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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.37 by root, Mon Jan 15 02:39:40 2007 UTC vs.
Revision 1.67 by root, Tue Oct 16 05:34:24 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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
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 3 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, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 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>
23*/ 22 */
24 23
25/* 24/*
26 * General convenience functions for crossfire. 25 * General convenience functions for crossfire.
27 */ 26 */
28 27
36#include <global.h> 35#include <global.h>
37#include <funcpoint.h> 36#include <funcpoint.h>
38#include <material.h> 37#include <material.h>
39 38
40#include <glib.h> 39#include <glib.h>
40
41refcnt_base::refcnt_t refcnt_dummy;
42size_t slice_alloc;
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}
41 80
42/* 81/*
43 * The random functions here take luck into account when rolling random 82 * The random functions here take luck into account when rolling random
44 * 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
45 * difference becomes in the random numbers. IE, the effect is lessened 84 * difference becomes in the random numbers. IE, the effect is lessened
52 * 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,
53 * 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.
54 * Generally, op should be the player/caster/hitter requesting the roll, 93 * Generally, op should be the player/caster/hitter requesting the roll,
55 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 94 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
56 */ 95 */
57
58int 96int
59random_roll (int min, int max, const object *op, int goodbad) 97random_roll (int r_min, int r_max, const object *op, int goodbad)
60{ 98{
61 int omin, diff, luck, base, ran; 99 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
62 100
63 omin = min; 101 if (r_max < r_min)
64 diff = max - min + 1;
65 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
66
67 if (max < 1 || diff < 1)
68 { 102 {
69 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);
70 return (min); /* avoids a float exception */ 134 return (min); /* avoids a float exception */
71 } 135 }
72 136
73 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);
74 142
75 if (op->type != PLAYER) 143 if (op->type != PLAYER)
76 return ((ran % diff) + min); 144 return ((ran % diff) + min);
77 145
78 luck = op->stats.luck; 146 int luck = op->stats.luck;
147
79 if (RANDOM () % base < MIN (10, abs (luck))) 148 if (rndm (base) < MIN (10, abs (luck)))
80 { 149 {
81 /* we have a winner */ 150 /* we have a winner */
82 ((luck > 0) ? (luck = 1) : (luck = -1)); 151 ((luck > 0) ? (luck = 1) : (luck = -1));
83 diff -= luck; 152 diff -= luck;
84 if (diff < 1) 153 if (diff < 1)
85 return (omin); /*check again */ 154 return (omin); /*check again */
155
86 ((goodbad) ? (min += luck) : (diff)); 156 ((goodbad) ? (min += luck) : (diff));
87 157
88 return (MAX (omin, MIN (max, (ran % diff) + min))); 158 return (MAX (omin, MIN (max, (ran % diff) + min)));
89 } 159 }
160
90 return ((ran % diff) + min); 161 return ran % diff + min;
91}
92
93/*
94 * This is a 64 bit version of random_roll above. This is needed
95 * for exp loss calculations for players changing religions.
96 */
97
98sint64
99random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
100{
101 sint64 omin, diff, luck, ran;
102 int base;
103
104 omin = min;
105 diff = max - min + 1;
106 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
107
108 if (max < 1 || diff < 1)
109 {
110 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
111 return (min); /* avoids a float exception */
112 }
113
114 /* Don't know of a portable call to get 64 bit random values.
115 * So make a call to get two 32 bit random numbers, and just to
116 * a little byteshifting. Do make sure the first one is only
117 * 32 bit, so we don't get skewed results
118 */
119 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
120
121 if (op->type != PLAYER)
122 return ((ran % diff) + min);
123
124 luck = op->stats.luck;
125 if (RANDOM () % base < MIN (10, abs (luck)))
126 {
127 /* we have a winner */
128 ((luck > 0) ? (luck = 1) : (luck = -1));
129 diff -= luck;
130 if (diff < 1)
131 return (omin); /*check again */
132 ((goodbad) ? (min += luck) : (diff));
133
134 return (MAX (omin, MIN (max, (ran % diff) + min)));
135 }
136 return ((ran % diff) + min);
137} 162}
138 163
139/* 164/*
140 * 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,
141 * 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.
