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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.22 by root, Tue Dec 12 21:39:56 2006 UTC vs.
Revision 1.50 by root, Sat Apr 21 23:03:54 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;
43
44void
45tausworthe_random_generator::seed (uint32_t seed)
46{
47 state [0] = seed * 69069U; if (state [0] < 2U) state [0] += 2U;
48 state [1] = state [0] * 69069U; if (state [0] < 8U) state [0] += 8U;
49 state [2] = state [1] * 69069U; if (state [0] < 16U) state [0] += 16U;
50 state [3] = state [2] * 69069U; if (state [0] < 128) state [0] += 128U;
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 num)
69{
70 return (next () * (uint64_t)num) >> 32U;
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 + get_range (max (r_max - r_min + 1, 0));
78}
33 79
34/* 80/*
35 * The random functions here take luck into account when rolling random 81 * 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 82 * 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 83 * 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, 90 * 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. 91 * 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, 92 * Generally, op should be the player/caster/hitter requesting the roll,
47 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 93 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
48 */ 94 */
49
50int 95int
51random_roll (int min, int max, const object *op, int goodbad) 96random_roll (int r_min, int r_max, const object *op, int goodbad)
52{ 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{
53 int omin, diff, luck, base, ran; 126 sint64 omin, diff, luck, ran;
127 int base;
54 128
55 omin = min; 129 omin = min;
56 diff = max - min + 1; 130 diff = max - min + 1;
57 ((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 */
58 132
59 if (max < 1 || diff < 1) 133 if (max < 1 || diff < 1)
60 { 134 {
61 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);
62 return (min); /* avoids a float exception */ 136 return (min); /* avoids a float exception */
63 } 137 }
64 138
65 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);
66 144
67 if (op->type != PLAYER) 145 if (op->type != PLAYER)
68 return ((ran % diff) + min); 146 return ((ran % diff) + min);
69 147
70 luck = op->stats.luck; 148 luck = op->stats.luck;
71 if (RANDOM () % base < MIN (10, abs (luck))) 149 if (rndm (base) < MIN (10, abs (luck)))
72 { 150 {
73 /* we have a winner */ 151 /* we have a winner */
74 ((luck > 0) ? (luck = 1) : (luck = -1)); 152 ((luck > 0) ? (luck = 1) : (luck = -1));
75 diff -= luck; 153 diff -= luck;
76 if (diff < 1) 154 if (diff < 1)
77 return (omin); /*check again */ 155 return (omin); /*check again */
78 ((goodbad) ? (min += luck) : (diff)); 156 ((goodbad) ? (min += luck) : (diff));
79 157
80 return (MAX (omin, MIN (max, (ran % diff) + min))); 158 return (MAX (omin, MIN (max, (ran % diff) + min)));
81 } 159 }
82 return ((ran % diff) + min);
83}
84 160
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 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
103 return (min); /* avoids a float exception */
104 }
105
106 /* Don't know of a portable call to get 64 bit random values.
