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/cvs/deliantra/server/common/utils.c
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:11:41 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_02_03
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_utils_c =
3     * "$Id: utils.c,v 1.22 2006/01/08 22:47:56 qal21 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    
36     /*
37     * The random functions here take luck into account when rolling random
38     * dice or numbers. This function has less of an impact the larger the
39     * difference becomes in the random numbers. IE, the effect is lessened
40     * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
41     * to specifically disable luck in certain rolls, simply by making the
42     * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
43     */
44    
45     /*
46     * Roll a random number between min and max. Uses op to determine luck,
47     * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
48     * Generally, op should be the player/caster/hitter requesting the roll,
49     * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
50     */
51    
52     int random_roll(int min, int max, object *op, int goodbad) {
53     int omin, diff, luck, base, ran;
54    
55     omin = min;
56     diff = max - min + 1;
57     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
58    
59     if (max < 1 || diff < 1) {
60     LOG(llevError, "Calling random_roll with min=%d max=%d\n", min, max);
61     return(min); /* avoids a float exception */
62     }
63    
64     ran = RANDOM();
65    
66     if (op->type != PLAYER)
67     return((ran%diff)+min);
68    
69     luck = op->stats.luck;
70     if (RANDOM()%base < MIN(10, abs(luck))) {
71     /* we have a winner */
72     ((luck > 0) ? (luck = 1) : (luck = -1));
73     diff -= luck;
74     if (diff < 1)
75     return(omin); /*check again*/
76     ((goodbad) ? (min += luck) : (diff));
77    
78     return(MAX(omin, MIN(max, (ran%diff)+min)));
79     }
80     return((ran%diff)+min);
81     }
82    
83     /*
84     * This is a 64 bit version of random_roll above. This is needed
85     * for exp loss calculations for players changing religions.
86     */
87    
88     sint64 random_roll64(sint64 min, sint64 max, object *op, int goodbad) {
89     sint64 omin, diff, luck, ran;
90     int base;
91    
92     omin = min;
93     diff = max - min + 1;
94     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
95    
96     if (max < 1 || diff < 1) {
97     #ifndef WIN32
98     LOG(llevError, "Calling random_roll with min=%lld max=%lld\n", min, max);
99     #else
100     LOG(llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max);
101     #endif
102     return(min); /* avoids a float exception */
103     }
104    
105     /* Don't know of a portable call to get 64 bit random values.
106     * So make a call to get two 32 bit random numbers, and just to
107     * a little byteshifting. Do make sure the first one is only
108     * 32 bit, so we don't get skewed results
109     */
110     ran = (RANDOM() & 0xffffffff) | ((sint64)RANDOM() << 32);
111    
112     if (op->type != PLAYER)
113     return((ran%diff)+min);
114    
115     luck = op->stats.luck;
116     if (RANDOM()%base < MIN(10, abs(luck))) {
117     /* we have a winner */
118     ((luck > 0) ? (luck = 1) : (luck = -1));
119     diff -= luck;
120     if (diff < 1)
121     return(omin); /*check again*/
122     ((goodbad) ? (min += luck) : (diff));
123    
124     return(MAX(omin, MIN(max, (ran%diff)+min)));
125     }
126     return((ran%diff)+min);
127     }
128    
129     /*
130     * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
131     * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
132     * Generally, op should be the player/caster/hitter requesting the roll,
133     * not the recipient (ie, the poor slob getting hit).
134     * The args are num D size (ie 4d6) [garbled 20010916]
135     */
136    
137     int die_roll(int num, int size, object *op, int goodbad) {
138     int min, diff, luck, total, i, gotlucky, base, ran;
139    
140     diff = size;
141     min = 1;
142     luck = total = gotlucky = 0;
143     ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
144     if (size < 2 || diff < 1) {
145     LOG(llevError, "Calling die_roll with num=%d size=%d\n", num, size);
146     return(num); /* avoids a float exception */
147     }
148    
149     if (op->type == PLAYER)
150     luck = op->stats.luck;
151    
152     for (i = 0; i < num; i++) {
153     if (RANDOM()%base < MIN(10, abs(luck)) && !gotlucky) {
154     /* we have a winner */
155     gotlucky++;
156     ((luck > 0) ? (luck = 1) : (luck = -1));
157     diff -= luck;
158     if (diff < 1)
159     return(num); /*check again*/
160     ((goodbad) ? (min += luck) : (diff));
161     ran = RANDOM();
162     total += MAX(1, MIN(size, (ran%diff)+min));
163     } else {
164     total += RANDOM()%size+1;
165     }
166     }
167     return(total);
168     }
169    
170     /*
171     * Another convenience function. Returns a number between min and max.
172     * It is suggested one use these functions rather than RANDOM()%, as it
173     * would appear that a number of off-by-one-errors exist due to improper
174     * use of %. This should also prevent SIGFPE.
