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Revision: 1.39
Committed: Mon Jan 15 21:06:18 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.38: +22 -22 lines
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# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 /*
26 * General convenience functions for crossfire.
27 */
28
29 #include <cstdlib>
30 #include <sys/types.h>
31 #include <unistd.h>
32 #include <sys/time.h>
33 #include <time.h>
34 #include <signal.h>
35
36 #include <global.h>
37 #include <funcpoint.h>
38 #include <material.h>
39
40 #include <glib.h>
41
42 /*
43 * The random functions here take luck into account when rolling random
44 * dice or numbers. This function has less of an impact the larger the
45 * difference becomes in the random numbers. IE, the effect is lessened
46 * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
47 * to specifically disable luck in certain rolls, simply by making the
48 * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
49 */
50
51 /*
52 * Roll a random number between min and max. Uses op to determine luck,
53 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
54 * Generally, op should be the player/caster/hitter requesting the roll,
55 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
56 */
57
58 int
59 random_roll (int min, int max, const object *op, int goodbad)
60 {
61 int omin, diff, luck, base, ran;
62
63 omin = min;
64 diff = max - min + 1;
65 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
66
67 if (max < 1 || diff < 1)
68 {
69 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max);
70 return (min); /* avoids a float exception */
71 }
72
73 ran = RANDOM ();
74
75 if (op->type != PLAYER)
76 return ((ran % diff) + min);
77
78 luck = op->stats.luck;
79 if (RANDOM () % base < MIN (10, abs (luck)))
80 {
81 /* we have a winner */
82 ((luck > 0) ? (luck = 1) : (luck = -1));
83 diff -= luck;
84 if (diff < 1)
85 return (omin); /*check again */
86 ((goodbad) ? (min += luck) : (diff));
87
88 return (MAX (omin, MIN (max, (ran % diff) + min)));
89 }
90 return ((ran % diff) + min);
91 }
92
93 /*
94 * This is a 64 bit version of random_roll above. This is needed
95 * for exp loss calculations for players changing religions.
96 */
97
98 sint64
99 random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
100 {
101 sint64 omin, diff, luck, ran;
102 int base;
103
104 omin = min;
105 diff = max - min + 1;
106 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
107
108 if (max < 1 || diff < 1)
109 {
110 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
111 return (min); /* avoids a float exception */
112 }
113
114 /* Don't know of a portable call to get 64 bit random values.
115 * So make a call to get two 32 bit random numbers, and just to
116 * a little byteshifting. Do make sure the first one is only
117 * 32 bit, so we don't get skewed results
118 */
119 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
120
121 if (op->type != PLAYER)
122 return ((ran % diff) + min);
123
124 luck = op->stats.luck;
125 if (RANDOM () % base < MIN (10, abs (luck)))
126 {
127 /* we have a winner */
128 ((luck > 0) ? (luck = 1) : (luck = -1));
129 diff -= luck;
130 if (diff < 1)
131 return (omin); /*check again */
132 ((goodbad) ? (min += luck) : (diff));
133
134 return (MAX (omin, MIN (max, (ran % diff) + min)));
135 }
136 return ((ran % diff) + min);
137 }
138
139 /*
140 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
141 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
142 * Generally, op should be the player/caster/hitter requesting the roll,
143 * not the recipient (ie, the poor slob getting hit).
144 * The args are num D size (ie 4d6) [garbled 20010916]
145 */
146
147 int
148 die_roll (int num, int size, const object *op, int goodbad)
149 {
150 int min, diff, luck, total, i, gotlucky, base, ran;
151
152 diff = size;
153 min = 1;
154 luck = total = gotlucky = 0;
155 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
156 if (size < 2 || diff < 1)
157 {
158 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
159 return (num); /* avoids a float exception */
160 }
161
162 if (op->type == PLAYER)
163 luck = op->stats.luck;
164
165 for (i = 0; i < num; i++)
166 {
167 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky)
168 {
169 /* we have a winner */
170 gotlucky++;
171 ((luck > 0) ? (luck = 1) : (luck = -1));
172 diff -= luck;
173 if (diff < 1)
174 return (num); /*check again */
175 ((goodbad) ? (min += luck) : (diff));
176 ran = RANDOM ();
177 total += MAX (1, MIN (size, (ran % diff) + min));
178 }
179 else
180 {
181 total += RANDOM () % size + 1;
182 }
183 }
184 return (total);
185 }
186
187 /*
188 * Another convenience function. Returns a number between min and max.
189 * It is suggested one use these functions rather than RANDOM()%, as it
190 * would appear that a number of off-by-one-errors exist due to improper
191 * use of %. This should also prevent SIGFPE.
