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Revision: 1.35
Committed: Mon Jan 1 13:31:46 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.34: +60 -58 lines
Log Message:
this is close to working

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 1.23 #include <sys/time.h>
33     #include <time.h>
34 root 1.4 #include <glib.h>
35    
36 elmex 1.1 /*
37     * The random functions here take luck into account when rolling random
38     * dice or numbers. This function has less of an impact the larger the
39     * difference becomes in the random numbers. IE, the effect is lessened
40     * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
41     * to specifically disable luck in certain rolls, simply by making the
42     * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
43     */
44    
45     /*
46     * Roll a random number between min and max. Uses op to determine luck,
47     * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
48     * Generally, op should be the player/caster/hitter requesting the roll,
49     * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
50     */
51    
52 root 1.9 int
53     random_roll (int min, int max, const object *op, int goodbad)
54     {
55     int omin, diff, luck, base, ran;
56 elmex 1.1
57 root 1.9 omin = min;
58     diff = max - min + 1;
59     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
60 elmex 1.1
61 root 1.9 if (max < 1 || diff < 1)
62     {
63     LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max);
64     return (min); /* avoids a float exception */
65 elmex 1.1 }
66    
67 root 1.9 ran = RANDOM ();
68 elmex 1.1
69 root 1.9 if (op->type != PLAYER)
70     return ((ran % diff) + min);
71 elmex 1.1
72 root 1.9 luck = op->stats.luck;
73     if (RANDOM () % base < MIN (10, abs (luck)))
74     {
75     /* we have a winner */
76     ((luck > 0) ? (luck = 1) : (luck = -1));
77     diff -= luck;
78     if (diff < 1)
79     return (omin); /*check again */
80     ((goodbad) ? (min += luck) : (diff));
81 elmex 1.1
82 root 1.9 return (MAX (omin, MIN (max, (ran % diff) + min)));
83 elmex 1.1 }
84 root 1.9 return ((ran % diff) + min);
85 elmex 1.1 }
86    
87     /*
88     * This is a 64 bit version of random_roll above. This is needed
89     * for exp loss calculations for players changing religions.
90     */
91    
92 root 1.9 sint64
93     random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
94     {
95     sint64 omin, diff, luck, ran;
96     int base;
97    
98     omin = min;
99     diff = max - min + 1;
100     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
101 elmex 1.1
102 root 1.9 if (max < 1 || diff < 1)
103     {
104 root 1.20 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
105 root 1.9 return (min); /* avoids a float exception */
106 elmex 1.1 }
107    
108 root 1.9 /* Don't know of a portable call to get 64 bit random values.
109     * So make a call to get two 32 bit random numbers, and just to
110     * a little byteshifting. Do make sure the first one is only
111     * 32 bit, so we don't get skewed results
112     */
113     ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
114    
115     if (op->type != PLAYER)
116     return ((ran % diff) + min);
117    
118     luck = op->stats.luck;
119     if (RANDOM () % base < MIN (10, abs (luck)))
120     {
121     /* we have a winner */
122     ((luck > 0) ? (luck = 1) : (luck = -1));
123     diff -= luck;
124     if (diff < 1)
125     return (omin); /*check again */
126     ((goodbad) ? (min += luck) : (diff));
127 elmex 1.1
128 root 1.9 return (MAX (omin, MIN (max, (ran % diff) + min)));
129 elmex 1.1 }
130 root 1.9 return ((ran % diff) + min);
131 elmex 1.1 }
132    
133     /*
134     * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
135     * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
136     * Generally, op should be the player/caster/hitter requesting the roll,
137     * not the recipient (ie, the poor slob getting hit).
138     * The args are num D size (ie 4d6) [garbled 20010916]
139     */
140    
141 root 1.9 int
142     die_roll (int num, int size, const object *op, int goodbad)
143     {
144     int min, diff, luck, total, i, gotlucky, base, ran;
145    
146     diff = size;
147     min = 1;
148     luck = total = gotlucky = 0;
149     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
150     if (size < 2 || diff < 1)
151     {
152     LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
153     return (num); /* avoids a float exception */
154     }
155 elmex 1.1
156 root 1.9 if (op->type == PLAYER)
157     luck = op->stats.luck;
158    
159     for (i = 0; i < num; i++)
160     {
161     if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky)
162     {
163     /* we have a winner */
164     gotlucky++;
165     ((luck > 0) ? (luck = 1) : (luck = -1));
166     diff -= luck;
167     if (diff < 1)
168     return (num); /*check again */
169     ((goodbad) ? (min += luck) : (diff));
170     ran = RANDOM ();
171     total += MAX (1, MIN (size, (ran % diff) + min));
172     }
173     else
174     {
175     total += RANDOM () % size + 1;
176 root 1.2 }
177 elmex 1.1 }
178 root 1.9 return (total);
179 elmex 1.1 }
180    
181     /*
182     * Another convenience function. Returns a number between min and max.
