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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 1.51 by root, Mon Apr 23 18:09:57 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#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);
106#endif
107 return (min); /* avoids a float exception */
108 }
109
110 /* 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
112 * a little byteshifting. Do make sure the first one is only
113 * 32 bit, so we don't get skewed results
114 */
115 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
116
117 if (op->type != PLAYER)
118 return ((ran % diff) + min);
119
120 luck = op->stats.luck;
121 if (RANDOM () % base < MIN (10, abs (luck)))
122 {
123 /* we have a winner */
124 ((luck > 0) ? (luck = 1) : (luck = -1));
125 diff -= luck;
126 if (diff < 1)
127 return (omin); /*check again */
128 ((goodbad) ? (min += luck) : (diff));
129
130 return (MAX (omin, MIN (max, (ran % diff) + min)));
131 }
132 return ((ran % diff) + min); 161 return ((ran % diff) + min);
133} 162}
134 163
135/* 164/*
136 * 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 */ 170 */
142 171
143int 172int
144die_roll (int num, int size, const object *op, int goodbad) 173die_roll (int num, int size, const object *op, int goodbad)
145{ 174{
146 int min, diff, luck, total, i, gotlucky, base, ran; 175 int min, diff, luck, total, i, gotlucky, base;
147 176
148 diff = size; 177 diff = size;
149 min = 1; 178 min = 1;
150 luck = total = gotlucky = 0; 179 luck = total = gotlucky = 0;
151 ((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 */
158 if (op->type == PLAYER) 187 if (op->type == PLAYER)
159 luck = op->stats.luck; 188 luck = op->stats.luck;
160 189
161 for (i = 0; i < num; i++) 190 for (i = 0; i < num; i++)
162 { 191 {
163 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) 192 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
164 { 193 {
165 /* we have a winner */ 194 /* we have a winner */
166 gotlucky++; 195 gotlucky++;
167 ((luck > 0) ? (luck = 1) : (luck = -1)); 196 ((luck > 0) ? (luck = 1) : (luck = -1));
168 diff -= luck; 197 diff -= luck;
169 if (diff < 1) 198 if (diff < 1)
170 return (num); /*check again */ 199 return (num); /*check again */
171 ((goodbad) ? (min += luck) : (diff)); 200 ((goodbad) ? (min += luck) : (diff));
172 ran = RANDOM ();
173 total += MAX (1, MIN (size, (ran % diff) + min)); 201 total += MAX (1, MIN (size, rndm (diff) + min));
174 } 202 }
175 else 203 else
176 {
177 total += RANDOM () % size + 1; 204 total += rndm (size) + 1;
178 }
179 } 205 }
206
180 return (total); 207 return total;
181} 208}
182 209
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 */ 210/* decay and destroy perishable items in a map */
203
204void 211void
205decay_objects (maptile *m) 212maptile::decay_objects ()
206{ 213{
207 int x, y, destroy; 214 if (!spaces)
208 object *op, *otmp;
209
210 if (m->unique)
211 return; 215 return;
212 216
213 for (x = 0; x < MAP_WIDTH (m); x++) 217 for (mapspace *ms = spaces + size (); ms-- > spaces; )
214 for (y = 0; y < MAP_HEIGHT (m); y++) 218 for (object *above, *op = ms->bot; op; op = above)
215 for (op = get_map_ob (m, x, y); op; op = otmp)
216 { 219 {
220 above = op->above;
221
217 destroy = 0; 222 bool destroy = 0;
218 otmp = op->above; 223
224 // do not decay anything above unique floor tiles (yet :)
219 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))
220 break; 226 break;
227
