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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.20 by root, Mon Dec 11 21:32:16 2006 UTC vs.
Revision 1.54 by root, Fri Apr 27 20:06:37 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 | logBacktrace, "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 | logBacktrace, "Calling random_roll64 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 { 274 op->destroy ();
260 remove_ob (op);
261 free_object (op);
262 }
263 } 275 }
264} 276}
265 277
266/* convert materialname to materialtype_t */ 278/* convert materialname to materialtype_t */
267 279
268materialtype_t * 280materialtype_t *
269name_to_material (const char *name) 281name_to_material (const shstr &name)
270{ 282{
271 materialtype_t *mt, *nmt; 283 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
272 284 if (name == mt->name)
273 mt = NULL;
274 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
275 {
276 if (strcmp (name, nmt->name) == 0)
277 {
278 mt = nmt;
279 break;
280 }
281 }
282 return mt; 285 return mt;
286
287 return materialt;
283} 288}
284 289
285/* when doing transmutation of objects, we have to recheck the resistances, 290/* when doing transmutation of objects, we have to recheck the resistances,
286 * as some that did not apply previously, may apply now. 291 * as some that did not apply previously, may apply now.
287 */ 292 */
296 return; 301 return;
297 302
298 if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) 303 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
299 return; 304 return;
300 305
301 if (!IS_ARMOR (op)) 306 if (!op->is_armor ())
302 return; 307 return;
303 308
304 mt = name_to_material (op->materialname); 309 mt = name_to_material (op->materialname);
305 if (!mt) 310 if (!mt)
306 { 311 {
336 341
337 if (nmt == NULL) 342 if (nmt == NULL)
338 { 343 {
339 lmt = NULL; 344 lmt = NULL;
340#ifndef NEW_MATERIAL_CODE 345#ifndef NEW_MATERIAL_CODE
341 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 346 for (mt = materialt; mt && mt->next; mt = mt->next)
342 { 347 {
343 if (op->material & mt->material) 348 if (op->materials & mt->material)
344 { 349 {
345 lmt = mt; 350 lmt = mt;
346 break; 351 break;
347 } 352 }
348 } 353 }
349 354
350#else 355#else
351 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 356 for (mt = materialt; mt && mt->next; mt = mt->next)
352 { 357 {
353 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 358 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
354 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 359 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
355 { 360 {
356 lmt = mt; 361 lmt = mt;
357 if (!(IS_WEAPON (op) || IS_ARMOR (op))) 362 if (!(op->is_weapon () || op->is_armor ()))
358 break; 363 break;
359 } 364 }
360 } 365 }
361#endif 366#endif
362 } 367 }
370#ifndef NEW_MATERIAL_CODE 375#ifndef NEW_MATERIAL_CODE
371 op->materialname = lmt->name; 376 op->materialname = lmt->name;
372 return; 377 return;
373#else 378#else
374 379
375 if (op->stats.dam && IS_WEAPON (op)) 380 if (op->stats.dam && op->is_weapon ())
376 { 381 {
377 op->stats.dam += lmt->damage; 382 op->stats.dam += lmt->damage;
378 if (op->stats.dam < 1) 383 if (op->stats.dam < 1)
379 op->stats.dam = 1; 384 op->stats.dam = 1;
380 } 385 }
