == achievement_id);
if (i == sd->achievement_data.count) {
clif_achievement_reward_ack(sd->fd, 0, achievement_id);
return;
}
if (sd->achievement_data.achievements[i].rewarded > 0 || sd->achievement_data.achievements[i].completed == 0) {
clif_achievement_reward_ack(sd->fd, 0, achievement_id);
return;
}
if( !intif_achievement_reward(sd,adb) ){
clif_achievement_reward_ack(sd->fd, 0, achievement_id);
}
}
/**
* Return all titles to a player based on completed achievements
* @param char_id: Character ID requesting
*/
void achievement_get_titles(uint32 char_id)
{
struct map_session_data *sd = map_charid2sd(char_id);
if (sd) {
sd->titles = NULL;
sd->titleCount = 0;
if (sd->achievement_data.count) {
int i;
for (i = 0; i < sd->achievement_data.count; i++) {
struct achievement_db *adb = achievement_search(sd->achievement_data.achievements[i].achievement_id);
if (adb && adb->rewards.title_id && sd->achievement_data.achievements[i].completed > 0) { // If the achievement has a title and is complete, give it to the player
RECREATE(sd->titles, int, sd->titleCount + 1);
sd->titles[sd->titleCount] = adb->rewards.title_id;
sd->titleCount++;
}
}
}
}
}
/**
* Frees the player's data for achievements and titles
* @param sd: Player's session
*/
void achievement_free(struct map_session_data *sd)
{
nullpo_retv(sd);
if (sd->titleCount) {
aFree(sd->titles);
sd->titles = NULL;
sd->titleCount = 0;
}
if (sd->achievement_data.count) {
aFree(sd->achievement_data.achievements);
sd->achievement_data.achievements = NULL;
sd->achievement_data.count = sd->achievement_data.incompleteCount = 0;
}
}
/**
* Get an achievement's progress information
* @param sd: Player to check achievement progress
* @param achievement_id: Achievement progress to check
* @param type: Type to return
* @return The type's data, -1 if player doesn't have achievement, -2 on failure/incorrect type
*/
int achievement_check_progress(struct map_session_data *sd, int achievement_id, int type)
{
int i;
nullpo_retr(-2, sd);
// Achievement ID is not needed so skip the lookup
if (type == ACHIEVEINFO_LEVEL)
return sd->achievement_data.level;
else if (type == ACHIEVEINFO_SCORE)
return sd->achievement_data.total_score;
ARR_FIND(0, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == achievement_id);
if (i == sd->achievement_data.count)
return -1;
if (type >= ACHIEVEINFO_COUNT1 && type <= ACHIEVEINFO_COUNT10)
return sd->achievement_data.achievements[i].count[type - 1];
else if (type == ACHIEVEINFO_COMPLETE)
return sd->achievement_data.achievements[i].completed > 0;
else if (type == ACHIEVEINFO_COMPLETEDATE)
return (int)sd->achievement_data.achievements[i].completed;
else if (type == ACHIEVEINFO_GOTREWARD)
return sd->achievement_data.achievements[i].rewarded > 0;
return -2;
}
/**
* Calculate a player's achievement level
* @param sd: Player to check achievement level
* @param flag: If the call should attempt to give the AG_GOAL_ACHIEVE achievement
*/
int *achievement_level(struct map_session_data *sd, bool flag)
{
static int info[2];
int i, old_level;
const int score_table[MAX_ACHIEVEMENT_RANK] = { 18, 31, 49, 73, 135, 104, 140, 178, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000 }; //! TODO: Figure out the EXP required to level up from 8-20
nullpo_retr(0, sd);
sd->achievement_data.total_score = 0;
old_level = sd->achievement_data.level;
for (i = 0; i < sd->achievement_data.count; i++) {
if (sd->achievement_data.achievements[i].completed > 0)
sd->achievement_data.total_score += sd->achievement_data.achievements[i].score;
}
info[0] = 0;
info[1] = 0;
for (i = 0; i < MAX_ACHIEVEMENT_RANK; i++) {
info[0] = info[1];
if (i < ARRAYLENGTH(score_table))
info[1] = score_table[i];
else {
info[0] = info[1];
info[1] = info[1] + 500;
}
if (sd->achievement_data.total_score < info[1])
break;
}
if (i == MAX_ACHIEVEMENT_RANK)
i = 0;
info[1] = info[1] - info[0]; // Right number
info[0] = sd->achievement_data.total_score - info[0]; // Left number
sd->achievement_data.level = i;
if (flag == true && old_level != sd->achievement_data.level) {
int achievement_id = 240000 + sd->achievement_data.level;
if( achievement_add(sd, achievement_id) ){
achievement_update_achievement(sd, achievement_id, true);
}
}
return info;
}
/**
* Update achievement objectives.
