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Revision: 1.35
Committed: Mon Jan 1 13:31:46 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.34: +60 -58 lines
Log Message:
this is close to working

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 if (!spaces)
205 return;
206
207 for (mapspace *ms = spaces + size (); ms-- > spaces; )
208 for (object *above, *op = ms->bot; op; op = above)
209 {
210 above = op->above;
211
212 bool destroy = 0;
213
214 // do not decay anything above unique floor tiles (yet :)
215 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
216 break;
217
218 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
219 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
220 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
221 || QUERY_FLAG (op, FLAG_UNIQUE)
222 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
223 || QUERY_FLAG (op, FLAG_UNPAID)
224 || op->is_alive ())
225 ; // do not decay
226 else if (op->is_weapon ())
227 {
228 op->stats.dam--;
229 if (op->stats.dam < 0)
230 destroy = 1;
231 }
232 else if (op->is_armor ())
233 {
234 op->stats.ac--;
235 if (op->stats.ac < 0)
236 destroy = 1;
237 }
238 else if (op->type == FOOD)
239 {
240 op->stats.food -= rndm (5, 20);
241 if (op->stats.food < 0)
242 destroy = 1;
243 }
244 else
245 {
246 int mat = op->material;
247
248 if (mat & M_PAPER
249 || mat & M_LEATHER
250 || mat & M_WOOD
251 || mat & M_ORGANIC
252 || mat & M_CLOTH
253 || mat & M_LIQUID
254 || (mat & M_IRON && rndm (1, 5) == 1)
255 || (mat & M_GLASS && rndm (1, 2) == 1)
256 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
257 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
258 || (mat & M_ICE && temp > 32))
259 destroy = 1;
260 }
261
262 /* adjust overall chance below */
263 if (destroy && rndm (0, 1))
264 op->destroy ();
265 }
266 }
267
268 /* convert materialname to materialtype_t */
269
270 materialtype_t *
271 name_to_material (const char *name)
272 {
273 materialtype_t *mt, *nmt;
274
275 mt = NULL;
276 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
277 {
278 if (strcmp (name, nmt->name) == 0)
279 {
280 mt = nmt;
281 break;
282 }
283 }
284 return mt;
285 }
286
287 /* when doing transmutation of objects, we have to recheck the resistances,
288 * as some that did not apply previously, may apply now.
289 */
290
291 void
292 transmute_materialname (object *op, const object *change)
293 {
294 materialtype_t *mt;
295 int j;
296
297 if (op->materialname == NULL)
298 return;
299
300 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
301 return;
302
303 if (!op->is_armor ())
304 return;
305
306 mt = name_to_material (op->materialname);
307 if (!mt)
308 {
309 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
310 return;
311 }
312
313 for (j = 0; j < NROFATTACKS; j++)
314 if (op->resist[j] == 0 && change->resist[j] != 0)
315 {
316 op->resist[j] += mt->mod[j];
317 if (op->resist[j] > 100)
318 op->resist[j] = 100;
319 if (op->resist[j] < -100)
320 op->resist[j] = -100;
321 }
322 }
323
324 /* set the materialname and type for an item */
325 void
326 set_materialname (object *op, int difficulty, materialtype_t *nmt)
327 {
328 materialtype_t *mt, *lmt;
329
330 #ifdef NEW_MATERIAL_CODE
331 int j;
332 #endif
333
334 if (op->materialname != NULL)
335 return;
336
337
338
339 if (nmt == NULL)
340 {
341 lmt = NULL;
342 #ifndef NEW_MATERIAL_CODE
343 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
344 {
345 if (op->material & mt->material)
346 {
347 lmt = mt;
348 break;
349 }
350 }
351
352 #else
353 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
354 {
355 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
356 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
357 {
358 lmt = mt;
359 if (!(op->is_weapon () || op->is_armor ()))
360 break;
361 }
362 }
363 #endif
364 }
365 else
366 {
367 lmt = nmt;
368 }
369
370 if (lmt != NULL)
371 {
372 #ifndef NEW_MATERIAL_CODE
373 op->materialname = lmt->name;
374 return;
375 #else
376
377 if (op->stats.dam && op->is_weapon ())
378 {
379 op->stats.dam += lmt->damage;
380 if (op->stats.dam < 1)
381 op->stats.dam = 1;
382 }
383 if (op->stats.sp && op->type == BOW)
384 op->stats.sp += lmt->sp;
385 if (op->stats.wc && op->is_weapon ())
386 op->stats.wc += lmt->wc;
387 if (op->is_armor ())
388 {
389 if (op->stats.ac)
390 op->stats.ac += lmt->ac;
391 for (j = 0; j < NROFATTACKS; j++)
392 if (op->resist[j] != 0)
393 {
394 op->resist[j] += lmt->mod[j];
395 if (op->resist[j] > 100)
396 op->resist[j] = 100;
397 if (op->resist[j] < -100)
398 op->resist[j] = -100;
399 }
400 }
401 op->materialname = add_string (lmt->name);
402 /* dont make it unstackable if it doesn't need to be */
403 if (op->is_weapon () || op->is_armor ())
404 {
405 op->weight = (op->weight * lmt->weight) / 100;
406 op->value = (op->value * lmt->value) / 100;
407 }
408 #endif
409 }
410 }
411
412 /*
413 * Strip out the media tags from a String.
