1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* |
25 | /* |
25 | * General convenience functions for crossfire. |
26 | * General convenience functions for crossfire. |
26 | */ |
27 | */ |
|
|
28 | |
|
|
29 | #include <cstdlib> |
|
|
30 | #include <sys/types.h> |
|
|
31 | #include <unistd.h> |
|
|
32 | #include <sys/time.h> |
|
|
33 | #include <time.h> |
|
|
34 | #include <signal.h> |
27 | |
35 | |
28 | #include <global.h> |
36 | #include <global.h> |
29 | #include <funcpoint.h> |
37 | #include <funcpoint.h> |
30 | #include <material.h> |
38 | #include <material.h> |
31 | |
39 | |
32 | #include <sys/time.h> |
|
|
33 | #include <time.h> |
|
|
34 | #include <glib.h> |
40 | #include <glib.h> |
|
|
41 | |
|
|
42 | rand_gen rndm; |
|
|
43 | |
|
|
44 | void |
|
|
45 | tausworthe_random_generator::seed (uint32_t seed) |
|
|
46 | { |
|
|
47 | state [0] = max ( 2U, seed * 69069U); |
|
|
48 | state [1] = max ( 8U, state [0] * 69069U); |
|
|
49 | state [2] = max ( 16U, state [1] * 69069U); |
|
|
50 | state [3] = max (128U, state [2] * 69069U); |
|
|
51 | |
|
|
52 | for (int i = 11; --i; ) |
|
|
53 | operator ()(); |
|
|
54 | } |
|
|
55 | |
|
|
56 | uint32_t |
|
|
57 | tausworthe_random_generator::next () |
|
|
58 | { |
|
|
59 | state [0] = ((state [0] & 0xFFFFFFFEU) << 18U) ^ (((state [0] << 6U) ^ state [0]) >> 13U); |
|
|
60 | state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U); |
|
|
61 | state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U); |
|
|
62 | state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U); |
|
|
63 | |
|
|
64 | return state [0] ^ state [1] ^ state [2] ^ state [3]; |
|
|
65 | } |
|
|
66 | |
|
|
67 | uint32_t |
|
|
68 | tausworthe_random_generator::get_range (uint32_t r_max) |
|
|
69 | { |
|
|
70 | return next () % r_max; |
|
|
71 | } |
|
|
72 | |
|
|
73 | // return a number within (min .. max) |
|
|
74 | int |
|
|
75 | tausworthe_random_generator::get_range (int r_min, int r_max) |
|
|
76 | { |
|
|
77 | return r_min + (*this) (max (r_max - r_min + 1, 1)); |
|
|
78 | } |
35 | |
79 | |
36 | /* |
80 | /* |
37 | * The random functions here take luck into account when rolling random |
81 | * 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 |
82 | * 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 |
83 | * difference becomes in the random numbers. IE, the effect is lessened |
… | |
… | |
46 | * Roll a random number between min and max. Uses op to determine luck, |
90 | * 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. |
91 | * 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, |
92 | * Generally, op should be the player/caster/hitter requesting the roll, |
49 | * not the recipient (ie, the poor slob getting hit). [garbled 20010916] |
93 | * not the recipient (ie, the poor slob getting hit). [garbled 20010916] |
50 | */ |
94 | */ |
51 | |
|
|
52 | int |
95 | int |
53 | random_roll (int min, int max, const object *op, int goodbad) |
96 | random_roll (int r_min, int r_max, const object *op, int goodbad) |
54 | { |
97 | { |
|
|
98 | int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */ |
|
|
99 | |
|
|
100 | if (r_max < 1 || r_max < r_min) |
|
|
101 | { |
|
|
102 | LOG (llevError, "Calling random_roll with min=%d max=%d\n", r_min, r_max); |
|
|
103 | return r_min; |
|
|
104 | } |
|
|
105 | |
|
|
106 | if (op->type == PLAYER) |
|
|
107 | { |
|
|
108 | int luck = op->stats.luck; |
|
|
109 | |
|
|
110 | if (rndm (base) < min (10, abs (luck))) |
|
|
111 | { |
|
|
112 | //TODO: take luck into account |
|
|
113 | } |
|
|
114 | } |
|
|
115 | |
|
|
116 | return rndm (r_min, r_max); |
|
|
117 | } |
|
|
118 | |
|
|
119 | /* |
|
|
120 | * This is a 64 bit version of random_roll above. This is needed |
|
|
121 | * for exp loss calculations for players changing religions. |
|
|
122 | */ |
|
|
123 | sint64 |
|
|
124 | random_roll64 (sint64 min, sint64 max, const object *op, int goodbad) |