142 * Generally, op should be the player/caster/hitter requesting the roll, 167 * Generally, op should be the player/caster/hitter requesting the roll,
143 * not the recipient (ie, the poor slob getting hit). 168 * not the recipient (ie, the poor slob getting hit).
144 * The args are num D size (ie 4d6) [garbled 20010916] 169 * The args are num D size (ie 4d6) [garbled 20010916]
145 */ 170 */
146
147int 171int
148die_roll (int num, int size, const object *op, int goodbad) 172die_roll (int num, int size, const object *op, int goodbad)
149{ 173{
150 int min, diff, luck, total, i, gotlucky, base, ran; 174 int min, luck, total, i, gotlucky;
151 175
152 diff = size; 176 int diff = size;
153 min = 1; 177 min = 1;
154 luck = total = gotlucky = 0; 178 luck = total = gotlucky = 0;
155 ((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
156 if (size < 2 || diff < 1) 181 if (size < 2 || diff < 1)
157 { 182 {
158 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);
159 return (num); /* avoids a float exception */ 184 return num; /* avoids a float exception */
160 } 185 }
161 186
162 if (op->type == PLAYER) 187 if (op->type == PLAYER)
163 luck = op->stats.luck; 188 luck = op->stats.luck;
164 189
165 for (i = 0; i < num; i++) 190 for (i = 0; i < num; i++)
166 { 191 {
167 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) 192 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
168 { 193 {
169 /* we have a winner */ 194 /* we have a winner */
170 gotlucky++; 195 gotlucky++;
171 ((luck > 0) ? (luck = 1) : (luck = -1)); 196 ((luck > 0) ? (luck = 1) : (luck = -1));
172 diff -= luck; 197 diff -= luck;
173 if (diff < 1) 198 if (diff < 1)
174 return (num); /*check again */ 199 return (num); /*check again */
175 ((goodbad) ? (min += luck) : (diff)); 200 ((goodbad) ? (min += luck) : (diff));
176 ran = RANDOM ();
177 total += MAX (1, MIN (size, (ran % diff) + min)); 201 total += MAX (1, MIN (size, rndm (diff) + min));
178 } 202 }
179 else 203 else
180 {
181 total += RANDOM () % size + 1; 204 total += rndm (size) + 1;
182 }
183 } 205 }
206
184 return (total); 207 return total;
185}
186
187/*
188 * Another convenience function. Returns a number between min and max.
189 * It is suggested one use these functions rather than RANDOM()%, as it
190 * would appear that a number of off-by-one-errors exist due to improper
191 * use of %. This should also prevent SIGFPE.
192 */
193
194int
195rndm (int min, int max)
196{
197 int diff;
198
199 diff = max - min + 1;
200 if (max < 1 || diff < 1)
201 return (min);
202
203 return (RANDOM () % diff + min);
204}
205
206/* decay and destroy perishable items in a map */
207void
208maptile::decay_objects ()
209{
210 if (!spaces)
211 return;
212
213 for (mapspace *ms = spaces + size (); ms-- > spaces; )
214 for (object *above, *op = ms->bot; op; op = above)
215 {
216 above = op->above;
217
218 bool destroy = 0;
219
220 // do not decay anything above unique floor tiles (yet :)
221 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
222 break;
223
224 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
225 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
226 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
227 || QUERY_FLAG (op, FLAG_UNIQUE)
228 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
229 || QUERY_FLAG (op, FLAG_UNPAID)
230 || op->is_alive ())
231 ; // do not decay
232 else if (op->is_weapon ())
233 {
234 op->stats.dam--;
235 if (op->stats.dam < 0)
236 destroy = 1;
237 }
238 else if (op->is_armor ())
239 {
240 op->stats.ac--;
241 if (op->stats.ac < 0)
242 destroy = 1;
243 }
244 else if (op->type == FOOD)
245 {
246 op->stats.food -= rndm (5, 20);
247 if (op->stats.food < 0)
248 destroy = 1;
249 }
250 else
251 {