107 * So make a call to get two 32 bit random numbers, and just to
108 * a little byteshifting. Do make sure the first one is only
109 * 32 bit, so we don't get skewed results
110 */
111 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
112
113 if (op->type != PLAYER)
114 return ((ran % diff) + min);
115
116 luck = op->stats.luck;
117 if (RANDOM () % base < MIN (10, abs (luck)))
118 {
119 /* we have a winner */
120 ((luck > 0) ? (luck = 1) : (luck = -1));
121 diff -= luck;
122 if (diff < 1)
123 return (omin); /*check again */
124 ((goodbad) ? (min += luck) : (diff));
125
126 return (MAX (omin, MIN (max, (ran % diff) + min)));
127 }
128 return ((ran % diff) + min); 161 return ((ran % diff) + min);
129} 162}
130 163
131/* 164/*
132 * 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,
137 */ 170 */
138 171
139int 172int
140die_roll (int num, int size, const object *op, int goodbad) 173die_roll (int num, int size, const object *op, int goodbad)
141{ 174{
142 int min, diff, luck, total, i, gotlucky, base, ran; 175 int min, diff, luck, total, i, gotlucky, base;
143 176
144 diff = size; 177 diff = size;
145 min = 1; 178 min = 1;
146 luck = total = gotlucky = 0; 179 luck = total = gotlucky = 0;
147 ((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 */
154 if (op->type == PLAYER) 187 if (op->type == PLAYER)
155 luck = op->stats.luck; 188 luck = op->stats.luck;
156 189
157 for (i = 0; i < num; i++) 190 for (i = 0; i < num; i++)
158 { 191 {
159 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) 192 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
160 { 193 {
161 /* we have a winner */ 194 /* we have a winner */
162 gotlucky++; 195 gotlucky++;
163 ((luck > 0) ? (luck = 1) : (luck = -1)); 196 ((luck > 0) ? (luck = 1) : (luck = -1));
164 diff -= luck; 197 diff -= luck;
165 if (diff < 1) 198 if (diff < 1)
166 return (num); /*check again */ 199 return (num); /*check again */
167 ((goodbad) ? (min += luck) : (diff)); 200 ((goodbad) ? (min += luck) : (diff));
168 ran = RANDOM ();
169 total += MAX (1, MIN (size, (ran % diff) + min)); 201 total += MAX (1, MIN (size, rndm (diff) + min));
170 } 202 }
171 else 203 else
172 {
173 total += RANDOM () % size + 1; 204 total += rndm (size) + 1;
174 }
175 } 205 }
206
176 return (total); 207 return total;
177} 208}
178 209
179/*
180 * Another convenience function. Returns a number between min and max.
181 * It is suggested one use these functions rather than RANDOM()%, as it
182 * would appear that a number of off-by-one-errors exist due to improper
183 * use of %. This should also prevent SIGFPE.
184 */
185
186int
187rndm (int min, int max)
188{
189 int diff;
190
191 diff = max - min + 1;
192 if (max < 1 || diff < 1)
193 return (min);
194
195 return (RANDOM () % diff + min);
196}
197
198/* decay and destroy persihable items in a map */ 210/* decay and destroy perishable items in a map */
199
200void 211void
201decay_objects (maptile *m) 212maptile::decay_objects ()
202{ 213{
203 int x, y, destroy; 214 if (!spaces)
204 object *op, *otmp;
205
206 if (m->unique)
207 return; 215 return;
208 216
209 for (x = 0; x < MAP_WIDTH (m); x++) 217 for (mapspace *ms = spaces + size (); ms-- > spaces; )
