ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/utils.C
Revision: 1.2
Committed: Tue Aug 29 08:01:36 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +176 -176 lines
Log Message:
expand initial tabs to spaces

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_utils_c =
3 root 1.2 * "$Id: utils.C,v 1.1 2006-08-13 17:16:01 elmex Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     /*
30     * General convenience functions for crossfire.
31     */
32    
33     #include <global.h>
34     #include <funcpoint.h>
35     #include <material.h>
36    
37     /*
38     * The random functions here take luck into account when rolling random
39     * dice or numbers. This function has less of an impact the larger the
40     * difference becomes in the random numbers. IE, the effect is lessened
41     * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
42     * to specifically disable luck in certain rolls, simply by making the
43     * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
44     */
45    
46     /*
47     * Roll a random number between min and max. Uses op to determine luck,
48     * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
49     * Generally, op should be the player/caster/hitter requesting the roll,
50     * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
51     */
52    
53     int random_roll(int min, int max, const object *op, int goodbad) {
54     int omin, diff, luck, base, ran;
55    
56     omin = min;
57     diff = max - min + 1;
58     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
59    
60     if (max < 1 || diff < 1) {
61     LOG(llevError, "Calling random_roll with min=%d max=%d\n", min, max);
62     return(min); /* avoids a float exception */
63     }
64    
65     ran = RANDOM();
66    
67     if (op->type != PLAYER)
68 root 1.2 return((ran%diff)+min);
69 elmex 1.1
70     luck = op->stats.luck;
71     if (RANDOM()%base < MIN(10, abs(luck))) {
72 root 1.2 /* we have a winner */
73     ((luck > 0) ? (luck = 1) : (luck = -1));
74     diff -= luck;
75     if (diff < 1)
76     return(omin); /*check again*/
77     ((goodbad) ? (min += luck) : (diff));
78 elmex 1.1
79 root 1.2 return(MAX(omin, MIN(max, (ran%diff)+min)));
80 elmex 1.1 }
81     return((ran%diff)+min);
82     }
83    
84     /*
85     * This is a 64 bit version of random_roll above. This is needed
86     * for exp loss calculations for players changing religions.
87     */
88    
89     sint64 random_roll64(sint64 min, sint64 max, const object *op, int goodbad) {
90     sint64 omin, diff, luck, ran;
91     int base;
92    
93     omin = min;
94     diff = max - min + 1;
95     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
96    
97     if (max < 1 || diff < 1) {
98     #ifndef WIN32
99     LOG(llevError, "Calling random_roll with min=%lld max=%lld\n", min, max);
100     #else
101     LOG(llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max);
102     #endif
103     return(min); /* avoids a float exception */
104     }
105    
106     /* 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 root 1.2 return((ran%diff)+min);
115 elmex 1.1
116     luck = op->stats.luck;
117     if (RANDOM()%base < MIN(10, abs(luck))) {
118 root 1.2 /* we have a winner */
119     ((luck > 0) ? (luck = 1) : (luck = -1));
120     diff -= luck;
121     if (diff < 1)
122     return(omin); /*check again*/
123     ((goodbad) ? (min += luck) : (diff));
124 elmex 1.1
125 root 1.2 return(MAX(omin, MIN(max, (ran%diff)+min)));
126 elmex 1.1 }
127     return((ran%diff)+min);
128     }
129    
130     /*
131     * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
132     * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
133     * Generally, op should be the player/caster/hitter requesting the roll,
134     * not the recipient (ie, the poor slob getting hit).
135     * The args are num D size (ie 4d6) [garbled 20010916]
136     */
137    
138     int die_roll(int num, int size, const object *op, int goodbad) {
139     int min, diff, luck, total, i, gotlucky, base, ran;
140    
141     diff = size;
142     min = 1;
143     luck = total = gotlucky = 0;
144     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
145     if (size < 2 || diff < 1) {
146     LOG(llevError, "Calling die_roll with num=%d size=%d\n", num, size);
147     return(num); /* avoids a float exception */
148     }
149    
150     if (op->type == PLAYER)
151 root 1.2 luck = op->stats.luck;
152 elmex 1.1
153     for (i = 0; i < num; i++) {
154 root 1.2 if (RANDOM()%base < MIN(10, abs(luck)) && !gotlucky) {
155     /* we have a winner */
156     gotlucky++;
157     ((luck > 0) ? (luck = 1) : (luck = -1));
158     diff -= luck;
159     if (diff < 1)
160     return(num); /*check again*/
161     ((goodbad) ? (min += luck) : (diff));
162     ran = RANDOM();
163     total += MAX(1, MIN(size, (ran%diff)+min));
164     } else {
165     total += RANDOM()%size+1;
166     }
167 elmex 1.1 }
168     return(total);
169     }
170    
171     /*
172     * Another convenience function. Returns a number between min and max.
173     * It is suggested one use these functions rather than RANDOM()%, as it
174     * would appear that a number of off-by-one-errors exist due to improper
175     * use of %. This should also prevent SIGFPE.
