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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.23 by root, Sat Dec 16 03:08:25 2006 UTC vs.
Revision 1.63 by root, Mon Aug 6 10:54:11 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* 24/*
25 * General convenience functions for crossfire. 25 * General convenience functions for crossfire.
26 */ 26 */
27
28#include <cstdlib>
29#include <sys/types.h>
30#include <unistd.h>
31#include <sys/time.h>
32#include <time.h>
33#include <signal.h>
27 34
28#include <global.h> 35#include <global.h>
29#include <funcpoint.h> 36#include <funcpoint.h>
30#include <material.h> 37#include <material.h>
31 38
32#include <sys/time.h>
33#include <time.h>
34#include <glib.h> 39#include <glib.h>
40
41refcnt_base::refcnt_t refcnt_dummy;
42
43rand_gen rndm;
44
45void
46tausworthe_random_generator::seed (uint32_t seed)
47{
48 state [0] = seed * 69069U; if (state [0] < 2U) state [0] += 2U;
49 state [1] = state [0] * 69069U; if (state [0] < 8U) state [0] += 8U;
50 state [2] = state [1] * 69069U; if (state [0] < 16U) state [0] += 16U;
51 state [3] = state [2] * 69069U; if (state [0] < 128) state [0] += 128U;
52
53 for (int i = 11; --i; )
54 operator ()();
55}
56
57uint32_t
58tausworthe_random_generator::next ()
59{
60 state [0] = ((state [0] & 0xFFFFFFFEU) << 18U) ^ (((state [0] << 6U) ^ state [0]) >> 13U);
61 state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U);
62 state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U);
63 state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U);
64
65 return state [0] ^ state [1] ^ state [2] ^ state [3];
66}
67
68uint32_t
69tausworthe_random_generator::get_range (uint32_t num)
70{
71 return (next () * (uint64_t)num) >> 32U;
72}
73
74// return a number within (min .. max)
75int
76tausworthe_random_generator::get_range (int r_min, int r_max)
77{
78 return r_min + get_range (max (r_max - r_min + 1, 0));
79}
35 80
36/* 81/*
37 * The random functions here take luck into account when rolling random 82 * 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 83 * 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 84 * 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, 91 * 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. 92 * 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, 93 * Generally, op should be the player/caster/hitter requesting the roll,
49 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 94 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
50 */ 95 */
51
52int 96int
53random_roll (int min, int max, const object *op, int goodbad) 97random_roll (int r_min, int r_max, const object *op, int goodbad)
54{ 98{
55 int omin, diff, luck, base, ran; 99 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
56 100
57 omin = min; 101 if (r_max < r_min)
58 diff = max - min + 1;
59 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
60
61 if (max < 1 || diff < 1)
62 { 102 {
63 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max); 103 LOG (llevError | logBacktrace, "Calling random_roll with min=%d max=%d\n", r_min, r_max);
104 return r_min;
105 }
106
107 if (op->type == PLAYER)
108 {
109 int luck = op->stats.luck;
110
111 if (rndm (base) < min (10, abs (luck)))
112 {
113 //TODO: take luck into account
114 }
115 }
116
117 return rndm (r_min, r_max);
118}
119
120/*
121 * This is a 64 bit version of random_roll above. This is needed
122 * for exp loss calculations for players changing religions.
123 */
124sint64
125random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
126{
127 sint64 omin = min;
128 sint64 diff = max - min + 1;
129 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
130
131 if (diff < 0)
132 {
133 LOG (llevError | logBacktrace, "Calling random_roll64 with min=%" PRId64 " max=%" PRId64 "\n", min, max);
64 return (min); /* avoids a float exception */ 134 return (min); /* avoids a float exception */
65 } 135 }
66 136
67 ran = RANDOM (); 137 /*
138 * Make a call to get two 32 bit unsigned random numbers, and just to
139 * a little bitshifting.
