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/cvs/deliantra/server/common/utils.C
Revision: 1.3
Committed: Sun Sep 3 00:18:40 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +19 -3 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1 /*
2 * static char *rcsid_utils_c =
3 * "$Id: utils.C,v 1.2 2006-08-29 08:01:36 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /*
30 * General convenience functions for crossfire.
31 */
32
33 #include <global.h>
34 #include <funcpoint.h>
35 #include <material.h>
36
37 /*
38 * The random functions here take luck into account when rolling random
39 * dice or numbers. This function has less of an impact the larger the
40 * difference becomes in the random numbers. IE, the effect is lessened
41 * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
42 * to specifically disable luck in certain rolls, simply by making the
43 * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
44 */
45
46 /*
47 * Roll a random number between min and max. Uses op to determine luck,
48 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
49 * Generally, op should be the player/caster/hitter requesting the roll,
50 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
51 */
52
53 int random_roll(int min, int max, const object *op, int goodbad) {
54 int omin, diff, luck, base, ran;
55
56 omin = min;
57 diff = max - min + 1;
58 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
59
60 if (max < 1 || diff < 1) {
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 /* we have a winner */
73 ((luck > 0) ? (luck = 1) : (luck = -1));
74 diff -= luck;
75 if (diff < 1)
76 return(omin); /*check again*/
77 ((goodbad) ? (min += luck) : (diff));
78
79 return(MAX(omin, MIN(max, (ran%diff)+min)));
80 }
81 return((ran%diff)+min);
82 }
83
84 /*
85 * This is a 64 bit version of random_roll above. This is needed
86 * for exp loss calculations for players changing religions.
87 */
88
89 sint64 random_roll64(sint64 min, sint64 max, const object *op, int goodbad) {
90 sint64 omin, diff, luck, ran;
91 int base;
92
93 omin = min;
94 diff = max - min + 1;
95 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
96
97 if (max < 1 || diff < 1) {
98 #ifndef WIN32
99 LOG(llevError, "Calling random_roll with min=%lld max=%lld\n", min, max);
100 #else
101 LOG(llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max);
102 #endif
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 /* we have a winner */
119 ((luck > 0) ? (luck = 1) : (luck = -1));
120 diff -= luck;
121 if (diff < 1)
122 return(omin); /*check again*/
123 ((goodbad) ? (min += luck) : (diff));
124
125 return(MAX(omin, MIN(max, (ran%diff)+min)));
126 }
127 return((ran%diff)+min);
128 }
129
130 /*
131 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
132 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
133 * Generally, op should be the player/caster/hitter requesting the roll,
134 * not the recipient (ie, the poor slob getting hit).
135 * The args are num D size (ie 4d6) [garbled 20010916]
136 */
137
138 int die_roll(int num, int size, const object *op, int goodbad) {
139 int min, diff, luck, total, i, gotlucky, base, ran;
140
141 diff = size;
142 min = 1;
143 luck = total = gotlucky = 0;
144 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
145 if (size < 2 || diff < 1) {
146 LOG(llevError, "Calling die_roll with num=%d size=%d\n", num, size);
147 return(num); /* avoids a float exception */
148 }
149
150 if (op->type == PLAYER)
151 luck = op->stats.luck;
152
153 for (i = 0; i < num; i++) {
154 if (RANDOM()%base < MIN(10, abs(luck)) && !gotlucky) {
155 /* we have a winner */
156 gotlucky++;
157 ((luck > 0) ? (luck = 1) : (luck = -1));
158 diff -= luck;
159 if (diff < 1)
160 return(num); /*check again*/
161 ((goodbad) ? (min += luck) : (diff));
162 ran = RANDOM();
163 total += MAX(1, MIN(size, (ran%diff)+min));
164 } else {
165 total += RANDOM()%size+1;
166 }
167 }
168 return(total);
169 }
170
171 /*
172 * Another convenience function. Returns a number between min and max.
173 * It is suggested one use these functions rather than RANDOM()%, as it
174 * would appear that a number of off-by-one-errors exist due to improper
175 * use of %. This should also prevent SIGFPE.
