1 |
elmex |
1.1 |
/* |
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* static char *rcsid_utils_c = |
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root |
1.6 |
* "$Id: utils.C,v 1.5 2006-09-07 09:37:12 pippijn Exp $"; |
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elmex |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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/* |
30 |
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* General convenience functions for crossfire. |
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*/ |
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#include <global.h> |
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#include <funcpoint.h> |
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#include <material.h> |
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37 |
root |
1.4 |
#include <glib.h> |
38 |
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39 |
elmex |
1.1 |
/* |
40 |
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* The random functions here take luck into account when rolling random |
41 |
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* dice or numbers. This function has less of an impact the larger the |
42 |
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* difference becomes in the random numbers. IE, the effect is lessened |
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* on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers, |
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* to specifically disable luck in certain rolls, simply by making the |
45 |
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* numbers larger (ie, 1d1000 > 500 vs 1d6 > 3) |
46 |
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*/ |
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48 |
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/* |
49 |
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* Roll a random number between min and max. Uses op to determine luck, |
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* and if goodbad is non-zero, luck increases the roll, if zero, it decreases. |
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* Generally, op should be the player/caster/hitter requesting the roll, |
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* not the recipient (ie, the poor slob getting hit). [garbled 20010916] |
53 |
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*/ |
54 |
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55 |
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int random_roll(int min, int max, const object *op, int goodbad) { |
56 |
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int omin, diff, luck, base, ran; |
57 |
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58 |
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omin = min; |
59 |
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diff = max - min + 1; |
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((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
61 |
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62 |
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if (max < 1 || diff < 1) { |
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LOG(llevError, "Calling random_roll with min=%d max=%d\n", min, max); |
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return(min); /* avoids a float exception */ |
65 |
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} |
66 |
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67 |
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ran = RANDOM(); |
68 |
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69 |
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if (op->type != PLAYER) |
70 |
root |
1.2 |
return((ran%diff)+min); |
71 |
elmex |
1.1 |
|
72 |
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luck = op->stats.luck; |
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if (RANDOM()%base < MIN(10, abs(luck))) { |
74 |
root |
1.2 |
/* we have a winner */ |
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((luck > 0) ? (luck = 1) : (luck = -1)); |
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diff -= luck; |
77 |
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if (diff < 1) |
78 |
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return(omin); /*check again*/ |
79 |
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((goodbad) ? (min += luck) : (diff)); |
80 |
elmex |
1.1 |
|
81 |
root |
1.2 |
return(MAX(omin, MIN(max, (ran%diff)+min))); |
82 |
elmex |
1.1 |
} |
83 |
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return((ran%diff)+min); |
84 |
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} |
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86 |
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/* |
87 |
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* This is a 64 bit version of random_roll above. This is needed |
