… | |
… | |
42 | rand_gen rndm; |
42 | rand_gen rndm; |
43 | |
43 | |
44 | void |
44 | void |
45 | tausworthe_random_generator::seed (uint32_t seed) |
45 | tausworthe_random_generator::seed (uint32_t seed) |
46 | { |
46 | { |
47 | state [0] = max ( 2, seed * 69069U); |
47 | state [0] = max ( 2U, seed * 69069U); |
48 | state [1] = max ( 8, state [0] * 69069U); |
48 | state [1] = max ( 8U, state [0] * 69069U); |
49 | state [2] = max ( 16, state [1] * 69069U); |
49 | state [2] = max ( 16U, state [1] * 69069U); |
50 | state [3] = max (128, state [2] * 69069U); |
50 | state [3] = max (128U, state [2] * 69069U); |
51 | |
51 | |
52 | for (int i = 11; --i; ) |
52 | for (int i = 11; --i; ) |
53 | operator ()(); |
53 | operator ()(); |
54 | } |
54 | } |
55 | |
55 | |
… | |
… | |
118 | |
118 | |
119 | /* |
119 | /* |
120 | * This is a 64 bit version of random_roll above. This is needed |
120 | * This is a 64 bit version of random_roll above. This is needed |
121 | * for exp loss calculations for players changing religions. |
121 | * for exp loss calculations for players changing religions. |
122 | */ |
122 | */ |
123 | |
|
|
124 | sint64 |
123 | sint64 |
125 | random_roll64 (sint64 min, sint64 max, const object *op, int goodbad) |
124 | random_roll64 (sint64 min, sint64 max, const object *op, int goodbad) |
126 | { |
125 | { |
127 | sint64 omin, diff, luck, ran; |
126 | sint64 omin, diff, luck, ran; |
128 | int base; |
127 | int base; |
… | |
… | |
135 | { |
134 | { |
136 | LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max); |
135 | LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max); |
137 | return (min); /* avoids a float exception */ |
136 | return (min); /* avoids a float exception */ |
138 | } |
137 | } |
139 | |
138 | |
140 | /* Don't know of a portable call to get 64 bit random values. |
139 | /* |
141 | * So make a call to get two 32 bit random numbers, and just to |
140 | * Make a call to get two 32 bit unsigned random numbers, and just to |
142 | * a little byteshifting. Do make sure the first one is only |
141 | * a little bitshifting. |
143 | * 32 bit, so we don't get skewed results |
|
|
144 | */ |
142 | */ |
145 | ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32); |
143 | ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31); |
146 | |
144 | |
147 | if (op->type != PLAYER) |
145 | if (op->type != PLAYER) |
148 | return ((ran % diff) + min); |
146 | return ((ran % diff) + min); |
149 | |
147 | |
150 | luck = op->stats.luck; |
148 | luck = op->stats.luck; |
151 | if (RANDOM () % base < MIN (10, abs (luck))) |
149 | if (rndm (base) < MIN (10, abs (luck))) |
152 | { |
150 | { |
153 | /* we have a winner */ |
151 | /* we have a winner */ |
154 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
152 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
155 | diff -= luck; |
153 | diff -= luck; |
156 | if (diff < 1) |
154 | if (diff < 1) |
157 | return (omin); /*check again */ |
155 | return (omin); /*check again */ |
158 | ((goodbad) ? (min += luck) : (diff)); |
156 | ((goodbad) ? (min += luck) : (diff)); |
159 | |
157 | |
160 | return (MAX (omin, MIN (max, (ran % diff) + min))); |
158 | return (MAX (omin, MIN (max, (ran % diff) + min))); |
161 | } |
159 | } |
|
|
160 | |
162 | return ((ran % diff) + min); |
161 | return ((ran % diff) + min); |
163 | } |
162 | } |
164 | |
163 | |
165 | /* |
164 | /* |
166 | * 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, |
… | |
