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 <sys/time.h> |
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33 | #include <time.h> |
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34 | #include <glib.h> |
40 | #include <glib.h> |
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41 | |
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42 | rand_gen rndm (time (0)); |
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43 | |
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44 | tausworthe_random_generator::tausworthe_random_generator (uint32_t seed) |
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45 | { |
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46 | state [0] = max ( 2, seed * 69069U); |
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47 | state [1] = max ( 8, state [0] * 69069U); |
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48 | state [2] = max ( 16, state [1] * 69069U); |
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49 | state [3] = max (128, state [2] * 69069U); |
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50 | |
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51 | for (int i = 11; --i; ) |
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52 | operator ()(); |
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53 | } |
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54 | |
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55 | uint32_t |
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56 | tausworthe_random_generator::next () |
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57 | { |
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58 | state [0] = ((state [0] & 0xFFFFFFFEU) << 18U) ^ (((state [0] << 6U) ^ state [0]) >> 13U); |
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59 | state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U); |
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60 | state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U); |
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61 | state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U); |
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62 | |
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63 | return state [0] ^ state [1] ^ state [2] ^ state [3]; |
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64 | } |
35 | |
65 | |
36 | /* |
66 | /* |
37 | * The random functions here take luck into account when rolling random |
67 | * The random functions here take luck into account when rolling random |
38 | * dice or numbers. This function has less of an impact the larger the |
68 | * dice or numbers. This function has less of an impact the larger the |
39 | * difference becomes in the random numbers. IE, the effect is lessened |
69 | * difference becomes in the random numbers. IE, the effect is lessened |
… | |
… | |
46 | * Roll a random number between min and max. Uses op to determine luck, |
76 | * Roll a random number between min and max. Uses op to determine luck, |
47 | * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. |
77 | * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. |
48 | * Generally, op should be the player/caster/hitter requesting the roll, |
78 | * Generally, op should be the player/caster/hitter requesting the roll, |
49 | * not the recipient (ie, the poor slob getting hit). [garbled 20010916] |
79 | * not the recipient (ie, the poor slob getting hit). [garbled 20010916] |
50 | */ |
80 | */ |
51 | |
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52 | int |
81 | int |
53 | random_roll (int min, int max, const object *op, int goodbad) |
82 | random_roll (int r_min, int r_max, const object *op, int goodbad) |
54 | { |
83 | { |
55 | int omin, diff, luck, base, ran; |
84 | int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */ |
56 | |
85 | |
57 | omin = min; |
86 | if (r_max < 1 || r_max < r_min) |
58 | diff = max - min + 1; |
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59 | ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
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60 | |
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61 | if (max < 1 || diff < 1) |
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62 | { |
87 | { |
63 | LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max); |
88 | LOG (llevError, "Calling random_roll with min=%d max=%d\n", r_min, r_max); |
64 | return (min); /* avoids a float exception */ |
89 | return r_min; |
65 | } |
90 | } |
66 | |
91 | |
67 | ran = RANDOM (); |
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68 | |
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69 | if (op->type != PLAYER) |
92 | if (op->type == PLAYER) |
70 | return ((ran % diff) + min); |
93 | { |
71 | |
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72 | luck = op->stats.luck; |