140 */
141 sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31);
68 142
69 if (op->type != PLAYER) 143 if (op->type != PLAYER)
70 return ((ran % diff) + min); 144 return ((ran % diff) + min);
71 145
72 luck = op->stats.luck; 146 int luck = op->stats.luck;
147
73 if (RANDOM () % base < MIN (10, abs (luck))) 148 if (rndm (base) < MIN (10, abs (luck)))
74 { 149 {
75 /* we have a winner */ 150 /* we have a winner */
76 ((luck > 0) ? (luck = 1) : (luck = -1)); 151 ((luck > 0) ? (luck = 1) : (luck = -1));
77 diff -= luck; 152 diff -= luck;
78 if (diff < 1) 153 if (diff < 1)
79 return (omin); /*check again */ 154 return (omin); /*check again */
155
80 ((goodbad) ? (min += luck) : (diff)); 156 ((goodbad) ? (min += luck) : (diff));
81 157
82 return (MAX (omin, MIN (max, (ran % diff) + min))); 158 return (MAX (omin, MIN (max, (ran % diff) + min)));
83 } 159 }
160
84 return ((ran % diff) + min); 161 return ran % diff + min;
85}
86
87/*
88 * This is a 64 bit version of random_roll above. This is needed
89 * for exp loss calculations for players changing religions.
90 */
91
92sint64
93random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
94{
95 sint64 omin, diff, luck, ran;
96 int base;
97
98 omin = min;
99 diff = max - min + 1;
100 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
101
102 if (max < 1 || diff < 1)
103 {
104 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
105 return (min); /* avoids a float exception */
106 }
107
108 /* Don't know of a portable call to get 64 bit random values.
109 * So make a call to get two 32 bit random numbers, and just to
110 * a little byteshifting. Do make sure the first one is only
111 * 32 bit, so we don't get skewed results
112 */
113 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
114
115 if (op->type != PLAYER)
116 return ((ran % diff) + min);
117
118 luck = op->stats.luck;
119 if (RANDOM () % base < MIN (10, abs (luck)))
120 {
121 /* we have a winner */
122 ((luck > 0) ? (luck = 1) : (luck = -1));
123 diff -= luck;
124 if (diff < 1)
125 return (omin); /*check again */
126 ((goodbad) ? (min += luck) : (diff));
127
128 return (MAX (omin, MIN (max, (ran % diff) + min)));
129 }
130 return ((ran % diff) + min);
131} 162}
132 163
133/* 164/*
134 * 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,
135 * If goodbad is non-zero, luck increases the roll, if zero, it decreases. 166 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
136 * Generally, op should be the player/caster/hitter requesting the roll, 167 * Generally, op should be the player/caster/hitter requesting the roll,
137 * not the recipient (ie, the poor slob getting hit). 168 * not the recipient (ie, the poor slob getting hit).
138 * The args are num D size (ie 4d6) [garbled 20010916] 169 * The args are num D size (ie 4d6) [garbled 20010916]
139 */ 170 */
140
141int 171int
142die_roll (int num, int size, const object *op, int goodbad) 172die_roll (int num, int size, const object *op, int goodbad)
143{ 173{
144 int min, diff, luck, total, i, gotlucky, base, ran; 174 int min, luck, total, i, gotlucky;
145 175
146 diff = size; 176 int diff = size;
147 min = 1; 177 min = 1;
148 luck = total = gotlucky = 0; 178 luck = total = gotlucky = 0;
149 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 179 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
180
150 if (size < 2 || diff < 1) 181 if (size < 2 || diff < 1)
151 { 182 {
152 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size); 183 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
153 return (num); /* avoids a float exception */ 184 return num; /* avoids a float exception */
154 } 185 }
155 186
156 if (op->type == PLAYER) 187 if (op->type == PLAYER)
157 luck = op->stats.luck; 188 luck = op->stats.luck;
158 189
159 for (i = 0; i < num; i++) 190 for (i = 0; i < num; i++)
160 { 191 {
161 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) 192 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
162 { 193 {
163 /* we have a winner */ 194 /* we have a winner */
164 gotlucky++; 195 gotlucky++;
165 ((luck > 0) ? (luck = 1) : (luck = -1)); 196 ((luck > 0) ? (luck = 1) : (luck = -1));
166 diff -= luck; 197 diff -= luck;
167 if (diff < 1) 198 if (diff < 1)
168 return (num); /*check again */ 199 return (num); /*check again */
169 ((goodbad) ? (min += luck) : (diff)); 200 ((goodbad) ? (min += luck) : (diff));
170 ran = RANDOM ();
171 total += MAX (1, MIN (size, (ran % diff) + min)); 201 total += MAX (1, MIN (size, rndm (diff) + min));
172 } 202 }
173 else 203 else
174 {
175 total += RANDOM () % size + 1; 204 total += rndm (size) + 1;
176 }
177 } 205 }
206
178 return (total); 207 return total;
179}
180
181/*
182 * Another convenience function. Returns a number between min and max.
