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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.15 by root, Thu Sep 14 22:34:00 2006 UTC vs.
Revision 1.41 by root, Thu Jan 18 22:19:59 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 r_min, int r_max, const object *op, int goodbad)
52{ 83{
84 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
85
86 if (r_max < 1 || r_max < r_min)
87 {
88 LOG (llevError, "Calling random_roll with min=%d max=%d\n", r_min, r_max);
89 return r_min;
90 }
91
92 if (op->type == PLAYER)
93 {
94 int luck = op->stats.luck;
95
96 if (rndm (base) < min (10, abs (luck)))
97 {
98 //TODO: take luck into account
99 }
100 }
101
102 return rndm (r_min, r_max);
103}
104
105/*
106 * This is a 64 bit version of random_roll above. This is needed
107 * for exp loss calculations for players changing religions.
108 */
109
110sint64
111random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
112{
53 int omin, diff, luck, base, ran; 113 sint64 omin, diff, luck, ran;
114 int base;
54 115
55 omin = min; 116 omin = min;
56 diff = max - min + 1; 117 diff = max - min + 1;
57 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 118 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
58 119
59 if (max < 1 || diff < 1) 120 if (max < 1 || diff < 1)
60 { 121 {
61 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max);
62 return (min); /* avoids a float exception */
63 }
64
65 ran = RANDOM ();
66
67 if (op->type != PLAYER)
68 return ((ran % diff) + min);
69
70 luck = op->stats.luck;
71 if (RANDOM () % base < MIN (10, abs (luck)))
72 {
73 /* we have a winner */
74 ((luck > 0) ? (luck = 1) : (luck = -1));
75 diff -= luck;
76 if (diff < 1)
77 return (omin); /*check again */
78 ((goodbad) ? (min += luck) : (diff));
79
80 return (MAX (omin, MIN (max, (ran % diff) + min)));
81 }
82 return ((ran % diff) + min);
83}
84
85/*
86 * This is a 64 bit version of random_roll above. This is needed
87 * for exp loss calculations for players changing religions.
88 */
89
90sint64
91random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
92{
93 sint64 omin, diff, luck, ran;
94 int base;
95
96 omin = min;
97 diff = max - min + 1;
98 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
99
100 if (max < 1 || diff < 1)
101 {
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); 122 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
106#endif
107 return (min); /* avoids a float exception */ 123 return (min); /* avoids a float exception */
108 } 124 }
109 125
110 /* Don't know of a portable call to get 64 bit random values. 126 /* 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 127 * So make a call to get two 32 bit random numbers, and just to
178 } 194 }
179 } 195 }
180 return (total); 196 return (total);
181} 197}
182 198
183/*
184 * Another convenience function. Returns a number between min and max.
185 * It is suggested one use these functions rather than RANDOM()%, as it
186 * would appear that a number of off-by-one-errors exist due to improper
187 * use of %. This should also prevent SIGFPE.
188 */
189
190int
191rndm (int min, int max)
192{
193 int diff;
194
195 diff = max - min + 1;
196 if (max < 1 || diff < 1)
197 return (min);
198
199 return (RANDOM () % diff + min);
200}
201
202/* decay and destroy persihable items in a map */ 199/* decay and destroy perishable items in a map */
203
204void 200void
205decay_objects (mapstruct *m) 201maptile::decay_objects ()
206{ 202{
207 int x, y, destroy; 203 if (!spaces)
208 object *op, *otmp;
209
210 if (m->unique)
211 return; 204 return;
212 205
213 for (x = 0; x < MAP_WIDTH (m); x++) 206 for (mapspace *ms = spaces + size (); ms-- > spaces; )
214 for (y = 0; y < MAP_HEIGHT (m); y++) 207 for (object *above, *op = ms->bot; op; op = above)
215 for (op = get_map_ob (m, x, y); op; op = otmp)
216 { 208 {
209 above = op->above;
210
217 destroy = 0; 211 bool destroy = 0;
218 otmp = op->above; 212
213 // do not decay anything above unique floor tiles (yet :)
219 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 214 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
220 break; 215 break;
216
221 if (QUERY_FLAG (op, FLAG_IS_FLOOR) || 217 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
222 QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) || 218 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
223 QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) || 219 || 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)) 220 || QUERY_FLAG (op, FLAG_UNIQUE)
225 continue; 221 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
226 /* otherwise, we decay and destroy */ 222 || QUERY_FLAG (op, FLAG_UNPAID)
227 if (IS_WEAPON (op)) 223 || op->is_alive ())
224 ; // do not decay
225 else if (op->is_weapon ())
228 { 226 {
229 op->stats.dam--; 227 op->stats.dam--;
230 if (op->stats.dam < 0) 228 if (op->stats.dam < 0)
231 destroy = 1; 229 destroy = 1;
232 } 230 }
233 else if (IS_ARMOR (op)) 231 else if (op->is_armor ())
234 { 232 {
235 op->stats.ac--; 233 op->stats.ac--;
236 if (op->stats.ac < 0) 234 if (op->stats.ac < 0)
237 destroy = 1; 235 destroy = 1;
238 } 236 }
239 else if (op->type == FOOD) 237 else if (op->type == FOOD)
240 { 238 {
