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/cvs/deliantra/server/common/utils.C
Revision: 1.16
Committed: Sat Sep 16 22:24:12 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +1 -1 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

File Contents

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