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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

# Content
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 }