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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 1.60 by root, Sun Jul 1 05:00:18 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* 24/*
25 * General convenience functions for crossfire. 25 * General convenience functions for crossfire.
26 */ 26 */
27
28#include <cstdlib>
29#include <sys/types.h>
30#include <unistd.h>
31#include <sys/time.h>
32#include <time.h>
33#include <signal.h>
27 34
28#include <global.h> 35#include <global.h>
29#include <funcpoint.h> 36#include <funcpoint.h>
30#include <material.h> 37#include <material.h>
31 38
32#include <glib.h> 39#include <glib.h>
40
41rand_gen rndm;
42
43void
44tausworthe_random_generator::seed (uint32_t seed)
45{
46 state [0] = seed * 69069U; if (state [0] < 2U) state [0] += 2U;
47 state [1] = state [0] * 69069U; if (state [0] < 8U) state [0] += 8U;
48 state [2] = state [1] * 69069U; if (state [0] < 16U) state [0] += 16U;
49 state [3] = state [2] * 69069U; if (state [0] < 128) state [0] += 128U;
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}
65
66uint32_t
67tausworthe_random_generator::get_range (uint32_t num)
68{
69 return (next () * (uint64_t)num) >> 32U;
70}
71
72// return a number within (min .. max)
73int
74tausworthe_random_generator::get_range (int r_min, int r_max)
75{
76 return r_min + get_range (max (r_max - r_min + 1, 0));
77}
33 78
34/* 79/*
35 * The random functions here take luck into account when rolling random 80 * 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 81 * 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 82 * 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, 89 * 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. 90 * 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, 91 * Generally, op should be the player/caster/hitter requesting the roll,
47 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 92 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
48 */ 93 */
49
50int 94int
51random_roll (int min, int max, const object *op, int goodbad) 95random_roll (int r_min, int r_max, const object *op, int goodbad)
52{ 96{
53 int omin, diff, luck, base, ran; 97 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
54 98
55 omin = min; 99 if (r_max < r_min)
56 diff = max - min + 1;
57 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
58
59 if (max < 1 || diff < 1)
60 { 100 {
61 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max); 101 LOG (llevError | logBacktrace, "Calling random_roll with min=%d max=%d\n", r_min, r_max);
102 return r_min;
103 }
104
105 if (op->type == PLAYER)
106 {
107 int luck = op->stats.luck;
108
109 if (rndm (base) < min (10, abs (luck)))
110 {
111 //TODO: take luck into account
112 }
113 }
114
115 return rndm (r_min, r_max);
116}
117
118/*
119 * This is a 64 bit version of random_roll above. This is needed
120 * for exp loss calculations for players changing religions.
121 */
122sint64
123random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
124{
125 sint64 omin = min;
126 sint64 diff = max - min + 1;
127 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
128
129 if (diff < 0)
130 {
131 LOG (llevError | logBacktrace, "Calling random_roll64 with min=%" PRId64 " max=%" PRId64 "\n", min, max);
62 return (min); /* avoids a float exception */ 132 return (min); /* avoids a float exception */
63 } 133 }
64 134
65 ran = RANDOM (); 135 /*
136 * Make a call to get two 32 bit unsigned random numbers, and just to
137 * a little bitshifting.
