1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
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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 | */ |
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28 | |
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29 | #include <cstdlib> |
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30 | #include <sys/types.h> |
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31 | #include <unistd.h> |
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32 | #include <sys/time.h> |
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33 | #include <time.h> |
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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 <glib.h> |
40 | #include <glib.h> |
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41 | |
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42 | rand_gen rndm; |
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43 | |
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44 | void |
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45 | tausworthe_random_generator::seed (uint32_t seed) |
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46 | { |
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47 | state [0] = max ( 2U, seed * 69069U); |
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48 | state [1] = max ( 8U, state [0] * 69069U); |
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49 | state [2] = max ( 16U, state [1] * 69069U); |
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50 | state [3] = max (128U, state [2] * 69069U); |
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51 | |
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52 | for (int i = 11; --i; ) |
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53 | operator ()(); |
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54 | } |
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55 | |
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56 | uint32_t |
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57 | tausworthe_random_generator::next () |
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58 | { |
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59 | state [0] = ((state [0] & 0xFFFFFFFEU) << 18U) ^ (((state [0] << 6U) ^ state [0]) >> 13U); |
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60 | state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U); |
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61 | state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U); |
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62 | state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U); |
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63 | |
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64 | return state [0] ^ state [1] ^ state [2] ^ state [3]; |
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65 | } |
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66 | |
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67 | uint32_t |
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68 | tausworthe_random_generator::get_range (uint32_t r_max) |
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69 | { |
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70 | return next () % r_max; |
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71 | } |
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72 | |
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73 | // return a number within (min .. max) |
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74 | int |
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75 | tausworthe_random_generator::get_range (int r_min, int r_max) |
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76 | { |
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77 | return r_min + (*this) (max (r_max - r_min + 1, 1)); |
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78 | } |
33 | |
79 | |
34 | /* |
80 | /* |
35 | * The random functions here take luck into account when rolling random |
81 | * The random functions here take luck into account when rolling random |
36 | * 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 |
37 | * difference becomes in the random numbers. IE, the effect is lessened |
83 | * difference becomes in the random numbers. IE, the effect is lessened |
… | |
… | |
44 | * 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, |
45 | * 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. |
46 | * Generally, op should be the player/caster/hitter requesting the roll, |
92 | * Generally, op should be the player/caster/hitter requesting the roll, |
47 | * not the recipient (ie, the poor slob getting hit). [garbled 20010916] |
93 | * not the recipient (ie, the poor slob getting hit). [garbled 20010916] |
48 | */ |
94 | */ |
49 | |
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50 | int |
95 | int |
51 | 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) |
52 | { |
97 | { |
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98 | int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */ |
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99 | |
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100 | if (r_max < 1 || r_max < r_min) |
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101 | { |
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102 | LOG (llevError, "Calling random_roll with min=%d max=%d\n", r_min, r_max); |
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103 | return r_min; |