386
381 if (op->stats.sp && op->type == BOW) 387 if (op->stats.sp && op->type == BOW)
382 op->stats.sp += lmt->sp; 388 op->stats.sp += lmt->sp;
383 if (op->stats.wc && IS_WEAPON (op)) 389 if (op->stats.wc && op->is_weapon ())
384 op->stats.wc += lmt->wc; 390 op->stats.wc += lmt->wc;
385 if (IS_ARMOR (op)) 391 if (op->is_armor ())
386 { 392 {
387 if (op->stats.ac) 393 if (op->stats.ac)
388 op->stats.ac += lmt->ac; 394 op->stats.ac += lmt->ac;
389 for (j = 0; j < NROFATTACKS; j++) 395 for (j = 0; j < NROFATTACKS; j++)
390 if (op->resist[j] != 0) 396 if (op->resist[j] != 0)
394 op->resist[j] = 100; 400 op->resist[j] = 100;
395 if (op->resist[j] < -100) 401 if (op->resist[j] < -100)
396 op->resist[j] = -100; 402 op->resist[j] = -100;
397 } 403 }
398 } 404 }
399 op->materialname = add_string (lmt->name); 405 op->materialname = lmt->name;
400 /* dont make it unstackable if it doesn't need to be */ 406 /* dont make it unstackable if it doesn't need to be */
401 if (IS_WEAPON (op) || IS_ARMOR (op)) 407 if (op->is_weapon () || op->is_armor ())
402 { 408 {
403 op->weight = (op->weight * lmt->weight) / 100; 409 op->weight = (op->weight * lmt->weight) / 100;
404 op->value = (op->value * lmt->value) / 100; 410 op->value = (op->value * lmt->value) / 100;
405 } 411 }
406#endif 412#endif
541 return; 547 return;
542} 548}
543 549
544///////////////////////////////////////////////////////////////////////////// 550/////////////////////////////////////////////////////////////////////////////
545 551
546#if 0 552void
547refcounted *refcounted::rc_first; 553fork_abort (const char *msg)
548
549refcounted::refcounted ()
550{ 554{
551 refcnt = 0; 555 if (!fork ())
552 rc_next = rc_first; 556 {
553 rc_first = this; 557 signal (SIGABRT, SIG_DFL);
554} 558 // try to put corefiles into a subdirectory, if existing, to allow
559 // an administrator to reduce the I/O load.
560 chdir ("cores");
561 abort ();
562 }
555 563
556refcounted::~refcounted () 564 LOG (llevError, "fork abort: %s\n", msg);
557{
558 assert (!rc_next);
559 assert (!refcnt);
560} 565}
566
567void *salloc_ (int n) throw (std::bad_alloc)
568{
569#ifdef PREFER_MALLOC
570 void *ptr = malloc (n);
571#else
572 void *ptr = g_slice_alloc (n);
561#endif 573#endif
562 574
563void *alloc (int s) throw (std::bad_alloc)
564{
565 void *p = g_slice_alloc (s);
566
567 if (!p) 575 if (!ptr)
568 throw std::bad_alloc (); 576 throw std::bad_alloc ();
569 577
570 return p; 578 return ptr;
579}
580
581void *salloc_ (int n, void *src) throw (std::bad_alloc)
582{
583 void *ptr = salloc_ (n);
584
585 if (src)
586 memcpy (ptr, src, n);
587 else
588 memset (ptr, 0, n);
589
590 return ptr;
571} 591}
572 592
573void assign (char *dst, const char *src, int maxlen) 593void assign (char *dst, const char *src, int maxlen)
574{ 594{
575 if (!src) 595 if (!src)
592 } 612 }
593 else 613 else
594 memcpy (dst, src, len + 1); 614 memcpy (dst, src, len + 1);
595} 615}
596 616
617const std::string
618format (const char *format, ...)
619{
620 int len;
597 621
622 {
623 char buf[128];
624
625 va_list ap;
626 va_start (ap, format);
627 len = vsnprintf (buf, sizeof (buf), format, ap);
628 va_end (ap);
629
630 assert (len >= 0); // shield againstz broken vsnprintf's
631
632 // was our static buffer short enough?
