/* * CrossFire, A Multiplayer game for X-windows * * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team * Copyright (C) 2002 Mark Wedel & Crossfire Development Team * Copyright (C) 1992 Frank Tore Johansen * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * * The authors can be reached via e-mail at */ /* * General convenience functions for crossfire. */ #include #include #include #include #include #include #include #include #include #include rand_gen rndm (time (0)); tausworthe_random_generator::tausworthe_random_generator (uint32_t seed) { state [0] = max ( 2, seed * 69069U); state [1] = max ( 8, state [0] * 69069U); state [2] = max ( 16, state [1] * 69069U); state [3] = max (128, state [2] * 69069U); for (int i = 11; --i; ) operator ()(); } uint32_t tausworthe_random_generator::next () { state [0] = ((state [0] & 0xFFFFFFFEU) << 18U) ^ (((state [0] << 6U) ^ state [0]) >> 13U); state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U); state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U); state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U); return state [0] ^ state [1] ^ state [2] ^ state [3]; } /* * The random functions here take luck into account when rolling random * dice or numbers. This function has less of an impact the larger the * difference becomes in the random numbers. IE, the effect is lessened * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers, * to specifically disable luck in certain rolls, simply by making the * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3) */ /* * Roll a random number between min and max. Uses op to determine luck, * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. * Generally, op should be the player/caster/hitter requesting the roll, * not the recipient (ie, the poor slob getting hit). [garbled 20010916] */ int random_roll (int min, int max, const object *op, int goodbad) { int omin, diff, luck, base, ran; omin = min; diff = max - min + 1; ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ if (max < 1 || diff < 1) { LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max); return (min); /* avoids a float exception */ } ran = RANDOM (); if (op->type != PLAYER) return ((ran % diff) + min); luck = op->stats.luck; if (RANDOM () % base < MIN (10, abs (luck))) { /* we have a winner */ ((luck > 0) ? (luck = 1) : (luck = -1)); diff -= luck; if (diff < 1) return (omin); /*check again */ ((goodbad) ? (min += luck) : (diff)); return (MAX (omin, MIN (max, (ran % diff) + min))); } return ((ran % diff) + min); } /* * This is a 64 bit version of random_roll above. This is needed * for exp loss calculations for players changing religions. */ sint64 random_roll64 (sint64 min, sint64 max, const object *op, int goodbad) { sint64 omin, diff, luck, ran; int base; omin = min; diff = max - min + 1; ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ if (max < 1 || diff < 1) { LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max); return (min); /* avoids a float exception */ } /* Don't know of a portable call to get 64 bit random values. * So make a call to get two 32 bit random numbers, and just to * a little byteshifting. Do make sure the first one is only * 32 bit, so we don't get skewed results */ ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32); if (op->type != PLAYER) return ((ran % diff) + min); luck = op->stats.luck; if (RANDOM () % base < MIN (10, abs (luck))) { /* we have a winner */ ((luck > 0) ? (luck = 1) : (luck = -1)); diff -= luck; if (diff < 1) return (omin); /*check again */ ((goodbad) ? (min += luck) : (diff)); return (MAX (omin, MIN (max, (ran % diff) + min))); } return ((ran % diff) + min); } /* * Roll a number of dice (2d3, 4d6). Uses op to determine luck, * If goodbad is non-zero, luck increases the roll, if zero, it decreases. * Generally, op should be the player/caster/hitter requesting the roll, * not the recipient (ie, the poor slob getting hit). * The args are num D size (ie 4d6) [garbled 20010916] */ int die_roll (int num, int size, const