176 */
177
178 int rndm(int min, int max)
179 {
180 int diff;
181
182 diff = max - min + 1;
183 if (max < 1 || diff < 1)
184 return(min);
185
186 return(RANDOM()%diff+min);
187 }
188
189 /* decay and destroy persihable items in a map */
190
191 void decay_objects(mapstruct *m)
192 {
193 int x, y, destroy;
194 object *op, *otmp;
195
196 if (m->unique)
197 return;
198
199 for (x=0; x < MAP_WIDTH(m); x++)
200 for (y=0; y < MAP_HEIGHT(m); y++)
201 for (op = get_map_ob(m, x, y); op; op = otmp) {
202 destroy = 0;
203 otmp = op->above;
204 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
205 break;
206 if (QUERY_FLAG(op, FLAG_IS_FLOOR) ||
207 QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) ||
208 QUERY_FLAG(op, FLAG_OBJ_SAVE_ON_OVL) ||
209 QUERY_FLAG(op, FLAG_UNIQUE) ||
210 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR) ||
211 QUERY_FLAG(op, FLAG_UNPAID) || IS_LIVE(op))
212 continue;
213 /* otherwise, we decay and destroy */
214 if (IS_WEAPON(op)) {
215 op->stats.dam--;
216 if (op->stats.dam < 0)
217 destroy = 1;
218 } else if (IS_ARMOR(op)) {
219 op->stats.ac--;
220 if (op->stats.ac < 0)
221 destroy = 1;
222 } else if (op->type == FOOD) {
223 op->stats.food -= rndm(5,20);
224 if (op->stats.food < 0)
225 destroy = 1;
226 } else {
227 if (op->material & M_PAPER || op->material & M_LEATHER ||
228 op->material & M_WOOD || op->material & M_ORGANIC ||
229 op->material & M_CLOTH || op->material & M_LIQUID)
230 destroy = 1;
231 if (op->material & M_IRON && rndm(1,5) == 1)
232 destroy = 1;
233 if (op->material & M_GLASS && rndm(1,2) == 1)
234 destroy = 1;
235 if ((op->material & M_STONE || op->material & M_ADAMANT) &&
236 rndm(1,10) == 1)
237 destroy = 1;
238 if ((op->material & M_SOFT_METAL || op->material & M_BONE) &&
239 rndm(1,3) == 1)
240 destroy = 1;
241 if (op->material & M_ICE && MAP_TEMP(m) > 32)
242 destroy = 1;
243 }
244 /* adjust overall chance below */
245 if (destroy && rndm(0, 1)) {
246 remove_ob(op);
247 free_object(op);
248 }
249 }
250 }
251
252 /* convert materialname to materialtype_t */
253
254 materialtype_t *name_to_material(const char *name)
255 {
256 materialtype_t *mt, *nmt;
257
258 mt = NULL;
259 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt=nmt->next) {
260 if (strcmp(name, nmt->name) == 0) {
261 mt = nmt;
262 break;
263 }
264 }
265 return mt;
266 }
267
268 /* when doing transmutation of objects, we have to recheck the resistances,
269 * as some that did not apply previously, may apply now.
270 */
271
272 void transmute_materialname(object *op, const object *change)
273 {
274 materialtype_t *mt;
275 int j;
276
277 if (op->materialname == NULL)
278 return;
279
280 if (change->materialname != NULL &&
281 strcmp(op->materialname, change->materialname))
282 return;
283
284 if (!IS_ARMOR(op))
285 return;
286
287 mt = name_to_material(op->materialname);
288 if (!mt) {
289 LOG(llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
290 return;
291 }
292
293 for (j=0; j < NROFATTACKS; j++)
294 if (op->resist[j] == 0 && change->resist[j] != 0) {
295 op->resist[j] += mt->mod[j];
296 if (op->resist[j] > 100)
297 op->resist[j] = 100;
298 if (op->resist[j] < -100)
299 op->resist[j] = -100;
300 }
301 }
302
303 /* set the materialname and type for an item */
304 void set_materialname(object *op, int difficulty, materialtype_t *nmt)
305 {
306 materialtype_t *mt, *lmt;
307 int j;
308
309 if (op->materialname != NULL)
310 return;
311
312
313
314 if (nmt == NULL) {
315 lmt = NULL;
316 #ifndef NEW_MATERIAL_CODE
317 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
318 if (op->material & mt->material) {
319 lmt = mt;
320 break;
321 }
322 }
323
324 #else
325 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
326 if (op->material & mt->material && rndm(1, 100) <= mt->chance &&
327 difficulty >= mt->difficulty &&
328 (op->magic >= mt->magic || mt->magic == 0)) {
329 lmt = mt;
330 if (!(IS_WEAPON(op) || IS_ARMOR(op)))
331 break;
332 }
333 }
334 #endif
335 } else {
336 lmt = nmt;
337 }
338
339 if (lmt != NULL) {
340 #ifndef NEW_MATERIAL_CODE
341 op->materialname = lmt->name;
342 return;
343 #else
344
345 if (op->stats.dam && IS_WEAPON(op)) {
346 op->stats.dam += lmt->damage;
347 if (op->stats.dam < 1)
348 op->stats.dam = 1;
349 }
350 if (op->stats.sp && op->type == BOW)
351 op->stats.sp += lmt->sp;
352 if (op->stats.wc && IS_WEAPON(op))
353 op->stats.wc += lmt->wc;
354 if (IS_ARMOR(op)) {
355 if (op->stats.ac)
356 op->stats.ac += lmt->ac;
357 for (j=0; j < NROFATTACKS; j++)
358 if (op->resist[j] != 0) {
359 op->resist[j] += lmt->mod[j];
360 if (op->resist[j] > 100)
361 op->resist[j] = 100;
362 if (op->resist[j] < -100)
363 op->resist[j] = -100;
364 }
365 }
366 op->materialname = add_string(lmt->name);
367 /* dont make it unstackable if it doesn't need to be */
368 if (IS_WEAPON(op) || IS_ARMOR(op)) {
369 op->weight = (op->weight * lmt->weight)/100;
370 op->value = (op->value * lmt->value)/100;
371 }
372 #endif
373 }
374 }
375
376 /*
377 * Strip out the media tags from a String.