192 */
193
194 int
195 rndm (int min, int max)
196 {
197 int diff;
198
199 diff = max - min + 1;
200 if (max < 1 || diff < 1)
201 return (min);
202
203 return (RANDOM () % diff + min);
204 }
205
206 /* decay and destroy perishable items in a map */
207 void
208 maptile::decay_objects ()
209 {
210 if (!spaces)
211 return;
212
213 for (mapspace *ms = spaces + size (); ms-- > spaces; )
214 for (object *above, *op = ms->bot; op; op = above)
215 {
216 above = op->above;
217
218 bool destroy = 0;
219
220 // do not decay anything above unique floor tiles (yet :)
221 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
222 break;
223
224 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
225 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
226 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
227 || QUERY_FLAG (op, FLAG_UNIQUE)
228 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
229 || QUERY_FLAG (op, FLAG_UNPAID)
230 || op->is_alive ())
231 ; // do not decay
232 else if (op->is_weapon ())
233 {
234 op->stats.dam--;
235 if (op->stats.dam < 0)
236 destroy = 1;
237 }
238 else if (op->is_armor ())
239 {
240 op->stats.ac--;
241 if (op->stats.ac < 0)
242 destroy = 1;
243 }
244 else if (op->type == FOOD)
245 {
246 op->stats.food -= rndm (5, 20);
247 if (op->stats.food < 0)
248 destroy = 1;
249 }
250 else
251 {
252 int mat = op->material;
253
254 if (mat & M_PAPER
255 || mat & M_LEATHER
256 || mat & M_WOOD
257 || mat & M_ORGANIC
258 || mat & M_CLOTH
259 || mat & M_LIQUID
260 || (mat & M_IRON && rndm (1, 5) == 1)
261 || (mat & M_GLASS && rndm (1, 2) == 1)
262 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
263 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
264 || (mat & M_ICE && temp > 32))
265 destroy = 1;
266 }
267
268 /* adjust overall chance below */
269 if (destroy && rndm (0, 1))
270 op->destroy ();
271 }
272 }
273
274 /* convert materialname to materialtype_t */
275
276 materialtype_t *
277 name_to_material (const char *name)
278 {
279 materialtype_t *mt, *nmt;
280
281 mt = NULL;
282 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
283 {
284 if (strcmp (name, nmt->name) == 0)
285 {
286 mt = nmt;
287 break;
288 }
289 }
290 return mt;
291 }
292
293 /* when doing transmutation of objects, we have to recheck the resistances,
294 * as some that did not apply previously, may apply now.
295 */
296
297 void
298 transmute_materialname (object *op, const object *change)
299 {
300 materialtype_t *mt;
301 int j;
302
303 if (op->materialname == NULL)
304 return;
305
306 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
307 return;
308
309 if (!op->is_armor ())
310 return;
311
312 mt = name_to_material (op->materialname);
313 if (!mt)
314 {
315 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
316 return;
317 }
318
319 for (j = 0; j < NROFATTACKS; j++)
320 if (op->resist[j] == 0 && change->resist[j] != 0)
321 {
322 op->resist[j] += mt->mod[j];
323 if (op->resist[j] > 100)
324 op->resist[j] = 100;
325 if (op->resist[j] < -100)
326 op->resist[j] = -100;
327 }
328 }
329
330 /* set the materialname and type for an item */
331 void
332 set_materialname (object *op, int difficulty, materialtype_t *nmt)
333 {
334 materialtype_t *mt, *lmt;
335
336 #ifdef NEW_MATERIAL_CODE
337 int j;
338 #endif
339
340 if (op->materialname != NULL)
341 return;
342
343
344
345 if (nmt == NULL)
346 {
347 lmt = NULL;
348 #ifndef NEW_MATERIAL_CODE
349 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
350 {
351 if (op->material & mt->material)
352 {
353 lmt = mt;
354 break;
355 }
356 }
357
358 #else
359 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
360 {
361 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
362 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
363 {
364 lmt = mt;
365 if (!(op->is_weapon () || op->is_armor ()))
366 break;
367 }
368 }
369 #endif
370 }
371 else
372 {
373 lmt = nmt;
374 }
375
376 if (lmt != NULL)
377 {
378 #ifndef NEW_MATERIAL_CODE
379 op->materialname = lmt->name;
380 return;
381 #else
382
383 if (op->stats.dam && op->is_weapon ())
384 {
385 op->stats.dam += lmt->damage;
386 if (op->stats.dam < 1)
387 op->stats.dam = 1;
388 }
389 if (op->stats.sp && op->type == BOW)
390 op->stats.sp += lmt->sp;
391 if (op->stats.wc && op->is_weapon ())
392 op->stats.wc += lmt->wc;
393 if (op->is_armor ())
394 {
395 if (op->stats.ac)
396 op->stats.ac += lmt->ac;
397 for (j = 0; j < NROFATTACKS; j++)
398 if (op->resist[j] != 0)
399 {
400 op->resist[j] += lmt->mod[j];
401 if (op->resist[j] > 100)
402 op->resist[j] = 100;
403 if (op->resist[j] < -100)
404 op->resist[j] = -100;
405 }
406 }
407 op->materialname = add_string (lmt->name);
408 /* dont make it unstackable if it doesn't need to be */
409 if (op->is_weapon () || op->is_armor ())
410 {
411 op->weight = (op->weight * lmt->weight) / 100;
412 op->value = (op->value * lmt->value) / 100;
413 }
414 #endif
415 }
416 }
417
418 /*
419 * Strip out the media tags from a String.