* @see DBApply
*/
static int achievement_update_objectives(DBKey key, DBData *data, va_list ap)
{
struct achievement_db *ad;
struct map_session_data *sd;
enum e_achievement_group group;
struct achievement *entry = NULL;
bool isNew = false, changed = false, complete = false;
int i, k = 0, objective_count[MAX_ACHIEVEMENT_OBJECTIVES], update_count[MAX_ACHIEVEMENT_OBJECTIVES];
ad = (struct achievement_db *)db_data2ptr(data);
sd = va_arg(ap, struct map_session_data *);
group = (enum e_achievement_group)va_arg(ap, int);
memcpy(update_count, (int *)va_arg(ap, int *), sizeof(update_count));
if (ad == NULL || sd == NULL)
return 0;
if (group <= AG_NONE || group >= AG_MAX)
return 0;
if (group != ad->group)
return 0;
memset(objective_count, 0, sizeof(objective_count)); // Current objectives count
ARR_FIND(0, sd->achievement_data.count, i, sd->achievement_data.achievements[i].achievement_id == ad->achievement_id);
if (i == sd->achievement_data.count) { // Achievement isn't in player's log
if (achievement_check_dependent(sd, ad->achievement_id) == false) // Check to see if dependents are complete before adding to player's log
return 0;
isNew = true;
} else {
entry = &sd->achievement_data.achievements[i];
if (entry->completed > 0) // Player has completed the achievement
return 0;
memcpy(objective_count, entry->count, sizeof(objective_count));
}
switch (group) {
case AG_ADD_FRIEND:
case AG_BABY:
case AG_CHAT_COUNT:
case AG_CHAT_CREATE:
case AG_CHAT_DYING:
case AG_GET_ITEM:
case AG_GET_ZENY:
case AG_GOAL_LEVEL:
case AG_GOAL_STATUS:
case AG_JOB_CHANGE:
case AG_MARRY:
case AG_PARTY:
case AG_REFINE_FAIL:
case AG_REFINE_SUCCESS:
case AG_SPEND_ZENY:
if (group == AG_SPEND_ZENY) { // Achievement type is cummulative
objective_count[0] += update_count[0];
changed = true;
}
if (!ad->condition || achievement_check_condition(ad->condition, sd, update_count)) {
changed = true;
complete = true;
}
if (changed == false)
break;
if (isNew) {
if ((entry = achievement_add(sd, ad->achievement_id)) == NULL)
return 0; // Failed to add achievement, fall out
}
break;
case AG_CHAT:
if (!ad->target_count)
break;
if (ad->condition && !achievement_check_condition(ad->condition, sd, update_count)) // Parameters weren't met
break;
if (ad->mapindex > -1 && sd->bl.m != ad->mapindex)
break;
for (i = 0; i < ad->target_count; i++) {
if (objective_count[i] < ad->targets[i].count)
objective_count[i] += update_count[0];
}
changed = true;
ARR_FIND(0, ad->target_count, k, objective_count[k] < ad->targets[k].count);
if (k == ad->target_count)
complete = true;
if (isNew) {
if ((entry = achievement_add(sd, ad->achievement_id)) == NULL)
return 0; // Failed to add achievement, fall out
}
break;
case AG_BATTLE:
case AG_TAMING:
ARR_FIND(0, ad->target_count, k, ad->targets[k].mob == update_count[0]);
if (k == ad->target_count)
break; // Mob wasn't found
for (k = 0; k < ad->target_count; k++) {
if (ad->targets[k].mob == update_count[0] && objective_count[k] < ad->targets[k].count) {
objective_count[k]++;
changed = true;
}
}
ARR_FIND(0, ad->target_count, k, objective_count[k] < ad->targets[k].count);
if (k == ad->target_count)
complete = true;
if (isNew) {
if ((entry = achievement_add(sd, ad->achievement_id)) == NULL)
return 0; // Failed to add achievement, fall out
}
break;
}
if (changed) {
memcpy(entry->count, objective_count, sizeof(objective_count));
achievement_update_achievement(sd, ad->achievement_id, complete);
}
return 1;
}
/**
* Update achievement objective count.
