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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.16 by root, Sat Sep 16 22:24:12 2006 UTC vs.
Revision 1.56 by root, Thu May 17 21:32:08 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
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 */
28
29#include <cstdlib>
30#include <sys/types.h>
31#include <unistd.h>
32#include <sys/time.h>
33#include <time.h>
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>
41
42rand_gen rndm;
43
44void
45tausworthe_random_generator::seed (uint32_t seed)
46{
47 state [0] = seed * 69069U; if (state [0] < 2U) state [0] += 2U;
48 state [1] = state [0] * 69069U; if (state [0] < 8U) state [0] += 8U;
49 state [2] = state [1] * 69069U; if (state [0] < 16U) state [0] += 16U;
50 state [3] = state [2] * 69069U; if (state [0] < 128) state [0] += 128U;
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 num)
69{
70 return (next () * (uint64_t)num) >> 32U;
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 + get_range (max (r_max - r_min + 1, 0));
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
50int 95int
51random_roll (int min, int max, const object *op, int goodbad) 96random_roll (int r_min, int r_max, const object *op, int goodbad)
52{ 97{
53 int omin, diff, luck, base, ran; 98 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
54 99
55 omin = min; 100 if (r_max < r_min)
56 diff = max - min + 1;
57 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
58
59 if (max < 1 || diff < 1)
60 { 101 {
61 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max); 102 LOG (llevError | logBacktrace, "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{
126 sint64 omin = min;
127 sint64 diff = max - min + 1;
128 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
129
130 if (diff < 0)
131 {
132 LOG (llevError | logBacktrace, "Calling random_roll64 with min=%" PRId64 " max=%" PRId64 "\n", min, max);
62 return (min); /* avoids a float exception */ 133 return (min); /* avoids a float exception */
63 } 134 }
64 135
65 ran = RANDOM (); 136 /*
137 * Make a call to get two 32 bit unsigned random numbers, and just to
138 * a little bitshifting.
139 */
140 sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31);
66 141
67 if (op->type != PLAYER) 142 if (op->type != PLAYER)
68 return ((ran % diff) + min); 143 return ((ran % diff) + min);
69 144
70 luck = op->stats.luck; 145 int luck = op->stats.luck;
146
71 if (RANDOM () % base < MIN (10, abs (luck))) 147 if (rndm (base) < MIN (10, abs (luck)))
72 { 148 {
73 /* we have a winner */ 149 /* we have a winner */
74 ((luck > 0) ? (luck = 1) : (luck = -1)); 150 ((luck > 0) ? (luck = 1) : (luck = -1));
75 diff -= luck; 151 diff -= luck;
76 if (diff < 1) 152 if (diff < 1)
77 return (omin); /*check again */ 153 return (omin); /*check again */
154
78 ((goodbad) ? (min += luck) : (diff)); 155 ((goodbad) ? (min += luck) : (diff));
79 156
80 return (MAX (omin, MIN (max, (ran % diff) + min))); 157 return (MAX (omin, MIN (max, (ran % diff) + min)));
81 } 158 }
159
82 return ((ran % diff) + min); 160 return ran % diff + min;
83}
84
85/*
86 * This is a 64 bit version of random_roll above. This is needed
87 * for exp loss calculations for players changing religions.
88 */
89
90sint64
91random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
92{
93 sint64 omin, diff, luck, ran;
94 int base;
95
96 omin = min;
97 diff = max - min + 1;
98 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
99
100 if (max < 1 || diff < 1)
101 {
102#ifndef WIN32
103 LOG (llevError, "Calling random_roll with min=%lld max=%lld\n", min, max);
104#else
105 LOG (llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max);
106#endif
107 return (min); /* avoids a float exception */
108 }
109
110 /* Don't know of a portable call to get 64 bit random values.
111 * So make a call to get two 32 bit random numbers, and just to
112 * a little byteshifting. Do make sure the first one is only
113 * 32 bit, so we don't get skewed results
114 */
115 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
116
117 if (op->type != PLAYER)
118 return ((ran % diff) + min);
119
120 luck = op->stats.luck;
121 if (RANDOM () % base < MIN (10, abs (luck)))
122 {
123 /* we have a winner */
124 ((luck > 0) ? (luck = 1) : (luck = -1));
125 diff -= luck;
126 if (diff < 1)
127 return (omin); /*check again */
128 ((goodbad) ? (min += luck) : (diff));
129
130 return (MAX (omin, MIN (max, (ran % diff) + min)));
131 }
132 return ((ran % diff) + min);
133} 161}
134 162
135/* 163/*
136 * Roll a number of dice (2d3, 4d6). Uses op to determine luck, 164 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
137 * If goodbad is non-zero, luck increases the roll, if zero, it decreases. 165 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
138 * Generally, op should be the player/caster/hitter requesting the roll, 166 * Generally, op should be the player/caster/hitter requesting the roll,
139 * not the recipient (ie, the poor slob getting hit). 167 * not the recipient (ie, the poor slob getting hit).