252 int mat = op->material;
253
254 if (mat & M_PAPER
255 || mat & M_LEATHER
256 || mat & M_WOOD
257 || mat & M_ORGANIC
258 || mat & M_CLOTH
259 || mat & M_LIQUID
260 || (mat & M_IRON && rndm (1, 5) == 1)
261 || (mat & M_GLASS && rndm (1, 2) == 1)
262 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
263 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
264 || (mat & M_ICE && temp > 32))
265 destroy = 1;
266 }
267
268 /* adjust overall chance below */
269 if (destroy && rndm (0, 1))
270 op->destroy ();
271 }
272} 208}
273 209
274/* convert materialname to materialtype_t */ 210/* convert materialname to materialtype_t */
275 211
276materialtype_t * 212materialtype_t *
277name_to_material (const char *name) 213name_to_material (const shstr &name)
278{ 214{
279 materialtype_t *mt, *nmt; 215 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
216 if (name == mt->name)
217 return mt;
280 218
281 mt = NULL;
282 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
283 {
284 if (strcmp (name, nmt->name) == 0)
285 {
286 mt = nmt;
287 break;
288 }
289 }
290 return mt; 219 return 0;
291} 220}
292 221
293/* when doing transmutation of objects, we have to recheck the resistances, 222/* when doing transmutation of objects, we have to recheck the resistances,
294 * as some that did not apply previously, may apply now. 223 * as some that did not apply previously, may apply now.
295 */ 224 */
296
297void 225void
298transmute_materialname (object *op, const object *change) 226transmute_materialname (object *op, const object *change)
299{ 227{
300 materialtype_t *mt; 228 materialtype_t *mt;
301 int j; 229 int j;
310 return; 238 return;
311 239
312 mt = name_to_material (op->materialname); 240 mt = name_to_material (op->materialname);
313 if (!mt) 241 if (!mt)
314 { 242 {
315 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname); 243 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname);
316 return; 244 return;
317 } 245 }
318 246
319 for (j = 0; j < NROFATTACKS; j++) 247 for (j = 0; j < NROFATTACKS; j++)
320 if (op->resist[j] == 0 && change->resist[j] != 0) 248 if (op->resist[j] == 0 && change->resist[j] != 0)
331void 259void
332set_materialname (object *op, int difficulty, materialtype_t *nmt) 260set_materialname (object *op, int difficulty, materialtype_t *nmt)
333{ 261{
334 materialtype_t *mt, *lmt; 262 materialtype_t *mt, *lmt;
335 263
336#ifdef NEW_MATERIAL_CODE
337 int j;
338#endif
339
340 if (op->materialname != NULL) 264 if (op->materialname != NULL)
341 return; 265 return;
342 266
343
344
345 if (nmt == NULL) 267 if (nmt == NULL)
346 { 268 {
347 lmt = NULL; 269 lmt = NULL;
348#ifndef NEW_MATERIAL_CODE 270
349 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 271 for (mt = materialt; mt && mt->next; mt = mt->next)
350 { 272 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
351 if (op->material & mt->material) 273 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
352 { 274 {
353 lmt = mt; 275 lmt = mt;
276 if (!(op->is_weapon () || op->is_armor ()))
354 break; 277 break;
355 } 278 }
356 }
357
358#else
359 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
360 {
361 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
362 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
363 {
364 lmt = mt;
365 if (!(op->is_weapon () || op->is_armor ()))
366 break;
367 }
368 }
369#endif
370 } 279 }
371 else 280 else
372 {
373 lmt = nmt; 281 lmt = nmt;
374 }
375 282
376 if (lmt != NULL) 283 if (lmt != NULL)
377 { 284 {
378#ifndef NEW_MATERIAL_CODE
379 op->materialname = lmt->name;
380 return;
381#else
382
383 if (op->stats.dam && op->is_weapon ()) 285 if (op->stats.dam && op->is_weapon ())
384 { 286 {
385 op->stats.dam += lmt->damage; 287 op->stats.dam += lmt->damage;
