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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.21 by root, Tue Dec 12 20:53:02 2006 UTC vs.
Revision 1.62 by root, Tue Jul 10 07:31:20 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 {
260 op->remove ();
261 op->destroy (0);
262 }
263 }
264} 206}
265 207
266/* convert materialname to materialtype_t */ 208/* convert materialname to materialtype_t */
267 209
268materialtype_t * 210materialtype_t *
269name_to_material (const char *name) 211name_to_material (const shstr &name)
270{ 212{
271 materialtype_t *mt, *nmt; 213 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
214 if (name == mt->name)
215 return mt;
272 216
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; 217 return 0;
283} 218}
284 219
285/* when doing transmutation of objects, we have to recheck the resistances, 220/* when doing transmutation of objects, we have to recheck the resistances,
286 * as some that did not apply previously, may apply now. 221 * as some that did not apply previously, may apply now.
287 */ 222 */
296 return; 231 return;
297 232
298 if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) 233 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
299 return; 234 return;
300 235
301 if (!IS_ARMOR (op)) 236 if (!op->is_armor ())
302 return; 237 return;
303 238
304 mt = name_to_material (op->materialname); 239 mt = name_to_material (op->materialname);
305 if (!mt) 240 if (!mt)
306 { 241 {
307 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);
308 return; 243 return;
309 } 244 }
310 245
311 for (j = 0; j < NROFATTACKS; j++) 246 for (j = 0; j < NROFATTACKS; j++)
312 if (op->resist[j] == 0 && change->resist[j] != 0) 247 if (op->resist[j] == 0 && change->resist[j] != 0)
323void 258void
324set_materialname (object *op, int difficulty, materialtype_t *nmt) 259set_materialname (object *op, int difficulty, materialtype_t *nmt)
325{ 260{
326 materialtype_t *mt, *lmt; 261 materialtype_t *mt, *lmt;
327 262
328#ifdef NEW_MATERIAL_CODE
329 int j;
330#endif
331
332 if (op->materialname != NULL) 263 if (op->materialname != NULL)
333 return; 264 return;
334 265
335
336
337 if (nmt == NULL) 266 if (nmt == NULL)
338 { 267 {
339 lmt = NULL; 268 lmt = NULL;
340#ifndef NEW_MATERIAL_CODE 269
341 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 270 for (mt = materialt; mt && mt->next; mt = mt->next)
342 { 271 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
343 if (op->material & mt->material) 272 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
344 { 273 {
345 lmt = mt; 274 lmt = mt;
275 if (!(op->is_weapon () || op->is_armor ()))
346 break; 276 break;
347 } 277 }
348 }
349
350#else
351 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
352 {
353 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
354 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
355 {
356 lmt = mt;
357 if (!(IS_WEAPON (op) || IS_ARMOR (op)))
358 break;
359 }
360 }
361#endif
362 } 278 }
363 else 279 else
364 {
365 lmt = nmt; 280 lmt = nmt;
366 }
367 281
368 if (lmt != NULL) 282 if (lmt != NULL)
369 { 283 {
370#ifndef NEW_MATERIAL_CODE 284 if (op->stats.dam && op->is_weapon ())
371 op->materialname = lmt->name;
372 return;
373#else
374
375 if (op->stats.dam && IS_WEAPON (op))
376 { 285 {
377 op->stats.dam += lmt->damage; 286 op->stats.dam += lmt->damage;
378 if (op->stats.dam < 1) 287 if (op->stats.dam < 1)
379 op->stats.dam = 1; 288 op->stats.dam = 1;
380 } 289 }
290