175     */
176    
177     int rndm(int min, int max)
178     {
179     int diff;
180    
181     diff = max - min + 1;
182     if (max < 1 || diff < 1)
183     return(min);
184    
185     return(RANDOM()%diff+min);
186     }
187    
188     /* decay and destroy persihable items in a map */
189    
190     void decay_objects(mapstruct *m)
191     {
192     int x, y, destroy;
193     object *op, *otmp;
194    
195     if (m->unique)
196     return;
197    
198     for (x=0; x < MAP_WIDTH(m); x++)
199     for (y=0; y < MAP_HEIGHT(m); y++)
200     for (op = get_map_ob(m, x, y); op; op = otmp) {
201     destroy = 0;
202     otmp = op->above;
203     if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
204     break;
205     if (QUERY_FLAG(op, FLAG_IS_FLOOR) ||
206     QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) ||
207     QUERY_FLAG(op, FLAG_OBJ_SAVE_ON_OVL) ||
208     QUERY_FLAG(op, FLAG_UNIQUE) ||
209     QUERY_FLAG(op, FLAG_OVERLAY_FLOOR) ||
210     QUERY_FLAG(op, FLAG_UNPAID) || IS_LIVE(op))
211     continue;
212     /* otherwise, we decay and destroy */
213     if (IS_WEAPON(op)) {
214     op->stats.dam--;
215     if (op->stats.dam < 0)
216     destroy = 1;
217     } else if (IS_ARMOR(op)) {
218     op->stats.ac--;
219     if (op->stats.ac < 0)
220     destroy = 1;
221     } else if (op->type == FOOD) {
222     op->stats.food -= rndm(5,20);
223     if (op->stats.food < 0)
224     destroy = 1;
225     } else {
226     if (op->material & M_PAPER || op->material & M_LEATHER ||
227     op->material & M_WOOD || op->material & M_ORGANIC ||
228     op->material & M_CLOTH || op->material & M_LIQUID)
229     destroy = 1;
230     if (op->material & M_IRON && rndm(1,5) == 1)
231     destroy = 1;
232     if (op->material & M_GLASS && rndm(1,2) == 1)
233     destroy = 1;
234     if ((op->material & M_STONE || op->material & M_ADAMANT) &&
235     rndm(1,10) == 1)
236     destroy = 1;
237     if ((op->material & M_SOFT_METAL || op->material & M_BONE) &&
238     rndm(1,3) == 1)
239     destroy = 1;
240     if (op->material & M_ICE && MAP_TEMP(m) > 32)
241     destroy = 1;
242     }
243     /* adjust overall chance below */
244     if (destroy && rndm(0, 1)) {
245     remove_ob(op);
246     free_object(op);
247     }
248     }
249     }
250    
251     /* convert materialname to materialtype_t */
252    
253     materialtype_t *name_to_material(const char *name)
254     {
255     materialtype_t *mt, *nmt;
256    
257     mt = NULL;
258     for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt=nmt->next) {
259     if (strcmp(name, nmt->name) == 0) {
260     mt = nmt;
261     break;
262     }
263     }
264     return mt;
265     }
266    
267     /* when doing transmutation of objects, we have to recheck the resistances,
268     * as some that did not apply previously, may apply now.
269     */
270    
271     void transmute_materialname(object *op, object *change)
272     {
273     materialtype_t *mt;
274     int j;
275    
276     if (op->materialname == NULL)
277     return;
278    
279     if (change->materialname != NULL &&
280     strcmp(op->materialname, change->materialname))
281     return;
282    
283     if (!IS_ARMOR(op))
284     return;
285    
286     mt = name_to_material(op->materialname);
287    
288     for (j=0; j < NROFATTACKS; j++)
289     if (op->resist[j] == 0 && change->resist[j] != 0) {
290     op->resist[j] += mt->mod[j];
291     if (op->resist[j] > 100)
292     op->resist[j] = 100;
293     if (op->resist[j] < -100)
294     op->resist[j] = -100;
295     }
296     }
297    
298     /* set the materialname and type for an item */
299     void set_materialname(object *op, int difficulty, materialtype_t *nmt)
300     {
301     materialtype_t *mt, *lmt;
302     int j;
303    
304     if (op->materialname != NULL)
305     return;
306    
307    
308    
309     if (nmt == NULL) {
310     lmt = NULL;
311     #ifndef NEW_MATERIAL_CODE
312     for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
313     if (op->material & mt->material) {
314     lmt = mt;
315     break;
316     }
317     }
318    
319     #else
320     for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
321     if (op->material & mt->material && rndm(1, 100) <= mt->chance &&
322     difficulty >= mt->difficulty &&
323     (op->magic >= mt->magic || mt->magic == 0)) {
324     lmt = mt;
325     if (!(IS_WEAPON(op) || IS_ARMOR(op)))
326     break;
327     }
328     }
