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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.19 by pippijn, Mon Dec 11 21:06:58 2006 UTC vs.
Revision 1.40 by root, Thu Jan 18 19:32:37 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) 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 (time (0));
43
44tausworthe_random_generator::tausworthe_random_generator (uint32_t seed)
45{
46 state [0] = max ( 2, seed * 69069U);
47 state [1] = max ( 8, state [0] * 69069U);
48 state [2] = max ( 16, state [1] * 69069U);
49 state [3] = max (128, state [2] * 69069U);
50
51 for (int i = 11; --i; )
52 operator ()();
53}
54
55uint32_t
56tausworthe_random_generator::next ()
57{
58 state [0] = ((state [0] & 0xFFFFFFFEU) << 18U) ^ (((state [0] << 6U) ^ state [0]) >> 13U);
59 state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U);
60 state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U);
61 state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U);
62
63 return state [0] ^ state [1] ^ state [2] ^ state [3];
64}
33 65
34/* 66/*
35 * The random functions here take luck into account when rolling random 67 * 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 68 * 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 69 * 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, 76 * 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. 77 * 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, 78 * Generally, op should be the player/caster/hitter requesting the roll,
47 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 79 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
48 */ 80 */
49
50int 81int
51random_roll (int min, int max, const object *op, int goodbad) 82random_roll (int min, int max, const object *op, int goodbad)
52{ 83{
53 int omin, diff, luck, base, ran; 84 int omin, diff, luck, base, ran;
54 85
97 diff = max - min + 1; 128 diff = max - min + 1;
98 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 129 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
99 130
100 if (max < 1 || diff < 1) 131 if (max < 1 || diff < 1)
101 { 132 {
102 LOG (llevError, "Calling random_roll with min=%" I64_PFd " max=%" I64_PFd "\n", min, max); 133 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
103 return (min); /* avoids a float exception */ 134 return (min); /* avoids a float exception */
104 } 135 }
105 136
106 /* Don't know of a portable call to get 64 bit random values. 137 /* Don't know of a portable call to get 64 bit random values.
107 * So make a call to get two 32 bit random numbers, and just to 138 * So make a call to get two 32 bit random numbers, and just to
174 } 205 }
175 } 206 }
176 return (total); 207 return (total);
177} 208}
178 209
179/*
180 * Another convenience function. Returns a number between min and max.
181 * It is suggested one use these functions rather than RANDOM()%, as it
182 * would appear that a number of off-by-one-errors exist due to improper
183 * use of %. This should also prevent SIGFPE.
184 */
185
186int
187rndm (int min, int max)
188{
189 int diff;
190
191 diff = max - min + 1;
192 if (max < 1 || diff < 1)
193 return (min);
194
195 return (RANDOM () % diff + min);
196}
197
198/* decay and destroy persihable items in a map */ 210/* decay and destroy perishable items in a map */
199
200void 211void
201decay_objects (maptile *m) 212maptile::decay_objects ()
202{ 213{
203 int x, y, destroy; 214 if (!spaces)
204 object *op, *otmp;
205
206 if (m->unique)
207 return; 215 return;
208 216
209 for (x = 0; x < MAP_WIDTH (m); x++) 217 for (mapspace *ms = spaces + size (); ms-- > spaces; )
210 for (y = 0; y < MAP_HEIGHT (m); y++) 218 for (object *above, *op = ms->bot; op; op = above)
211 for (op = get_map_ob (m, x, y); op; op = otmp)
212 { 219 {
220 above = op->above;
221
213 destroy = 0; 222 bool destroy = 0;
214 otmp = op->above; 223
224 // do not decay anything above unique floor tiles (yet :)
215 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 225 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
216 break; 226 break;
227
217 if (QUERY_FLAG (op, FLAG_IS_FLOOR) || 228 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
218 QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) || 229 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
219 QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) || 230 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
220 QUERY_FLAG (op, FLAG_UNIQUE) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) || QUERY_FLAG (op, FLAG_UNPAID) || IS_LIVE (op)) 231 || QUERY_FLAG (op, FLAG_UNIQUE)
221 continue; 232 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
222 /* otherwise, we decay and destroy */ 233 || QUERY_FLAG (op, FLAG_UNPAID)
223 if (IS_WEAPON (op)) 234 || op->is_alive ())
235 ; // do not decay
236 else if (op->is_weapon ())
224 { 237 {
225 op->stats.dam--; 238 op->stats.dam--;
226 if (op->stats.dam < 0) 239 if (op->stats.dam < 0)
227 destroy = 1; 240 destroy = 1;
228 } 241 }
229 else if (IS_ARMOR (op)) 242 else if (op->is_armor ())
230 { 243 {
231 op->stats.ac--; 244 op->stats.ac--;
232 if (op->stats.ac < 0) 245 if (op->stats.ac < 0)
233 destroy = 1; 246 destroy = 1;
234 } 247 }
235 else if (op->type == FOOD) 248 else if (op->type == FOOD)
236 { 249 {
237 op->stats.food -= rndm (5, 20); 250 op->stats.food -= rndm (5, 20);
238 if (op->stats.food < 0) 251 if (op->stats.food < 0)
239 destroy = 1; 252 destroy = 1;
240 } 253 }
241 else 254 else
