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/cvs/deliantra/server/common/utils.C
Revision: 1.6
Committed: Fri Sep 8 16:51:43 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +3 -1 lines
Log Message:
generic accessors, take one

File Contents

# Content
1 /*
2 * static char *rcsid_utils_c =
3 * "$Id: utils.C,v 1.5 2006-09-07 09:37:12 pippijn Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /*
30 * General convenience functions for crossfire.
31 */
32
33 #include <global.h>
34 #include <funcpoint.h>
35 #include <material.h>
36
37 #include <glib.h>
38
39 /*
40 * The random functions here take luck into account when rolling random
41 * dice or numbers. This function has less of an impact the larger the
42 * difference becomes in the random numbers. IE, the effect is lessened
43 * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
44 * to specifically disable luck in certain rolls, simply by making the
45 * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
46 */
47
48 /*
49 * Roll a random number between min and max. Uses op to determine luck,
50 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
51 * Generally, op should be the player/caster/hitter requesting the roll,
52 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
53 */
54
55 int random_roll(int min, int max, const object *op, int goodbad) {
56 int omin, diff, luck, base, ran;
57
58 omin = min;
59 diff = max - min + 1;
60 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
61
62 if (max < 1 || diff < 1) {
63 LOG(llevError, "Calling random_roll with min=%d max=%d\n", min, max);
64 return(min); /* avoids a float exception */
65 }
66
67 ran = RANDOM();
68
69 if (op->type != PLAYER)
70 return((ran%diff)+min);
71
72 luck = op->stats.luck;
73 if (RANDOM()%base < MIN(10, abs(luck))) {
74 /* we have a winner */
75 ((luck > 0) ? (luck = 1) : (luck = -1));
76 diff -= luck;
77 if (diff < 1)
78 return(omin); /*check again*/
79 ((goodbad) ? (min += luck) : (diff));
80
81 return(MAX(omin, MIN(max, (ran%diff)+min)));
82 }
83 return((ran%diff)+min);
84 }
85
86 /*
87 * This is a 64 bit version of random_roll above. This is needed
88 * for exp loss calculations for players changing religions.
89 */
90
91 sint64 random_roll64(sint64 min, sint64 max, const object *op, int goodbad) {
92 sint64 omin, diff, luck, ran;
93 int base;
94
95 omin = min;
96 diff = max - min + 1;
97 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
98
99 if (max < 1 || diff < 1) {
100 #ifndef WIN32
101 LOG(llevError, "Calling random_roll with min=%lld max=%lld\n", min, max);
102 #else
103 LOG(llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max);
104 #endif
105 return(min); /* avoids a float exception */
106 }
107
108 /* Don't know of a portable call to get 64 bit random values.
109 * So make a call to get two 32 bit random numbers, and just to
110 * a little byteshifting. Do make sure the first one is only
111 * 32 bit, so we don't get skewed results
112 */
113 ran = (RANDOM() & 0xffffffff) | ((sint64)RANDOM() << 32);
114
115 if (op->type != PLAYER)
116 return((ran%diff)+min);
117
118 luck = op->stats.luck;
119 if (RANDOM()%base < MIN(10, abs(luck))) {
120 /* we have a winner */
121 ((luck > 0) ? (luck = 1) : (luck = -1));
122 diff -= luck;
123 if (diff < 1)
124 return(omin); /*check again*/
125 ((goodbad) ? (min += luck) : (diff));
126
127 return(MAX(omin, MIN(max, (ran%diff)+min)));
128 }
129 return((ran%diff)+min);
130 }
131
132 /*
133 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
134 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
135 * Generally, op should be the player/caster/hitter requesting the roll,
136 * not the recipient (ie, the poor slob getting hit).
137 * The args are num D size (ie 4d6) [garbled 20010916]
138 */
139
140 int die_roll(int num, int size, const object *op, int goodbad) {
141 int min, diff, luck, total, i, gotlucky, base, ran;
142
143 diff = size;
144 min = 1;
145 luck = total = gotlucky = 0;
146 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
147 if (size < 2 || diff < 1) {
148 LOG(llevError, "Calling die_roll with num=%d size=%d\n", num, size);
149 return(num); /* avoids a float exception */
150 }
151
152 if (op->type == PLAYER)
153 luck = op->stats.luck;
154
155 for (i = 0; i < num; i++) {
156 if (RANDOM()%base < MIN(10, abs(luck)) && !gotlucky) {
157 /* we have a winner */
158 gotlucky++;
159 ((luck > 0) ? (luck = 1) : (luck = -1));
160 diff -= luck;
161 if (diff < 1)
162 return(num); /*check again*/
163 ((goodbad) ? (min += luck) : (diff));
164 ran = RANDOM();
165 total += MAX(1, MIN(size, (ran%diff)+min));
166 } else {
167 total += RANDOM()%size+1;
168 }
169 }
170 return(total);
171 }
172
173 /*
174 * Another convenience function. Returns a number between min and max.
175 * It is suggested one use these functions rather than RANDOM()%, as it
176 * would appear that a number of off-by-one-errors exist due to improper
177 * use of %. This should also prevent SIGFPE.
