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/cvs/deliantra/server/common/utils.C
Revision: 1.45
Committed: Sat Jan 27 02:19:36 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +12 -15 lines
Log Message:
- experimentall.y determine minimum random map size (12)
- harden random map generator by stresstesting
- reduced codesize while increasing readability (RANDOM => rndm)
- fixed a likely unimportant bug in random_roll64
- possibly broke lots of code

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 sint64
124 random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
125 {
126 sint64 omin, diff, luck, ran;
127 int base;
128
129 omin = min;
130 diff = max - min + 1;
131 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
132
133 if (max < 1 || diff < 1)
134 {
135 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
136 return (min); /* avoids a float exception */
137 }
138
139 /*
140 * Make a call to get two 32 bit unsigned random numbers, and just to
141 * a little bitshifting.
142 */
143 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31);
144
145 if (op->type != PLAYER)
146 return ((ran % diff) + min);
147
148 luck = op->stats.luck;
149 if (rndm (base) < MIN (10, abs (luck)))
150 {
151 /* we have a winner */
152 ((luck > 0) ? (luck = 1) : (luck = -1));
153 diff -= luck;
154 if (diff < 1)
155 return (omin); /*check again */
156 ((goodbad) ? (min += luck) : (diff));
157
158 return (MAX (omin, MIN (max, (ran % diff) + min)));
159 }
160
161 return ((ran % diff) + min);
162 }
163
164 /*
165 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
166 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
167 * Generally, op should be the player/caster/hitter requesting the roll,
168 * not the recipient (ie, the poor slob getting hit).
169 * The args are num D size (ie 4d6) [garbled 20010916]
170 */
171
172 int
173 die_roll (int num, int size, const object *op, int goodbad)
174 {
175 int min, diff, luck, total, i, gotlucky, base;
176
177 diff = size;
178 min = 1;
179 luck = total = gotlucky = 0;
180 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
181 if (size < 2 || diff < 1)
182 {
183 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
184 return (num); /* avoids a float exception */
185 }
186
187 if (op->type == PLAYER)
188 luck = op->stats.luck;
189
190 for (i = 0; i < num; i++)
191 {
192 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
193 {
194 /* we have a winner */
195 gotlucky++;
196 ((luck > 0) ? (luck = 1) : (luck = -1));
197 diff -= luck;
198 if (diff < 1)
199 return (num); /*check again */
200 ((goodbad) ? (min += luck) : (diff));
201 total += MAX (1, MIN (size, rndm (diff) + min));
202 }
203 else
204 total += rndm (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 #ifdef PREFER_MALLOC
573 void *ptr = malloc (n);
574 #else
575 void *ptr = g_slice_alloc (n);
576 #endif
577
578 if (!ptr)
579 throw std::bad_alloc ();
580
581 return ptr;
582 }
583
584 void *salloc_ (int n, void *src) throw (std::bad_alloc)
585 {
586 void *ptr = salloc_ (n);
587
588 if (src)
589 memcpy (ptr, src, n);
590 else
591 memset (ptr, 0, n);
592
593 return ptr;
594 }
595
596 void assign (char *dst, const char *src, int maxlen)
597 {
598 if (!src)
599 src = "";
600
601 int len = strlen (src);
602
603 if (len >= maxlen - 1)
604 {
605 if (maxlen <= 4)
606 {
607 memset (dst, '.', maxlen - 1);
608 dst [maxlen - 1] = 0;
609 }
610 else
611 {
612 memcpy (dst, src, maxlen - 4);
613 memcpy (dst + maxlen - 4, "...", 4);
614 }
615 }
616 else
617 memcpy (dst, src, len + 1);
618 }
619
620 tstamp now ()
621 {
622 struct timeval tv;
623
624 gettimeofday (&tv, 0);
625 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
626 }
627
628 int
629 similar_direction (int a, int b)
630 {
631 if (!a || !b)
632 return 0;
633
634 int diff = (b - a) & 7;
635 return diff <= 1 || diff >= 7;
636 }
637