183 * It is suggested one use these functions rather than RANDOM()%, as it
184 * would appear that a number of off-by-one-errors exist due to improper
185 * use of %. This should also prevent SIGFPE.
186 */
187
188int
189rndm (int min, int max)
190{
191 int diff;
192
193 diff = max - min + 1;
194 if (max < 1 || diff < 1)
195 return (min);
196
197 return (RANDOM () % diff + min);
198}
199
200/* decay and destroy persihable items in a map */
201
202void
203decay_objects (maptile *m)
204{
205 int x, y, destroy;
206 object *op, *otmp;
207
208 if (m->unique)
209 return;
210
211 for (x = 0; x < MAP_WIDTH (m); x++)
212 for (y = 0; y < MAP_HEIGHT (m); y++)
213 for (op = get_map_ob (m, x, y); op; op = otmp)
214 {
215 destroy = 0;
216 otmp = op->above;
217 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
218 break;
219 if (QUERY_FLAG (op, FLAG_IS_FLOOR) ||
220 QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) ||
221 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))
223 continue;
224 /* otherwise, we decay and destroy */
225 if (IS_WEAPON (op))
226 {
227 op->stats.dam--;
228 if (op->stats.dam < 0)
229 destroy = 1;
230 }
231 else if (IS_ARMOR (op))
232 {
233 op->stats.ac--;
234 if (op->stats.ac < 0)
235 destroy = 1;
236 }
237 else if (op->type == FOOD)
238 {
239 op->stats.food -= rndm (5, 20);
240 if (op->stats.food < 0)
241 destroy = 1;
242 }
243 else
244 {
245 if (op->material & M_PAPER || op->material & M_LEATHER ||
246 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID)
247 destroy = 1;
248 if (op->material & M_IRON && rndm (1, 5) == 1)
249 destroy = 1;
250 if (op->material & M_GLASS && rndm (1, 2) == 1)
251 destroy = 1;
252 if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1)
253 destroy = 1;
254 if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1)
255 destroy = 1;
256 if (op->material & M_ICE && MAP_TEMP (m) > 32)
257 destroy = 1;
258 }
259 /* adjust overall chance below */
260 if (destroy && rndm (0, 1))
261 op->destroy ();
262 }
263} 208}
264 209
265/* convert materialname to materialtype_t */ 210/* convert materialname to materialtype_t */
266 211
267materialtype_t * 212materialtype_t *
268name_to_material (const char *name) 213name_to_material (const shstr &name)
269{ 214{
270 materialtype_t *mt, *nmt; 215 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
216 if (name == mt->name)
217 return mt;
271 218
272 mt = NULL;
273 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
274 {
275 if (strcmp (name, nmt->name) == 0)
276 {
277 mt = nmt;
278 break;
279 }
280 }
281 return mt; 219 return 0;
282} 220}
283 221
284/* when doing transmutation of objects, we have to recheck the resistances, 222/* when doing transmutation of objects, we have to recheck the resistances,
285 * as some that did not apply previously, may apply now. 223 * as some that did not apply previously, may apply now.
