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Revision: 1.15
Committed: Thu Sep 14 22:34:00 2006 UTC (17 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.14: +1 -1 lines
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# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.15 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     /*
25     * General convenience functions for crossfire.
26     */
27    
28     #include <global.h>
29     #include <funcpoint.h>
30     #include <material.h>
31    
32 root 1.4 #include <glib.h>
33    
34 elmex 1.1 /*
35     * The random functions here take luck into account when rolling random
36     * dice or numbers. This function has less of an impact the larger the
37     * difference becomes in the random numbers. IE, the effect is lessened
38     * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
39     * to specifically disable luck in certain rolls, simply by making the
40     * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
41     */
42    
43     /*
44     * Roll a random number between min and max. Uses op to determine luck,
45     * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
46     * Generally, op should be the player/caster/hitter requesting the roll,
47     * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
48     */
49    
50 root 1.9 int
51     random_roll (int min, int max, const object *op, int goodbad)
52     {
53     int omin, diff, luck, base, ran;
54 elmex 1.1
55 root 1.9 omin = min;
56     diff = max - min + 1;
57     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
58 elmex 1.1
59 root 1.9 if (max < 1 || diff < 1)
60     {
61     LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max);
62     return (min); /* avoids a float exception */
63 elmex 1.1 }
64    
65 root 1.9 ran = RANDOM ();
66 elmex 1.1
67 root 1.9 if (op->type != PLAYER)
68     return ((ran % diff) + min);
69 elmex 1.1
70 root 1.9 luck = op->stats.luck;
71     if (RANDOM () % base < MIN (10, abs (luck)))
72     {
73     /* we have a winner */
74     ((luck > 0) ? (luck = 1) : (luck = -1));
75     diff -= luck;
76     if (diff < 1)
77     return (omin); /*check again */
78     ((goodbad) ? (min += luck) : (diff));
79 elmex 1.1
80 root 1.9 return (MAX (omin, MIN (max, (ran % diff) + min)));
81 elmex 1.1 }
82 root 1.9 return ((ran % diff) + min);
83 elmex 1.1 }
84    
85     /*
86     * This is a 64 bit version of random_roll above. This is needed
87     * for exp loss calculations for players changing religions.
88     */
89    
90 root 1.9 sint64
91     random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
92     {
93     sint64 omin, diff, luck, ran;
94     int base;
95    
96     omin = min;
97     diff = max - min + 1;
98     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
99 elmex 1.1
100 root 1.9 if (max < 1 || diff < 1)
101     {
102 elmex 1.1 #ifndef WIN32
103 root 1.9 LOG (llevError, "Calling random_roll with min=%lld max=%lld\n", min, max);
104 elmex 1.1 #else
105 root 1.9 LOG (llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max);
106 elmex 1.1 #endif
107 root 1.9 return (min); /* avoids a float exception */
108 elmex 1.1 }
109    
110 root 1.9 /* Don't know of a portable call to get 64 bit random values.
111     * So make a call to get two 32 bit random numbers, and just to
112     * a little byteshifting. Do make sure the first one is only
113     * 32 bit, so we don't get skewed results
114     */
115     ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
116    
117     if (op->type != PLAYER)
118     return ((ran % diff) + min);
119    
120     luck = op->stats.luck;
121     if (RANDOM () % base < MIN (10, abs (luck)))
122     {
123     /* we have a winner */
124     ((luck > 0) ? (luck = 1) : (luck = -1));
125     diff -= luck;
126     if (diff < 1)
127     return (omin); /*check again */
128     ((goodbad) ? (min += luck) : (diff));
129 elmex 1.1
130 root 1.9 return (MAX (omin, MIN (max, (ran % diff) + min)));
131 elmex 1.1 }
132 root 1.9 return ((ran % diff) + min);
133 elmex 1.1 }
134    
135     /*
136     * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
137     * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
138     * Generally, op should be the player/caster/hitter requesting the roll,
139     * not the recipient (ie, the poor slob getting hit).
