--- deliantra/server/common/utils.C 2006/12/31 18:10:40 1.33 +++ deliantra/server/common/utils.C 2007/01/18 19:32:37 1.40 @@ -1,38 +1,68 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at -*/ + * CrossFire, A Multiplayer game for X-windows + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2002 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The authors can be reached via e-mail at + */ /* * General convenience functions for crossfire. */ +#include +#include +#include +#include +#include +#include + #include #include #include -#include -#include #include +rand_gen rndm (time (0)); + +tausworthe_random_generator::tausworthe_random_generator (uint32_t seed) +{ + state [0] = max ( 2, seed * 69069U); + state [1] = max ( 8, state [0] * 69069U); + state [2] = max ( 16, state [1] * 69069U); + state [3] = max (128, state [2] * 69069U); + + for (int i = 11; --i; ) + operator ()(); +} + +uint32_t +tausworthe_random_generator::next () +{ + state [0] = ((state [0] & 0xFFFFFFFEU) << 18U) ^ (((state [0] << 6U) ^ state [0]) >> 13U); + state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U); + state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U); + state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U); + + return state [0] ^ state [1] ^ state [2] ^ state [3]; +} + /* * The random functions here take luck into account when rolling random * dice or numbers. This function has less of an impact the larger the @@ -48,7 +78,6 @@ * Generally, op should be the player/caster/hitter requesting the roll, * not the recipient (ie, the poor slob getting hit). [garbled 20010916] */ - int random_roll (int min, int max, const object *op, int goodbad) { @@ -178,96 +207,72 @@ return (total); } -/* - * Another convenience function. Returns a number between min and max. - * It is suggested one use these functions rather than RANDOM()%, as it - * would appear that a number of off-by-one-errors exist due to improper - * use of %. This should also prevent SIGFPE. - */ - -int -rndm (int min, int max) -{ - int diff; - - diff = max - min + 1; - if (max < 1 || diff < 1) - return (min); - - return (RANDOM () % diff + min); -} - /* decay and destroy perishable items in a map */ void maptile::decay_objects () { - int x, y, destroy; - object *op, *otmp; - - for (x = 0; x < width; x++) - for (y = 0; y < height; y++) - for (op = at (x, y).bot; op; op = otmp) - { - destroy = 0; - otmp = op->above; - - if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) - break; - - if (QUERY_FLAG (op, FLAG_IS_FLOOR) - || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) - || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) - || QUERY_FLAG (op, FLAG_UNIQUE) - || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) - || QUERY_FLAG (op, FLAG_UNPAID) - || op->is_alive ()) - continue; - - /* otherwise, we decay and destroy */ - if (op->is_weapon ()) - { - op->stats.dam--; - if (op->stats.dam < 0) - destroy = 1; - } - else if (op->is_armor ()) - { - op->stats.ac--; - if (op->stats.ac < 0) - destroy = 1; - } - else if (op->type == FOOD) - { - op->stats.food -= rndm (5, 20); - if (op->stats.food < 0) - destroy = 1; - } - else - { - if (op->material & M_PAPER || op->material & M_LEATHER || - op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID) - destroy = 1; - - if (op->material & M_IRON && rndm (1, 5) == 1) - destroy = 1; - - if (op->material & M_GLASS && rndm (1, 2) == 1) - destroy = 1; + if (!spaces) + return; - if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1) - destroy = 1; + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *above, *op = ms->bot; op; op = above) + { + above = op->above; - if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1) - destroy = 1; + bool destroy = 0; - if (op->material & M_ICE && temp > 32) - destroy = 1; - } + // do not decay anything above unique floor tiles (yet :) + if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) + break; - /* adjust overall chance below */ - if (destroy && rndm (0, 1)) - op->destroy (); - } + if (QUERY_FLAG (op, FLAG_IS_FLOOR) + || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) + || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) + || QUERY_FLAG (op, FLAG_UNIQUE) + || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) + || QUERY_FLAG (op, FLAG_UNPAID) + || op->is_alive ()) + ; // do not decay + else if (op->is_weapon ()) + { + op->stats.dam--; + if (op->stats.dam < 0) + destroy = 1; + } + else if (op->is_armor ()) + { + op->stats.ac--; + if (op->stats.ac < 0) + destroy = 1; + } + else if (op->type == FOOD) + { + op->stats.food -= rndm (5, 20); + if (op->stats.food < 0) + destroy = 1; + } + else + { + int mat = op->material; + + if (mat & M_PAPER + || mat & M_LEATHER + || mat & M_WOOD + || mat & M_ORGANIC + || mat & M_CLOTH + || mat & M_LIQUID + || (mat & M_IRON && rndm (1, 5) == 1) + || (mat & M_GLASS && rndm (1, 2) == 1) + || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) + || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) + || (mat & M_ICE && temp > 32)) + destroy = 1; + } + + /* adjust overall chance below */ + if (destroy && rndm (0, 1)) + op->destroy (); + } } /* convert materialname to materialtype_t */ @@ -550,6 +555,18 @@ ///////////////////////////////////////////////////////////////////////////// +void +fork_abort (const char *msg) +{ + if (!fork ()) + { + signal (SIGABRT, SIG_DFL); + abort (); + } + + LOG (llevError, "fork abort: %s\n", msg); +} + void *salloc_ (int n) throw (std::bad_alloc) { void *ptr = g_slice_alloc (n);