633 if (len < sizeof (buf))
634 return std::string (buf, len);
635 }
636
637 {
638 // longer, try harder
639 char *buf = salloc<char> (len + 1);
640
641 va_list ap;
642 va_start (ap, format);
643 vsnprintf (buf, len + 1, format, ap);
644 va_end (ap);
645
646 const std::string s (buf, len);
647 sfree<char> (buf, len + 1);
648
649 return buf;
650 }
651}
652
653tstamp now ()
654{
655 struct timeval tv;
656
657 gettimeofday (&tv, 0);
658 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
659}
660
661int
662similar_direction (int a, int b)
663{
664 if (!a || !b)
665 return 0;
666
667 int diff = (b - a) & 7;
668 return diff <= 1 || diff >= 7;
669}
670
671/* crc32 0xdebb20e3 table and supplementary functions. */
672extern const uint32_t crc_32_tab[256] =
673{
674 0x00000000UL, 0x77073096UL, 0xee0e612cUL, 0x990951baUL, 0x076dc419UL,
675 0x706af48fUL, 0xe963a535UL, 0x9e6495a3UL, 0x0edb8832UL, 0x79dcb8a4UL,
676 0xe0d5e91eUL, 0x97d2d988UL, 0x09b64c2bUL, 0x7eb17cbdUL, 0xe7b82d07UL,
677 0x90bf1d91UL, 0x1db71064UL, 0x6ab020f2UL, 0xf3b97148UL, 0x84be41deUL,
678 0x1adad47dUL, 0x6ddde4ebUL, 0xf4d4b551UL, 0x83d385c7UL, 0x136c9856UL,
679 0x646ba8c0UL, 0xfd62f97aUL, 0x8a65c9ecUL, 0x14015c4fUL, 0x63066cd9UL,
680 0xfa0f3d63UL, 0x8d080df5UL, 0x3b6e20c8UL, 0x4c69105eUL, 0xd56041e4UL,
681 0xa2677172UL, 0x3c03e4d1UL, 0x4b04d447UL, 0xd20d85fdUL, 0xa50ab56bUL,
682 0x35b5a8faUL, 0x42b2986cUL, 0xdbbbc9d6UL, 0xacbcf940UL, 0x32d86ce3UL,
683 0x45df5c75UL, 0xdcd60dcfUL, 0xabd13d59UL, 0x26d930acUL, 0x51de003aUL,
684 0xc8d75180UL, 0xbfd06116UL, 0x21b4f4b5UL, 0x56b3c423UL, 0xcfba9599UL,
685 0xb8bda50fUL, 0x2802b89eUL, 0x5f058808UL, 0xc60cd9b2UL, 0xb10be924UL,
686 0x2f6f7c87UL, 0x58684c11UL, 0xc1611dabUL, 0xb6662d3dUL, 0x76dc4190UL,
687 0x01db7106UL, 0x98d220bcUL, 0xefd5102aUL, 0x71b18589UL, 0x06b6b51fUL,
688 0x9fbfe4a5UL, 0xe8b8d433UL, 0x7807c9a2UL, 0x0f00f934UL, 0x9609a88eUL,
689 0xe10e9818UL, 0x7f6a0dbbUL, 0x086d3d2dUL, 0x91646c97UL, 0xe6635c01UL,
690 0x6b6b51f4UL, 0x1c6c6162UL, 0x856530d8UL, 0xf262004eUL, 0x6c0695edUL,
691 0x1b01a57bUL, 0x8208f4c1UL, 0xf50fc457UL, 0x65b0d9c6UL, 0x12b7e950UL,
692 0x8bbeb8eaUL, 0xfcb9887cUL, 0x62dd1ddfUL, 0x15da2d49UL, 0x8cd37cf3UL,
693 0xfbd44c65UL, 0x4db26158UL, 0x3ab551ceUL, 0xa3bc0074UL, 0xd4bb30e2UL,
694 0x4adfa541UL, 0x3dd895d7UL, 0xa4d1c46dUL, 0xd3d6f4fbUL, 0x4369e96aUL,