140     * The args are num D size (ie 4d6) [garbled 20010916]
141     */
142    
143 root 1.9 int
144     die_roll (int num, int size, const object *op, int goodbad)
145     {
146     int min, diff, luck, total, i, gotlucky, base, ran;
147    
148     diff = size;
149     min = 1;
150     luck = total = gotlucky = 0;
151     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
152     if (size < 2 || diff < 1)
153     {
154     LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
155     return (num); /* avoids a float exception */
156     }
157 elmex 1.1
158 root 1.9 if (op->type == PLAYER)
159     luck = op->stats.luck;
160    
161     for (i = 0; i < num; i++)
162     {
163     if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky)
164     {
165     /* we have a winner */
166     gotlucky++;
167     ((luck > 0) ? (luck = 1) : (luck = -1));
168     diff -= luck;
169     if (diff < 1)
170     return (num); /*check again */
171     ((goodbad) ? (min += luck) : (diff));
172     ran = RANDOM ();
173     total += MAX (1, MIN (size, (ran % diff) + min));
174     }
175     else
176     {
177     total += RANDOM () % size + 1;
178 root 1.2 }
179 elmex 1.1 }
180 root 1.9 return (total);
181 elmex 1.1 }
182    
183     /*
184     * Another convenience function. Returns a number between min and max.
185     * It is suggested one use these functions rather than RANDOM()%, as it
186     * would appear that a number of off-by-one-errors exist due to improper
187     * use of %. This should also prevent SIGFPE.
188     */
189    
190 root 1.9 int
191     rndm (int min, int max)
192 elmex 1.1 {
193     int diff;
194    
195     diff = max - min + 1;
196     if (max < 1 || diff < 1)
197 root 1.9 return (min);
198 elmex 1.1
199 root 1.9 return (RANDOM () % diff + min);
200 elmex 1.1 }
201    
202     /* decay and destroy persihable items in a map */
203    
204 root 1.9 void
205     decay_objects (mapstruct *m)
206 elmex 1.1 {
207 root 1.9 int x, y, destroy;
208     object *op, *otmp;
209 elmex 1.1
210 root 1.9 if (m->unique)
211     return;
212 elmex 1.1
213 root 1.9 for (x = 0; x < MAP_WIDTH (m); x++)
214     for (y = 0; y < MAP_HEIGHT (m); y++)
215     for (op = get_map_ob (m, x, y); op; op = otmp)
216     {
217     destroy = 0;
218     otmp = op->above;
219     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
220     break;
221     if (QUERY_FLAG (op, FLAG_IS_FLOOR) ||
222     QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) ||
223     QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) ||
224     QUERY_FLAG (op, FLAG_UNIQUE) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) || QUERY_FLAG (op, FLAG_UNPAID) || IS_LIVE (op))
225     continue;
226     /* otherwise, we decay and destroy */
227     if (IS_WEAPON (op))
228     {
229     op->stats.dam--;
230     if (op->stats.dam < 0)
231     destroy = 1;
232 root 1.2 }
233 root 1.9 else if (IS_ARMOR (op))
234     {
235     op->stats.ac--;
236     if (op->stats.ac < 0)
237     destroy = 1;
238     }
239     else if (op->type == FOOD)
240     {
241     op->stats.food -= rndm (5, 20);
242     if (op->stats.food < 0)
243     destroy = 1;
244     }
245     else
246     {
247     if (op->material & M_PAPER || op->material & M_LEATHER ||
248     op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID)
249     destroy = 1;
250     if (op->material & M_IRON && rndm (1, 5) == 1)
251     destroy = 1;
252     if (op->material & M_GLASS && rndm (1, 2) == 1)
253     destroy = 1;
254     if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1)
255     destroy = 1;
256     if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1)
257     destroy = 1;
258     if (op->material & M_ICE && MAP_TEMP (m) > 32)
259     destroy = 1;
260     }
261     /* adjust overall chance below */
262     if (destroy && rndm (0, 1))
263     {
264     remove_ob (op);
265     free_object (op);
266     }
267     }
268 elmex 1.1 }
269    
270     /* convert materialname to materialtype_t */
271    
272 root 1.9 materialtype_t *
273     name_to_material (const char *name)
274 elmex 1.1 {
275 root 1.9 materialtype_t *mt, *nmt;
276 elmex 1.1
277 root 1.9 mt = NULL;
278     for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
279     {
280     if (strcmp (name, nmt->name) == 0)
281     {
282     mt = nmt;
283     break;
284 root 1.2 }
285 elmex 1.1 }
286 root 1.9 return mt;
287 elmex 1.1 }
288    
289     /* when doing transmutation of objects, we have to recheck the resistances,
290     * as some that did not apply previously, may apply now.