* @param sd: Player data
* @param group: Achievement enum type
* @param sp_value: SP parameter value
* @param arg_count: va_arg count
*/
void achievement_update_objective(struct map_session_data *sd, enum e_achievement_group group, uint8 arg_count, ...)
{
if (sd) {
va_list ap;
int i, count[MAX_ACHIEVEMENT_OBJECTIVES];
if (!battle_config.feature_achievement)
return;
memset(count, 0, sizeof(count)); // Clear out array before setting values
va_start(ap, arg_count);
for (i = 0; i < arg_count; i++)
count[i] = va_arg(ap, int);
va_end(ap);
switch(group) {
case AG_CHAT: //! TODO: Not sure how this works officially
case AG_GOAL_ACHIEVE:
// These have no objective use right now.
break;
default:
achievement_db->foreach(achievement_db, achievement_update_objectives, sd, (int)group, count);
break;
}
}
}
/*==========================================
* Achievement condition parsing section
*------------------------------------------*/
static void disp_error_message2(const char *mes,const char *pos,int report)
{
av_error_msg = aStrdup(mes);
av_error_pos = pos;
av_error_report = report;
longjmp(av_error_jump, 1);
}
#define disp_error_message(mes,pos) disp_error_message2(mes,pos,1)
/**
* Checks the condition of an achievement.
* @param condition: Achievement condition
* @param sd: Player data
* @param count: Script arguments
* @return The result of the condition.
*/
long long achievement_check_condition(struct av_condition *condition, struct map_session_data *sd, int *count)
{
long long left = 0;
long long right = 0;
// Reduce the recursion, almost all calls will be C_PARAM, C_NAME or C_ARG
if (condition->left) {
if (condition->left->op == C_NAME || condition->left->op == C_INT)
left = condition->left->value;
else if (condition->left->op == C_PARAM)
left = pc_readparam(sd, (int)condition->left->value);
else if (condition->left->op == C_ARG && condition->left->value < MAX_ACHIEVEMENT_OBJECTIVES)
left = count[condition->left->value];
else
left = achievement_check_condition(condition->left, sd, count);
}
if (condition->right) {
if (condition->right->op == C_NAME || condition->right->op == C_INT)
right = condition->right->value;
else if (condition->right->op == C_PARAM)
right = pc_readparam(sd, (int)condition->right->value);
else if (condition->right->op == C_ARG && condition->right->value < MAX_ACHIEVEMENT_OBJECTIVES)
right = count[condition->right->value];
else
right = achievement_check_condition(condition->right, sd, count);
}
switch(condition->op) {
case C_NOP:
return false;
case C_NAME:
case C_INT:
return condition->value;
case C_PARAM:
return pc_readparam(sd, (int)condition->value);
case C_LOR:
return left || right;
case C_LAND:
return left && right;
case C_LE:
return left <= right;
case C_LT:
return left < right;
case C_GE:
return left >= right;
case C_GT:
return left > right;
case C_EQ:
return left == right;
case C_NE:
return left != right;
case C_XOR:
return left ^ right;
case C_OR:
return left || right;
case C_AND:
return left & right;
case C_ADD:
return left + right;
case C_SUB:
return left - right;
case C_MUL:
return left * right;
case C_DIV:
return left / right;
case C_MOD:
return left % right;
case C_NEG:
return -left;
case C_LNOT:
return !left;
case C_NOT:
return ~left;
case C_R_SHIFT:
return left >> right;
case C_L_SHIFT:
return left << right;
case C_ARG:
if (condition->value < MAX_ACHIEVEMENT_OBJECTIVES)
return count[condition->value];
return false;
default:
ShowError("achievement_check_condition: unexpected operator: %d\n", condition->op);
return false;
}
return false;
}
static const char *skip_word(const char *p)
{
while (ISALNUM(*p) || *p == '_')
++p;
if (*p == '$') // String
