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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 1.63 by root, Mon Aug 6 10:54:11 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
41refcnt_base::refcnt_t refcnt_dummy;
42
43rand_gen rndm;
44
45void
46tausworthe_random_generator::seed (uint32_t seed)
47{
48 state [0] = seed * 69069U; if (state [0] < 2U) state [0] += 2U;
49 state [1] = state [0] * 69069U; if (state [0] < 8U) state [0] += 8U;
50 state [2] = state [1] * 69069U; if (state [0] < 16U) state [0] += 16U;
51 state [3] = state [2] * 69069U; if (state [0] < 128) state [0] += 128U;
52
53 for (int i = 11; --i; )
54 operator ()();
55}
56
57uint32_t
58tausworthe_random_generator::next ()
59{
60 state [0] = ((state [0] & 0xFFFFFFFEU) << 18U) ^ (((state [0] << 6U) ^ state [0]) >> 13U);
61 state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U);
62 state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U);
63 state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U);
64
65 return state [0] ^ state [1] ^ state [2] ^ state [3];
66}
67
68uint32_t
69tausworthe_random_generator::get_range (uint32_t num)
70{
71 return (next () * (uint64_t)num) >> 32U;
72}
73
74// return a number within (min .. max)
75int
76tausworthe_random_generator::get_range (int r_min, int r_max)
77{
78 return r_min + get_range (max (r_max - r_min + 1, 0));
79}
33 80
34/* 81/*
35 * The random functions here take luck into account when rolling random 82 * 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 83 * 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 84 * 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, 91 * 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. 92 * 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, 93 * Generally, op should be the player/caster/hitter requesting the roll,
47 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 94 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
48 */ 95 */
49
50int 96int
51random_roll (int min, int max, const object *op, int goodbad) 97random_roll (int r_min, int r_max, const object *op, int goodbad)
52{ 98{
53 int omin, diff, luck, base, ran; 99 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
54 100
55 omin = min; 101 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 { 102 {
61 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max); 103 LOG (llevError | logBacktrace, "Calling random_roll with min=%d max=%d\n", r_min, r_max);
104 return r_min;
105 }
106
107 if (op->type == PLAYER)
108 {
109 int luck = op->stats.luck;
110
111 if (rndm (base) < min (10, abs (luck)))
112 {
113 //TODO: take luck into account
114 }
115 }
116
117 return rndm (r_min, r_max);
118}
119
120/*
121 * This is a 64 bit version of random_roll above. This is needed
122 * for exp loss calculations for players changing religions.
123 */
124sint64
125random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
126{
127 sint64 omin = min;
128 sint64 diff = max - min + 1;
129 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
130
131 if (diff < 0)
132 {
133 LOG (llevError | logBacktrace, "Calling random_roll64 with min=%" PRId64 " max=%" PRId64 "\n", min, max);
62 return (min); /* avoids a float exception */ 134 return (min); /* avoids a float exception */
63 } 135 }
64 136
65 ran = RANDOM (); 137 /*
138 * Make a call to get two 32 bit unsigned random numbers, and just to
139 * a little bitshifting.
140 */
141 sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31);
66 142
67 if (op->type != PLAYER) 143 if (op->type != PLAYER)
68 return ((ran % diff) + min); 144 return ((ran % diff) + min);
69 145
70 luck = op->stats.luck; 146 int luck = op->stats.luck;
147
71 if (RANDOM () % base < MIN (10, abs (luck))) 148 if (rndm (base) < MIN (10, abs (luck)))
72 { 149 {
73 /* we have a winner */ 150 /* we have a winner */
74 ((luck > 0) ? (luck = 1) : (luck = -1)); 151 ((luck > 0) ? (luck = 1) : (luck = -1));
75 diff -= luck; 152 diff -= luck;
76 if (diff < 1) 153 if (diff < 1)
77 return (omin); /*check again */ 154 return (omin); /*check again */
155
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 }
160
82 return ((ran % diff) + min); 161 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} 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,
133 * If goodbad is non-zero, luck increases the roll, if zero, it decreases. 166 * 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, 167 * Generally, op should be the player/caster/hitter requesting the roll,
135 * not the recipient (ie, the poor slob getting hit). 168 * not the recipient (ie, the poor slob getting hit).
