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Revision: 1.34
Committed: Mon Jan 1 12:28:46 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.33: +21 -28 lines
Log Message:
set original flag so decay object doesn't go wild

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 for (int x = 0; x < width; x++)
205 for (int y = 0; y < height; y++)
206 for (object *above = 0, *op = at (x, y).bot; op; op = above)
207 {
208 bool destroy = 0;
209
210 above = op->above;
211
212 // do not decay anything above unique floor tiles (yet :)
213 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
214 break;
215
216 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
217 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
218 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
219 || QUERY_FLAG (op, FLAG_UNIQUE)
220 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
221 || QUERY_FLAG (op, FLAG_UNPAID)
222 || op->is_alive ())
223 ; // do not decay
224 else if (op->is_weapon ())
225 {
226 op->stats.dam--;
227 if (op->stats.dam < 0)
228 destroy = 1;
229 }
230 else if (op->is_armor ())
231 {
232 op->stats.ac--;
233 if (op->stats.ac < 0)
234 destroy = 1;
235 }
236 else if (op->type == FOOD)
237 {
238 op->stats.food -= rndm (5, 20);
239 if (op->stats.food < 0)
240 destroy = 1;
241 }
242 else
243 {
244 int mat = op->material;
245
246 if (mat & M_PAPER
247 || mat & M_LEATHER
248 || mat & M_WOOD
249 || mat & M_ORGANIC
250 || mat & M_CLOTH
251 || mat & M_LIQUID
252 || (mat & M_IRON && rndm (1, 5) == 1)
253 || (mat & M_GLASS && rndm (1, 2) == 1)
254 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
255 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
256 || (mat & M_ICE && temp > 32))
257 destroy = 1;
258 }
259
260 /* adjust overall chance below */
261 if (destroy && rndm (0, 1))
262 op->destroy ();
263 }
264 }
265
266 /* convert materialname to materialtype_t */
267
268 materialtype_t *
269 name_to_material (const char *name)
270 {
271 materialtype_t *mt, *nmt;
272
273 mt = NULL;
274 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
275 {
276 if (strcmp (name, nmt->name) == 0)
277 {
278 mt = nmt;
279 break;
280 }
281 }
282 return mt;
283 }
284
285 /* when doing transmutation of objects, we have to recheck the resistances,
286 * as some that did not apply previously, may apply now.
287 */
288
289 void
290 transmute_materialname (object *op, const object *change)
291 {
292 materialtype_t *mt;
293 int j;
294
295 if (op->materialname == NULL)
296 return;
297
298 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
299 return;
300
301 if (!op->is_armor ())
302 return;
303
304 mt = name_to_material (op->materialname);
305 if (!mt)
306 {
307 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
308 return;
309 }
310
311 for (j = 0; j < NROFATTACKS; j++)
312 if (op->resist[j] == 0 && change->resist[j] != 0)
313 {
314 op->resist[j] += mt->mod[j];
315 if (op->resist[j] > 100)
316 op->resist[j] = 100;
317 if (op->resist[j] < -100)
318 op->resist[j] = -100;
319 }
320 }
321
322 /* set the materialname and type for an item */
323 void
324 set_materialname (object *op, int difficulty, materialtype_t *nmt)
325 {
326 materialtype_t *mt, *lmt;
327
328 #ifdef NEW_MATERIAL_CODE
329 int j;
330 #endif
331
332 if (op->materialname != NULL)
333 return;
334
335
336
337 if (nmt == NULL)
338 {
339 lmt = NULL;
340 #ifndef NEW_MATERIAL_CODE
341 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
342 {
343 if (op->material & mt->material)
344 {
345 lmt = mt;
346 break;
347 }
348 }
349
350 #else
351 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
352 {
353 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
354 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
355 {
356 lmt = mt;
357 if (!(op->is_weapon () || op->is_armor ()))
358 break;
359 }
360 }
361 #endif
362 }
363 else
364 {
365 lmt = nmt;
366 }
367
368 if (lmt != NULL)
369 {
370 #ifndef NEW_MATERIAL_CODE
371 op->materialname = lmt->name;
372 return;
373 #else
374
375 if (op->stats.dam && op->is_weapon ())
376 {
377 op->stats.dam += lmt->damage;
378 if (op->stats.dam < 1)
379 op->stats.dam = 1;
380 }
381 if (op->stats.sp && op->type == BOW)
382 op->stats.sp += lmt->sp;
383 if (op->stats.wc && op->is_weapon ())
384 op->stats.wc += lmt->wc;
385 if (op->is_armor ())
386 {
387 if (op->stats.ac)
388 op->stats.ac += lmt->ac;
389 for (j = 0; j < NROFATTACKS; j++)
390 if (op->resist[j] != 0)
391 {
392 op->resist[j] += lmt->mod[j];
393 if (op->resist[j] > 100)
394 op->resist[j] = 100;
395 if (op->resist[j] < -100)
396 op->resist[j] = -100;
397 }
398 }
399 op->materialname = add_string (lmt->name);
400 /* dont make it unstackable if it doesn't need to be */
401 if (op->is_weapon () || op->is_armor ())
402 {
403 op->weight = (op->weight * lmt->weight) / 100;
404 op->value = (op->value * lmt->value) / 100;
405 }
406 #endif
407 }
408 }
409
410 /*
411 * Strip out the media tags from a String.