138 */
139 sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31);
66 140
67 if (op->type != PLAYER) 141 if (op->type != PLAYER)
68 return ((ran % diff) + min); 142 return ((ran % diff) + min);
69 143
70 luck = op->stats.luck; 144 int luck = op->stats.luck;
145
71 if (RANDOM () % base < MIN (10, abs (luck))) 146 if (rndm (base) < MIN (10, abs (luck)))
72 { 147 {
73 /* we have a winner */ 148 /* we have a winner */
74 ((luck > 0) ? (luck = 1) : (luck = -1)); 149 ((luck > 0) ? (luck = 1) : (luck = -1));
75 diff -= luck; 150 diff -= luck;
76 if (diff < 1) 151 if (diff < 1)
77 return (omin); /*check again */ 152 return (omin); /*check again */
153
78 ((goodbad) ? (min += luck) : (diff)); 154 ((goodbad) ? (min += luck) : (diff));
79 155
80 return (MAX (omin, MIN (max, (ran % diff) + min))); 156 return (MAX (omin, MIN (max, (ran % diff) + min)));
81 } 157 }
158
82 return ((ran % diff) + min); 159 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 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);
129} 160}
130 161
131/* 162/*
132 * Roll a number of dice (2d3, 4d6). Uses op to determine luck, 163 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
133 * If goodbad is non-zero, luck increases the roll, if zero, it decreases. 164 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
134 * Generally, op should be the player/caster/hitter requesting the roll, 165 * Generally, op should be the player/caster/hitter requesting the roll,
135 * not the recipient (ie, the poor slob getting hit). 166 * not the recipient (ie, the poor slob getting hit).
136 * The args are num D size (ie 4d6) [garbled 20010916] 167 * The args are num D size (ie 4d6) [garbled 20010916]
137 */ 168 */
138
139int 169int
140die_roll (int num, int size, const object *op, int goodbad) 170die_roll (int num, int size, const object *op, int goodbad)
141{ 171{
142 int min, diff, luck, total, i, gotlucky, base, ran; 172 int min, luck, total, i, gotlucky;
143 173
144 diff = size; 174 int diff = size;
145 min = 1; 175 min = 1;
146 luck = total = gotlucky = 0; 176 luck = total = gotlucky = 0;
147 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 177 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
178
148 if (size < 2 || diff < 1) 179 if (size < 2 || diff < 1)
149 { 180 {
150 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size); 181 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
151 return (num); /* avoids a float exception */ 182 return num; /* avoids a float exception */
152 } 183 }
153 184
154 if (op->type == PLAYER) 185 if (op->type == PLAYER)
155 luck = op->stats.luck; 186 luck = op->stats.luck;
156 187
157 for (i = 0; i < num; i++) 188 for (i = 0; i < num; i++)
158 { 189 {
159 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) 190 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
160 { 191 {
161 /* we have a winner */ 192 /* we have a winner */
162 gotlucky++; 193 gotlucky++;
163 ((luck > 0) ? (luck = 1) : (luck = -1)); 194 ((luck > 0) ? (luck = 1) : (luck = -1));
164 diff -= luck; 195 diff -= luck;
165 if (diff < 1) 196 if (diff < 1)
166 return (num); /*check again */ 197 return (num); /*check again */
167 ((goodbad) ? (min += luck) : (diff)); 198 ((goodbad) ? (min += luck) : (diff));
168 ran = RANDOM ();
169 total += MAX (1, MIN (size, (ran % diff) + min)); 199 total += MAX (1, MIN (size, rndm (diff) + min));
170 } 200 }
171 else 201 else
172 {
173 total += RANDOM () % size + 1; 202 total += rndm (size) + 1;
174 }
175 } 203 }
204
176 return (total); 205 return total;
177}
178
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 */
199
200void
201decay_objects (maptile *m)
202{
203 int x, y, destroy;
204 object *op, *otmp;
205
206 if (m->unique)
207 return;
208
209 for (x = 0; x < MAP_WIDTH (m); x++)
210 for (y = 0; y < MAP_HEIGHT (m); y++)
211 for (op = get_map_ob (m, x, y); op; op = otmp)
212 {
213 destroy = 0;
214 otmp = op->above;
215 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
216 break;
217 if (QUERY_FLAG (op, FLAG_IS_FLOOR) ||
218 QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) ||
219 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))
221 continue;
222 /* otherwise, we decay and destroy */
223 if (IS_WEAPON (op))
224 {
225 op->stats.dam--;
226 if (op->stats.dam < 0)
227 destroy = 1;
228 }
229 else if (IS_ARMOR (op))
230 {
231 op->stats.ac--;
232 if (op->stats.ac < 0)
233 destroy = 1;
234 }
235 else if (op->type == FOOD)
236 {
237 op->stats.food -= rndm (5, 20);
238 if (op->stats.food < 0)
239 destroy = 1;
240 }
241 else
242 {
243 if (op->material & M_PAPER || op->material & M_LEATHER ||
244 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID)
245 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 }
257 /* adjust overall chance below */
258 if (destroy && rndm (0, 1))
259 op->destroy ();
260 }
261} 206}
262 207
263/* convert materialname to materialtype_t */ 208/* convert materialname to materialtype_t */
264 209
265materialtype_t * 210materialtype_t *
266name_to_material (const char *name) 211name_to_material (const shstr &name)
267{ 212{
268 materialtype_t *mt, *nmt; 213 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
269 214 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; 215 return mt;
216
217 return materialt;
280} 218}
281 219
282/* when doing transmutation of objects, we have to recheck the resistances, 220/* when doing transmutation of objects, we have to recheck the resistances,
283 * as some that did not apply previously, may apply now. 221 * as some that did not apply previously, may apply now.
