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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 1.38 by root, Mon Jan 15 02:42:15 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
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
97 diff = max - min + 1; 105 diff = max - min + 1;
98 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 106 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
99 107
100 if (max < 1 || diff < 1) 108 if (max < 1 || diff < 1)
101 { 109 {
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); 110 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
106#endif
107 return (min); /* avoids a float exception */ 111 return (min); /* avoids a float exception */
108 } 112 }
109 113
110 /* Don't know of a portable call to get 64 bit random values. 114 /* 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 115 * So make a call to get two 32 bit random numbers, and just to
197 return (min); 201 return (min);
198 202
199 return (RANDOM () % diff + min); 203 return (RANDOM () % diff + min);
200} 204}
201 205
202/* decay and destroy persihable items in a map */ 206/* decay and destroy perishable items in a map */
203
204void 207void
205decay_objects (maptile *m) 208maptile::decay_objects ()
206{ 209{
207 int x, y, destroy; 210 if (!spaces)
208 object *op, *otmp;
209
210 if (m->unique)
211 return; 211 return;
212 212
213 for (x = 0; x < MAP_WIDTH (m); x++) 213 for (mapspace *ms = spaces + size (); ms-- > spaces; )
214 for (y = 0; y < MAP_HEIGHT (m); y++) 214 for (object *above, *op = ms->bot; op; op = above)
215 for (op = get_map_ob (m, x, y); op; op = otmp)
216 { 215 {
216 above = op->above;
217
217 destroy = 0; 218 bool destroy = 0;
218 otmp = op->above; 219
220 // do not decay anything above unique floor tiles (yet :)
219 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 221 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
220 break; 222 break;
223
221 if (QUERY_FLAG (op, FLAG_IS_FLOOR) || 224 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
222 QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) || 225 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
223 QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) || 226 || 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)) 227 || QUERY_FLAG (op, FLAG_UNIQUE)
225 continue; 228 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
226 /* otherwise, we decay and destroy */ 229 || QUERY_FLAG (op, FLAG_UNPAID)
227 if (IS_WEAPON (op)) 230 || op->is_alive ())
231 ; // do not decay
232 else if (op->is_weapon ())
228 { 233 {
229 op->stats.dam--; 234 op->stats.dam--;
230 if (op->stats.dam < 0) 235 if (op->stats.dam < 0)
231 destroy = 1; 236 destroy = 1;
232 } 237 }
233 else if (IS_ARMOR (op)) 238 else if (op->is_armor ())
234 { 239 {
235 op->stats.ac--; 240 op->stats.ac--;
236 if (op->stats.ac < 0) 241 if (op->stats.ac < 0)
237 destroy = 1; 242 destroy = 1;
238 } 243 }
239 else if (op->type == FOOD) 244 else if (op->type == FOOD)
240 { 245 {
241 op->stats.food -= rndm (5, 20); 246 op->stats.food -= rndm (5, 20);
242 if (op->stats.food < 0) 247 if (op->stats.food < 0)
243 destroy = 1; 248 destroy = 1;
244 } 249 }
245 else 250 else
246 { 251 {
247 if (op->material & M_PAPER || op->material & M_LEATHER || 252 int mat = op->material;
248 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID) 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))
249 destroy = 1; 265 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 } 266 }
267
261 /* adjust overall chance below */ 268 /* adjust overall chance below */
262 if (destroy && rndm (0, 1)) 269 if (destroy && rndm (0, 1))
263 { 270 op->destroy ();
264 remove_ob (op);
265 free_object (op);
266 }
267 } 271 }
268} 272}
269 273
270/* convert materialname to materialtype_t */ 274/* convert materialname to materialtype_t */
271 275
272materialtype_t * 276materialtype_t *
