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/cvs/deliantra/server/common/utils.C
Revision: 1.33
Committed: Sun Dec 31 18:10:40 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.32: +1 -1 lines
Log Message:
- style maps need very special treatment
- cf has a nonzero chance of crashing in a random map

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 <sys/time.h>
33 #include <time.h>
34 #include <glib.h>
35
36 /*
37 * The random functions here take luck into account when rolling random
38 * dice or numbers. This function has less of an impact the larger the
39 * difference becomes in the random numbers. IE, the effect is lessened
40 * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
41 * to specifically disable luck in certain rolls, simply by making the
42 * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
43 */
44
45 /*
46 * Roll a random number between min and max. Uses op to determine luck,
47 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
48 * Generally, op should be the player/caster/hitter requesting the roll,
49 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
50 */
51
52 int
53 random_roll (int min, int max, const object *op, int goodbad)
54 {
55 int omin, diff, luck, base, ran;
56
57 omin = min;
58 diff = max - min + 1;
59 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
60
61 if (max < 1 || diff < 1)
62 {
63 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max);
64 return (min); /* avoids a float exception */
65 }
66
67 ran = RANDOM ();
68
69 if (op->type != PLAYER)
70 return ((ran % diff) + min);
71
72 luck = op->stats.luck;
73 if (RANDOM () % base < MIN (10, abs (luck)))
74 {
75 /* we have a winner */
76 ((luck > 0) ? (luck = 1) : (luck = -1));
77 diff -= luck;
78 if (diff < 1)
79 return (omin); /*check again */
80 ((goodbad) ? (min += luck) : (diff));
81
82 return (MAX (omin, MIN (max, (ran % diff) + min)));
83 }
84 return ((ran % diff) + min);
85 }
86
87 /*
88 * This is a 64 bit version of random_roll above. This is needed
89 * for exp loss calculations for players changing religions.
90 */
91
92 sint64
93 random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
94 {
95 sint64 omin, diff, luck, ran;
96 int base;
97
98 omin = min;
99 diff = max - min + 1;
100 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
101
102 if (max < 1 || diff < 1)
103 {
104 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
105 return (min); /* avoids a float exception */
106 }
107
108 /* Don't know of a portable call to get 64 bit random values.
109 * So make a call to get two 32 bit random numbers, and just to
110 * a little byteshifting. Do make sure the first one is only
111 * 32 bit, so we don't get skewed results
112 */
113 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
114
115 if (op->type != PLAYER)
116 return ((ran % diff) + min);
117
118 luck = op->stats.luck;
119 if (RANDOM () % base < MIN (10, abs (luck)))
120 {
121 /* we have a winner */
122 ((luck > 0) ? (luck = 1) : (luck = -1));
123 diff -= luck;
124 if (diff < 1)
125 return (omin); /*check again */
126 ((goodbad) ? (min += luck) : (diff));
127
128 return (MAX (omin, MIN (max, (ran % diff) + min)));
129 }
130 return ((ran % diff) + min);
131 }
132
133 /*
134 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
135 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
136 * Generally, op should be the player/caster/hitter requesting the roll,
137 * not the recipient (ie, the poor slob getting hit).
138 * The args are num D size (ie 4d6) [garbled 20010916]
139 */
140
141 int
142 die_roll (int num, int size, const object *op, int goodbad)
143 {
144 int min, diff, luck, total, i, gotlucky, base, ran;
145
146 diff = size;
147 min = 1;
148 luck = total = gotlucky = 0;
149 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
150 if (size < 2 || diff < 1)
151 {
152 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
153 return (num); /* avoids a float exception */
154 }
155
156 if (op->type == PLAYER)
157 luck = op->stats.luck;
158
159 for (i = 0; i < num; i++)
160 {
161 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky)
162 {
163 /* we have a winner */
164 gotlucky++;
165 ((luck > 0) ? (luck = 1) : (luck = -1));
166 diff -= luck;
167 if (diff < 1)
168 return (num); /*check again */
169 ((goodbad) ? (min += luck) : (diff));
170 ran = RANDOM ();
171 total += MAX (1, MIN (size, (ran % diff) + min));
172 }
173 else
174 {
175 total += RANDOM () % size + 1;
176 }
177 }
178 return (total);
179 }
180
181 /*
182 * Another convenience function. Returns a number between min and max.
183 * It is suggested one use these functions rather than RANDOM()%, as it
184 * would appear that a number of off-by-one-errors exist due to improper
185 * use of %. This should also prevent SIGFPE.
