1 |
/* |
2 |
CrossFire, A Multiplayer game for X-windows |
3 |
|
4 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 |
Copyright (C) 1992 Frank Tore Johansen |
6 |
|
7 |
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 |
9 |
the Free Software Foundation; either version 2 of the License, or |
10 |
(at your option) any later version. |
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|
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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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|
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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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|
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The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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/* |
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* General convenience functions for crossfire. |
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*/ |
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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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|
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#include <glib.h> |
33 |
|
34 |
/* |
35 |
* 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 |
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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 |
40 |
* numbers larger (ie, 1d1000 > 500 vs 1d6 > 3) |
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*/ |
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|
43 |
/* |
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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, |
47 |
* not the recipient (ie, the poor slob getting hit). [garbled 20010916] |
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*/ |
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|
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int |
51 |
random_roll (int min, int max, const object *op, int goodbad) |
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{ |
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int omin, diff, luck, base, ran; |
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|
55 |
omin = min; |
56 |
diff = max - min + 1; |
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((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
58 |
|
59 |
if (max < 1 || diff < 1) |
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{ |
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LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max); |
62 |
return (min); /* avoids a float exception */ |
63 |
} |
64 |
|
65 |
ran = RANDOM (); |
66 |
|
67 |
if (op->type != PLAYER) |
68 |
return ((ran % diff) + min); |
69 |
|
70 |
luck = op->stats.luck; |
71 |
if (RANDOM () % base < MIN (10, abs (luck))) |
72 |
{ |
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/* we have a winner */ |
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((luck > 0) ? (luck = 1) : (luck = -1)); |
75 |
diff -= luck; |
76 |
if (diff < 1) |
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return (omin); /*check again */ |
78 |
((goodbad) ? (min += luck) : (diff)); |
79 |
|
80 |
return (MAX (omin, MIN (max, (ran % diff) + min))); |
81 |
} |
82 |
return ((ran % diff) + min); |
83 |
} |
84 |
|
85 |
/* |
86 |
* This is a 64 bit version of random_roll above. This is needed |
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* for exp loss calculations for players changing religions. |
88 |
*/ |
89 |
|
90 |
sint64 |
91 |
random_roll64 (sint64 min, sint64 max, const object *op, int goodbad) |
92 |
{ |
93 |
sint64 omin, diff, luck, ran; |
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int base; |
95 |
|
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omin = min; |
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diff = max - min + 1; |
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((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
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|
100 |
if (max < 1 || diff < 1) |
101 |
{ |
102 |
#ifndef WIN32 |
103 |
LOG (llevError, "Calling random_roll with min=%lld max=%lld\n", min, max); |
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#else |
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LOG (llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max); |
106 |
#endif |
107 |
return (min); /* avoids a float exception */ |
108 |
} |
109 |
|
110 |
/* Don't know of a portable call to get 64 bit random values. |
111 |
* So make a call to get two 32 bit random numbers, and just to |
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* a little byteshifting. Do make sure the first one is only |
