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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.75 by root, Tue Apr 15 03:16:02 2008 UTC vs.
Revision 1.78 by root, Fri May 16 17:09:38 2008 UTC

31#include <sys/time.h> 31#include <sys/time.h>
32#include <time.h> 32#include <time.h>
33#include <signal.h> 33#include <signal.h>
34 34
35#include <global.h> 35#include <global.h>
36#include <funcpoint.h>
37#include <material.h> 36#include <material.h>
38 37
39#include <glib.h> 38#include <glib.h>
40 39
41refcnt_base::refcnt_t refcnt_dummy; 40refcnt_base::refcnt_t refcnt_dummy;
42ssize_t slice_alloc; 41ssize_t slice_alloc;
43rand_gen rndm; 42rand_gen rndm, rmg_rndm;
44 43
45void 44void
46tausworthe_random_generator::seed (uint32_t seed) 45tausworthe_random_generator::seed (uint32_t seed)
47{ 46{
48 state [0] = seed * 69069U; if (state [0] < 2U) state [0] += 2U; 47 state [0] = seed * 69069U; if (state [0] < 2U) state [0] += 2U;
94 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 93 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
95 */ 94 */
96int 95int
97random_roll (int r_min, int r_max, const object *op, int goodbad) 96random_roll (int r_min, int r_max, const object *op, int goodbad)
98{ 97{
98 r_max = max (r_min, r_max);
99
99 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */ 100 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
100
101 if (r_max < r_min)
102 {
103 LOG (llevError | logBacktrace, "Calling random_roll with min=%d max=%d\n", r_min, r_max);
104 return r_min;
105 }
106 101
107 if (op->type == PLAYER) 102 if (op->type == PLAYER)
108 { 103 {
109 int luck = op->stats.luck; 104 int luck = op->stats.luck;
110 105
120/* 115/*
121 * This is a 64 bit version of random_roll above. This is needed 116 * This is a 64 bit version of random_roll above. This is needed
122 * for exp loss calculations for players changing religions. 117 * for exp loss calculations for players changing religions.
123 */ 118 */
124sint64 119sint64
125random_roll64 (sint64 min, sint64 max, const object *op, int goodbad) 120random_roll64 (sint64 r_min, sint64 r_max, const object *op, int goodbad)
126{ 121{
127 sint64 omin = min; 122 sint64 omin = r_min;
128 sint64 diff = max - min + 1; 123 sint64 range = max (0, r_max - r_min + 1);
129 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */ 124 int base = range > 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);
134 return (min); /* avoids a float exception */
135 }
136 125
137 /* 126 /*
138 * Make a call to get two 32 bit unsigned random numbers, and just to 127 * Make a call to get two 32 bit unsigned random numbers, and just to
139 * a little bitshifting. 128 * a little bitshifting.
140 */ 129 */
141 sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31); 130 sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31);
142 131
143 if (op->type != PLAYER) 132 if (op->type != PLAYER)
144 return ((ran % diff) + min); 133 return ((ran % range) + r_min);
145 134
146 int luck = op->stats.luck; 135 int luck = op->stats.luck;
147 136
148 if (rndm (base) < MIN (10, abs (luck))) 137 if (rndm (base) < min (10, abs (luck)))
149 { 138 {
150 /* we have a winner */ 139 /* we have a winner */
151 ((luck > 0) ? (luck = 1) : (luck = -1)); 140 ((luck > 0) ? (luck = 1) : (luck = -1));
152 diff -= luck; 141 range -= luck;
153 if (diff < 1) 142 if (range < 1)
154 return (omin); /*check again */ 143 return (omin); /*check again */
155 144
156 ((goodbad) ? (min += luck) : (diff)); 145 ((goodbad) ? (r_min += luck) : (range));
157 146
158 return (MAX (omin, MIN (max, (ran % diff) + min))); 147 return (max (omin, min (r_max, (ran % range) + r_min)));
159 } 148 }
160 149
161 return ran % diff + min; 150 return ran % range + r_min;
162} 151}
163 152
164/* 153/*
165 * Roll a number of dice (2d3, 4d6). Uses op to determine luck, 154 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
166 * If goodbad is non-zero, luck increases the roll, if zero, it decreases. 155 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.

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