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/cvs/deliantra/server/common/utils.C
Revision: 1.22
Committed: Tue Dec 12 21:39:56 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.21: +1 -4 lines
Log Message:
- more ooficiation
- removed now superfluous remove calls

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 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
103 return (min); /* avoids a float exception */
104 }
105
106 /* Don't know of a portable call to get 64 bit random values.
107 * So make a call to get two 32 bit random numbers, and just to
108 * a little byteshifting. Do make sure the first one is only
109 * 32 bit, so we don't get skewed results
110 */
111 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
112
113 if (op->type != PLAYER)
114 return ((ran % diff) + min);
115
116 luck = op->stats.luck;
117 if (RANDOM () % base < MIN (10, abs (luck)))
118 {
119 /* we have a winner */
120 ((luck > 0) ? (luck = 1) : (luck = -1));
121 diff -= luck;
122 if (diff < 1)
123 return (omin); /*check again */
124 ((goodbad) ? (min += luck) : (diff));
125
126 return (MAX (omin, MIN (max, (ran % diff) + min)));
127 }
128 return ((ran % diff) + min);
129 }
130
131 /*
132 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
133 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
134 * Generally, op should be the player/caster/hitter requesting the roll,
135 * not the recipient (ie, the poor slob getting hit).
136 * The args are num D size (ie 4d6) [garbled 20010916]
137 */
138
139 int
140 die_roll (int num, int size, const object *op, int goodbad)
141 {
142 int min, diff, luck, total, i, gotlucky, base, ran;
143
144 diff = size;
145 min = 1;
146 luck = total = gotlucky = 0;
147 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
148 if (size < 2 || diff < 1)
149 {
150 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
151 return (num); /* avoids a float exception */
152 }
153
154 if (op->type == PLAYER)
155 luck = op->stats.luck;
156
157 for (i = 0; i < num; i++)
158 {
159 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky)
160 {
161 /* we have a winner */
162 gotlucky++;
163 ((luck > 0) ? (luck = 1) : (luck = -1));
164 diff -= luck;
165 if (diff < 1)
166 return (num); /*check again */
167 ((goodbad) ? (min += luck) : (diff));
168 ran = RANDOM ();
169 total += MAX (1, MIN (size, (ran % diff) + min));
170 }
171 else
172 {
173 total += RANDOM () % size + 1;
174 }
175 }
176 return (total);
177 }
178
179 /*
180 * Another convenience function. Returns a number between min and max.
181 * It is suggested one use these functions rather than RANDOM()%, as it
182 * would appear that a number of off-by-one-errors exist due to improper
183 * use of %. This should also prevent SIGFPE.
184 */
185
186 int
187 rndm (int min, int max)
188 {
189 int diff;
190
191 diff = max - min + 1;
192 if (max < 1 || diff < 1)
193 return (min);
194
195 return (RANDOM () % diff + min);
196 }
197
198 /* decay and destroy persihable items in a map */
199
200 void
201 decay_objects (maptile *m)
202 {
203 int x, y, destroy;
204 object *op, *otmp;
205
206 if (m->unique)
207 return;
208
209 for (x = 0; x < MAP_WIDTH (m); x++)
210 for (y = 0; y < MAP_HEIGHT (m); y++)
211 for (op = get_map_ob (m, x, y); op; op = otmp)
212 {
213 destroy = 0;
214 otmp = op->above;
215 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
216 break;
217 if (QUERY_FLAG (op, FLAG_IS_FLOOR) ||
218 QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) ||
219 QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) ||
220 QUERY_FLAG (op, FLAG_UNIQUE) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) || QUERY_FLAG (op, FLAG_UNPAID) || IS_LIVE (op))
221 continue;
222 /* otherwise, we decay and destroy */
223 if (IS_WEAPON (op))
224 {
225 op->stats.dam--;
226 if (op->stats.dam < 0)
227 destroy = 1;
228 }
229 else if (IS_ARMOR (op))
230 {
231 op->stats.ac--;
232 if (op->stats.ac < 0)
233 destroy = 1;
234 }
235 else if (op->type == FOOD)
236 {
237 op->stats.food -= rndm (5, 20);
238 if (op->stats.food < 0)
239 destroy = 1;
240 }
241 else
242 {
243 if (op->material & M_PAPER || op->material & M_LEATHER ||
244 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID)
245 destroy = 1;
246 if (op->material & M_IRON && rndm (1, 5) == 1)
247 destroy = 1;
248 if (op->material & M_GLASS && rndm (1, 2) == 1)
249 destroy = 1;
250 if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1)
251 destroy = 1;
252 if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1)
253 destroy = 1;
254 if (op->material & M_ICE && MAP_TEMP (m) > 32)
255 destroy = 1;
256 }
257 /* adjust overall chance below */
258 if (destroy && rndm (0, 1))
259 op->destroy ();
260 }
261 }
262
263 /* convert materialname to materialtype_t */
264
265 materialtype_t *
266 name_to_material (const char *name)
267 {
268 materialtype_t *mt, *nmt;
269
270 mt = NULL;
271 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
272 {
273 if (strcmp (name, nmt->name) == 0)
274 {
275 mt = nmt;
276 break;
277 }
278 }
279 return mt;
280 }
281
282 /* when doing transmutation of objects, we have to recheck the resistances,
283 * as some that did not apply previously, may apply now.