176     */
177    
178     int rndm(int min, int max)
179     {
180     int diff;
181    
182     diff = max - min + 1;
183     if (max < 1 || diff < 1)
184     return(min);
185    
186     return(RANDOM()%diff+min);
187     }
188    
189     /* decay and destroy persihable items in a map */
190    
191     void decay_objects(mapstruct *m)
192     {
193     int x, y, destroy;
194     object *op, *otmp;
195    
196     if (m->unique)
197 root 1.2 return;
198 elmex 1.1
199     for (x=0; x < MAP_WIDTH(m); x++)
200 root 1.2 for (y=0; y < MAP_HEIGHT(m); y++)
201     for (op = get_map_ob(m, x, y); op; op = otmp) {
202     destroy = 0;
203     otmp = op->above;
204     if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
205     break;
206     if (QUERY_FLAG(op, FLAG_IS_FLOOR) ||
207     QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) ||
208     QUERY_FLAG(op, FLAG_OBJ_SAVE_ON_OVL) ||
209     QUERY_FLAG(op, FLAG_UNIQUE) ||
210     QUERY_FLAG(op, FLAG_OVERLAY_FLOOR) ||
211     QUERY_FLAG(op, FLAG_UNPAID) || IS_LIVE(op))
212     continue;
213     /* otherwise, we decay and destroy */
214     if (IS_WEAPON(op)) {
215     op->stats.dam--;
216     if (op->stats.dam < 0)
217     destroy = 1;
218     } else if (IS_ARMOR(op)) {
219     op->stats.ac--;
220     if (op->stats.ac < 0)
221     destroy = 1;
222     } else if (op->type == FOOD) {
223     op->stats.food -= rndm(5,20);
224     if (op->stats.food < 0)
225     destroy = 1;
226     } else {
227     if (op->material & M_PAPER || op->material & M_LEATHER ||
228     op->material & M_WOOD || op->material & M_ORGANIC ||
229     op->material & M_CLOTH || op->material & M_LIQUID)
230     destroy = 1;
231     if (op->material & M_IRON && rndm(1,5) == 1)
232     destroy = 1;
233     if (op->material & M_GLASS && rndm(1,2) == 1)
234     destroy = 1;
235     if ((op->material & M_STONE || op->material & M_ADAMANT) &&
236     rndm(1,10) == 1)
237     destroy = 1;
238     if ((op->material & M_SOFT_METAL || op->material & M_BONE) &&
239     rndm(1,3) == 1)
240     destroy = 1;
241     if (op->material & M_ICE && MAP_TEMP(m) > 32)
242     destroy = 1;
243     }
244     /* adjust overall chance below */
245     if (destroy && rndm(0, 1)) {
246     remove_ob(op);
247     free_object(op);
248     }
249     }
250 elmex 1.1 }
251    
252     /* convert materialname to materialtype_t */
253    
254     materialtype_t *name_to_material(const char *name)
255     {
256     materialtype_t *mt, *nmt;
257    
258     mt = NULL;
259     for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt=nmt->next) {
260 root 1.2 if (strcmp(name, nmt->name) == 0) {
261     mt = nmt;
262     break;
263     }
264 elmex 1.1 }
265     return mt;
266     }
267    
268     /* when doing transmutation of objects, we have to recheck the resistances,
269     * as some that did not apply previously, may apply now.
270     */
271    
272     void transmute_materialname(object *op, const object *change)
273     {
274     materialtype_t *mt;
275     int j;
276    
277     if (op->materialname == NULL)
278 root 1.2 return;
279 elmex 1.1
280     if (change->materialname != NULL &&
281 root 1.2 strcmp(op->materialname, change->materialname))
282     return;
283 elmex 1.1
284     if (!IS_ARMOR(op))
285 root 1.2 return;
286 elmex 1.1
287     mt = name_to_material(op->materialname);
288     if (!mt) {
289     LOG(llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", op->arch->name, op->name, op->materialname);
290     return;
291     }
292    
293     for (j=0; j < NROFATTACKS; j++)
294 root 1.2 if (op->resist[j] == 0 && change->resist[j] != 0) {
295     op->resist[j] += mt->mod[j];
296     if (op->resist[j] > 100)
297     op->resist[j] = 100;
298     if (op->resist[j] < -100)
299     op->resist[j] = -100;
300     }
301 elmex 1.1 }
302    
303     /* set the materialname and type for an item */
304     void set_materialname(object *op, int difficulty, materialtype_t *nmt)
305     {
306     materialtype_t *mt, *lmt;
307     int j;
308    
309     if (op->materialname != NULL)
310 root 1.2 return;
311 elmex 1.1
312    
313    
314     if (nmt == NULL) {
315 root 1.2 lmt = NULL;
316 elmex 1.1 #ifndef NEW_MATERIAL_CODE
317 root 1.2 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
318     if (op->material & mt->material) {
319     lmt = mt;
320     break;
321     }
322     }
323 elmex 1.1
324     #else
325 root 1.2 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
326     if (op->material & mt->material && rndm(1, 100) <= mt->chance &&
327     difficulty >= mt->difficulty &&
328     (op->magic >= mt->magic || mt->magic == 0)) {