414 * Warning the input string will contain the result string
415 */
416 void
417 strip_media_tag (char *message)
418 {
419 int in_tag = 0;
420 char *dest;
421 char *src;
422
423 src = dest = message;
424 while (*src != '\0')
425 {
426 if (*src == '[')
427 {
428 in_tag = 1;
429 }
430 else if (in_tag && (*src == ']'))
431 in_tag = 0;
432 else if (!in_tag)
433 {
434 *dest = *src;
435 dest++;
436 }
437 src++;
438 }
439 *dest = '\0';
440 }
441
442 const char *
443 strrstr (const char *haystack, const char *needle)
444 {
445 const char *lastneedle;
446
447 lastneedle = NULL;
448 while ((haystack = strstr (haystack, needle)) != NULL)
449 {
450 lastneedle = haystack;
451 haystack++;
452 }
453 return lastneedle;
454
455 }
456
457 #define EOL_SIZE (sizeof("\n")-1)
458 void
459 strip_endline (char *buf)
460 {
461 if (strlen (buf) < sizeof ("\n"))
462 {
463 return;
464 }
465 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
466 buf[strlen (buf) - EOL_SIZE] = '\0';
467 }
468
469 /**
470 * Replace in string src all occurrences of key by replacement. The resulting
471 * string is put into result; at most resultsize characters (including the
472 * terminating null character) will be written to result.
473 */
474 void
475 replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
476 {
477 size_t resultlen;
478 size_t keylen;
479
480 /* special case to prevent infinite loop if key==replacement=="" */
481 if (strcmp (key, replacement) == 0)
482 {
483 snprintf (result, resultsize, "%s", src);
484 return;
485 }
486
487 keylen = strlen (key);
488
489 resultlen = 0;
490 while (*src != '\0' && resultlen + 1 < resultsize)
491 {
492 if (strncmp (src, key, keylen) == 0)
493 {
494 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
495 resultlen += strlen (result + resultlen);
496 src += keylen;
497 }
498 else
499 {
500 result[resultlen++] = *src++;
501 }
502 }
503 result[resultlen] = '\0';
504 }
505
506 /**
507 * Taking a string as an argument, mutate it into a string that looks like a list.
508 * a 'list' for the purposes here, is a string of items, seperated by commas, except
509 * for the last entry, which has an 'and' before it, and a full stop (period) after it.
510 * This function will also strip all trailing non alphanumeric characters.
511 * It does not insert an oxford comma.
512 */
513
514 void
515 make_list_like (char *input)
516 {
517 char *p, tmp[MAX_BUF];
518 int i;
519
520 if (!input || strlen (input) > MAX_BUF - 5)
521 return;
522 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
523
524 strncpy (tmp, input, MAX_BUF - 5);
525 /*trim all trailing commas, spaces etc. */
526 for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--)
527 tmp[i] = '\0';
528
529 strcat (tmp, ".");
530
531 p = strrchr (tmp, ',');
532 if (p)
533 {
534 *p = '\0';
535 strcpy (input, tmp);
536 p++;
537 strcat (input, " and");
538 strcat (input, p);
539 }
540 else
541 strcpy (input, tmp);
542
543 return;
544 }
545
546 /////////////////////////////////////////////////////////////////////////////
547
548 void *salloc_ (int n) throw (std::bad_alloc)
549 {
550 void *ptr = g_slice_alloc (n);
551
552 if (!ptr)
553 throw std::bad_alloc ();
554
555 return ptr;
556 }
557
558 void *salloc_ (int n, void *src) throw (std::bad_alloc)
559 {
560 void *ptr = salloc_ (n);
561
562 if (src)
563 memcpy (ptr, src, n);
564 else
565 memset (ptr, 0, n);
566
567 return ptr;
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 tstamp now ()
595 {
596 struct timeval tv;
597
598 gettimeofday (&tv, 0);
599 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
600 }
601
602 int
603 similar_direction (int a, int b)
604 {
605 if (!a || !b)
606 return 0;
607
608 int diff = (b - a) & 7;
609 return diff <= 1 || diff >= 7;
610 }
611