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/cvs/deliantra/server/common/utils.C
Revision: 1.12
Committed: Tue Sep 12 20:55:40 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +9 -30 lines
Log Message:
make use of slice_allocator and inline zero_initialised

File Contents

# Content
1
2 /*
3 * static char *rcsid_utils_c =
4 * "$Id: utils.C,v 1.11 2006-09-12 19:20:06 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 /*
31 * General convenience functions for crossfire.
32 */
33
34 #include <global.h>
35 #include <funcpoint.h>
36 #include <material.h>
37
38 #include <glib.h>
39
40 /*
41 * The random functions here take luck into account when rolling random
42 * dice or numbers. This function has less of an impact the larger the
43 * difference becomes in the random numbers. IE, the effect is lessened
44 * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
45 * to specifically disable luck in certain rolls, simply by making the
46 * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
47 */
48
49 /*
50 * Roll a random number between min and max. Uses op to determine luck,
51 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
52 * Generally, op should be the player/caster/hitter requesting the roll,
53 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
54 */
55
56 int
57 random_roll (int min, int max, const object *op, int goodbad)
58 {
59 int omin, diff, luck, base, ran;
60
61 omin = min;
62 diff = max - min + 1;
63 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
64
65 if (max < 1 || diff < 1)
66 {
67 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max);
68 return (min); /* avoids a float exception */
69 }
70
71 ran = RANDOM ();
72
73 if (op->type != PLAYER)
74 return ((ran % diff) + min);
75
76 luck = op->stats.luck;
77 if (RANDOM () % base < MIN (10, abs (luck)))
78 {
79 /* we have a winner */
80 ((luck > 0) ? (luck = 1) : (luck = -1));
81 diff -= luck;
82 if (diff < 1)
83 return (omin); /*check again */
84 ((goodbad) ? (min += luck) : (diff));
85
86 return (MAX (omin, MIN (max, (ran % diff) + min)));
87 }
88 return ((ran % diff) + min);
89 }
90
91 /*
92 * This is a 64 bit version of random_roll above. This is needed
93 * for exp loss calculations for players changing religions.
94 */
95
96 sint64
97 random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
98 {
99 sint64 omin, diff, luck, ran;
100 int base;
101
102 omin = min;
103 diff = max - min + 1;
104 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
105
106 if (max < 1 || diff < 1)
107 {
108 #ifndef WIN32
109 LOG (llevError, "Calling random_roll with min=%lld max=%lld\n", min, max);
110 #else
111 LOG (llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max);
112 #endif
113 return (min); /* avoids a float exception */
114 }
115
116 /* Don't know of a portable call to get 64 bit random values.
117 * So make a call to get two 32 bit random numbers, and just to
118 * a little byteshifting. Do make sure the first one is only
119 * 32 bit, so we don't get skewed results
120 */
121 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
122
123 if (op->type != PLAYER)
124 return ((ran % diff) + min);
125
126 luck = op->stats.luck;
127 if (RANDOM () % base < MIN (10, abs (luck)))
128 {
129 /* we have a winner */
130 ((luck > 0) ? (luck = 1) : (luck = -1));
131 diff -= luck;
132 if (diff < 1)
133 return (omin); /*check again */
134 ((goodbad) ? (min += luck) : (diff));
135
136 return (MAX (omin, MIN (max, (ran % diff) + min)));
137 }
138 return ((ran % diff) + min);
139 }
140
141 /*
142 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
143 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
144 * Generally, op should be the player/caster/hitter requesting the roll,
145 * not the recipient (ie, the poor slob getting hit).
146 * The args are num D size (ie 4d6) [garbled 20010916]
147 */
148
149 int
150 die_roll (int num, int size, const object *op, int goodbad)
151 {
152 int min, diff, luck, total, i, gotlucky, base, ran;
153
154 diff = size;
155 min = 1;
156 luck = total = gotlucky = 0;
157 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
158 if (size < 2 || diff < 1)
159 {
160 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
161 return (num); /* avoids a float exception */
162 }
163
164 if (op->type == PLAYER)
165 luck = op->stats.luck;
166
167 for (i = 0; i < num; i++)
168 {
169 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky)
170 {
171 /* we have a winner */
172 gotlucky++;
173 ((luck > 0) ? (luck = 1) : (luck = -1));
174 diff -= luck;
175 if (diff < 1)
176 return (num); /*check again */
177 ((goodbad) ? (min += luck) : (diff));
178 ran = RANDOM ();
179 total += MAX (1, MIN (size, (ran % diff) + min));
180 }
181 else
182 {
183 total += RANDOM () % size + 1;
184 }
185 }
186 return (total);
187 }
188
189 /*
190 * Another convenience function. Returns a number between min and max.
191 * It is suggested one use these functions rather than RANDOM()%, as it
192 * would appear that a number of off-by-one-errors exist due to improper
193 * use of %. This should also prevent SIGFPE.
