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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.87 by sf-marcmagus, Sun Oct 11 01:35:53 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 6 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 7 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 8 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 9 * option) any later version.
12 * 10 *
13 * This program is distributed in the hope that it will be useful, 11 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 14 * GNU General Public License for more details.
17 * 15 *
18 * You should have received a copy of the GNU General Public License 16 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 17 * and the GNU General Public License along with this program. If not, see
18 * <http://www.gnu.org/licenses/>.
20 * 19 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 20 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 21 */
23 22
24/* 23/*
25 * General convenience functions for crossfire. 24 * General convenience functions for deliantra.
26 */ 25 */
27 26
28#include <cstdlib> 27#include <cstdlib>
29#include <sys/types.h> 28#include <sys/types.h>
30#include <unistd.h> 29#include <unistd.h>
84} 83}
85 84
86template struct random_number_generator<tausworthe_random_generator>; 85template struct random_number_generator<tausworthe_random_generator>;
87template struct random_number_generator<xorshift_random_generator>; 86template struct random_number_generator<xorshift_random_generator>;
88 87
89/*
90 * The random functions here take luck into account when rolling random
91 * dice or numbers. This function has less of an impact the larger the
92 * difference becomes in the random numbers. IE, the effect is lessened
93 * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
94 * to specifically disable luck in certain rolls, simply by making the
95 * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
96 */
97
98/*
99 * Roll a random number between min and max. Uses op to determine luck,
100 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
101 * Generally, op should be the player/caster/hitter requesting the roll,
102 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
103 */
104int
105random_roll (int r_min, int r_max, const object *op, int goodbad)
106{
107 r_max = max (r_min, r_max);
108
109 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
110
111 if (op->type == PLAYER)
112 {
113 int luck = op->stats.luck;
114
115 if (rndm (base) < min (10, abs (luck)))
116 {
117 //TODO: take luck into account
118 }
119 }
120
121 return rndm (r_min, r_max);
122}
123
124/*
125 * This is a 64 bit version of random_roll above. This is needed
126 * for exp loss calculations for players changing religions.
127 */
128sint64
129random_roll64 (sint64 r_min, sint64 r_max, const object *op, int goodbad)
130{
131 sint64 omin = r_min;
132 sint64 range = max (0, r_max - r_min + 1);
133 int base = range > 2 ? 20 : 50; /* d2 and d3 are corner cases */
134
135 /*
136 * Make a call to get two 32 bit unsigned random numbers, and just to
137 * a little bitshifting.
138 */
139 sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31);
140
141 if (op->type != PLAYER)
142 return ((ran % range) + r_min);
143
144 int luck = op->stats.luck;
145
146 if (rndm (base) < min (10, abs (luck)))
147 {
148 /* we have a winner */
149 ((luck > 0) ? (luck = 1) : (luck = -1));
150 range -= luck;
151 if (range < 1)
152 return (omin); /*check again */
153
154 ((goodbad) ? (r_min += luck) : (range));
155
156 return (max (omin, min (r_max, (ran % range) + r_min)));
157 }
158
159 return ran % range + r_min;
160}
161
162/*
163 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
164 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
165 * Generally, op should be the player/caster/hitter requesting the roll,
166 * not the recipient (ie, the poor slob getting hit).
167 * The args are num D size (ie 4d6) [garbled 20010916]
168 */
169int
170die_roll (int num, int size, const object *op, int goodbad)
171{
172 int min, luck, total, i, gotlucky;
173
174 int diff = size;
175 min = 1;
176 luck = total = gotlucky = 0;
177 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
178
179 if (size < 2 || diff < 1)
180 {
181 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
182 return num; /* avoids a float exception */
183 }
184
185 if (op->type == PLAYER)
186 luck = op->stats.luck;
187
188 for (i = 0; i < num; i++)
189 {
190 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
191 {
192 /* we have a winner */
193 gotlucky++;
194 ((luck > 0) ? (luck = 1) : (luck = -1));
195 diff -= luck;
196 if (diff < 1)
197 return (num); /*check again */
198 ((goodbad) ? (min += luck) : (diff));
199 total += MAX (1, MIN (size, rndm (diff) + min));
200 }
201 else
202 total += rndm (size) + 1;
203 }
204
205 return total;
206}
207
208/* convert materialname to materialtype_t */
209
210materialtype_t *
211name_to_material (const shstr_cmp name)
212{
213 for (materialtype_t *mt = materialt; mt; mt = mt->next)
214 if (name == mt->name)
215 return mt;
216
217 return 0;
218}
219
220/* when doing transmutation of objects, we have to recheck the resistances,
221 * as some that did not apply previously, may apply now.