… | |
171 | */ |
170 | */ |
172 | |
171 | |
173 | int |
172 | int |
174 | die_roll (int num, int size, const object *op, int goodbad) |
173 | die_roll (int num, int size, const object *op, int goodbad) |
175 | { |
174 | { |
176 | int min, diff, luck, total, i, gotlucky, base, ran; |
175 | int min, diff, luck, total, i, gotlucky, base; |
177 | |
176 | |
178 | diff = size; |
177 | diff = size; |
179 | min = 1; |
178 | min = 1; |
180 | luck = total = gotlucky = 0; |
179 | luck = total = gotlucky = 0; |
181 | ((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 */ |
… | |
… | |
188 | if (op->type == PLAYER) |
187 | if (op->type == PLAYER) |
189 | luck = op->stats.luck; |
188 | luck = op->stats.luck; |
190 | |
189 | |
191 | for (i = 0; i < num; i++) |
190 | for (i = 0; i < num; i++) |
192 | { |
191 | { |
193 | if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) |
192 | if (rndm (base) < MIN (10, abs (luck)) && !gotlucky) |
194 | { |
193 | { |
195 | /* we have a winner */ |
194 | /* we have a winner */ |
196 | gotlucky++; |
195 | gotlucky++; |
197 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
196 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
198 | diff -= luck; |
197 | diff -= luck; |
199 | if (diff < 1) |
198 | if (diff < 1) |
200 | return (num); /*check again */ |
199 | return (num); /*check again */ |
201 | ((goodbad) ? (min += luck) : (diff)); |
200 | ((goodbad) ? (min += luck) : (diff)); |
202 | ran = RANDOM (); |
|
|
203 | total += MAX (1, MIN (size, (ran % diff) + min)); |
201 | total += MAX (1, MIN (size, rndm (diff) + min)); |
204 | } |
202 | } |
205 | else |
203 | else |
206 | { |
|
|
207 | total += RANDOM () % size + 1; |
204 | total += rndm (size) + 1; |
208 | } |
|
|
209 | } |
205 | } |
|
|
206 | |
210 | return (total); |
207 | return total; |
211 | } |
208 | } |
212 | |
209 | |
213 | /* decay and destroy perishable items in a map */ |
210 | /* decay and destroy perishable items in a map */ |
214 | void |
211 | void |
215 | maptile::decay_objects () |
212 | maptile::decay_objects () |
… | |
… | |
254 | if (op->stats.food < 0) |
251 | if (op->stats.food < 0) |
255 | destroy = 1; |
252 | destroy = 1; |
256 | } |
253 | } |
257 | else |
254 | else |
258 | { |
255 | { |
259 | int mat = op->material; |
256 | int mat = op->materials; |
260 | |
257 | |
261 | if (mat & M_PAPER |
258 | if (mat & M_PAPER |
262 | || mat & M_LEATHER |
259 | || mat & M_LEATHER |
263 | || mat & M_WOOD |
260 | || mat & M_WOOD |
264 | || mat & M_ORGANIC |
261 | || mat & M_ORGANIC |
… | |
… | |
279 | } |
276 | } |
280 | |
277 | |
281 | /* convert materialname to materialtype_t */ |
278 | /* convert materialname to materialtype_t */ |
282 | |
279 | |
283 | materialtype_t * |
280 | materialtype_t * |
284 | name_to_material (const char *name) |
281 | name_to_material (const shstr &name) |
285 | { |
282 | { |
286 | materialtype_t *mt, *nmt; |
283 | for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next) |
287 | |
284 | if (name == mt->name) |
288 | mt = NULL; |
|
|
289 | for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next) |
|
|
290 | { |
|
|
291 | if (strcmp (name, nmt->name) == 0) |
|
|
292 | { |
|
|
293 | mt = nmt; |
|
|
294 | break; |
|
|
295 | } |
|
|
296 | } |
|
|
297 | return mt; |
285 | return mt; |
|
|
286 | |
|
|
287 | return materialt; |
298 | } |
288 | } |
299 | |
289 | |
300 | /* when doing transmutation of objects, we have to recheck the resistances, |
