1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
3 | |
3 | |
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4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | |
7 | This program is free software; you can redistribute it and/or modify |
8 | 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 | it under the terms of the GNU General Public License as published by |
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16 | |
17 | |
17 | You should have received a copy of the GNU General Public License |
18 | 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 | along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* |
25 | /* |
25 | * General convenience functions for crossfire. |
26 | * General convenience functions for crossfire. |
26 | */ |
27 | */ |
27 | |
28 | |
28 | #include <global.h> |
29 | #include <global.h> |
29 | #include <funcpoint.h> |
30 | #include <funcpoint.h> |
30 | #include <material.h> |
31 | #include <material.h> |
31 | |
32 | |
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33 | #include <sys/time.h> |
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34 | #include <time.h> |
32 | #include <glib.h> |
35 | #include <glib.h> |
33 | |
36 | |
34 | /* |
37 | /* |
35 | * The random functions here take luck into account when rolling random |
38 | * 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 |
39 | * dice or numbers. This function has less of an impact the larger the |
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97 | diff = max - min + 1; |
100 | diff = max - min + 1; |
98 | ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
101 | ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
99 | |
102 | |
100 | if (max < 1 || diff < 1) |
103 | if (max < 1 || diff < 1) |
101 | { |
104 | { |
102 | #ifndef WIN32 |
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103 | LOG (llevError, "Calling random_roll with min=%lld max=%lld\n", min, max); |
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104 | #else |
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105 | LOG (llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max); |
105 | LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max); |
106 | #endif |
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107 | return (min); /* avoids a float exception */ |
106 | return (min); /* avoids a float exception */ |
108 | } |
107 | } |
109 | |
108 | |
110 | /* Don't know of a portable call to get 64 bit random values. |
109 | /* 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 |
110 | * So make a call to get two 32 bit random numbers, and just to |
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197 | return (min); |
196 | return (min); |
198 | |
197 | |
199 | return (RANDOM () % diff + min); |
198 | return (RANDOM () % diff + min); |
200 | } |
199 | } |
201 | |
200 | |
202 | /* decay and destroy persihable items in a map */ |
201 | /* decay and destroy perishable items in a map */ |
203 | |
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204 | void |
202 | void |
205 | decay_objects (mapstruct *m) |
203 | maptile::decay_objects () |
206 | { |
204 | { |
207 | int x, y, destroy; |
205 | if (!spaces) |
208 | object *op, *otmp; |
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209 | |
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210 | if (m->unique) |
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211 | return; |
206 | return; |
212 | |
207 | |
213 | for (x = 0; x < MAP_WIDTH (m); x++) |
208 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
214 | for (y = 0; y < MAP_HEIGHT (m); y++) |
209 | for (object *above, *op = ms->bot; op; op = above) |
215 | for (op = get_map_ob (m, x, y); op; op = otmp) |
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216 | { |
210 | { |
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211 | above = op->above; |
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212 | |
217 | destroy = 0; |
213 | bool destroy = 0; |
218 | otmp = op->above; |
214 | |
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215 | // do not decay anything above unique floor tiles (yet :) |
219 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
216 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
220 | break; |
217 | break; |
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218 | |
221 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) || |
219 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) |
222 | QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) || |
220 | || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) |
223 | QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) || |
221 | || 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)) |
222 | || QUERY_FLAG (op, FLAG_UNIQUE) |
225 | continue; |
223 | || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) |
226 | /* otherwise, we decay and destroy */ |
224 | || QUERY_FLAG (op, FLAG_UNPAID) |
227 | if (IS_WEAPON (op)) |
225 | || op->is_alive ()) |
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226 | ; // do not decay |
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227 | else if (op->is_weapon ()) |