222 */
223void
224transmute_materialname (object *op, const object *change)
225{
226 materialtype_t *mt;
227 int j;
228
229 if (!op->materialname)
230 return;
231
232 if (op->materialname != change->materialname)
233 return;
234
235 if (!op->is_armor ())
236 return;
237
238 mt = name_to_material (op->materialname);
239 if (!mt)
240 {
241 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname);
242 return;
243 }
244
245 for (j = 0; j < NROFATTACKS; j++)
246 if (op->resist[j] == 0 && change->resist[j] != 0)
247 {
248 op->resist[j] += mt->mod[j];
249 if (op->resist[j] > 100)
250 op->resist[j] = 100;
251 if (op->resist[j] < -100)
252 op->resist[j] = -100;
253 }
254}
255
256/* set the materialname and type for an item */
257void
258set_materialname (object *op, int difficulty, materialtype_t *nmt)
259{
260 materialtype_t *mt, *lmt;
261
262 if (!op->materialname)
263 return;
264
265 if (nmt)
266 lmt = nmt;
267 else
268 {
269 lmt = 0;
270
271 for (mt = materialt; mt; mt = mt->next)
272 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
273 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
274 {
275 lmt = mt;
276 if (!(op->is_weapon () || op->is_armor ()))
277 break;
278 }
279 }
280
281 if (lmt)
282 {
283 if (op->stats.dam && op->is_weapon ())
284 {
285 op->stats.dam += lmt->damage;
286 if (op->stats.dam < 1)
287 op->stats.dam = 1;
288 }
289
290 if (op->stats.sp && op->type == BOW)
291 op->stats.sp += lmt->sp;
292 if (op->stats.wc && op->is_weapon ())
293 op->stats.wc += lmt->wc;
294 if (op->is_armor ())
295 {
296 if (op->stats.ac)
297 op->stats.ac += lmt->ac;
298
299 for (int j = 0; j < NROFATTACKS; j++)
300 if (op->resist[j] != 0)
301 {
302 op->resist[j] += lmt->mod[j];
303 if (op->resist[j] > 100)
304 op->resist[j] = 100;
305 if (op->resist[j] < -100)
306 op->resist[j] = -100;
307 }
308 }
309
310 op->materialname = lmt->name;
311 /* dont make it unstackable if it doesn't need to be */
312 if (op->is_weapon () || op->is_armor ())
313 {
314 op->weight = (op->weight * lmt->weight) / 100;
315 op->value = (op->value * lmt->value) / 100;
316 }
317 }
318}
319
320/*
321 * Strip out the media tags from a String.
322 * Warning the input string will contain the result string
323 */
324void
325strip_media_tag (char *message)
326{
327 int in_tag = 0;
328 char *dest;
329 char *src;
330
331 src = dest = message;
332 while (*src != '\0')
333 {
334 if (*src == '[')
335 {
336 in_tag = 1;
337 }
338 else if (in_tag && (*src == ']'))
339 in_tag = 0;
340 else if (!in_tag)
341 {
342 *dest = *src;
343 dest++;
344 }
345 src++;
346 }
347 *dest = '\0';
348}
349
350const char *
351strrstr (const char *haystack, const char *needle)
352{
353 const char *lastneedle;
354
355 lastneedle = NULL;
356 while ((haystack = strstr (haystack, needle)) != NULL)
357 {
358 lastneedle = haystack;
359 haystack++;
360 }
361 return lastneedle;
362
363}
364
365#define EOL_SIZE (sizeof("\n")-1)
366void
367strip_endline (char *buf)
368{
369 if (strlen (buf) < sizeof ("\n"))
370 {
371 return;
372 }
373 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
374 buf[strlen (buf) - EOL_SIZE] = '\0';
375}
376
377/**
378 * Replace in string src all occurrences of key by replacement. The resulting
379 * string is put into result; at most resultsize characters (including the
380 * terminating null character) will be written to result.