300 return; 304 return;
301 305
302 if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) 306 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
303 return; 307 return;
304 308
305 if (!IS_ARMOR (op)) 309 if (!op->is_armor ())
306 return; 310 return;
307 311
308 mt = name_to_material (op->materialname); 312 mt = name_to_material (op->materialname);
309 if (!mt) 313 if (!mt)
310 { 314 {
356 { 360 {
357 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 361 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
358 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 362 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
359 { 363 {
360 lmt = mt; 364 lmt = mt;
361 if (!(IS_WEAPON (op) || IS_ARMOR (op))) 365 if (!(op->is_weapon () || op->is_armor ()))
362 break; 366 break;
363 } 367 }
364 } 368 }
365#endif 369#endif
366 } 370 }
374#ifndef NEW_MATERIAL_CODE 378#ifndef NEW_MATERIAL_CODE
375 op->materialname = lmt->name; 379 op->materialname = lmt->name;
376 return; 380 return;
377#else 381#else
378 382
379 if (op->stats.dam && IS_WEAPON (op)) 383 if (op->stats.dam && op->is_weapon ())
380 { 384 {
381 op->stats.dam += lmt->damage; 385 op->stats.dam += lmt->damage;
382 if (op->stats.dam < 1) 386 if (op->stats.dam < 1)
383 op->stats.dam = 1; 387 op->stats.dam = 1;
384 } 388 }
385 if (op->stats.sp && op->type == BOW) 389 if (op->stats.sp && op->type == BOW)
386 op->stats.sp += lmt->sp; 390 op->stats.sp += lmt->sp;
387 if (op->stats.wc && IS_WEAPON (op)) 391 if (op->stats.wc && op->is_weapon ())
388 op->stats.wc += lmt->wc; 392 op->stats.wc += lmt->wc;
389 if (IS_ARMOR (op)) 393 if (op->is_armor ())
390 { 394 {
391 if (op->stats.ac) 395 if (op->stats.ac)
392 op->stats.ac += lmt->ac; 396 op->stats.ac += lmt->ac;
393 for (j = 0; j < NROFATTACKS; j++) 397 for (j = 0; j < NROFATTACKS; j++)
394 if (op->resist[j] != 0) 398 if (op->resist[j] != 0)
400 op->resist[j] = -100; 404 op->resist[j] = -100;
401 } 405 }
402 } 406 }
403 op->materialname = add_string (lmt->name); 407 op->materialname = add_string (lmt->name);
404 /* dont make it unstackable if it doesn't need to be */ 408 /* dont make it unstackable if it doesn't need to be */
405 if (IS_WEAPON (op) || IS_ARMOR (op)) 409 if (op->is_weapon () || op->is_armor ())
406 { 410 {
407 op->weight = (op->weight * lmt->weight) / 100; 411 op->weight = (op->weight * lmt->weight) / 100;
408 op->value = (op->value * lmt->value) / 100; 412 op->value = (op->value * lmt->value) / 100;
409 } 413 }
410#endif 414#endif
545 return; 549 return;
546} 550}
547 551
548///////////////////////////////////////////////////////////////////////////// 552/////////////////////////////////////////////////////////////////////////////
549 553
554void
555fork_abort (const char *msg)
556{
557 if (!fork ())
558 {
559 signal (SIGABRT, SIG_DFL);
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{
552 void *p = g_slice_alloc (s); 568 void *ptr = g_slice_alloc (n);
553 569
554 if (!p) 570 if (!ptr)
555 throw std::bad_alloc (); 571 throw std::bad_alloc ();
556 572
557 return p; 573 return ptr;
574}
575
576void *salloc_ (int n, void *src) throw (std::bad_alloc)
577{
578 void *ptr = salloc_ (n);
579
580 if (src)
581 memcpy (ptr, src, n);
582 else
583 memset (ptr, 0, n);
584
585 return ptr;
558} 586}
559 587
560void assign (char *dst, const char *src, int maxlen) 588void assign (char *dst, const char *src, int maxlen)
561{ 589{
562 if (!src) 590 if (!src)
579 } 607 }
580 else 608 else
581 memcpy (dst, src, len + 1); 609 memcpy (dst, src, len + 1);
582} 610}
583 611
612tstamp now ()
613{
614 struct timeval tv;
615
616 gettimeofday (&tv, 0);
617 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
618}
619
620int
621similar_direction (int a, int b)
622{
623 if (!a || !b)
624 return 0;
625
626 int diff = (b - a) & 7;
627 return diff <= 1 || diff >= 7;
628}
629

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