221 if (QUERY_FLAG (op, FLAG_IS_FLOOR) || 228 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
222 QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) || 229 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
223 QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) || 230 || 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)) 231 || QUERY_FLAG (op, FLAG_UNIQUE)
225 continue; 232 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
226 /* otherwise, we decay and destroy */ 233 || QUERY_FLAG (op, FLAG_UNPAID)
227 if (IS_WEAPON (op)) 234 || op->is_alive ())
235 ; // do not decay
236 else if (op->is_weapon ())
228 { 237 {
229 op->stats.dam--; 238 op->stats.dam--;
230 if (op->stats.dam < 0) 239 if (op->stats.dam < 0)
231 destroy = 1; 240 destroy = 1;
232 } 241 }
233 else if (IS_ARMOR (op)) 242 else if (op->is_armor ())
234 { 243 {
235 op->stats.ac--; 244 op->stats.ac--;
236 if (op->stats.ac < 0) 245 if (op->stats.ac < 0)
237 destroy = 1; 246 destroy = 1;
238 } 247 }
239 else if (op->type == FOOD) 248 else if (op->type == FOOD)
240 { 249 {
241 op->stats.food -= rndm (5, 20); 250 op->stats.food -= rndm (5, 20);
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 if (op->material & M_PAPER || op->material & M_LEATHER || 256 int mat = op->materials;
248 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))
249 destroy = 1; 269 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 } 270 }
271
261 /* adjust overall chance below */ 272 /* adjust overall chance below */
262 if (destroy && rndm (0, 1)) 273 if (destroy && rndm (0, 1))
263 { 274 op->destroy ();
264 remove_ob (op);
265 free_object (op);
266 }
267 } 275 }
268} 276}
269 277
270/* convert materialname to materialtype_t */ 278/* convert materialname to materialtype_t */
271 279
272materialtype_t * 280materialtype_t *
273name_to_material (const char *name) 281name_to_material (const shstr &name)
274{ 282{
275 materialtype_t *mt, *nmt; 283 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
276 284 if (name == mt->name)
277 mt = NULL;
278 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
279 {
280 if (strcmp (name, nmt->name) == 0)
281 {
282 mt = nmt;
283 break;
284 }
285 }
286 return mt; 285 return mt;
286
287 return materialt;
287} 288}
288 289
289/* when doing transmutation of objects, we have to recheck the resistances, 290/* when doing transmutation of objects, we have to recheck the resistances,
290 * as some that did not apply previously, may apply now. 291 * as some that did not apply previously, may apply now.
291 */ 292 */
300 return; 301 return;
301 302
302 if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) 303 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
303 return; 304 return;
304 305
305 if (!IS_ARMOR (op)) 306 if (!op->is_armor ())
306 return; 307 return;
307 308
308 mt = name_to_material (op->materialname); 309 mt = name_to_material (op->materialname);
309 if (!mt) 310 if (!mt)
310 { 311 {
340 341
341 if (nmt == NULL) 342 if (nmt == NULL)
342 { 343 {
343 lmt = NULL; 344 lmt = NULL;
344#ifndef NEW_MATERIAL_CODE 345#ifndef NEW_MATERIAL_CODE
345 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 346 for (mt = materialt; mt && mt->next; mt = mt->next)
346 { 347 {
347 if (op->material & mt->material) 348 if (op->materials & mt->material)
348 { 349 {
349 lmt = mt; 350 lmt = mt;
350 break; 351 break;
351 } 352 }
352 } 353 }
353 354
354#else 355#else
355 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 356 for (mt = materialt; mt && mt->next; mt = mt->next)
