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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.92 by root, Tue Nov 3 23:18:23 2009 UTC vs.
Revision 1.93 by root, Wed Nov 4 00:02:48 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 5 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 6 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 7 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 8 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 9 * option) any later version.
84 return r_min + get_range (max (r_max - r_min + 1, 0)); 82 return r_min + get_range (max (r_max - r_min + 1, 0));
85} 83}
86 84
87template struct random_number_generator<tausworthe_random_generator>; 85template struct random_number_generator<tausworthe_random_generator>;
88template struct random_number_generator<xorshift_random_generator>; 86template struct random_number_generator<xorshift_random_generator>;
89
90/*
91 * The random functions here take luck into account when rolling random
92 * dice or numbers. This function has less of an impact the larger the
93 * difference becomes in the random numbers. IE, the effect is lessened
94 * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
95 * to specifically disable luck in certain rolls, simply by making the
96 * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
97 */
98
99/*
100 * Roll a random number between min and max. Uses op to determine luck,
101 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
102 * Generally, op should be the player/caster/hitter requesting the roll,
103 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
104 */
105int
106random_roll (int r_min, int r_max, const object *op, int goodbad)
107{
108 r_max = max (r_min, r_max);
109
110 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
111
112 if (op->type == PLAYER)
113 {
114 int luck = op->stats.luck;
115
116 if (rndm (base) < min (10, abs (luck)))
117 {
118 //TODO: take luck into account
119 }
120 }
121
122 return rndm (r_min, r_max);
123}
124
125/*
126 * This is a 64 bit version of random_roll above. This is needed
127 * for exp loss calculations for players changing religions.
128 */
129sint64
130random_roll64 (sint64 r_min, sint64 r_max, const object *op, int goodbad)
131{
132 sint64 omin = r_min;
133 sint64 range = max (0, r_max - r_min + 1);
134 int base = range > 2 ? 20 : 50; /* d2 and d3 are corner cases */
135
136 /*
137 * Make a call to get two 32 bit unsigned random numbers, and just to
138 * a little bitshifting.
139 */
140 sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31);
141
142 if (op->type != PLAYER)
143 return ((ran % range) + r_min);
144
145 int luck = op->stats.luck;
146
147 if (rndm (base) < min (10, abs (luck)))
148 {
149 /* we have a winner */
150 ((luck > 0) ? (luck = 1) : (luck = -1));
151 range -= luck;
152 if (range < 1)
153 return (omin); /*check again */
154
155 ((goodbad) ? (r_min += luck) : (range));
156
157 return (max (omin, min (r_max, (ran % range) + r_min)));
158 }
159
160 return ran % range + r_min;
161}
162
163/*
164 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
165 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
166 * Generally, op should be the player/caster/hitter requesting the roll,
167 * not the recipient (ie, the poor slob getting hit).
168 * The args are num D size (ie 4d6) [garbled 20010916]
169 */
170int
171die_roll (int num, int size, const object *op, int goodbad)
172{
173 int min, luck, total, i, gotlucky;
174
175 int diff = size;
176 min = 1;
177 luck = total = gotlucky = 0;
178 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
179
180 if (size < 2 || diff < 1)
181 {
182 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
183 return num; /* avoids a float exception */
184 }
185
186 if (op->type == PLAYER)
187 luck = op->stats.luck;
188
189 for (i = 0; i < num; i++)
190 {
191 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
192 {
193 /* we have a winner */
194 gotlucky++;
195 ((luck > 0) ? (luck = 1) : (luck = -1));
196 diff -= luck;
197 if (diff < 1)
198 return (num); /*check again */
199 ((goodbad) ? (min += luck) : (diff));
200 total += MAX (1, MIN (size, rndm (diff) + min));
201 }
202 else
203 total += rndm (size) + 1;
204 }
205
206 return total;
207}
208
209/* convert materialname to materialtype_t */
210
211materialtype_t *
212name_to_material (const shstr_cmp name)
213{
214 for (materialtype_t *mt = materialt; mt; mt = mt->next)
215 if (name == mt->name)
216 return mt;
217
218 return 0;
219}
220
221/* when doing transmutation of objects, we have to recheck the resistances,
222 * as some that did not apply previously, may apply now.