140 * The args are num D size (ie 4d6) [garbled 20010916] 168 * The args are num D size (ie 4d6) [garbled 20010916]
141 */ 169 */
142
143int 170int
144die_roll (int num, int size, const object *op, int goodbad) 171die_roll (int num, int size, const object *op, int goodbad)
145{ 172{
146 int min, diff, luck, total, i, gotlucky, base, ran; 173 int min, luck, total, i, gotlucky;
147 174
148 diff = size; 175 int diff = size;
149 min = 1; 176 min = 1;
150 luck = total = gotlucky = 0; 177 luck = total = gotlucky = 0;
151 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 178 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
179
152 if (size < 2 || diff < 1) 180 if (size < 2 || diff < 1)
153 { 181 {
154 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size); 182 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
155 return (num); /* avoids a float exception */ 183 return num; /* avoids a float exception */
156 } 184 }
157 185
158 if (op->type == PLAYER) 186 if (op->type == PLAYER)
159 luck = op->stats.luck; 187 luck = op->stats.luck;
160 188
161 for (i = 0; i < num; i++) 189 for (i = 0; i < num; i++)
162 { 190 {
163 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) 191 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
164 { 192 {
165 /* we have a winner */ 193 /* we have a winner */
166 gotlucky++; 194 gotlucky++;
167 ((luck > 0) ? (luck = 1) : (luck = -1)); 195 ((luck > 0) ? (luck = 1) : (luck = -1));
168 diff -= luck; 196 diff -= luck;
169 if (diff < 1) 197 if (diff < 1)
170 return (num); /*check again */ 198 return (num); /*check again */
171 ((goodbad) ? (min += luck) : (diff)); 199 ((goodbad) ? (min += luck) : (diff));
172 ran = RANDOM ();
173 total += MAX (1, MIN (size, (ran % diff) + min)); 200 total += MAX (1, MIN (size, rndm (diff) + min));
174 } 201 }
175 else 202 else
176 {
177 total += RANDOM () % size + 1; 203 total += rndm (size) + 1;
178 }
179 } 204 }
205
180 return (total); 206 return total;
181} 207}
182 208
183/*
184 * Another convenience function. Returns a number between min and max.
185 * It is suggested one use these functions rather than RANDOM()%, as it
186 * would appear that a number of off-by-one-errors exist due to improper
187 * use of %. This should also prevent SIGFPE.
188 */
189
190int
191rndm (int min, int max)
192{
193 int diff;
194
195 diff = max - min + 1;
196 if (max < 1 || diff < 1)
197 return (min);
198
199 return (RANDOM () % diff + min);
200}
201
202/* decay and destroy persihable items in a map */ 209/* decay and destroy perishable items in a map */
203
204void 210void
205decay_objects (maptile *m) 211maptile::decay_objects ()
206{ 212{
207 int x, y, destroy; 213 if (!spaces)
208 object *op, *otmp;
209
210 if (m->unique)
211 return; 214 return;
212 215
213 for (x = 0; x < MAP_WIDTH (m); x++) 216 for (mapspace *ms = spaces + size (); ms-- > spaces; )
214 for (y = 0; y < MAP_HEIGHT (m); y++) 217 for (object *above, *op = ms->bot; op; op = above)
215 for (op = get_map_ob (m, x, y); op; op = otmp)
216 { 218 {
219 above = op->above;
220
217 destroy = 0; 221 bool destroy = 0;
218 otmp = op->above; 222
223 // do not decay anything above unique floor tiles (yet :)
219 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 224 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
220 break; 225 break;
226