88 |
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* for exp loss calculations for players changing religions. |
89 |
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*/ |
90 |
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91 |
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sint64 random_roll64(sint64 min, sint64 max, const object *op, int goodbad) { |
92 |
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sint64 omin, diff, luck, ran; |
93 |
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int base; |
94 |
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95 |
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omin = min; |
96 |
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diff = max - min + 1; |
97 |
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((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
98 |
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99 |
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if (max < 1 || diff < 1) { |
100 |
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#ifndef WIN32 |
101 |
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LOG(llevError, "Calling random_roll with min=%lld max=%lld\n", min, max); |
102 |
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#else |
103 |
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LOG(llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max); |
104 |
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#endif |
105 |
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return(min); /* avoids a float exception */ |
106 |
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} |
107 |
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108 |
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/* Don't know of a portable call to get 64 bit random values. |
109 |
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* So make a call to get two 32 bit random numbers, and just to |
110 |
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* a little byteshifting. Do make sure the first one is only |
111 |
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* 32 bit, so we don't get skewed results |
112 |
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*/ |
113 |
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ran = (RANDOM() & 0xffffffff) | ((sint64)RANDOM() << 32); |
114 |
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115 |
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if (op->type != PLAYER) |
116 |
root |
1.2 |
return((ran%diff)+min); |
117 |
elmex |
1.1 |
|
118 |
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luck = op->stats.luck; |
119 |
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if (RANDOM()%base < MIN(10, abs(luck))) { |
120 |
root |
1.2 |
/* we have a winner */ |
121 |
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((luck > 0) ? (luck = 1) : (luck = -1)); |
122 |
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diff -= luck; |
123 |
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if (diff < 1) |
124 |
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return(omin); /*check again*/ |
125 |
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((goodbad) ? (min += luck) : (diff)); |
126 |
elmex |
1.1 |
|
127 |
root |
1.2 |
return(MAX(omin, MIN(max, (ran%diff)+min))); |
128 |
elmex |
1.1 |
} |
129 |
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return((ran%diff)+min); |
130 |
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} |
131 |
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132 |
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/* |
133 |
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* Roll a number of dice (2d3, 4d6). Uses op to determine luck, |
134 |
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* If goodbad is non-zero, luck increases the roll, if zero, it decreases. |
135 |
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* Generally, op should be the player/caster/hitter requesting the roll, |
136 |
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* not the recipient (ie, the poor slob getting hit). |
137 |
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* The args are num D size (ie 4d6) [garbled 20010916] |
138 |
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*/ |
139 |
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140 |
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int die_roll(int num, int size, const object *op, int goodbad) { |
141 |
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int min, diff, luck, total, i, gotlucky, base, ran; |
142 |
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143 |
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diff = size; |
144 |
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min = 1; |
145 |
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luck = total = gotlucky = 0; |
146 |
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((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