356 { 357 {
357 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 358 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
358 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 359 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
359 { 360 {
360 lmt = mt; 361 lmt = mt;
361 if (!(IS_WEAPON (op) || IS_ARMOR (op))) 362 if (!(op->is_weapon () || op->is_armor ()))
362 break; 363 break;
363 } 364 }
364 } 365 }
365#endif 366#endif
366 } 367 }
374#ifndef NEW_MATERIAL_CODE 375#ifndef NEW_MATERIAL_CODE
375 op->materialname = lmt->name; 376 op->materialname = lmt->name;
376 return; 377 return;
377#else 378#else
378 379
379 if (op->stats.dam && IS_WEAPON (op)) 380 if (op->stats.dam && op->is_weapon ())
380 { 381 {
381 op->stats.dam += lmt->damage; 382 op->stats.dam += lmt->damage;
382 if (op->stats.dam < 1) 383 if (op->stats.dam < 1)
383 op->stats.dam = 1; 384 op->stats.dam = 1;
384 } 385 }
386
385 if (op->stats.sp && op->type == BOW) 387 if (op->stats.sp && op->type == BOW)
386 op->stats.sp += lmt->sp; 388 op->stats.sp += lmt->sp;
387 if (op->stats.wc && IS_WEAPON (op)) 389 if (op->stats.wc && op->is_weapon ())
388 op->stats.wc += lmt->wc; 390 op->stats.wc += lmt->wc;
389 if (IS_ARMOR (op)) 391 if (op->is_armor ())
390 { 392 {
391 if (op->stats.ac) 393 if (op->stats.ac)
392 op->stats.ac += lmt->ac; 394 op->stats.ac += lmt->ac;
393 for (j = 0; j < NROFATTACKS; j++) 395 for (j = 0; j < NROFATTACKS; j++)
394 if (op->resist[j] != 0) 396 if (op->resist[j] != 0)
398 op->resist[j] = 100; 400 op->resist[j] = 100;
399 if (op->resist[j] < -100) 401 if (op->resist[j] < -100)
400 op->resist[j] = -100; 402 op->resist[j] = -100;
401 } 403 }
402 } 404 }
403 op->materialname = add_string (lmt->name); 405 op->materialname = lmt->name;
404 /* dont make it unstackable if it doesn't need to be */ 406 /* dont make it unstackable if it doesn't need to be */
405 if (IS_WEAPON (op) || IS_ARMOR (op)) 407 if (op->is_weapon () || op->is_armor ())
406 { 408 {
407 op->weight = (op->weight * lmt->weight) / 100; 409 op->weight = (op->weight * lmt->weight) / 100;
408 op->value = (op->value * lmt->value) / 100; 410 op->value = (op->value * lmt->value) / 100;
409 } 411 }
410#endif 412#endif
545 return; 547 return;
546} 548}
547 549
548///////////////////////////////////////////////////////////////////////////// 550/////////////////////////////////////////////////////////////////////////////
549 551
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
550void *alloc (int s) throw (std::bad_alloc) 564void *salloc_ (int n) throw (std::bad_alloc)
551{ 565{
566#ifdef PREFER_MALLOC
567 void *ptr = malloc (n);
568#else
552 void *p = g_slice_alloc (s); 569 void *ptr = g_slice_alloc (n);
570#endif
553 571
554 if (!p) 572 if (!ptr)
555 throw std::bad_alloc (); 573 throw std::bad_alloc ();
556 574
557 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;
558} 588}
559 589
560void assign (char *dst, const char *src, int maxlen) 590void assign (char *dst, const char *src, int maxlen)
561{ 591{
562 if (!src) 592 if (!src)
579 } 609 }
580 else 610 else
581 memcpy (dst, src, len + 1); 611 memcpy (dst, src, len + 1);
582} 612}
583 613
614const std::string
615format (const char *format, ...)
616{
617 int len;
618
619 {
620 char buf[128];
621
622 va_list ap;
623 va_start (ap, format);
624 len = vsnprintf (buf, sizeof (buf), format, ap);
625 va_end (ap);
626
627 assert (len >= 0); // shield againstz broken vsnprintf's
628
629 // was our static buffer short enough?