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104 | } |
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105 | |
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106 | if (op->type == PLAYER) |
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107 | { |
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108 | int luck = op->stats.luck; |
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109 | |
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110 | if (rndm (base) < min (10, abs (luck))) |
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111 | { |
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112 | //TODO: take luck into account |
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113 | } |
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114 | } |
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115 | |
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116 | return rndm (r_min, r_max); |
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117 | } |
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118 | |
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119 | /* |
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120 | * This is a 64 bit version of random_roll above. This is needed |
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121 | * for exp loss calculations for players changing religions. |
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122 | */ |
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123 | sint64 |
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124 | random_roll64 (sint64 min, sint64 max, const object *op, int goodbad) |
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125 | { |
53 | int omin, diff, luck, base, ran; |
126 | sint64 omin, diff, luck, ran; |
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127 | int base; |
54 | |
128 | |
55 | omin = min; |
129 | omin = min; |
56 | diff = max - min + 1; |
130 | diff = max - min + 1; |
57 | ((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 */ |
58 | |
132 | |
59 | if (max < 1 || diff < 1) |
133 | if (max < 1 || diff < 1) |
60 | { |
134 | { |
61 | 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); |
62 | return (min); /* avoids a float exception */ |
136 | return (min); /* avoids a float exception */ |
63 | } |
137 | } |
64 | |
138 | |
65 | ran = RANDOM (); |
139 | /* |
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140 | * Make a call to get two 32 bit unsigned random numbers, and just to |
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141 | * a little bitshifting. |
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142 | */ |
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143 | ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31); |
66 | |
144 | |
67 | if (op->type != PLAYER) |
145 | if (op->type != PLAYER) |
68 | return ((ran % diff) + min); |
146 | return ((ran % diff) + min); |
69 | |
147 | |
70 | luck = op->stats.luck; |
148 | luck = op->stats.luck; |
71 | if (RANDOM () % base < MIN (10, abs (luck))) |
149 | if (rndm (base) < MIN (10, abs (luck))) |
72 | { |
150 | { |
73 | /* we have a winner */ |
151 | /* we have a winner */ |
74 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
152 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
75 | diff -= luck; |
153 | diff -= luck; |
76 | if (diff < 1) |
154 | if (diff < 1) |
77 | return (omin); /*check again */ |
155 | return (omin); /*check again */ |
78 | ((goodbad) ? (min += luck) : (diff)); |
156 | ((goodbad) ? (min += luck) : (diff)); |
79 | |
157 | |
80 | return (MAX (omin, MIN (max, (ran % diff) + min))); |
158 | return (MAX (omin, MIN (max, (ran % diff) + min))); |
81 | } |
159 | } |
82 | return ((ran % diff) + min); |
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83 | } |
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84 | |
160 | |
85 | /* |
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86 | * This is a 64 bit version of random_roll above. This is needed |
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87 | * for exp loss calculations for players changing religions. |
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88 | */ |
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89 | |
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90 | sint64 |
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91 | random_roll64 (sint64 min, sint64 max, const object *op, int goodbad) |
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92 | { |
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93 | sint64 omin, diff, luck, ran; |
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94 | int base; |
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95 | |
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96 | omin = min; |
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97 | diff = max - min + 1; |
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98 | ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
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99 | |
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100 | if (max < 1 || diff < 1) |
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101 | { |
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102 | #ifndef WIN32 |
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103 | LOG (llevError, "Calling random_roll with min=%lld max=%lld\n", min, max); |
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104 | #else |
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105 | LOG (llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max); |