147 |
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if (size < 2 || diff < 1) { |
148 |
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LOG(llevError, "Calling die_roll with num=%d size=%d\n", num, size); |
149 |
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return(num); /* avoids a float exception */ |
150 |
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} |
151 |
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152 |
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if (op->type == PLAYER) |
153 |
root |
1.2 |
luck = op->stats.luck; |
154 |
elmex |
1.1 |
|
155 |
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for (i = 0; i < num; i++) { |
156 |
root |
1.2 |
if (RANDOM()%base < MIN(10, abs(luck)) && !gotlucky) { |
157 |
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/* we have a winner */ |
158 |
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gotlucky++; |
159 |
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((luck > 0) ? (luck = 1) : (luck = -1)); |
160 |
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diff -= luck; |
161 |
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if (diff < 1) |
162 |
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return(num); /*check again*/ |
163 |
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((goodbad) ? (min += luck) : (diff)); |
164 |
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ran = RANDOM(); |
165 |
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total += MAX(1, MIN(size, (ran%diff)+min)); |
166 |
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} else { |
167 |
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total += RANDOM()%size+1; |
168 |
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} |
169 |
elmex |
1.1 |
} |
170 |
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return(total); |
171 |
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} |
172 |
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173 |
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/* |
174 |
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* Another convenience function. Returns a number between min and max. |
175 |
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* It is suggested one use these functions rather than RANDOM()%, as it |
176 |
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* would appear that a number of off-by-one-errors exist due to improper |
177 |
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* use of %. This should also prevent SIGFPE. |
178 |
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*/ |
179 |
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180 |
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int rndm(int min, int max) |
181 |
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{ |
182 |
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int diff; |
183 |
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184 |
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diff = max - min + 1; |
185 |
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if (max < 1 || diff < 1) |
186 |
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return(min); |
187 |
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188 |
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return(RANDOM()%diff+min); |
189 |
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} |
190 |
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191 |
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/* decay and destroy persihable items in a map */ |
192 |
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193 |
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void decay_objects(mapstruct *m) |
194 |
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{ |
195 |
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int x, y, destroy; |
196 |
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object *op, *otmp; |
197 |
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198 |
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if (m->unique) |
199 |
root |
1.2 |
return; |
200 |
elmex |
1.1 |
|
201 |
|
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for (x=0; x < MAP_WIDTH(m); x++) |
202 |
root |
1.2 |
for (y=0; y < MAP_HEIGHT(m); y++) |
203 |
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for (op = get_map_ob(m, x, y); op; op = otmp) { |
204 |
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destroy = 0; |
205 |
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otmp = op->above; |
206 |
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if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE)) |
207 |
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break; |
208 |
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if (QUERY_FLAG(op, FLAG_IS_FLOOR) || |
209 |
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QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) || |
