server-1.12/common/utils.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 = ' ';
}
}
}