178 */
179
180 int rndm(int min, int max)
181 {
182 int diff;
183
184 diff = max - min + 1;
185 if (max < 1 || diff < 1)
186 return(min);
187
188 return(RANDOM()%diff+min);
189 }
190
191 /* decay and destroy persihable items in a map */
192
193 void decay_objects(mapstruct *m)
194 {
195 int x, y, destroy;
196 object *op, *otmp;
197
198 if (m->unique)
199 return;
200
201 for (x=0; x < MAP_WIDTH(m); x++)
202 for (y=0; y < MAP_HEIGHT(m); y++)
203 for (op = get_map_ob(m, x, y); op; op = otmp) {
204 destroy = 0;
205 otmp = op->above;
206 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
207 break;
208 if (QUERY_FLAG(op, FLAG_IS_FLOOR) ||
209 QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) ||
210 QUERY_FLAG(op, FLAG_OBJ_SAVE_ON_OVL) ||
211 QUERY_FLAG(op, FLAG_UNIQUE) ||
212 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR) ||
213 QUERY_FLAG(op, FLAG_UNPAID) || IS_LIVE(op))
214 continue;
215 /* otherwise, we decay and destroy */
216 if (IS_WEAPON(op)) {
217 op->stats.dam--;
218 if (op->stats.dam < 0)
219 destroy = 1;
220 } else if (IS_ARMOR(op)) {
221 op->stats.ac--;
222 if (op->stats.ac < 0)
223 destroy = 1;
224 } else if (op->type == FOOD) {
225 op->stats.food -= rndm(5,20);
226 if (op->stats.food < 0)
227 destroy = 1;
228 } else {
229 if (op->material & M_PAPER || op->material & M_LEATHER ||
230 op->material & M_WOOD || op->material & M_ORGANIC ||
231 op->material & M_CLOTH || op->material & M_LIQUID)
232 destroy = 1;
233 if (op->material & M_IRON && rndm(1,5) == 1)
234 destroy = 1;
235 if (op->material & M_GLASS && rndm(1,2) == 1)
236 destroy = 1;
237 if ((op->material & M_STONE || op->material & M_ADAMANT) &&
238 rndm(1,10) == 1)
239 destroy = 1;
240 if ((op->material & M_SOFT_METAL || op->material & M_BONE) &&
241 rndm(1,3) == 1)
242 destroy = 1;
243 if (op->material & M_ICE && MAP_TEMP(m) > 32)
244 destroy = 1;
245 }
246 /* adjust overall chance below */
247 if (destroy && rndm(0, 1)) {
248 remove_ob(op);
249 free_object(op);
250 }
251 }
252 }
253
254 /* convert materialname to materialtype_t */
255
256 materialtype_t *name_to_material(const char *name)
257 {
258 materialtype_t *mt, *nmt;
259
260 mt = NULL;
261 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt=nmt->next) {
262 if (strcmp(name, nmt->name) == 0) {
263 mt = nmt;
264 break;
265 }
266 }
267 return mt;
268 }
269
270 /* when doing transmutation of objects, we have to recheck the resistances,
271 * as some that did not apply previously, may apply now.
272 */
273
274 void transmute_materialname(object *op, const object *change)
275 {
276 materialtype_t *mt;
277 int j;
278
279 if (op->materialname == NULL)
280 return;
281
282 if (change->materialname != NULL &&
283 strcmp(op->materialname, change->materialname))
284 return;
285
286 if (!IS_ARMOR(op))
287 return;
288
289 mt = name_to_material(op->materialname);
290 if (!mt) {
291 LOG(llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
292 return;
293 }
294
295 for (j=0; j < NROFATTACKS; j++)
296 if (op->resist[j] == 0 && change->resist[j] != 0) {
297 op->resist[j] += mt->mod[j];
298 if (op->resist[j] > 100)
299 op->resist[j] = 100;
300 if (op->resist[j] < -100)
301 op->resist[j] = -100;
302 }
303 }
304
305 /* set the materialname and type for an item */
306 void set_materialname(object *op, int difficulty, materialtype_t *nmt)
307 {
308 materialtype_t *mt, *lmt;
309 #ifdef NEW_MATERIAL_CODE
310 int j;
311 #endif
312
313 if (op->materialname != NULL)
314 return;
315
316
317
318 if (nmt == NULL) {
319 lmt = NULL;
320 #ifndef NEW_MATERIAL_CODE
321 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
322 if (op->material & mt->material) {
323 lmt = mt;
324 break;
325 }
326 }
327
328 #else
329 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
330 if (op->material & mt->material && rndm(1, 100) <= mt->chance &&
331 difficulty >= mt->difficulty &&
332 (op->magic >= mt->magic || mt->magic == 0)) {
333 lmt = mt;
334 if (!(IS_WEAPON(op) || IS_ARMOR(op)))
335 break;
336 }
337 }
338 #endif
339 } else {
340 lmt = nmt;
341 }
342
343 if (lmt != NULL) {
344 #ifndef NEW_MATERIAL_CODE
345 op->materialname = lmt->name;
346 return;
347 #else
348
349 if (op->stats.dam && IS_WEAPON(op)) {
350 op->stats.dam += lmt->damage;
351 if (op->stats.dam < 1)
352 op->stats.dam = 1;
353 }
354 if (op->stats.sp && op->type == BOW)
355 op->stats.sp += lmt->sp;
356 if (op->stats.wc && IS_WEAPON(op))
357 op->stats.wc += lmt->wc;
358 if (IS_ARMOR(op)) {
359 if (op->stats.ac)
360 op->stats.ac += lmt->ac;
361 for (j=0; j < NROFATTACKS; j++)
362 if (op->resist[j] != 0) {
363 op->resist[j] += lmt->mod[j];
364 if (op->resist[j] > 100)
365 op->resist[j] = 100;
366 if (op->resist[j] < -100)
367 op->resist[j] = -100;
368 }
369 }
370 op->materialname = add_string(lmt->name);
371 /* dont make it unstackable if it doesn't need to be */
372 if (IS_WEAPON(op) || IS_ARMOR(op)) {
373 op->weight = (op->weight * lmt->weight)/100;
374 op->value = (op->value * lmt->value)/100;
375 }
376 #endif
377 }
378 }
379
380 /*
381 * Strip out the media tags from a String.