183     * It is suggested one use these functions rather than RANDOM()%, as it
184     * would appear that a number of off-by-one-errors exist due to improper
185     * use of %. This should also prevent SIGFPE.
186     */
187    
188 root 1.9 int
189     rndm (int min, int max)
190 elmex 1.1 {
191     int diff;
192    
193     diff = max - min + 1;
194     if (max < 1 || diff < 1)
195 root 1.9 return (min);
196 elmex 1.1
197 root 1.9 return (RANDOM () % diff + min);
198 elmex 1.1 }
199    
200 root 1.33 /* decay and destroy perishable items in a map */
201 root 1.9 void
202 root 1.32 maptile::decay_objects ()
203 elmex 1.1 {
204 root 1.35 if (!spaces)
205     return;
206    
207     for (mapspace *ms = spaces + size (); ms-- > spaces; )
208     for (object *above, *op = ms->bot; op; op = above)
209     {
210     above = op->above;
211    
212     bool destroy = 0;
213 root 1.32
214 root 1.35 // do not decay anything above unique floor tiles (yet :)
215     if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
216     break;
217 root 1.32
218 root 1.35 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
219     || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
220     || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
221     || QUERY_FLAG (op, FLAG_UNIQUE)
222     || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
223     || QUERY_FLAG (op, FLAG_UNPAID)
224     || op->is_alive ())
225     ; // do not decay
226     else if (op->is_weapon ())
227     {
228     op->stats.dam--;
229     if (op->stats.dam < 0)
230     destroy = 1;
231     }
232     else if (op->is_armor ())
233     {
234     op->stats.ac--;
235     if (op->stats.ac < 0)
236     destroy = 1;
237     }
238     else if (op->type == FOOD)
239     {
240     op->stats.food -= rndm (5, 20);
241     if (op->stats.food < 0)
242     destroy = 1;
243     }
244     else
245     {
246     int mat = op->material;
247    
248     if (mat & M_PAPER
249     || mat & M_LEATHER
250     || mat & M_WOOD
251     || mat & M_ORGANIC
252     || mat & M_CLOTH
253     || mat & M_LIQUID
254     || (mat & M_IRON && rndm (1, 5) == 1)
255     || (mat & M_GLASS && rndm (1, 2) == 1)
256     || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
257     || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
258     || (mat & M_ICE && temp > 32))
259     destroy = 1;
260     }
261    
262     /* adjust overall chance below */
263     if (destroy && rndm (0, 1))
264     op->destroy ();
265     }
266 elmex 1.1 }
267    
268     /* convert materialname to materialtype_t */
269    
270 root 1.9 materialtype_t *
271     name_to_material (const char *name)
272 elmex 1.1 {
273 root 1.9 materialtype_t *mt, *nmt;
274 elmex 1.1
275 root 1.9 mt = NULL;
276     for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
277     {
278     if (strcmp (name, nmt->name) == 0)
279     {
280     mt = nmt;
281     break;
282 root 1.2 }
283 elmex 1.1 }
284 root 1.9 return mt;
285 elmex 1.1 }
286    
287     /* when doing transmutation of objects, we have to recheck the resistances,
288     * as some that did not apply previously, may apply now.