210 for (y = 0; y < MAP_HEIGHT (m); y++) 218 for (object *above, *op = ms->bot; op; op = above)
211 for (op = get_map_ob (m, x, y); op; op = otmp)
212 { 219 {
220 above = op->above;
221
213 destroy = 0; 222 bool destroy = 0;
214 otmp = op->above; 223
224 // do not decay anything above unique floor tiles (yet :)
215 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 225 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
216 break; 226 break;
227
217 if (QUERY_FLAG (op, FLAG_IS_FLOOR) || 228 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
218 QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) || 229 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
219 QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) || 230 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
220 QUERY_FLAG (op, FLAG_UNIQUE) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) || QUERY_FLAG (op, FLAG_UNPAID) || IS_LIVE (op)) 231 || QUERY_FLAG (op, FLAG_UNIQUE)
221 continue; 232 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
222 /* otherwise, we decay and destroy */ 233 || QUERY_FLAG (op, FLAG_UNPAID)
223 if (IS_WEAPON (op)) 234 || op->is_alive ())
235 ; // do not decay
236 else if (op->is_weapon ())
224 { 237 {
225 op->stats.dam--; 238 op->stats.dam--;
226 if (op->stats.dam < 0) 239 if (op->stats.dam < 0)
227 destroy = 1; 240 destroy = 1;
228 } 241 }
229 else if (IS_ARMOR (op)) 242 else if (op->is_armor ())
230 { 243 {
231 op->stats.ac--; 244 op->stats.ac--;
232 if (op->stats.ac < 0) 245 if (op->stats.ac < 0)
233 destroy = 1; 246 destroy = 1;
234 } 247 }
235 else if (op->type == FOOD) 248 else if (op->type == FOOD)
236 { 249 {
237 op->stats.food -= rndm (5, 20); 250 op->stats.food -= rndm (5, 20);
238 if (op->stats.food < 0) 251 if (op->stats.food < 0)
239 destroy = 1; 252 destroy = 1;
240 } 253 }
241 else 254 else
242 { 255 {
243 if (op->material & M_PAPER || op->material & M_LEATHER || 256 int mat = op->materials;
244 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID) 257
258 if (mat & M_PAPER
259 || mat & M_LEATHER
260 || mat & M_WOOD
261 || mat & M_ORGANIC
262 || mat & M_CLOTH
263 || mat & M_LIQUID
264 || (mat & M_IRON && rndm (1, 5) == 1)
265 || (mat & M_GLASS && rndm (1, 2) == 1)
266 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
267 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
268 || (mat & M_ICE && temp > 32))
245 destroy = 1; 269 destroy = 1;
246 if (op->material & M_IRON && rndm (1, 5) == 1)
247 destroy = 1;
248 if (op->material & M_GLASS && rndm (1, 2) == 1)
249 destroy = 1;
250 if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1)
251 destroy = 1;
252 if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1)
253 destroy = 1;
254 if (op->material & M_ICE && MAP_TEMP (m) > 32)
255 destroy = 1;
256 } 270 }
271
257 /* adjust overall chance below */ 272 /* adjust overall chance below */
258 if (destroy && rndm (0, 1)) 273 if (destroy && rndm (0, 1))
259 op->destroy (); 274 op->destroy ();
260 } 275 }
261} 276}
262 277
263/* convert materialname to materialtype_t */ 278/* convert materialname to materialtype_t */
264 279
265materialtype_t * 280materialtype_t *
266name_to_material (const char *name) 281name_to_material (const shstr &name)