290 | /* when doing transmutation of objects, we have to recheck the resistances, |
301 | * as some that did not apply previously, may apply now. |
291 | * as some that did not apply previously, may apply now. |
302 | */ |
292 | */ |
… | |
… | |
351 | |
341 | |
352 | if (nmt == NULL) |
342 | if (nmt == NULL) |
353 | { |
343 | { |
354 | lmt = NULL; |
344 | lmt = NULL; |
355 | #ifndef NEW_MATERIAL_CODE |
345 | #ifndef NEW_MATERIAL_CODE |
356 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
346 | for (mt = materialt; mt && mt->next; mt = mt->next) |
357 | { |
347 | { |
358 | if (op->material & mt->material) |
348 | if (op->materials & mt->material) |
359 | { |
349 | { |
360 | lmt = mt; |
350 | lmt = mt; |
361 | break; |
351 | break; |
362 | } |
352 | } |
363 | } |
353 | } |
364 | |
354 | |
365 | #else |
355 | #else |
366 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
356 | for (mt = materialt; mt && mt->next; mt = mt->next) |
367 | { |
357 | { |
368 | if (op->material & mt->material && rndm (1, 100) <= mt->chance && |
358 | if (op->materials & mt->material && rndm (1, 100) <= mt->chance && |
369 | difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
359 | difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
370 | { |
360 | { |
371 | lmt = mt; |
361 | lmt = mt; |
372 | if (!(op->is_weapon () || op->is_armor ())) |
362 | if (!(op->is_weapon () || op->is_armor ())) |
373 | break; |
363 | break; |
… | |
… | |
391 | { |
381 | { |
392 | op->stats.dam += lmt->damage; |
382 | op->stats.dam += lmt->damage; |
393 | if (op->stats.dam < 1) |
383 | if (op->stats.dam < 1) |
394 | op->stats.dam = 1; |
384 | op->stats.dam = 1; |
395 | } |
385 | } |
|
|
386 | |
396 | if (op->stats.sp && op->type == BOW) |
387 | if (op->stats.sp && op->type == BOW) |
397 | op->stats.sp += lmt->sp; |
388 | op->stats.sp += lmt->sp; |
398 | if (op->stats.wc && op->is_weapon ()) |
389 | if (op->stats.wc && op->is_weapon ()) |
399 | op->stats.wc += lmt->wc; |
390 | op->stats.wc += lmt->wc; |
400 | if (op->is_armor ()) |
391 | if (op->is_armor ()) |
… | |
… | |
409 | op->resist[j] = 100; |
400 | op->resist[j] = 100; |
410 | if (op->resist[j] < -100) |
401 | if (op->resist[j] < -100) |
411 | op->resist[j] = -100; |
402 | op->resist[j] = -100; |
412 | } |
403 | } |
413 | } |
404 | } |
414 | op->materialname = add_string (lmt->name); |
405 | op->materialname = lmt->name; |
415 | /* dont make it unstackable if it doesn't need to be */ |
406 | /* dont make it unstackable if it doesn't need to be */ |
416 | if (op->is_weapon () || op->is_armor ()) |
407 | if (op->is_weapon () || op->is_armor ()) |
417 | { |
408 | { |
418 | op->weight = (op->weight * lmt->weight) / 100; |
409 | op->weight = (op->weight * lmt->weight) / 100; |
419 | op->value = (op->value * lmt->value) / 100; |
410 | op->value = (op->value * lmt->value) / 100; |
… | |
… | |
570 | LOG (llevError, "fork abort: %s\n", msg); |
561 | LOG (llevError, "fork abort: %s\n", msg); |
571 | } |
562 | } |
572 | |
563 | |
573 | void *salloc_ (int n) throw (std::bad_alloc) |
564 | void *salloc_ (int n) throw (std::bad_alloc) |
574 | { |
565 | { |
|
|
566 | #ifdef PREFER_MALLOC |
|
|
567 | void *ptr = malloc (n); |
|
|
568 | #else |
575 | void *ptr = g_slice_alloc (n); |
569 | void *ptr = g_slice_alloc (n); |
|
|
570 | #endif |
576 | |
571 | |
577 | if (!ptr) |
572 | if (!ptr) |
578 | throw std::bad_alloc (); |
573 | throw std::bad_alloc (); |
579 | |
574 | |
580 | return ptr; |
575 | return ptr; |