412 * Warning the input string will contain the result string
413 */
414 void
415 strip_media_tag (char *message)
416 {
417 int in_tag = 0;
418 char *dest;
419 char *src;
420
421 src = dest = message;
422 while (*src != '\0')
423 {
424 if (*src == '[')
425 {
426 in_tag = 1;
427 }
428 else if (in_tag && (*src == ']'))
429 in_tag = 0;
430 else if (!in_tag)
431 {
432 *dest = *src;
433 dest++;
434 }
435 src++;
436 }
437 *dest = '\0';
438 }
439
440 const char *
441 strrstr (const char *haystack, const char *needle)
442 {
443 const char *lastneedle;
444
445 lastneedle = NULL;
446 while ((haystack = strstr (haystack, needle)) != NULL)
447 {
448 lastneedle = haystack;
449 haystack++;
450 }
451 return lastneedle;
452
453 }
454
455 #define EOL_SIZE (sizeof("\n")-1)
456 void
457 strip_endline (char *buf)
458 {
459 if (strlen (buf) < sizeof ("\n"))
460 {
461 return;
462 }
463 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
464 buf[strlen (buf) - EOL_SIZE] = '\0';
465 }
466
467 /**
468 * Replace in string src all occurrences of key by replacement. The resulting
469 * string is put into result; at most resultsize characters (including the
470 * terminating null character) will be written to result.
471 */
472 void
473 replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
474 {
475 size_t resultlen;
476 size_t keylen;
477
478 /* special case to prevent infinite loop if key==replacement=="" */
479 if (strcmp (key, replacement) == 0)
480 {
481 snprintf (result, resultsize, "%s", src);
482 return;
483 }
484
485 keylen = strlen (key);
486
487 resultlen = 0;
488 while (*src != '\0' && resultlen + 1 < resultsize)
489 {
490 if (strncmp (src, key, keylen) == 0)
491 {
492 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
493 resultlen += strlen (result + resultlen);
494 src += keylen;
495 }
496 else
497 {
498 result[resultlen++] = *src++;
499 }
500 }
501 result[resultlen] = '\0';
502 }
503
504 /**
505 * Taking a string as an argument, mutate it into a string that looks like a list.
506 * a 'list' for the purposes here, is a string of items, seperated by commas, except
507 * for the last entry, which has an 'and' before it, and a full stop (period) after it.
508 * This function will also strip all trailing non alphanumeric characters.
509 * It does not insert an oxford comma.
510 */
511
512 void
513 make_list_like (char *input)
514 {
515 char *p, tmp[MAX_BUF];
516 int i;
517
518 if (!input || strlen (input) > MAX_BUF - 5)
519 return;
520 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
521
522 strncpy (tmp, input, MAX_BUF - 5);
523 /*trim all trailing commas, spaces etc. */
524 for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--)
525 tmp[i] = '\0';
526
527 strcat (tmp, ".");
528
529 p = strrchr (tmp, ',');
530 if (p)
531 {
532 *p = '\0';
533 strcpy (input, tmp);
534 p++;
535 strcat (input, " and");
536 strcat (input, p);
537 }
538 else
539 strcpy (input, tmp);
540
541 return;
542 }
543
544 /////////////////////////////////////////////////////////////////////////////
545
546 void *salloc_ (int n) throw (std::bad_alloc)
547 {
548 void *ptr = g_slice_alloc (n);
549
550 if (!ptr)
551 throw std::bad_alloc ();
552
553 return ptr;
554 }
555
556 void *salloc_ (int n, void *src) throw (std::bad_alloc)
557 {
558 void *ptr = salloc_ (n);
559
560 if (src)
561 memcpy (ptr, src, n);
562 else
563 memset (ptr, 0, n);
564
565 return ptr;
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
592 tstamp now ()
593 {
594 struct timeval tv;
595
596 gettimeofday (&tv, 0);
597 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
598 }
599
600 int
601 similar_direction (int a, int b)
602 {
603 if (!a || !b)
604 return 0;
605
606 int diff = (b - a) & 7;
607 return diff <= 1 || diff >= 7;
608 }
609