291     */
292    
293 root 1.9 void
294     transmute_materialname (object *op, const object *change)
295 elmex 1.1 {
296 root 1.9 materialtype_t *mt;
297     int j;
298 elmex 1.1
299 root 1.9 if (op->materialname == NULL)
300     return;
301 elmex 1.1
302 root 1.9 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
303     return;
304    
305     if (!IS_ARMOR (op))
306     return;
307    
308     mt = name_to_material (op->materialname);
309     if (!mt)
310     {
311     LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
312     return;
313     }
314    
315     for (j = 0; j < NROFATTACKS; j++)
316     if (op->resist[j] == 0 && change->resist[j] != 0)
317     {
318     op->resist[j] += mt->mod[j];
319     if (op->resist[j] > 100)
320     op->resist[j] = 100;
321     if (op->resist[j] < -100)
322     op->resist[j] = -100;
323     }
324 elmex 1.1 }
325    
326     /* set the materialname and type for an item */
327 root 1.9 void
328     set_materialname (object *op, int difficulty, materialtype_t *nmt)
329 elmex 1.1 {
330 root 1.9 materialtype_t *mt, *lmt;
331    
332 pippijn 1.5 #ifdef NEW_MATERIAL_CODE
333 root 1.9 int j;
334 pippijn 1.5 #endif
335 elmex 1.1
336 root 1.9 if (op->materialname != NULL)
337     return;
338 elmex 1.1
339    
340    
341 root 1.9 if (nmt == NULL)
342     {
343     lmt = NULL;
344 elmex 1.1 #ifndef NEW_MATERIAL_CODE
345 root 1.9 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
346     {
347     if (op->material & mt->material)
348     {
349     lmt = mt;
350     break;
351 root 1.2 }
352     }
353 elmex 1.1
354     #else
355 root 1.9 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
356     {
357     if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
358     difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
359     {
360     lmt = mt;
361     if (!(IS_WEAPON (op) || IS_ARMOR (op)))
362     break;
363 root 1.2 }
364     }
365 elmex 1.1 #endif
366 root 1.9 }
367     else
368     {
369     lmt = nmt;
370 elmex 1.1 }
371    
372 root 1.9 if (lmt != NULL)
373     {
374 elmex 1.1 #ifndef NEW_MATERIAL_CODE
375 root 1.9 op->materialname = lmt->name;
376     return;
377 elmex 1.1 #else
378    
379 root 1.9 if (op->stats.dam && IS_WEAPON (op))
380     {
381     op->stats.dam += lmt->damage;
382     if (op->stats.dam < 1)
383     op->stats.dam = 1;
384     }
385     if (op->stats.sp && op->type == BOW)
386     op->stats.sp += lmt->sp;
387     if (op->stats.wc && IS_WEAPON (op))
388     op->stats.wc += lmt->wc;
389     if (IS_ARMOR (op))
390     {
391     if (op->stats.ac)
392     op->stats.ac += lmt->ac;
393     for (j = 0; j < NROFATTACKS; j++)
394     if (op->resist[j] != 0)
395     {
396     op->resist[j] += lmt->mod[j];
397     if (op->resist[j] > 100)
398     op->resist[j] = 100;
399     if (op->resist[j] < -100)
400     op->resist[j] = -100;
401     }
402     }
403     op->materialname = add_string (lmt->name);
404     /* dont make it unstackable if it doesn't need to be */
405     if (IS_WEAPON (op) || IS_ARMOR (op))
406     {
407     op->weight = (op->weight * lmt->weight) / 100;
408     op->value = (op->value * lmt->value) / 100;
409 root 1.2 }
410 elmex 1.1 #endif
411     }
412     }
413    
414     /*
415     * Strip out the media tags from a String.
