--- deliantra/server/common/utils.C 2009/11/03 23:18:23 1.92 +++ deliantra/server/common/utils.C 2009/11/04 00:02:48 1.93 @@ -1,9 +1,7 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team - * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team - * Copyright (©) 1992,2007 Frank Tore Johansen + * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the @@ -87,331 +85,6 @@ template struct random_number_generator; template struct random_number_generator; -/* - * The random functions here take luck into account when rolling random - * dice or numbers. This function has less of an impact the larger the - * difference becomes in the random numbers. IE, the effect is lessened - * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers, - * to specifically disable luck in certain rolls, simply by making the - * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3) - */ - -/* - * Roll a random number between min and max. Uses op to determine luck, - * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. - * Generally, op should be the player/caster/hitter requesting the roll, - * not the recipient (ie, the poor slob getting hit). [garbled 20010916] - */ -int -random_roll (int r_min, int r_max, const object *op, int goodbad) -{ - r_max = max (r_min, r_max); - - int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */ - - if (op->type == PLAYER) - { - int luck = op->stats.luck; - - if (rndm (base) < min (10, abs (luck))) - { - //TODO: take luck into account - } - } - - return rndm (r_min, r_max); -} - -/* - * This is a 64 bit version of random_roll above. This is needed - * for exp loss calculations for players changing religions. - */ -sint64 -random_roll64 (sint64 r_min, sint64 r_max, const object *op, int goodbad) -{ - sint64 omin = r_min; - sint64 range = max (0, r_max - r_min + 1); - int base = range > 2 ? 20 : 50; /* d2 and d3 are corner cases */ - - /* - * Make a call to get two 32 bit unsigned random numbers, and just to - * a little bitshifting. - */ - sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31); - - if (op->type != PLAYER) - return ((ran % range) + r_min); - - int luck = op->stats.luck; - - if (rndm (base) < min (10, abs (luck))) - { - /* we have a winner */ - ((luck > 0) ? (luck = 1) : (luck = -1)); - range -= luck; - if (range < 1) - return (omin); /*check again */ - - ((goodbad) ? (r_min += luck) : (range)); - - return (max (omin, min (r_max, (ran % range) + r_min))); - } - - return ran % range + r_min; -} - -/* - * Roll a number of dice (2d3, 4d6). Uses op to determine luck, - * If goodbad is non-zero, luck increases the roll, if zero, it decreases. - * Generally, op should be the player/caster/hitter requesting the roll, - * not the recipient (ie, the poor slob getting hit). - * The args are num D size (ie 4d6) [garbled 20010916] - */ -int -die_roll (int num, int size, const object *op, int goodbad) -{ - int min, luck, total, i, gotlucky; - - int diff = size; - min = 1; - luck = total = gotlucky = 0; - int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */ - - if (size < 2 || diff < 1) - { - LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size); - return num; /* avoids a float exception */ - } - - if (op->type == PLAYER) - luck = op->stats.luck; - - for (i = 0; i < num; i++) - { - if (rndm (base) < MIN (10, abs (luck)) && !gotlucky) - { - /* we have a winner */ - gotlucky++; - ((luck > 0) ? (luck = 1) : (luck = -1)); - diff -= luck; - if (diff < 1) - return (num); /*check again */ - ((goodbad) ? (min += luck) : (diff)); - total += MAX (1, MIN (size, rndm (diff) + min)); - } - else - total += rndm (size) + 1; - } - - return total; -} - -/* convert materialname to materialtype_t */ - -materialtype_t * -name_to_material (const shstr_cmp name) -{ - for (materialtype_t *mt = materialt; mt; mt = mt->next) - if (name == mt->name) - return mt; - - return 0; -} - -/* when doing transmutation of objects, we have to recheck the