284 */ 222 */
293 return; 231 return;
294 232
295 if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) 233 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
296 return; 234 return;
297 235
298 if (!IS_ARMOR (op)) 236 if (!op->is_armor ())
299 return; 237 return;
300 238
301 mt = name_to_material (op->materialname); 239 mt = name_to_material (op->materialname);
302 if (!mt) 240 if (!mt)
303 { 241 {
304 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname); 242 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname);
305 return; 243 return;
306 } 244 }
307 245
308 for (j = 0; j < NROFATTACKS; j++) 246 for (j = 0; j < NROFATTACKS; j++)
309 if (op->resist[j] == 0 && change->resist[j] != 0) 247 if (op->resist[j] == 0 && change->resist[j] != 0)
333 271
334 if (nmt == NULL) 272 if (nmt == NULL)
335 { 273 {
336 lmt = NULL; 274 lmt = NULL;
337#ifndef NEW_MATERIAL_CODE 275#ifndef NEW_MATERIAL_CODE
338 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 276 for (mt = materialt; mt && mt->next; mt = mt->next)
339 { 277 {
340 if (op->material & mt->material) 278 if (op->materials & mt->material)
341 { 279 {
342 lmt = mt; 280 lmt = mt;
343 break; 281 break;
344 } 282 }
345 } 283 }
346 284
347#else 285#else
348 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 286 for (mt = materialt; mt && mt->next; mt = mt->next)
349 { 287 {
350 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 288 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
351 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 289 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
352 { 290 {
353 lmt = mt; 291 lmt = mt;
354 if (!(IS_WEAPON (op) || IS_ARMOR (op))) 292 if (!(op->is_weapon () || op->is_armor ()))
355 break; 293 break;
356 } 294 }
357 } 295 }
358#endif 296#endif
359 } 297 }
367#ifndef NEW_MATERIAL_CODE 305#ifndef NEW_MATERIAL_CODE
368 op->materialname = lmt->name; 306 op->materialname = lmt->name;
369 return; 307 return;
370#else 308#else
371 309
372 if (op->stats.dam && IS_WEAPON (op)) 310 if (op->stats.dam && op->is_weapon ())
373 { 311 {
374 op->stats.dam += lmt->damage; 312 op->stats.dam += lmt->damage;
375 if (op->stats.dam < 1) 313 if (op->stats.dam < 1)
376 op->stats.dam = 1; 314 op->stats.dam = 1;
377 } 315 }
316
378 if (op->stats.sp && op->type == BOW) 317 if (op->stats.sp && op->type == BOW)
379 op->stats.sp += lmt->sp; 318 op->stats.sp += lmt->sp;
380 if (op->stats.wc && IS_WEAPON (op)) 319 if (op->stats.wc && op->is_weapon ())
381 op->stats.wc += lmt->wc; 320 op->stats.wc += lmt->wc;
382 if (IS_ARMOR (op)) 321 if (op->is_armor ())
383 { 322 {
384 if (op->stats.ac) 323 if (op->stats.ac)
385 op->stats.ac += lmt->ac; 324 op->stats.ac += lmt->ac;
386 for (j = 0; j < NROFATTACKS; j++) 325 for (j = 0; j < NROFATTACKS; j++)