p++;
return p;
}
const char *av_parse_simpleexpr(const char *p, struct av_condition *parent)
{
long long i;
p = skip_space(p);
if(*p == ';' || *p == ',')
disp_error_message("av_parse_simpleexpr: unexpected character.", p);
if(*p == '(') {
p = av_parse_subexpr(p + 1, -1, parent);
p = skip_space(p);
if (*p != ')')
disp_error_message("av_parse_simpleexpr: unmatched ')'", p);
++p;
} else if(is_number(p)) {
char *np;
while(*p == '0' && ISDIGIT(p[1]))
p++;
i = strtoll(p, &np, 0);
if (i < INT_MIN) {
i = INT_MIN;
disp_error_message("av_parse_simpleexpr: underflow detected, capping value to INT_MIN.", p);
} else if (i > INT_MAX) {
i = INT_MAX;
disp_error_message("av_parse_simpleexpr: underflow detected, capping value to INT_MAX.", p);
}
parent->op = C_INT;
parent->value = i;
p = np;
} else {
int v, len;
char * word;
if (skip_word(p) == p)
disp_error_message("av_parse_simpleexpr: unexpected character.", p);
len = skip_word(p) - p;
if (len == 0)
disp_error_message("av_parse_simpleexpr: invalid word. A word consists of undercores and/or alphanumeric characters.", p);
word = (char*)aMalloc(len + 1);
memcpy(word, p, len);
word[len] = 0;
if (script_get_parameter(word, &v))
parent->op = C_PARAM;
else if (script_get_constant(word, &v)) {
if (word[0] == 'b' && ISUPPER(word[1])) // Consider b* variables as parameters (because they... are?)
parent->op = C_PARAM;
else
parent->op = C_NAME;
} else {
if (word[0] == 'A' && word[1] == 'R' && word[2] == 'G' && ISDIGIT(word[3])) { // Special constants used to set temporary variables
parent->op = C_ARG;
v = atoi(word + 3);
} else {
aFree(word);
disp_error_message("av_parse_simpleexpr: invalid constant.", p);
}
}
aFree(word);
parent->value = v;
p = skip_word(p);
}
return p;
}
const char* av_parse_subexpr(const char* p, int limit, struct av_condition *parent)
{
int op, opl, len;
p = skip_space(p);
CREATE(parent->left, struct av_condition, 1);
if ((op = C_NEG, *p == '-') || (op = C_LNOT, *p == '!') || (op = C_NOT, *p == '~')) { // Unary - ! ~ operators
p = av_parse_subexpr(p + 1, 11, parent->left);
parent->op = op;
} else
p = av_parse_simpleexpr(p, parent->left);
p = skip_space(p);
while((
((op=C_ADD,opl=9,len=1,*p=='+') && p[1]!='+') ||
((op=C_SUB,opl=9,len=1,*p=='-') && p[1]!='-') ||
(op=C_MUL,opl=10,len=1,*p=='*') ||
(op=C_DIV,opl=10,len=1,*p=='/') ||
(op=C_MOD,opl=10,len=1,*p=='%') ||
(op=C_LAND,opl=2,len=2,*p=='&' && p[1]=='&') ||
(op=C_AND,opl=5,len=1,*p=='&') ||
(op=C_LOR,opl=1,len=2,*p=='|' && p[1]=='|') ||
(op=C_OR,opl=3,len=1,*p=='|') ||
(op=C_XOR,opl=4,len=1,*p=='^') ||
(op=C_EQ,opl=6,len=2,*p=='=' && p[1]=='=') ||
(op=C_NE,opl=6,len=2,*p=='!' && p[1]=='=') ||
(op=C_R_SHIFT,opl=8,len=2,*p=='>' && p[1]=='>') ||
(op=C_GE,opl=7,len=2,*p=='>' && p[1]=='=') ||
(op=C_GT,opl=7,len=1,*p=='>') ||
(op=C_L_SHIFT,opl=8,len=2,*p=='<' && p[1]=='<') ||
(op=C_LE,opl=7,len=2,*p=='<' && p[1]=='=') ||
(op=C_LT,opl=7,len=1,*p=='<')) && opl>limit) {
p += len;
if (parent->right) { // Chain conditions
struct av_condition *condition = NULL;
CREATE(condition, struct av_condition, 1);
condition->op = parent->op;
condition->left = parent->left;
condition->right = parent->right;
parent->left = condition;
parent->right = NULL;
}
CREATE(parent->right, struct av_condition, 1);
p = av_parse_subexpr(p, opl, parent->right);
parent->op = op;
p = skip_space(p);
}
if (parent->op == C_NOP && parent->right == NULL) { // Move the node up
struct av_condition *temp = parent->left;
parent->right = parent->left->right;
parent->op = parent->left->op;
parent->value = parent->left->value;
parent->left = parent->left->left;
aFree(temp);
}
return p;
}
/**
* Parses a condition from a script.