228 | { |
228 | { |
229 | op->stats.dam--; |
229 | op->stats.dam--; |
230 | if (op->stats.dam < 0) |
230 | if (op->stats.dam < 0) |
231 | destroy = 1; |
231 | destroy = 1; |
232 | } |
232 | } |
233 | else if (IS_ARMOR (op)) |
233 | else if (op->is_armor ()) |
234 | { |
234 | { |
235 | op->stats.ac--; |
235 | op->stats.ac--; |
236 | if (op->stats.ac < 0) |
236 | if (op->stats.ac < 0) |
237 | destroy = 1; |
237 | destroy = 1; |
238 | } |
238 | } |
239 | else if (op->type == FOOD) |
239 | else if (op->type == FOOD) |
240 | { |
240 | { |
241 | op->stats.food -= rndm (5, 20); |
241 | op->stats.food -= rndm (5, 20); |
242 | if (op->stats.food < 0) |
242 | if (op->stats.food < 0) |
243 | destroy = 1; |
243 | destroy = 1; |
244 | } |
244 | } |
245 | else |
245 | else |
246 | { |
246 | { |
247 | if (op->material & M_PAPER || op->material & M_LEATHER || |
247 | int mat = op->material; |
248 | op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID) |
248 | |
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249 | if (mat & M_PAPER |
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250 | || mat & M_LEATHER |
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251 | || mat & M_WOOD |
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252 | || mat & M_ORGANIC |
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253 | || mat & M_CLOTH |
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254 | || mat & M_LIQUID |
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255 | || (mat & M_IRON && rndm (1, 5) == 1) |
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256 | || (mat & M_GLASS && rndm (1, 2) == 1) |
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257 | || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) |
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258 | || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) |
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259 | || (mat & M_ICE && temp > 32)) |
249 | destroy = 1; |
260 | destroy = 1; |
250 | if (op->material & M_IRON && rndm (1, 5) == 1) |
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251 | destroy = 1; |
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252 | if (op->material & M_GLASS && rndm (1, 2) == 1) |
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253 | destroy = 1; |
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254 | if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1) |
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255 | destroy = 1; |
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256 | if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1) |
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257 | destroy = 1; |
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258 | if (op->material & M_ICE && MAP_TEMP (m) > 32) |
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259 | destroy = 1; |
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260 | } |
261 | } |
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262 | |
261 | /* adjust overall chance below */ |
263 | /* adjust overall chance below */ |
262 | if (destroy && rndm (0, 1)) |
264 | if (destroy && rndm (0, 1)) |
263 | { |
265 | op->destroy (); |
264 | remove_ob (op); |
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265 | free_object (op); |
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266 | } |
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267 | } |
266 | } |
268 | } |
267 | } |
269 | |
268 | |
270 | /* convert materialname to materialtype_t */ |
269 | /* convert materialname to materialtype_t */ |
271 | |
270 | |
272 | materialtype_t * |
271 | materialtype_t * |
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300 | return; |
299 | return; |
301 | |
300 | |
302 | if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) |
301 | if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) |
303 | return; |
302 | return; |
304 | |
303 | |
305 | if (!IS_ARMOR (op)) |
304 | if (!op->is_armor ()) |
306 | return; |
305 | return; |
307 | |
306 | |
308 | mt = name_to_material (op->materialname); |
307 | mt = name_to_material (op->materialname); |
309 | if (!mt) |
308 | if (!mt) |
310 | { |
309 | { |
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356 | { |
355 | { |
357 | if (op->material & mt->material && rndm (1, 100) <= mt->chance && |
356 | if (op->material & mt->material && rndm (1, 100) <= mt->chance && |
358 | difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
357 | difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
359 | { |
358 | { |
360 | lmt = mt; |
359 | lmt = mt; |
361 | if (!(IS_WEAPON (op) || IS_ARMOR (op))) |
360 | if (!(op->is_weapon () || op->is_armor ())) |
362 | break; |
361 | break; |
363 | } |
362 | } |
364 | } |
363 | } |
365 | #endif |
364 | #endif |
366 | } |
365 | } |
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374 | #ifndef NEW_MATERIAL_CODE |
373 | #ifndef NEW_MATERIAL_CODE |
375 | op->materialname = lmt->name; |
374 | op->materialname = lmt->name; |
376 | return; |
375 | return; |
377 | #else |
376 | #else |
378 | |
377 | |