267{ 282{
268 materialtype_t *mt, *nmt; 283 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
269 284 if (name == mt->name)
270 mt = NULL;
271 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
272 {
273 if (strcmp (name, nmt->name) == 0)
274 {
275 mt = nmt;
276 break;
277 }
278 }
279 return mt; 285 return mt;
286
287 return materialt;
280} 288}
281 289
282/* when doing transmutation of objects, we have to recheck the resistances, 290/* when doing transmutation of objects, we have to recheck the resistances,
283 * as some that did not apply previously, may apply now. 291 * as some that did not apply previously, may apply now.
284 */ 292 */
293 return; 301 return;
294 302
295 if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) 303 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
296 return; 304 return;
297 305
298 if (!IS_ARMOR (op)) 306 if (!op->is_armor ())
299 return; 307 return;
300 308
301 mt = name_to_material (op->materialname); 309 mt = name_to_material (op->materialname);
302 if (!mt) 310 if (!mt)
303 { 311 {
333 341
334 if (nmt == NULL) 342 if (nmt == NULL)
335 { 343 {
336 lmt = NULL; 344 lmt = NULL;
337#ifndef NEW_MATERIAL_CODE 345#ifndef NEW_MATERIAL_CODE
338 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 346 for (mt = materialt; mt && mt->next; mt = mt->next)
339 { 347 {
340 if (op->material & mt->material) 348 if (op->materials & mt->material)
341 { 349 {
342 lmt = mt; 350 lmt = mt;
343 break; 351 break;
344 } 352 }
345 } 353 }
346 354
347#else 355#else
348 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 356 for (mt = materialt; mt && mt->next; mt = mt->next)
349 { 357 {
350 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 358 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
351 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 359 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
352 { 360 {
353 lmt = mt; 361 lmt = mt;
354 if (!(IS_WEAPON (op) || IS_ARMOR (op))) 362 if (!(op->is_weapon () || op->is_armor ()))
355 break; 363 break;
356 } 364 }
357 } 365 }
358#endif 366#endif
359 } 367 }
367#ifndef NEW_MATERIAL_CODE 375#ifndef NEW_MATERIAL_CODE
368 op->materialname = lmt->name; 376 op->materialname = lmt->name;
369 return; 377 return;
370#else 378#else
371 379
372 if (op->stats.dam && IS_WEAPON (op)) 380 if (op->stats.dam && op->is_weapon ())
373 { 381 {
374 op->stats.dam += lmt->damage; 382 op->stats.dam += lmt->damage;
375 if (op->stats.dam < 1) 383 if (op->stats.dam < 1)
376 op->stats.dam = 1; 384 op->stats.dam = 1;
377 } 385 }
386
378 if (op->stats.sp && op->type == BOW) 387 if (op->stats.sp && op->type == BOW)
379 op->stats.sp += lmt->sp; 388 op->stats.sp += lmt->sp;
380 if (op->stats.wc && IS_WEAPON (op)) 389 if (op->stats.wc && op->is_weapon ())
381 op->stats.wc += lmt->wc; 390 op->stats.wc += lmt->wc;
382 if (IS_ARMOR (op)) 391 if (op->is_armor ())
383 { 392 {
384 if (op->stats.ac) 393 if (op->stats.ac)
385 op->stats.ac += lmt->ac; 394 op->stats.ac += lmt->ac;
386 for (j = 0; j < NROFATTACKS; j++) 395 for (j = 0; j < NROFATTACKS; j++)
387 if (op->resist[j] != 0) 396 if (op->resist[j] != 0)
391 op->resist[j] = 100; 400 op->resist[j] = 100;