object *op, int goodbad) { int min, diff, luck, total, i, gotlucky, base, ran; diff = size; min = 1; luck = total = gotlucky = 0; ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ if (size < 2 || diff < 1) { LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size); return (num); /* avoids a float exception */ } if (op->type == PLAYER) luck = op->stats.luck; for (i = 0; i < num; i++) { if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) { /* we have a winner */ gotlucky++; ((luck > 0) ? (luck = 1) : (luck = -1)); diff -= luck; if (diff < 1) return (num); /*check again */ ((goodbad) ? (min += luck) : (diff)); ran = RANDOM (); total += MAX (1, MIN (size, (ran % diff) + min)); } else { total += RANDOM () % size + 1; } } return (total); } /* decay and destroy perishable items in a map */ void maptile::decay_objects () { if (!spaces) return; for (mapspace *ms = spaces + size (); ms-- > spaces; ) for (object *above, *op = ms->bot; op; op = above) { above = op->above; bool destroy = 0; // do not decay anything above unique floor tiles (yet :) if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) break; if (QUERY_FLAG (op, FLAG_IS_FLOOR) || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) || QUERY_FLAG (op, FLAG_UNIQUE) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) || QUERY_FLAG (op, FLAG_UNPAID) || op->is_alive ()) ; // do not decay else if (op->is_weapon ()) { op->stats.dam--; if (op->stats.dam < 0) destroy = 1; } else if (op->is_armor ()) { op->stats.ac--; if (op->stats.ac < 0) destroy = 1; } else if (op->type == FOOD) { op->stats.food -= rndm (5, 20); if (op->stats.food < 0) destroy = 1; } else { int mat = op->material; if (mat & M_PAPER || mat & M_LEATHER || mat & M_WOOD || mat & M_ORGANIC || mat & M_CLOTH || mat & M_LIQUID || (mat & M_IRON && rndm (1, 5) == 1) || (mat & M_GLASS && rndm (1, 2) == 1) || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) || (mat & M_ICE && temp > 32)) destroy = 1; } /* adjust overall chance below */ if (destroy && rndm (0, 1)) op->destroy (); } } /* convert materialname to materialtype_t */ materialtype_t * name_to_material (const char *name) { materialtype_t *mt, *nmt; mt = NULL; for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next) { if (strcmp (name, nmt->name) == 0) { mt = nmt; break; } } return mt; } /* when doing transmutation of objects, we have to recheck the resistances, * as some that did not apply previously, may apply now. */ void transmute_materialname (object *op, const object *change) { materialtype_t *mt; int j; if (op->materialname == NULL) return; if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) return; if (!op->is_armor ()) return; mt = name_to_material (op->materialname); if (!mt) { LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname); return; } for (j = 0; j < NROFATTACKS; j++) if (op->resist[j] == 0 && change->resist[j] != 0) { op->resist[j] += mt->mod[j]; if (op->resist[j] > 100) op->resist[j] = 100; if (op->resist[j] < -100) op->resist[j] = -100; } } /* set the materialname and type for an item */ void set_materialname (object *op, int difficulty, materialtype_t *nmt) { materialtype_t *mt, *lmt; #ifdef NEW_MATERIAL_CODE int j; #endif if (op->materialname != NULL) return; if (nmt == NULL) { lmt = NULL; #ifndef NEW_MATERIAL_CODE for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) { if (op->material & mt->material) { lmt = mt; break; } } #else for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) { if (op->material & mt->material && rndm (1, 100) <= mt->chance && difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) { lmt = mt; if (!