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106 | #endif |
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107 | return (min); /* avoids a float exception */ |
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108 | } |
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109 | |
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110 | /* Don't know of a portable call to get 64 bit random values. |
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111 | * So make a call to get two 32 bit random numbers, and just to |
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112 | * a little byteshifting. Do make sure the first one is only |
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113 | * 32 bit, so we don't get skewed results |
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114 | */ |
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115 | ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32); |
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116 | |
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117 | if (op->type != PLAYER) |
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118 | return ((ran % diff) + min); |
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119 | |
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120 | luck = op->stats.luck; |
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121 | if (RANDOM () % base < MIN (10, abs (luck))) |
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122 | { |
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123 | /* we have a winner */ |
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124 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
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125 | diff -= luck; |
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126 | if (diff < 1) |
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127 | return (omin); /*check again */ |
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128 | ((goodbad) ? (min += luck) : (diff)); |
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129 | |
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130 | return (MAX (omin, MIN (max, (ran % diff) + min))); |
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131 | } |
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132 | return ((ran % diff) + min); |
161 | return ((ran % diff) + min); |
133 | } |
162 | } |
134 | |
163 | |
135 | /* |
164 | /* |
136 | * 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, |
… | |
… | |
141 | */ |
170 | */ |
142 | |
171 | |
143 | int |
172 | int |
144 | die_roll (int num, int size, const object *op, int goodbad) |
173 | die_roll (int num, int size, const object *op, int goodbad) |
145 | { |
174 | { |
146 | int min, diff, luck, total, i, gotlucky, base, ran; |
175 | int min, diff, luck, total, i, gotlucky, base; |
147 | |
176 | |
148 | diff = size; |
177 | diff = size; |
149 | min = 1; |
178 | min = 1; |
150 | luck = total = gotlucky = 0; |
179 | luck = total = gotlucky = 0; |
151 | ((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 */ |
… | |
… | |
158 | if (op->type == PLAYER) |
187 | if (op->type == PLAYER) |
159 | luck = op->stats.luck; |
188 | luck = op->stats.luck; |
160 | |
189 | |
161 | for (i = 0; i < num; i++) |
190 | for (i = 0; i < num; i++) |
162 | { |
191 | { |
163 | if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) |
192 | if (rndm (base) < MIN (10, abs (luck)) && !gotlucky) |
164 | { |
193 | { |
165 | /* we have a winner */ |
194 | /* we have a winner */ |
166 | gotlucky++; |
195 | gotlucky++; |
167 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
196 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
168 | diff -= luck; |
197 | diff -= luck; |
169 | if (diff < 1) |
198 | if (diff < 1) |
170 | return (num); /*check again */ |
199 | return (num); /*check again */ |
171 | ((goodbad) ? (min += luck) : (diff)); |
200 | ((goodbad) ? (min += luck) : (diff)); |
172 | ran = RANDOM (); |
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173 | total += MAX (1, MIN (size, (ran % diff) + min)); |
201 | total += MAX (1, MIN (size, rndm (diff) + min)); |
174 | } |
202 | } |
175 | else |
203 | else |
176 | { |
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177 | total += RANDOM () % size + 1; |
204 | total += rndm (size) + 1; |
178 | } |
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179 | } |
205 | } |
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206 | |
180 | return (total); |
207 | return total; |
181 | } |
208 | } |
182 | |
209 | |
183 | /* |
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184 | * Another convenience function. Returns a number between min and max. |
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185 | * It is suggested one use these functions rather than RANDOM()%, as it |
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186 | * would appear that a number of off-by-one-errors exist due to improper |
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187 | * use of %. This should also prevent SIGFPE. |
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188 | */ |
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189 | |
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190 | int |
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191 | rndm (int min, int max) |
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192 | { |
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193 | int diff; |
