ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/utils.C
Revision: 1.44
Committed: Thu Jan 25 03:54:44 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +4 -0 lines
Log Message:
added checkrusage extension

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;
43
44 void
45 tausworthe_random_generator::seed (uint32_t seed)
46 {
47 state [0] = max ( 2U, seed * 69069U);
48 state [1] = max ( 8U, state [0] * 69069U);
49 state [2] = max ( 16U, state [1] * 69069U);
50 state [3] = max (128U, state [2] * 69069U);
51
52 for (int i = 11; --i; )
53 operator ()();
54 }
55
56 uint32_t
57 tausworthe_random_generator::next ()
58 {
59 state [0] = ((state [0] & 0xFFFFFFFEU) << 18U) ^ (((state [0] << 6U) ^ state [0]) >> 13U);
60 state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U);
61 state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U);
62 state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U);
63
64 return state [0] ^ state [1] ^ state [2] ^ state [3];
65 }
66
67 uint32_t
68 tausworthe_random_generator::get_range (uint32_t r_max)
69 {
70 return next () % r_max;
71 }
72
73 // return a number within (min .. max)
74 int
75 tausworthe_random_generator::get_range (int r_min, int r_max)
76 {
77 return r_min + (*this) (max (r_max - r_min + 1, 1));
78 }
79
80 /*
81 * The random functions here take luck into account when rolling random
82 * dice or numbers. This function has less of an impact the larger the
83 * difference becomes in the random numbers. IE, the effect is lessened
84 * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
85 * to specifically disable luck in certain rolls, simply by making the
86 * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
87 */
88
89 /*
90 * Roll a random number between min and max. Uses op to determine luck,
91 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
92 * Generally, op should be the player/caster/hitter requesting the roll,
93 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
94 */
95 int
96 random_roll (int r_min, int r_max, const object *op, int goodbad)
97 {
98 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
99
100 if (r_max < 1 || r_max < r_min)
101 {
102 LOG (llevError, "Calling random_roll with min=%d max=%d\n", r_min, r_max);
103 return r_min;
104 }
105
106 if (op->type == PLAYER)
107 {
108 int luck = op->stats.luck;
109
110 if (rndm (base) < min (10, abs (luck)))
111 {
112 //TODO: take luck into account
113 }
114 }
115
116 return rndm (r_min, r_max);
117 }
118
119 /*
120 * This is a 64 bit version of random_roll above. This is needed
121 * for exp loss calculations for players changing religions.
122 */
123
124 sint64
125 random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
126 {
127 sint64 omin, diff, luck, ran;
128 int base;
129
130 omin = min;
131 diff = max - min + 1;
132 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
133
134 if (max < 1 || diff < 1)
135 {
136 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
137 return (min); /* avoids a float exception */
138 }
139
140 /* Don't know of a portable call to get 64 bit random values.
141 * So make a call to get two 32 bit random numbers, and just to
142 * a little byteshifting. Do make sure the first one is only
143 * 32 bit, so we don't get skewed results
144 */
145 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
146
147 if (op->type != PLAYER)
148 return ((ran % diff) + min);
149
150 luck = op->stats.luck;
151 if (RANDOM () % base < MIN (10, abs (luck)))
152 {
153 /* we have a winner */
154 ((luck > 0) ? (luck = 1) : (luck = -1));
155 diff -= luck;
156 if (diff < 1)
157 return (omin); /*check again */
158 ((goodbad) ? (min += luck) : (diff));
159
160 return (MAX (omin, MIN (max, (ran % diff) + min)));
161 }
162 return ((ran % diff) + min);
163 }
164
165 /*
166 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
167 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
168 * Generally, op should be the player/caster/hitter requesting the roll,
169 * not the recipient (ie, the poor slob getting hit).