386 if (op->stats.dam < 1) 288 if (op->stats.dam < 1)
387 op->stats.dam = 1; 289 op->stats.dam = 1;
388 } 290 }
291
389 if (op->stats.sp && op->type == BOW) 292 if (op->stats.sp && op->type == BOW)
390 op->stats.sp += lmt->sp; 293 op->stats.sp += lmt->sp;
391 if (op->stats.wc && op->is_weapon ()) 294 if (op->stats.wc && op->is_weapon ())
392 op->stats.wc += lmt->wc; 295 op->stats.wc += lmt->wc;
393 if (op->is_armor ()) 296 if (op->is_armor ())
394 { 297 {
395 if (op->stats.ac) 298 if (op->stats.ac)
396 op->stats.ac += lmt->ac; 299 op->stats.ac += lmt->ac;
300
397 for (j = 0; j < NROFATTACKS; j++) 301 for (int j = 0; j < NROFATTACKS; j++)
398 if (op->resist[j] != 0) 302 if (op->resist[j] != 0)
399 { 303 {
400 op->resist[j] += lmt->mod[j]; 304 op->resist[j] += lmt->mod[j];
401 if (op->resist[j] > 100) 305 if (op->resist[j] > 100)
402 op->resist[j] = 100; 306 op->resist[j] = 100;
403 if (op->resist[j] < -100) 307 if (op->resist[j] < -100)
404 op->resist[j] = -100; 308 op->resist[j] = -100;
405 } 309 }
406 } 310 }
311
407 op->materialname = add_string (lmt->name); 312 op->materialname = lmt->name;
408 /* dont make it unstackable if it doesn't need to be */ 313 /* dont make it unstackable if it doesn't need to be */
409 if (op->is_weapon () || op->is_armor ()) 314 if (op->is_weapon () || op->is_armor ())
410 { 315 {
411 op->weight = (op->weight * lmt->weight) / 100; 316 op->weight = (op->weight * lmt->weight) / 100;
412 op->value = (op->value * lmt->value) / 100; 317 op->value = (op->value * lmt->value) / 100;
413 } 318 }
414#endif
415 } 319 }
416} 320}
417 321
418/* 322/*
419 * Strip out the media tags from a String. 323 * Strip out the media tags from a String.
514 * a 'list' for the purposes here, is a string of items, seperated by commas, except 418 * a 'list' for the purposes here, is a string of items, seperated by commas, except
515 * for the last entry, which has an 'and' before it, and a full stop (period) after it. 419 * for the last entry, which has an 'and' before it, and a full stop (period) after it.
516 * This function will also strip all trailing non alphanumeric characters. 420 * This function will also strip all trailing non alphanumeric characters.
517 * It does not insert an oxford comma. 421 * It does not insert an oxford comma.
518 */ 422 */
519
520void 423void
521make_list_like (char *input) 424make_list_like (char *input)
522{ 425{
523 char *p, tmp[MAX_BUF]; 426 char *p, tmp[MAX_BUF];
524 int i; 427 int i;
552///////////////////////////////////////////////////////////////////////////// 455/////////////////////////////////////////////////////////////////////////////
553 456
554void 457void
555fork_abort (const char *msg) 458fork_abort (const char *msg)
556{ 459{
460 if (!fork ())
461 {
462 signal (SIGABRT, SIG_DFL);
463 // try to put corefiles into a subdirectory, if existing, to allow
464 // an administrator to reduce the I/O load.
465 chdir ("cores");
466 abort ();
467 }
468
557 LOG (llevError, "fork abort: %s\n", msg); 469 LOG (llevError, "fork abort: %s\n", msg);
558 if (!fork ())
559 {
560 signal (SIGABRT, SIG_DFL);
561 abort ();
562 }
563
564} 470}
471
565void *salloc_ (int n) throw (std::bad_alloc) 472void *salloc_ (int n) throw (std::bad_alloc)
566{ 473{
474#ifdef PREFER_MALLOC
475 void *ptr = malloc (n);
476#else
477 slice_alloc += n;
567 void *ptr = g_slice_alloc (n); 478 void *ptr = g_slice_alloc (n);
479#endif
568 480
569 if (!ptr) 481 if (!ptr)
570 throw std::bad_alloc (); 482 throw std::bad_alloc ();
571 483
572 return ptr; 484 return ptr;
606 } 518 }
607 else 519 else
608 memcpy (dst, src, len + 1); 520 memcpy (dst, src, len + 1);
609} 521}
610 522
523const char *
524format (const char *format, ...)
