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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.36 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.47 by root, Wed Feb 7 02:04:46 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25/* 25/*
26 * General convenience functions for crossfire. 26 * General convenience functions for crossfire.
27 */ 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>
28 35
29#include <global.h> 36#include <global.h>
30#include <funcpoint.h> 37#include <funcpoint.h>
31#include <material.h> 38#include <material.h>
32 39
33#include <sys/time.h>
34#include <time.h>
35#include <glib.h> 40#include <glib.h>
41
42rand_gen rndm;
43
44void
45tausworthe_random_generator::seed (uint32_t seed)
46{
47 state [0] = max ( 2U, seed * 69069U);
48 state [1] = max ( 8U, state [0] * 69069U);
49 state [2] = max ( 16U, state [1] * 69069U);
50 state [3] = max (128U, state [2] * 69069U);
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 r_max)
69{
70 return next () % r_max;
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 + (*this) (max (r_max - r_min + 1, 1));
78}
36 79
37/* 80/*
38 * The random functions here take luck into account when rolling random 81 * The random functions here take luck into account when rolling random
39 * 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
40 * difference becomes in the random numbers. IE, the effect is lessened 83 * difference becomes in the random numbers. IE, the effect is lessened
47 * 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,
48 * 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.
49 * Generally, op should be the player/caster/hitter requesting the roll, 92 * Generally, op should be the player/caster/hitter requesting the roll,
50 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 93 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
51 */ 94 */
52
53int 95int
54random_roll (int min, int max, const object *op, int goodbad) 96random_roll (int r_min, int r_max, const object *op, int goodbad)
55{ 97{
98 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
99
100 if (r_max < 1 || r_max < r_min)
101 {
102 LOG (llevError, "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{
56 int omin, diff, luck, base, ran; 126 sint64 omin, diff, luck, ran;
127 int base;
57 128
58 omin = min; 129 omin = min;
59 diff = max - min + 1; 130 diff = max - min + 1;
60 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 131 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
61 132
62 if (max < 1 || diff < 1) 133 if (max < 1 || diff < 1)
63 { 134 {
64 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max); 135 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
65 return (min); /* avoids a float exception */ 136 return (min); /* avoids a float exception */
66 } 137 }
67 138
68 ran = RANDOM (); 139 /*
140 * Make a call to get two 32 bit unsigned random numbers, and just to
141 * a little bitshifting.
142 */
143 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31);
69 144
70 if (op->type != PLAYER) 145 if (op->type != PLAYER)
71 return ((ran % diff) + min); 146 return ((ran % diff) + min);
72 147
73 luck = op->stats.luck; 148 luck = op->stats.luck;
74 if (RANDOM () % base < MIN (10, abs (luck))) 149 if (rndm (base) < MIN (10, abs (luck)))
75 { 150 {
76 /* we have a winner */ 151 /* we have a winner */
77 ((luck > 0) ? (luck = 1) : (luck = -1)); 152 ((luck > 0) ? (luck = 1) : (luck = -1));
78 diff -= luck; 153 diff -= luck;
79 if (diff < 1) 154 if (diff < 1)
80 return (omin); /*check again */ 155 return (omin); /*check again */
81 ((goodbad) ? (min += luck) : (diff)); 156 ((goodbad) ? (min += luck) : (diff));
82 157
83 return (MAX (omin, MIN (max, (ran % diff) + min))); 158 return (MAX (omin, MIN (max, (ran % diff) + min)));
84 } 159 }
85 return ((ran % diff) + min);
86}
87 160
88/*
89 * This is a 64 bit version of random_roll above. This is needed
90 * for exp loss calculations for players changing religions.
91 */
92
93sint64
94random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
95{
96 sint64 omin, diff, luck, ran;
97 int base;
98
99 omin = min;
100 diff = max - min + 1;
101 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
102
103 if (max < 1 || diff < 1)
104 {
105 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
106 return (min); /* avoids a float exception */
107 }
108
109 /* Don't know of a portable call to get 64 bit random values.