210 |
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QUERY_FLAG(op, FLAG_OBJ_SAVE_ON_OVL) || |
211 |
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QUERY_FLAG(op, FLAG_UNIQUE) || |
212 |
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QUERY_FLAG(op, FLAG_OVERLAY_FLOOR) || |
213 |
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QUERY_FLAG(op, FLAG_UNPAID) || IS_LIVE(op)) |
214 |
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continue; |
215 |
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/* otherwise, we decay and destroy */ |
216 |
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if (IS_WEAPON(op)) { |
217 |
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op->stats.dam--; |
218 |
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if (op->stats.dam < 0) |
219 |
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destroy = 1; |
220 |
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} else if (IS_ARMOR(op)) { |
221 |
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op->stats.ac--; |
222 |
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if (op->stats.ac < 0) |
223 |
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destroy = 1; |
224 |
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} else if (op->type == FOOD) { |
225 |
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op->stats.food -= rndm(5,20); |
226 |
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if (op->stats.food < 0) |
227 |
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destroy = 1; |
228 |
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} else { |
229 |
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if (op->material & M_PAPER || op->material & M_LEATHER || |
230 |
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op->material & M_WOOD || op->material & M_ORGANIC || |
231 |
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op->material & M_CLOTH || op->material & M_LIQUID) |
232 |
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destroy = 1; |
233 |
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if (op->material & M_IRON && rndm(1,5) == 1) |
234 |
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destroy = 1; |
235 |
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if (op->material & M_GLASS && rndm(1,2) == 1) |
236 |
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destroy = 1; |
237 |
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if ((op->material & M_STONE || op->material & M_ADAMANT) && |
238 |
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rndm(1,10) == 1) |
239 |
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destroy = 1; |
240 |
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if ((op->material & M_SOFT_METAL || op->material & M_BONE) && |
241 |
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rndm(1,3) == 1) |
242 |
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destroy = 1; |
243 |
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if (op->material & M_ICE && MAP_TEMP(m) > 32) |
244 |
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destroy = 1; |
245 |
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} |
246 |
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/* adjust overall chance below */ |
247 |
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if (destroy && rndm(0, 1)) { |
248 |
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remove_ob(op); |
249 |
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free_object(op); |
250 |
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} |
251 |
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} |
252 |
elmex |
1.1 |
} |
253 |
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254 |
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/* convert materialname to materialtype_t */ |
255 |
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256 |
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materialtype_t *name_to_material(const char *name) |
257 |
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{ |
258 |
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materialtype_t *mt, *nmt; |
259 |
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260 |
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mt = NULL; |
261 |
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for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt=nmt->next) { |
262 |
root |
1.2 |
if (strcmp(name, nmt->name) == 0) { |
263 |
|
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mt = nmt; |
264 |
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break; |
265 |
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} |
266 |
elmex |
1.1 |
} |
267 |
|
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return mt; |
268 |
|
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} |
269 |
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|
270 |