525{
526 static dynbuf_text buf;
527
528 buf.clear ();
529
530 va_list ap;
531 va_start (ap, format);
532 buf.vprintf (format, ap);
533 va_end (ap);
534
535 return buf;
536}
537
611tstamp now () 538tstamp now ()
612{ 539{
613 struct timeval tv; 540 struct timeval tv;
614 541
615 gettimeofday (&tv, 0); 542 gettimeofday (&tv, 0);
624 551
625 int diff = (b - a) & 7; 552 int diff = (b - a) & 7;
626 return diff <= 1 || diff >= 7; 553 return diff <= 1 || diff >= 7;
627} 554}
628 555
556/* crc32 0xdebb20e3 table and supplementary functions. */
557extern const uint32_t crc_32_tab[256] =
558{
559 0x00000000UL, 0x77073096UL, 0xee0e612cUL, 0x990951baUL, 0x076dc419UL,
560 0x706af48fUL, 0xe963a535UL, 0x9e6495a3UL, 0x0edb8832UL, 0x79dcb8a4UL,
561 0xe0d5e91eUL, 0x97d2d988UL, 0x09b64c2bUL, 0x7eb17cbdUL, 0xe7b82d07UL,
562 0x90bf1d91UL, 0x1db71064UL, 0x6ab020f2UL, 0xf3b97148UL, 0x84be41deUL,
563 0x1adad47dUL, 0x6ddde4ebUL, 0xf4d4b551UL, 0x83d385c7UL, 0x136c9856UL,
564 0x646ba8c0UL, 0xfd62f97aUL, 0x8a65c9ecUL, 0x14015c4fUL, 0x63066cd9UL,
565 0xfa0f3d63UL, 0x8d080df5UL, 0x3b6e20c8UL, 0x4c69105eUL, 0xd56041e4UL,
566 0xa2677172UL, 0x3c03e4d1UL, 0x4b04d447UL, 0xd20d85fdUL, 0xa50ab56bUL,
567 0x35b5a8faUL, 0x42b2986cUL, 0xdbbbc9d6UL, 0xacbcf940UL, 0x32d86ce3UL,
568 0x45df5c75UL, 0xdcd60dcfUL, 0xabd13d59UL, 0x26d930acUL, 0x51de003aUL,
569 0xc8d75180UL, 0xbfd06116UL, 0x21b4f4b5UL, 0x56b3c423UL, 0xcfba9599UL,
570 0xb8bda50fUL, 0x2802b89eUL, 0x5f058808UL, 0xc60cd9b2UL, 0xb10be924UL,
571 0x2f6f7c87UL, 0x58684c11UL, 0xc1611dabUL, 0xb6662d3dUL, 0x76dc4190UL,
572 0x01db7106UL, 0x98d220bcUL, 0xefd5102aUL, 0x71b18589UL, 0x06b6b51fUL,
573 0x9fbfe4a5UL, 0xe8b8d433UL, 0x7807c9a2UL, 0x0f00f934UL, 0x9609a88eUL,
574 0xe10e9818UL, 0x7f6a0dbbUL, 0x086d3d2dUL, 0x91646c97UL, 0xe6635c01UL,
575 0x6b6b51f4UL, 0x1c6c6162UL, 0x856530d8UL, 0xf262004eUL, 0x6c0695edUL,
576 0x1b01a57bUL, 0x8208f4c1UL, 0xf50fc457UL, 0x65b0d9c6UL, 0x12b7e950UL,
577 0x8bbeb8eaUL, 0xfcb9887cUL, 0x62dd1ddfUL, 0x15da2d49UL, 0x8cd37cf3UL,
578 0xfbd44c65UL, 0x4db26158UL, 0x3ab551ceUL, 0xa3bc0074UL, 0xd4bb30e2UL,
579 0x4adfa541UL, 0x3dd895d7UL, 0xa4d1c46dUL, 0xd3d6f4fbUL, 0x4369e96aUL,
580 0x346ed9fcUL, 0xad678846UL, 0xda60b8d0UL, 0x44042d73UL, 0x33031de5UL,
