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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.37 by root, Mon Jan 15 02:39:40 2007 UTC vs.
Revision 1.47 by root, Wed Feb 7 02:04:46 2007 UTC

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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25/* 25/*
26 * General convenience functions for crossfire. 26 * General convenience functions for crossfire.
27 */ 27 */
28 28
36#include <global.h> 36#include <global.h>
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
42rand_gen rndm;
43
44void
45tausworthe_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
56uint32_t
57tausworthe_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
67uint32_t
68tausworthe_random_generator::get_range (uint32_t r_max)
69{
70 return next () % r_max;
71}
72
73// return a number within (min .. max)
74int
75tausworthe_random_generator::get_range (int r_min, int r_max)
76{
77 return r_min + (*this) (max (r_max - r_min + 1, 1));
78}
41 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
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
58int 95int
59random_roll (int min, int max, const object *op, int goodbad) 96random_roll (int r_min, int r_max, const object *op, int goodbad)
60{ 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 */
123sint64
124random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
125{
61 int omin, diff, luck, base, ran; 126 sint64 omin, diff, luck, ran;
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 /*
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);
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);
91}
92 160
93/*
94 * This is a 64 bit version of random_roll above. This is needed
95 * for exp loss calculations for players changing religions.
96 */
97
98sint64
99random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
100{
101 sint64 omin, diff, luck, ran;
102 int base;
103
104 omin = min;
105 diff = max - min + 1;
106 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
107
108 if (max < 1 || diff < 1)
109 {
110 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
111 return (min); /* avoids a float exception */
112 }
113
114 /* Don't know of a portable call to get 64 bit random values.
115 * So make a call to get two 32 bit random numbers, and just to
116 * a little byteshifting. Do make sure the first one is only
117 * 32 bit, so we don't get skewed results
118 */
119 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
120
121 if (op->type != PLAYER)
122 return ((ran % diff) + min);
123
124 luck = op->stats.luck;
125 if (RANDOM () % base < MIN (10, abs (luck)))
126 {
127 /* we have a winner */
128 ((luck > 0) ? (luck = 1) : (luck = -1));
129 diff -= luck;
130 if (diff < 1)
131 return (omin); /*check again */
132 ((goodbad) ? (min += luck) : (diff));
133
134 return (MAX (omin, MIN (max, (ran % diff) + min)));
135 }
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,
145 */ 170 */
146 171
147int 172int
148die_roll (int num, int size, const object *op, int goodbad) 173die_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 */
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 ();
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 {
181 total += RANDOM () % size + 1; 204 total += rndm (size) + 1;
182 }
183 } 205 }
206
184 return (total); 207 return total;
185}
186
187/*
188 * Another convenience function. Returns a number between min and max.
189 * It is suggested one use these functions rather than RANDOM()%, as it
190 * would appear that a number of off-by-one-errors exist due to improper
191 * use of %. This should also prevent SIGFPE.
192 */
193
194int
195rndm (int min, int max)
196{
197 int diff;
198
199 diff = max - min + 1;
200 if (max < 1 || diff < 1)
201 return (min);
202
203 return (RANDOM () % diff + min);
204} 208}
205 209
206/* decay and destroy perishable items in a map */ 210/* decay and destroy perishable items in a map */
207void 211void
208maptile::decay_objects () 212maptile::decay_objects ()
247 if (op->stats.food < 0) 251 if (op->stats.food < 0)
248 destroy = 1; 252 destroy = 1;
249 } 253 }
250 else 254 else
251 { 255 {
252 int mat = op->material; 256 int mat = op->materials;
253 257
254 if (mat & M_PAPER 258 if (mat & M_PAPER
255 || mat & M_LEATHER 259 || mat & M_LEATHER
256 || mat & M_WOOD 260 || mat & M_WOOD
257 || mat & M_ORGANIC 261 || mat & M_ORGANIC
272} 276}
273 277
274/* convert materialname to materialtype_t */ 278/* convert materialname to materialtype_t */
275 279
276materialtype_t * 280materialtype_t *
277name_to_material (const char *name) 281name_to_material (const shstr &name)
278{ 282{
279 materialtype_t *mt, *nmt; 283 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
280 284 if (name == mt->name)
281 mt = NULL;
282 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
283 {
284 if (strcmp (name, nmt->name) == 0)
285 {
286 mt = nmt;
287 break;
288 }
289 }
290 return mt; 285 return mt;
286
287 return materialt;
291} 288}
292 289
293/* when doing transmutation of objects, we have to recheck the resistances, 290/* when doing transmutation of objects, we have to recheck the resistances,
294 * as some that did not apply previously, may apply now. 291 * as some that did not apply previously, may apply now.