242 { 255 {
243 if (op->material & M_PAPER || op->material & M_LEATHER || 256 int mat = op->material;
244 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID) 257
258 if (mat & M_PAPER
259 || mat & M_LEATHER
260 || mat & M_WOOD
261 || mat & M_ORGANIC
262 || mat & M_CLOTH
263 || mat & M_LIQUID
264 || (mat & M_IRON && rndm (1, 5) == 1)
265 || (mat & M_GLASS && rndm (1, 2) == 1)
266 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
267 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
268 || (mat & M_ICE && temp > 32))
245 destroy = 1; 269 destroy = 1;
246 if (op->material & M_IRON && rndm (1, 5) == 1)
247 destroy = 1;
248 if (op->material & M_GLASS && rndm (1, 2) == 1)
249 destroy = 1;
250 if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1)
251 destroy = 1;
252 if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1)
253 destroy = 1;
254 if (op->material & M_ICE && MAP_TEMP (m) > 32)
255 destroy = 1;
256 } 270 }
271
257 /* adjust overall chance below */ 272 /* adjust overall chance below */
258 if (destroy && rndm (0, 1)) 273 if (destroy && rndm (0, 1))
259 { 274 op->destroy ();
260 remove_ob (op);
261 free_object (op);
262 }
263 } 275 }
264} 276}
265 277
266/* convert materialname to materialtype_t */ 278/* convert materialname to materialtype_t */
267 279
268materialtype_t * 280materialtype_t *
296 return; 308 return;
297 309
298 if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) 310 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
299 return; 311 return;
300 312
301 if (!IS_ARMOR (op)) 313 if (!op->is_armor ())
302 return; 314 return;
303 315
304 mt = name_to_material (op->materialname); 316 mt = name_to_material (op->materialname);
305 if (!mt) 317 if (!mt)
306 { 318 {
352 { 364 {
353 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 365 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
354 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 366 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
355 { 367 {
356 lmt = mt; 368 lmt = mt;
357 if (!(IS_WEAPON (op) || IS_ARMOR (op))) 369 if (!(op->is_weapon () || op->is_armor ()))
358 break; 370 break;
359 } 371 }
360 } 372 }
361#endif 373#endif
362 } 374 }
370#ifndef NEW_MATERIAL_CODE 382#ifndef NEW_MATERIAL_CODE
371 op->materialname = lmt->name; 383 op->materialname = lmt->name;
372 return; 384 return;
373#else 385#else
374 386
375 if (op->stats.dam && IS_WEAPON (op)) 387 if (op->stats.dam && op->is_weapon ())
376 { 388 {
377 op->stats.dam += lmt->damage; 389 op->stats.dam += lmt->damage;
378 if (op->stats.dam < 1) 390 if (op->stats.dam < 1)
379 op->stats.dam = 1; 391 op->stats.dam = 1;
380 } 392 }
381 if (op->stats.sp && op->type == BOW) 393 if (op->stats.sp && op->type == BOW)
382 op->stats.sp += lmt->sp; 394 op->stats.sp += lmt->sp;
383 if (op->stats.wc && IS_WEAPON (op)) 395 if (op->stats.wc && op->is_weapon ())
384 op->stats.wc += lmt->wc; 396 op->stats.wc += lmt->wc;
385 if (IS_ARMOR (op)) 397 if (op->is_armor ())
386 { 398 {
387 if (op->stats.ac) 399 if (op->stats.ac)
388 op->stats.ac += lmt->ac; 400 op->stats.ac += lmt->ac;
389 for (j = 0; j < NROFATTACKS; j++) 401 for (j = 0; j < NROFATTACKS; j++)
390 if (op->resist[j] != 0) 402 if (op->resist[j] != 0)
396 op->resist[j] = -100; 408 op->resist[j] = -100;
397 } 409 }
398 } 410 }
399 op->materialname = add_string (lmt->name); 411 op->materialname = add_string (lmt->name);
400 /* dont make it unstackable if it doesn't need to be */ 412 /* dont make it unstackable if it doesn't need to be */
401 if (IS_WEAPON (op) || IS_ARMOR (op)) 413 if (op->is_weapon () || op->is_armor ())
402 { 414 {
403 op->weight = (op->weight * lmt->weight) / 100; 415 op->weight = (op->weight * lmt->weight) / 100;
404 op->value = (op->value * lmt->value) / 100; 416 op->value = (op->value * lmt->value) / 100;
405 } 417 }
406#endif 418#endif
541 return; 553 return;
542} 554}
543 555
544///////////////////////////////////////////////////////////////////////////// 556/////////////////////////////////////////////////////////////////////////////
545 557
546#if 0 558void
547refcounted *refcounted::rc_first; 559fork_abort (const char *msg)
548
549refcounted::refcounted ()
550{ 560{
551 refcnt = 0; 561 if (!fork ())
552 rc_next = rc_first; 562 {
553 rc_first = this; 563 signal (SIGABRT, SIG_DFL);
554} 564 abort ();
565 }
555 566
556refcounted::~refcounted () 567 LOG (llevError, "fork abort: %s\n", msg);
557{
558 assert (!rc_next);
559 assert (!refcnt);
560} 568}
561#endif
562 569
563void *alloc (int s) throw (std::bad_alloc) 570void *salloc_ (int n) throw (std::bad_alloc)
564{ 571{
565 void *p = g_slice_alloc (s); 572 void *ptr = g_slice_alloc (n);
566 573
567 if (!p) 574 if (!ptr)
568 throw std::bad_alloc (); 575 throw std::bad_alloc ();
569 576
570 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;
571} 590}
572 591
573void assign (char *dst, const char *src, int maxlen) 592void assign (char *dst, const char *src, int maxlen)
574{ 593{
575 if (!src) 594 if (!src)
592 } 611 }
593 else 612 else
594 memcpy (dst, src, len + 1); 613 memcpy (dst, src, len + 1);
595} 614}
596 615
616tstamp now ()
617{
618 struct timeval tv;
597 619
620 gettimeofday (&tv, 0);
621 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
622}
623
624int
625similar_direction (int a, int b)
626{
627 if (!a || !b)
628 return 0;
629
630 int diff = (b - a) & 7;
631 return diff <= 1 || diff >= 7;
632}
633

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