223 */
224void
225transmute_materialname (object *op, const object *change)
226{
227 materialtype_t *mt;
228 int j;
229
230 if (!op->materialname)
231 return;
232
233 if (op->materialname != change->materialname)
234 return;
235
236 if (!op->is_armor ())
237 return;
238
239 mt = name_to_material (op->materialname);
240 if (!mt)
241 {
242 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname);
243 return;
244 }
245
246 for (j = 0; j < NROFATTACKS; j++)
247 if (op->resist[j] == 0 && change->resist[j] != 0)
248 {
249 op->resist[j] += mt->mod[j];
250 if (op->resist[j] > 100)
251 op->resist[j] = 100;
252 if (op->resist[j] < -100)
253 op->resist[j] = -100;
254 }
255}
256
257/* set the materialname and type for an item */
258void
259set_materialname (object *op, int difficulty, materialtype_t *nmt)
260{
261 materialtype_t *mt, *lmt;
262
263 if (!op->materialname)
264 return;
265
266 if (nmt)
267 lmt = nmt;
268 else
269 {
270 lmt = 0;
271
272 for (mt = materialt; mt; mt = mt->next)
273 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
274 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
275 {
276 lmt = mt;
277 if (!(op->is_weapon () || op->is_armor ()))
278 break;
279 }
280 }
281
282 if (lmt)
283 {
284 if (op->stats.dam && op->is_weapon ())
285 {
286 op->stats.dam += lmt->damage;
287 if (op->stats.dam < 1)
288 op->stats.dam = 1;
289 }
290
291 if (op->stats.sp && op->type == BOW)
292 op->stats.sp += lmt->sp;
293 if (op->stats.wc && op->is_weapon ())
294 op->stats.wc += lmt->wc;
295 if (op->is_armor ())
296 {
297 if (op->stats.ac)
298 op->stats.ac += lmt->ac;
299
300 for (int j = 0; j < NROFATTACKS; j++)
301 if (op->resist[j] != 0)
302 {
303 op->resist[j] += lmt->mod[j];
304 if (op->resist[j] > 100)
305 op->resist[j] = 100;
306 if (op->resist[j] < -100)
307 op->resist[j] = -100;
308 }
309 }
310
311 op->materialname = lmt->name;
312 /* dont make it unstackable if it doesn't need to be */
313 if (op->is_weapon () || op->is_armor ())
314 {
315 op->weight = (op->weight * lmt->weight) / 100;
316 op->value = (op->value * lmt->value) / 100;
317 }
318 }
319}
320
321/*
322 * Strip out the media tags from a String.
323 * Warning the input string will contain the result string
324 */
325void
326strip_media_tag (char *message)
327{
328 int in_tag = 0;
329 char *dest;
330 char *src;
331
332 src = dest = message;
333 while (*src != '\0')
334 {
335 if (*src == '[')
336 {
337 in_tag = 1;
338 }
339 else if (in_tag && (*src == ']'))
340 in_tag = 0;
341 else if (!in_tag)
342 {
343 *dest = *src;
344 dest++;
345 }
346 src++;
347 }
348 *dest = '\0';
349}
350
351const char *
352strrstr (const char *haystack, const char *needle)
353{
354 const char *lastneedle;
355
356 lastneedle = NULL;
357 while ((haystack = strstr (haystack, needle)) != NULL)
358 {
359 lastneedle = haystack;
360 haystack++;
361 }
362 return lastneedle;
363
364}
365
366#define EOL_SIZE (sizeof("\n")-1)
367void
368strip_endline (char *buf)
369{
370 if (strlen (buf) < sizeof ("\n"))
371 {
372 return;
373 }
374 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
375 buf[strlen (buf) - EOL_SIZE] = '\0';
376}
377
378/**
379 * Replace in string src all occurrences of key by replacement. The resulting
380 * string is put into result; at most resultsize characters (including the
381 * terminating null character) will be written to result.
382 */
383void
384replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
385{
386 size_t resultlen;
387 size_t keylen;
388
389 /* special case to prevent infinite loop if key==replacement=="" */
390 if (strcmp (key, replacement) == 0)
391 {
392 snprintf (result, resultsize, "%s", src);
393 return;
394 }
395
396 keylen = strlen (key);
397
398 resultlen = 0;
399 while (*src != '\0' && resultlen + 1 < resultsize)
400 {
401 if (strncmp (src, key, keylen) == 0)
402 {
403 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
404 resultlen += strlen (result + resultlen);
405 src += keylen;
406 }
407 else
408 {
409 result[resultlen++] = *src++;
410 }
411 }
412 result[resultlen] = '\0';
413}
414 87
415/******************************************************************************/ 88/******************************************************************************/
416 89
417/* Checks a player-provided string which will become the msg property of 90/* Checks a player-provided string which will become the msg property of
418 * an object for dangerous input. 91 * an object for dangerous input.

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