136 * The args are num D size (ie 4d6) [garbled 20010916] 169 * The args are num D size (ie 4d6) [garbled 20010916]
137 */ 170 */
138
139int 171int
140die_roll (int num, int size, const object *op, int goodbad) 172die_roll (int num, int size, const object *op, int goodbad)
141{ 173{
142 int min, diff, luck, total, i, gotlucky, base, ran; 174 int min, luck, total, i, gotlucky;
143 175
144 diff = size; 176 int diff = size;
145 min = 1; 177 min = 1;
146 luck = total = gotlucky = 0; 178 luck = total = gotlucky = 0;
147 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 179 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
180
148 if (size < 2 || diff < 1) 181 if (size < 2 || diff < 1)
149 { 182 {
150 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size); 183 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
151 return (num); /* avoids a float exception */ 184 return num; /* avoids a float exception */
152 } 185 }
153 186
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}
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} 208}
265 209
266/* convert materialname to materialtype_t */ 210/* convert materialname to materialtype_t */
267 211
268materialtype_t * 212materialtype_t *
269name_to_material (const char *name) 213name_to_material (const shstr &name)
270{ 214{
271 materialtype_t *mt, *nmt; 215 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
216 if (name == mt->name)
217 return mt;
272 218
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; 219 return 0;
283} 220}
284 221
285/* when doing transmutation of objects, we have to recheck the resistances, 222/* when doing transmutation of objects, we have to recheck the resistances,
286 * as some that did not apply previously, may apply now. 223 * as some that did not apply previously, may apply now.
287 */ 224 */
296 return; 233 return;
297 234
298 if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) 235 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
299 return; 236 return;
300 237
301 if (!IS_ARMOR (op)) 238 if (!op->is_armor ())
302 return; 239 return;
303 240
304 mt = name_to_material (op->materialname); 241 mt = name_to_material (op->materialname);
305 if (!mt) 242 if (!mt)
306 { 243 {
307 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname); 244 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname);
308 return; 245 return;
309 } 246 }
310 247
311 for (j = 0; j < NROFATTACKS; j++) 248 for (j = 0; j < NROFATTACKS; j++)
312 if (op->resist[j] == 0 && change->resist[j] != 0) 249 if (op->resist[j] == 0 && change->resist[j] != 0)
323void 260void
324set_materialname (object *op, int difficulty, materialtype_t *nmt) 261set_materialname (object *op, int difficulty, materialtype_t *nmt)
325{ 262{
326 materialtype_t *mt, *lmt; 263 materialtype_t *mt, *lmt;
327 264
328#ifdef NEW_MATERIAL_CODE
329 int j;
330#endif
331
332 if (op->materialname != NULL) 265 if (op->materialname != NULL)
333 return; 266 return;
334 267
335
336
337 if (nmt == NULL) 268 if (nmt == NULL)
338 { 269 {
339 lmt = NULL; 270 lmt = NULL;
340#ifndef NEW_MATERIAL_CODE 271
341 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 272 for (mt = materialt; mt && mt->next; mt = mt->next)
342 { 273 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
343 if (op->material & mt->material) 274 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
344 { 275 {
345 lmt = mt; 276 lmt = mt;
277 if (!(op->is_weapon () || op->is_armor ()))
346 break; 278 break;
347 } 279 }
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 } 280 }
363 else 281 else
364 {
365 lmt = nmt; 282 lmt = nmt;
366 }
367 283
368 if (lmt != NULL) 284 if (lmt != NULL)
369 { 285 {
370#ifndef NEW_MATERIAL_CODE 286 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 { 287 {