286 */ 224 */
295 return; 233 return;
296 234
297 if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) 235 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
298 return; 236 return;
299 237
300 if (!IS_ARMOR (op)) 238 if (!op->is_armor ())
301 return; 239 return;
302 240
303 mt = name_to_material (op->materialname); 241 mt = name_to_material (op->materialname);
304 if (!mt) 242 if (!mt)
305 { 243 {
306 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname); 244 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname);
307 return; 245 return;
308 } 246 }
309 247
310 for (j = 0; j < NROFATTACKS; j++) 248 for (j = 0; j < NROFATTACKS; j++)
311 if (op->resist[j] == 0 && change->resist[j] != 0) 249 if (op->resist[j] == 0 && change->resist[j] != 0)
322void 260void
323set_materialname (object *op, int difficulty, materialtype_t *nmt) 261set_materialname (object *op, int difficulty, materialtype_t *nmt)
324{ 262{
325 materialtype_t *mt, *lmt; 263 materialtype_t *mt, *lmt;
326 264
327#ifdef NEW_MATERIAL_CODE
328 int j;
329#endif
330
331 if (op->materialname != NULL) 265 if (op->materialname != NULL)
332 return; 266 return;
333 267
334
335
336 if (nmt == NULL) 268 if (nmt == NULL)
337 { 269 {
338 lmt = NULL; 270 lmt = NULL;
339#ifndef NEW_MATERIAL_CODE 271
340 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 272 for (mt = materialt; mt && mt->next; mt = mt->next)
341 { 273 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
342 if (op->material & mt->material) 274 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
343 { 275 {
344 lmt = mt; 276 lmt = mt;
277 if (!(op->is_weapon () || op->is_armor ()))
345 break; 278 break;
346 } 279 }
347 }
348
349#else
350 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
351 {
352 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
353 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
354 {
355 lmt = mt;
356 if (!(IS_WEAPON (op) || IS_ARMOR (op)))
357 break;
358 }
359 }
360#endif
361 } 280 }
362 else 281 else
363 {
364 lmt = nmt; 282 lmt = nmt;
365 }
366 283
367 if (lmt != NULL) 284 if (lmt != NULL)
368 { 285 {
369#ifndef NEW_MATERIAL_CODE 286 if (op->stats.dam && op->is_weapon ())
370 op->materialname = lmt->name;
371 return;
372#else
373
374 if (op->stats.dam && IS_WEAPON (op))
375 { 287 {
376 op->stats.dam += lmt->damage; 288 op->stats.dam += lmt->damage;
377 if (op->stats.dam < 1) 289 if (op->stats.dam < 1)
378 op->stats.dam = 1; 290 op->stats.dam = 1;
379 } 291 }
292
380 if (op->stats.sp && op->type == BOW) 293 if (op->stats.sp && op->type == BOW)
381 op->stats.sp += lmt->sp; 294 op->stats.sp += lmt->sp;
382 if (op->stats.wc && IS_WEAPON (op)) 295 if (op->stats.wc && op->is_weapon ())
383 op->stats.wc += lmt->wc; 296 op->stats.wc += lmt->wc;
384 if (IS_ARMOR (op)) 297 if (op->is_armor ())
385 { 298 {
386 if (op->stats.ac) 299 if (op->stats.ac)
387 op->stats.ac += lmt->ac; 300 op->stats.ac += lmt->ac;
301
388 for (j = 0; j < NROFATTACKS; j++) 302 for (int j = 0; j < NROFATTACKS; j++)
389 if (op->resist[j] != 0) 303 if (op->resist[j] != 0)
390 { 304 {
391 op->resist[j] += lmt->mod[j]; 305 op->resist[j] += lmt->mod[j];
392 if (op->resist[j] > 100) 306 if (op->resist[j] > 100)
393 op->resist[j] = 100; 307 op->resist[j] = 100;
394 if (op->resist[j] < -100) 308 if (op->resist[j] < -100)
395 op->resist[j] = -100; 309 op->resist[j] = -100;
396 } 310 }
397 } 311 }
312
398 op->materialname = add_string (lmt->name); 313 op->materialname = lmt->name;
399 /* dont make it unstackable if it doesn't need to be */ 314 /* dont make it unstackable if it doesn't need to be */
400 if (IS_WEAPON (op) || IS_ARMOR (op)) 315 if (op->is_weapon () || op->is_armor ())
401 { 316 {
402 op->weight = (op->weight * lmt->weight) / 100; 317 op->weight = (op->weight * lmt->weight) / 100;
403 op->value = (op->value * lmt->value) / 100; 318 op->value = (op->value * lmt->value) / 100;
404 } 319 }
405#endif
406 } 320 }
407} 321}
408 322
409/* 323/*
410 * Strip out the media tags from a String. 324 * Strip out the media tags from a String.