186 */
187
188 int
189 rndm (int min, int max)
190 {
191 int diff;
192
193 diff = max - min + 1;
194 if (max < 1 || diff < 1)
195 return (min);
196
197 return (RANDOM () % diff + min);
198 }
199
200 /* decay and destroy perishable items in a map */
201 void
202 maptile::decay_objects ()
203 {
204 int x, y, destroy;
205 object *op, *otmp;
206
207 for (x = 0; x < width; x++)
208 for (y = 0; y < height; y++)
209 for (op = at (x, y).bot; op; op = otmp)
210 {
211 destroy = 0;
212 otmp = op->above;
213
214 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
215 break;
216
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)
221 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
222 || QUERY_FLAG (op, FLAG_UNPAID)
223 || op->is_alive ())
224 continue;
225
226 /* otherwise, we decay and destroy */
227 if (op->is_weapon ())
228 {
229 op->stats.dam--;
230 if (op->stats.dam < 0)
231 destroy = 1;
232 }
233 else if (op->is_armor ())
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
251 if (op->material & M_IRON && rndm (1, 5) == 1)
252 destroy = 1;
253
254 if (op->material & M_GLASS && rndm (1, 2) == 1)
255 destroy = 1;
256
257 if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1)
258 destroy = 1;
259
260 if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1)
261 destroy = 1;
262
263 if (op->material & M_ICE && temp > 32)
264 destroy = 1;
265 }
266
267 /* adjust overall chance below */
268 if (destroy && rndm (0, 1))
269 op->destroy ();
270 }
271 }
272
273 /* convert materialname to materialtype_t */
274
275 materialtype_t *
276 name_to_material (const char *name)
277 {
278 materialtype_t *mt, *nmt;
279
280 mt = NULL;
281 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
282 {
283 if (strcmp (name, nmt->name) == 0)
284 {
285 mt = nmt;
286 break;
287 }
288 }
289 return mt;
290 }
291
292 /* when doing transmutation of objects, we have to recheck the resistances,
293 * as some that did not apply previously, may apply now.
294 */
295
296 void
297 transmute_materialname (object *op, const object *change)
298 {
299 materialtype_t *mt;
300 int j;
301
302 if (op->materialname == NULL)
303 return;
304
305 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
306 return;
307
308 if (!op->is_armor ())
309 return;
310
311 mt = name_to_material (op->materialname);
312 if (!mt)
313 {
314 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
315 return;
316 }
317
318 for (j = 0; j < NROFATTACKS; j++)
319 if (op->resist[j] == 0 && change->resist[j] != 0)
320 {
321 op->resist[j] += mt->mod[j];
322 if (op->resist[j] > 100)
323 op->resist[j] = 100;
324 if (op->resist[j] < -100)
325 op->resist[j] = -100;
326 }
327 }
328
329 /* set the materialname and type for an item */
330 void
331 set_materialname (object *op, int difficulty, materialtype_t *nmt)
332 {
333 materialtype_t *mt, *lmt;
334
335 #ifdef NEW_MATERIAL_CODE
336 int j;
337 #endif
338
339 if (op->materialname != NULL)
340 return;
341
342
343
344 if (nmt == NULL)
345 {
346 lmt = NULL;
347 #ifndef NEW_MATERIAL_CODE
348 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
349 {
350 if (op->material & mt->material)
351 {
352 lmt = mt;
353 break;
354 }
355 }
356
357 #else
358 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
359 {
360 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
361 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
362 {
363 lmt = mt;
364 if (!(op->is_weapon () || op->is_armor ()))
365 break;
366 }
367 }
368 #endif
369 }
370 else
371 {
372 lmt = nmt;
373 }
374
375 if (lmt != NULL)
376 {
377 #ifndef NEW_MATERIAL_CODE
378 op->materialname = lmt->name;
379 return;
380 #else
381
382 if (op->stats.dam && op->is_weapon ())
383 {
384 op->stats.dam += lmt->damage;
385 if (op->stats.dam < 1)
386 op->stats.dam = 1;
387 }
388 if (op->stats.sp && op->type == BOW)
389 op->stats.sp += lmt->sp;
390 if (op->stats.wc && op->is_weapon ())
391 op->stats.wc += lmt->wc;
392 if (op->is_armor ())
393 {
394 if (op->stats.ac)
395 op->stats.ac += lmt->ac;
396 for (j = 0; j < NROFATTACKS; j++)
397 if (op->resist[j] != 0)
398 {
399 op->resist[j] += lmt->mod[j];
400 if (op->resist[j] > 100)
401 op->resist[j] = 100;
402 if (op->resist[j] < -100)
403 op->resist[j] = -100;
404 }
405 }
406 op->materialname = add_string (lmt->name);
407 /* dont make it unstackable if it doesn't need to be */
408 if (op->is_weapon () || op->is_armor ())
409 {
410 op->weight = (op->weight * lmt->weight) / 100;
411 op->value = (op->value * lmt->value) / 100;
412 }
413 #endif
414 }
415 }
416
417 /*
418 * Strip out the media tags from a String.
