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/cvs/deliantra/server/common/utils.C
Revision: 1.40
Committed: Thu Jan 18 19:32:37 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.39: +24 -20 lines
Log Message:
just experimenting

File Contents

# 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 rand_gen rndm (time (0));
43
44 tausworthe_random_generator::tausworthe_random_generator (uint32_t seed)
45 {
46 state [0] = max ( 2, seed * 69069U);
47 state [1] = max ( 8, state [0] * 69069U);
48 state [2] = max ( 16, state [1] * 69069U);
49 state [3] = max (128, state [2] * 69069U);
50
51 for (int i = 11; --i; )
52 operator ()();
53 }
54
55 uint32_t
56 tausworthe_random_generator::next ()
57 {
58 state [0] = ((state [0] & 0xFFFFFFFEU) << 18U) ^ (((state [0] << 6U) ^ state [0]) >> 13U);
59 state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U);
60 state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U);
61 state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U);
62
63 return state [0] ^ state [1] ^ state [2] ^ state [3];
64 }
65
66 /*
67 * The random functions here take luck into account when rolling random
68 * dice or numbers. This function has less of an impact the larger the
69 * difference becomes in the random numbers. IE, the effect is lessened
70 * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
71 * to specifically disable luck in certain rolls, simply by making the
72 * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
73 */
74
75 /*
76 * Roll a random number between min and max. Uses op to determine luck,
77 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
78 * Generally, op should be the player/caster/hitter requesting the roll,
79 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
80 */
81 int
82 random_roll (int min, int max, const object *op, int goodbad)
83 {
84 int omin, diff, luck, base, ran;
85
86 omin = min;
87 diff = max - min + 1;
88 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
89
90 if (max < 1 || diff < 1)
91 {
92 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max);
93 return (min); /* avoids a float exception */
94 }
95
96 ran = RANDOM ();
97
98 if (op->type != PLAYER)
99 return ((ran % diff) + min);
100
101 luck = op->stats.luck;
102 if (RANDOM () % base < MIN (10, abs (luck)))
103 {
104 /* we have a winner */
105 ((luck > 0) ? (luck = 1) : (luck = -1));
106 diff -= luck;
107 if (diff < 1)
108 return (omin); /*check again */
109 ((goodbad) ? (min += luck) : (diff));
110
111 return (MAX (omin, MIN (max, (ran % diff) + min)));
112 }
113 return ((ran % diff) + min);
114 }
115
116 /*
117 * This is a 64 bit version of random_roll above. This is needed
118 * for exp loss calculations for players changing religions.
119 */
120
121 sint64
122 random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
123 {
124 sint64 omin, diff, luck, ran;
125 int base;
126
127 omin = min;
128 diff = max - min + 1;
129 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
130
131 if (max < 1 || diff < 1)
132 {
133 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
134 return (min); /* avoids a float exception */
135 }
136
137 /* Don't know of a portable call to get 64 bit random values.
138 * So make a call to get two 32 bit random numbers, and just to
139 * a little byteshifting. Do make sure the first one is only
140 * 32 bit, so we don't get skewed results
141 */
142 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
143
144 if (op->type != PLAYER)
145 return ((ran % diff) + min);
146
147 luck = op->stats.luck;
148 if (RANDOM () % base < MIN (10, abs (luck)))
149 {
150 /* we have a winner */
151 ((luck > 0) ? (luck = 1) : (luck = -1));
152 diff -= luck;
153 if (diff < 1)
154 return (omin); /*check again */
155 ((goodbad) ? (min += luck) : (diff));
156
157 return (MAX (omin, MIN (max, (ran % diff) + min)));
158 }
159 return ((ran % diff) + min);
160 }
161
162 /*
163 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
164 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
165 * Generally, op should be the player/caster/hitter requesting the roll,
166 * not the recipient (ie, the poor slob getting hit).
