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/cvs/deliantra/server/common/utils.C
Revision: 1.6
Committed: Fri Sep 8 16:51:43 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +3 -1 lines
Log Message:
generic accessors, take one

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_utils_c =
3 root 1.6 * "$Id: utils.C,v 1.5 2006-09-07 09:37:12 pippijn 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 root 1.4 #include <glib.h>
38    
39 elmex 1.1 /*
40     * The random functions here take luck into account when rolling random
41     * dice or numbers. This function has less of an impact the larger the
42     * difference becomes in the random numbers. IE, the effect is lessened
43     * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
44     * to specifically disable luck in certain rolls, simply by making the
45     * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
46     */
47    
48     /*
49     * Roll a random number between min and max. Uses op to determine luck,
50     * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
51     * Generally, op should be the player/caster/hitter requesting the roll,
52     * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
53     */
54    
55     int random_roll(int min, int max, const object *op, int goodbad) {
56     int omin, diff, luck, base, ran;
57    
58     omin = min;
59     diff = max - min + 1;
60     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
61    
62     if (max < 1 || diff < 1) {
63     LOG(llevError, "Calling random_roll with min=%d max=%d\n", min, max);
64     return(min); /* avoids a float exception */
65     }
66    
67     ran = RANDOM();
68    
69     if (op->type != PLAYER)
70 root 1.2 return((ran%diff)+min);
71 elmex 1.1
72     luck = op->stats.luck;
73     if (RANDOM()%base < MIN(10, abs(luck))) {
74 root 1.2 /* we have a winner */
75     ((luck > 0) ? (luck = 1) : (luck = -1));
76     diff -= luck;
77     if (diff < 1)
78     return(omin); /*check again*/
79     ((goodbad) ? (min += luck) : (diff));
80 elmex 1.1
81 root 1.2 return(MAX(omin, MIN(max, (ran%diff)+min)));
82 elmex 1.1 }
83     return((ran%diff)+min);
84     }
85    
86     /*
87     * This is a 64 bit version of random_roll above. This is needed
88     * for exp loss calculations for players changing religions.
89     */
90    
91     sint64 random_roll64(sint64 min, sint64 max, const object *op, int goodbad) {
92     sint64 omin, diff, luck, ran;
93     int base;
94    
95     omin = min;
96     diff = max - min + 1;
97     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
98    
99     if (max < 1 || diff < 1) {
100     #ifndef WIN32
101     LOG(llevError, "Calling random_roll with min=%lld max=%lld\n", min, max);
102     #else
103     LOG(llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max);
104     #endif
105     return(min); /* avoids a float exception */
106     }
107    
108     /* 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 root 1.2 return((ran%diff)+min);
117 elmex 1.1
118     luck = op->stats.luck;
119     if (RANDOM()%base < MIN(10, abs(luck))) {
120 root 1.2 /* we have a winner */
121     ((luck > 0) ? (luck = 1) : (luck = -1));
122     diff -= luck;
123     if (diff < 1)
124     return(omin); /*check again*/
125     ((goodbad) ? (min += luck) : (diff));
126 elmex 1.1
127 root 1.2 return(MAX(omin, MIN(max, (ran%diff)+min)));
128 elmex 1.1 }
129     return((ran%diff)+min);
130     }
131    
132     /*
133     * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
134     * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
135     * Generally, op should be the player/caster/hitter requesting the roll,
136     * not the recipient (ie, the poor slob getting hit).