392 if (op->resist[j] < -100) 401 if (op->resist[j] < -100)
393 op->resist[j] = -100; 402 op->resist[j] = -100;
394 } 403 }
395 } 404 }
396 op->materialname = add_string (lmt->name); 405 op->materialname = lmt->name;
397 /* dont make it unstackable if it doesn't need to be */ 406 /* dont make it unstackable if it doesn't need to be */
398 if (IS_WEAPON (op) || IS_ARMOR (op)) 407 if (op->is_weapon () || op->is_armor ())
399 { 408 {
400 op->weight = (op->weight * lmt->weight) / 100; 409 op->weight = (op->weight * lmt->weight) / 100;
401 op->value = (op->value * lmt->value) / 100; 410 op->value = (op->value * lmt->value) / 100;
402 } 411 }
403#endif 412#endif
538 return; 547 return;
539} 548}
540 549
541///////////////////////////////////////////////////////////////////////////// 550/////////////////////////////////////////////////////////////////////////////
542 551
543#if 0 552void
544refcounted *refcounted::rc_first; 553fork_abort (const char *msg)
545
546refcounted::refcounted ()
547{ 554{
548 refcnt = 0; 555 if (!fork ())
549 rc_next = rc_first; 556 {
550 rc_first = this; 557 signal (SIGABRT, SIG_DFL);
551} 558 abort ();
559 }
552 560
553refcounted::~refcounted () 561 LOG (llevError, "fork abort: %s\n", msg);
554{
555 assert (!rc_next);
556 assert (!refcnt);
557} 562}
563
564void *salloc_ (int n) throw (std::bad_alloc)
565{
566#ifdef PREFER_MALLOC
567 void *ptr = malloc (n);
568#else
569 void *ptr = g_slice_alloc (n);
558#endif 570#endif
559 571
560void *alloc (int s) throw (std::bad_alloc)
561{
562 void *p = g_slice_alloc (s);
563
564 if (!p) 572 if (!ptr)
565 throw std::bad_alloc (); 573 throw std::bad_alloc ();
566 574
567 return p; 575 return ptr;
576}
577
578void *salloc_ (int n, void *src) throw (std::bad_alloc)
579{
580 void *ptr = salloc_ (n);
581
582 if (src)
583 memcpy (ptr, src, n);
584 else
585 memset (ptr, 0, n);
586
587 return ptr;
568} 588}
569 589
570void assign (char *dst, const char *src, int maxlen) 590void assign (char *dst, const char *src, int maxlen)
571{ 591{
572 if (!src) 592 if (!src)
589 } 609 }
590 else 610 else
591 memcpy (dst, src, len + 1); 611 memcpy (dst, src, len + 1);
592} 612}
593 613
614tstamp now ()
615{
616 struct timeval tv;
594 617
618 gettimeofday (&tv, 0);
619 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
620}
621
622int
623similar_direction (int a, int b)
624{
625 if (!a || !b)
626 return 0;
627
628 int diff = (b - a) & 7;
629 return diff <= 1 || diff >= 7;
630}
631
632/* crc32 0xdebb20e3 table and supplementary functions. */
633extern const uint32_t crc_32_tab[256] =
634{
635 0x00000000UL, 0x77073096UL, 0xee0e612cUL, 0x990951baUL, 0x076dc419UL,
636 0x706af48fUL, 0xe963a535UL, 0x9e6495a3UL, 0x0edb8832UL, 0x79dcb8a4UL,
637 0xe0d5e91eUL, 0x97d2d988UL, 0x09b64c2bUL, 0x7eb17cbdUL, 0xe7b82d07UL,
638 0x90bf1d91UL, 0x1db71064UL, 0x6ab020f2UL, 0xf3b97148UL, 0x84be41deUL,
639 0x1adad47dUL, 0x6ddde4ebUL, 0xf4d4b551UL, 0x83d385c7UL, 0x136c9856UL,
640 0x646ba8c0UL, 0xfd62f97aUL, 0x8a65c9ecUL, 0x14015c4fUL, 0x63066cd9UL,
641 0xfa0f3d63UL, 0x8d080df5UL, 0x3b6e20c8UL, 0x4c69105eUL, 0xd56041e4UL,
642 0xa2677172UL, 0x3c03e4d1UL, 0x4b04d447UL, 0xd20d85fdUL, 0xa50ab56bUL,
643 0x35b5a8faUL, 0x42b2986cUL, 0xdbbbc9d6UL, 0xacbcf940UL, 0x32d86ce3UL,