167 * The args are num D size (ie 4d6) [garbled 20010916]
168 */
169
170 int
171 die_roll (int num, int size, const object *op, int goodbad)
172 {
173 int min, diff, luck, total, i, gotlucky, base, ran;
174
175 diff = size;
176 min = 1;
177 luck = total = gotlucky = 0;
178 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
179 if (size < 2 || diff < 1)
180 {
181 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
182 return (num); /* avoids a float exception */
183 }
184
185 if (op->type == PLAYER)
186 luck = op->stats.luck;
187
188 for (i = 0; i < num; i++)
189 {
190 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky)
191 {
192 /* we have a winner */
193 gotlucky++;
194 ((luck > 0) ? (luck = 1) : (luck = -1));
195 diff -= luck;
196 if (diff < 1)
197 return (num); /*check again */
198 ((goodbad) ? (min += luck) : (diff));
199 ran = RANDOM ();
200 total += MAX (1, MIN (size, (ran % diff) + min));
201 }
202 else
203 {
204 total += RANDOM () % size + 1;
205 }
206 }
207 return (total);
208 }
209
210 /* decay and destroy perishable items in a map */
211 void
212 maptile::decay_objects ()
213 {
214 if (!spaces)
215 return;
216
217 for (mapspace *ms = spaces + size (); ms-- > spaces; )
218 for (object *above, *op = ms->bot; op; op = above)
219 {
220 above = op->above;
221
222 bool destroy = 0;
223
224 // do not decay anything above unique floor tiles (yet :)
225 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
226 break;
227
228 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
229 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
230 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
231 || QUERY_FLAG (op, FLAG_UNIQUE)
232 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
233 || QUERY_FLAG (op, FLAG_UNPAID)
234 || op->is_alive ())
235 ; // do not decay
236 else if (op->is_weapon ())
237 {
238 op->stats.dam--;
239 if (op->stats.dam < 0)
240 destroy = 1;
241 }
242 else if (op->is_armor ())
243 {
244 op->stats.ac--;
245 if (op->stats.ac < 0)
246 destroy = 1;
247 }
248 else if (op->type == FOOD)
249 {
250 op->stats.food -= rndm (5, 20);
251 if (op->stats.food < 0)
252 destroy = 1;
253 }
254 else
255 {
256 int mat = op->material;
257
258 if (mat & M_PAPER
259 || mat & M_LEATHER
260 || mat & M_WOOD
261 || mat & M_ORGANIC
262 || mat & M_CLOTH
263 || mat & M_LIQUID
264 || (mat & M_IRON && rndm (1, 5) == 1)
265 || (mat & M_GLASS && rndm (1, 2) == 1)
266 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
267 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
268 || (mat & M_ICE && temp > 32))
269 destroy = 1;
270 }
271
272 /* adjust overall chance below */
273 if (destroy && rndm (0, 1))
274 op->destroy ();
275 }
276 }
277
278 /* convert materialname to materialtype_t */
279
280 materialtype_t *
281 name_to_material (const char *name)
282 {
283 materialtype_t *mt, *nmt;
284
285 mt = NULL;
286 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
287 {
288 if (strcmp (name, nmt->name) == 0)
289 {
290 mt = nmt;
291 break;
292 }
293 }
294 return mt;
295 }
296
297 /* when doing transmutation of objects, we have to recheck the resistances,
298 * as some that did not apply previously, may apply now.
299 */
300
301 void
302 transmute_materialname (object *op, const object *change)
303 {
304 materialtype_t *mt;
305 int j;
306
307 if (op->materialname == NULL)
308 return;
309
310 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
311 return;
312
313 if (!op->is_armor ())
314 return;
315
316 mt = name_to_material (op->materialname);
317 if (!mt)
318 {
319 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
320 return;
321 }
322
323 for (j = 0; j < NROFATTACKS; j++)
324 if (op->resist[j] == 0 && change->resist[j] != 0)
325 {
326 op->resist[j] += mt->mod[j];
327 if (op->resist[j] > 100)
328 op->resist[j] = 100;
329 if (op->resist[j] < -100)
330 op->resist[j] = -100;
331 }
332 }
333
334 /* set the materialname and type for an item */
335 void
336 set_materialname (object *op, int difficulty, materialtype_t *nmt)
337 {
338 materialtype_t *mt, *lmt;
339
340 #ifdef NEW_MATERIAL_CODE
341 int j;
342 #endif
343
344 if (op->materialname != NULL)
345 return;
346
347
348
349 if (nmt == NULL)
350 {
351 lmt = NULL;
352 #ifndef NEW_MATERIAL_CODE
353 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
354 {
355 if (op->material & mt->material)
356 {
357 lmt = mt;
358 break;
359 }
360 }
361
362 #else
363 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
364 {
365 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
366 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
367 {
368 lmt = mt;
369 if (!(op->is_weapon () || op->is_armor ()))
370 break;
371 }
372 }
373 #endif
374 }
375 else
376 {
377 lmt = nmt;
378 }
379
380 if (lmt != NULL)
381 {
382 #ifndef NEW_MATERIAL_CODE
383 op->materialname = lmt->name;
384 return;
385 #else
386
387 if (op->stats.dam && op->is_weapon ())
388 {
389 op->stats.dam += lmt->damage;
390 if (op->stats.dam < 1)
391 op->stats.dam = 1;
392 }
393 if (op->stats.sp && op->type == BOW)
394 op->stats.sp += lmt->sp;
395 if (op->stats.wc && op->is_weapon ())
396 op->stats.wc += lmt->wc;
397 if (op->is_armor ())
398 {
399 if (op->stats.ac)
400 op->stats.ac += lmt->ac;
401 for (j = 0; j < NROFATTACKS; j++)
402 if (op->resist[j] != 0)
403 {
404 op->resist[j] += lmt->mod[j];
405 if (op->resist[j] > 100)
406 op->resist[j] = 100;
407 if (op->resist[j] < -100)
408 op->resist[j] = -100;
409 }
410 }
411 op->materialname = add_string (lmt->name);
412 /* dont make it unstackable if it doesn't need to be */
413 if (op->is_weapon () || op->is_armor ())
414 {
415 op->weight = (op->weight * lmt->weight) / 100;
416 op->value = (op->value * lmt->value) / 100;
417 }
418 #endif
419 }
420 }
421
422 /*
423 * Strip out the media tags from a String.