170 * The args are num D size (ie 4d6) [garbled 20010916]
171 */
172
173 int
174 die_roll (int num, int size, const object *op, int goodbad)
175 {
176 int min, diff, luck, total, i, gotlucky, base, ran;
177
178 diff = size;
179 min = 1;
180 luck = total = gotlucky = 0;
181 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
182 if (size < 2 || diff < 1)
183 {
184 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
185 return (num); /* avoids a float exception */
186 }
187
188 if (op->type == PLAYER)
189 luck = op->stats.luck;
190
191 for (i = 0; i < num; i++)
192 {
193 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky)
194 {
195 /* we have a winner */
196 gotlucky++;
197 ((luck > 0) ? (luck = 1) : (luck = -1));
198 diff -= luck;
199 if (diff < 1)
200 return (num); /*check again */
201 ((goodbad) ? (min += luck) : (diff));
202 ran = RANDOM ();
203 total += MAX (1, MIN (size, (ran % diff) + min));
204 }
205 else
206 {
207 total += RANDOM () % size + 1;
208 }
209 }
210 return (total);
211 }
212
213 /* decay and destroy perishable items in a map */
214 void
215 maptile::decay_objects ()
216 {
217 if (!spaces)
218 return;
219
220 for (mapspace *ms = spaces + size (); ms-- > spaces; )
221 for (object *above, *op = ms->bot; op; op = above)
222 {
223 above = op->above;
224
225 bool destroy = 0;
226
227 // do not decay anything above unique floor tiles (yet :)
228 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
229 break;
230
231 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
232 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
233 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
234 || QUERY_FLAG (op, FLAG_UNIQUE)
235 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
236 || QUERY_FLAG (op, FLAG_UNPAID)
237 || op->is_alive ())
238 ; // do not decay
239 else if (op->is_weapon ())
240 {
241 op->stats.dam--;
242 if (op->stats.dam < 0)
243 destroy = 1;
244 }
245 else if (op->is_armor ())
246 {
247 op->stats.ac--;
248 if (op->stats.ac < 0)
249 destroy = 1;
250 }
251 else if (op->type == FOOD)
252 {
253 op->stats.food -= rndm (5, 20);
254 if (op->stats.food < 0)
255 destroy = 1;
256 }
257 else
258 {
259 int mat = op->material;
260
261 if (mat & M_PAPER
262 || mat & M_LEATHER
263 || mat & M_WOOD
264 || mat & M_ORGANIC
265 || mat & M_CLOTH
266 || mat & M_LIQUID
267 || (mat & M_IRON && rndm (1, 5) == 1)
268 || (mat & M_GLASS && rndm (1, 2) == 1)
269 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
270 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
271 || (mat & M_ICE && temp > 32))
272 destroy = 1;
273 }
274
275 /* adjust overall chance below */
276 if (destroy && rndm (0, 1))
277 op->destroy ();
278 }
279 }
280
281 /* convert materialname to materialtype_t */
282
283 materialtype_t *
284 name_to_material (const char *name)
285 {
286 materialtype_t *mt, *nmt;
287
288 mt = NULL;
289 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
290 {
291 if (strcmp (name, nmt->name) == 0)
292 {
293 mt = nmt;
294 break;
295 }
296 }
297 return mt;
298 }
299
300 /* when doing transmutation of objects, we have to recheck the resistances,
301 * as some that did not apply previously, may apply now.
302 */
303
304 void
305 transmute_materialname (object *op, const object *change)
306 {
307 materialtype_t *mt;
308 int j;
309
310 if (op->materialname == NULL)
311 return;
312
313 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
314 return;
315
316 if (!op->is_armor ())
317 return;
318
319 mt = name_to_material (op->materialname);
320 if (!mt)
321 {
322 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
323 return;
324 }
325
326 for (j = 0; j < NROFATTACKS; j++)
327 if (op->resist[j] == 0 && change->resist[j] != 0)
328 {
329 op->resist[j] += mt->mod[j];
330 if (op->resist[j] > 100)
331 op->resist[j] = 100;
332 if (op->resist[j] < -100)
333 op->resist[j] = -100;
334 }
335 }
336
337 /* set the materialname and type for an item */
338 void
339 set_materialname (object *op, int difficulty, materialtype_t *nmt)
340 {
341 materialtype_t *mt, *lmt;
342
343 #ifdef NEW_MATERIAL_CODE
344 int j;
345 #endif
346
347 if (op->materialname != NULL)
348 return;
349
350
351
352 if (nmt == NULL)
353 {
354 lmt = NULL;
355 #ifndef NEW_MATERIAL_CODE
356 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
357 {
358 if (op->material & mt->material)
359 {
360 lmt = mt;
361 break;
362 }
363 }
364
365 #else
366 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
367 {
368 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
369 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
370 {
371 lmt = mt;
372 if (!(op->is_weapon () || op->is_armor ()))
373 break;
374 }
375 }
376 #endif
377 }
378 else
379 {
380 lmt = nmt;
381 }
382
383 if (lmt != NULL)
384 {
385 #ifndef NEW_MATERIAL_CODE
386 op->materialname = lmt->name;
387 return;
388 #else
389
390 if (op->stats.dam && op->is_weapon ())
391 {
392 op->stats.dam += lmt->damage;
393 if (op->stats.dam < 1)
394 op->stats.dam = 1;
395 }
396 if (op->stats.sp && op->type == BOW)
397 op->stats.sp += lmt->sp;
398 if (op->stats.wc && op->is_weapon ())
399 op->stats.wc += lmt->wc;
400 if (op->is_armor ())
401 {
402 if (op->stats.ac)
403 op->stats.ac += lmt->ac;
404 for (j = 0; j < NROFATTACKS; j++)
405 if (op->resist[j] != 0)
406 {
407 op->resist[j] += lmt->mod[j];
408 if (op->resist[j] > 100)
409 op->resist[j] = 100;
410 if (op->resist[j] < -100)
411 op->resist[j] = -100;
412 }
413 }
414 op->materialname = add_string (lmt->name);
415 /* dont make it unstackable if it doesn't need to be */
416 if (op->is_weapon () || op->is_armor ())
417 {
418 op->weight = (op->weight * lmt->weight) / 100;
419 op->value = (op->value * lmt->value) / 100;
420 }
421 #endif
422 }
423 }
424
425 /*
426 * Strip out the media tags from a String.