630 if (len < sizeof (buf))
631 return std::string (buf, len);
632 }
633
634 {
635 // longer, try harder
636 char *buf = salloc<char> (len + 1);
637
638 va_list ap;
639 va_start (ap, format);
640 vsnprintf (buf, len + 1, format, ap);
641 va_end (ap);
642
643 const std::string s (buf, len);
644 sfree<char> (buf, len + 1);
645
646 return buf;
647 }
648}
649
650tstamp now ()
651{
652 struct timeval tv;
653
654 gettimeofday (&tv, 0);
655 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
656}
657
658int
659similar_direction (int a, int b)
660{
661 if (!a || !b)
662 return 0;
663
664 int diff = (b - a) & 7;
665 return diff <= 1 || diff >= 7;
666}
667
668/* crc32 0xdebb20e3 table and supplementary functions. */
669extern const uint32_t crc_32_tab[256] =
670{
671 0x00000000UL, 0x77073096UL, 0xee0e612cUL, 0x990951baUL, 0x076dc419UL,
672 0x706af48fUL, 0xe963a535UL, 0x9e6495a3UL, 0x0edb8832UL, 0x79dcb8a4UL,
673 0xe0d5e91eUL, 0x97d2d988UL, 0x09b64c2bUL, 0x7eb17cbdUL, 0xe7b82d07UL,
674 0x90bf1d91UL, 0x1db71064UL, 0x6ab020f2UL, 0xf3b97148UL, 0x84be41deUL,
675 0x1adad47dUL, 0x6ddde4ebUL, 0xf4d4b551UL, 0x83d385c7UL, 0x136c9856UL,
676 0x646ba8c0UL, 0xfd62f97aUL, 0x8a65c9ecUL, 0x14015c4fUL, 0x63066cd9UL,
677 0xfa0f3d63UL, 0x8d080df5UL, 0x3b6e20c8UL, 0x4c69105eUL, 0xd56041e4UL,
678 0xa2677172UL, 0x3c03e4d1UL, 0x4b04d447UL, 0xd20d85fdUL, 0xa50ab56bUL,
679 0x35b5a8faUL, 0x42b2986cUL, 0xdbbbc9d6UL, 0xacbcf940UL, 0x32d86ce3UL,
680 0x45df5c75UL, 0xdcd60dcfUL, 0xabd13d59UL, 0x26d930acUL, 0x51de003aUL,
681 0xc8d75180UL, 0xbfd06116UL, 0x21b4f4b5UL, 0x56b3c423UL, 0xcfba9599UL,
682 0xb8bda50fUL, 0x2802b89eUL, 0x5f058808UL, 0xc60cd9b2UL, 0xb10be924UL,
683 0x2f6f7c87UL, 0x58684c11UL, 0xc1611dabUL, 0xb6662d3dUL, 0x76dc4190UL,
684 0x01db7106UL, 0x98d220bcUL, 0xefd5102aUL, 0x71b18589UL, 0x06b6b51fUL,
685 0x9fbfe4a5UL, 0xe8b8d433UL, 0x7807c9a2UL, 0x0f00f934UL, 0x9609a88eUL,
686 0xe10e9818UL, 0x7f6a0dbbUL, 0x086d3d2dUL, 0x91646c97UL, 0xe6635c01UL,
687 0x6b6b51f4UL, 0x1c6c6162UL, 0x856530d8UL, 0xf262004eUL, 0x6c0695edUL,
688 0x1b01a57bUL, 0x8208f4c1UL, 0xf50fc457UL, 0x65b0d9c6UL, 0x12b7e950UL,
689 0x8bbeb8eaUL, 0xfcb9887cUL, 0x62dd1ddfUL, 0x15da2d49UL, 0x8cd37cf3UL,
690 0xfbd44c65UL, 0x4db26158UL, 0x3ab551ceUL, 0xa3bc0074UL, 0xd4bb30e2UL,
691 0x4adfa541UL, 0x3dd895d7UL, 0xa4d1c46dUL, 0xd3d6f4fbUL, 0x4369e96aUL,