540 return; 454 return;
541} 455}
542 456
543///////////////////////////////////////////////////////////////////////////// 457/////////////////////////////////////////////////////////////////////////////
544 458
545#if 0 459void
546refcounted *refcounted::rc_first; 460fork_abort (const char *msg)
547
548refcounted::refcounted ()
549{ 461{
550 refcnt = 0; 462 if (!fork ())
551 rc_next = rc_first; 463 {
552 rc_first = this; 464 signal (SIGABRT, SIG_DFL);
553} 465 // try to put corefiles into a subdirectory, if existing, to allow
466 // an administrator to reduce the I/O load.
467 chdir ("cores");
468 abort ();
469 }
554 470
555refcounted::~refcounted () 471 LOG (llevError, "fork abort: %s\n", msg);
556{
557 assert (!rc_next);
558 assert (!refcnt);
559} 472}
473
474void *salloc_ (int n) throw (std::bad_alloc)
475{
476#ifdef PREFER_MALLOC
477 void *ptr = malloc (n);
478#else
479 void *ptr = g_slice_alloc (n);
560#endif 480#endif
561
562void *salloc (int size) throw (std::bad_alloc)
563{
564 void *ptr = g_slice_alloc (size);
565 481
566 if (!ptr) 482 if (!ptr)
567 throw std::bad_alloc (); 483 throw std::bad_alloc ();
568 484
569 return ptr; 485 return ptr;
570} 486}
571 487
572void *salloc (int size, void *src) throw (std::bad_alloc) 488void *salloc_ (int n, void *src) throw (std::bad_alloc)
573{ 489{
574 void *ptr = salloc (size); 490 void *ptr = salloc_ (n);
575 491
492 if (src)
576 memcpy (ptr, src, size); 493 memcpy (ptr, src, n);
494 else
495 memset (ptr, 0, n);
577 496
578 return ptr; 497 return ptr;
579} 498}
580 499
581void assign (char *dst, const char *src, int maxlen) 500void assign (char *dst, const char *src, int maxlen)
600 } 519 }
601 else 520 else
602 memcpy (dst, src, len + 1); 521 memcpy (dst, src, len + 1);
603} 522}
604 523
524const std::string
525format (const char *format, ...)
526{
527 int len;
528
529 {
530 char buf[128];
531
532 va_list ap;
533 va_start (ap, format);
534 len = vsnprintf (buf, sizeof (buf), format, ap);
535 va_end (ap);
536
537 assert (len >= 0); // shield againstz broken vsnprintf's
538
539 // was our static buffer short enough?