110 * So make a call to get two 32 bit random numbers, and just to
111 * a little byteshifting. Do make sure the first one is only
112 * 32 bit, so we don't get skewed results
113 */
114 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
115
116 if (op->type != PLAYER)
117 return ((ran % diff) + min);
118
119 luck = op->stats.luck;
120 if (RANDOM () % base < MIN (10, abs (luck)))
121 {
122 /* we have a winner */
123 ((luck > 0) ? (luck = 1) : (luck = -1));
124 diff -= luck;
125 if (diff < 1)
126 return (omin); /*check again */
127 ((goodbad) ? (min += luck) : (diff));
128
129 return (MAX (omin, MIN (max, (ran % diff) + min)));
130 }
131 return ((ran % diff) + min); 161 return ((ran % diff) + min);
132} 162}
133 163
134/* 164/*
135 * 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,
140 */ 170 */
141 171
142int 172int
143die_roll (int num, int size, const object *op, int goodbad) 173die_roll (int num, int size, const object *op, int goodbad)
144{ 174{
145 int min, diff, luck, total, i, gotlucky, base, ran; 175 int min, diff, luck, total, i, gotlucky, base;
146 176
147 diff = size; 177 diff = size;
148 min = 1; 178 min = 1;
149 luck = total = gotlucky = 0; 179 luck = total = gotlucky = 0;
150 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 180 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
157 if (op->type == PLAYER) 187 if (op->type == PLAYER)
158 luck = op->stats.luck; 188 luck = op->stats.luck;
159 189
160 for (i = 0; i < num; i++) 190 for (i = 0; i < num; i++)
161 { 191 {
162 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) 192 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
163 { 193 {
164 /* we have a winner */ 194 /* we have a winner */
165 gotlucky++; 195 gotlucky++;
166 ((luck > 0) ? (luck = 1) : (luck = -1)); 196 ((luck > 0) ? (luck = 1) : (luck = -1));
167 diff -= luck; 197 diff -= luck;
168 if (diff < 1) 198 if (diff < 1)
169 return (num); /*check again */ 199 return (num); /*check again */
170 ((goodbad) ? (min += luck) : (diff)); 200 ((goodbad) ? (min += luck) : (diff));
171 ran = RANDOM ();
172 total += MAX (1, MIN (size, (ran % diff) + min)); 201 total += MAX (1, MIN (size, rndm (diff) + min));
173 } 202 }
174 else 203 else
175 {
176 total += RANDOM () % size + 1; 204 total += rndm (size) + 1;
177 }
178 } 205 }
206
179 return (total); 207 return total;
180}
181
182/*
183 * Another convenience function. Returns a number between min and max.
184 * It is suggested one use these functions rather than RANDOM()%, as it
185 * would appear that a number of off-by-one-errors exist due to improper
186 * use of %. This should also prevent SIGFPE.
187 */
188
189int
190rndm (int min, int max)
191{
192 int diff;
193
194 diff = max - min + 1;
195 if (max < 1 || diff < 1)
196 return (min);
197
198 return (RANDOM () % diff + min);
199} 208}
200 209
201/* decay and destroy perishable items in a map */ 210/* decay and destroy perishable items in a map */
202void 211void
203maptile::decay_objects () 212maptile::decay_objects ()
242 if (op->stats.food < 0) 251 if (op->stats.food < 0)
243 destroy = 1; 252 destroy = 1;
244 } 253 }
245 else 254 else
246 { 255 {
247 int mat = op->material; 256 int mat = op->materials;
248 257
249 if (mat & M_PAPER 258 if (mat & M_PAPER
250 || mat & M_LEATHER 259 || mat & M_LEATHER
251 || mat & M_WOOD 260 || mat & M_WOOD
252 || mat & M_ORGANIC 261 || mat & M_ORGANIC
267} 276}
268 277
269/* convert materialname to materialtype_t */ 278/* convert materialname to materialtype_t */
270 279
271materialtype_t * 280materialtype_t *
272name_to_material (const char *name) 281name_to_material (const shstr &name)
273{ 282{
274 materialtype_t *mt, *nmt; 283 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
275 284 if (name == mt->name)
276 mt = NULL;
277 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
278 {
279 if (strcmp (name, nmt->name) == 0)
280 {
281 mt = nmt;
282 break;
283 }
284 }
285 return mt; 285 return mt;
286
287 return materialt;
286} 288}
287 289
288/* when doing transmutation of objects, we have to recheck the resistances, 290/* when doing transmutation of objects, we have to recheck the resistances,
289 * as some that did not apply previously, may apply now. 291 * as some that did not apply previously, may apply now.
