ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/utils.C
Revision: 1.18
Committed: Mon Dec 11 19:46:46 2006 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.17: +0 -4 lines
Log Message:
removed #ifn?def WIN32 from all files

File Contents

# 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     LOG (llevError, "Calling random_roll with min=%lld max=%lld\n", min, max);
103     return (min); /* avoids a float exception */
104 elmex 1.1 }
105    
106 root 1.9 /* Don't know of a portable call to get 64 bit random values.
107     * So make a call to get two 32 bit random numbers, and just to
108     * a little byteshifting. Do make sure the first one is only
109     * 32 bit, so we don't get skewed results
110     */
111     ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
112    
113     if (op->type != PLAYER)
114     return ((ran % diff) + min);
115    
116     luck = op->stats.luck;
117     if (RANDOM () % base < MIN (10, abs (luck)))
118     {
119     /* we have a winner */
120     ((luck > 0) ? (luck = 1) : (luck = -1));
121     diff -= luck;
122     if (diff < 1)
123     return (omin); /*check again */
124     ((goodbad) ? (min += luck) : (diff));
125 elmex 1.1
126 root 1.9 return (MAX (omin, MIN (max, (ran % diff) + min)));
127 elmex 1.1 }
128 root 1.9 return ((ran % diff) + min);
129 elmex 1.1 }
130    
131     /*
132     * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
133     * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
134     * Generally, op should be the player/caster/hitter requesting the roll,
135     * not the recipient (ie, the poor slob getting hit).
136     * The args are num D size (ie 4d6) [garbled 20010916]
137     */
138    
139 root 1.9 int
140     die_roll (int num, int size, const object *op, int goodbad)
141     {
142     int min, diff, luck, total, i, gotlucky, base, ran;
143    
144     diff = size;
145     min = 1;
146     luck = total = gotlucky = 0;
147     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
148     if (size < 2 || diff < 1)
149     {
150     LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
151     return (num); /* avoids a float exception */
152     }
153 elmex 1.1
154 root 1.9 if (op->type == PLAYER)
155     luck = op->stats.luck;
156    
157     for (i = 0; i < num; i++)
158     {
159     if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky)
160     {
161     /* we have a winner */
162     gotlucky++;
163     ((luck > 0) ? (luck = 1) : (luck = -1));
164     diff -= luck;
165     if (diff < 1)
166     return (num); /*check again */
167     ((goodbad) ? (min += luck) : (diff));
168     ran = RANDOM ();
169     total += MAX (1, MIN (size, (ran % diff) + min));
170     }
171     else
172     {
173     total += RANDOM () % size + 1;
174 root 1.2 }
175 elmex 1.1 }
176 root 1.9 return (total);
177 elmex 1.1 }
178    
179     /*
180     * Another convenience function. Returns a number between min and max.
181     * It is suggested one use these functions rather than RANDOM()%, as it
182     * would appear that a number of off-by-one-errors exist due to improper
183     * use of %. This should also prevent SIGFPE.
184     */
185    
186 root 1.9 int
187     rndm (int min, int max)
188 elmex 1.1 {
189     int diff;
190    
191     diff = max - min + 1;
192     if (max < 1 || diff < 1)
193 root 1.9 return (min);
194 elmex 1.1
195 root 1.9 return (RANDOM () % diff + min);
196 elmex 1.1 }
197    
198     /* decay and destroy persihable items in a map */
199    
200 root 1.9 void
201 root 1.16 decay_objects (maptile *m)
202 elmex 1.1 {
203 root 1.9 int x, y, destroy;
204     object *op, *otmp;
205 elmex 1.1
206 root 1.9 if (m->unique)
207     return;
208 elmex 1.1
209 root 1.9 for (x = 0; x < MAP_WIDTH (m); x++)
210     for (y = 0; y < MAP_HEIGHT (m); y++)
211     for (op = get_map_ob (m, x, y); op; op = otmp)
212     {
213     destroy = 0;
214     otmp = op->above;
215     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
216     break;
217     if (QUERY_FLAG (op, FLAG_IS_FLOOR) ||
218     QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) ||
219     QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) ||
220     QUERY_FLAG (op, FLAG_UNIQUE) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) || QUERY_FLAG (op, FLAG_UNPAID) || IS_LIVE (op))
221     continue;
222     /* otherwise, we decay and destroy */
223     if (IS_WEAPON (op))
224     {
225     op->stats.dam--;
226     if (op->stats.dam < 0)
227     destroy = 1;
228 root 1.2 }
229 root 1.9 else if (IS_ARMOR (op))
230     {
231     op->stats.ac--;
232     if (op->stats.ac < 0)
233     destroy = 1;
234     }
235     else if (op->type == FOOD)
236     {
237     op->stats.food -= rndm (5, 20);
238     if (op->stats.food < 0)
239     destroy = 1;
240     }
241     else
242     {
243     if (op->material & M_PAPER || op->material & M_LEATHER ||
244     op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID)
245     destroy = 1;
246     if (op->material & M_IRON && rndm (1, 5) == 1)
247     destroy = 1;
248     if (op->material & M_GLASS && rndm (1, 2) == 1)
249     destroy = 1;
250     if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1)
251     destroy = 1;
252     if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1)
253     destroy = 1;
254     if (op->material & M_ICE && MAP_TEMP (m) > 32)
255     destroy = 1;
256     }
257     /* adjust overall chance below */
258     if (destroy && rndm (0, 1))
259     {
260     remove_ob (op);
261     free_object (op);
262     }
263     }
264 elmex 1.1 }
265    
266     /* convert materialname to materialtype_t */
267    
268 root 1.9 materialtype_t *
269     name_to_material (const char *name)
270 elmex 1.1 {
271 root 1.9 materialtype_t *mt, *nmt;
272 elmex 1.1
273 root 1.9 mt = NULL;
274     for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
275     {
276     if (strcmp (name, nmt->name) == 0)
277     {
278     mt = nmt;
279     break;
280 root 1.2 }
281 elmex 1.1 }
282 root 1.9 return mt;
283 elmex 1.1 }
284    
285     /* when doing transmutation of objects, we have to recheck the resistances,
286     * as some that did not apply previously, may apply now.