378 * Warning the input string will contain the result string
379 */
380 void strip_media_tag(char *message){
381 int in_tag=0;
382 char* dest;
383 char* src;
384 src=dest=message;
385 while (*src!='\0'){
386 if (*src=='['){
387 in_tag=1;
388 } else if (in_tag && (*src==']'))
389 in_tag=0;
390 else if (!in_tag){
391 *dest=*src;
392 dest++;
393 }
394 src++;
395 }
396 *dest='\0';
397 }
398
399 const char* strrstr(const char* haystack, const char* needle){
400 const char* lastneedle;
401 lastneedle=NULL;
402 while((haystack=strstr(haystack,needle))!=NULL){
403 lastneedle=haystack;
404 haystack++;
405 }
406 return lastneedle;
407
408 }
409 #define EOL_SIZE (sizeof("\n")-1)
410 void strip_endline(char* buf){
411 if (strlen(buf)<sizeof("\n")){
412 return;
413 }
414 if (!strcmp(buf+strlen(buf)-EOL_SIZE,"\n"))
415 buf[strlen(buf)-EOL_SIZE]='\0';
416 }
417
418 /**
419 * Replace in string src all occurrences of key by replacement. The resulting
420 * string is put into result; at most resultsize characters (including the
421 * terminating null character) will be written to result.
422 */
423 void replace(const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
424 {
425 size_t resultlen;
426 size_t keylen;
427
428 /* special case to prevent infinite loop if key==replacement=="" */
429 if(strcmp(key, replacement) == 0)
430 {
431 snprintf(result, resultsize, "%s", src);
432 return;
433 }
434
435 keylen = strlen(key);
436
437 resultlen = 0;
438 while(*src != '\0' && resultlen+1 < resultsize)
439 {
440 if(strncmp(src, key, keylen) == 0)
441 {
442 snprintf(result+resultlen, resultsize-resultlen, "%s", replacement);
443 resultlen += strlen(result+resultlen);
444 src += keylen;
445 }
446 else
447 {
448 result[resultlen++] = *src++;
449 }
450 }
451 result[resultlen] = '\0';
452 }
453
454 /**
455 * Taking a string as an argument, mutate it into a string that looks like a list.
456 * a 'list' for the purposes here, is a string of items, seperated by commas, except
457 * for the last entry, which has an 'and' before it, and a full stop (period) after it.
458 * This function will also strip all trailing non alphanumeric characters.
459 * It does not insert an oxford comma.
460 */
461
462 void make_list_like(char *input) {
463 char *p, tmp[MAX_BUF];
464 int i;
465 if (!input || strlen(input) > MAX_BUF-5) return;
466 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
467
468 strncpy(tmp, input, MAX_BUF-5);
469 /*trim all trailing commas, spaces etc.*/
470 for (i=strlen(tmp); !isalnum(tmp[i]) && i >= 0; i--)
471 tmp[i]='\0';
472 strcat(tmp, ".");
473
474 p=strrchr(tmp, ',');
475 if (p) {
476 *p='\0';
477 strcpy(input, tmp);
478 p++;
479 strcat(input, " and");
480 strcat(input, p);
481 }
482 else strcpy(input, tmp);
483 return;
484 }
485
486 void *
487 zero_initialised::operator new (size_t s)
488 {
489 void *p = malloc (s);
490
491 memset (p, 0, s);
492 return p;
493 }
494
495 void
496 zero_initialised::operator delete (void *p, size_t s)
497 {
498 free (p);
499 }
500