94 | int luck = op->stats.luck; |
73 | if (RANDOM () % base < MIN (10, abs (luck))) |
95 | |
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96 | if (rndm (base) < min (10, abs (luck))) |
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97 | { |
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98 | //TODO: take luck into account |
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99 | } |
74 | { |
100 | } |
75 | /* we have a winner */ |
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76 | ((luck > 0) ? (luck = 1) : (luck = -1)); |
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77 | diff -= luck; |
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78 | if (diff < 1) |
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79 | return (omin); /*check again */ |
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80 | ((goodbad) ? (min += luck) : (diff)); |
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81 | |
101 | |
82 | return (MAX (omin, MIN (max, (ran % diff) + min))); |
102 | return rndm (r_min, r_max); |
83 | } |
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84 | return ((ran % diff) + min); |
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85 | } |
103 | } |
86 | |
104 | |
87 | /* |
105 | /* |
88 | * This is a 64 bit version of random_roll above. This is needed |
106 | * This is a 64 bit version of random_roll above. This is needed |
89 | * for exp loss calculations for players changing religions. |
107 | * for exp loss calculations for players changing religions. |
… | |
… | |
176 | } |
194 | } |
177 | } |
195 | } |
178 | return (total); |
196 | return (total); |
179 | } |
197 | } |
180 | |
198 | |
181 | /* |
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182 | * Another convenience function. Returns a number between min and max. |
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183 | * It is suggested one use these functions rather than RANDOM()%, as it |
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184 | * would appear that a number of off-by-one-errors exist due to improper |
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185 | * use of %. This should also prevent SIGFPE. |
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186 | */ |
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187 | |
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188 | int |
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189 | rndm (int min, int max) |
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190 | { |
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191 | int diff; |
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192 | |
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193 | diff = max - min + 1; |
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194 | if (max < 1 || diff < 1) |
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195 | return (min); |
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196 | |
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197 | return (RANDOM () % diff + min); |
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198 | } |
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199 | |
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200 | /* decay and destroy persihable items in a map */ |
199 | /* decay and destroy perishable items in a map */ |
201 | |
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202 | void |
200 | void |
203 | decay_objects (maptile *m) |
201 | maptile::decay_objects () |
204 | { |
202 | { |
205 | int x, y, destroy; |
203 | if (!spaces) |
206 | object *op, *otmp; |
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207 | |
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208 | if (m->unique) |
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209 | return; |
204 | return; |
210 | |
205 | |
211 | for (x = 0; x < MAP_WIDTH (m); x++) |
206 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
212 | for (y = 0; y < MAP_HEIGHT (m); y++) |
207 | for (object *above, *op = ms->bot; op; op = above) |
213 | for (op = get_map_ob (m, x, y); op; op = otmp) |
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214 | { |
208 | { |
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209 | above = op->above; |
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210 | |
215 | destroy = 0; |
211 | bool destroy = 0; |
216 | otmp = op->above; |
212 | |
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213 | // do not decay anything above unique floor tiles (yet :) |
217 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
214 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
218 | break; |
215 | break; |
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216 | |
219 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) || |
217 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) |