427 * Warning the input string will contain the result string
428 */
429 void
430 strip_media_tag (char *message)
431 {
432 int in_tag = 0;
433 char *dest;
434 char *src;
435
436 src = dest = message;
437 while (*src != '\0')
438 {
439 if (*src == '[')
440 {
441 in_tag = 1;
442 }
443 else if (in_tag && (*src == ']'))
444 in_tag = 0;
445 else if (!in_tag)
446 {
447 *dest = *src;
448 dest++;
449 }
450 src++;
451 }
452 *dest = '\0';
453 }
454
455 const char *
456 strrstr (const char *haystack, const char *needle)
457 {
458 const char *lastneedle;
459
460 lastneedle = NULL;
461 while ((haystack = strstr (haystack, needle)) != NULL)
462 {
463 lastneedle = haystack;
464 haystack++;
465 }
466 return lastneedle;
467
468 }
469
470 #define EOL_SIZE (sizeof("\n")-1)
471 void
472 strip_endline (char *buf)
473 {
474 if (strlen (buf) < sizeof ("\n"))
475 {
476 return;
477 }
478 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
479 buf[strlen (buf) - EOL_SIZE] = '\0';
480 }
481
482 /**
483 * Replace in string src all occurrences of key by replacement. The resulting
484 * string is put into result; at most resultsize characters (including the
485 * terminating null character) will be written to result.
486 */
487 void
488 replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
489 {
490 size_t resultlen;
491 size_t keylen;
492
493 /* special case to prevent infinite loop if key==replacement=="" */
494 if (strcmp (key, replacement) == 0)
495 {
496 snprintf (result, resultsize, "%s", src);
497 return;
498 }
499
500 keylen = strlen (key);
501
502 resultlen = 0;
503 while (*src != '\0' && resultlen + 1 < resultsize)
504 {
505 if (strncmp (src, key, keylen) == 0)
506 {
507 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
508 resultlen += strlen (result + resultlen);
509 src += keylen;
510 }
511 else
512 {
513 result[resultlen++] = *src++;
514 }
515 }
516 result[resultlen] = '\0';
517 }
518
519 /**
520 * Taking a string as an argument, mutate it into a string that looks like a list.
521 * a 'list' for the purposes here, is a string of items, seperated by commas, except
522 * for the last entry, which has an 'and' before it, and a full stop (period) after it.
523 * This function will also strip all trailing non alphanumeric characters.
524 * It does not insert an oxford comma.
525 */
526
527 void
528 make_list_like (char *input)
529 {
530 char *p, tmp[MAX_BUF];
531 int i;
532
533 if (!input || strlen (input) > MAX_BUF - 5)
534 return;
535 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
536
537 strncpy (tmp, input, MAX_BUF - 5);
538 /*trim all trailing commas, spaces etc. */
539 for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--)
540 tmp[i] = '\0';
541
542 strcat (tmp, ".");
543
544 p = strrchr (tmp, ',');
545 if (p)
546 {
547 *p = '\0';
548 strcpy (input, tmp);
549 p++;
550 strcat (input, " and");
551 strcat (input, p);
552 }
553 else
554 strcpy (input, tmp);
555
556 return;
557 }
558
559 /////////////////////////////////////////////////////////////////////////////
560
561 void
562 fork_abort (const char *msg)
563 {
564 if (!fork ())
565 {
566 signal (SIGABRT, SIG_DFL);
567 abort ();
568 }
569
570 LOG (llevError, "fork abort: %s\n", msg);
571 }
572
573 void *salloc_ (int n) throw (std::bad_alloc)
574 {
575 #ifdef PREFER_MALLOC
576 void *ptr = malloc (n);
577 #else
578 void *ptr = g_slice_alloc (n);
579 #endif
580
581 if (!ptr)
582 throw std::bad_alloc ();
583
584 return ptr;
585 }
586
587 void *salloc_ (int n, void *src) throw (std::bad_alloc)
588 {
589 void *ptr = salloc_ (n);
590
591 if (src)
592 memcpy (ptr, src, n);
593 else
594 memset (ptr, 0, n);
595
596 return ptr;
597 }
598
599 void assign (char *dst, const char *src, int maxlen)
600 {
601 if (!src)
602 src = "";
603
604 int len = strlen (src);
605
606 if (len >= maxlen - 1)
607 {
608 if (maxlen <= 4)
609 {
610 memset (dst, '.', maxlen - 1);
611 dst [maxlen - 1] = 0;
612 }
613 else
614 {
615 memcpy (dst, src, maxlen - 4);
616 memcpy (dst + maxlen - 4, "...", 4);
617 }
618 }
619 else
620 memcpy (dst, src, len + 1);
621 }
622
623 tstamp now ()
624 {
625 struct timeval tv;
626
627 gettimeofday (&tv, 0);
628 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
629 }
630
631 int
632 similar_direction (int a, int b)
633 {
634 if (!a || !b)
635 return 0;
636
637 int diff = (b - a) & 7;
638 return diff <= 1 || diff >= 7;
639 }
640