/* * static char *rcsid_utils_c = * "$Id: utils.c,v 1.2 2006/03/08 18:28:54 root Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /* * General convenience functions for crossfire. */ #include #include /* * The random functions here take luck into account when rolling random * dice or numbers. This function has less of an impact the larger the * difference becomes in the random numbers. IE, the effect is lessened * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers, * to specifically disable luck in certain rolls, simply by making the * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3) */ /* * Roll a random number between min and max. Uses op to determine luck, * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. * Generally, op should be the player/caster/hitter requesting the roll, * not the recipient (ie, the poor slob getting hit). [garbled 20010916] */ int random_roll(int min, int max, const object *op, int goodbad) { int omin, diff, luck, base, ran; omin = min; diff = max - min + 1; ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ if (max < 1 || diff < 1) { LOG(llevError, "Calling random_roll with min=%d max=%d\n", min, max); return(min); /* avoids a float exception */ } ran = RANDOM(); if (op->type != PLAYER) return((ran%diff)+min); luck = op->stats.luck; if (RANDOM()%base < MIN(10, abs(luck))) { /* we have a winner */ ((luck > 0) ? (luck = 1) : (luck = -1)); diff -= luck; if (diff < 1) return(omin); /*check again*/ ((goodbad) ? (min += luck) : (diff)); return(MAX(omin, MIN(max, (ran%diff)+min))); } return((ran%diff)+min); } /* * This is a 64 bit version of random_roll above. This is needed * for exp loss calculations for players changing religions. */ sint64 random_roll64(sint64 min, sint64 max, const object *op, int goodbad) { sint64 omin, diff, luck, ran; int base; omin = min; diff = max - min + 1; ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ if (max < 1 || diff < 1) { #ifndef WIN32 LOG(llevError, "Calling random_roll with min=%lld max=%lld\n", min, max); #else LOG(llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max); #endif return(min); /* avoids a float exception */ } /* Don't know of a portable call to get 64 bit random values. * So make a call to get two 32 bit random numbers, and just to * a little byteshifting. Do make sure the first one is only * 32 bit, so we don't get skewed results */ ran = (RANDOM() & 0xffffffff) | ((sint64)RANDOM() << 32); if (op->type != PLAYER) return((ran%diff)+min); luck = op->stats.luck; if (RANDOM()%base < MIN(10, abs(luck))) { /* we have a winner */ ((luck > 0) ? (luck = 1) : (luck = -1)); diff -= luck; if (diff < 1) return(omin); /*check again*/ ((goodbad) ? (min += luck) : (diff)); return(MAX(omin, MIN(max, (ran%diff)+min))); } return((ran%diff)+min); } /* * Roll a number of dice (2d3, 4d6). Uses op to determine luck, * If goodbad is non-zero, luck increases the roll, if zero, it decreases. * Generally, op should be the player/caster/hitter requesting the roll, * not the recipient (ie, the poor slob getting hit). * The args are num D size (ie 4d6) [garbled 20010916] */ int die_roll(int num, int size, const object *op, int goodbad) { int min, diff, luck, total, i, gotlucky, base, ran; diff = size; min = 1; luck = total = gotlucky = 0; ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ if (size < 2 || diff < 1) { LOG(llevError, "Calling die_roll with num=%d size=%d\n", num, size); return(num); /* avoids a float exception */ } if (op->type == PLAYER) luck = op->stats.luck; for (i = 0; i < num; i++) { if (RANDOM()%base < MIN(10, abs(luck)) && !gotlucky) { /* we have a winner */ gotlucky++; ((luck > 0) ? (luck = 1) : (luck = -1)); diff -= luck; if (diff < 1) return(num); /*check again*/ ((goodbad) ? (min += luck) : (diff)); ran = RANDOM(); total += MAX(1, MIN(size, (ran%diff)+min)); } else { total += RANDOM()%size+1; } } return(total); } /* * Another convenience function. Returns a number between min and max. * It is suggested one use these functions rather than RANDOM()%, as it * would appear that a number of off-by-one-errors exist due to improper * use of %. This should also prevent SIGFPE. */ int rndm(int min, int max) { int diff; diff = max - min + 1; if (max < 1 || diff < 1) return(min); return(RANDOM()%diff+min); } /* decay and destroy persihable items in a map */ void decay_objects(mapstruct *m) { int x, y, destroy; object *op, *otmp; if (m->unique) return; for (x=0; x < MAP_WIDTH(m); x++) for (y=0; y < MAP_HEIGHT(m); y++) for (op = get_map_ob(m, x, y); op; op = otmp) { destroy = 0; otmp = op->above; if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) break; if (QUERY_FLAG(op, FLAG_IS_FLOOR) || QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) || QUERY_FLAG(op, FLAG_OBJ_SAVE_ON_OVL) || QUERY_FLAG(op, FLAG_UNIQUE) || QUERY_FLAG(op, FLAG_OVERLAY_FLOOR) || QUERY_FLAG(op, FLAG_UNPAID) || IS_LIVE(op)) continue; /* otherwise, we decay and destroy */ if (IS_WEAPON(op)) { op->stats.dam--; if (op->stats.dam < 0) destroy = 1; } else if (IS_ARMOR(op)) { op->stats.ac--; if (op->stats.ac < 0) destroy = 1; } else if (op->type == FOOD) { op->stats.food -= rndm(5,20); if (op->stats.food < 0) destroy = 1; } else { if (op->material & M_PAPER || op->material & M_LEATHER || op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID) destroy = 1; if (op->material & M_IRON && rndm(1,5) == 1) destroy = 1; if (op->material & M_GLASS && rndm(1,2) == 1) destroy = 1; if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm(1,10) == 1) destroy = 1; if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm(1,3) == 1) destroy = 1; if (op->material & M_ICE && MAP_TEMP(m) > 32) destroy = 1; } /* adjust overall chance below */ if (destroy && rndm(0, 1)) { remove_ob(op); free_object(op); } } } /* convert materialname to materialtype_t */ materialtype_t *name_to_material(const char *name) { materialtype_t *mt, *nmt; mt = NULL; for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt=nmt->next) { if (strcmp(name, nmt->name) == 0) { mt = nmt; break; } } return mt; } /* when doing transmutation of objects, we have to recheck the resistances, * as some that did not apply previously, may apply now. */ void transmute_materialname(object *op, const object *change) { materialtype_t *mt; int j; if (op->materialname == NULL) return; if (change->materialname != NULL && strcmp(op->materialname, change->materialname)) return; if (!IS_ARMOR(op)) return; mt = name_to_material(op->materialname); if (!mt) { LOG(llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", op->arch->name, op->name, op->materialname); return; } for (j=0; j < NROFATTACKS; j++) if (op->resist[j] == 0 && change->resist[j] != 0) { op->resist[j] += mt->mod[j]; if (op->resist[j] > 100) op->resist[j] = 100; if (op->resist[j] < -100) op->resist[j] = -100; } } /* set the materialname and type for an item */ void set_materialname(object *op, int difficulty, materialtype_t *nmt) { materialtype_t *mt, *lmt; int j; if (op->materialname != NULL) return; if (nmt == NULL) { lmt = NULL; #ifndef NEW_MATERIAL_CODE for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { if (op->material & mt->material) { lmt = mt; break; } } #else for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { if (op->material & mt->material && rndm(1, 100) <= mt->chance && difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) { lmt = mt; if (!(IS_WEAPON(op) || IS_ARMOR(op))) break; } } #endif } else { lmt = nmt; } if (lmt != NULL) { #ifndef NEW_MATERIAL_CODE op->materialname = add_string(lmt->name); return; #else if (op->stats.dam && IS_WEAPON(op)) { op->stats.dam += lmt->damage; if (op->stats.dam < 1) op->stats.dam = 1; } if (op->stats.sp && op->type == BOW) op->stats.sp += lmt->sp; if (op->stats.wc && IS_WEAPON(op)) op->stats.wc += lmt->wc; if (IS_ARMOR(op)) { if (op->stats.ac) op->stats.ac += lmt->ac; for (j=0; j < NROFATTACKS; j++) if (op->resist[j] != 0) { op->resist[j] += lmt->mod[j]; if (op->resist[j] > 100) op->resist[j] = 100; if (op->resist[j] < -100) op->resist[j] = -100; } } op->materialname = add_string(lmt->name); /* dont make it unstackable if it doesn't need to be */ if (IS_WEAPON(op) || IS_ARMOR(op)) { op->weight = (op->weight * lmt->weight)/100; op->value = (op->value * lmt->value)/100; } #endif } } /* * Strip out the media tags from a String. * Warning the input string will contain the result string */ void strip_media_tag(char *message){ int in_tag=0; char* dest; char* src; src=dest=message; while (*src!='\0'){ if (*src=='['){ in_tag=1; } else if (in_tag && (*src==']')) in_tag=0; else if (!in_tag){ *dest=*src; dest++; } src++; } *dest='\0'; } const char* strrstr(const char* haystack, const char* needle){ const char* lastneedle; lastneedle=NULL; while((haystack=strstr(haystack,needle))!=NULL){ lastneedle=haystack; haystack++; } return lastneedle; } #define EOL_SIZE (sizeof("\n")-1) void strip_endline(char* buf){ if (strlen(buf) MAX_BUF-5) return; /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */ strncpy(tmp, input, MAX_BUF-5); /*trim all trailing commas, spaces etc.*/ for (i=strlen(tmp); !isalnum(tmp[i]) && i >= 0; i--) tmp[i]='\0'; strcat(tmp, "."); p=strrchr(tmp, ','); if (p) { *p='\0'; strcpy(input, tmp); p++; strcat(input, " and"); strcat(input, p); } else strcpy(input, tmp); return; }