295 */ 292 */
344 341
345 if (nmt == NULL) 342 if (nmt == NULL)
346 { 343 {
347 lmt = NULL; 344 lmt = NULL;
348#ifndef NEW_MATERIAL_CODE 345#ifndef NEW_MATERIAL_CODE
349 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 346 for (mt = materialt; mt && mt->next; mt = mt->next)
350 { 347 {
351 if (op->material & mt->material) 348 if (op->materials & mt->material)
352 { 349 {
353 lmt = mt; 350 lmt = mt;
354 break; 351 break;
355 } 352 }
356 } 353 }
357 354
358#else 355#else
359 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 356 for (mt = materialt; mt && mt->next; mt = mt->next)
360 { 357 {
361 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 358 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
362 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 359 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
363 { 360 {
364 lmt = mt; 361 lmt = mt;
365 if (!(op->is_weapon () || op->is_armor ())) 362 if (!(op->is_weapon () || op->is_armor ()))
366 break; 363 break;
384 { 381 {
385 op->stats.dam += lmt->damage; 382 op->stats.dam += lmt->damage;
386 if (op->stats.dam < 1) 383 if (op->stats.dam < 1)
387 op->stats.dam = 1; 384 op->stats.dam = 1;
388 } 385 }
386
389 if (op->stats.sp && op->type == BOW) 387 if (op->stats.sp && op->type == BOW)
390 op->stats.sp += lmt->sp; 388 op->stats.sp += lmt->sp;
391 if (op->stats.wc && op->is_weapon ()) 389 if (op->stats.wc && op->is_weapon ())
392 op->stats.wc += lmt->wc; 390 op->stats.wc += lmt->wc;
393 if (op->is_armor ()) 391 if (op->is_armor ())
402 op->resist[j] = 100; 400 op->resist[j] = 100;
403 if (op->resist[j] < -100) 401 if (op->resist[j] < -100)
404 op->resist[j] = -100; 402 op->resist[j] = -100;
405 } 403 }
406 } 404 }
407 op->materialname = add_string (lmt->name); 405 op->materialname = lmt->name;
408 /* dont make it unstackable if it doesn't need to be */ 406 /* dont make it unstackable if it doesn't need to be */
409 if (op->is_weapon () || op->is_armor ()) 407 if (op->is_weapon () || op->is_armor ())
410 { 408 {
411 op->weight = (op->weight * lmt->weight) / 100; 409 op->weight = (op->weight * lmt->weight) / 100;
412 op->value = (op->value * lmt->value) / 100; 410 op->value = (op->value * lmt->value) / 100;
552///////////////////////////////////////////////////////////////////////////// 550/////////////////////////////////////////////////////////////////////////////
553 551
554void 552void
555fork_abort (const char *msg) 553fork_abort (const char *msg)
556{ 554{
557 LOG (llevError, "fork abort: %s\n", msg);
558 if (!fork ()) 555 if (!fork ())
559 { 556 {
560 signal (SIGABRT, SIG_DFL); 557 signal (SIGABRT, SIG_DFL);
561 abort (); 558 abort ();
562 } 559 }
563 560
561 LOG (llevError, "fork abort: %s\n", msg);
564} 562}
563
565void *salloc_ (int n) throw (std::bad_alloc) 564void *salloc_ (int n) throw (std::bad_alloc)
566{ 565{
566#ifdef PREFER_MALLOC
567 void *ptr = malloc (n);
568#else
567 void *ptr = g_slice_alloc (n); 569 void *ptr = g_slice_alloc (n);
570#endif
568 571
569 if (!ptr) 572 if (!ptr)
570 throw std::bad_alloc (); 573 throw std::bad_alloc ();
571 574
572 return ptr; 575 return ptr;

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