void thread_func(void *arg) { ABT_thread my_handle; ABT_thread_state my_state; ABT_thread_self(&my_handle); ABT_thread_get_state(my_handle, &my_state); if (my_state != ABT_THREAD_STATE_RUNNING) { fprintf(stderr, "ERROR: not in the RUNNUNG state\n"); } ABT_thread_release(my_handle); thread_arg_t *t_arg = (thread_arg_t *)arg; ABT_thread next; ABT_test_printf(1, "[TH%d]: before yield\n", t_arg->id); next = pick_one(t_arg->threads, t_arg->num_threads); ABT_thread_yield_to(next); ABT_test_printf(1, "[TH%d]: doing something ...\n", t_arg->id); next = pick_one(t_arg->threads, t_arg->num_threads); ABT_thread_yield_to(next); ABT_test_printf(1, "[TH%d]: after yield\n", t_arg->id); ABT_task task; ABT_task_self(&task); if (task != ABT_TASK_NULL) { fprintf(stderr, "ERROR: should not be tasklet\n"); } }
void thread_func(void *arg) { thread_arg_t *t_arg = (thread_arg_t *)arg; ABT_thread next; ABT_test_printf(1, "[TH%d]: before yield\n", t_arg->id); next = pick_one(t_arg->threads, t_arg->num_threads); ABT_thread_yield_to(next); ABT_test_printf(1, "[TH%d]: doing something ...\n", t_arg->id); next = pick_one(t_arg->threads, t_arg->num_threads); ABT_thread_yield_to(next); ABT_test_printf(1, "[TH%d]: after yield\n", t_arg->id); }
void sell(struct thing *tp) { struct linked_list *item; int i, j, min_worth, nitems, chance, which_item, w; char goods; struct object *obj; char buffer[2 * LINELEN]; char dbuf[2 * LINELEN]; struct { int which; int plus1, plus2; int count; int worth; int flags; char *name; } selection[SELL_ITEMS]; int effective_purse = ((player.t_ctype == C_PALADIN) ? (9 * purse / 10) : purse); min_worth = -1; /* hope item is never worth less than this */ item = find_mons(tp->t_pos.y, tp->t_pos.x); /* Get pointer to monster */ /* Select the items */ nitems = rnd(6) + 5; switch (rnd(6)) { /* Armor */ case 0: case 1: goods = ARMOR; for (i = 0; i < nitems; i++) { chance = rnd(100); for (j = 0; j < maxarmors; j++) if (chance < armors[j].a_prob) break; if (j == maxarmors) { debug("Picked a bad armor %d", chance); j = 0; } selection[i].which = j; selection[i].count = 1; if (rnd(100) < 40) selection[i].plus1 = rnd(5) + 1; else selection[i].plus1 = 0; selection[i].name = armors[j].a_name; switch (luck) { case 0: break; case 1: if (rnd(3) == 0) { selection[i].flags |= ISCURSED; selection[i].plus1 = -1 - rnd(5); } break; default: if (rnd(luck)) { selection[i].flags |= ISCURSED; selection[i].plus1 = -1 - rnd(5); } break; } /* Calculate price */ w = armors[j].a_worth; w *= (1 + luck + (10 * selection[i].plus1)); w = (w / 2) + (roll(6, w) / 6); selection[i].worth = max(w, 25); if (min_worth > selection[i].worth || i == 1) min_worth = selection[i].worth; } break; /* Weapon */ case 2: case 3: goods = WEAPON; for (i = 0; i < nitems; i++) { selection[i].which = rnd(maxweapons); selection[i].count = 1; if (rnd(100) < 35) { selection[i].plus1 = rnd(3); selection[i].plus2 = rnd(3); } else { selection[i].plus1 = 0; selection[i].plus2 = 0; } if (weaps[selection[i].which].w_flags & ISMANY) selection[i].count = rnd(15) + 8; selection[i].name = weaps[selection[i].which].w_name; switch (luck) { case 0: break; case 1: if (rnd(3) == 0) { selection[i].flags |= ISCURSED; selection[i].plus1 = -rnd(3); selection[i].plus2 = -rnd(3); } break; default: if (rnd(luck)) { selection[i].flags |= ISCURSED; selection[i].plus1 = -rnd(3); selection[i].plus2 = -rnd(3); } break; } w = weaps[selection[i].which].w_worth * selection[i].count; w *= (1 + luck + (10 * selection[i].plus1 + 10 * selection[i].plus2)); w = (w / 2) + (roll(6, w) / 6); selection[i].worth = max(w, 25); if (min_worth > selection[i].worth || i == 1) min_worth = selection[i].worth; } break; /* Staff or wand */ case 4: goods = STICK; for (i = 0; i < nitems; i++) { selection[i].which = pick_one(ws_magic, maxsticks); selection[i].plus1 = rnd(11) + 5; selection[i].count = 1; selection[i].name = ws_magic[selection[i].which].mi_name; switch (luck) { case 0: break; case 1: if (rnd(3) == 0) { selection[i].flags |= ISCURSED; selection[i].plus1 = 1; } break; default: if (rnd(luck)) { selection[i].flags |= ISCURSED; selection[i].plus1 = 1; } } w = ws_magic[selection[i].which].mi_worth; w += (luck + 1) * 20 * selection[i].plus1; w = (w / 2) + (roll(6, w) / 6); selection[i].worth = max(w, 25); if (min_worth > selection[i].worth || i == 1) min_worth = selection[i].worth; } break; /* Ring */ case 5: goods = RING; for (i = 0; i < nitems; i++) { selection[i].which = pick_one(r_magic, maxrings); selection[i].plus1 = rnd(2) + 1; selection[i].count = 1; if (rnd(100) < r_magic[selection[i].which].mi_bless + 10) selection[i].plus1 += rnd(2) + 1; selection[i].name = r_magic[selection[i].which].mi_name; switch (luck) { case 0: break; case 1: if (rnd(3) == 0) { selection[i].flags |= ISCURSED; selection[i].plus1 = -1 - rnd(2); } break; default: if (rnd(luck)) { selection[i].flags |= ISCURSED; selection[i].plus1 = -1 - rnd(2); } } w = r_magic[selection[i].which].mi_worth; switch(selection[i].which) { case R_DIGEST: if (selection[i].plus1 > 2) selection[i].plus1 = 2; else if (selection[i].plus1 < 1) selection[i].plus1 = 1; /* fall thru here to other cases */ case R_ADDSTR: case R_ADDDAM: case R_PROTECT: case R_ADDHIT: case R_ADDINTEL: case R_ADDWISDOM: if (selection[i].plus1 > 0) w += selection[i].plus1 * 50; } w *= (1 + luck); w = (w / 2) + (roll(6, w) / 6); selection[i].worth = max(w, 25); if (min_worth > selection[i].worth * selection[i].count) min_worth = selection[i].worth; } } /* See if player can afford an item */ if (min_worth > effective_purse) { msg("The %s eyes your small purse and departs.", monsters[nummonst].m_name); /* Get rid of the monster */ killed(NULL, item, NOMESSAGE, NOPOINTS); return; } /* Display the goods */ msg("The %s shows you his wares.", monsters[nummonst].m_name); wstandout(cw); mvwaddstr(cw, 0, mpos, morestr); wstandend(cw); wrefresh(cw); wait_for(' '); msg(""); clearok(cw, TRUE); touchwin(cw); wclear(hw); touchwin(hw); for (i = 0; i < nitems; i++) { if (selection[i].worth > effective_purse) continue; wmove(hw, i + 2, 0); sprintf(dbuf, "[%c] ", ('a' + i)); switch(goods) { case ARMOR: strcat(dbuf, "Some "); break; case WEAPON: if (selection[i].count == 1) strcat(dbuf, "A "); else { sprintf(buffer, "%2d ", selection[i].count); strcat(dbuf, buffer); } break; case STICK: strcat(dbuf, "A "); strcat(dbuf, ws_type[selection[i].which]); strcat(dbuf, " of "); break; case RING: strcat(dbuf, "A ring of "); break; } strcat(dbuf, selection[i].name); if (selection[i].count > 1) strcat(dbuf, "s"); sprintf(buffer, "%-50s Price: %d", dbuf, selection[i].worth); waddstr(hw, buffer); } sprintf(buffer, "Purse: %d", purse); mvwaddstr(hw, nitems + 3, 0, buffer); mvwaddstr(hw, 0, 0, "How about one of the following goods? "); wrefresh(hw); /* Get rid of the monster */ killed(NULL, item, NOMESSAGE, NOPOINTS); which_item = (short) ((readchar() & 0177) - 'a'); while (which_item < 0 || which_item >= nitems || selection[which_item].worth > effective_purse) { if (which_item == (short) ESCAPE - (short) 'a') return; mvwaddstr(hw, 0, 0, "Please enter one of the listed items: "); wrefresh(hw); which_item = (short) ((readchar() & 0177) - 'a'); } if (purse > selection[which_item].worth) purse -= selection[which_item].worth; else purse = 0L; item = spec_item(goods, selection[which_item].which, selection[which_item].plus1, selection[which_item].plus2); obj = OBJPTR(item); if (selection[which_item].count > 1) { obj->o_count = selection[which_item].count; obj->o_group = ++group; } /* If a stick or ring, let player know the type */ switch (goods) { case STICK: know_items[TYP_STICK][selection[which_item].which] = TRUE; break; case RING: know_items[TYP_RING][selection[which_item].which] = TRUE; break; } if (add_pack(item, MESSAGE) == FALSE) { obj->o_pos = hero; fall(&player, item, TRUE, FALSE); } }
void play_sound_internal(const std::string& files, channel_group group, unsigned int repeats, unsigned int distance, int id, int loop_ticks, int fadein_ticks) { if(files.empty() || distance >= DISTANCE_SILENT || !mix_ok) { return; } audio_lock lock; // find a free channel in the desired group int channel = Mix_GroupAvailable(group); if(channel == -1) { LOG_AUDIO << "All channels dedicated to sound group(" << group << ") are busy, skipping.\n"; return; } Mix_Chunk *chunk; std::string file = pick_one(files); try { chunk = load_chunk(file, group); assert(chunk); } catch(const chunk_load_exception&) { return; } /* * This check prevents SDL_Mixer from blowing up on Windows when UI sound is played * in response to toggling the checkbox which disables sound. */ if(group != SOUND_UI) { Mix_SetDistance(channel, distance); } int res; if(loop_ticks > 0) { if(fadein_ticks > 0) { res = Mix_FadeInChannelTimed(channel, chunk, -1, fadein_ticks, loop_ticks); } else { res = Mix_PlayChannel(channel, chunk, -1); } if(res >= 0) { Mix_ExpireChannel(channel, loop_ticks); } } else { if(fadein_ticks > 0) { res = Mix_FadeInChannel(channel, chunk, repeats, fadein_ticks); } else { res = Mix_PlayChannel(channel, chunk, repeats); } } if(res < 0) { ERR_AUDIO << "error playing sound effect: " << Mix_GetError() << std::endl; //still keep it in the sound cache, in case we want to try again later return; } channel_ids[channel] = id; //reserve the channel's chunk from being freed, since it is playing channel_chunks[res] = chunk; }