377 op->stats.dam += lmt->damage; 288 op->stats.dam += lmt->damage;
378 if (op->stats.dam < 1) 289 if (op->stats.dam < 1)
379 op->stats.dam = 1; 290 op->stats.dam = 1;
380 } 291 }
292
381 if (op->stats.sp && op->type == BOW) 293 if (op->stats.sp && op->type == BOW)
382 op->stats.sp += lmt->sp; 294 op->stats.sp += lmt->sp;
383 if (op->stats.wc && IS_WEAPON (op)) 295 if (op->stats.wc && op->is_weapon ())
384 op->stats.wc += lmt->wc; 296 op->stats.wc += lmt->wc;
385 if (IS_ARMOR (op)) 297 if (op->is_armor ())
386 { 298 {
387 if (op->stats.ac) 299 if (op->stats.ac)
388 op->stats.ac += lmt->ac; 300 op->stats.ac += lmt->ac;
301
389 for (j = 0; j < NROFATTACKS; j++) 302 for (int j = 0; j < NROFATTACKS; j++)
390 if (op->resist[j] != 0) 303 if (op->resist[j] != 0)
391 { 304 {
392 op->resist[j] += lmt->mod[j]; 305 op->resist[j] += lmt->mod[j];
393 if (op->resist[j] > 100) 306 if (op->resist[j] > 100)
394 op->resist[j] = 100; 307 op->resist[j] = 100;
395 if (op->resist[j] < -100) 308 if (op->resist[j] < -100)
396 op->resist[j] = -100; 309 op->resist[j] = -100;
397 } 310 }
398 } 311 }
312
399 op->materialname = add_string (lmt->name); 313 op->materialname = lmt->name;
400 /* dont make it unstackable if it doesn't need to be */ 314 /* dont make it unstackable if it doesn't need to be */
401 if (IS_WEAPON (op) || IS_ARMOR (op)) 315 if (op->is_weapon () || op->is_armor ())
402 { 316 {
403 op->weight = (op->weight * lmt->weight) / 100; 317 op->weight = (op->weight * lmt->weight) / 100;
404 op->value = (op->value * lmt->value) / 100; 318 op->value = (op->value * lmt->value) / 100;
405 } 319 }
406#endif
407 } 320 }
408} 321}
409 322
410/* 323/*
411 * Strip out the media tags from a String. 324 * Strip out the media tags from a String.
541 return; 454 return;
542} 455}
543 456
544///////////////////////////////////////////////////////////////////////////// 457/////////////////////////////////////////////////////////////////////////////
545 458
546#if 0 459void
547refcounted *refcounted::rc_first; 460fork_abort (const char *msg)
548
549refcounted::refcounted ()
550{ 461{
551 refcnt = 0; 462 if (!fork ())
552 rc_next = rc_first; 463 {
553 rc_first = this; 464 signal (SIGABRT, SIG_DFL);
554} 465 // try to put corefiles into a subdirectory, if existing, to allow
466 // an administrator to reduce the I/O load.
467 chdir ("cores");
468 abort ();
469 }
555 470
556refcounted::~refcounted () 471 LOG (llevError, "fork abort: %s\n", msg);
557{
558 assert (!rc_next);
559 assert (!refcnt);
560} 472}
473
474void *salloc_ (int n) throw (std::bad_alloc)
475{
476#ifdef PREFER_MALLOC
477 void *ptr = malloc (n);
478#else
479 void *ptr = g_slice_alloc (n);
561#endif 480#endif
562 481
563void *alloc (int s) throw (std::bad_alloc)
564{
565 void *p = g_slice_alloc (s);
566
567 if (!p) 482 if (!ptr)
568 throw std::bad_alloc (); 483 throw std::bad_alloc ();
569 484
570 return p; 485 return ptr;
486}
487
488void *salloc_ (int n, void *src) throw (std::bad_alloc)
489{
490 void *ptr = salloc_ (n);
491
492 if (src)
493 memcpy (ptr, src, n);
494 else
495 memset (ptr, 0, n);
496
497 return ptr;
571} 498}
572 499
573void assign (char *dst, const char *src, int maxlen) 500void assign (char *dst, const char *src, int maxlen)
574{ 501{
575 if (!src) 502 if (!src)
592 } 519 }
593 else 520 else
594 memcpy (dst, src, len + 1); 521 memcpy (dst, src, len + 1);
595} 522}
596 523
524const std::string
525format (const char *format, ...)
526{
527 int len;
597 528
529 {
530 char buf[128];
531
532 va_list ap;
533 va_start (ap, format);
534 len = vsnprintf (buf, sizeof (buf), format, ap);
535 va_end (ap);
536
537 assert (len >= 0); // shield againstz broken vsnprintf's
538
539 // was our static buffer short enough?