424 * Warning the input string will contain the result string
425 */
426 void
427 strip_media_tag (char *message)
428 {
429 int in_tag = 0;
430 char *dest;
431 char *src;
432
433 src = dest = message;
434 while (*src != '\0')
435 {
436 if (*src == '[')
437 {
438 in_tag = 1;
439 }
440 else if (in_tag && (*src == ']'))
441 in_tag = 0;
442 else if (!in_tag)
443 {
444 *dest = *src;
445 dest++;
446 }
447 src++;
448 }
449 *dest = '\0';
450 }
451
452 const char *
453 strrstr (const char *haystack, const char *needle)
454 {
455 const char *lastneedle;
456
457 lastneedle = NULL;
458 while ((haystack = strstr (haystack, needle)) != NULL)
459 {
460 lastneedle = haystack;
461 haystack++;
462 }
463 return lastneedle;
464
465 }
466
467 #define EOL_SIZE (sizeof("\n")-1)
468 void
469 strip_endline (char *buf)
470 {
471 if (strlen (buf) < sizeof ("\n"))
472 {
473 return;
474 }
475 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
476 buf[strlen (buf) - EOL_SIZE] = '\0';
477 }
478
479 /**
480 * Replace in string src all occurrences of key by replacement. The resulting
481 * string is put into result; at most resultsize characters (including the
482 * terminating null character) will be written to result.
483 */
484 void
485 replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
486 {
487 size_t resultlen;
488 size_t keylen;
489
490 /* special case to prevent infinite loop if key==replacement=="" */
491 if (strcmp (key, replacement) == 0)
492 {
493 snprintf (result, resultsize, "%s", src);
494 return;
495 }
496
497 keylen = strlen (key);
498
499 resultlen = 0;
500 while (*src != '\0' && resultlen + 1 < resultsize)
501 {
502 if (strncmp (src, key, keylen) == 0)
503 {
504 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
505 resultlen += strlen (result + resultlen);
506 src += keylen;
507 }
508 else
509 {
510 result[resultlen++] = *src++;
511 }
512 }
513 result[resultlen] = '\0';
514 }
515
516 /**
517 * Taking a string as an argument, mutate it into a string that looks like a list.
518 * a 'list' for the purposes here, is a string of items, seperated by commas, except
519 * for the last entry, which has an 'and' before it, and a full stop (period) after it.
520 * This function will also strip all trailing non alphanumeric characters.
521 * It does not insert an oxford comma.
522 */
523
524 void
525 make_list_like (char *input)
526 {
527 char *p, tmp[MAX_BUF];
528 int i;
529
530 if (!input || strlen (input) > MAX_BUF - 5)
531 return;
532 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
533
534 strncpy (tmp, input, MAX_BUF - 5);
535 /*trim all trailing commas, spaces etc. */
536 for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--)
537 tmp[i] = '\0';
538
539 strcat (tmp, ".");
540
541 p = strrchr (tmp, ',');
542 if (p)
543 {
544 *p = '\0';
545 strcpy (input, tmp);
546 p++;
547 strcat (input, " and");
548 strcat (input, p);
549 }
550 else
551 strcpy (input, tmp);
552
553 return;
554 }
555
556 /////////////////////////////////////////////////////////////////////////////
557
558 void
559 fork_abort (const char *msg)
560 {
561 if (!fork ())
562 {
563 signal (SIGABRT, SIG_DFL);
564 abort ();
565 }
566
567 LOG (llevError, "fork abort: %s\n", msg);
568 }
569
570 void *salloc_ (int n) throw (std::bad_alloc)
571 {
572 void *ptr = g_slice_alloc (n);
573
574 if (!ptr)
575 throw std::bad_alloc ();
576
577 return ptr;
578 }
579
580 void *salloc_ (int n, void *src) throw (std::bad_alloc)
581 {
582 void *ptr = salloc_ (n);
583
584 if (src)
585 memcpy (ptr, src, n);
586 else
587 memset (ptr, 0, n);
588
589 return ptr;
590 }
591
592 void assign (char *dst, const char *src, int maxlen)
593 {
594 if (!src)
595 src = "";
596
597 int len = strlen (src);
598
599 if (len >= maxlen - 1)
600 {
601 if (maxlen <= 4)
602 {
603 memset (dst, '.', maxlen - 1);
604 dst [maxlen - 1] = 0;
605 }
606 else
607 {
608 memcpy (dst, src, maxlen - 4);
609 memcpy (dst + maxlen - 4, "...", 4);
610 }
611 }
612 else
613 memcpy (dst, src, len + 1);
614 }
615
616 tstamp now ()
617 {
618 struct timeval tv;
619
620 gettimeofday (&tv, 0);
621 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
622 }
623
624 int
625 similar_direction (int a, int b)
626 {
627 if (!a || !b)
628 return 0;
629
630 int diff = (b - a) & 7;
631 return diff <= 1 || diff >= 7;
632 }
633