221 if (QUERY_FLAG (op, FLAG_IS_FLOOR) || 227 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
222 QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) || 228 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
223 QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) || 229 || 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)) 230 || QUERY_FLAG (op, FLAG_UNIQUE)
225 continue; 231 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
226 /* otherwise, we decay and destroy */ 232 || QUERY_FLAG (op, FLAG_UNPAID)
227 if (IS_WEAPON (op)) 233 || op->is_alive ())
234 ; // do not decay
235 else if (op->is_weapon ())
228 { 236 {
229 op->stats.dam--; 237 op->stats.dam--;
230 if (op->stats.dam < 0) 238 if (op->stats.dam < 0)
231 destroy = 1; 239 destroy = 1;
232 } 240 }
233 else if (IS_ARMOR (op)) 241 else if (op->is_armor ())
234 { 242 {
235 op->stats.ac--; 243 op->stats.ac--;
236 if (op->stats.ac < 0) 244 if (op->stats.ac < 0)
237 destroy = 1; 245 destroy = 1;
238 } 246 }
239 else if (op->type == FOOD) 247 else if (op->type == FOOD)
240 { 248 {
241 op->stats.food -= rndm (5, 20); 249 op->stats.food -= rndm (5, 20);
242 if (op->stats.food < 0) 250 if (op->stats.food < 0)
243 destroy = 1; 251 destroy = 1;
244 } 252 }
245 else 253 else
246 { 254 {
247 if (op->material & M_PAPER || op->material & M_LEATHER || 255 int mat = op->materials;
248 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID) 256
257 if (mat & M_PAPER
258 || mat & M_LEATHER
259 || mat & M_WOOD
260 || mat & M_ORGANIC
261 || mat & M_CLOTH
262 || mat & M_LIQUID
263 || (mat & M_IRON && rndm (1, 5) == 1)
264 || (mat & M_GLASS && rndm (1, 2) == 1)
265 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
266 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
267 || (mat & M_ICE && temp > 32))
249 destroy = 1; 268 destroy = 1;
250 if (op->material & M_IRON && rndm (1, 5) == 1)
251 destroy = 1;
252 if (op->material & M_GLASS && rndm (1, 2) == 1)
253 destroy = 1;
254 if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1)
255 destroy = 1;
256 if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1)
257 destroy = 1;
258 if (op->material & M_ICE && MAP_TEMP (m) > 32)
259 destroy = 1;
260 } 269 }
270
261 /* adjust overall chance below */ 271 /* adjust overall chance below */
262 if (destroy && rndm (0, 1)) 272 if (destroy && rndm (0, 1))
263 { 273 op->destroy ();
264 remove_ob (op);
265 free_object (op);
266 }
267 } 274 }
268} 275}
269 276
270/* convert materialname to materialtype_t */ 277/* convert materialname to materialtype_t */
271 278
272materialtype_t * 279materialtype_t *
273name_to_material (const char *name) 280name_to_material (const shstr &name)
274{ 281{
275 materialtype_t *mt, *nmt; 282 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
276 283 if (name == mt->name)
277 mt = NULL;
278 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
279 {
280 if (strcmp (name, nmt->name) == 0)
281 {
282 mt = nmt;
283 break;
284 }
285 }
286 return mt; 284 return mt;
285
286 return materialt;
287} 287}
288 288
289/* when doing transmutation of objects, we have to recheck the resistances, 289/* when doing transmutation of objects, we have to recheck the resistances,
290 * as some that did not apply previously, may apply now. 290 * as some that did not apply previously, may apply now.