644 0x45df5c75UL, 0xdcd60dcfUL, 0xabd13d59UL, 0x26d930acUL, 0x51de003aUL,
645 0xc8d75180UL, 0xbfd06116UL, 0x21b4f4b5UL, 0x56b3c423UL, 0xcfba9599UL,
646 0xb8bda50fUL, 0x2802b89eUL, 0x5f058808UL, 0xc60cd9b2UL, 0xb10be924UL,
647 0x2f6f7c87UL, 0x58684c11UL, 0xc1611dabUL, 0xb6662d3dUL, 0x76dc4190UL,
648 0x01db7106UL, 0x98d220bcUL, 0xefd5102aUL, 0x71b18589UL, 0x06b6b51fUL,
649 0x9fbfe4a5UL, 0xe8b8d433UL, 0x7807c9a2UL, 0x0f00f934UL, 0x9609a88eUL,
650 0xe10e9818UL, 0x7f6a0dbbUL, 0x086d3d2dUL, 0x91646c97UL, 0xe6635c01UL,
651 0x6b6b51f4UL, 0x1c6c6162UL, 0x856530d8UL, 0xf262004eUL, 0x6c0695edUL,
652 0x1b01a57bUL, 0x8208f4c1UL, 0xf50fc457UL, 0x65b0d9c6UL, 0x12b7e950UL,
653 0x8bbeb8eaUL, 0xfcb9887cUL, 0x62dd1ddfUL, 0x15da2d49UL, 0x8cd37cf3UL,
654 0xfbd44c65UL, 0x4db26158UL, 0x3ab551ceUL, 0xa3bc0074UL, 0xd4bb30e2UL,
655 0x4adfa541UL, 0x3dd895d7UL, 0xa4d1c46dUL, 0xd3d6f4fbUL, 0x4369e96aUL,
656 0x346ed9fcUL, 0xad678846UL, 0xda60b8d0UL, 0x44042d73UL, 0x33031de5UL,
657 0xaa0a4c5fUL, 0xdd0d7cc9UL, 0x5005713cUL, 0x270241aaUL, 0xbe0b1010UL,
658 0xc90c2086UL, 0x5768b525UL, 0x206f85b3UL, 0xb966d409UL, 0xce61e49fUL,
659 0x5edef90eUL, 0x29d9c998UL, 0xb0d09822UL, 0xc7d7a8b4UL, 0x59b33d17UL,
660 0x2eb40d81UL, 0xb7bd5c3bUL, 0xc0ba6cadUL, 0xedb88320UL, 0x9abfb3b6UL,
661 0x03b6e20cUL, 0x74b1d29aUL, 0xead54739UL, 0x9dd277afUL, 0x04db2615UL,
662 0x73dc1683UL, 0xe3630b12UL, 0x94643b84UL, 0x0d6d6a3eUL, 0x7a6a5aa8UL,
663 0xe40ecf0bUL, 0x9309ff9dUL, 0x0a00ae27UL, 0x7d079eb1UL, 0xf00f9344UL,
664 0x8708a3d2UL, 0x1e01f268UL, 0x6906c2feUL, 0xf762575dUL, 0x806567cbUL,
665 0x196c3671UL, 0x6e6b06e7UL, 0xfed41b76UL, 0x89d32be0UL, 0x10da7a5aUL,
666 0x67dd4accUL, 0xf9b9df6fUL, 0x8ebeeff9UL, 0x17b7be43UL, 0x60b08ed5UL,
667 0xd6d6a3e8UL, 0xa1d1937eUL, 0x38d8c2c4UL, 0x4fdff252UL, 0xd1bb67f1UL,
668 0xa6bc5767UL, 0x3fb506ddUL, 0x48b2364bUL, 0xd80d2bdaUL, 0xaf0a1b4cUL,
669 0x36034af6UL, 0x41047a60UL, 0xdf60efc3UL, 0xa867df55UL, 0x316e8eefUL,
670 0x4669be79UL, 0xcb61b38cUL, 0xbc66831aUL, 0x256fd2a0UL, 0x5268e236UL,
671 0xcc0c7795UL, 0xbb0b4703UL, 0x220216b9UL, 0x5505262fUL, 0xc5ba3bbeUL,
672 0xb2bd0b28UL, 0x2bb45a92UL, 0x5cb36a04UL, 0xc2d7ffa7UL, 0xb5d0cf31UL,
673 0x2cd99e8bUL, 0x5bdeae1dUL, 0x9b64c2b0UL, 0xec63f226UL, 0x756aa39cUL,
674 0x026d930aUL, 0x9c0906a9UL, 0xeb0e363fUL, 0x72076785UL, 0x05005713UL,
675 0x95bf4a82UL, 0xe2b87a14UL, 0x7bb12baeUL, 0x0cb61b38UL, 0x92d28e9bUL,
676 0xe5d5be0dUL, 0x7cdcefb7UL, 0x0bdbdf21UL, 0x86d3d2d4UL, 0xf1d4e242UL,
677 0x68ddb3f8UL, 0x1fda836eUL, 0x81be16cdUL, 0xf6b9265bUL, 0x6fb077e1UL,
678 0x18b74777UL, 0x88085ae6UL, 0xff0f6a70UL, 0x66063bcaUL, 0x11010b5cUL,
679 0x8f659effUL, 0xf862ae69UL, 0x616bffd3UL, 0x166ccf45UL, 0xa00ae278UL,
680 0xd70dd2eeUL, 0x4e048354UL, 0x3903b3c2UL, 0xa7672661UL, 0xd06016f7UL,
681 0x4969474dUL, 0x3e6e77dbUL, 0xaed16a4aUL, 0xd9d65adcUL, 0x40df0b66UL,
682 0x37d83bf0UL, 0xa9bcae53UL, 0xdebb9ec5UL, 0x47b2cf7fUL, 0x30b5ffe9UL,
683 0xbdbdf21cUL, 0xcabac28aUL, 0x53b39330UL, 0x24b4a3a6UL, 0xbad03605UL,
684 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
685 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
686 0x2d02ef8dL
687};
688
689

Diff Legend

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