692 0x346ed9fcUL, 0xad678846UL, 0xda60b8d0UL, 0x44042d73UL, 0x33031de5UL,
693 0xaa0a4c5fUL, 0xdd0d7cc9UL, 0x5005713cUL, 0x270241aaUL, 0xbe0b1010UL,
694 0xc90c2086UL, 0x5768b525UL, 0x206f85b3UL, 0xb966d409UL, 0xce61e49fUL,
695 0x5edef90eUL, 0x29d9c998UL, 0xb0d09822UL, 0xc7d7a8b4UL, 0x59b33d17UL,
696 0x2eb40d81UL, 0xb7bd5c3bUL, 0xc0ba6cadUL, 0xedb88320UL, 0x9abfb3b6UL,
697 0x03b6e20cUL, 0x74b1d29aUL, 0xead54739UL, 0x9dd277afUL, 0x04db2615UL,
698 0x73dc1683UL, 0xe3630b12UL, 0x94643b84UL, 0x0d6d6a3eUL, 0x7a6a5aa8UL,
699 0xe40ecf0bUL, 0x9309ff9dUL, 0x0a00ae27UL, 0x7d079eb1UL, 0xf00f9344UL,
700 0x8708a3d2UL, 0x1e01f268UL, 0x6906c2feUL, 0xf762575dUL, 0x806567cbUL,
701 0x196c3671UL, 0x6e6b06e7UL, 0xfed41b76UL, 0x89d32be0UL, 0x10da7a5aUL,
702 0x67dd4accUL, 0xf9b9df6fUL, 0x8ebeeff9UL, 0x17b7be43UL, 0x60b08ed5UL,
703 0xd6d6a3e8UL, 0xa1d1937eUL, 0x38d8c2c4UL, 0x4fdff252UL, 0xd1bb67f1UL,
704 0xa6bc5767UL, 0x3fb506ddUL, 0x48b2364bUL, 0xd80d2bdaUL, 0xaf0a1b4cUL,
705 0x36034af6UL, 0x41047a60UL, 0xdf60efc3UL, 0xa867df55UL, 0x316e8eefUL,
706 0x4669be79UL, 0xcb61b38cUL, 0xbc66831aUL, 0x256fd2a0UL, 0x5268e236UL,
707 0xcc0c7795UL, 0xbb0b4703UL, 0x220216b9UL, 0x5505262fUL, 0xc5ba3bbeUL,
708 0xb2bd0b28UL, 0x2bb45a92UL, 0x5cb36a04UL, 0xc2d7ffa7UL, 0xb5d0cf31UL,
709 0x2cd99e8bUL, 0x5bdeae1dUL, 0x9b64c2b0UL, 0xec63f226UL, 0x756aa39cUL,
710 0x026d930aUL, 0x9c0906a9UL, 0xeb0e363fUL, 0x72076785UL, 0x05005713UL,
711 0x95bf4a82UL, 0xe2b87a14UL, 0x7bb12baeUL, 0x0cb61b38UL, 0x92d28e9bUL,
712 0xe5d5be0dUL, 0x7cdcefb7UL, 0x0bdbdf21UL, 0x86d3d2d4UL, 0xf1d4e242UL,
713 0x68ddb3f8UL, 0x1fda836eUL, 0x81be16cdUL, 0xf6b9265bUL, 0x6fb077e1UL,
714 0x18b74777UL, 0x88085ae6UL, 0xff0f6a70UL, 0x66063bcaUL, 0x11010b5cUL,
715 0x8f659effUL, 0xf862ae69UL, 0x616bffd3UL, 0x166ccf45UL, 0xa00ae278UL,
716 0xd70dd2eeUL, 0x4e048354UL, 0x3903b3c2UL, 0xa7672661UL, 0xd06016f7UL,
717 0x4969474dUL, 0x3e6e77dbUL, 0xaed16a4aUL, 0xd9d65adcUL, 0x40df0b66UL,
718 0x37d83bf0UL, 0xa9bcae53UL, 0xdebb9ec5UL, 0x47b2cf7fUL, 0x30b5ffe9UL,
719 0xbdbdf21cUL, 0xcabac28aUL, 0x53b39330UL, 0x24b4a3a6UL, 0xbad03605UL,
720 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
721 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
722 0x2d02ef8dL
723};
724
725

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