resistances, - * as some that did not apply previously, may apply now. - */ -void -transmute_materialname (object *op, const object *change) -{ - materialtype_t *mt; - int j; - - if (!op->materialname) - return; - - if (op->materialname != change->materialname) - return; - - if (!op->is_armor ()) - return; - - mt = name_to_material (op->materialname); - if (!mt) - { - LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname); - return; - } - - for (j = 0; j < NROFATTACKS; j++) - if (op->resist[j] == 0 && change->resist[j] != 0) - { - op->resist[j] += mt->mod[j]; - if (op->resist[j] > 100) - op->resist[j] = 100; - if (op->resist[j] < -100) - op->resist[j] = -100; - } -} - -/* set the materialname and type for an item */ -void -set_materialname (object *op, int difficulty, materialtype_t *nmt) -{ - materialtype_t *mt, *lmt; - - if (!op->materialname) - return; - - if (nmt) - lmt = nmt; - else - { - lmt = 0; - - for (mt = materialt; mt; mt = mt->next) - if (op->materials & mt->material && rndm (1, 100) <= mt->chance && - difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) - { - lmt = mt; - if (!(op->is_weapon () || op->is_armor ())) - break; - } - } - - if (lmt) - { - if (op->stats.dam && op->is_weapon ()) - { - op->stats.dam += lmt->damage; - if (op->stats.dam < 1) - op->stats.dam = 1; - } - - if (op->stats.sp && op->type == BOW) - op->stats.sp += lmt->sp; - if (op->stats.wc && op->is_weapon ()) - op->stats.wc += lmt->wc; - if (op->is_armor ()) - { - if (op->stats.ac) - op->stats.ac += lmt->ac; - - for (int j = 0; j < NROFATTACKS; j++) - if (op->resist[j] != 0) - { - op->resist[j] += lmt->mod[j]; - if (op->resist[j] > 100) - op->resist[j] = 100; - if (op->resist[j] < -100) - op->resist[j] = -100; - } - } - - op->materialname = lmt->name; - /* dont make it unstackable if it doesn't need to be */ - if (op->is_weapon () || op->is_armor ()) - { - op->weight = (op->weight * lmt->weight) / 100; - op->value = (op->value * lmt->value) / 100; - } - } -} - -/* - * Strip out the media tags from a String. - * Warning the input string will contain the result string - */ -void -strip_media_tag (char *message) -{ - int in_tag = 0; - char *dest; - char *src; - - src = dest = message; - while (*src != '\0') - { - if (*src == '[') - { - in_tag = 1; - } - else if (in_tag && (*src == ']')) - in_tag = 0; - else if (!in_tag) - { - *dest = *src; - dest++; - } - src++; - } - *dest = '\0'; -} - -const char * -strrstr (const char *haystack, const char *needle) -{ - const char *lastneedle; - - lastneedle = NULL; - while ((haystack = strstr (haystack, needle)) != NULL) - { - lastneedle = haystack; - haystack++; - } - return lastneedle; - -} - -#define EOL_SIZE (sizeof("\n")-1) -void -strip_endline (char *buf) -{ - if (strlen (buf) < sizeof ("\n")) - { - return; - } - if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n")) - buf[strlen (buf) - EOL_SIZE] = '\0'; -} - -/** - * Replace in string src all occurrences of key by replacement. The resulting - * string is put into result; at most resultsize characters (including the - * terminating null character) will be written to result. - */ -void -replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize) -{ - size_t resultlen; - size_t keylen; - - /* special case to prevent infinite loop if key==replacement=="" */ - if (strcmp (key, replacement) == 0) - { - snprintf (result, resultsize, "%s", src); - return; - } - - keylen = strlen (key); - - resultlen = 0; - while (*src != '\0' && resultlen + 1 < resultsize) - { - if (strncmp (src, key, keylen) == 0) - { - snprintf (result + resultlen, resultsize - resultlen, "%s", replacement); - resultlen += strlen (result + resultlen); - src += keylen; - } - else - { - result[resultlen++] = *src++; - } - } - result[resultlen] = '\0'; -} - /******************************************************************************/ /* Checks a player-provided string which will become the msg property of