329     lmt = mt;
330     if (!(IS_WEAPON(op) || IS_ARMOR(op)))
331     break;
332     }
333     }
334 elmex 1.1 #endif
335     } else {
336 root 1.2 lmt = nmt;
337 elmex 1.1 }
338    
339     if (lmt != NULL) {
340     #ifndef NEW_MATERIAL_CODE
341 root 1.2 op->materialname = add_string(lmt->name);
342     return;
343 elmex 1.1 #else
344    
345 root 1.2 if (op->stats.dam && IS_WEAPON(op)) {
346     op->stats.dam += lmt->damage;
347     if (op->stats.dam < 1)
348     op->stats.dam = 1;
349     }
350     if (op->stats.sp && op->type == BOW)
351     op->stats.sp += lmt->sp;
352     if (op->stats.wc && IS_WEAPON(op))
353     op->stats.wc += lmt->wc;
354     if (IS_ARMOR(op)) {
355     if (op->stats.ac)
356     op->stats.ac += lmt->ac;
357     for (j=0; j < NROFATTACKS; j++)
358     if (op->resist[j] != 0) {
359     op->resist[j] += lmt->mod[j];
360     if (op->resist[j] > 100)
361     op->resist[j] = 100;
362     if (op->resist[j] < -100)
363     op->resist[j] = -100;
364     }
365     }
366     op->materialname = add_string(lmt->name);
367     /* dont make it unstackable if it doesn't need to be */
368     if (IS_WEAPON(op) || IS_ARMOR(op)) {
369     op->weight = (op->weight * lmt->weight)/100;
370     op->value = (op->value * lmt->value)/100;
371     }
372 elmex 1.1 #endif
373     }
374     }
375    
376     /*
377     * Strip out the media tags from a String.
378     * Warning the input string will contain the result string
379     */
380     void strip_media_tag(char *message){
381     int in_tag=0;
382     char* dest;
383     char* src;
384     src=dest=message;
385     while (*src!='\0'){
386     if (*src=='['){
387     in_tag=1;
388     } else if (in_tag && (*src==']'))
389     in_tag=0;
390     else if (!in_tag){
391     *dest=*src;
392     dest++;
393     }
394     src++;
395     }
396     *dest='\0';
397     }
398    
399     const char* strrstr(const char* haystack, const char* needle){
400     const char* lastneedle;
401     lastneedle=NULL;
402     while((haystack=strstr(haystack,needle))!=NULL){
403     lastneedle=haystack;
404     haystack++;
405     }
406     return lastneedle;
407    
408     }
409     #define EOL_SIZE (sizeof("\n")-1)
410     void strip_endline(char* buf){
411     if (strlen(buf)<sizeof("\n")){
412     return;
413     }
414     if (!strcmp(buf+strlen(buf)-EOL_SIZE,"\n"))
415     buf[strlen(buf)-EOL_SIZE]='\0';
416     }
417    
418     /**
419     * Replace in string src all occurrences of key by replacement. The resulting
420     * string is put into result; at most resultsize characters (including the
421     * terminating null character) will be written to result.
422     */
423     void replace(const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
424     {
425 root 1.2 size_t resultlen;
426     size_t keylen;
427 elmex 1.1
428 root 1.2 /* special case to prevent infinite loop if key==replacement=="" */
429     if(strcmp(key, replacement) == 0)
430     {
431     snprintf(result, resultsize, "%s", src);
432     return;
433     }
434    
435     keylen = strlen(key);
436    
437     resultlen = 0;
438     while(*src != '\0' && resultlen+1 < resultsize)
439     {
440     if(strncmp(src, key, keylen) == 0)
441     {
442     snprintf(result+resultlen, resultsize-resultlen, "%s", replacement);
443     resultlen += strlen(result+resultlen);
444     src += keylen;
445     }
446     else
447     {
448     result[resultlen++] = *src++;
449     }
450     }
451     result[resultlen] = '\0';
452 elmex 1.1 }
453    
454     /**
455     * Taking a string as an argument, mutate it into a string that looks like a list.
456     * a 'list' for the purposes here, is a string of items, seperated by commas, except
457     * for the last entry, which has an 'and' before it, and a full stop (period) after it.
458     * This function will also strip all trailing non alphanumeric characters.
459     * It does not insert an oxford comma.
460     */
461    
462     void make_list_like(char *input) {
463     char *p, tmp[MAX_BUF];
464     int i;
465     if (!input || strlen(input) > MAX_BUF-5) return;
466     /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
467    
468     strncpy(tmp, input, MAX_BUF-5);
469     /*trim all trailing commas, spaces etc.*/
470     for (i=strlen(tmp); !isalnum(tmp[i]) && i >= 0; i--)
471 root 1.2 tmp[i]='\0';
472 elmex 1.1 strcat(tmp, ".");
473    
474     p=strrchr(tmp, ',');
475     if (p) {
476 root 1.2 *p='\0';
477     strcpy(input, tmp);
478     p++;
479     strcat(input, " and");
480     strcat(input, p);
481 elmex 1.1 }
482     else strcpy(input, tmp);
483     return;
484     }