* @param p: The script buffer.
* @param file: The file being parsed.
* @param line: The current achievement line number.
* @return The parsed achievement condition.
*/
struct av_condition *parse_condition(const char *p, const char *file, int line)
{
struct av_condition *condition = NULL;
if (setjmp(av_error_jump) != 0) {
if (av_error_report)
script_error(p,file,line,av_error_msg,av_error_pos);
aFree(av_error_msg);
if (condition)
achievement_script_free(condition);
return NULL;
}
switch(*p) {
case ')': case ';': case ':': case '[': case ']': case '}':
disp_error_message("parse_condition: unexpected character.", p);
}
condition = (struct av_condition *) aCalloc(1, sizeof(struct av_condition));
av_parse_subexpr(p, -1, condition);
return condition;
}
/**
* Reads and parses an entry from the achievement_db.
* @param wrapper: The YAML wrapper containing the entry.
* @param n: The sequential index of the current entry.
* @param source: The source YAML file.
* @return The parsed achievement entry or NULL in case of error.
*/
struct achievement_db *achievement_read_db_sub(yamlwrapper *wrapper, int n, const char *source)
{
struct achievement_db *entry = NULL;
yamlwrapper *t = NULL;
yamliterator *it;
enum e_achievement_group group = AG_NONE;
int score = 0, achievement_id = 0;
char *group_char = NULL, *name = NULL, *condition = NULL, *mapname = NULL;
if (!yaml_node_is_defined(wrapper, "ID")) {
ShowWarning("achievement_read_db_sub: Missing ID in \"%s\", entry #%d, skipping.\n", source, n);
return NULL;
} else
achievement_id = yaml_get_int(wrapper, "ID");
if (achievement_id < 1 || achievement_id > INT_MAX) {
ShowWarning("achievement_read_db_sub: Invalid achievement ID %d in \"%s\", entry #%d (min: 1, max: %d), skipping.\n", achievement_id, source, n, INT_MAX);
return NULL;
}
if (!yaml_node_is_defined(wrapper, "Group")) {
ShowWarning("achievement_read_db_sub: Missing group for achievement %d in \"%s\", skipping.\n", achievement_id, source);
return NULL;
} else
group_char = yaml_get_c_string(wrapper, "Group");
if (!script_get_constant(group_char, (int *)&group)) {
ShowWarning("achievement_read_db_sub: Invalid group %s for achievement %d in \"%s\", skipping.\n", group_char, achievement_id, source);
return NULL;
}
aFree(group_char);
if (!yaml_node_is_defined(wrapper, "Name")) {
ShowWarning("achievement_read_db_sub: Missing achievement name for achievement %d in \"%s\", skipping.\n", name, achievement_id, source);
return NULL;
} else
name = yaml_get_c_string(wrapper, "Name");
CREATE(entry, struct achievement_db, 1);
entry->achievement_id = achievement_id;
entry->group = group;
safestrncpy(entry->name, name, sizeof(entry->name));
aFree(name);
entry->mapindex = -1;
if (yaml_node_is_defined(wrapper, "Target") && (t = yaml_get_subnode(wrapper, "Target")) && (it = yaml_get_iterator(t)) && yaml_iterator_is_valid(it)) {
yamlwrapper *tt = NULL;
for (tt = yaml_iterator_first(it); yaml_iterator_has_next(it) && entry->target_count < MAX_ACHIEVEMENT_OBJECTIVES; tt = yaml_iterator_next(it)) {
int mobid = 0, count = 0;
if (yaml_node_is_defined(tt, "MobID") && (mobid = yaml_get_int(tt, "MobID")) && !mobdb_exists(mobid)) { // The mob ID field is not required
ShowError("achievement_read_db_sub: Invalid mob ID %d for achievement %d in \"%s\", skipping.\n", mobid, achievement_id, source);
continue;
}