287     */
288    
289 root 1.9 void
290     transmute_materialname (object *op, const object *change)
291 elmex 1.1 {
292 root 1.9 materialtype_t *mt;
293     int j;
294 elmex 1.1
295 root 1.9 if (op->materialname == NULL)
296     return;
297 elmex 1.1
298 root 1.9 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
299     return;
300    
301     if (!IS_ARMOR (op))
302     return;
303    
304     mt = name_to_material (op->materialname);
305     if (!mt)
306     {
307     LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
308     return;
309     }
310    
311     for (j = 0; j < NROFATTACKS; j++)
312     if (op->resist[j] == 0 && change->resist[j] != 0)
313     {
314     op->resist[j] += mt->mod[j];
315     if (op->resist[j] > 100)
316     op->resist[j] = 100;
317     if (op->resist[j] < -100)
318     op->resist[j] = -100;
319     }
320 elmex 1.1 }
321    
322     /* set the materialname and type for an item */
323 root 1.9 void
324     set_materialname (object *op, int difficulty, materialtype_t *nmt)
325 elmex 1.1 {
326 root 1.9 materialtype_t *mt, *lmt;
327    
328 pippijn 1.5 #ifdef NEW_MATERIAL_CODE
329 root 1.9 int j;
330 pippijn 1.5 #endif
331 elmex 1.1
332 root 1.9 if (op->materialname != NULL)
333     return;
334 elmex 1.1
335    
336    
337 root 1.9 if (nmt == NULL)
338     {
339     lmt = NULL;
340 elmex 1.1 #ifndef NEW_MATERIAL_CODE
341 root 1.9 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
342     {
343     if (op->material & mt->material)
344     {
345     lmt = mt;
346     break;
347 root 1.2 }
348     }
349 elmex 1.1
350     #else
351 root 1.9 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
352     {
353     if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
354     difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
355     {
356     lmt = mt;
357     if (!(IS_WEAPON (op) || IS_ARMOR (op)))
358     break;
359 root 1.2 }
360     }
361 elmex 1.1 #endif
362 root 1.9 }
363     else
364     {
365     lmt = nmt;
366 elmex 1.1 }
367    
368 root 1.9 if (lmt != NULL)
369     {
370 elmex 1.1 #ifndef NEW_MATERIAL_CODE
371 root 1.9 op->materialname = lmt->name;
372     return;
373 elmex 1.1 #else
374    
375 root 1.9 if (op->stats.dam && IS_WEAPON (op))
376     {
377     op->stats.dam += lmt->damage;
378     if (op->stats.dam < 1)
379     op->stats.dam = 1;
380     }
381     if (op->stats.sp && op->type == BOW)
382     op->stats.sp += lmt->sp;
383     if (op->stats.wc && IS_WEAPON (op))
384     op->stats.wc += lmt->wc;
385     if (IS_ARMOR (op))
386     {
387     if (op->stats.ac)
388     op->stats.ac += lmt->ac;
389     for (j = 0; j < NROFATTACKS; j++)
390     if (op->resist[j] != 0)
391     {
392     op->resist[j] += lmt->mod[j];
393     if (op->resist[j] > 100)
394     op->resist[j] = 100;
395     if (op->resist[j] < -100)
396     op->resist[j] = -100;
397     }
398     }
399     op->materialname = add_string (lmt->name);
400     /* dont make it unstackable if it doesn't need to be */
401     if (IS_WEAPON (op) || IS_ARMOR (op))
402     {
403     op->weight = (op->weight * lmt->weight) / 100;
404     op->value = (op->value * lmt->value) / 100;
405 root 1.2 }
406 elmex 1.1 #endif
407     }
408     }
409    
410     /*
411     * Strip out the media tags from a String.