289     */
290    
291 root 1.9 void
292     transmute_materialname (object *op, const object *change)
293 elmex 1.1 {
294 root 1.9 materialtype_t *mt;
295     int j;
296 elmex 1.1
297 root 1.9 if (op->materialname == NULL)
298     return;
299 elmex 1.1
300 root 1.9 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
301     return;
302    
303 root 1.26 if (!op->is_armor ())
304 root 1.9 return;
305    
306     mt = name_to_material (op->materialname);
307     if (!mt)
308     {
309     LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
310     return;
311     }
312    
313     for (j = 0; j < NROFATTACKS; j++)
314     if (op->resist[j] == 0 && change->resist[j] != 0)
315     {
316     op->resist[j] += mt->mod[j];
317     if (op->resist[j] > 100)
318     op->resist[j] = 100;
319     if (op->resist[j] < -100)
320     op->resist[j] = -100;
321     }
322 elmex 1.1 }
323    
324     /* set the materialname and type for an item */
325 root 1.9 void
326     set_materialname (object *op, int difficulty, materialtype_t *nmt)
327 elmex 1.1 {
328 root 1.9 materialtype_t *mt, *lmt;
329    
330 pippijn 1.5 #ifdef NEW_MATERIAL_CODE
331 root 1.9 int j;
332 pippijn 1.5 #endif
333 elmex 1.1
334 root 1.9 if (op->materialname != NULL)
335     return;
336 elmex 1.1
337    
338    
339 root 1.9 if (nmt == NULL)
340     {
341     lmt = NULL;
342 elmex 1.1 #ifndef NEW_MATERIAL_CODE
343 root 1.9 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
344     {
345     if (op->material & mt->material)
346     {
347     lmt = mt;
348     break;
349 root 1.2 }
350     }
351 elmex 1.1
352     #else
353 root 1.9 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
354     {
355     if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
356     difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
357     {
358     lmt = mt;
359 root 1.26 if (!(op->is_weapon () || op->is_armor ()))
360 root 1.9 break;
361 root 1.2 }
362     }
363 elmex 1.1 #endif
364 root 1.9 }
365     else
366     {
367     lmt = nmt;
368 elmex 1.1 }
369    
370 root 1.9 if (lmt != NULL)
371     {
372 elmex 1.1 #ifndef NEW_MATERIAL_CODE
373 root 1.9 op->materialname = lmt->name;
374     return;
375 elmex 1.1 #else
376    
377 root 1.26 if (op->stats.dam && op->is_weapon ())
378 root 1.9 {
379     op->stats.dam += lmt->damage;
380     if (op->stats.dam < 1)
381     op->stats.dam = 1;
382     }
383     if (op->stats.sp && op->type == BOW)
384     op->stats.sp += lmt->sp;
385 root 1.26 if (op->stats.wc && op->is_weapon ())
386 root 1.9 op->stats.wc += lmt->wc;
387 root 1.26 if (op->is_armor ())
388 root 1.9 {
389     if (op->stats.ac)
390     op->stats.ac += lmt->ac;
391     for (j = 0; j < NROFATTACKS; j++)
392     if (op->resist[j] != 0)
393     {
394     op->resist[j] += lmt->mod[j];
395     if (op->resist[j] > 100)
396     op->resist[j] = 100;
397     if (op->resist[j] < -100)
398     op->resist[j] = -100;
399     }
400     }
401     op->materialname = add_string (lmt->name);
402     /* dont make it unstackable if it doesn't need to be */
403 root 1.26 if (op->is_weapon () || op->is_armor ())
404 root 1.9 {
405     op->weight = (op->weight * lmt->weight) / 100;
406     op->value = (op->value * lmt->value) / 100;
407 root 1.2 }
408 elmex 1.1 #endif
409     }
410     }
411    
412     /*
413     * Strip out the media tags from a String.
414     * Warning the input string will contain the result string
415     */
416 root 1.9 void
417     strip_media_tag (char *message)
418     {
419     int in_tag = 0;
420     char *dest;
421     char *src;
422    
423     src = dest = message;
424     while (*src != '\0')
425     {
426     if (*src == '[')
427     {
428     in_tag = 1;
429     }
430     else if (in_tag && (*src == ']'))
431     in_tag = 0;
432     else if (!in_tag)
433     {
434     *dest = *src;
435     dest++;
436     }
437     src++;
438     }
439     *dest = '\0';
440     }
441    
442     const char *
443     strrstr (const char *haystack, const char *needle)
444     {
445     const char *lastneedle;
446    
447     lastneedle = NULL;
448     while ((haystack = strstr (haystack, needle)) != NULL)
449     {
450     lastneedle = haystack;
451     haystack++;
452 elmex 1.1 }
453 root 1.9 return lastneedle;
454    
455 elmex 1.1 }
456 root 1.9
457 elmex 1.1 #define EOL_SIZE (sizeof("\n")-1)
458 root 1.9 void
459     strip_endline (char *buf)
460     {
461     if (strlen (buf) < sizeof ("\n"))
462     {
463     return;
464 elmex 1.1 }
465 root 1.9 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
466     buf[strlen (buf) - EOL_SIZE] = '\0';
467 elmex 1.1 }
468    
469     /**
470     * Replace in string src all occurrences of key by replacement. The resulting
471     * string is put into result; at most resultsize characters (including the
472     * terminating null character) will be written to result.