540 if (len < sizeof (buf))
541 return std::string (buf, len);
542 }
543
544 {
545 // longer, try harder
546 char *buf = salloc<char> (len + 1);
547
548 va_list ap;
549 va_start (ap, format);
550 vsnprintf (buf, len + 1, format, ap);
551 va_end (ap);
552
553 const std::string s (buf, len);
554 sfree<char> (buf, len + 1);
555
556 return buf;
557 }
558}
559
560tstamp now ()
561{
562 struct timeval tv;
563
564 gettimeofday (&tv, 0);
565 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
566}
567
568int
569similar_direction (int a, int b)
570{
571 if (!a || !b)
572 return 0;
573
574 int diff = (b - a) & 7;
575 return diff <= 1 || diff >= 7;
576}
577
578/* crc32 0xdebb20e3 table and supplementary functions. */
579extern const uint32_t crc_32_tab[256] =
580{
581 0x00000000UL, 0x77073096UL, 0xee0e612cUL, 0x990951baUL, 0x076dc419UL,
582 0x706af48fUL, 0xe963a535UL, 0x9e6495a3UL, 0x0edb8832UL, 0x79dcb8a4UL,
583 0xe0d5e91eUL, 0x97d2d988UL, 0x09b64c2bUL, 0x7eb17cbdUL, 0xe7b82d07UL,
584 0x90bf1d91UL, 0x1db71064UL, 0x6ab020f2UL, 0xf3b97148UL, 0x84be41deUL,
585 0x1adad47dUL, 0x6ddde4ebUL, 0xf4d4b551UL, 0x83d385c7UL, 0x136c9856UL,
586 0x646ba8c0UL, 0xfd62f97aUL, 0x8a65c9ecUL, 0x14015c4fUL, 0x63066cd9UL,
587 0xfa0f3d63UL, 0x8d080df5UL, 0x3b6e20c8UL, 0x4c69105eUL, 0xd56041e4UL,
588 0xa2677172UL, 0x3c03e4d1UL, 0x4b04d447UL, 0xd20d85fdUL, 0xa50ab56bUL,
589 0x35b5a8faUL, 0x42b2986cUL, 0xdbbbc9d6UL, 0xacbcf940UL, 0x32d86ce3UL,
590 0x45df5c75UL, 0xdcd60dcfUL, 0xabd13d59UL, 0x26d930acUL, 0x51de003aUL,
591 0xc8d75180UL, 0xbfd06116UL, 0x21b4f4b5UL, 0x56b3c423UL, 0xcfba9599UL,
592 0xb8bda50fUL, 0x2802b89eUL, 0x5f058808UL, 0xc60cd9b2UL, 0xb10be924UL,
593 0x2f6f7c87UL, 0x58684c11UL, 0xc1611dabUL, 0xb6662d3dUL, 0x76dc4190UL,
594 0x01db7106UL, 0x98d220bcUL, 0xefd5102aUL, 0x71b18589UL, 0x06b6b51fUL,
595 0x9fbfe4a5UL, 0xe8b8d433UL, 0x7807c9a2UL, 0x0f00f934UL, 0x9609a88eUL,
596 0xe10e9818UL, 0x7f6a0dbbUL, 0x086d3d2dUL, 0x91646c97UL, 0xe6635c01UL,
597 0x6b6b51f4UL, 0x1c6c6162UL, 0x856530d8UL, 0xf262004eUL, 0x6c0695edUL,
598 0x1b01a57bUL, 0x8208f4c1UL, 0xf50fc457UL, 0x65b0d9c6UL, 0x12b7e950UL,
599 0x8bbeb8eaUL, 0xfcb9887cUL, 0x62dd1ddfUL, 0x15da2d49UL, 0x8cd37cf3UL,
600 0xfbd44c65UL, 0x4db26158UL, 0x3ab551ceUL, 0xa3bc0074UL, 0xd4bb30e2UL,
601 0x4adfa541UL, 0x3dd895d7UL, 0xa4d1c46dUL, 0xd3d6f4fbUL, 0x4369e96aUL,
602 0x346ed9fcUL, 0xad678846UL, 0xda60b8d0UL, 0x44042d73UL, 0x33031de5UL,