if (yaml_node_is_defined(tt, "Count") && (!(count = yaml_get_int(tt, "Count")) || count <= 0)) {
ShowError("achievement_read_db_sub: Invalid count %d for achievement %d in \"%s\", skipping.\n", count, achievement_id, source);
continue;
}
if (mobid && group == AG_BATTLE && !idb_exists(achievementmobs_db, mobid)) {
struct achievement_mob *entrymob = NULL;
CREATE(entrymob, struct achievement_mob, 1);
idb_put(achievementmobs_db, mobid, entrymob);
}
RECREATE(entry->targets, struct achievement_target, entry->target_count + 1);
entry->targets[entry->target_count].mob = mobid;
entry->targets[entry->target_count].count = count;
entry->target_count++;
yaml_destroy_wrapper(tt);
}
yaml_iterator_destroy(it);
}
if (yaml_node_is_defined(wrapper, "Condition") && (condition = yaml_get_c_string(wrapper, "Condition"))){
entry->condition = parse_condition(condition, source, n);
aFree(condition);
}
if (yaml_node_is_defined(wrapper, "Map") && (mapname = yaml_get_c_string(wrapper, "Map"))) {
if (group != AG_CHAT)
ShowWarning("achievement_read_db_sub: The map argument can only be used with the group AG_CHATTING (achievement %d in \"%s\"), skipping.\n", achievement_id, source);
else {
entry->mapindex = map_mapname2mapid(mapname);
if (entry->mapindex == -1)
ShowWarning("achievement_read_db_sub: Invalid map name %s for achievement %d in \"%s\".\n", mapname, achievement_id, source);
}
aFree(mapname);
}
if (yaml_node_is_defined(wrapper, "Dependent") && (t = yaml_get_subnode(wrapper, "Dependent")) && (it = yaml_get_iterator(t))) {
if (yaml_iterator_is_valid(it)) {
yamlwrapper *tt = NULL;
for (tt = yaml_iterator_first(it); yaml_iterator_has_next(it) && entry->dependent_count < MAX_ACHIEVEMENT_DEPENDENTS; tt = yaml_iterator_next(it)) {
RECREATE(entry->dependents, struct achievement_dependent, entry->dependent_count + 1);
entry->dependents[entry->dependent_count].achievement_id = yaml_as_int(tt);
entry->dependent_count++;
yaml_destroy_wrapper(tt);
}
yaml_iterator_destroy(it);
} else
ShowWarning("achievement_read_db_sub: Invalid dependent format for achievement %d in \"%s\".\n", achievement_id, source);
}
if (yaml_node_is_defined(wrapper, "Reward") && (t = yaml_get_subnode(wrapper, "Reward"))) {
char *script_char = NULL;
int nameid = 0, amount = 0, titleid = 0;
if (yaml_node_is_defined(t, "ItemID") && (nameid = yaml_get_int(t, "ItemID"))) {
if (itemdb_exists(nameid)) {
entry->rewards.nameid = nameid;
entry->rewards.amount = 1; // Default the amount to 1
} else if (nameid && !itemdb_exists(nameid)) {
ShowWarning("achievement_read_db_sub: Invalid reward item ID %hu for achievement %d in \"%s\". Setting to 0.\n", nameid, achievement_id, source);
entry->rewards.nameid = nameid = 0;
}
if (yaml_node_is_defined(t, "Amount") && (amount = yaml_get_int(t, "Amount")) && amount > 0 && nameid)
entry->rewards.amount = amount;
}
if (yaml_node_is_defined(t, "Script") && (script_char = yaml_get_c_string(t, "Script"))){
entry->rewards.script = parse_script(script_char, source, achievement_id, SCRIPT_IGNORE_EXTERNAL_BRACKETS);
aFree(script_char);
}
if (yaml_node_is_defined(t, "TitleID") && (titleid = yaml_get_int(t, "TitleID")) && titleid > 0)
entry->rewards.title_id = titleid;
}
if ((score = yaml_get_int(wrapper, "Score")) && score > 0)
entry->score = score;
return entry;
}
/**
* Loads achievements from the achievement db.