194 */
195
196 int
197 rndm (int min, int max)
198 {
199 int diff;
200
201 diff = max - min + 1;
202 if (max < 1 || diff < 1)
203 return (min);
204
205 return (RANDOM () % diff + min);
206 }
207
208 /* decay and destroy persihable items in a map */
209
210 void
211 decay_objects (mapstruct *m)
212 {
213 int x, y, destroy;
214 object *op, *otmp;
215
216 if (m->unique)
217 return;
218
219 for (x = 0; x < MAP_WIDTH (m); x++)
220 for (y = 0; y < MAP_HEIGHT (m); y++)
221 for (op = get_map_ob (m, x, y); op; op = otmp)
222 {
223 destroy = 0;
224 otmp = op->above;
225 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
226 break;
227 if (QUERY_FLAG (op, FLAG_IS_FLOOR) ||
228 QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) ||
229 QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) ||
230 QUERY_FLAG (op, FLAG_UNIQUE) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) || QUERY_FLAG (op, FLAG_UNPAID) || IS_LIVE (op))
231 continue;
232 /* otherwise, we decay and destroy */
233 if (IS_WEAPON (op))
234 {
235 op->stats.dam--;
236 if (op->stats.dam < 0)
237 destroy = 1;
238 }
239 else if (IS_ARMOR (op))
240 {
241 op->stats.ac--;
242 if (op->stats.ac < 0)
243 destroy = 1;
244 }
245 else if (op->type == FOOD)
246 {
247 op->stats.food -= rndm (5, 20);
248 if (op->stats.food < 0)
249 destroy = 1;
250 }
251 else
252 {
253 if (op->material & M_PAPER || op->material & M_LEATHER ||
254 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID)
255 destroy = 1;
256 if (op->material & M_IRON && rndm (1, 5) == 1)
257 destroy = 1;
258 if (op->material & M_GLASS && rndm (1, 2) == 1)
259 destroy = 1;
260 if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1)
261 destroy = 1;
262 if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1)
263 destroy = 1;
264 if (op->material & M_ICE && MAP_TEMP (m) > 32)
265 destroy = 1;
266 }
267 /* adjust overall chance below */
268 if (destroy && rndm (0, 1))
269 {
270 remove_ob (op);
271 free_object (op);
272 }
273 }
274 }
275
276 /* convert materialname to materialtype_t */
277
278 materialtype_t *
279 name_to_material (const char *name)
280 {
281 materialtype_t *mt, *nmt;
282
283 mt = NULL;
284 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
285 {
286 if (strcmp (name, nmt->name) == 0)
287 {
288 mt = nmt;
289 break;
290 }
291 }
292 return mt;
293 }
294
295 /* when doing transmutation of objects, we have to recheck the resistances,
296 * as some that did not apply previously, may apply now.
297 */
298
299 void
300 transmute_materialname (object *op, const object *change)
301 {
302 materialtype_t *mt;
303 int j;
304
305 if (op->materialname == NULL)
306 return;
307
308 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
309 return;
310
311 if (!IS_ARMOR (op))
312 return;
313
314 mt = name_to_material (op->materialname);
315 if (!mt)
316 {
317 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
318 return;
319 }
320
321 for (j = 0; j < NROFATTACKS; j++)
322 if (op->resist[j] == 0 && change->resist[j] != 0)
323 {
324 op->resist[j] += mt->mod[j];
325 if (op->resist[j] > 100)
326 op->resist[j] = 100;
327 if (op->resist[j] < -100)
328 op->resist[j] = -100;
329 }
330 }
331
332 /* set the materialname and type for an item */
333 void
334 set_materialname (object *op, int difficulty, materialtype_t *nmt)
335 {
336 materialtype_t *mt, *lmt;
337
338 #ifdef NEW_MATERIAL_CODE
339 int j;
340 #endif
341
342 if (op->materialname != NULL)
343 return;
344
345
346
347 if (nmt == NULL)
348 {
349 lmt = NULL;
350 #ifndef NEW_MATERIAL_CODE
351 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
352 {
353 if (op->material & mt->material)
354 {
355 lmt = mt;
356 break;
357 }
358 }
359
360 #else
361 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
362 {
363 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
364 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
365 {
366 lmt = mt;
367 if (!(IS_WEAPON (op) || IS_ARMOR (op)))
368 break;
369 }
370 }
371 #endif
372 }
373 else
374 {
375 lmt = nmt;
376 }
377
378 if (lmt != NULL)
379 {
380 #ifndef NEW_MATERIAL_CODE
381 op->materialname = lmt->name;
382 return;
383 #else
384
385 if (op->stats.dam && IS_WEAPON (op))
386 {
387 op->stats.dam += lmt->damage;
388 if (op->stats.dam < 1)
389 op->stats.dam = 1;
390 }
391 if (op->stats.sp && op->type == BOW)
392 op->stats.sp += lmt->sp;
393 if (op->stats.wc && IS_WEAPON (op))
394 op->stats.wc += lmt->wc;
395 if (IS_ARMOR (op))
396 {
397 if (op->stats.ac)
398 op->stats.ac += lmt->ac;
399 for (j = 0; j < NROFATTACKS; j++)
400 if (op->resist[j] != 0)
401 {
402 op->resist[j] += lmt->mod[j];
403 if (op->resist[j] > 100)
404 op->resist[j] = 100;
405 if (op->resist[j] < -100)
406 op->resist[j] = -100;
407 }
408 }
409 op->materialname = add_string (lmt->name);
410 /* dont make it unstackable if it doesn't need to be */
411 if (IS_WEAPON (op) || IS_ARMOR (op))
412 {
413 op->weight = (op->weight * lmt->weight) / 100;
414 op->value = (op->value * lmt->value) / 100;
415 }
416 #endif
417 }
418 }
419
420 /*
421 * Strip out the media tags from a String.
