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37 | #include <funcpoint.h> |
37 | #include <funcpoint.h> |
38 | #include <material.h> |
38 | #include <material.h> |
39 | |
39 | |
40 | #include <glib.h> |
40 | #include <glib.h> |
41 | |
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 | } |
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79 | |
42 | /* |
80 | /* |
43 | * The random functions here take luck into account when rolling random |
81 | * The random functions here take luck into account when rolling random |
44 | * 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 |
45 | * difference becomes in the random numbers. IE, the effect is lessened |
83 | * difference becomes in the random numbers. IE, the effect is lessened |
46 | * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers, |
84 | * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers, |
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52 | * 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, |
53 | * 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. |
54 | * Generally, op should be the player/caster/hitter requesting the roll, |
92 | * Generally, op should be the player/caster/hitter requesting the roll, |
55 | * not the recipient (ie, the poor slob getting hit). [garbled 20010916] |
93 | * not the recipient (ie, the poor slob getting hit). [garbled 20010916] |
56 | */ |
94 | */ |
57 | |
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58 | int |
95 | int |
59 | 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) |
60 | { |
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 | { |
61 | int omin, diff, luck, base, ran; |
126 | sint64 omin, diff, luck, ran; |
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127 | int base; |
62 | |
128 | |
63 | omin = min; |
129 | omin = min; |
64 | diff = max - min + 1; |
130 | diff = max - min + 1; |
65 | ((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 */ |
66 | |
132 | |
67 | if (max < 1 || diff < 1) |
133 | if (max < 1 || diff < 1) |
68 | { |
134 | { |
69 | 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); |
70 | return (min); /* avoids a float exception */ |
136 | return (min); /* avoids a float exception */ |
71 | } |
137 | } |
72 | |
138 | |
73 | 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); |
74 | |
144 | |
75 | if (op->type != PLAYER) |
145 | if (op->type != PLAYER) |
76 | return ((ran % diff) + min); |
146 | return ((ran % diff) + min); |
77 | |
147 | |
78 | luck = op->stats.luck; |
148 | luck = op->stats.luck; |
79 | if (RANDOM () % base < MIN (10, abs (luck))) |
149 | if (rndm (base) < MIN (10, abs (luck))) |
80 | { |
150 | { |
81 | /* we have a winner */ |
151 | /* we have a winner */ |
82 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
152 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
83 | diff -= luck; |
153 | diff -= luck; |
84 | if (diff < 1) |
154 | if (diff < 1) |
85 | return (omin); /*check again */ |
155 | return (omin); /*check again */ |
86 | ((goodbad) ? (min += luck) : (diff)); |
156 | ((goodbad) ? (min += luck) : (diff)); |
87 | |
157 | |
88 | return (MAX (omin, MIN (max, (ran % diff) + min))); |
158 | return (MAX (omin, MIN (max, (ran % diff) + min))); |
89 | } |
159 | } |
90 | return ((ran % diff) + min); |
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91 | } |
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92 | |
160 | |
93 | /* |
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94 | * This is a 64 bit version of random_roll above. This is needed |
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95 | * for exp loss calculations for players changing religions. |
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96 | */ |
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97 | |
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98 | sint64 |
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99 | random_roll64 (sint64 min, sint64 max, const object *op, int goodbad) |
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100 | { |
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101 | sint64 omin, diff, luck, ran; |
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102 | int base; |
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103 | |
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104 | omin = min; |
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105 | diff = max - min + 1; |
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106 | ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
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107 | |
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108 | if (max < 1 || diff < 1) |
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109 | { |
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110 | LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max); |
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111 | return (min); /* avoids a float exception */ |
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112 | } |
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113 | |
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114 | /* Don't know of a portable call to get 64 bit random values. |
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115 | * So make a call to get two 32 bit random numbers, and just to |
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116 | * a little byteshifting. Do make sure the first one is only |
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117 | * 32 bit, so we don't get skewed results |
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118 | */ |
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119 | ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32); |
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120 | |
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121 | if (op->type != PLAYER) |
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122 | return ((ran % diff) + min); |
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123 | |
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124 | luck = op->stats.luck; |
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125 | if (RANDOM () % base < MIN (10, abs (luck))) |
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126 | { |
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127 | /* we have a winner */ |
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128 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
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129 | diff -= luck; |
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130 | if (diff < 1) |
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131 | return (omin); /*check again */ |
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132 | ((goodbad) ? (min += luck) : (diff)); |