387 if (op->resist[j] != 0) 326 if (op->resist[j] != 0)
391 op->resist[j] = 100; 330 op->resist[j] = 100;
392 if (op->resist[j] < -100) 331 if (op->resist[j] < -100)
393 op->resist[j] = -100; 332 op->resist[j] = -100;
394 } 333 }
395 } 334 }
396 op->materialname = add_string (lmt->name); 335 op->materialname = lmt->name;
397 /* dont make it unstackable if it doesn't need to be */ 336 /* dont make it unstackable if it doesn't need to be */
398 if (IS_WEAPON (op) || IS_ARMOR (op)) 337 if (op->is_weapon () || op->is_armor ())
399 { 338 {
400 op->weight = (op->weight * lmt->weight) / 100; 339 op->weight = (op->weight * lmt->weight) / 100;
401 op->value = (op->value * lmt->value) / 100; 340 op->value = (op->value * lmt->value) / 100;
402 } 341 }
403#endif 342#endif
538 return; 477 return;
539} 478}
540 479
541///////////////////////////////////////////////////////////////////////////// 480/////////////////////////////////////////////////////////////////////////////
542 481
543#if 0 482void
544refcounted *refcounted::rc_first; 483fork_abort (const char *msg)
545
546refcounted::refcounted ()
547{ 484{
548 refcnt = 0; 485 if (!fork ())
549 rc_next = rc_first; 486 {
550 rc_first = this; 487 signal (SIGABRT, SIG_DFL);
551} 488 // try to put corefiles into a subdirectory, if existing, to allow
489 // an administrator to reduce the I/O load.
490 chdir ("cores");
491 abort ();
492 }
552 493
553refcounted::~refcounted () 494 LOG (llevError, "fork abort: %s\n", msg);
554{
555 assert (!rc_next);
556 assert (!refcnt);
557} 495}
496
497void *salloc_ (int n) throw (std::bad_alloc)
498{
499#ifdef PREFER_MALLOC
500 void *ptr = malloc (n);
501#else
502 void *ptr = g_slice_alloc (n);
558#endif 503#endif
559 504
560void *alloc (int s) throw (std::bad_alloc)
561{
562 void *p = g_slice_alloc (s);
563
564 if (!p) 505 if (!ptr)
565 throw std::bad_alloc (); 506 throw std::bad_alloc ();
566 507
567 return p; 508 return ptr;
509}
510
511void *salloc_ (int n, void *src) throw (std::bad_alloc)
512{
513 void *ptr = salloc_ (n);
514
515 if (src)
516 memcpy (ptr, src, n);
517 else
518 memset (ptr, 0, n);
519
520 return ptr;
568} 521}
569 522
570void assign (char *dst, const char *src, int maxlen) 523void assign (char *dst, const char *src, int maxlen)
571{ 524{
572 if (!src) 525 if (!src)
589 } 542 }
590 else 543 else
591 memcpy (dst, src, len + 1); 544 memcpy (dst, src, len + 1);
592} 545}
593 546
547const std::string
548format (const char *format, ...)
549{
550 int len;
594 551
552 {
553 char buf[128];
554
555 va_list ap;
556 va_start (ap, format);
557 len = vsnprintf (buf, sizeof (buf), format, ap);
558 va_end (ap);
559
560 assert (len >= 0); // shield againstz broken vsnprintf's
561
562 // was our static buffer short enough?