329     #endif
330     } else {
331     lmt = nmt;
332     }
333    
334     if (lmt != NULL) {
335     #ifndef NEW_MATERIAL_CODE
336     op->materialname = add_string(lmt->name);
337     return;
338     #else
339    
340     if (op->stats.dam && IS_WEAPON(op)) {
341     op->stats.dam += lmt->damage;
342     if (op->stats.dam < 1)
343     op->stats.dam = 1;
344     }
345     if (op->stats.sp && op->type == BOW)
346     op->stats.sp += lmt->sp;
347     if (op->stats.wc && IS_WEAPON(op))
348     op->stats.wc += lmt->wc;
349     if (IS_ARMOR(op)) {
350     if (op->stats.ac)
351     op->stats.ac += lmt->ac;
352     for (j=0; j < NROFATTACKS; j++)
353     if (op->resist[j] != 0) {
354     op->resist[j] += lmt->mod[j];
355     if (op->resist[j] > 100)
356     op->resist[j] = 100;
357     if (op->resist[j] < -100)
358     op->resist[j] = -100;
359     }
360     }
361     op->materialname = add_string(lmt->name);
362     /* dont make it unstackable if it doesn't need to be */
363     if (IS_WEAPON(op) || IS_ARMOR(op)) {
364     op->weight = (op->weight * lmt->weight)/100;
365     op->value = (op->value * lmt->value)/100;
366     }
367     #endif
368     }
369     }
370    
371     /*
372     * Strip out the media tags from a String.
373     * Warning the input string will contain the result string
374     */
375     void strip_media_tag(char *message){
376     int in_tag=0;
377     char* dest;
378     char* src;
379     src=dest=message;
380     while (*src!='\0'){
381     if (*src=='['){
382     in_tag=1;
383     } else if (in_tag && (*src==']'))
384     in_tag=0;
385     else if (!in_tag){
386     *dest=*src;
387     dest++;
388     }
389     src++;
390     }
391     *dest='\0';
392     }
393    
394     const char* strrstr(const char* haystack, const char* needle){
395     const char* lastneedle;
396     lastneedle=NULL;
397     while((haystack=strstr(haystack,needle))!=NULL){
398     lastneedle=haystack;
399     haystack++;
400     }
401     return lastneedle;
402    
403     }
404     #define EOL_SIZE (sizeof("\n")-1)
405     void strip_endline(char* buf){
406     if (strlen(buf)<sizeof("\n")){
407     return;
408     }
409     if (!strcmp(buf+strlen(buf)-EOL_SIZE,"\n"))
410     buf[strlen(buf)-EOL_SIZE]='\0';
411     }
412    
413     /**
414     * Replace in string src all occurrences of key by replacement. The resulting
415     * string is put into result; at most resultsize characters (including the
416     * terminating null character) will be written to result.
417     */
418     void replace(const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
419     {
420     size_t resultlen;
421     size_t keylen;
422    
423     /* special case to prevent infinite loop if key==replacement=="" */
424     if(strcmp(key, replacement) == 0)
425     {
426     snprintf(result, resultsize, "%s", src);
427     return;
428     }
429    
430     keylen = strlen(key);
431    
432     resultlen = 0;
433     while(*src != '\0' && resultlen+1 < resultsize)
434     {
435     if(strncmp(src, key, keylen) == 0)
436     {
437     snprintf(result+resultlen, resultsize-resultlen, "%s", replacement);
438     resultlen += strlen(result+resultlen);
439     src += keylen;
440     }
441     else
442     {
443     result[resultlen++] = *src++;
444     }
445     }
446     result[resultlen] = '\0';
447     }
448    
449     /**
450     * Taking a string as an argument, mutate it into a string that looks like a list.
451     * a 'list' for the purposes here, is a string of items, seperated by commas, except
452     * for the last entry, which has an 'and' before it, and a full stop (period) after it.
453     * This function will also strip all trailing non alphanumeric characters.
454     * It does not insert an oxford comma.
455     */
456    
457     void make_list_like(char *input) {
458     char *p, tmp[MAX_BUF];
459     int i;
460     if (!input || strlen(input) > MAX_BUF-5) return;
461     /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
462    
463     strncpy(tmp, input, MAX_BUF-5);
464     /*trim all trailing commas, spaces etc.*/
465     for (i=strlen(tmp); !isalnum(tmp[i]) && i >= 0; i--)
466     tmp[i]='\0';
467     strcat(tmp, ".");
468    
469     p=strrchr(tmp, ',');
470     if (p) {
471     *p='\0';
472     strcpy(input, tmp);
473     p++;
474     strcat(input, " and");
475     strcat(input, p);
476     }
477     else strcpy(input, tmp);
478     return;
479     }