381 */
382void
383replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
384{
385 size_t resultlen;
386 size_t keylen;
387
388 /* special case to prevent infinite loop if key==replacement=="" */
389 if (strcmp (key, replacement) == 0)
390 {
391 snprintf (result, resultsize, "%s", src);
392 return;
393 }
394
395 keylen = strlen (key);
396
397 resultlen = 0;
398 while (*src != '\0' && resultlen + 1 < resultsize)
399 {
400 if (strncmp (src, key, keylen) == 0)
401 {
402 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
403 resultlen += strlen (result + resultlen);
404 src += keylen;
405 }
406 else
407 {
408 result[resultlen++] = *src++;
409 }
410 }
411 result[resultlen] = '\0';
412}
413
414/**
415 * Taking a string as an argument, mutate it into a string that looks like a list.
416 * a 'list' for the purposes here, is a string of items, seperated by commas, except
417 * for the last entry, which has an 'and' before it, and a full stop (period) after it.
418 * This function will also strip all trailing non alphanumeric characters.
419 * It does not insert an oxford comma.
420 */
421void
422make_list_like (char *input)
423{
424 char *p, tmp[MAX_BUF];
425 int i;
426
427 if (!input || strlen (input) > MAX_BUF - 5)
428 return;
429 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
430
431 strncpy (tmp, input, MAX_BUF - 5);
432 /*trim all trailing commas, spaces etc. */
433 for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--)
434 tmp[i] = '\0';
435
436 strcat (tmp, ".");
437
438 p = strrchr (tmp, ',');
439 if (p)
440 {
441 *p = '\0';
442 strcpy (input, tmp);
443 p++;
444 strcat (input, " and");
445 strcat (input, p);
446 }
447 else
448 strcpy (input, tmp);
449
450 return;
451}
452
453/******************************************************************************/ 88/******************************************************************************/
454 89
455/* 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
456 * an object for dangerous input. 91 * an object for dangerous input.
457 */ 92 */
459msg_is_safe (const char *msg) 94msg_is_safe (const char *msg)
460{ 95{
461 bool safe = true; 96 bool safe = true;
462 97
463 /* Trying to cheat by getting data into the object */ 98 /* Trying to cheat by getting data into the object */
464 if (!strncmp (msg, "endmsg", strlen ("endmsg")) || strstr (msg, "\nendmsg")) 99 if (!strncmp (msg, "endmsg", sizeof ("endmsg") - 1)
100 || strstr (msg, "\nendmsg"))
465 safe = false; 101 safe = false;
466 102
467 /* Trying to make the object talk, and potentially access arbitrary code */ 103 /* Trying to make the object talk, and potentially access arbitrary code */
468 if (object::msg_has_dialogue (msg)) 104 if (object::msg_has_dialogue (msg))
469 safe = false; 105 safe = false;
610 memcpy (dst, src, ++len); 246 memcpy (dst, src, ++len);
611 247
612 return len; 248 return len;
613} 249}
614 250
615const char * 251char *
252vformat (const char *format, va_list ap)
253{
254 static dynbuf_text buf; buf.clear ();
255 buf.vprintf (format, ap);
256 return buf;
257}
258
259char *
616format (const char *format, ...) 260format (const char *format, ...)
617{ 261{
618 static dynbuf_text buf;
619
620 buf.clear ();
621
622 va_list ap; 262 va_list ap;
623 va_start (ap, format); 263 va_start (ap, format);
624 buf.vprintf (format, ap); 264 char *buf = vformat (format, ap);
625 va_end (ap); 265 va_end (ap);
626 266
627 return buf; 267 return buf;
628} 268}
629 269

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