416     * Warning the input string will contain the result string
417     */
418 root 1.9 void
419     strip_media_tag (char *message)
420     {
421     int in_tag = 0;
422     char *dest;
423     char *src;
424    
425     src = dest = message;
426     while (*src != '\0')
427     {
428     if (*src == '[')
429     {
430     in_tag = 1;
431     }
432     else if (in_tag && (*src == ']'))
433     in_tag = 0;
434     else if (!in_tag)
435     {
436     *dest = *src;
437     dest++;
438     }
439     src++;
440     }
441     *dest = '\0';
442     }
443    
444     const char *
445     strrstr (const char *haystack, const char *needle)
446     {
447     const char *lastneedle;
448    
449     lastneedle = NULL;
450     while ((haystack = strstr (haystack, needle)) != NULL)
451     {
452     lastneedle = haystack;
453     haystack++;
454 elmex 1.1 }
455 root 1.9 return lastneedle;
456    
457 elmex 1.1 }
458 root 1.9
459 elmex 1.1 #define EOL_SIZE (sizeof("\n")-1)
460 root 1.9 void
461     strip_endline (char *buf)
462     {
463     if (strlen (buf) < sizeof ("\n"))
464     {
465     return;
466 elmex 1.1 }
467 root 1.9 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
468     buf[strlen (buf) - EOL_SIZE] = '\0';
469 elmex 1.1 }
470    
471     /**
472     * Replace in string src all occurrences of key by replacement. The resulting
473     * string is put into result; at most resultsize characters (including the
474     * terminating null character) will be written to result.
475     */
476 root 1.9 void
477     replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
478 elmex 1.1 {
479 root 1.9 size_t resultlen;
480     size_t keylen;
481 elmex 1.1
482 root 1.9 /* special case to prevent infinite loop if key==replacement=="" */
483     if (strcmp (key, replacement) == 0)
484     {
485     snprintf (result, resultsize, "%s", src);
486     return;
487     }
488    
489     keylen = strlen (key);
490    
491     resultlen = 0;
492     while (*src != '\0' && resultlen + 1 < resultsize)
493     {
494     if (strncmp (src, key, keylen) == 0)
495 root 1.2 {
496 root 1.9 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
497     resultlen += strlen (result + resultlen);
498     src += keylen;
499 root 1.2 }
500 root 1.9 else
501 root 1.2 {
502 root 1.9 result[resultlen++] = *src++;
503 root 1.2 }
504 root 1.9 }
505     result[resultlen] = '\0';
506 elmex 1.1 }
507    
508     /**
509     * Taking a string as an argument, mutate it into a string that looks like a list.
510     * a 'list' for the purposes here, is a string of items, seperated by commas, except
511     * for the last entry, which has an 'and' before it, and a full stop (period) after it.
512     * This function will also strip all trailing non alphanumeric characters.
513     * It does not insert an oxford comma.
514     */
515    
516 root 1.9 void
517     make_list_like (char *input)
518     {
519     char *p, tmp[MAX_BUF];
520     int i;
521    
522     if (!input || strlen (input) > MAX_BUF - 5)
523 elmex 1.1 return;
524 root 1.9 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
525    
526     strncpy (tmp, input, MAX_BUF - 5);
527     /*trim all trailing commas, spaces etc. */
528     for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--)
529     tmp[i] = '\0';
530 root 1.11
531 root 1.9 strcat (tmp, ".");
532    
533     p = strrchr (tmp, ',');
534     if (p)
535     {
536     *p = '\0';
537     strcpy (input, tmp);
538     p++;
539     strcat (input, " and");
540     strcat (input, p);
541     }
542     else
543     strcpy (input, tmp);
544 root 1.11
545 root 1.9 return;
546 elmex 1.1 }
547 root 1.3
548 root 1.14 /////////////////////////////////////////////////////////////////////////////
549    
550 root 1.12 void *alloc (int s) throw (std::bad_alloc)
551 root 1.10 {
552 root 1.13 void *p = g_slice_alloc (s);
553    
554     if (!p)
555     throw std::bad_alloc ();
556 root 1.4
557 root 1.13 return p;
558 root 1.3 }
559 root 1.11
560     void assign (char *dst, const char *src, int maxlen)
561     {
562     if (!src)
563     src = "";
564    
565     int len = strlen (src);
566    
567     if (len >= maxlen - 1)
568     {
569     if (maxlen <= 4)
570     {
571     memset (dst, '.', maxlen - 1);
572     dst [maxlen - 1] = 0;
573     }
574     else
575     {
576     memcpy (dst, src, maxlen - 4);
577     memcpy (dst + maxlen - 4, "...", 4);
578     }
579     }
580     else
581     memcpy (dst, src, len + 1);
582     }
583