540 if (len < sizeof (buf))
541 return std::string (buf, len);
542 }
543
544 {
545 // longer, try harder
546 char *buf = salloc<char> (len + 1);
547
548 va_list ap;
549 va_start (ap, format);
550 vsnprintf (buf, len + 1, format, ap);
551 va_end (ap);
552
553 const std::string s (buf, len);
554 sfree<char> (buf, len + 1);
555
556 return buf;
557 }
558}
559
605tstamp now () 560tstamp now ()
606{ 561{
607 struct timeval tv; 562 struct timeval tv;
608 563
609 gettimeofday (&tv, 0); 564 gettimeofday (&tv, 0);
610 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6); 565 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
611} 566}
612 567
568int
569similar_direction (int a, int b)
570{
571 if (!a || !b)
572 return 0;
573
574 int diff = (b - a) & 7;
575 return diff <= 1 || diff >= 7;
576}
577
578/* crc32 0xdebb20e3 table and supplementary functions. */
579extern const uint32_t crc_32_tab[256] =
580{
581 0x00000000UL, 0x77073096UL, 0xee0e612cUL, 0x990951baUL, 0x076dc419UL,
582 0x706af48fUL, 0xe963a535UL, 0x9e6495a3UL, 0x0edb8832UL, 0x79dcb8a4UL,
583 0xe0d5e91eUL, 0x97d2d988UL, 0x09b64c2bUL, 0x7eb17cbdUL, 0xe7b82d07UL,
584 0x90bf1d91UL, 0x1db71064UL, 0x6ab020f2UL, 0xf3b97148UL, 0x84be41deUL,
585 0x1adad47dUL, 0x6ddde4ebUL, 0xf4d4b551UL, 0x83d385c7UL, 0x136c9856UL,
586 0x646ba8c0UL, 0xfd62f97aUL, 0x8a65c9ecUL, 0x14015c4fUL, 0x63066cd9UL,
587 0xfa0f3d63UL, 0x8d080df5UL, 0x3b6e20c8UL, 0x4c69105eUL, 0xd56041e4UL,
588 0xa2677172UL, 0x3c03e4d1UL, 0x4b04d447UL, 0xd20d85fdUL, 0xa50ab56bUL,
589 0x35b5a8faUL, 0x42b2986cUL, 0xdbbbc9d6UL, 0xacbcf940UL, 0x32d86ce3UL,
590 0x45df5c75UL, 0xdcd60dcfUL, 0xabd13d59UL, 0x26d930acUL, 0x51de003aUL,
591 0xc8d75180UL, 0xbfd06116UL, 0x21b4f4b5UL, 0x56b3c423UL, 0xcfba9599UL,
592 0xb8bda50fUL, 0x2802b89eUL, 0x5f058808UL, 0xc60cd9b2UL, 0xb10be924UL,
593 0x2f6f7c87UL, 0x58684c11UL, 0xc1611dabUL, 0xb6662d3dUL, 0x76dc4190UL,
594 0x01db7106UL, 0x98d220bcUL, 0xefd5102aUL, 0x71b18589UL, 0x06b6b51fUL,
595 0x9fbfe4a5UL, 0xe8b8d433UL, 0x7807c9a2UL, 0x0f00f934UL, 0x9609a88eUL,
596 0xe10e9818UL, 0x7f6a0dbbUL, 0x086d3d2dUL, 0x91646c97UL, 0xe6635c01UL,
597 0x6b6b51f4UL, 0x1c6c6162UL, 0x856530d8UL, 0xf262004eUL, 0x6c0695edUL,
598 0x1b01a57bUL, 0x8208f4c1UL, 0xf50fc457UL, 0x65b0d9c6UL, 0x12b7e950UL,
599 0x8bbeb8eaUL, 0xfcb9887cUL, 0x62dd1ddfUL, 0x15da2d49UL, 0x8cd37cf3UL,
600 0xfbd44c65UL, 0x4db26158UL, 0x3ab551ceUL, 0xa3bc0074UL, 0xd4bb30e2UL,
601 0x4adfa541UL, 0x3dd895d7UL, 0xa4d1c46dUL, 0xd3d6f4fbUL, 0x4369e96aUL,