284 */
285
286 void
287 transmute_materialname (object *op, const object *change)
288 {
289 materialtype_t *mt;
290 int j;
291
292 if (op->materialname == NULL)
293 return;
294
295 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
296 return;
297
298 if (!IS_ARMOR (op))
299 return;
300
301 mt = name_to_material (op->materialname);
302 if (!mt)
303 {
304 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
305 return;
306 }
307
308 for (j = 0; j < NROFATTACKS; j++)
309 if (op->resist[j] == 0 && change->resist[j] != 0)
310 {
311 op->resist[j] += mt->mod[j];
312 if (op->resist[j] > 100)
313 op->resist[j] = 100;
314 if (op->resist[j] < -100)
315 op->resist[j] = -100;
316 }
317 }
318
319 /* set the materialname and type for an item */
320 void
321 set_materialname (object *op, int difficulty, materialtype_t *nmt)
322 {
323 materialtype_t *mt, *lmt;
324
325 #ifdef NEW_MATERIAL_CODE
326 int j;
327 #endif
328
329 if (op->materialname != NULL)
330 return;
331
332
333
334 if (nmt == NULL)
335 {
336 lmt = NULL;
337 #ifndef NEW_MATERIAL_CODE
338 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
339 {
340 if (op->material & mt->material)
341 {
342 lmt = mt;
343 break;
344 }
345 }
346
347 #else
348 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
349 {
350 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
351 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
352 {
353 lmt = mt;
354 if (!(IS_WEAPON (op) || IS_ARMOR (op)))
355 break;
356 }
357 }
358 #endif
359 }
360 else
361 {
362 lmt = nmt;
363 }
364
365 if (lmt != NULL)
366 {
367 #ifndef NEW_MATERIAL_CODE
368 op->materialname = lmt->name;
369 return;
370 #else
371
372 if (op->stats.dam && IS_WEAPON (op))
373 {
374 op->stats.dam += lmt->damage;
375 if (op->stats.dam < 1)
376 op->stats.dam = 1;
377 }
378 if (op->stats.sp && op->type == BOW)
379 op->stats.sp += lmt->sp;
380 if (op->stats.wc && IS_WEAPON (op))
381 op->stats.wc += lmt->wc;
382 if (IS_ARMOR (op))
383 {
384 if (op->stats.ac)
385 op->stats.ac += lmt->ac;
386 for (j = 0; j < NROFATTACKS; j++)
387 if (op->resist[j] != 0)
388 {
389 op->resist[j] += lmt->mod[j];
390 if (op->resist[j] > 100)
391 op->resist[j] = 100;
392 if (op->resist[j] < -100)
393 op->resist[j] = -100;
394 }
395 }
396 op->materialname = add_string (lmt->name);
397 /* dont make it unstackable if it doesn't need to be */
398 if (IS_WEAPON (op) || IS_ARMOR (op))
399 {
400 op->weight = (op->weight * lmt->weight) / 100;
401 op->value = (op->value * lmt->value) / 100;
402 }
403 #endif
404 }
405 }
406
407 /*
408 * Strip out the media tags from a String.