695 0x346ed9fcUL, 0xad678846UL, 0xda60b8d0UL, 0x44042d73UL, 0x33031de5UL,
696 0xaa0a4c5fUL, 0xdd0d7cc9UL, 0x5005713cUL, 0x270241aaUL, 0xbe0b1010UL,
697 0xc90c2086UL, 0x5768b525UL, 0x206f85b3UL, 0xb966d409UL, 0xce61e49fUL,
698 0x5edef90eUL, 0x29d9c998UL, 0xb0d09822UL, 0xc7d7a8b4UL, 0x59b33d17UL,
699 0x2eb40d81UL, 0xb7bd5c3bUL, 0xc0ba6cadUL, 0xedb88320UL, 0x9abfb3b6UL,
700 0x03b6e20cUL, 0x74b1d29aUL, 0xead54739UL, 0x9dd277afUL, 0x04db2615UL,
701 0x73dc1683UL, 0xe3630b12UL, 0x94643b84UL, 0x0d6d6a3eUL, 0x7a6a5aa8UL,
702 0xe40ecf0bUL, 0x9309ff9dUL, 0x0a00ae27UL, 0x7d079eb1UL, 0xf00f9344UL,
703 0x8708a3d2UL, 0x1e01f268UL, 0x6906c2feUL, 0xf762575dUL, 0x806567cbUL,
704 0x196c3671UL, 0x6e6b06e7UL, 0xfed41b76UL, 0x89d32be0UL, 0x10da7a5aUL,
705 0x67dd4accUL, 0xf9b9df6fUL, 0x8ebeeff9UL, 0x17b7be43UL, 0x60b08ed5UL,
706 0xd6d6a3e8UL, 0xa1d1937eUL, 0x38d8c2c4UL, 0x4fdff252UL, 0xd1bb67f1UL,
707 0xa6bc5767UL, 0x3fb506ddUL, 0x48b2364bUL, 0xd80d2bdaUL, 0xaf0a1b4cUL,
708 0x36034af6UL, 0x41047a60UL, 0xdf60efc3UL, 0xa867df55UL, 0x316e8eefUL,
709 0x4669be79UL, 0xcb61b38cUL, 0xbc66831aUL, 0x256fd2a0UL, 0x5268e236UL,
710 0xcc0c7795UL, 0xbb0b4703UL, 0x220216b9UL, 0x5505262fUL, 0xc5ba3bbeUL,
711 0xb2bd0b28UL, 0x2bb45a92UL, 0x5cb36a04UL, 0xc2d7ffa7UL, 0xb5d0cf31UL,
712 0x2cd99e8bUL, 0x5bdeae1dUL, 0x9b64c2b0UL, 0xec63f226UL, 0x756aa39cUL,
713 0x026d930aUL, 0x9c0906a9UL, 0xeb0e363fUL, 0x72076785UL, 0x05005713UL,
714 0x95bf4a82UL, 0xe2b87a14UL, 0x7bb12baeUL, 0x0cb61b38UL, 0x92d28e9bUL,
715 0xe5d5be0dUL, 0x7cdcefb7UL, 0x0bdbdf21UL, 0x86d3d2d4UL, 0xf1d4e242UL,
716 0x68ddb3f8UL, 0x1fda836eUL, 0x81be16cdUL, 0xf6b9265bUL, 0x6fb077e1UL,
717 0x18b74777UL, 0x88085ae6UL, 0xff0f6a70UL, 0x66063bcaUL, 0x11010b5cUL,
718 0x8f659effUL, 0xf862ae69UL, 0x616bffd3UL, 0x166ccf45UL, 0xa00ae278UL,
719 0xd70dd2eeUL, 0x4e048354UL, 0x3903b3c2UL, 0xa7672661UL, 0xd06016f7UL,
720 0x4969474dUL, 0x3e6e77dbUL, 0xaed16a4aUL, 0xd9d65adcUL, 0x40df0b66UL,
721 0x37d83bf0UL, 0xa9bcae53UL, 0xdebb9ec5UL, 0x47b2cf7fUL, 0x30b5ffe9UL,
722 0xbdbdf21cUL, 0xcabac28aUL, 0x53b39330UL, 0x24b4a3a6UL, 0xbad03605UL,
723 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
724 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
725 0x2d02ef8dL
726};
727
728

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