137     * The args are num D size (ie 4d6) [garbled 20010916]
138     */
139    
140     int die_roll(int num, int size, const object *op, int goodbad) {
141     int min, diff, luck, total, i, gotlucky, base, ran;
142    
143     diff = size;
144     min = 1;
145     luck = total = gotlucky = 0;
146     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
147     if (size < 2 || diff < 1) {
148     LOG(llevError, "Calling die_roll with num=%d size=%d\n", num, size);
149     return(num); /* avoids a float exception */
150     }
151    
152     if (op->type == PLAYER)
153 root 1.2 luck = op->stats.luck;
154 elmex 1.1
155     for (i = 0; i < num; i++) {
156 root 1.2 if (RANDOM()%base < MIN(10, abs(luck)) && !gotlucky) {
157     /* we have a winner */
158     gotlucky++;
159     ((luck > 0) ? (luck = 1) : (luck = -1));
160     diff -= luck;
161     if (diff < 1)
162     return(num); /*check again*/
163     ((goodbad) ? (min += luck) : (diff));
164     ran = RANDOM();
165     total += MAX(1, MIN(size, (ran%diff)+min));
166     } else {
167     total += RANDOM()%size+1;
168     }
169 elmex 1.1 }
170     return(total);
171     }
172    
173     /*
174     * Another convenience function. Returns a number between min and max.
175     * It is suggested one use these functions rather than RANDOM()%, as it
176     * would appear that a number of off-by-one-errors exist due to improper
177     * use of %. This should also prevent SIGFPE.
178     */
179    
180     int rndm(int min, int max)
181     {
182     int diff;
183    
184     diff = max - min + 1;
185     if (max < 1 || diff < 1)
186     return(min);
187    
188     return(RANDOM()%diff+min);
189     }
190    
191     /* decay and destroy persihable items in a map */
192    
193     void decay_objects(mapstruct *m)
194     {
195     int x, y, destroy;
196     object *op, *otmp;
197    
198     if (m->unique)
199 root 1.2 return;
200 elmex 1.1
201     for (x=0; x < MAP_WIDTH(m); x++)
202 root 1.2 for (y=0; y < MAP_HEIGHT(m); y++)
203     for (op = get_map_ob(m, x, y); op; op = otmp) {
204     destroy = 0;
205     otmp = op->above;
206     if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
207     break;
208     if (QUERY_FLAG(op, FLAG_IS_FLOOR) ||
209     QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) ||
210     QUERY_FLAG(op, FLAG_OBJ_SAVE_ON_OVL) ||
211     QUERY_FLAG(op, FLAG_UNIQUE) ||
212     QUERY_FLAG(op, FLAG_OVERLAY_FLOOR) ||
213     QUERY_FLAG(op, FLAG_UNPAID) || IS_LIVE(op))
214     continue;
215     /* otherwise, we decay and destroy */
216     if (IS_WEAPON(op)) {
217     op->stats.dam--;
218     if (op->stats.dam < 0)
219     destroy = 1;
220     } else if (IS_ARMOR(op)) {
221     op->stats.ac--;
222     if (op->stats.ac < 0)
223     destroy = 1;
224     } else if (op->type == FOOD) {
225     op->stats.food -= rndm(5,20);
226     if (op->stats.food < 0)
227     destroy = 1;
228     } else {
229     if (op->material & M_PAPER || op->material & M_LEATHER ||
230     op->material & M_WOOD || op->material & M_ORGANIC ||
231     op->material & M_CLOTH || op->material & M_LIQUID)
232     destroy = 1;
233     if (op->material & M_IRON && rndm(1,5) == 1)
234     destroy = 1;
235     if (op->material & M_GLASS && rndm(1,2) == 1)
236     destroy = 1;
237     if ((op->material & M_STONE || op->material & M_ADAMANT) &&
238     rndm(1,10) == 1)
239     destroy = 1;
240     if ((op->material & M_SOFT_METAL || op->material & M_BONE) &&
241     rndm(1,3) == 1)
242     destroy = 1;
243     if (op->material & M_ICE && MAP_TEMP(m) > 32)
244     destroy = 1;
245     }
246     /* adjust overall chance below */
247     if (destroy && rndm(0, 1)) {
248     remove_ob(op);
249     free_object(op);
250     }
251     }
252 elmex 1.1 }
253    
254     /* convert materialname to materialtype_t */
255    
256     materialtype_t *name_to_material(const char *name)
257     {
258     materialtype_t *mt, *nmt;
259    
260     mt = NULL;
261     for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt=nmt->next) {
262 root 1.2 if (strcmp(name, nmt->name) == 0) {
263     mt = nmt;
264     break;
265     }
266 elmex 1.1 }
267     return mt;
268     }
269    
270     /* when doing transmutation of objects, we have to recheck the resistances,
271     * as some that did not apply previously, may apply now.