603 0xaa0a4c5fUL, 0xdd0d7cc9UL, 0x5005713cUL, 0x270241aaUL, 0xbe0b1010UL,
604 0xc90c2086UL, 0x5768b525UL, 0x206f85b3UL, 0xb966d409UL, 0xce61e49fUL,
605 0x5edef90eUL, 0x29d9c998UL, 0xb0d09822UL, 0xc7d7a8b4UL, 0x59b33d17UL,
606 0x2eb40d81UL, 0xb7bd5c3bUL, 0xc0ba6cadUL, 0xedb88320UL, 0x9abfb3b6UL,
607 0x03b6e20cUL, 0x74b1d29aUL, 0xead54739UL, 0x9dd277afUL, 0x04db2615UL,
608 0x73dc1683UL, 0xe3630b12UL, 0x94643b84UL, 0x0d6d6a3eUL, 0x7a6a5aa8UL,
609 0xe40ecf0bUL, 0x9309ff9dUL, 0x0a00ae27UL, 0x7d079eb1UL, 0xf00f9344UL,
610 0x8708a3d2UL, 0x1e01f268UL, 0x6906c2feUL, 0xf762575dUL, 0x806567cbUL,
611 0x196c3671UL, 0x6e6b06e7UL, 0xfed41b76UL, 0x89d32be0UL, 0x10da7a5aUL,
612 0x67dd4accUL, 0xf9b9df6fUL, 0x8ebeeff9UL, 0x17b7be43UL, 0x60b08ed5UL,
613 0xd6d6a3e8UL, 0xa1d1937eUL, 0x38d8c2c4UL, 0x4fdff252UL, 0xd1bb67f1UL,
614 0xa6bc5767UL, 0x3fb506ddUL, 0x48b2364bUL, 0xd80d2bdaUL, 0xaf0a1b4cUL,
615 0x36034af6UL, 0x41047a60UL, 0xdf60efc3UL, 0xa867df55UL, 0x316e8eefUL,
616 0x4669be79UL, 0xcb61b38cUL, 0xbc66831aUL, 0x256fd2a0UL, 0x5268e236UL,
617 0xcc0c7795UL, 0xbb0b4703UL, 0x220216b9UL, 0x5505262fUL, 0xc5ba3bbeUL,
618 0xb2bd0b28UL, 0x2bb45a92UL, 0x5cb36a04UL, 0xc2d7ffa7UL, 0xb5d0cf31UL,
619 0x2cd99e8bUL, 0x5bdeae1dUL, 0x9b64c2b0UL, 0xec63f226UL, 0x756aa39cUL,
620 0x026d930aUL, 0x9c0906a9UL, 0xeb0e363fUL, 0x72076785UL, 0x05005713UL,
621 0x95bf4a82UL, 0xe2b87a14UL, 0x7bb12baeUL, 0x0cb61b38UL, 0x92d28e9bUL,
622 0xe5d5be0dUL, 0x7cdcefb7UL, 0x0bdbdf21UL, 0x86d3d2d4UL, 0xf1d4e242UL,
623 0x68ddb3f8UL, 0x1fda836eUL, 0x81be16cdUL, 0xf6b9265bUL, 0x6fb077e1UL,
624 0x18b74777UL, 0x88085ae6UL, 0xff0f6a70UL, 0x66063bcaUL, 0x11010b5cUL,
625 0x8f659effUL, 0xf862ae69UL, 0x616bffd3UL, 0x166ccf45UL, 0xa00ae278UL,
626 0xd70dd2eeUL, 0x4e048354UL, 0x3903b3c2UL, 0xa7672661UL, 0xd06016f7UL,
627 0x4969474dUL, 0x3e6e77dbUL, 0xaed16a4aUL, 0xd9d65adcUL, 0x40df0b66UL,
628 0x37d83bf0UL, 0xa9bcae53UL, 0xdebb9ec5UL, 0x47b2cf7fUL, 0x30b5ffe9UL,
629 0xbdbdf21cUL, 0xcabac28aUL, 0x53b39330UL, 0x24b4a3a6UL, 0xbad03605UL,
630 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
631 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
632 0x2d02ef8dL
633};
634
635#if 0
636void xyzzy (object_ptr &a, object_ptr &o)
637{
638 asm volatile ("int3");
639 a = o;
640 asm volatile ("int3");
641}
642#endif
643

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