379 | if (op->stats.dam && IS_WEAPON (op)) |
378 | if (op->stats.dam && op->is_weapon ()) |
380 | { |
379 | { |
381 | op->stats.dam += lmt->damage; |
380 | op->stats.dam += lmt->damage; |
382 | if (op->stats.dam < 1) |
381 | if (op->stats.dam < 1) |
383 | op->stats.dam = 1; |
382 | op->stats.dam = 1; |
384 | } |
383 | } |
385 | if (op->stats.sp && op->type == BOW) |
384 | if (op->stats.sp && op->type == BOW) |
386 | op->stats.sp += lmt->sp; |
385 | op->stats.sp += lmt->sp; |
387 | if (op->stats.wc && IS_WEAPON (op)) |
386 | if (op->stats.wc && op->is_weapon ()) |
388 | op->stats.wc += lmt->wc; |
387 | op->stats.wc += lmt->wc; |
389 | if (IS_ARMOR (op)) |
388 | if (op->is_armor ()) |
390 | { |
389 | { |
391 | if (op->stats.ac) |
390 | if (op->stats.ac) |
392 | op->stats.ac += lmt->ac; |
391 | op->stats.ac += lmt->ac; |
393 | for (j = 0; j < NROFATTACKS; j++) |
392 | for (j = 0; j < NROFATTACKS; j++) |
394 | if (op->resist[j] != 0) |
393 | if (op->resist[j] != 0) |
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400 | op->resist[j] = -100; |
399 | op->resist[j] = -100; |
401 | } |
400 | } |
402 | } |
401 | } |
403 | op->materialname = add_string (lmt->name); |
402 | op->materialname = add_string (lmt->name); |
404 | /* dont make it unstackable if it doesn't need to be */ |
403 | /* dont make it unstackable if it doesn't need to be */ |
405 | if (IS_WEAPON (op) || IS_ARMOR (op)) |
404 | if (op->is_weapon () || op->is_armor ()) |
406 | { |
405 | { |
407 | op->weight = (op->weight * lmt->weight) / 100; |
406 | op->weight = (op->weight * lmt->weight) / 100; |
408 | op->value = (op->value * lmt->value) / 100; |
407 | op->value = (op->value * lmt->value) / 100; |
409 | } |
408 | } |
410 | #endif |
409 | #endif |
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543 | strcpy (input, tmp); |
542 | strcpy (input, tmp); |
544 | |
543 | |
545 | return; |
544 | return; |
546 | } |
545 | } |
547 | |
546 | |
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547 | ///////////////////////////////////////////////////////////////////////////// |
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548 | |
548 | void *alloc (int s) throw (std::bad_alloc) |
549 | void *salloc_ (int n) throw (std::bad_alloc) |
549 | { |
550 | { |
550 | void *p = g_slice_alloc (s); |
551 | void *ptr = g_slice_alloc (n); |
551 | |
552 | |
552 | if (!p) |
553 | if (!ptr) |
553 | throw std::bad_alloc (); |
554 | throw std::bad_alloc (); |
554 | |
555 | |
555 | return p; |
556 | return ptr; |
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557 | } |
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558 | |
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559 | void *salloc_ (int n, void *src) throw (std::bad_alloc) |
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560 | { |
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561 | void *ptr = salloc_ (n); |
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562 | |
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563 | if (src) |
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564 | memcpy (ptr, src, n); |
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565 | else |
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566 | memset (ptr, 0, n); |
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567 | |
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568 | return ptr; |
556 | } |
569 | } |
557 | |
570 | |
558 | void assign (char *dst, const char *src, int maxlen) |
571 | void assign (char *dst, const char *src, int maxlen) |
559 | { |
572 | { |
560 | if (!src) |
573 | if (!src) |
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577 | } |
590 | } |
578 | else |
591 | else |
579 | memcpy (dst, src, len + 1); |
592 | memcpy (dst, src, len + 1); |
580 | } |
593 | } |
581 | |
594 | |
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595 | tstamp now () |
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596 | { |
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597 | struct timeval tv; |
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598 | |
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599 | gettimeofday (&tv, 0); |
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600 | return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6); |
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601 | } |
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602 | |
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603 | int |
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604 | similar_direction (int a, int b) |
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605 | { |
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606 | if (!a || !b) |
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607 | return 0; |
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608 | |
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609 | int diff = (b - a) & 7; |
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610 | return diff <= 1 || diff >= 7; |
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611 | } |
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612 | |