*/
void achievement_read_db(void)
{
yamlwrapper *adb = NULL, *adb_sub = NULL;
yamliterator *it;
int i = 0;
const char *dbsubpath[] = {
"",
"/"DBIMPORT"/",
//add other path here
};
for (i = 0; i < ARRAYLENGTH(dbsubpath); i++) {
char filepath[256];
int count = 0;
if (!i)
sprintf(filepath, "%s/%s%s%s", db_path, DBPATH, dbsubpath[i], "achievement_db.yml");
else
sprintf(filepath, "%s%s%s", db_path, dbsubpath[i], "achievement_db.yml");
if ((adb = yaml_load_file(filepath)) == NULL) {
ShowError("Failed to read '%s'.\n", filepath);
continue;
}
if (!yaml_node_is_defined(adb, "Achievements"))
continue; // Skip if base structure isn't defined
adb_sub = yaml_get_subnode(adb, "Achievements");
it = yaml_get_iterator(adb_sub);
if (yaml_iterator_is_valid(it)) {
yamlwrapper *id = NULL;
for (id = yaml_iterator_first(it); yaml_iterator_has_next(it); id = yaml_iterator_next(it)) {
struct achievement_db *duplicate = &achievement_dummy, *entry = achievement_read_db_sub(id, count, filepath);
if (!entry) {
ShowWarning("achievement_read_db: Failed to parse achievement entry %d.\n", count);
continue;
}
if ((duplicate = achievement_search(entry->achievement_id)) != &achievement_dummy) {
if (!i) { // Normal file read-in
ShowWarning("achievement_read_db: Duplicate achievement %d.\n", entry->achievement_id);
achievement_db_free_sub(entry, false);
continue;
}
else // Import file read-in, free previous value and store new value
achievement_db_free_sub(duplicate, false);
}
yaml_destroy_wrapper(id);
idb_put(achievement_db, entry->achievement_id, entry);
count++;
}
}
yaml_destroy_wrapper(adb_sub);
yaml_iterator_destroy(it);
ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, filepath);
}
return;
}
/**
* Recursive method to free an achievement condition
* @param condition: Condition to clear
*/
void achievement_script_free(struct av_condition *condition)
{
if (condition->left) {
achievement_script_free(condition->left);
condition->left = NULL;
}
if (condition->right) {
achievement_script_free(condition->right);
condition->right = NULL;
}
aFree(condition);
}
/**
* Clear achievement single entry
* @param achievement: Achievement to clear
* @param free: Will free achievement from memory
*/
void achievement_db_free_sub(struct achievement_db *achievement, bool free)
{
if (achievement->targets) {
aFree(achievement->targets);
achievement->targets = NULL;
achievement->target_count = 0;
}
if (achievement->condition) {
achievement_script_free(achievement->condition);
achievement->condition = NULL;
}
if (achievement->dependents) {
aFree(achievement->dependents);
achievement->dependents = NULL;
achievement->dependent_count = 0;
}
if (achievement->rewards.script) {
script_free_code(achievement->rewards.script);
achievement->rewards.script = NULL;
}
if (free)
aFree(achievement);
}
/**
* Clears the achievement database for shutdown or reload.
*/
static int achievement_db_free(DBKey key, DBData *data, va_list ap)
{
struct achievement_db *achievement = (struct achievement_db *)db_data2ptr(data);
if (!achievement)
return 0;
achievement_db_free_sub(achievement, true);
return 1;
}
static int achievementmobs_db_free(DBKey key, DBData *data, va_list ap)
{
struct achievementmobs_db *achievement = (struct achievementmobs_db *)db_data2ptr(data);
if (!achievement)
return 0;
aFree(achievement);
return 1;
}
void achievement_db_reload(void)
{
if (!battle_config.feature_achievement)
return;
achievementmobs_db->clear(achievementmobs_db, achievementmobs_db_free);
achievement_db->clear(achievement_db, achievement_db_free);
achievement_read_db();
}
void do_init_achievement(void)
{
if (!battle_config.feature_achievement)
return;
memset(&achievement_dummy, 0, sizeof(achievement_dummy));
achievement_db = idb_alloc(DB_OPT_BASE);
achievementmobs_db = idb_alloc(DB_OPT_BASE);
achievement_read_db();
}
void do_final_achievement(void)
{
if (!battle_config.feature_achievement)
return;
achievementmobs_db->destroy(achievementmobs_db, achievementmobs_db_free);
achievement_db->destroy(achievement_db, achievement_db_free);
}