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133 | |
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134 | return (MAX (omin, MIN (max, (ran % diff) + min))); |
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135 | } |
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136 | return ((ran % diff) + min); |
161 | return ((ran % diff) + min); |
137 | } |
162 | } |
138 | |
163 | |
139 | /* |
164 | /* |
140 | * 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, |
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145 | */ |
170 | */ |
146 | |
171 | |
147 | int |
172 | int |
148 | die_roll (int num, int size, const object *op, int goodbad) |
173 | die_roll (int num, int size, const object *op, int goodbad) |
149 | { |
174 | { |
150 | int min, diff, luck, total, i, gotlucky, base, ran; |
175 | int min, diff, luck, total, i, gotlucky, base; |
151 | |
176 | |
152 | diff = size; |
177 | diff = size; |
153 | min = 1; |
178 | min = 1; |
154 | luck = total = gotlucky = 0; |
179 | luck = total = gotlucky = 0; |
155 | ((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 */ |
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162 | if (op->type == PLAYER) |
187 | if (op->type == PLAYER) |
163 | luck = op->stats.luck; |
188 | luck = op->stats.luck; |
164 | |
189 | |
165 | for (i = 0; i < num; i++) |
190 | for (i = 0; i < num; i++) |
166 | { |
191 | { |
167 | if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) |
192 | if (rndm (base) < MIN (10, abs (luck)) && !gotlucky) |
168 | { |
193 | { |
169 | /* we have a winner */ |
194 | /* we have a winner */ |
170 | gotlucky++; |
195 | gotlucky++; |
171 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
196 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
172 | diff -= luck; |
197 | diff -= luck; |
173 | if (diff < 1) |
198 | if (diff < 1) |
174 | return (num); /*check again */ |
199 | return (num); /*check again */ |
175 | ((goodbad) ? (min += luck) : (diff)); |
200 | ((goodbad) ? (min += luck) : (diff)); |
176 | ran = RANDOM (); |
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177 | total += MAX (1, MIN (size, (ran % diff) + min)); |
201 | total += MAX (1, MIN (size, rndm (diff) + min)); |
178 | } |
202 | } |
179 | else |
203 | else |
180 | { |
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181 | total += RANDOM () % size + 1; |
204 | total += rndm (size) + 1; |
182 | } |
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183 | } |
205 | } |
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206 | |
184 | return (total); |
207 | return total; |
185 | } |
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186 | |
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187 | /* |
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188 | * Another convenience function. Returns a number between min and max. |
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189 | * It is suggested one use these functions rather than RANDOM()%, as it |
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190 | * would appear that a number of off-by-one-errors exist due to improper |
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191 | * use of %. This should also prevent SIGFPE. |
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192 | */ |
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193 | |
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194 | int |
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195 | rndm (int min, int max) |
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196 | { |
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197 | int diff; |
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198 | |
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199 | diff = max - min + 1; |
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200 | if (max < 1 || diff < 1) |
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201 | return (min); |
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202 | |
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203 | return (RANDOM () % diff + min); |
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204 | } |
208 | } |
205 | |
209 | |
206 | /* decay and destroy perishable items in a map */ |
210 | /* decay and destroy perishable items in a map */ |
207 | void |
211 | void |
208 | maptile::decay_objects () |
212 | maptile::decay_objects () |
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384 | { |
388 | { |
385 | op->stats.dam += lmt->damage; |
389 | op->stats.dam += lmt->damage; |
386 | if (op->stats.dam < 1) |
390 | if (op->stats.dam < 1) |
387 | op->stats.dam = 1; |
391 | op->stats.dam = 1; |
388 | } |
392 | } |
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393 | |
389 | if (op->stats.sp && op->type == BOW) |
394 | if (op->stats.sp && op->type == BOW) |
390 | op->stats.sp += lmt->sp; |
395 | op->stats.sp += lmt->sp; |
391 | if (op->stats.wc && op->is_weapon ()) |
396 | if (op->stats.wc && op->is_weapon ()) |
392 | op->stats.wc += lmt->wc; |
397 | op->stats.wc += lmt->wc; |
393 | if (op->is_armor ()) |
398 | if (op->is_armor ()) |
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402 | op->resist[j] = 100; |
407 | op->resist[j] = 100; |
403 | if (op->resist[j] < -100) |
408 | if (op->resist[j] < -100) |
404 | op->resist[j] = -100; |
409 | op->resist[j] = -100; |
405 | } |
410 | } |
406 | } |
411 | } |
407 | op->materialname = add_string (lmt->name); |
412 | op->materialname = lmt->name; |
408 | /* dont make it unstackable if it doesn't need to be */ |
413 | /* dont make it unstackable if it doesn't need to be */ |
409 | if (op->is_weapon () || op->is_armor ()) |
414 | if (op->is_weapon () || op->is_armor ()) |
410 | { |
415 | { |
411 | op->weight = (op->weight * lmt->weight) / 100; |
416 | op->weight = (op->weight * lmt->weight) / 100; |
412 | op->value = (op->value * lmt->value) / 100; |
417 | op->value = (op->value * lmt->value) / 100; |
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563 | LOG (llevError, "fork abort: %s\n", msg); |
568 | LOG (llevError, "fork abort: %s\n", msg); |
564 | } |
569 | } |
565 | |
570 | |
566 | void *salloc_ (int n) throw (std::bad_alloc) |
571 | void *salloc_ (int n) throw (std::bad_alloc) |
567 | { |
572 | { |
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573 | #ifdef PREFER_MALLOC |
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574 | void *ptr = malloc (n); |
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575 | #else |
568 | void *ptr = g_slice_alloc (n); |
576 | void *ptr = g_slice_alloc (n); |
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577 | #endif |
569 | |
578 | |
570 | if (!ptr) |
579 | if (!ptr) |
571 | throw std::bad_alloc (); |
580 | throw std::bad_alloc (); |
572 | |
581 | |
573 | return ptr; |
582 | return ptr; |