|
|
125 | { |
55 | int omin, diff, luck, base, ran; |
126 | sint64 omin, diff, luck, ran; |
|
|
127 | int base; |
56 | |
128 | |
57 | omin = min; |
129 | omin = min; |
58 | diff = max - min + 1; |
130 | diff = max - min + 1; |
59 | ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
131 | ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
60 | |
132 | |
61 | if (max < 1 || diff < 1) |
133 | if (max < 1 || diff < 1) |
62 | { |
134 | { |
63 | LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max); |
135 | LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max); |
64 | return (min); /* avoids a float exception */ |
136 | return (min); /* avoids a float exception */ |
65 | } |
137 | } |
66 | |
138 | |
67 | ran = RANDOM (); |
139 | /* |
|
|
140 | * Make a call to get two 32 bit unsigned random numbers, and just to |
|
|
141 | * a little bitshifting. |
|
|
142 | */ |
|
|
143 | ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31); |
68 | |
144 | |
69 | if (op->type != PLAYER) |
145 | if (op->type != PLAYER) |
70 | return ((ran % diff) + min); |
146 | return ((ran % diff) + min); |
71 | |
147 | |
72 | luck = op->stats.luck; |
148 | luck = op->stats.luck; |
73 | if (RANDOM () % base < MIN (10, abs (luck))) |
149 | if (rndm (base) < MIN (10, abs (luck))) |
74 | { |
150 | { |
75 | /* we have a winner */ |
151 | /* we have a winner */ |
76 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
152 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
77 | diff -= luck; |
153 | diff -= luck; |
78 | if (diff < 1) |
154 | if (diff < 1) |
79 | return (omin); /*check again */ |
155 | return (omin); /*check again */ |
80 | ((goodbad) ? (min += luck) : (diff)); |
156 | ((goodbad) ? (min += luck) : (diff)); |
81 | |
157 | |
82 | return (MAX (omin, MIN (max, (ran % diff) + min))); |
158 | return (MAX (omin, MIN (max, (ran % diff) + min))); |
83 | } |
159 | } |
84 | return ((ran % diff) + min); |
|
|
85 | } |
|
|
86 | |
160 | |
87 | /* |
|
|
88 | * This is a 64 bit version of random_roll above. This is needed |
|
|
89 | * for exp loss calculations for players changing religions. |
|
|
90 | */ |
|
|
91 | |
|
|
92 | sint64 |
|
|
93 | random_roll64 (sint64 min, sint64 max, const object *op, int goodbad) |
|
|
94 | { |
|
|
95 | sint64 omin, diff, luck, ran; |
|
|
96 | int base; |
|
|
97 | |
|
|
98 | omin = min; |
|
|
99 | diff = max - min + 1; |
|
|
100 | ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
|
|
101 | |
|
|
102 | if (max < 1 || diff < 1) |
|
|
103 | { |
|
|
104 | LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max); |
|
|
105 | return (min); /* avoids a float exception */ |
|
|
106 | } |
|
|
107 | |
|
|
108 | /* Don't know of a portable call to get 64 bit random values. |
|
|
109 | * So make a call to get two 32 bit random numbers, and just to |
|
|
110 | * a little byteshifting. Do make sure the first one is only |
|
|
111 | * 32 bit, so we don't get skewed results |
|
|
112 | */ |
|
|
113 | ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32); |
|
|
114 | |
|
|
115 | if (op->type != PLAYER) |
|
|
116 | return ((ran % diff) + min); |
|
|
117 | |
|
|
118 | luck = op->stats.luck; |
|
|
119 | if (RANDOM () % base < MIN (10, abs (luck))) |
|
|
120 | { |
|
|
121 | /* we have a winner */ |
|
|
122 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
|
|
123 | diff -= luck; |
|
|
124 | if (diff < 1) |
|
|
125 | return (omin); /*check again */ |
|
|
126 | ((goodbad) ? (min += luck) : (diff)); |
|
|
127 | |
|
|
128 | return (MAX (omin, MIN (max, (ran % diff) + min))); |
|
|
129 | } |
|
|
130 | return ((ran % diff) + min); |
161 | return ((ran % diff) + min); |
131 | } |
162 | } |
132 | |
163 | |
133 | /* |
164 | /* |
134 | * Roll a number of dice (2d3, 4d6). Uses op to determine luck, |
165 | * Roll a number of dice (2d3, 4d6). Uses op to determine luck, |
… | |
… | |
139 | */ |
170 | */ |
140 | |
171 | |
141 | int |