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/* when doing transmutation of objects, we have to recheck the resistances, |
271 |
|
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* as some that did not apply previously, may apply now. |
272 |
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*/ |
273 |
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274 |
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void transmute_materialname(object *op, const object *change) |
275 |
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{ |
276 |
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materialtype_t *mt; |
277 |
|
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int j; |
278 |
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279 |
|
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if (op->materialname == NULL) |
280 |
root |
1.2 |
return; |
281 |
elmex |
1.1 |
|
282 |
|
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if (change->materialname != NULL && |
283 |
root |
1.2 |
strcmp(op->materialname, change->materialname)) |
284 |
|
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return; |
285 |
elmex |
1.1 |
|
286 |
|
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if (!IS_ARMOR(op)) |
287 |
root |
1.2 |
return; |
288 |
elmex |
1.1 |
|
289 |
|
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mt = name_to_material(op->materialname); |
290 |
|
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if (!mt) { |
291 |
root |
1.3 |
LOG(llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname); |
292 |
elmex |
1.1 |
return; |
293 |
|
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} |
294 |
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|
295 |
|
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for (j=0; j < NROFATTACKS; j++) |
296 |
root |
1.2 |
if (op->resist[j] == 0 && change->resist[j] != 0) { |
297 |
|
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op->resist[j] += mt->mod[j]; |
298 |
|
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if (op->resist[j] > 100) |
299 |
|
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op->resist[j] = 100; |
300 |
|
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if (op->resist[j] < -100) |
301 |
|
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op->resist[j] = -100; |
302 |
|
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} |
303 |
elmex |
1.1 |
} |
304 |
|
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|
305 |
|
|
/* set the materialname and type for an item */ |
306 |
|
|
void set_materialname(object *op, int difficulty, materialtype_t *nmt) |
307 |
|
|
{ |
308 |
|
|
materialtype_t *mt, *lmt; |
309 |
pippijn |
1.5 |
#ifdef NEW_MATERIAL_CODE |
310 |
elmex |
1.1 |
int j; |
311 |
pippijn |
1.5 |
#endif |
312 |
elmex |
1.1 |
|
313 |
|
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if (op->materialname != NULL) |
314 |
root |
1.2 |
return; |
315 |
elmex |
1.1 |
|
316 |
|
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|
317 |
|
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|
318 |
|
|
if (nmt == NULL) { |
319 |
root |
1.2 |
lmt = NULL; |
320 |
elmex |
1.1 |
#ifndef NEW_MATERIAL_CODE |
321 |
root |
1.2 |
for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { |
322 |
|
|
if (op->material & mt->material) { |
323 |
|
|
lmt = mt; |
324 |
|
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break; |
325 |
|
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} |
326 |
|
|
} |
327 |
elmex |
1.1 |
|
328 |
|
|
#else |
329 |
root |
1.2 |
for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { |
330 |
|
|
if (op->material & mt->material && rndm(1, 100) <= mt->chance && |
331 |
|
|
difficulty >= mt->difficulty && |
332 |
|
|
(op->magic >= mt->magic || mt->magic == 0)) { |
333 |
|
|
lmt = mt; |
334 |
|
|
if (!(IS_WEAPON(op) || IS_ARMOR(op))) |
335 |
|
|
break; |
336 |
|
|
} |
337 |
|
|
} |
338 |
elmex |
1.1 |
#endif |
339 |
|
|
} else { |
340 |
root |
1.2 |
lmt = nmt; |
341 |
elmex |
1.1 |
} |
342 |
|
|
|
343 |
|
|
if (lmt != NULL) { |
344 |
|
|
#ifndef NEW_MATERIAL_CODE |
345 |
root |
1.3 |
op->materialname = lmt->name; |
346 |
root |
1.2 |
return; |
347 |
elmex |
1.1 |
#else |
348 |
|
|
|
349 |
root |
1.2 |
if (op->stats.dam && IS_WEAPON(op)) { |
350 |
|
|
op->stats.dam += lmt->damage; |
351 |
|
|
if (op->stats.dam < 1) |
352 |
|
|
op->stats.dam = 1; |
353 |
|
|
} |
354 |
|
|
if (op->stats.sp && op->type == BOW) |
355 |
|
|
op->stats.sp += lmt->sp; |
356 |
|
|
if (op->stats.wc && IS_WEAPON(op)) |
357 |
|
|
op->stats.wc += lmt->wc; |
358 |
|
|
if (IS_ARMOR(op)) { |
359 |
|
|
if (op->stats.ac) |
360 |
|
|
op->stats.ac += lmt->ac; |
361 |
|
|
for (j=0; j < NROFATTACKS; j++) |
362 |
|
|
if (op->resist[j] != 0) { |
363 |
|
|
op->resist[j] += lmt->mod[j]; |
364 |
|
|
if (op->resist[j] > 100) |
365 |
|
|
op->resist[j] = 100; |
366 |
|
|
if (op->resist[j] < -100) |
367 |
|
|
op->resist[j] = -100; |
368 |
|
|
} |
369 |
|
|
} |
370 |
|
|
op->materialname = add_string(lmt->name); |