409 * Warning the input string will contain the result string
410 */
411 void
412 strip_media_tag (char *message)
413 {
414 int in_tag = 0;
415 char *dest;
416 char *src;
417
418 src = dest = message;
419 while (*src != '\0')
420 {
421 if (*src == '[')
422 {
423 in_tag = 1;
424 }
425 else if (in_tag && (*src == ']'))
426 in_tag = 0;
427 else if (!in_tag)
428 {
429 *dest = *src;
430 dest++;
431 }
432 src++;
433 }
434 *dest = '\0';
435 }
436
437 const char *
438 strrstr (const char *haystack, const char *needle)
439 {
440 const char *lastneedle;
441
442 lastneedle = NULL;
443 while ((haystack = strstr (haystack, needle)) != NULL)
444 {
445 lastneedle = haystack;
446 haystack++;
447 }
448 return lastneedle;
449
450 }
451
452 #define EOL_SIZE (sizeof("\n")-1)
453 void
454 strip_endline (char *buf)
455 {
456 if (strlen (buf) < sizeof ("\n"))
457 {
458 return;
459 }
460 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
461 buf[strlen (buf) - EOL_SIZE] = '\0';
462 }
463
464 /**
465 * Replace in string src all occurrences of key by replacement. The resulting
466 * string is put into result; at most resultsize characters (including the
467 * terminating null character) will be written to result.
468 */
469 void
470 replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
471 {
472 size_t resultlen;
473 size_t keylen;
474
475 /* special case to prevent infinite loop if key==replacement=="" */
476 if (strcmp (key, replacement) == 0)
477 {
478 snprintf (result, resultsize, "%s", src);
479 return;
480 }
481
482 keylen = strlen (key);
483
484 resultlen = 0;
485 while (*src != '\0' && resultlen + 1 < resultsize)
486 {
487 if (strncmp (src, key, keylen) == 0)
488 {
489 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
490 resultlen += strlen (result + resultlen);
491 src += keylen;
492 }
493 else
494 {
495 result[resultlen++] = *src++;
496 }
497 }
498 result[resultlen] = '\0';
499 }
500
501 /**
502 * Taking a string as an argument, mutate it into a string that looks like a list.
503 * a 'list' for the purposes here, is a string of items, seperated by commas, except
504 * for the last entry, which has an 'and' before it, and a full stop (period) after it.
505 * This function will also strip all trailing non alphanumeric characters.
506 * It does not insert an oxford comma.
507 */
508
509 void
510 make_list_like (char *input)
511 {
512 char *p, tmp[MAX_BUF];
513 int i;
514
515 if (!input || strlen (input) > MAX_BUF - 5)
516 return;
517 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
518
519 strncpy (tmp, input, MAX_BUF - 5);
520 /*trim all trailing commas, spaces etc. */
521 for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--)
522 tmp[i] = '\0';
523
524 strcat (tmp, ".");
525
526 p = strrchr (tmp, ',');
527 if (p)
528 {
529 *p = '\0';
530 strcpy (input, tmp);
531 p++;
532 strcat (input, " and");
533 strcat (input, p);
534 }
535 else
536 strcpy (input, tmp);
537
538 return;
539 }
540
541 /////////////////////////////////////////////////////////////////////////////
542
543 #if 0
544 refcounted *refcounted::rc_first;
545
546 refcounted::refcounted ()
547 {
548 refcnt = 0;
549 rc_next = rc_first;
550 rc_first = this;
551 }
552
553 refcounted::~refcounted ()
554 {
555 assert (!rc_next);
556 assert (!refcnt);
557 }
558 #endif
559
560 void *alloc (int s) throw (std::bad_alloc)
561 {
562 void *p = g_slice_alloc (s);
563
564 if (!p)
565 throw std::bad_alloc ();
566
567 return p;
568 }
569
570 void assign (char *dst, const char *src, int maxlen)
571 {
572 if (!src)
573 src = "";
574
575 int len = strlen (src);
576
577 if (len >= maxlen - 1)
578 {
579 if (maxlen <= 4)
580 {
581 memset (dst, '.', maxlen - 1);
582 dst [maxlen - 1] = 0;
583 }
584 else
585 {
586 memcpy (dst, src, maxlen - 4);
587 memcpy (dst + maxlen - 4, "...", 4);
588 }
589 }
590 else
591 memcpy (dst, src, len + 1);
592 }
593
594