172 | int |
142 | die_roll (int num, int size, const object *op, int goodbad) |
173 | die_roll (int num, int size, const object *op, int goodbad) |
143 | { |
174 | { |
144 | int min, diff, luck, total, i, gotlucky, base, ran; |
175 | int min, diff, luck, total, i, gotlucky, base; |
145 | |
176 | |
146 | diff = size; |
177 | diff = size; |
147 | min = 1; |
178 | min = 1; |
148 | luck = total = gotlucky = 0; |
179 | luck = total = gotlucky = 0; |
149 | ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
180 | ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
… | |
… | |
156 | if (op->type == PLAYER) |
187 | if (op->type == PLAYER) |
157 | luck = op->stats.luck; |
188 | luck = op->stats.luck; |
158 | |
189 | |
159 | for (i = 0; i < num; i++) |
190 | for (i = 0; i < num; i++) |
160 | { |
191 | { |
161 | if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) |
192 | if (rndm (base) < MIN (10, abs (luck)) && !gotlucky) |
162 | { |
193 | { |
163 | /* we have a winner */ |
194 | /* we have a winner */ |
164 | gotlucky++; |
195 | gotlucky++; |
165 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
196 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
166 | diff -= luck; |
197 | diff -= luck; |
167 | if (diff < 1) |
198 | if (diff < 1) |
168 | return (num); /*check again */ |
199 | return (num); /*check again */ |
169 | ((goodbad) ? (min += luck) : (diff)); |
200 | ((goodbad) ? (min += luck) : (diff)); |
170 | ran = RANDOM (); |
|
|
171 | total += MAX (1, MIN (size, (ran % diff) + min)); |
201 | total += MAX (1, MIN (size, rndm (diff) + min)); |
172 | } |
202 | } |
173 | else |
203 | else |
174 | { |
|
|
175 | total += RANDOM () % size + 1; |
204 | total += rndm (size) + 1; |
176 | } |
|
|
177 | } |
205 | } |
|
|
206 | |
178 | return (total); |
207 | return total; |
179 | } |
|
|
180 | |
|
|
181 | /* |
|
|
182 | * Another convenience function. Returns a number between min and max. |
|
|
183 | * It is suggested one use these functions rather than RANDOM()%, as it |
|
|
184 | * would appear that a number of off-by-one-errors exist due to improper |
|
|
185 | * use of %. This should also prevent SIGFPE. |
|
|
186 | */ |
|
|
187 | |
|
|
188 | int |
|
|
189 | rndm (int min, int max) |
|
|
190 | { |
|
|
191 | int diff; |
|
|
192 | |
|
|
193 | diff = max - min + 1; |
|
|
194 | if (max < 1 || diff < 1) |
|
|
195 | return (min); |
|
|
196 | |
|
|
197 | return (RANDOM () % diff + min); |
|
|
198 | } |
208 | } |
199 | |
209 | |
200 | /* decay and destroy perishable items in a map */ |
210 | /* decay and destroy perishable items in a map */ |
201 | void |
211 | void |
202 | maptile::decay_objects () |
212 | maptile::decay_objects () |
203 | { |
213 | { |
204 | int x, y, destroy; |
214 | if (!spaces) |
205 | object *op, *otmp; |
215 | return; |
206 | |
216 | |
207 | for (x = 0; x < width; x++) |
217 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
208 | for (y = 0; y < height; y++) |
218 | for (object *above, *op = ms->bot; op; op = above) |
209 | for (op = at (x, y).bot; op; op = otmp) |
|
|
210 | { |
219 | { |
|
|
220 | above = op->above; |
|
|
221 | |
211 | destroy = 0; |
222 | bool destroy = 0; |
212 | otmp = op->above; |
|
|
213 | |
223 | |
|
|
224 | // do not decay anything above unique floor tiles (yet :) |
214 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
225 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
215 | break; |
226 | break; |
216 | |
227 | |
217 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) |
228 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) |
218 | || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) |
229 | || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) |
219 | || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) |
230 | || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) |
220 | || QUERY_FLAG (op, FLAG_UNIQUE) |
231 | || QUERY_FLAG (op, FLAG_UNIQUE) |
