/********************************************************************/ /* */ /* L I QQ U U I DD W W A RR 555 */ /* L I Q Q U U I D D W W A A R R 5 */ /* L I Q Q U U I D D W W W AAA RR 55 */ /* L I Q Q U U I D D WW WW A A R R 5 */ /* LLL I Q Q U I DD W W A A R R 55 */ /* */ /* b */ /* bb y y */ /* b b yyy */ /* bb y */ /* yy */ /* */ /* U U FFF O O TTT */ /* U U F O O O O T */ /* U U TIRET FF O O O O T */ /* U U F O O O O T */ /* U F O O T */ /* */ /********************************************************************/ /*****************************************************************************/ /* Liquid War is a multiplayer wargame */ /* Copyright (C) 1998-2007 Christian Mauduit */ /* */ /* This program is free software; you can redistribute it and/or modify */ /* it under the terms of the GNU General Public License as published by */ /* the Free Software Foundation; either version 2 of the License, or */ /* (at your option) any later version. */ /* */ /* This program is distributed in the hope that it will be useful, */ /* but WITHOUT ANY WARRANTY; without even the implied warranty of */ /* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the */ /* GNU General Public License for more details. */ /* */ /* You should have received a copy of the GNU General Public License */ /* along with this program; if not, write to the Free Software */ /* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /* */ /* Liquid War homepage : http://www.ufoot.org/liquidwar/v5 */ /* Contact author : ufoot@ufoot.org */ /*****************************************************************************/ /********************************************************************/ /* name : checksum.c */ /* content : utilities to calculate a checksum from a map */ /********************************************************************/ /*==================================================================*/ /* includes */ /*==================================================================*/ #include "mesh.h" #include "area.h" #include "time.h" #include "log.h" /*==================================================================*/ /* constants */ /*==================================================================*/ /* * We calculate the checksum once every 100 moves, should be * largely enough though, since it's only for "bug-finding" */ #define LW_CHECKSUM_PERIOD 100 #define LW_CHECKSUM_CONST_RVAL 55665 #define LW_CHECKSUM_CONST_CST1 52845 #define LW_CHECKSUM_CONST_CST2 22719 /*==================================================================*/ /* functions */ /*==================================================================*/ /*------------------------------------------------------------------*/ /* initializes the string tables */ /*------------------------------------------------------------------*/ int lw_checksum_calc (FIGHTER * army, int army_size) { unsigned int checksum = 0; int i; unsigned short rval = LW_CHECKSUM_CONST_RVAL; unsigned short cst1 = LW_CHECKSUM_CONST_CST1; unsigned short cst2 = LW_CHECKSUM_CONST_CST2; unsigned char cipher; unsigned char value; FIGHTER *f; /* * We do not _always_ calculate the checksum, it would be a CPU * waste... */ if (!(GLOBAL_CLOCK % LW_CHECKSUM_PERIOD)) { for (i = 0; i < army_size; ++i) { f = army + i; value = (0xFF & (((unsigned int) f->x) + ((unsigned int) f->y) + ((unsigned int) f->health) + ((unsigned int) f->team) + ((unsigned int) f->last_dir))); /* * Got this algorithm in old notes I had taken long time * ago when I was at school. */ cipher = (value ^ (rval >> 8)); rval = (cipher + rval) * cst1 + cst2; checksum += cipher; } } return checksum; }