241 op->stats.food -= rndm (5, 20); 239 op->stats.food -= rndm (5, 20);
242 if (op->stats.food < 0) 240 if (op->stats.food < 0)
243 destroy = 1; 241 destroy = 1;
244 } 242 }
245 else 243 else
246 { 244 {
247 if (op->material & M_PAPER || op->material & M_LEATHER || 245 int mat = op->material;
248 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID) 246
247 if (mat & M_PAPER
248 || mat & M_LEATHER
249 || mat & M_WOOD
250 || mat & M_ORGANIC
251 || mat & M_CLOTH
252 || mat & M_LIQUID
253 || (mat & M_IRON && rndm (1, 5) == 1)
254 || (mat & M_GLASS && rndm (1, 2) == 1)
255 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
256 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
257 || (mat & M_ICE && temp > 32))
249 destroy = 1; 258 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 } 259 }
260
261 /* adjust overall chance below */ 261 /* adjust overall chance below */
262 if (destroy && rndm (0, 1)) 262 if (destroy && rndm (0, 1))
263 { 263 op->destroy ();
264 remove_ob (op);
265 free_object (op);
266 }
267 } 264 }
268} 265}
269 266
270/* convert materialname to materialtype_t */ 267/* convert materialname to materialtype_t */
271 268
272materialtype_t * 269materialtype_t *
300 return; 297 return;
301 298
302 if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) 299 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
303 return; 300 return;
304 301
305 if (!IS_ARMOR (op)) 302 if (!op->is_armor ())
306 return; 303 return;
307 304
308 mt = name_to_material (op->materialname); 305 mt = name_to_material (op->materialname);
309 if (!mt) 306 if (!mt)
310 { 307 {
356 { 353 {
357 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 354 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
358 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 355 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
359 { 356 {
360 lmt = mt; 357 lmt = mt;
361 if (!(IS_WEAPON (op) || IS_ARMOR (op))) 358 if (!(op->is_weapon () || op->is_armor ()))
362 break; 359 break;
363 } 360 }
364 } 361 }
365#endif 362#endif
366 } 363 }
374#ifndef NEW_MATERIAL_CODE 371#ifndef NEW_MATERIAL_CODE
375 op->materialname = lmt->name; 372 op->materialname = lmt->name;
376 return; 373 return;
377#else 374#else
378 375
379 if (op->stats.dam && IS_WEAPON (op)) 376 if (op->stats.dam && op->is_weapon ())
380 { 377 {
381 op->stats.dam += lmt->damage; 378 op->stats.dam += lmt->damage;
382 if (op->stats.dam < 1) 379 if (op->stats.dam < 1)
383 op->stats.dam = 1; 380 op->stats.dam = 1;
384 } 381 }
385 if (op->stats.sp && op->type == BOW) 382 if (op->stats.sp && op->type == BOW)
386 op->stats.sp += lmt->sp; 383 op->stats.sp += lmt->sp;
387 if (op->stats.wc && IS_WEAPON (op)) 384 if (op->stats.wc && op->is_weapon ())
388 op->stats.wc += lmt->wc; 385 op->stats.wc += lmt->wc;
389 if (IS_ARMOR (op)) 386 if (op->is_armor ())
390 { 387 {
391 if (op->stats.ac) 388 if (op->stats.ac)
392 op->stats.ac += lmt->ac; 389 op->stats.ac += lmt->ac;
393 for (j = 0; j < NROFATTACKS; j++) 390 for (j = 0; j < NROFATTACKS; j++)
394 if (op->resist[j] != 0) 391 if (op->resist[j] != 0)
400 op->resist[j] = -100; 397 op->resist[j] = -100;
401 } 398 }
402 } 399 }
403 op->materialname = add_string (lmt->name); 400 op->materialname = add_string (lmt->name);
404 /* dont make it unstackable if it doesn't need to be */ 401 /* dont make it unstackable if it doesn't need to be */
405 if (IS_WEAPON (op) || IS_ARMOR (op)) 402 if (op->is_weapon () || op->is_armor ())
406 { 403 {
407 op->weight = (op->weight * lmt->weight) / 100; 404 op->weight = (op->weight * lmt->weight) / 100;
408 op->value = (op->value * lmt->value) / 100; 405 op->value = (op->value * lmt->value) / 100;
409 } 406 }
410#endif 407#endif
545 return; 542 return;
546} 543}
547 544
548///////////////////////////////////////////////////////////////////////////// 545/////////////////////////////////////////////////////////////////////////////
549 546
547void
548fork_abort (const char *msg)
549{
550 if (!fork ())
551 {
552 signal (SIGABRT, SIG_DFL);
553 abort ();
554 }
555
556 LOG (llevError, "fork abort: %s\n", msg);
557}
558
550void *alloc (int s) throw (std::bad_alloc) 559void *salloc_ (int n) throw (std::bad_alloc)
551{ 560{
552 void *p = g_slice_alloc (s); 561 void *ptr = g_slice_alloc (n);
553 562
554 if (!p) 563 if (!ptr)
555 throw std::bad_alloc (); 564 throw std::bad_alloc ();
556 565
557 return p; 566 return ptr;
567}
568
569void *salloc_ (int n, void *src) throw (std::bad_alloc)
570{
571 void *ptr = salloc_ (n);
572
573 if (src)
574 memcpy (ptr, src, n);
575 else
576 memset (ptr, 0, n);
577
578 return ptr;
558} 579}
559 580
560void assign (char *dst, const char *src, int maxlen) 581void assign (char *dst, const char *src, int maxlen)
561{ 582{
562 if (!src) 583 if (!src)
579 } 600 }
580 else 601 else
581 memcpy (dst, src, len + 1); 602 memcpy (dst, src, len + 1);
582} 603}
583 604
605tstamp now ()
606{
607 struct timeval tv;
608
609 gettimeofday (&tv, 0);
610 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
611}
612
613int
614similar_direction (int a, int b)
615{
616 if (!a || !b)
617 return 0;
618
619 int diff = (b - a) & 7;
620 return diff <= 1 || diff >= 7;
621}
622

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