220 | QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) || |
218 | || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) |
221 | QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) || |
219 | || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) |
222 | QUERY_FLAG (op, FLAG_UNIQUE) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) || QUERY_FLAG (op, FLAG_UNPAID) || IS_LIVE (op)) |
220 | || QUERY_FLAG (op, FLAG_UNIQUE) |
223 | continue; |
221 | || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) |
224 | /* otherwise, we decay and destroy */ |
222 | || QUERY_FLAG (op, FLAG_UNPAID) |
225 | if (IS_WEAPON (op)) |
223 | || op->is_alive ()) |
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224 | ; // do not decay |
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225 | else if (op->is_weapon ()) |
226 | { |
226 | { |
227 | op->stats.dam--; |
227 | op->stats.dam--; |
228 | if (op->stats.dam < 0) |
228 | if (op->stats.dam < 0) |
229 | destroy = 1; |
229 | destroy = 1; |
230 | } |
230 | } |
231 | else if (IS_ARMOR (op)) |
231 | else if (op->is_armor ()) |
232 | { |
232 | { |
233 | op->stats.ac--; |
233 | op->stats.ac--; |
234 | if (op->stats.ac < 0) |
234 | if (op->stats.ac < 0) |
235 | destroy = 1; |
235 | destroy = 1; |
236 | } |
236 | } |
237 | else if (op->type == FOOD) |
237 | else if (op->type == FOOD) |
238 | { |
238 | { |
239 | op->stats.food -= rndm (5, 20); |
239 | op->stats.food -= rndm (5, 20); |
240 | if (op->stats.food < 0) |
240 | if (op->stats.food < 0) |
241 | destroy = 1; |
241 | destroy = 1; |
242 | } |
242 | } |
243 | else |
243 | else |
244 | { |
244 | { |
245 | if (op->material & M_PAPER || op->material & M_LEATHER || |
245 | int mat = op->material; |
246 | op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID) |
246 | |
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247 | if (mat & M_PAPER |
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248 | || mat & M_LEATHER |
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249 | || mat & M_WOOD |
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250 | || mat & M_ORGANIC |
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251 | || mat & M_CLOTH |
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252 | || mat & M_LIQUID |
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253 | || (mat & M_IRON && rndm (1, 5) == 1) |
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254 | || (mat & M_GLASS && rndm (1, 2) == 1) |
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255 | || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) |
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256 | || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) |
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257 | || (mat & M_ICE && temp > 32)) |
247 | destroy = 1; |
258 | destroy = 1; |
248 | if (op->material & M_IRON && rndm (1, 5) == 1) |
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249 | destroy = 1; |
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250 | if (op->material & M_GLASS && rndm (1, 2) == 1) |
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251 | destroy = 1; |
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252 | if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1) |
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253 | destroy = 1; |
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254 | if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1) |
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255 | destroy = 1; |
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256 | if (op->material & M_ICE && MAP_TEMP (m) > 32) |
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257 | destroy = 1; |
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258 | } |
259 | } |
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260 | |
259 | /* adjust overall chance below */ |
261 | /* adjust overall chance below */ |
260 | if (destroy && rndm (0, 1)) |
262 | if (destroy && rndm (0, 1)) |
261 | op->destroy (); |
263 | op->destroy (); |
262 | } |
264 | } |
263 | } |
265 | } |
264 | |
266 | |
265 | /* convert materialname to materialtype_t */ |
267 | /* convert materialname to materialtype_t */ |
266 | |
268 | |
267 | materialtype_t * |
269 | materialtype_t * |
… | |
… | |
295 | return; |
297 | return; |
296 | |
298 | |
297 | if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) |
299 | if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) |
298 | return; |
300 | return; |
299 | |
301 | |
300 | if (!IS_ARMOR (op)) |
302 | if (!op->is_armor ()) |
301 | return; |
303 | return; |
302 | |
304 | |
303 | mt = name_to_material (op->materialname); |
305 | mt = name_to_material (op->materialname); |
304 | if (!mt) |
306 | if (!mt) |
305 | { |
307 | { |
… | |
… | |
351 | { |
353 | { |
352 | if (op->material & mt->material && rndm (1, 100) <= mt->chance && |