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194 | |
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195 | diff = max - min + 1; |
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196 | if (max < 1 || diff < 1) |
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197 | return (min); |
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198 | |
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199 | return (RANDOM () % diff + min); |
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200 | } |
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201 | |
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202 | /* decay and destroy persihable items in a map */ |
210 | /* decay and destroy perishable items in a map */ |
203 | |
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204 | void |
211 | void |
205 | decay_objects (mapstruct *m) |
212 | maptile::decay_objects () |
206 | { |
213 | { |
207 | int x, y, destroy; |
214 | if (!spaces) |
208 | object *op, *otmp; |
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209 | |
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210 | if (m->unique) |
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211 | return; |
215 | return; |
212 | |
216 | |
213 | for (x = 0; x < MAP_WIDTH (m); x++) |
217 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
214 | for (y = 0; y < MAP_HEIGHT (m); y++) |
218 | for (object *above, *op = ms->bot; op; op = above) |
215 | for (op = get_map_ob (m, x, y); op; op = otmp) |
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216 | { |
219 | { |
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220 | above = op->above; |
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221 | |
217 | destroy = 0; |
222 | bool destroy = 0; |
218 | otmp = op->above; |
223 | |
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224 | // do not decay anything above unique floor tiles (yet :) |
219 | 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)) |
220 | break; |
226 | break; |
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227 | |
221 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) || |
228 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) |
222 | QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) || |
229 | || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) |
223 | QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) || |
230 | || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) |
224 | QUERY_FLAG (op, FLAG_UNIQUE) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) || QUERY_FLAG (op, FLAG_UNPAID) || IS_LIVE (op)) |
231 | || QUERY_FLAG (op, FLAG_UNIQUE) |
225 | continue; |
232 | || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) |
226 | /* otherwise, we decay and destroy */ |
233 | || QUERY_FLAG (op, FLAG_UNPAID) |
227 | if (IS_WEAPON (op)) |
234 | || op->is_alive ()) |
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235 | ; // do not decay |
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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 (IS_ARMOR (op)) |
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 | |
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258 | if (mat & M_PAPER |
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259 | || mat & M_LEATHER |
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260 | || mat & M_WOOD |
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261 | || mat & M_ORGANIC |
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262 | || mat & M_CLOTH |
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263 | || mat & M_LIQUID |
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264 | || (mat & M_IRON && rndm (1, 5) == 1) |
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265 | || (mat & M_GLASS && rndm (1, 2) == 1) |
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266 | || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) |
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267 | || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) |
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268 | || (mat & M_ICE && temp > 32)) |
249 | destroy = 1; |
269 | destroy = 1; |
250 | if (op->material & M_IRON && rndm (1, 5) == 1) |
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251 | destroy = 1; |
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252 | if (op->material & M_GLASS && rndm (1, 2) == 1) |
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253 | destroy = 1; |
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254 | if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1) |
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255 | destroy = 1; |
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256 | if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1) |
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257 | destroy = 1; |
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258 | if (op->material & M_ICE && MAP_TEMP (m) > 32) |
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259 | destroy = 1; |
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260 | } |
270 | } |
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271 | |
261 | /* adjust overall chance below */ |
272 | /* adjust overall chance below */ |
262 | if (destroy && rndm (0, 1)) |
273 | if (destroy && rndm (0, 1)) |
263 | { |
274 | op->destroy (); |
264 | remove_ob (op); |
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265 | free_object (op); |
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266 | } |