381 if (op->stats.sp && op->type == BOW) 291 if (op->stats.sp && op->type == BOW)
382 op->stats.sp += lmt->sp; 292 op->stats.sp += lmt->sp;
383 if (op->stats.wc && IS_WEAPON (op)) 293 if (op->stats.wc && op->is_weapon ())
384 op->stats.wc += lmt->wc; 294 op->stats.wc += lmt->wc;
385 if (IS_ARMOR (op)) 295 if (op->is_armor ())
386 { 296 {
387 if (op->stats.ac) 297 if (op->stats.ac)
388 op->stats.ac += lmt->ac; 298 op->stats.ac += lmt->ac;
299
389 for (j = 0; j < NROFATTACKS; j++) 300 for (int j = 0; j < NROFATTACKS; j++)
390 if (op->resist[j] != 0) 301 if (op->resist[j] != 0)
391 { 302 {
392 op->resist[j] += lmt->mod[j]; 303 op->resist[j] += lmt->mod[j];
393 if (op->resist[j] > 100) 304 if (op->resist[j] > 100)
394 op->resist[j] = 100; 305 op->resist[j] = 100;
395 if (op->resist[j] < -100) 306 if (op->resist[j] < -100)
396 op->resist[j] = -100; 307 op->resist[j] = -100;
397 } 308 }
398 } 309 }
310
399 op->materialname = add_string (lmt->name); 311 op->materialname = lmt->name;
400 /* dont make it unstackable if it doesn't need to be */ 312 /* dont make it unstackable if it doesn't need to be */
401 if (IS_WEAPON (op) || IS_ARMOR (op)) 313 if (op->is_weapon () || op->is_armor ())
402 { 314 {
403 op->weight = (op->weight * lmt->weight) / 100; 315 op->weight = (op->weight * lmt->weight) / 100;
404 op->value = (op->value * lmt->value) / 100; 316 op->value = (op->value * lmt->value) / 100;
405 } 317 }
406#endif
407 } 318 }
408} 319}
409 320
410/* 321/*
411 * Strip out the media tags from a String. 322 * Strip out the media tags from a String.
541 return; 452 return;
542} 453}
543 454
544///////////////////////////////////////////////////////////////////////////// 455/////////////////////////////////////////////////////////////////////////////
545 456
546#if 0 457void
547refcounted *refcounted::rc_first; 458fork_abort (const char *msg)
548
549refcounted::refcounted ()
550{ 459{
551 refcnt = 0; 460 if (!fork ())
552 rc_next = rc_first; 461 {
553 rc_first = this; 462 signal (SIGABRT, SIG_DFL);
554} 463 // try to put corefiles into a subdirectory, if existing, to allow
464 // an administrator to reduce the I/O load.
465 chdir ("cores");
466 abort ();
467 }
555 468
556refcounted::~refcounted () 469 LOG (llevError, "fork abort: %s\n", msg);
557{
558 assert (!rc_next);
559 assert (!refcnt);
560} 470}
471
472void *salloc_ (int n) throw (std::bad_alloc)
473{
474#ifdef PREFER_MALLOC
475 void *ptr = malloc (n);
476#else
477 void *ptr = g_slice_alloc (n);
561#endif 478#endif
562 479
563void *alloc (int s) throw (std::bad_alloc)
564{
565 void *p = g_slice_alloc (s);
566
567 if (!p) 480 if (!ptr)
568 throw std::bad_alloc (); 481 throw std::bad_alloc ();
569 482
570 return p; 483 return ptr;
484}
485
486void *salloc_ (int n, void *src) throw (std::bad_alloc)
487{
488 void *ptr = salloc_ (n);
489
490 if (src)
491 memcpy (ptr, src, n);
492 else
493 memset (ptr, 0, n);
494
495 return ptr;
571} 496}
572 497
573void assign (char *dst, const char *src, int maxlen) 498void assign (char *dst, const char *src, int maxlen)
574{ 499{
575 if (!src) 500 if (!src)
592 } 517 }
593 else 518 else
594 memcpy (dst, src, len + 1); 519 memcpy (dst, src, len + 1);
595} 520}
596 521
522const std::string
523format (const char *format, ...)
524{
525 int len;
597 526
527 {
528 char buf[128];
529
530 va_list ap;
531 va_start (ap, format);
532 len = vsnprintf (buf, sizeof (buf), format, ap);
533 va_end (ap);
534
535 assert (len >= 0); // shield againstz broken vsnprintf's
536
537 // was our static buffer short enough?