354 | if (op->material & mt->material && rndm (1, 100) <= mt->chance && |
353 | difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
355 | difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
354 | { |
356 | { |
355 | lmt = mt; |
357 | lmt = mt; |
356 | if (!(IS_WEAPON (op) || IS_ARMOR (op))) |
358 | if (!(op->is_weapon () || op->is_armor ())) |
357 | break; |
359 | break; |
358 | } |
360 | } |
359 | } |
361 | } |
360 | #endif |
362 | #endif |
361 | } |
363 | } |
… | |
… | |
369 | #ifndef NEW_MATERIAL_CODE |
371 | #ifndef NEW_MATERIAL_CODE |
370 | op->materialname = lmt->name; |
372 | op->materialname = lmt->name; |
371 | return; |
373 | return; |
372 | #else |
374 | #else |
373 | |
375 | |
374 | if (op->stats.dam && IS_WEAPON (op)) |
376 | if (op->stats.dam && op->is_weapon ()) |
375 | { |
377 | { |
376 | op->stats.dam += lmt->damage; |
378 | op->stats.dam += lmt->damage; |
377 | if (op->stats.dam < 1) |
379 | if (op->stats.dam < 1) |
378 | op->stats.dam = 1; |
380 | op->stats.dam = 1; |
379 | } |
381 | } |
380 | if (op->stats.sp && op->type == BOW) |
382 | if (op->stats.sp && op->type == BOW) |
381 | op->stats.sp += lmt->sp; |
383 | op->stats.sp += lmt->sp; |
382 | if (op->stats.wc && IS_WEAPON (op)) |
384 | if (op->stats.wc && op->is_weapon ()) |
383 | op->stats.wc += lmt->wc; |
385 | op->stats.wc += lmt->wc; |
384 | if (IS_ARMOR (op)) |
386 | if (op->is_armor ()) |
385 | { |
387 | { |
386 | if (op->stats.ac) |
388 | if (op->stats.ac) |
387 | op->stats.ac += lmt->ac; |
389 | op->stats.ac += lmt->ac; |
388 | for (j = 0; j < NROFATTACKS; j++) |
390 | for (j = 0; j < NROFATTACKS; j++) |
389 | if (op->resist[j] != 0) |
391 | if (op->resist[j] != 0) |
… | |
… | |
395 | op->resist[j] = -100; |
397 | op->resist[j] = -100; |
396 | } |
398 | } |
397 | } |
399 | } |
398 | op->materialname = add_string (lmt->name); |
400 | op->materialname = add_string (lmt->name); |
399 | /* dont make it unstackable if it doesn't need to be */ |
401 | /* dont make it unstackable if it doesn't need to be */ |
400 | if (IS_WEAPON (op) || IS_ARMOR (op)) |
402 | if (op->is_weapon () || op->is_armor ()) |
401 | { |
403 | { |
402 | op->weight = (op->weight * lmt->weight) / 100; |
404 | op->weight = (op->weight * lmt->weight) / 100; |
403 | op->value = (op->value * lmt->value) / 100; |
405 | op->value = (op->value * lmt->value) / 100; |
404 | } |
406 | } |
405 | #endif |
407 | #endif |
… | |
… | |
540 | return; |
542 | return; |
541 | } |
543 | } |
542 | |
544 | |
543 | ///////////////////////////////////////////////////////////////////////////// |
545 | ///////////////////////////////////////////////////////////////////////////// |
544 | |
546 | |
545 | #if 0 |
547 | void |
546 | refcounted *refcounted::rc_first; |
548 | fork_abort (const char *msg) |
547 | |
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548 | refcounted::refcounted () |
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549 | { |
549 | { |
550 | refcnt = 0; |
550 | if (!fork ()) |
551 | rc_next = rc_first; |
551 | { |
552 | rc_first = this; |
552 | signal (SIGABRT, SIG_DFL); |
553 | } |
553 | abort (); |
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554 | } |
554 | |
555 | |
555 | refcounted::~refcounted () |
556 | LOG (llevError, "fork abort: %s\n", msg); |
556 | { |
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557 | assert (!rc_next); |
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558 | assert (!refcnt); |
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559 | } |
557 | } |
560 | #endif |
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561 | |
558 | |
562 | void *salloc_ (int n) throw (std::bad_alloc) |
559 | void *salloc_ (int n) throw (std::bad_alloc) |
563 | { |
560 | { |
564 | void *ptr = g_slice_alloc (n); |
561 | void *ptr = g_slice_alloc (n); |
565 | |
562 | |
… | |
… | |
611 | |
608 | |
612 | gettimeofday (&tv, 0); |
609 | gettimeofday (&tv, 0); |
613 | return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6); |
610 | return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6); |
614 | } |
611 | } |
615 | |
612 | |
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613 | int |
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614 | similar_direction (int a, int b) |
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615 | { |
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616 | if (!a || !b) |
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617 | return 0; |
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618 | |
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619 | int diff = (b - a) & 7; |
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620 | return diff <= 1 || diff >= 7; |
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621 | } |
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622 | |