371 |
|
|
/* dont make it unstackable if it doesn't need to be */ |
372 |
|
|
if (IS_WEAPON(op) || IS_ARMOR(op)) { |
373 |
|
|
op->weight = (op->weight * lmt->weight)/100; |
374 |
|
|
op->value = (op->value * lmt->value)/100; |
375 |
|
|
} |
376 |
elmex |
1.1 |
#endif |
377 |
|
|
} |
378 |
|
|
} |
379 |
|
|
|
380 |
|
|
/* |
381 |
|
|
* Strip out the media tags from a String. |
382 |
|
|
* Warning the input string will contain the result string |
383 |
|
|
*/ |
384 |
|
|
void strip_media_tag(char *message){ |
385 |
|
|
int in_tag=0; |
386 |
|
|
char* dest; |
387 |
|
|
char* src; |
388 |
|
|
src=dest=message; |
389 |
|
|
while (*src!='\0'){ |
390 |
|
|
if (*src=='['){ |
391 |
|
|
in_tag=1; |
392 |
|
|
} else if (in_tag && (*src==']')) |
393 |
|
|
in_tag=0; |
394 |
|
|
else if (!in_tag){ |
395 |
|
|
*dest=*src; |
396 |
|
|
dest++; |
397 |
|
|
} |
398 |
|
|
src++; |
399 |
|
|
} |
400 |
|
|
*dest='\0'; |
401 |
|
|
} |
402 |
|
|
|
403 |
|
|
const char* strrstr(const char* haystack, const char* needle){ |
404 |
|
|
const char* lastneedle; |
405 |
|
|
lastneedle=NULL; |
406 |
|
|
while((haystack=strstr(haystack,needle))!=NULL){ |
407 |
|
|
lastneedle=haystack; |
408 |
|
|
haystack++; |
409 |
|
|
} |
410 |
|
|
return lastneedle; |
411 |
|
|
|
412 |
|
|
} |
413 |
|
|
#define EOL_SIZE (sizeof("\n")-1) |
414 |
|
|
void strip_endline(char* buf){ |
415 |
|
|
if (strlen(buf)<sizeof("\n")){ |
416 |
|
|
return; |
417 |
|
|
} |
418 |
|
|
if (!strcmp(buf+strlen(buf)-EOL_SIZE,"\n")) |
419 |
|
|
buf[strlen(buf)-EOL_SIZE]='\0'; |
420 |
|
|
} |
421 |
|
|
|
422 |
|
|
/** |
423 |
|
|
* Replace in string src all occurrences of key by replacement. The resulting |
424 |
|
|
* string is put into result; at most resultsize characters (including the |
425 |
|
|
* terminating null character) will be written to result. |
426 |
|
|
*/ |
427 |
|
|
void replace(const char *src, const char *key, const char *replacement, char *result, size_t resultsize) |
428 |
|
|
{ |
429 |
root |
1.2 |
size_t resultlen; |
430 |
|
|
size_t keylen; |
431 |
elmex |
1.1 |
|
432 |
root |
1.2 |
/* special case to prevent infinite loop if key==replacement=="" */ |
433 |
|
|
if(strcmp(key, replacement) == 0) |
434 |
|
|
{ |
435 |
|
|
snprintf(result, resultsize, "%s", src); |
436 |
|
|
return; |
437 |
|
|
} |
438 |
|
|
|
439 |
|
|
keylen = strlen(key); |
440 |
|
|
|
441 |
|
|
resultlen = 0; |
442 |
|
|
while(*src != '\0' && resultlen+1 < resultsize) |
443 |
|
|
{ |
444 |
|
|
if(strncmp(src, key, keylen) == 0) |
445 |
|
|
{ |
446 |
|
|
snprintf(result+resultlen, resultsize-resultlen, "%s", replacement); |
447 |
|
|
resultlen += strlen(result+resultlen); |
448 |
|
|
src += keylen; |
449 |
|
|
} |
450 |
|
|
else |
451 |
|
|
{ |
452 |
|
|
result[resultlen++] = *src++; |
453 |
|
|
} |
454 |
|
|
} |
455 |
|
|
result[resultlen] = '\0'; |
456 |
elmex |
1.1 |
} |
457 |
|
|
|
458 |
|
|
/** |
459 |
|
|
* Taking a string as an argument, mutate it into a string that looks like a list. |
460 |
|
|
* a 'list' for the purposes here, is a string of items, seperated by commas, except |
461 |
|
|
* for the last entry, which has an 'and' before it, and a full stop (period) after it. |
462 |
|
|
* This function will also strip all trailing non alphanumeric characters. |
463 |
|
|
* It does not insert an oxford comma. |
464 |
|
|
*/ |
465 |
|
|
|
466 |
|
|
void make_list_like(char *input) { |
467 |
|
|
char *p, tmp[MAX_BUF]; |
468 |
|
|
int i; |
469 |
|
|
if (!input || strlen(input) > MAX_BUF-5) return; |
470 |
|
|
/* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */ |
471 |
|
|
|
472 |
|
|
strncpy(tmp, input, MAX_BUF-5); |
473 |
|
|
/*trim all trailing commas, spaces etc.*/ |
474 |
|
|
for (i=strlen(tmp); !isalnum(tmp[i]) && i >= 0; i--) |
475 |
root |
1.2 |
tmp[i]='\0'; |
476 |
elmex |
1.1 |
strcat(tmp, "."); |
477 |
|
|
|
478 |
|
|
p=strrchr(tmp, ','); |
479 |
|
|
if (p) { |
480 |
root |
1.2 |
*p='\0'; |
481 |
|
|
strcpy(input, tmp); |
482 |
|
|
p++; |
483 |
|
|
strcat(input, " and"); |
484 |
|
|
strcat(input, p); |
485 |
elmex |
1.1 |
} |
486 |
|
|
else strcpy(input, tmp); |
487 |
|
|
return; |
488 |
|
|
} |
489 |
root |
1.3 |
|
490 |
root |
1.4 |
//TODO: overhead due to specifying size twice |
491 |
root |
1.3 |
void * |
492 |
|
|
zero_initialised::operator new (size_t s) |
493 |
|
|
{ |
494 |
root |
1.6 |
printf ("new(%d)\n", s);//D |
495 |
root |
1.4 |
return g_slice_alloc0 (s); |
496 |
|
|
} |
497 |
|
|
|
498 |
|
|
void * |
499 |
|
|
zero_initialised::operator new [] (size_t s) |
500 |
|
|
{ |
501 |
root |
1.6 |
printf ("new[](%d)\n", s);//D |
502 |
root |
1.4 |
return g_slice_alloc0 (s); |
503 |
root |
1.3 |
} |
504 |
|
|
|
505 |
|
|
void |
506 |
|
|
zero_initialised::operator delete (void *p, size_t s) |
507 |
|
|
{ |
508 |
root |
1.4 |
g_slice_free1 (s, p); |
509 |
|
|
} |
510 |
|
|
|
511 |
|
|
void |
512 |
|
|
zero_initialised::operator delete [] (void *p, size_t s) |
513 |
|
|
{ |
514 |
|
|
g_slice_free1 (s, p); |
515 |
root |
1.3 |
} |
516 |
|
|
|