538 if (len < sizeof (buf))
539 return std::string (buf, len);
540 }
541
542 {
543 // longer, try harder
544 char *buf = salloc<char> (len + 1);
545
546 va_list ap;
547 va_start (ap, format);
548 vsnprintf (buf, len + 1, format, ap);
549 va_end (ap);
550
551 const std::string s (buf, len);
552 sfree<char> (buf, len + 1);
553
554 return buf;
555 }
556}
557
558tstamp now ()
559{
560 struct timeval tv;
561
562 gettimeofday (&tv, 0);
563 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
564}
565
566int
567similar_direction (int a, int b)
568{
569 if (!a || !b)
570 return 0;
571
572 int diff = (b - a) & 7;
573 return diff <= 1 || diff >= 7;
574}
575
576/* crc32 0xdebb20e3 table and supplementary functions. */
577extern const uint32_t crc_32_tab[256] =
578{
579 0x00000000UL, 0x77073096UL, 0xee0e612cUL, 0x990951baUL, 0x076dc419UL,
580 0x706af48fUL, 0xe963a535UL, 0x9e6495a3UL, 0x0edb8832UL, 0x79dcb8a4UL,
581 0xe0d5e91eUL, 0x97d2d988UL, 0x09b64c2bUL, 0x7eb17cbdUL, 0xe7b82d07UL,
582 0x90bf1d91UL, 0x1db71064UL, 0x6ab020f2UL, 0xf3b97148UL, 0x84be41deUL,
583 0x1adad47dUL, 0x6ddde4ebUL, 0xf4d4b551UL, 0x83d385c7UL, 0x136c9856UL,
584 0x646ba8c0UL, 0xfd62f97aUL, 0x8a65c9ecUL, 0x14015c4fUL, 0x63066cd9UL,
585 0xfa0f3d63UL, 0x8d080df5UL, 0x3b6e20c8UL, 0x4c69105eUL, 0xd56041e4UL,
586 0xa2677172UL, 0x3c03e4d1UL, 0x4b04d447UL, 0xd20d85fdUL, 0xa50ab56bUL,
587 0x35b5a8faUL, 0x42b2986cUL, 0xdbbbc9d6UL, 0xacbcf940UL, 0x32d86ce3UL,
588 0x45df5c75UL, 0xdcd60dcfUL, 0xabd13d59UL, 0x26d930acUL, 0x51de003aUL,
589 0xc8d75180UL, 0xbfd06116UL, 0x21b4f4b5UL, 0x56b3c423UL, 0xcfba9599UL,
590 0xb8bda50fUL, 0x2802b89eUL, 0x5f058808UL, 0xc60cd9b2UL, 0xb10be924UL,
591 0x2f6f7c87UL, 0x58684c11UL, 0xc1611dabUL, 0xb6662d3dUL, 0x76dc4190UL,
592 0x01db7106UL, 0x98d220bcUL, 0xefd5102aUL, 0x71b18589UL, 0x06b6b51fUL,
593 0x9fbfe4a5UL, 0xe8b8d433UL, 0x7807c9a2UL, 0x0f00f934UL, 0x9609a88eUL,
594 0xe10e9818UL, 0x7f6a0dbbUL, 0x086d3d2dUL, 0x91646c97UL, 0xe6635c01UL,
595 0x6b6b51f4UL, 0x1c6c6162UL, 0x856530d8UL, 0xf262004eUL, 0x6c0695edUL,
596 0x1b01a57bUL, 0x8208f4c1UL, 0xf50fc457UL, 0x65b0d9c6UL, 0x12b7e950UL,
597 0x8bbeb8eaUL, 0xfcb9887cUL, 0x62dd1ddfUL, 0x15da2d49UL, 0x8cd37cf3UL,
598 0xfbd44c65UL, 0x4db26158UL, 0x3ab551ceUL, 0xa3bc0074UL, 0xd4bb30e2UL,
599 0x4adfa541UL, 0x3dd895d7UL, 0xa4d1c46dUL, 0xd3d6f4fbUL, 0x4369e96aUL,