563 if (len < sizeof (buf))
564 return std::string (buf, len);
565 }
566
567 {
568 // longer, try harder
569 char *buf = salloc<char> (len + 1);
570
571 va_list ap;
572 va_start (ap, format);
573 vsnprintf (buf, len + 1, format, ap);
574 va_end (ap);
575
576 const std::string s (buf, len);
577 sfree<char> (buf, len + 1);
578
579 return buf;
580 }
581}
582
583tstamp now ()
584{
585 struct timeval tv;
586
587 gettimeofday (&tv, 0);
588 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
589}
590
591int
592similar_direction (int a, int b)
593{
594 if (!a || !b)
595 return 0;
596
597 int diff = (b - a) & 7;
598 return diff <= 1 || diff >= 7;
599}
600
601/* crc32 0xdebb20e3 table and supplementary functions. */
602extern const uint32_t crc_32_tab[256] =
603{
604 0x00000000UL, 0x77073096UL, 0xee0e612cUL, 0x990951baUL, 0x076dc419UL,
605 0x706af48fUL, 0xe963a535UL, 0x9e6495a3UL, 0x0edb8832UL, 0x79dcb8a4UL,
606 0xe0d5e91eUL, 0x97d2d988UL, 0x09b64c2bUL, 0x7eb17cbdUL, 0xe7b82d07UL,
607 0x90bf1d91UL, 0x1db71064UL, 0x6ab020f2UL, 0xf3b97148UL, 0x84be41deUL,
608 0x1adad47dUL, 0x6ddde4ebUL, 0xf4d4b551UL, 0x83d385c7UL, 0x136c9856UL,
609 0x646ba8c0UL, 0xfd62f97aUL, 0x8a65c9ecUL, 0x14015c4fUL, 0x63066cd9UL,
610 0xfa0f3d63UL, 0x8d080df5UL, 0x3b6e20c8UL, 0x4c69105eUL, 0xd56041e4UL,
611 0xa2677172UL, 0x3c03e4d1UL, 0x4b04d447UL, 0xd20d85fdUL, 0xa50ab56bUL,
612 0x35b5a8faUL, 0x42b2986cUL, 0xdbbbc9d6UL, 0xacbcf940UL, 0x32d86ce3UL,
613 0x45df5c75UL, 0xdcd60dcfUL, 0xabd13d59UL, 0x26d930acUL, 0x51de003aUL,
614 0xc8d75180UL, 0xbfd06116UL, 0x21b4f4b5UL, 0x56b3c423UL, 0xcfba9599UL,
615 0xb8bda50fUL, 0x2802b89eUL, 0x5f058808UL, 0xc60cd9b2UL, 0xb10be924UL,
616 0x2f6f7c87UL, 0x58684c11UL, 0xc1611dabUL, 0xb6662d3dUL, 0x76dc4190UL,
617 0x01db7106UL, 0x98d220bcUL, 0xefd5102aUL, 0x71b18589UL, 0x06b6b51fUL,
618 0x9fbfe4a5UL, 0xe8b8d433UL, 0x7807c9a2UL, 0x0f00f934UL, 0x9609a88eUL,
619 0xe10e9818UL, 0x7f6a0dbbUL, 0x086d3d2dUL, 0x91646c97UL, 0xe6635c01UL,
620 0x6b6b51f4UL, 0x1c6c6162UL, 0x856530d8UL, 0xf262004eUL, 0x6c0695edUL,
621 0x1b01a57bUL, 0x8208f4c1UL, 0xf50fc457UL, 0x65b0d9c6UL, 0x12b7e950UL,
622 0x8bbeb8eaUL, 0xfcb9887cUL, 0x62dd1ddfUL, 0x15da2d49UL, 0x8cd37cf3UL,
623 0xfbd44c65UL, 0x4db26158UL, 0x3ab551ceUL, 0xa3bc0074UL, 0xd4bb30e2UL,
624 0x4adfa541UL, 0x3dd895d7UL, 0xa4d1c46dUL, 0xd3d6f4fbUL, 0x4369e96aUL,