291 */ 291 */
300 return; 300 return;
301 301
302 if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) 302 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
303 return; 303 return;
304 304
305 if (!IS_ARMOR (op)) 305 if (!op->is_armor ())
306 return; 306 return;
307 307
308 mt = name_to_material (op->materialname); 308 mt = name_to_material (op->materialname);
309 if (!mt) 309 if (!mt)
310 { 310 {
340 340
341 if (nmt == NULL) 341 if (nmt == NULL)
342 { 342 {
343 lmt = NULL; 343 lmt = NULL;
344#ifndef NEW_MATERIAL_CODE 344#ifndef NEW_MATERIAL_CODE
345 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 345 for (mt = materialt; mt && mt->next; mt = mt->next)
346 { 346 {
347 if (op->material & mt->material) 347 if (op->materials & mt->material)
348 { 348 {
349 lmt = mt; 349 lmt = mt;
350 break; 350 break;
351 } 351 }
352 } 352 }
353 353
354#else 354#else
355 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 355 for (mt = materialt; mt && mt->next; mt = mt->next)
356 { 356 {
357 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 357 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
358 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 358 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
359 { 359 {
360 lmt = mt; 360 lmt = mt;
361 if (!(IS_WEAPON (op) || IS_ARMOR (op))) 361 if (!(op->is_weapon () || op->is_armor ()))
362 break; 362 break;
363 } 363 }
364 } 364 }
365#endif 365#endif
366 } 366 }
374#ifndef NEW_MATERIAL_CODE 374#ifndef NEW_MATERIAL_CODE
375 op->materialname = lmt->name; 375 op->materialname = lmt->name;
376 return; 376 return;
377#else 377#else
378 378
379 if (op->stats.dam && IS_WEAPON (op)) 379 if (op->stats.dam && op->is_weapon ())
380 { 380 {
381 op->stats.dam += lmt->damage; 381 op->stats.dam += lmt->damage;
382 if (op->stats.dam < 1) 382 if (op->stats.dam < 1)
383 op->stats.dam = 1; 383 op->stats.dam = 1;
384 } 384 }
385
385 if (op->stats.sp && op->type == BOW) 386 if (op->stats.sp && op->type == BOW)
386 op->stats.sp += lmt->sp; 387 op->stats.sp += lmt->sp;
387 if (op->stats.wc && IS_WEAPON (op)) 388 if (op->stats.wc && op->is_weapon ())
388 op->stats.wc += lmt->wc; 389 op->stats.wc += lmt->wc;
389 if (IS_ARMOR (op)) 390 if (op->is_armor ())
390 { 391 {
391 if (op->stats.ac) 392 if (op->stats.ac)
392 op->stats.ac += lmt->ac; 393 op->stats.ac += lmt->ac;
393 for (j = 0; j < NROFATTACKS; j++) 394 for (j = 0; j < NROFATTACKS; j++)
394 if (op->resist[j] != 0) 395 if (op->resist[j] != 0)
398 op->resist[j] = 100; 399 op->resist[j] = 100;
399 if (op->resist[j] < -100) 400 if (op->resist[j] < -100)
400 op->resist[j] = -100; 401 op->resist[j] = -100;
401 } 402 }
402 } 403 }
403 op->materialname = add_string (lmt->name); 404 op->materialname = lmt->name;
404 /* dont make it unstackable if it doesn't need to be */ 405 /* dont make it unstackable if it doesn't need to be */
405 if (IS_WEAPON (op) || IS_ARMOR (op)) 406 if (op->is_weapon () || op->is_armor ())
406 { 407 {
407 op->weight = (op->weight * lmt->weight) / 100; 408 op->weight = (op->weight * lmt->weight) / 100;
408 op->value = (op->value * lmt->value) / 100; 409 op->value = (op->value * lmt->value) / 100;
409 } 410 }
410#endif 411#endif
545 return; 546 return;
546} 547}
547 548
548///////////////////////////////////////////////////////////////////////////// 549/////////////////////////////////////////////////////////////////////////////
549 550
551void
552fork_abort (const char *msg)
553{
554 if (!fork ())
555 {
556 signal (SIGABRT, SIG_DFL);
557 // try to put corefiles into a subdirectory, if existing, to allow
558 // an administrator to reduce the I/O load.
559 chdir ("cores");
560 abort ();
561 }
562
563 LOG (llevError, "fork abort: %s\n", msg);
564}
565
550void *alloc (int s) throw (std::bad_alloc) 566void *salloc_ (int n) throw (std::bad_alloc)
551{ 567{
568#ifdef PREFER_MALLOC
569 void *ptr = malloc (n);
570#else
552 void *p = g_slice_alloc (s); 571 void *ptr = g_slice_alloc (n);
572#endif
553 573
554 if (!p) 574 if (!ptr)
555 throw std::bad_alloc (); 575 throw std::bad_alloc ();
556 576
557 return p; 577 return ptr;
578}
579
580void *salloc_ (int n, void *src) throw (std::bad_alloc)
581{
582 void *ptr = salloc_ (n);
583
584 if (src)
585 memcpy (ptr, src, n);
586 else
587 memset (ptr, 0, n);
588
589 return ptr;
558} 590}
559 591
560void assign (char *dst, const char *src, int maxlen) 592void assign (char *dst, const char *src, int maxlen)
561{ 593{
562 if (!src) 594 if (!src)
579 } 611 }
580 else 612 else
581 memcpy (dst, src, len + 1); 613 memcpy (dst, src, len + 1);
582} 614}
583 615
616const std::string
617format (const char *format, ...)