420 * Warning the input string will contain the result string
421 */
422 void
423 strip_media_tag (char *message)
424 {
425 int in_tag = 0;
426 char *dest;
427 char *src;
428
429 src = dest = message;
430 while (*src != '\0')
431 {
432 if (*src == '[')
433 {
434 in_tag = 1;
435 }
436 else if (in_tag && (*src == ']'))
437 in_tag = 0;
438 else if (!in_tag)
439 {
440 *dest = *src;
441 dest++;
442 }
443 src++;
444 }
445 *dest = '\0';
446 }
447
448 const char *
449 strrstr (const char *haystack, const char *needle)
450 {
451 const char *lastneedle;
452
453 lastneedle = NULL;
454 while ((haystack = strstr (haystack, needle)) != NULL)
455 {
456 lastneedle = haystack;
457 haystack++;
458 }
459 return lastneedle;
460
461 }
462
463 #define EOL_SIZE (sizeof("\n")-1)
464 void
465 strip_endline (char *buf)
466 {
467 if (strlen (buf) < sizeof ("\n"))
468 {
469 return;
470 }
471 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
472 buf[strlen (buf) - EOL_SIZE] = '\0';
473 }
474
475 /**
476 * Replace in string src all occurrences of key by replacement. The resulting
477 * string is put into result; at most resultsize characters (including the
478 * terminating null character) will be written to result.
479 */
480 void
481 replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
482 {
483 size_t resultlen;
484 size_t keylen;
485
486 /* special case to prevent infinite loop if key==replacement=="" */
487 if (strcmp (key, replacement) == 0)
488 {
489 snprintf (result, resultsize, "%s", src);
490 return;
491 }
492
493 keylen = strlen (key);
494
495 resultlen = 0;
496 while (*src != '\0' && resultlen + 1 < resultsize)
497 {
498 if (strncmp (src, key, keylen) == 0)
499 {
500 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
501 resultlen += strlen (result + resultlen);
502 src += keylen;
503 }
504 else
505 {
506 result[resultlen++] = *src++;
507 }
508 }
509 result[resultlen] = '\0';
510 }
511
512 /**
513 * Taking a string as an argument, mutate it into a string that looks like a list.
514 * a 'list' for the purposes here, is a string of items, seperated by commas, except
515 * for the last entry, which has an 'and' before it, and a full stop (period) after it.
516 * This function will also strip all trailing non alphanumeric characters.
517 * It does not insert an oxford comma.
518 */
519
520 void
521 make_list_like (char *input)
522 {
523 char *p, tmp[MAX_BUF];
524 int i;
525
526 if (!input || strlen (input) > MAX_BUF - 5)
527 return;
528 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
529
530 strncpy (tmp, input, MAX_BUF - 5);
531 /*trim all trailing commas, spaces etc. */
532 for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--)
533 tmp[i] = '\0';
534
535 strcat (tmp, ".");
536
537 p = strrchr (tmp, ',');
538 if (p)
539 {
540 *p = '\0';
541 strcpy (input, tmp);
542 p++;
543 strcat (input, " and");
544 strcat (input, p);
545 }
546 else
547 strcpy (input, tmp);
548
549 return;
550 }
551
552 /////////////////////////////////////////////////////////////////////////////
553
554 void
555 fork_abort (const char *msg)
556 {
557 if (!fork ())
558 {
559 signal (SIGABRT, SIG_DFL);
560 abort ();
561 }
562
563 LOG (llevError, "fork abort: %s\n", msg);
564 }
565
566 void *salloc_ (int n) throw (std::bad_alloc)
567 {
568 void *ptr = g_slice_alloc (n);
569
570 if (!ptr)
571 throw std::bad_alloc ();
572
573 return ptr;
574 }
575
576 void *salloc_ (int n, void *src) throw (std::bad_alloc)
577 {
578 void *ptr = salloc_ (n);
579
580 if (src)
581 memcpy (ptr, src, n);
582 else
583 memset (ptr, 0, n);
584
585 return ptr;
586 }
587
588 void assign (char *dst, const char *src, int maxlen)
589 {
590 if (!src)
591 src = "";
592
593 int len = strlen (src);
594
595 if (len >= maxlen - 1)
596 {
597 if (maxlen <= 4)
598 {
599 memset (dst, '.', maxlen - 1);
600 dst [maxlen - 1] = 0;
601 }
602 else
603 {
604 memcpy (dst, src, maxlen - 4);
605 memcpy (dst + maxlen - 4, "...", 4);
606 }
607 }
608 else
609 memcpy (dst, src, len + 1);
610 }
611
612 tstamp now ()
613 {
614 struct timeval tv;
615
616 gettimeofday (&tv, 0);
617 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
618 }
619
620 int
621 similar_direction (int a, int b)
622 {
623 if (!a || !b)
624 return 0;
625
626 int diff = (b - a) & 7;
627 return diff <= 1 || diff >= 7;
628 }
629