272     */
273    
274     void transmute_materialname(object *op, const object *change)
275     {
276     materialtype_t *mt;
277     int j;
278    
279     if (op->materialname == NULL)
280 root 1.2 return;
281 elmex 1.1
282     if (change->materialname != NULL &&
283 root 1.2 strcmp(op->materialname, change->materialname))
284     return;
285 elmex 1.1
286     if (!IS_ARMOR(op))
287 root 1.2 return;
288 elmex 1.1
289     mt = name_to_material(op->materialname);
290     if (!mt) {
291 root 1.3 LOG(llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
292 elmex 1.1 return;
293     }
294    
295     for (j=0; j < NROFATTACKS; j++)
296 root 1.2 if (op->resist[j] == 0 && change->resist[j] != 0) {
297     op->resist[j] += mt->mod[j];
298     if (op->resist[j] > 100)
299     op->resist[j] = 100;
300     if (op->resist[j] < -100)
301     op->resist[j] = -100;
302     }
303 elmex 1.1 }
304    
305     /* set the materialname and type for an item */
306     void set_materialname(object *op, int difficulty, materialtype_t *nmt)
307     {
308     materialtype_t *mt, *lmt;
309 pippijn 1.5 #ifdef NEW_MATERIAL_CODE
310 elmex 1.1 int j;
311 pippijn 1.5 #endif
312 elmex 1.1
313     if (op->materialname != NULL)
314 root 1.2 return;
315 elmex 1.1
316    
317    
318     if (nmt == NULL) {
319 root 1.2 lmt = NULL;
320 elmex 1.1 #ifndef NEW_MATERIAL_CODE
321 root 1.2 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
322     if (op->material & mt->material) {
323     lmt = mt;
324     break;
325     }
326     }
327 elmex 1.1
328     #else
329 root 1.2 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
330     if (op->material & mt->material && rndm(1, 100) <= mt->chance &&
331     difficulty >= mt->difficulty &&
332     (op->magic >= mt->magic || mt->magic == 0)) {
333     lmt = mt;
334     if (!(IS_WEAPON(op) || IS_ARMOR(op)))
335     break;
336     }
337     }
338 elmex 1.1 #endif
339     } else {
340 root 1.2 lmt = nmt;
341 elmex 1.1 }
342    
343     if (lmt != NULL) {
344     #ifndef NEW_MATERIAL_CODE
345 root 1.3 op->materialname = lmt->name;
346 root 1.2 return;
347 elmex 1.1 #else
348    
349 root 1.2 if (op->stats.dam && IS_WEAPON(op)) {
350     op->stats.dam += lmt->damage;
351     if (op->stats.dam < 1)
352     op->stats.dam = 1;
353     }
354     if (op->stats.sp && op->type == BOW)
355     op->stats.sp += lmt->sp;
356     if (op->stats.wc && IS_WEAPON(op))
357     op->stats.wc += lmt->wc;
358     if (IS_ARMOR(op)) {
359     if (op->stats.ac)
360     op->stats.ac += lmt->ac;
361     for (j=0; j < NROFATTACKS; j++)
362     if (op->resist[j] != 0) {
363     op->resist[j] += lmt->mod[j];
364     if (op->resist[j] > 100)
365     op->resist[j] = 100;
366     if (op->resist[j] < -100)
367     op->resist[j] = -100;
368     }
369     }
370     op->materialname = add_string(lmt->name);
371     /* dont make it unstackable if it doesn't need to be */
372     if (IS_WEAPON(op) || IS_ARMOR(op)) {
373     op->weight = (op->weight * lmt->weight)/100;
374     op->value = (op->value * lmt->value)/100;
375     }
376 elmex 1.1 #endif
377     }
378     }
379    
380     /*
381     * Strip out the media tags from a String.
