525 lines
16 KiB
C
525 lines
16 KiB
C
/*
|
|
* static char *rcsid_utils_c =
|
|
* "$Id: utils.c 11869 2009-06-14 14:32:45Z akirschbaum $";
|
|
*/
|
|
|
|
/*
|
|
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
|
|
*/
|
|
|
|
/**
|
|
* @file utils.c
|
|
* General convenience functions for crossfire.
|
|
*
|
|
* 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)
|
|
*/
|
|
|
|
#include <stdlib.h>
|
|
#include <global.h>
|
|
|
|
/**
|
|
* 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);
|
|
}
|
|
|
|
/**
|
|
* 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_UNIQUE)
|
|
|| QUERY_FLAG(op, FLAG_OVERLAY_FLOOR)
|
|
|| QUERY_FLAG(op, FLAG_UNPAID)
|
|
|| IS_LIVE(op))
|
|
continue;
|
|
if (op->head)
|
|
/* Don't try to remove a non head part of a multipart object, remove_ob() would abort(). */
|
|
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)
|
|
|| IS_SHIELD(op)
|
|
|| op->type == GIRDLE
|
|
|| op->type == GLOVES
|
|
|| op->type == CLOAK) {
|
|
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 && rndm(0, 100) > 70)
|
|
destroy = 1;
|
|
}
|
|
/* adjust overall chance below */
|
|
if (destroy && rndm(0, 1)) {
|
|
remove_ob(op);
|
|
free_object(op);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Convert materialname to materialtype_t
|
|
*
|
|
* @todo
|
|
* why use a break?
|
|
*/
|
|
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.
|
|
*
|
|
* Only works on armors.
|
|
*/
|
|
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) || IS_SHIELD(op) || op->type == GIRDLE || op->type == GLOVES || op->type == CLOAK))
|
|
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;
|
|
|
|
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) || IS_SHIELD(op) || op->type == GIRDLE || op->type == GLOVES || op->type == CLOAK))
|
|
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) || IS_SHIELD(op) || op->type == GIRDLE || op->type == GLOVES || op->type == CLOAK) {
|
|
int j;
|
|
|
|
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) || IS_SHIELD(op) || op->type == GIRDLE || op->type == GLOVES || op->type == CLOAK) {
|
|
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';
|
|
}
|
|
|
|
/**
|
|
* Finds a string in a string.
|
|
*
|
|
* @todo
|
|
* isn't there another function (porting.c?) for that?
|
|
*/
|
|
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)
|
|
|
|
/**
|
|
* Removes endline from buffer (modified in place).
|
|
*/
|
|
void strip_endline(char *buf) {
|
|
if (strlen(buf) < sizeof("\n")) {
|
|
return;
|
|
}
|
|
if (!strcmp(buf+strlen(buf)-EOL_SIZE, "\n"))
|
|
buf[strlen(buf)-EOL_SIZE] = '\0';
|
|
}
|
|
|
|
/**
|
|
* Replace in string src all occurrences of key by replacement. The resulting
|
|
* string is put into result; at most resultsize characters (including the
|
|
* terminating null character) will be written to result.
|
|
*/
|
|
void replace(const char *src, const char *key, const char *replacement, char *result, size_t resultsize) {
|
|
size_t resultlen;
|
|
size_t keylen;
|
|
|
|
/* special case to prevent infinite loop if key==replacement=="" */
|
|
if (strcmp(key, replacement) == 0) {
|
|
snprintf(result, resultsize, "%s", src);
|
|
return;
|
|
}
|
|
|
|
keylen = strlen(key);
|
|
|
|
resultlen = 0;
|
|
while (*src != '\0' && resultlen+1 < resultsize) {
|
|
if (strncmp(src, key, keylen) == 0) {
|
|
snprintf(result+resultlen, resultsize-resultlen, "%s", replacement);
|
|
resultlen += strlen(result+resultlen);
|
|
src += keylen;
|
|
} else {
|
|
result[resultlen++] = *src++;
|
|
}
|
|
}
|
|
result[resultlen] = '\0';
|
|
}
|
|
|
|
/**
|
|
* Taking a string as an argument, mutate it into a string that looks like a list.
|
|
*
|
|
* A 'list' for the purposes here is a string of items, seperated by commas, except
|
|
* for the last entry, which has an 'and' before it, and a full stop (period) after it.
|
|
*
|
|
* This function will also strip all trailing non alphanumeric characters.
|
|
*
|
|
* It does not insert an oxford comma.
|
|
*
|
|
* @param input
|
|
* string to transform. Will be overwritten. Must be long enough to contain the modified string.
|
|
*
|
|
* @todo
|
|
* use safe string functions.
|
|
*/
|
|
void make_list_like(char *input) {
|
|
char *p, tmp[MAX_BUF];
|
|
int i;
|
|
if (!input || strlen(input) > 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;
|
|
}
|
|
|
|
/**
|
|
* Replaces any unprintable character in the given buffer with a space.
|
|
*
|
|
* @param buf
|
|
* the buffer to modify
|
|
*/
|
|
void replace_unprintable_chars(char *buf) {
|
|
char *p;
|
|
|
|
for (p = buf; *p != '\0'; p++) {
|
|
if (*p < ' ') {
|
|
*p = ' ';
|
|
}
|
|
}
|
|
}
|