221 | || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) |
232 | || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) |
222 | || QUERY_FLAG (op, FLAG_UNPAID) |
233 | || QUERY_FLAG (op, FLAG_UNPAID) |
223 | || op->is_alive ()) |
234 | || op->is_alive ()) |
224 | continue; |
235 | ; // do not decay |
225 | |
|
|
226 | /* otherwise, we decay and destroy */ |
|
|
227 | if (op->is_weapon ()) |
236 | else if (op->is_weapon ()) |
228 | { |
237 | { |
229 | op->stats.dam--; |
238 | op->stats.dam--; |
230 | if (op->stats.dam < 0) |
239 | if (op->stats.dam < 0) |
231 | destroy = 1; |
240 | destroy = 1; |
232 | } |
241 | } |
233 | else if (op->is_armor ()) |
242 | else if (op->is_armor ()) |
234 | { |
243 | { |
235 | op->stats.ac--; |
244 | op->stats.ac--; |
236 | if (op->stats.ac < 0) |
245 | if (op->stats.ac < 0) |
237 | destroy = 1; |
246 | destroy = 1; |
238 | } |
247 | } |
239 | else if (op->type == FOOD) |
248 | else if (op->type == FOOD) |
240 | { |
249 | { |
241 | op->stats.food -= rndm (5, 20); |
250 | op->stats.food -= rndm (5, 20); |
242 | if (op->stats.food < 0) |
251 | if (op->stats.food < 0) |
243 | destroy = 1; |
252 | destroy = 1; |
244 | } |
253 | } |
245 | else |
254 | else |
246 | { |
255 | { |
247 | if (op->material & M_PAPER || op->material & M_LEATHER || |
256 | int mat = op->material; |
248 | op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID) |
257 | |
|
|
258 | if (mat & M_PAPER |
|
|
259 | || mat & M_LEATHER |
|
|
260 | || mat & M_WOOD |
|
|
261 | || mat & M_ORGANIC |
|
|
262 | || mat & M_CLOTH |
|
|
263 | || mat & M_LIQUID |
|
|
264 | || (mat & M_IRON && rndm (1, 5) == 1) |
|
|
265 | || (mat & M_GLASS && rndm (1, 2) == 1) |
|
|
266 | || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) |
|
|
267 | || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) |
|
|
268 | || (mat & M_ICE && temp > 32)) |
249 | destroy = 1; |
269 | destroy = 1; |
250 | |
|
|
251 | if (op->material & M_IRON && rndm (1, 5) == 1) |
|
|
252 | destroy = 1; |
|
|
253 | |
|
|
254 | if (op->material & M_GLASS && rndm (1, 2) == 1) |
|
|
255 | destroy = 1; |
|
|
256 | |
|
|
257 | if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1) |
|
|
258 | destroy = 1; |
|
|
259 | |
|
|
260 | if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1) |
|
|
261 | destroy = 1; |
|
|
262 | |
|
|
263 | if (op->material & M_ICE && temp > 32) |
|
|
264 | destroy = 1; |
|
|
265 | } |
270 | } |
266 | |
271 | |
267 | /* adjust overall chance below */ |
272 | /* adjust overall chance below */ |
268 | if (destroy && rndm (0, 1)) |
273 | if (destroy && rndm (0, 1)) |
269 | op->destroy (); |
274 | op->destroy (); |
270 | } |
275 | } |
271 | } |
276 | } |
272 | |
277 | |
273 | /* convert materialname to materialtype_t */ |
278 | /* convert materialname to materialtype_t */ |
274 | |
279 | |
275 | materialtype_t * |
280 | materialtype_t * |
… | |
… | |
548 | return; |
553 | return; |
549 | } |
554 | } |
550 | |
555 | |
551 | ///////////////////////////////////////////////////////////////////////////// |
556 | ///////////////////////////////////////////////////////////////////////////// |
552 | |
557 | |
|
|
558 | void |
|
|
559 | fork_abort (const char *msg) |
|
|
560 | { |
|
|
561 | if (!fork ()) |
|
|
562 | { |
|
|
563 | signal (SIGABRT, SIG_DFL); |
|
|
564 | abort (); |
|
|
565 | } |
|
|
566 | |
|
|
567 | LOG (llevError, "fork abort: %s\n", msg); |
|
|
568 | } |
|
|
569 | |
553 | void *salloc_ (int n) throw (std::bad_alloc) |
570 | void *salloc_ (int n) throw (std::bad_alloc) |
554 | { |
571 | { |
|
|
572 | #ifdef PREFER_MALLOC |
|
|
573 | void *ptr = malloc (n); |
|
|
574 | #else |
555 | void *ptr = g_slice_alloc (n); |
575 | void *ptr = g_slice_alloc (n); |
|
|
576 | #endif |
556 | |
577 | |
557 | if (!ptr) |
578 | if (!ptr) |
558 | throw std::bad_alloc (); |
579 | throw std::bad_alloc (); |
559 | |
580 | |
560 | return ptr; |
581 | return ptr; |