600 0x346ed9fcUL, 0xad678846UL, 0xda60b8d0UL, 0x44042d73UL, 0x33031de5UL,
601 0xaa0a4c5fUL, 0xdd0d7cc9UL, 0x5005713cUL, 0x270241aaUL, 0xbe0b1010UL,
602 0xc90c2086UL, 0x5768b525UL, 0x206f85b3UL, 0xb966d409UL, 0xce61e49fUL,
603 0x5edef90eUL, 0x29d9c998UL, 0xb0d09822UL, 0xc7d7a8b4UL, 0x59b33d17UL,
604 0x2eb40d81UL, 0xb7bd5c3bUL, 0xc0ba6cadUL, 0xedb88320UL, 0x9abfb3b6UL,
605 0x03b6e20cUL, 0x74b1d29aUL, 0xead54739UL, 0x9dd277afUL, 0x04db2615UL,
606 0x73dc1683UL, 0xe3630b12UL, 0x94643b84UL, 0x0d6d6a3eUL, 0x7a6a5aa8UL,
607 0xe40ecf0bUL, 0x9309ff9dUL, 0x0a00ae27UL, 0x7d079eb1UL, 0xf00f9344UL,
608 0x8708a3d2UL, 0x1e01f268UL, 0x6906c2feUL, 0xf762575dUL, 0x806567cbUL,
609 0x196c3671UL, 0x6e6b06e7UL, 0xfed41b76UL, 0x89d32be0UL, 0x10da7a5aUL,
610 0x67dd4accUL, 0xf9b9df6fUL, 0x8ebeeff9UL, 0x17b7be43UL, 0x60b08ed5UL,
611 0xd6d6a3e8UL, 0xa1d1937eUL, 0x38d8c2c4UL, 0x4fdff252UL, 0xd1bb67f1UL,
612 0xa6bc5767UL, 0x3fb506ddUL, 0x48b2364bUL, 0xd80d2bdaUL, 0xaf0a1b4cUL,
613 0x36034af6UL, 0x41047a60UL, 0xdf60efc3UL, 0xa867df55UL, 0x316e8eefUL,
614 0x4669be79UL, 0xcb61b38cUL, 0xbc66831aUL, 0x256fd2a0UL, 0x5268e236UL,
615 0xcc0c7795UL, 0xbb0b4703UL, 0x220216b9UL, 0x5505262fUL, 0xc5ba3bbeUL,
616 0xb2bd0b28UL, 0x2bb45a92UL, 0x5cb36a04UL, 0xc2d7ffa7UL, 0xb5d0cf31UL,
617 0x2cd99e8bUL, 0x5bdeae1dUL, 0x9b64c2b0UL, 0xec63f226UL, 0x756aa39cUL,
618 0x026d930aUL, 0x9c0906a9UL, 0xeb0e363fUL, 0x72076785UL, 0x05005713UL,
619 0x95bf4a82UL, 0xe2b87a14UL, 0x7bb12baeUL, 0x0cb61b38UL, 0x92d28e9bUL,
620 0xe5d5be0dUL, 0x7cdcefb7UL, 0x0bdbdf21UL, 0x86d3d2d4UL, 0xf1d4e242UL,
621 0x68ddb3f8UL, 0x1fda836eUL, 0x81be16cdUL, 0xf6b9265bUL, 0x6fb077e1UL,
622 0x18b74777UL, 0x88085ae6UL, 0xff0f6a70UL, 0x66063bcaUL, 0x11010b5cUL,
623 0x8f659effUL, 0xf862ae69UL, 0x616bffd3UL, 0x166ccf45UL, 0xa00ae278UL,
624 0xd70dd2eeUL, 0x4e048354UL, 0x3903b3c2UL, 0xa7672661UL, 0xd06016f7UL,
625 0x4969474dUL, 0x3e6e77dbUL, 0xaed16a4aUL, 0xd9d65adcUL, 0x40df0b66UL,
626 0x37d83bf0UL, 0xa9bcae53UL, 0xdebb9ec5UL, 0x47b2cf7fUL, 0x30b5ffe9UL,
627 0xbdbdf21cUL, 0xcabac28aUL, 0x53b39330UL, 0x24b4a3a6UL, 0xbad03605UL,
628 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
629 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
630 0x2d02ef8dL
631};
632
633

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