422 * Warning the input string will contain the result string
423 */
424 void
425 strip_media_tag (char *message)
426 {
427 int in_tag = 0;
428 char *dest;
429 char *src;
430
431 src = dest = message;
432 while (*src != '\0')
433 {
434 if (*src == '[')
435 {
436 in_tag = 1;
437 }
438 else if (in_tag && (*src == ']'))
439 in_tag = 0;
440 else if (!in_tag)
441 {
442 *dest = *src;
443 dest++;
444 }
445 src++;
446 }
447 *dest = '\0';
448 }
449
450 const char *
451 strrstr (const char *haystack, const char *needle)
452 {
453 const char *lastneedle;
454
455 lastneedle = NULL;
456 while ((haystack = strstr (haystack, needle)) != NULL)
457 {
458 lastneedle = haystack;
459 haystack++;
460 }
461 return lastneedle;
462
463 }
464
465 #define EOL_SIZE (sizeof("\n")-1)
466 void
467 strip_endline (char *buf)
468 {
469 if (strlen (buf) < sizeof ("\n"))
470 {
471 return;
472 }
473 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
474 buf[strlen (buf) - EOL_SIZE] = '\0';
475 }
476
477 /**
478 * Replace in string src all occurrences of key by replacement. The resulting
479 * string is put into result; at most resultsize characters (including the
480 * terminating null character) will be written to result.
481 */
482 void
483 replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
484 {
485 size_t resultlen;
486 size_t keylen;
487
488 /* special case to prevent infinite loop if key==replacement=="" */
489 if (strcmp (key, replacement) == 0)
490 {
491 snprintf (result, resultsize, "%s", src);
492 return;
493 }
494
495 keylen = strlen (key);
496
497 resultlen = 0;
498 while (*src != '\0' && resultlen + 1 < resultsize)
499 {
500 if (strncmp (src, key, keylen) == 0)
501 {
502 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
503 resultlen += strlen (result + resultlen);
504 src += keylen;
505 }
506 else
507 {
508 result[resultlen++] = *src++;
509 }
510 }
511 result[resultlen] = '\0';
512 }
513
514 /**
515 * Taking a string as an argument, mutate it into a string that looks like a list.
516 * a 'list' for the purposes here, is a string of items, seperated by commas, except
517 * for the last entry, which has an 'and' before it, and a full stop (period) after it.
518 * This function will also strip all trailing non alphanumeric characters.
519 * It does not insert an oxford comma.
520 */
521
522 void
523 make_list_like (char *input)
524 {
525 char *p, tmp[MAX_BUF];
526 int i;
527
528 if (!input || strlen (input) > MAX_BUF - 5)
529 return;
530 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
531
532 strncpy (tmp, input, MAX_BUF - 5);
533 /*trim all trailing commas, spaces etc. */
534 for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--)
535 tmp[i] = '\0';
536
537 strcat (tmp, ".");
538
539 p = strrchr (tmp, ',');
540 if (p)
541 {
542 *p = '\0';
543 strcpy (input, tmp);
544 p++;
545 strcat (input, " and");
546 strcat (input, p);
547 }
548 else
549 strcpy (input, tmp);
550
551 return;
552 }
553
554 void *alloc (int s) throw (std::bad_alloc)
555 {
556 if (s)
557 return g_slice_alloc (s);
558 else
559 return 0;
560 }
561
562 void dealloc (void *p, int s) throw ()
563 {
564 if (s)
565 g_slice_free1 (s, p);
566 }
567
568 void assign (char *dst, const char *src, int maxlen)
569 {
570 if (!src)
571 src = "";
572
573 int len = strlen (src);
574
575 if (len >= maxlen - 1)
576 {
577 if (maxlen <= 4)
578 {
579 memset (dst, '.', maxlen - 1);
580 dst [maxlen - 1] = 0;
581 }
582 else
583 {
584 memcpy (dst, src, maxlen - 4);
585 memcpy (dst + maxlen - 4, "...", 4);
586 }
587 }
588 else
589 memcpy (dst, src, len + 1);
590 }
591