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267 | } |
275 | } |
268 | } |
276 | } |
269 | |
277 | |
270 | /* convert materialname to materialtype_t */ |
278 | /* convert materialname to materialtype_t */ |
271 | |
279 | |
272 | materialtype_t * |
280 | materialtype_t * |
… | |
… | |
300 | return; |
308 | return; |
301 | |
309 | |
302 | if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) |
310 | if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) |
303 | return; |
311 | return; |
304 | |
312 | |
305 | if (!IS_ARMOR (op)) |
313 | if (!op->is_armor ()) |
306 | return; |
314 | return; |
307 | |
315 | |
308 | mt = name_to_material (op->materialname); |
316 | mt = name_to_material (op->materialname); |
309 | if (!mt) |
317 | if (!mt) |
310 | { |
318 | { |
… | |
… | |
356 | { |
364 | { |
357 | if (op->material & mt->material && rndm (1, 100) <= mt->chance && |
365 | if (op->material & mt->material && rndm (1, 100) <= mt->chance && |
358 | difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
366 | difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
359 | { |
367 | { |
360 | lmt = mt; |
368 | lmt = mt; |
361 | if (!(IS_WEAPON (op) || IS_ARMOR (op))) |
369 | if (!(op->is_weapon () || op->is_armor ())) |
362 | break; |
370 | break; |
363 | } |
371 | } |
364 | } |
372 | } |
365 | #endif |
373 | #endif |
366 | } |
374 | } |
… | |
… | |
374 | #ifndef NEW_MATERIAL_CODE |
382 | #ifndef NEW_MATERIAL_CODE |
375 | op->materialname = lmt->name; |
383 | op->materialname = lmt->name; |
376 | return; |
384 | return; |
377 | #else |
385 | #else |
378 | |
386 | |
379 | if (op->stats.dam && IS_WEAPON (op)) |
387 | if (op->stats.dam && op->is_weapon ()) |
380 | { |
388 | { |
381 | op->stats.dam += lmt->damage; |
389 | op->stats.dam += lmt->damage; |
382 | if (op->stats.dam < 1) |
390 | if (op->stats.dam < 1) |
383 | op->stats.dam = 1; |
391 | op->stats.dam = 1; |
384 | } |
392 | } |
|
|
393 | |
385 | if (op->stats.sp && op->type == BOW) |
394 | if (op->stats.sp && op->type == BOW) |
386 | op->stats.sp += lmt->sp; |
395 | op->stats.sp += lmt->sp; |
387 | if (op->stats.wc && IS_WEAPON (op)) |
396 | if (op->stats.wc && op->is_weapon ()) |
388 | op->stats.wc += lmt->wc; |
397 | op->stats.wc += lmt->wc; |
389 | if (IS_ARMOR (op)) |
398 | if (op->is_armor ()) |
390 | { |
399 | { |
391 | if (op->stats.ac) |
400 | if (op->stats.ac) |
392 | op->stats.ac += lmt->ac; |
401 | op->stats.ac += lmt->ac; |
393 | for (j = 0; j < NROFATTACKS; j++) |
402 | for (j = 0; j < NROFATTACKS; j++) |
394 | if (op->resist[j] != 0) |
403 | if (op->resist[j] != 0) |
… | |
… | |
398 | op->resist[j] = 100; |
407 | op->resist[j] = 100; |
399 | if (op->resist[j] < -100) |
408 | if (op->resist[j] < -100) |
400 | op->resist[j] = -100; |
409 | op->resist[j] = -100; |
401 | } |
410 | } |
402 | } |
411 | } |
403 | op->materialname = add_string (lmt->name); |
412 | op->materialname = lmt->name; |
404 | /* dont make it unstackable if it doesn't need to be */ |
413 | /* dont make it unstackable if it doesn't need to be */ |
405 | if (IS_WEAPON (op) || IS_ARMOR (op)) |
414 | if (op->is_weapon () || op->is_armor ()) |
406 | { |
415 | { |
407 | op->weight = (op->weight * lmt->weight) / 100; |
416 | op->weight = (op->weight * lmt->weight) / 100; |
408 | op->value = (op->value * lmt->value) / 100; |
417 | op->value = (op->value * lmt->value) / 100; |
409 | } |
418 | } |
410 | #endif |
419 | #endif |
… | |
… | |
545 | return; |
554 | return; |
546 | } |
555 | } |
547 | |
556 | |
548 | ///////////////////////////////////////////////////////////////////////////// |
557 | ///////////////////////////////////////////////////////////////////////////// |
549 | |
558 | |
|
|
559 | void |
|
|
560 | fork_abort (const char *msg) |
|
|
561 | { |
|
|
562 | if (!fork ()) |
|
|
563 | { |
|
|
564 | signal (SIGABRT, SIG_DFL); |
|
|
565 | abort (); |
|
|
566 | } |
|
|
567 | |
|
|
568 | LOG (llevError, "fork abort: %s\n", msg); |
|
|
569 | } |
|
|
570 | |
550 | void *alloc (int s) throw (std::bad_alloc) |
571 | void *salloc_ (int n) throw (std::bad_alloc) |
551 | { |
572 | { |
|
|
573 | #ifdef PREFER_MALLOC |
|
|
574 | void *ptr = malloc (n); |
|
|
575 | #else |
552 | void *p = g_slice_alloc (s); |
576 | void *ptr = g_slice_alloc (n); |
|
|
577 | #endif |
553 | |
578 | |
554 | if (!p) |
579 | if (!ptr) |
555 | throw std::bad_alloc (); |
580 | throw std::bad_alloc (); |
556 | |
581 | |
557 | return p; |
582 | return ptr; |
|
|
583 | } |
|
|
584 | |
|
|
585 | void *salloc_ (int n, void *src) throw (std::bad_alloc) |
|
|
586 | { |
|
|
587 | void *ptr = salloc_ (n); |
|
|
588 | |
|
|
589 | if (src) |
|
|
590 | memcpy (ptr, src, n); |
|
|
591 | else |
|
|
592 | memset (ptr, 0, n); |
|
|
593 | |
|
|
594 | return ptr; |
558 | } |
595 | } |
559 | |
596 | |
560 | void assign (char *dst, const char *src, int maxlen) |
597 | void assign (char *dst, const char *src, int maxlen) |
561 | { |
598 | { |
562 | if (!src) |
599 | if (!src) |
… | |
… | |
579 | } |
616 | } |
580 | else |
617 | else |
581 | memcpy (dst, src, len + 1); |
618 | memcpy (dst, src, len + 1); |
582 | } |
619 | } |
583 | |
620 | |
|
|
621 | tstamp now () |
|
|
622 | { |
|
|
623 | struct timeval tv; |
|
|
624 | |
|
|
625 | gettimeofday (&tv, 0); |
|
|
626 | return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6); |
|
|
627 | } |
|
|
628 | |
|
|
629 | int |
|
|
630 | similar_direction (int a, int b) |
|
|
631 | { |
|
|
632 | if (!a || !b) |
|
|
633 | return 0; |
|
|
634 | |
|
|
635 | int diff = (b - a) & 7; |
|
|
636 | return diff <= 1 || diff >= 7; |
|
|
637 | } |
|
|
638 | |