(op->is_weapon () || op->is_armor ())) break; } } #endif } else { lmt = nmt; } if (lmt != NULL) { #ifndef NEW_MATERIAL_CODE op->materialname = lmt->name; return; #else if (op->stats.dam && op->is_weapon ()) { op->stats.dam += lmt->damage; if (op->stats.dam < 1) op->stats.dam = 1; } if (op->stats.sp && op->type == BOW) op->stats.sp += lmt->sp; if (op->stats.wc && op->is_weapon ()) op->stats.wc += lmt->wc; if (op->is_armor ()) { if (op->stats.ac) op->stats.ac += lmt->ac; for (j = 0; j < NROFATTACKS; j++) if (op->resist[j] != 0) { op->resist[j] += lmt->mod[j]; if (op->resist[j] > 100) op->resist[j] = 100; if (op->resist[j] < -100) op->resist[j] = -100; } } op->materialname = add_string (lmt->name); /* dont make it unstackable if it doesn't need to be */ if (op->is_weapon () || op->is_armor ()) { op->weight = (op->weight * lmt->weight) / 100; op->value = (op->value * lmt->value) / 100; } #endif } } /* * Strip out the media tags from a String. * Warning the input string will contain the result string */ void strip_media_tag (char *message) { int in_tag = 0; char *dest; char *src; src = dest = message; while (*src != '\0') { if (*src == '[') { in_tag = 1; } else if (in_tag && (*src == ']')) in_tag = 0; else if (!in_tag) { *dest = *src; dest++; } src++; } *dest = '\0'; } const char * strrstr (const char *haystack, const char *needle) { const char *lastneedle; lastneedle = NULL; while ((haystack = strstr (haystack, needle)) != NULL) { lastneedle = haystack; haystack++; } return lastneedle; } #define EOL_SIZE (sizeof("\n")-1) void strip_endline (char *buf) { if (strlen (buf) < sizeof ("\n")) { return; } if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n")) buf[strlen (buf) - EOL_SIZE] = '\0'; } /** * Replace in string src all occurrences of key by replacement. The resulting * string is put into result; at most resultsize characters (including the * terminating null character) will be written to result. */ void replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize) { size_t resultlen; size_t keylen; /* special case to prevent infinite loop if key==replacement=="" */ if (strcmp (key, replacement) == 0) { snprintf (result, resultsize, "%s", src); return; } keylen = strlen (key); resultlen = 0; while (*src != '\0' && resultlen + 1 < resultsize) { if (strncmp (src, key, keylen) == 0) { snprintf (result + resultlen, resultsize - resultlen, "%s", replacement); resultlen += strlen (result + resultlen); src += keylen; } else { result[resultlen++] = *src++; } } result[resultlen] = '\0'; } /** * Taking a string as an argument, mutate it into a string that looks like a list. * a 'list' for the purposes here, is a string of items, seperated by commas, except * for the last entry, which has an 'and' before it, and a full stop (period) after it. * This function will also strip all trailing non alphanumeric characters. * It does not insert an oxford comma. */ void make_list_like (char *input) { char *p, tmp[MAX_BUF]; int i; if (!input || strlen (input) > MAX_BUF - 5) return; /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */ strncpy (tmp, input, MAX_BUF - 5); /*trim all trailing commas, spaces etc. */ for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--) tmp[i] = '\0'; strcat (tmp, "."); p = strrchr (tmp, ','); if (p) { *p = '\0'; strcpy (input, tmp); p++; strcat (input, " and"); strcat (input, p); } else strcpy (input, tmp); return; } ///////////////////////////////////////////////////////////////////////////// void fork_abort (const char *msg) { if (!fork ()) { signal (SIGABRT, SIG_DFL); abort (); } LOG (llevError, "fork abort: %s\n", msg); } void *salloc_ (int n) throw (std::bad_alloc) { void *ptr = g_slice_alloc (n); if (!ptr) throw std::bad_alloc (); return ptr; } void *salloc_ (int n, void *src) throw (std::bad_alloc) { void *ptr = salloc_ (n); if (src) memcpy (ptr, src, n); else memset (ptr, 0, n); return ptr; } void assign (char *dst, const char *src, int maxlen) { if (!src) src = ""; int len = strlen (src); if (len >= maxlen - 1) { if (maxlen <= 4) { memset (dst, '.', maxlen - 1); dst [maxlen - 1] = 0; } else { memcpy (dst, src, maxlen - 4); memcpy (dst + maxlen - 4, "...", 4); } } else memcpy (dst, src, len + 1); } tstamp now () { struct timeval tv; gettimeofday (&tv, 0); return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6); } int similar_direction (int a, int b) { if (!a || !b) return 0; int diff = (b - a) & 7; return diff <= 1 || diff >= 7; }