382     * Warning the input string will contain the result string
383     */
384     void strip_media_tag(char *message){
385     int in_tag=0;
386     char* dest;
387     char* src;
388     src=dest=message;
389     while (*src!='\0'){
390     if (*src=='['){
391     in_tag=1;
392     } else if (in_tag && (*src==']'))
393     in_tag=0;
394     else if (!in_tag){
395     *dest=*src;
396     dest++;
397     }
398     src++;
399     }
400     *dest='\0';
401     }
402    
403     const char* strrstr(const char* haystack, const char* needle){
404     const char* lastneedle;
405     lastneedle=NULL;
406     while((haystack=strstr(haystack,needle))!=NULL){
407     lastneedle=haystack;
408     haystack++;
409     }
410     return lastneedle;
411    
412     }
413     #define EOL_SIZE (sizeof("\n")-1)
414     void strip_endline(char* buf){
415     if (strlen(buf)<sizeof("\n")){
416     return;
417     }
418     if (!strcmp(buf+strlen(buf)-EOL_SIZE,"\n"))
419     buf[strlen(buf)-EOL_SIZE]='\0';
420     }
421    
422     /**
423     * Replace in string src all occurrences of key by replacement. The resulting
424     * string is put into result; at most resultsize characters (including the
425     * terminating null character) will be written to result.
426     */
427     void replace(const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
428     {
429 root 1.2 size_t resultlen;
430     size_t keylen;
431 elmex 1.1
432 root 1.2 /* special case to prevent infinite loop if key==replacement=="" */
433     if(strcmp(key, replacement) == 0)
434     {
435     snprintf(result, resultsize, "%s", src);
436     return;
437     }
438    
439     keylen = strlen(key);
440    
441     resultlen = 0;
442     while(*src != '\0' && resultlen+1 < resultsize)
443     {
444     if(strncmp(src, key, keylen) == 0)
445     {
446     snprintf(result+resultlen, resultsize-resultlen, "%s", replacement);
447     resultlen += strlen(result+resultlen);
448     src += keylen;
449     }
450     else
451     {
452     result[resultlen++] = *src++;
453     }
454     }
455     result[resultlen] = '\0';
456 elmex 1.1 }
457    
458     /**
459     * Taking a string as an argument, mutate it into a string that looks like a list.
460     * a 'list' for the purposes here, is a string of items, seperated by commas, except
461     * for the last entry, which has an 'and' before it, and a full stop (period) after it.
462     * This function will also strip all trailing non alphanumeric characters.
463     * It does not insert an oxford comma.
464     */
465    
466     void make_list_like(char *input) {
467     char *p, tmp[MAX_BUF];
468     int i;
469     if (!input || strlen(input) > MAX_BUF-5) return;
470     /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
471    
472     strncpy(tmp, input, MAX_BUF-5);
473     /*trim all trailing commas, spaces etc.*/
474     for (i=strlen(tmp); !isalnum(tmp[i]) && i >= 0; i--)
475 root 1.2 tmp[i]='\0';
476 elmex 1.1 strcat(tmp, ".");
477    
478     p=strrchr(tmp, ',');
479     if (p) {
480 root 1.2 *p='\0';
481     strcpy(input, tmp);
482     p++;
483     strcat(input, " and");
484     strcat(input, p);
485 elmex 1.1 }
486     else strcpy(input, tmp);
487     return;
488     }
489 root 1.3
490 root 1.4 //TODO: overhead due to specifying size twice
491 root 1.3 void *
492     zero_initialised::operator new (size_t s)
493     {
494 root 1.6 printf ("new(%d)\n", s);//D
495 root 1.4 return g_slice_alloc0 (s);
496     }
497    
498     void *
499     zero_initialised::operator new [] (size_t s)
500     {
501 root 1.6 printf ("new[](%d)\n", s);//D
502 root 1.4 return g_slice_alloc0 (s);
503 root 1.3 }
504    
505     void
506     zero_initialised::operator delete (void *p, size_t s)
507     {
508 root 1.4 g_slice_free1 (s, p);
509     }
510    
511     void
512     zero_initialised::operator delete [] (void *p, size_t s)
513     {
514     g_slice_free1 (s, p);
515 root 1.3 }
516