412     * Warning the input string will contain the result string
413     */
414 root 1.9 void
415     strip_media_tag (char *message)
416     {
417     int in_tag = 0;
418     char *dest;
419     char *src;
420    
421     src = dest = message;
422     while (*src != '\0')
423     {
424     if (*src == '[')
425     {
426     in_tag = 1;
427     }
428     else if (in_tag && (*src == ']'))
429     in_tag = 0;
430     else if (!in_tag)
431     {
432     *dest = *src;
433     dest++;
434     }
435     src++;
436     }
437     *dest = '\0';
438     }
439    
440     const char *
441     strrstr (const char *haystack, const char *needle)
442     {
443     const char *lastneedle;
444    
445     lastneedle = NULL;
446     while ((haystack = strstr (haystack, needle)) != NULL)
447     {
448     lastneedle = haystack;
449     haystack++;
450 elmex 1.1 }
451 root 1.9 return lastneedle;
452    
453 elmex 1.1 }
454 root 1.9
455 elmex 1.1 #define EOL_SIZE (sizeof("\n")-1)
456 root 1.9 void
457     strip_endline (char *buf)
458     {
459     if (strlen (buf) < sizeof ("\n"))
460     {
461     return;
462 elmex 1.1 }
463 root 1.9 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
464     buf[strlen (buf) - EOL_SIZE] = '\0';
465 elmex 1.1 }
466    
467     /**
468     * Replace in string src all occurrences of key by replacement. The resulting
469     * string is put into result; at most resultsize characters (including the
470     * terminating null character) will be written to result.
471     */
472 root 1.9 void
473     replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
474 elmex 1.1 {
475 root 1.9 size_t resultlen;
476     size_t keylen;
477 elmex 1.1
478 root 1.9 /* special case to prevent infinite loop if key==replacement=="" */
479     if (strcmp (key, replacement) == 0)
480     {
481     snprintf (result, resultsize, "%s", src);
482     return;
483     }
484    
485     keylen = strlen (key);
486    
487     resultlen = 0;
488     while (*src != '\0' && resultlen + 1 < resultsize)
489     {
490     if (strncmp (src, key, keylen) == 0)
491 root 1.2 {
492 root 1.9 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
493     resultlen += strlen (result + resultlen);
494     src += keylen;
495 root 1.2 }
496 root 1.9 else
497 root 1.2 {
498 root 1.9 result[resultlen++] = *src++;
499 root 1.2 }
500 root 1.9 }
501     result[resultlen] = '\0';
502 elmex 1.1 }
503    
504     /**
505     * Taking a string as an argument, mutate it into a string that looks like a list.
506     * a 'list' for the purposes here, is a string of items, seperated by commas, except
507     * for the last entry, which has an 'and' before it, and a full stop (period) after it.
508     * This function will also strip all trailing non alphanumeric characters.
509     * It does not insert an oxford comma.
510     */
511    
512 root 1.9 void
513     make_list_like (char *input)
514     {
515     char *p, tmp[MAX_BUF];
516     int i;
517    
518     if (!input || strlen (input) > MAX_BUF - 5)
519 elmex 1.1 return;
520 root 1.9 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
521    
522     strncpy (tmp, input, MAX_BUF - 5);
523     /*trim all trailing commas, spaces etc. */
524     for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--)
525     tmp[i] = '\0';
526 root 1.11
527 root 1.9 strcat (tmp, ".");
528    
529     p = strrchr (tmp, ',');
530     if (p)
531     {
532     *p = '\0';
533     strcpy (input, tmp);
534     p++;
535     strcat (input, " and");
536     strcat (input, p);
537     }
538     else
539     strcpy (input, tmp);
540 root 1.11
541 root 1.9 return;
542 elmex 1.1 }
543 root 1.3
544 root 1.14 /////////////////////////////////////////////////////////////////////////////
545    
546 root 1.17 #if 0
547     refcounted *refcounted::rc_first;
548    
549     refcounted::refcounted ()
550     {
551     refcnt = 0;
552     rc_next = rc_first;
553     rc_first = this;
554     }
555    
556     refcounted::~refcounted ()
557     {
558     assert (!rc_next);
559     assert (!refcnt);
560     }
561     #endif
562    
563 root 1.12 void *alloc (int s) throw (std::bad_alloc)
564 root 1.10 {
565 root 1.13 void *p = g_slice_alloc (s);
566    
567     if (!p)
568     throw std::bad_alloc ();
569 root 1.4
570 root 1.13 return p;
571 root 1.3 }
572 root 1.11
573     void assign (char *dst, const char *src, int maxlen)
574     {
575     if (!src)
576     src = "";
577    
578     int len = strlen (src);
579    
580     if (len >= maxlen - 1)
581     {
582     if (maxlen <= 4)
583     {
584     memset (dst, '.', maxlen - 1);
585     dst [maxlen - 1] = 0;
586     }
587     else
588     {
589     memcpy (dst, src, maxlen - 4);
590     memcpy (dst + maxlen - 4, "...", 4);
591     }
592     }
593     else
594     memcpy (dst, src, len + 1);
595     }
596    
597 root 1.17