419 * Warning the input string will contain the result string
420 */
421 void
422 strip_media_tag (char *message)
423 {
424 int in_tag = 0;
425 char *dest;
426 char *src;
427
428 src = dest = message;
429 while (*src != '\0')
430 {
431 if (*src == '[')
432 {
433 in_tag = 1;
434 }
435 else if (in_tag && (*src == ']'))
436 in_tag = 0;
437 else if (!in_tag)
438 {
439 *dest = *src;
440 dest++;
441 }
442 src++;
443 }
444 *dest = '\0';
445 }
446
447 const char *
448 strrstr (const char *haystack, const char *needle)
449 {
450 const char *lastneedle;
451
452 lastneedle = NULL;
453 while ((haystack = strstr (haystack, needle)) != NULL)
454 {
455 lastneedle = haystack;
456 haystack++;
457 }
458 return lastneedle;
459
460 }
461
462 #define EOL_SIZE (sizeof("\n")-1)
463 void
464 strip_endline (char *buf)
465 {
466 if (strlen (buf) < sizeof ("\n"))
467 {
468 return;
469 }
470 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
471 buf[strlen (buf) - EOL_SIZE] = '\0';
472 }
473
474 /**
475 * Replace in string src all occurrences of key by replacement. The resulting
476 * string is put into result; at most resultsize characters (including the
477 * terminating null character) will be written to result.
478 */
479 void
480 replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
481 {
482 size_t resultlen;
483 size_t keylen;
484
485 /* special case to prevent infinite loop if key==replacement=="" */
486 if (strcmp (key, replacement) == 0)
487 {
488 snprintf (result, resultsize, "%s", src);
489 return;
490 }
491
492 keylen = strlen (key);
493
494 resultlen = 0;
495 while (*src != '\0' && resultlen + 1 < resultsize)
496 {
497 if (strncmp (src, key, keylen) == 0)
498 {
499 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
500 resultlen += strlen (result + resultlen);
501 src += keylen;
502 }
503 else
504 {
505 result[resultlen++] = *src++;
506 }
507 }
508 result[resultlen] = '\0';
509 }
510
511 /**
512 * Taking a string as an argument, mutate it into a string that looks like a list.
513 * a 'list' for the purposes here, is a string of items, seperated by commas, except
514 * for the last entry, which has an 'and' before it, and a full stop (period) after it.
515 * This function will also strip all trailing non alphanumeric characters.
516 * It does not insert an oxford comma.
517 */
518
519 void
520 make_list_like (char *input)
521 {
522 char *p, tmp[MAX_BUF];
523 int i;
524
525 if (!input || strlen (input) > MAX_BUF - 5)
526 return;
527 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
528
529 strncpy (tmp, input, MAX_BUF - 5);
530 /*trim all trailing commas, spaces etc. */
531 for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--)
532 tmp[i] = '\0';
533
534 strcat (tmp, ".");
535
536 p = strrchr (tmp, ',');
537 if (p)
538 {
539 *p = '\0';
540 strcpy (input, tmp);
541 p++;
542 strcat (input, " and");
543 strcat (input, p);
544 }
545 else
546 strcpy (input, tmp);
547
548 return;
549 }
550
551 /////////////////////////////////////////////////////////////////////////////
552
553 void *salloc_ (int n) throw (std::bad_alloc)
554 {
555 void *ptr = g_slice_alloc (n);
556
557 if (!ptr)
558 throw std::bad_alloc ();
559
560 return ptr;
561 }
562
563 void *salloc_ (int n, void *src) throw (std::bad_alloc)
564 {
565 void *ptr = salloc_ (n);
566
567 if (src)
568 memcpy (ptr, src, n);
569 else
570 memset (ptr, 0, n);
571
572 return ptr;
573 }
574
575 void assign (char *dst, const char *src, int maxlen)
576 {
577 if (!src)
578 src = "";
579
580 int len = strlen (src);
581
582 if (len >= maxlen - 1)
583 {
584 if (maxlen <= 4)
585 {
586 memset (dst, '.', maxlen - 1);
587 dst [maxlen - 1] = 0;
588 }
589 else
590 {
591 memcpy (dst, src, maxlen - 4);
592 memcpy (dst + maxlen - 4, "...", 4);
593 }
594 }
595 else
596 memcpy (dst, src, len + 1);
597 }
598
599 tstamp now ()
600 {
601 struct timeval tv;
602
603 gettimeofday (&tv, 0);
604 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
605 }
606
607 int
608 similar_direction (int a, int b)
609 {
610 if (!a || !b)
611 return 0;
612
613 int diff = (b - a) & 7;
614 return diff <= 1 || diff >= 7;
615 }
616