473     */
474 root 1.9 void
475     replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
476 elmex 1.1 {
477 root 1.9 size_t resultlen;
478     size_t keylen;
479 elmex 1.1
480 root 1.9 /* special case to prevent infinite loop if key==replacement=="" */
481     if (strcmp (key, replacement) == 0)
482     {
483     snprintf (result, resultsize, "%s", src);
484     return;
485     }
486    
487     keylen = strlen (key);
488    
489     resultlen = 0;
490     while (*src != '\0' && resultlen + 1 < resultsize)
491     {
492     if (strncmp (src, key, keylen) == 0)
493 root 1.2 {
494 root 1.9 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
495     resultlen += strlen (result + resultlen);
496     src += keylen;
497 root 1.2 }
498 root 1.9 else
499 root 1.2 {
500 root 1.9 result[resultlen++] = *src++;
501 root 1.2 }
502 root 1.9 }
503     result[resultlen] = '\0';
504 elmex 1.1 }
505    
506     /**
507     * Taking a string as an argument, mutate it into a string that looks like a list.
508     * a 'list' for the purposes here, is a string of items, seperated by commas, except
509     * for the last entry, which has an 'and' before it, and a full stop (period) after it.
510     * This function will also strip all trailing non alphanumeric characters.
511     * It does not insert an oxford comma.
512     */
513    
514 root 1.9 void
515     make_list_like (char *input)
516     {
517     char *p, tmp[MAX_BUF];
518     int i;
519    
520     if (!input || strlen (input) > MAX_BUF - 5)
521 elmex 1.1 return;
522 root 1.9 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
523    
524     strncpy (tmp, input, MAX_BUF - 5);
525     /*trim all trailing commas, spaces etc. */
526     for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--)
527     tmp[i] = '\0';
528 root 1.11
529 root 1.9 strcat (tmp, ".");
530    
531     p = strrchr (tmp, ',');
532     if (p)
533     {
534     *p = '\0';
535     strcpy (input, tmp);
536     p++;
537     strcat (input, " and");
538     strcat (input, p);
539     }
540     else
541     strcpy (input, tmp);
542 root 1.11
543 root 1.9 return;
544 elmex 1.1 }
545 root 1.3
546 root 1.14 /////////////////////////////////////////////////////////////////////////////
547    
548 root 1.25 void *salloc_ (int n) throw (std::bad_alloc)
549 root 1.10 {
550 root 1.25 void *ptr = g_slice_alloc (n);
551 root 1.13
552 root 1.23 if (!ptr)
553 root 1.13 throw std::bad_alloc ();
554 root 1.4
555 root 1.23 return ptr;
556     }
557    
558 root 1.25 void *salloc_ (int n, void *src) throw (std::bad_alloc)
559 root 1.23 {
560 root 1.25 void *ptr = salloc_ (n);
561 root 1.23
562 root 1.24 if (src)
563 root 1.25 memcpy (ptr, src, n);
564 root 1.24 else
565 root 1.25 memset (ptr, 0, n);
566 root 1.23
567     return ptr;
568 root 1.3 }
569 root 1.11
570     void assign (char *dst, const char *src, int maxlen)
571     {
572     if (!src)
573     src = "";
574    
575     int len = strlen (src);
576    
577     if (len >= maxlen - 1)
578     {
579     if (maxlen <= 4)
580     {
581     memset (dst, '.', maxlen - 1);
582     dst [maxlen - 1] = 0;
583     }
584     else
585     {
586     memcpy (dst, src, maxlen - 4);
587     memcpy (dst + maxlen - 4, "...", 4);
588     }
589     }
590     else
591     memcpy (dst, src, len + 1);
592     }
593    
594 root 1.23 tstamp now ()
595     {
596     struct timeval tv;
597    
598     gettimeofday (&tv, 0);
599     return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
600     }
601 root 1.17
602 root 1.32 int
603     similar_direction (int a, int b)
604     {
605     if (!a || !b)
606     return 0;
607    
608     int diff = (b - a) & 7;
609     return diff <= 1 || diff >= 7;
610     }
611