382 * Warning the input string will contain the result string
383 */
384 void strip_media_tag(char *message){
385 int in_tag=0;
386 char* dest;
387 char* src;
388 src=dest=message;
389 while (*src!='\0'){
390 if (*src=='['){
391 in_tag=1;
392 } else if (in_tag && (*src==']'))
393 in_tag=0;
394 else if (!in_tag){
395 *dest=*src;
396 dest++;
397 }
398 src++;
399 }
400 *dest='\0';
401 }
402
403 const char* strrstr(const char* haystack, const char* needle){
404 const char* lastneedle;
405 lastneedle=NULL;
406 while((haystack=strstr(haystack,needle))!=NULL){
407 lastneedle=haystack;
408 haystack++;
409 }
410 return lastneedle;
411
412 }
413 #define EOL_SIZE (sizeof("\n")-1)
414 void strip_endline(char* buf){
415 if (strlen(buf)<sizeof("\n")){
416 return;
417 }
418 if (!strcmp(buf+strlen(buf)-EOL_SIZE,"\n"))
419 buf[strlen(buf)-EOL_SIZE]='\0';
420 }
421
422 /**
423 * Replace in string src all occurrences of key by replacement. The resulting
424 * string is put into result; at most resultsize characters (including the
425 * terminating null character) will be written to result.
426 */
427 void replace(const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
428 {
429 size_t resultlen;
430 size_t keylen;
431
432 /* special case to prevent infinite loop if key==replacement=="" */
433 if(strcmp(key, replacement) == 0)
434 {
435 snprintf(result, resultsize, "%s", src);
436 return;
437 }
438
439 keylen = strlen(key);
440
441 resultlen = 0;
442 while(*src != '\0' && resultlen+1 < resultsize)
443 {
444 if(strncmp(src, key, keylen) == 0)
445 {
446 snprintf(result+resultlen, resultsize-resultlen, "%s", replacement);
447 resultlen += strlen(result+resultlen);
448 src += keylen;
449 }
450 else
451 {
452 result[resultlen++] = *src++;
453 }
454 }
455 result[resultlen] = '\0';
456 }
457
458 /**
459 * Taking a string as an argument, mutate it into a string that looks like a list.
460 * a 'list' for the purposes here, is a string of items, seperated by commas, except
461 * for the last entry, which has an 'and' before it, and a full stop (period) after it.
462 * This function will also strip all trailing non alphanumeric characters.
463 * It does not insert an oxford comma.
464 */
465
466 void make_list_like(char *input) {
467 char *p, tmp[MAX_BUF];
468 int i;
469 if (!input || strlen(input) > MAX_BUF-5) return;
470 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
471
472 strncpy(tmp, input, MAX_BUF-5);
473 /*trim all trailing commas, spaces etc.*/
474 for (i=strlen(tmp); !isalnum(tmp[i]) && i >= 0; i--)
475 tmp[i]='\0';
476 strcat(tmp, ".");
477
478 p=strrchr(tmp, ',');
479 if (p) {
480 *p='\0';
481 strcpy(input, tmp);
482 p++;
483 strcat(input, " and");
484 strcat(input, p);
485 }
486 else strcpy(input, tmp);
487 return;
488 }
489
490 //TODO: overhead due to specifying size twice
491 void *
492 zero_initialised::operator new (size_t s)
493 {
494 printf ("new(%d)\n", s);//D
495 return g_slice_alloc0 (s);
496 }
497
498 void *
499 zero_initialised::operator new [] (size_t s)
500 {
501 printf ("new[](%d)\n", s);//D
502 return g_slice_alloc0 (s);
503 }
504
505 void
506 zero_initialised::operator delete (void *p, size_t s)
507 {
508 g_slice_free1 (s, p);
509 }
510
511 void
512 zero_initialised::operator delete [] (void *p, size_t s)
513 {
514 g_slice_free1 (s, p);
515 }
516