618{
619 int len;
620
621 {
622 char buf[128];
623
624 va_list ap;
625 va_start (ap, format);
626 len = vsnprintf (buf, sizeof (buf), format, ap);
627 va_end (ap);
628
629 assert (len >= 0); // shield againstz broken vsnprintf's
630
631 // was our static buffer short enough?
632 if (len < sizeof (buf))
633 return std::string (buf, len);
634 }
635
636 {
637 // longer, try harder
638 char *buf = salloc<char> (len + 1);
639
640 va_list ap;
641 va_start (ap, format);
642 vsnprintf (buf, len + 1, format, ap);
643 va_end (ap);
644
645 const std::string s (buf, len);
646 sfree<char> (buf, len + 1);
647
648 return buf;
649 }
650}
651
652tstamp now ()
653{
654 struct timeval tv;
655
656 gettimeofday (&tv, 0);
657 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
658}
659
660int
661similar_direction (int a, int b)
662{
663 if (!a || !b)
664 return 0;
665
666 int diff = (b - a) & 7;
667 return diff <= 1 || diff >= 7;
668}
669
670/* crc32 0xdebb20e3 table and supplementary functions. */
671extern const uint32_t crc_32_tab[256] =
672{
673 0x00000000UL, 0x77073096UL, 0xee0e612cUL, 0x990951baUL, 0x076dc419UL,
674 0x706af48fUL, 0xe963a535UL, 0x9e6495a3UL, 0x0edb8832UL, 0x79dcb8a4UL,
675 0xe0d5e91eUL, 0x97d2d988UL, 0x09b64c2bUL, 0x7eb17cbdUL, 0xe7b82d07UL,
676 0x90bf1d91UL, 0x1db71064UL, 0x6ab020f2UL, 0xf3b97148UL, 0x84be41deUL,
677 0x1adad47dUL, 0x6ddde4ebUL, 0xf4d4b551UL, 0x83d385c7UL, 0x136c9856UL,
678 0x646ba8c0UL, 0xfd62f97aUL, 0x8a65c9ecUL, 0x14015c4fUL, 0x63066cd9UL,
679 0xfa0f3d63UL, 0x8d080df5UL, 0x3b6e20c8UL, 0x4c69105eUL, 0xd56041e4UL,
680 0xa2677172UL, 0x3c03e4d1UL, 0x4b04d447UL, 0xd20d85fdUL, 0xa50ab56bUL,
681 0x35b5a8faUL, 0x42b2986cUL, 0xdbbbc9d6UL, 0xacbcf940UL, 0x32d86ce3UL,
682 0x45df5c75UL, 0xdcd60dcfUL, 0xabd13d59UL, 0x26d930acUL, 0x51de003aUL,
683 0xc8d75180UL, 0xbfd06116UL, 0x21b4f4b5UL, 0x56b3c423UL, 0xcfba9599UL,
684 0xb8bda50fUL, 0x2802b89eUL, 0x5f058808UL, 0xc60cd9b2UL, 0xb10be924UL,
685 0x2f6f7c87UL, 0x58684c11UL, 0xc1611dabUL, 0xb6662d3dUL, 0x76dc4190UL,
686 0x01db7106UL, 0x98d220bcUL, 0xefd5102aUL, 0x71b18589UL, 0x06b6b51fUL,
687 0x9fbfe4a5UL, 0xe8b8d433UL, 0x7807c9a2UL, 0x0f00f934UL, 0x9609a88eUL,
688 0xe10e9818UL, 0x7f6a0dbbUL, 0x086d3d2dUL, 0x91646c97UL, 0xe6635c01UL,
689 0x6b6b51f4UL, 0x1c6c6162UL, 0x856530d8UL, 0xf262004eUL, 0x6c0695edUL,
690 0x1b01a57bUL, 0x8208f4c1UL, 0xf50fc457UL, 0x65b0d9c6UL, 0x12b7e950UL,
691 0x8bbeb8eaUL, 0xfcb9887cUL, 0x62dd1ddfUL, 0x15da2d49UL, 0x8cd37cf3UL,