581 0xaa0a4c5fUL, 0xdd0d7cc9UL, 0x5005713cUL, 0x270241aaUL, 0xbe0b1010UL,
582 0xc90c2086UL, 0x5768b525UL, 0x206f85b3UL, 0xb966d409UL, 0xce61e49fUL,
583 0x5edef90eUL, 0x29d9c998UL, 0xb0d09822UL, 0xc7d7a8b4UL, 0x59b33d17UL,
584 0x2eb40d81UL, 0xb7bd5c3bUL, 0xc0ba6cadUL, 0xedb88320UL, 0x9abfb3b6UL,
585 0x03b6e20cUL, 0x74b1d29aUL, 0xead54739UL, 0x9dd277afUL, 0x04db2615UL,
586 0x73dc1683UL, 0xe3630b12UL, 0x94643b84UL, 0x0d6d6a3eUL, 0x7a6a5aa8UL,
587 0xe40ecf0bUL, 0x9309ff9dUL, 0x0a00ae27UL, 0x7d079eb1UL, 0xf00f9344UL,
588 0x8708a3d2UL, 0x1e01f268UL, 0x6906c2feUL, 0xf762575dUL, 0x806567cbUL,
589 0x196c3671UL, 0x6e6b06e7UL, 0xfed41b76UL, 0x89d32be0UL, 0x10da7a5aUL,
590 0x67dd4accUL, 0xf9b9df6fUL, 0x8ebeeff9UL, 0x17b7be43UL, 0x60b08ed5UL,
591 0xd6d6a3e8UL, 0xa1d1937eUL, 0x38d8c2c4UL, 0x4fdff252UL, 0xd1bb67f1UL,
592 0xa6bc5767UL, 0x3fb506ddUL, 0x48b2364bUL, 0xd80d2bdaUL, 0xaf0a1b4cUL,
593 0x36034af6UL, 0x41047a60UL, 0xdf60efc3UL, 0xa867df55UL, 0x316e8eefUL,
594 0x4669be79UL, 0xcb61b38cUL, 0xbc66831aUL, 0x256fd2a0UL, 0x5268e236UL,
595 0xcc0c7795UL, 0xbb0b4703UL, 0x220216b9UL, 0x5505262fUL, 0xc5ba3bbeUL,
596 0xb2bd0b28UL, 0x2bb45a92UL, 0x5cb36a04UL, 0xc2d7ffa7UL, 0xb5d0cf31UL,
597 0x2cd99e8bUL, 0x5bdeae1dUL, 0x9b64c2b0UL, 0xec63f226UL, 0x756aa39cUL,
598 0x026d930aUL, 0x9c0906a9UL, 0xeb0e363fUL, 0x72076785UL, 0x05005713UL,
599 0x95bf4a82UL, 0xe2b87a14UL, 0x7bb12baeUL, 0x0cb61b38UL, 0x92d28e9bUL,
600 0xe5d5be0dUL, 0x7cdcefb7UL, 0x0bdbdf21UL, 0x86d3d2d4UL, 0xf1d4e242UL,
601 0x68ddb3f8UL, 0x1fda836eUL, 0x81be16cdUL, 0xf6b9265bUL, 0x6fb077e1UL,
602 0x18b74777UL, 0x88085ae6UL, 0xff0f6a70UL, 0x66063bcaUL, 0x11010b5cUL,
603 0x8f659effUL, 0xf862ae69UL, 0x616bffd3UL, 0x166ccf45UL, 0xa00ae278UL,
604 0xd70dd2eeUL, 0x4e048354UL, 0x3903b3c2UL, 0xa7672661UL, 0xd06016f7UL,
605 0x4969474dUL, 0x3e6e77dbUL, 0xaed16a4aUL, 0xd9d65adcUL, 0x40df0b66UL,
606 0x37d83bf0UL, 0xa9bcae53UL, 0xdebb9ec5UL, 0x47b2cf7fUL, 0x30b5ffe9UL,
607 0xbdbdf21cUL, 0xcabac28aUL, 0x53b39330UL, 0x24b4a3a6UL, 0xbad03605UL,
608 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
609 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
610 0x2d02ef8dL
611};
612

Diff Legend

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