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34 | |
34 | |
35 | #include <global.h> |
35 | #include <global.h> |
36 | #include "define.h" |
36 | #include "define.h" |
37 | #include "path.h" |
37 | #include "path.h" |
38 | |
38 | |
39 | |
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40 | /* buf_overflow() - we don't want to exceed the buffer size of |
39 | /* buf_overflow() - we don't want to exceed the buffer size of |
41 | * buf1 by adding on buf2! Returns true if overflow will occur. |
40 | * buf1 by adding on buf2! Returns true if overflow will occur. |
42 | */ |
41 | */ |
43 | int |
42 | int |
44 | buf_overflow (const char *buf1, const char *buf2, int bufsize) |
43 | buf_overflow (const char *buf1, const char *buf2, int bufsize) |
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53 | |
52 | |
54 | if ((len1 + len2) >= bufsize) |
53 | if ((len1 + len2) >= bufsize) |
55 | return 1; |
54 | return 1; |
56 | |
55 | |
57 | return 0; |
56 | return 0; |
58 | } |
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59 | |
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60 | ///////////////////////////////////////////////////////////////////////////// |
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61 | |
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62 | /* |
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63 | * fatal() is meant to be called whenever a fatal signal is intercepted. |
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64 | * It will call the emergency_save and the clean_tmp_files functions. |
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65 | */ |
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66 | //TODO: only one caller left |
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67 | void |
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68 | fatal (const char *msg) |
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69 | { |
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70 | LOG (llevError, "FATAL: %s\n", msg); |
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71 | cleanup (msg, 1); |
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72 | } |
57 | } |
73 | |
58 | |
74 | ///////////////////////////////////////////////////////////////////////////// |
59 | ///////////////////////////////////////////////////////////////////////////// |
75 | |
60 | |
76 | /* |
61 | /* |
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87 | * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. |
72 | * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. |
88 | * Generally, op should be the player/caster/hitter requesting the roll, |
73 | * Generally, op should be the player/caster/hitter requesting the roll, |
89 | * not the recipient (ie, the poor slob getting hit). [garbled 20010916] |
74 | * not the recipient (ie, the poor slob getting hit). [garbled 20010916] |
90 | */ |
75 | */ |
91 | int |
76 | int |
92 | random_roll (int r_min, int r_max, const object *op, int goodbad) |
77 | random_roll (int r_min, int r_max, const object *op, bool prefer_high) |
93 | { |
78 | { |
94 | r_max = max (r_min, r_max); |
79 | r_max = max (r_min, r_max); |
95 | |
80 | |
96 | int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */ |
81 | int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */ |
97 | |
82 | |
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111 | /* |
96 | /* |
112 | * This is a 64 bit version of random_roll above. This is needed |
97 | * This is a 64 bit version of random_roll above. This is needed |
113 | * for exp loss calculations for players changing religions. |
98 | * for exp loss calculations for players changing religions. |
114 | */ |
99 | */ |
115 | sint64 |
100 | sint64 |
116 | random_roll64 (sint64 r_min, sint64 r_max, const object *op, int goodbad) |
101 | random_roll64 (sint64 r_min, sint64 r_max, const object *op, bool prefer_high) |
117 | { |
102 | { |
118 | sint64 omin = r_min; |
103 | sint64 omin = r_min; |
119 | sint64 range = max (0, r_max - r_min + 1); |
104 | sint64 range = max (0, r_max - r_min + 1); |
120 | int base = range > 2 ? 20 : 50; /* d2 and d3 are corner cases */ |
105 | int base = range > 2 ? 20 : 50; /* d2 and d3 are corner cases */ |
121 | |
106 | |
122 | /* |
107 | /* |
123 | * Make a call to get two 32 bit unsigned random numbers, and just to |
108 | * Make a call to get two 32 bit unsigned random numbers, and just do |
124 | * a little bitshifting. |
109 | * a little bitshifting. |
125 | */ |
110 | */ |
126 | sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31); |
111 | sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31); |
127 | |
112 | |
128 | if (op->type != PLAYER) |
113 | if (op->stats.luck) |
129 | return ((ran % range) + r_min); |
114 | { |
130 | |
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131 | int luck = op->stats.luck; |
115 | int luck = op->stats.luck; |
132 | |
116 | |
133 | if (rndm (base) < min (10, abs (luck))) |
117 | if (rndm (base) < min (10, abs (luck))) |
134 | { |
118 | { |
135 | /* we have a winner */ |
119 | /* we have a winner */ |
136 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
120 | luck = luck > 0 ? 1 : -1; |
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121 | |
137 | range -= luck; |
122 | range -= luck; |
138 | if (range < 1) |
123 | if (range < 1) |
139 | return (omin); /*check again */ |
124 | return omin; /*check again */ |
140 | |
125 | |
141 | ((goodbad) ? (r_min += luck) : (range)); |
126 | if (prefer_high) |
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127 | r_min += luck; |
142 | |
128 | |
143 | return (max (omin, min (r_max, (ran % range) + r_min))); |
129 | return clamp (ran % range + r_min, omin, r_max); |
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130 | } |
144 | } |
131 | } |
145 | |
132 | |
146 | return ran % range + r_min; |
133 | return ran % range + r_min; |
147 | } |
134 | } |
148 | |
135 | |
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152 | * Generally, op should be the player/caster/hitter requesting the roll, |
139 | * Generally, op should be the player/caster/hitter requesting the roll, |
153 | * not the recipient (ie, the poor slob getting hit). |
140 | * not the recipient (ie, the poor slob getting hit). |
154 | * The args are num D size (ie 4d6) [garbled 20010916] |
141 | * The args are num D size (ie 4d6) [garbled 20010916] |
155 | */ |
142 | */ |
156 | int |
143 | int |
157 | die_roll (int num, int size, const object *op, int goodbad) |
144 | die_roll (int num, int size, const object *op, bool prefer_high) |
158 | { |
145 | { |
159 | int min_roll, luck, total, i, gotlucky; |
146 | int min_roll, luck, total, i, gotlucky; |
160 | |
147 | |
161 | int diff = size; |
148 | int diff = size; |
162 | min_roll = 1; |
149 | min_roll = 1; |
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180 | gotlucky++; |
167 | gotlucky++; |
181 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
168 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
182 | diff -= luck; |
169 | diff -= luck; |
183 | if (diff < 1) |
170 | if (diff < 1) |
184 | return (num); /*check again */ |
171 | return (num); /*check again */ |
185 | ((goodbad) ? (min_roll += luck) : (diff)); |
172 | ((prefer_high) ? (min_roll += luck) : (diff)); |
186 | total += max (1, min (size, rndm (diff) + min_roll)); |
173 | total += max (1, min (size, rndm (diff) + min_roll)); |
187 | } |
174 | } |
188 | else |
175 | else |
189 | total += rndm (size) + 1; |
176 | total += rndm (size) + 1; |
190 | } |
177 | } |