692 0xfbd44c65UL, 0x4db26158UL, 0x3ab551ceUL, 0xa3bc0074UL, 0xd4bb30e2UL,
693 0x4adfa541UL, 0x3dd895d7UL, 0xa4d1c46dUL, 0xd3d6f4fbUL, 0x4369e96aUL,
694 0x346ed9fcUL, 0xad678846UL, 0xda60b8d0UL, 0x44042d73UL, 0x33031de5UL,
695 0xaa0a4c5fUL, 0xdd0d7cc9UL, 0x5005713cUL, 0x270241aaUL, 0xbe0b1010UL,
696 0xc90c2086UL, 0x5768b525UL, 0x206f85b3UL, 0xb966d409UL, 0xce61e49fUL,
697 0x5edef90eUL, 0x29d9c998UL, 0xb0d09822UL, 0xc7d7a8b4UL, 0x59b33d17UL,
698 0x2eb40d81UL, 0xb7bd5c3bUL, 0xc0ba6cadUL, 0xedb88320UL, 0x9abfb3b6UL,
699 0x03b6e20cUL, 0x74b1d29aUL, 0xead54739UL, 0x9dd277afUL, 0x04db2615UL,
700 0x73dc1683UL, 0xe3630b12UL, 0x94643b84UL, 0x0d6d6a3eUL, 0x7a6a5aa8UL,
701 0xe40ecf0bUL, 0x9309ff9dUL, 0x0a00ae27UL, 0x7d079eb1UL, 0xf00f9344UL,
702 0x8708a3d2UL, 0x1e01f268UL, 0x6906c2feUL, 0xf762575dUL, 0x806567cbUL,
703 0x196c3671UL, 0x6e6b06e7UL, 0xfed41b76UL, 0x89d32be0UL, 0x10da7a5aUL,
704 0x67dd4accUL, 0xf9b9df6fUL, 0x8ebeeff9UL, 0x17b7be43UL, 0x60b08ed5UL,
705 0xd6d6a3e8UL, 0xa1d1937eUL, 0x38d8c2c4UL, 0x4fdff252UL, 0xd1bb67f1UL,
706 0xa6bc5767UL, 0x3fb506ddUL, 0x48b2364bUL, 0xd80d2bdaUL, 0xaf0a1b4cUL,
707 0x36034af6UL, 0x41047a60UL, 0xdf60efc3UL, 0xa867df55UL, 0x316e8eefUL,
708 0x4669be79UL, 0xcb61b38cUL, 0xbc66831aUL, 0x256fd2a0UL, 0x5268e236UL,
709 0xcc0c7795UL, 0xbb0b4703UL, 0x220216b9UL, 0x5505262fUL, 0xc5ba3bbeUL,
710 0xb2bd0b28UL, 0x2bb45a92UL, 0x5cb36a04UL, 0xc2d7ffa7UL, 0xb5d0cf31UL,
711 0x2cd99e8bUL, 0x5bdeae1dUL, 0x9b64c2b0UL, 0xec63f226UL, 0x756aa39cUL,
712 0x026d930aUL, 0x9c0906a9UL, 0xeb0e363fUL, 0x72076785UL, 0x05005713UL,
713 0x95bf4a82UL, 0xe2b87a14UL, 0x7bb12baeUL, 0x0cb61b38UL, 0x92d28e9bUL,
714 0xe5d5be0dUL, 0x7cdcefb7UL, 0x0bdbdf21UL, 0x86d3d2d4UL, 0xf1d4e242UL,
715 0x68ddb3f8UL, 0x1fda836eUL, 0x81be16cdUL, 0xf6b9265bUL, 0x6fb077e1UL,
716 0x18b74777UL, 0x88085ae6UL, 0xff0f6a70UL, 0x66063bcaUL, 0x11010b5cUL,
717 0x8f659effUL, 0xf862ae69UL, 0x616bffd3UL, 0x166ccf45UL, 0xa00ae278UL,
718 0xd70dd2eeUL, 0x4e048354UL, 0x3903b3c2UL, 0xa7672661UL, 0xd06016f7UL,
719 0x4969474dUL, 0x3e6e77dbUL, 0xaed16a4aUL, 0xd9d65adcUL, 0x40df0b66UL,
720 0x37d83bf0UL, 0xa9bcae53UL, 0xdebb9ec5UL, 0x47b2cf7fUL, 0x30b5ffe9UL,
721 0xbdbdf21cUL, 0xcabac28aUL, 0x53b39330UL, 0x24b4a3a6UL, 0xbad03605UL,
722 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
723 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
724 0x2d02ef8dL
725};
726
727

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