290 */ 292 */
339 341
340 if (nmt == NULL) 342 if (nmt == NULL)
341 { 343 {
342 lmt = NULL; 344 lmt = NULL;
343#ifndef NEW_MATERIAL_CODE 345#ifndef NEW_MATERIAL_CODE
344 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 346 for (mt = materialt; mt && mt->next; mt = mt->next)
345 { 347 {
346 if (op->material & mt->material) 348 if (op->materials & mt->material)
347 { 349 {
348 lmt = mt; 350 lmt = mt;
349 break; 351 break;
350 } 352 }
351 } 353 }
352 354
353#else 355#else
354 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 356 for (mt = materialt; mt && mt->next; mt = mt->next)
355 { 357 {
356 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 358 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
357 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 359 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
358 { 360 {
359 lmt = mt; 361 lmt = mt;
360 if (!(op->is_weapon () || op->is_armor ())) 362 if (!(op->is_weapon () || op->is_armor ()))
361 break; 363 break;
379 { 381 {
380 op->stats.dam += lmt->damage; 382 op->stats.dam += lmt->damage;
381 if (op->stats.dam < 1) 383 if (op->stats.dam < 1)
382 op->stats.dam = 1; 384 op->stats.dam = 1;
383 } 385 }
386
384 if (op->stats.sp && op->type == BOW) 387 if (op->stats.sp && op->type == BOW)
385 op->stats.sp += lmt->sp; 388 op->stats.sp += lmt->sp;
386 if (op->stats.wc && op->is_weapon ()) 389 if (op->stats.wc && op->is_weapon ())
387 op->stats.wc += lmt->wc; 390 op->stats.wc += lmt->wc;
388 if (op->is_armor ()) 391 if (op->is_armor ())
397 op->resist[j] = 100; 400 op->resist[j] = 100;
398 if (op->resist[j] < -100) 401 if (op->resist[j] < -100)
399 op->resist[j] = -100; 402 op->resist[j] = -100;
400 } 403 }
401 } 404 }
402 op->materialname = add_string (lmt->name); 405 op->materialname = lmt->name;
403 /* dont make it unstackable if it doesn't need to be */ 406 /* dont make it unstackable if it doesn't need to be */
404 if (op->is_weapon () || op->is_armor ()) 407 if (op->is_weapon () || op->is_armor ())
405 { 408 {
406 op->weight = (op->weight * lmt->weight) / 100; 409 op->weight = (op->weight * lmt->weight) / 100;
407 op->value = (op->value * lmt->value) / 100; 410 op->value = (op->value * lmt->value) / 100;
544 return; 547 return;
545} 548}
546 549
547///////////////////////////////////////////////////////////////////////////// 550/////////////////////////////////////////////////////////////////////////////
548 551
552void
553fork_abort (const char *msg)
554{
555 if (!fork ())
556 {
557 signal (SIGABRT, SIG_DFL);
558 abort ();
559 }
560
561 LOG (llevError, "fork abort: %s\n", msg);
562}
563
549void *salloc_ (int n) throw (std::bad_alloc) 564void *salloc_ (int n) throw (std::bad_alloc)
550{ 565{
566#ifdef PREFER_MALLOC
567 void *ptr = malloc (n);
568#else
551 void *ptr = g_slice_alloc (n); 569 void *ptr = g_slice_alloc (n);
570#endif
552 571
553 if (!ptr) 572 if (!ptr)
554 throw std::bad_alloc (); 573 throw std::bad_alloc ();
555 574
556 return ptr; 575 return ptr;

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