602 0x346ed9fcUL, 0xad678846UL, 0xda60b8d0UL, 0x44042d73UL, 0x33031de5UL,
603 0xaa0a4c5fUL, 0xdd0d7cc9UL, 0x5005713cUL, 0x270241aaUL, 0xbe0b1010UL,
604 0xc90c2086UL, 0x5768b525UL, 0x206f85b3UL, 0xb966d409UL, 0xce61e49fUL,
605 0x5edef90eUL, 0x29d9c998UL, 0xb0d09822UL, 0xc7d7a8b4UL, 0x59b33d17UL,
606 0x2eb40d81UL, 0xb7bd5c3bUL, 0xc0ba6cadUL, 0xedb88320UL, 0x9abfb3b6UL,
607 0x03b6e20cUL, 0x74b1d29aUL, 0xead54739UL, 0x9dd277afUL, 0x04db2615UL,
608 0x73dc1683UL, 0xe3630b12UL, 0x94643b84UL, 0x0d6d6a3eUL, 0x7a6a5aa8UL,
609 0xe40ecf0bUL, 0x9309ff9dUL, 0x0a00ae27UL, 0x7d079eb1UL, 0xf00f9344UL,
610 0x8708a3d2UL, 0x1e01f268UL, 0x6906c2feUL, 0xf762575dUL, 0x806567cbUL,
611 0x196c3671UL, 0x6e6b06e7UL, 0xfed41b76UL, 0x89d32be0UL, 0x10da7a5aUL,
612 0x67dd4accUL, 0xf9b9df6fUL, 0x8ebeeff9UL, 0x17b7be43UL, 0x60b08ed5UL,
613 0xd6d6a3e8UL, 0xa1d1937eUL, 0x38d8c2c4UL, 0x4fdff252UL, 0xd1bb67f1UL,
614 0xa6bc5767UL, 0x3fb506ddUL, 0x48b2364bUL, 0xd80d2bdaUL, 0xaf0a1b4cUL,
615 0x36034af6UL, 0x41047a60UL, 0xdf60efc3UL, 0xa867df55UL, 0x316e8eefUL,
616 0x4669be79UL, 0xcb61b38cUL, 0xbc66831aUL, 0x256fd2a0UL, 0x5268e236UL,
617 0xcc0c7795UL, 0xbb0b4703UL, 0x220216b9UL, 0x5505262fUL, 0xc5ba3bbeUL,
618 0xb2bd0b28UL, 0x2bb45a92UL, 0x5cb36a04UL, 0xc2d7ffa7UL, 0xb5d0cf31UL,
619 0x2cd99e8bUL, 0x5bdeae1dUL, 0x9b64c2b0UL, 0xec63f226UL, 0x756aa39cUL,
620 0x026d930aUL, 0x9c0906a9UL, 0xeb0e363fUL, 0x72076785UL, 0x05005713UL,
621 0x95bf4a82UL, 0xe2b87a14UL, 0x7bb12baeUL, 0x0cb61b38UL, 0x92d28e9bUL,
622 0xe5d5be0dUL, 0x7cdcefb7UL, 0x0bdbdf21UL, 0x86d3d2d4UL, 0xf1d4e242UL,
623 0x68ddb3f8UL, 0x1fda836eUL, 0x81be16cdUL, 0xf6b9265bUL, 0x6fb077e1UL,
624 0x18b74777UL, 0x88085ae6UL, 0xff0f6a70UL, 0x66063bcaUL, 0x11010b5cUL,
625 0x8f659effUL, 0xf862ae69UL, 0x616bffd3UL, 0x166ccf45UL, 0xa00ae278UL,
626 0xd70dd2eeUL, 0x4e048354UL, 0x3903b3c2UL, 0xa7672661UL, 0xd06016f7UL,
627 0x4969474dUL, 0x3e6e77dbUL, 0xaed16a4aUL, 0xd9d65adcUL, 0x40df0b66UL,
628 0x37d83bf0UL, 0xa9bcae53UL, 0xdebb9ec5UL, 0x47b2cf7fUL, 0x30b5ffe9UL,
629 0xbdbdf21cUL, 0xcabac28aUL, 0x53b39330UL, 0x24b4a3a6UL, 0xbad03605UL,
630 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
631 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
632 0x2d02ef8dL
633};
634
635#if 0
636void xyzzy (object_ptr &a, object_ptr &o)
637{
638 asm volatile ("int3");
639 a = o;
640 asm volatile ("int3");
641}
642#endif
643

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