625 0x346ed9fcUL, 0xad678846UL, 0xda60b8d0UL, 0x44042d73UL, 0x33031de5UL,
626 0xaa0a4c5fUL, 0xdd0d7cc9UL, 0x5005713cUL, 0x270241aaUL, 0xbe0b1010UL,
627 0xc90c2086UL, 0x5768b525UL, 0x206f85b3UL, 0xb966d409UL, 0xce61e49fUL,
628 0x5edef90eUL, 0x29d9c998UL, 0xb0d09822UL, 0xc7d7a8b4UL, 0x59b33d17UL,
629 0x2eb40d81UL, 0xb7bd5c3bUL, 0xc0ba6cadUL, 0xedb88320UL, 0x9abfb3b6UL,
630 0x03b6e20cUL, 0x74b1d29aUL, 0xead54739UL, 0x9dd277afUL, 0x04db2615UL,
631 0x73dc1683UL, 0xe3630b12UL, 0x94643b84UL, 0x0d6d6a3eUL, 0x7a6a5aa8UL,
632 0xe40ecf0bUL, 0x9309ff9dUL, 0x0a00ae27UL, 0x7d079eb1UL, 0xf00f9344UL,
633 0x8708a3d2UL, 0x1e01f268UL, 0x6906c2feUL, 0xf762575dUL, 0x806567cbUL,
634 0x196c3671UL, 0x6e6b06e7UL, 0xfed41b76UL, 0x89d32be0UL, 0x10da7a5aUL,
635 0x67dd4accUL, 0xf9b9df6fUL, 0x8ebeeff9UL, 0x17b7be43UL, 0x60b08ed5UL,
636 0xd6d6a3e8UL, 0xa1d1937eUL, 0x38d8c2c4UL, 0x4fdff252UL, 0xd1bb67f1UL,
637 0xa6bc5767UL, 0x3fb506ddUL, 0x48b2364bUL, 0xd80d2bdaUL, 0xaf0a1b4cUL,
638 0x36034af6UL, 0x41047a60UL, 0xdf60efc3UL, 0xa867df55UL, 0x316e8eefUL,
639 0x4669be79UL, 0xcb61b38cUL, 0xbc66831aUL, 0x256fd2a0UL, 0x5268e236UL,
640 0xcc0c7795UL, 0xbb0b4703UL, 0x220216b9UL, 0x5505262fUL, 0xc5ba3bbeUL,
641 0xb2bd0b28UL, 0x2bb45a92UL, 0x5cb36a04UL, 0xc2d7ffa7UL, 0xb5d0cf31UL,
642 0x2cd99e8bUL, 0x5bdeae1dUL, 0x9b64c2b0UL, 0xec63f226UL, 0x756aa39cUL,
643 0x026d930aUL, 0x9c0906a9UL, 0xeb0e363fUL, 0x72076785UL, 0x05005713UL,
644 0x95bf4a82UL, 0xe2b87a14UL, 0x7bb12baeUL, 0x0cb61b38UL, 0x92d28e9bUL,
645 0xe5d5be0dUL, 0x7cdcefb7UL, 0x0bdbdf21UL, 0x86d3d2d4UL, 0xf1d4e242UL,
646 0x68ddb3f8UL, 0x1fda836eUL, 0x81be16cdUL, 0xf6b9265bUL, 0x6fb077e1UL,
647 0x18b74777UL, 0x88085ae6UL, 0xff0f6a70UL, 0x66063bcaUL, 0x11010b5cUL,
648 0x8f659effUL, 0xf862ae69UL, 0x616bffd3UL, 0x166ccf45UL, 0xa00ae278UL,
649 0xd70dd2eeUL, 0x4e048354UL, 0x3903b3c2UL, 0xa7672661UL, 0xd06016f7UL,
650 0x4969474dUL, 0x3e6e77dbUL, 0xaed16a4aUL, 0xd9d65adcUL, 0x40df0b66UL,
651 0x37d83bf0UL, 0xa9bcae53UL, 0xdebb9ec5UL, 0x47b2cf7fUL, 0x30b5ffe9UL,
652 0xbdbdf21cUL, 0xcabac28aUL, 0x53b39330UL, 0x24b4a3a6UL, 0xbad03605UL,
653 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
654 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
655 0x2d02ef8dL
656};
657
658

Diff Legend

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