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* 32 bit, so we don't get skewed results |
114 |
*/ |
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ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32); |
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|
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if (op->type != PLAYER) |
118 |
return ((ran % diff) + min); |
119 |
|
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luck = op->stats.luck; |
121 |
if (RANDOM () % base < MIN (10, abs (luck))) |
122 |
{ |
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/* we have a winner */ |
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((luck > 0) ? (luck = 1) : (luck = -1)); |
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diff -= luck; |
126 |
if (diff < 1) |
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return (omin); /*check again */ |
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((goodbad) ? (min += luck) : (diff)); |
129 |
|
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return (MAX (omin, MIN (max, (ran % diff) + min))); |
131 |
} |
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return ((ran % diff) + min); |
133 |
} |
134 |
|
135 |
/* |
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* Roll a number of dice (2d3, 4d6). Uses op to determine luck, |
137 |
* 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, |
139 |
* not the recipient (ie, the poor slob getting hit). |
140 |
* The args are num D size (ie 4d6) [garbled 20010916] |
141 |
*/ |
142 |
|
143 |
int |
144 |
die_roll (int num, int size, const object *op, int goodbad) |
145 |
{ |
146 |
int min, diff, luck, total, i, gotlucky, base, ran; |
147 |
|
148 |
diff = size; |
149 |
min = 1; |
150 |
luck = total = gotlucky = 0; |
151 |
((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ |
152 |
if (size < 2 || diff < 1) |
153 |
{ |
154 |
LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size); |
155 |
return (num); /* avoids a float exception */ |
156 |
} |
157 |
|
158 |
if (op->type == PLAYER) |
159 |
luck = op->stats.luck; |
160 |
|
161 |
for (i = 0; i < num; i++) |
162 |
{ |
163 |
if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) |
164 |
{ |
165 |
/* we have a winner */ |
166 |
gotlucky++; |
167 |
((luck > 0) ? (luck = 1) : (luck = -1)); |
168 |
diff -= luck; |
169 |
if (diff < 1) |
170 |
return (num); /*check again */ |
171 |
((goodbad) ? (min += luck) : (diff)); |
172 |
ran = RANDOM (); |
173 |
total += MAX (1, MIN (size, (ran % diff) + min)); |
174 |
} |
175 |
else |
176 |
{ |
177 |
total += RANDOM () % size + 1; |
178 |
} |
179 |
} |
180 |
return (total); |
181 |
} |
182 |
|
183 |
/* |
184 |
* Another convenience function. Returns a number between min and max. |
185 |
* It is suggested one use these functions rather than RANDOM()%, as it |
186 |
* would appear that a number of off-by-one-errors exist due to improper |
187 |
* use of %. This should also prevent SIGFPE. |
188 |
*/ |
189 |
|
190 |
int |
191 |
rndm (int min, int max) |
192 |
{ |
193 |
int diff; |
194 |
|
195 |
diff = max - min + 1; |
196 |
if (max < 1 || diff < 1) |
197 |
return (min); |
198 |
|
199 |
return (RANDOM () % diff + min); |
200 |
} |
201 |
|
202 |
/* decay and destroy persihable items in a map */ |
203 |
|
204 |
void |
205 |
decay_objects (mapstruct *m) |
206 |
{ |
207 |
int x, y, destroy; |
208 |
object *op, *otmp; |
209 |
|
210 |
if (m->unique) |
211 |
return; |
212 |
|
213 |
for (x = 0; x < MAP_WIDTH (m); x++) |
214 |
for (y = 0; y < MAP_HEIGHT (m); y++) |
215 |
for (op = get_map_ob (m, x, y); op; op = otmp) |
216 |
{ |
217 |
destroy = 0; |
218 |
otmp = op->above; |
219 |
if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
220 |
break; |
221 |
if (QUERY_FLAG (op, FLAG_IS_FLOOR) || |
222 |
QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) || |
223 |
QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) || |
224 |
QUERY_FLAG (op, FLAG_UNIQUE) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) || QUERY_FLAG (op, FLAG_UNPAID) || IS_LIVE (op)) |
225 |
continue; |
226 |
/* otherwise, we decay and destroy */ |
227 |
if (IS_WEAPON (op)) |
228 |
{ |
229 |
op->stats.dam--; |
230 |
if (op->stats.dam < 0) |
231 |
destroy = 1; |
232 |
} |
233 |
else if (IS_ARMOR (op)) |
234 |
{ |
235 |
op->stats.ac--; |
236 |
if (op->stats.ac < 0) |
237 |
destroy = 1; |
238 |
} |
239 |
else if (op->type == FOOD) |
240 |
{ |
241 |
op->stats.food -= rndm (5, 20); |
242 |
if (op->stats.food < 0) |
243 |
destroy = 1; |
244 |
} |
245 |
else |
246 |
{ |
247 |
if (op->material & M_PAPER || op->material & M_LEATHER || |
248 |
op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID) |
249 |
destroy = 1; |
250 |
if (op->material & M_IRON && rndm (1, 5) == 1) |
251 |
destroy = 1; |
252 |
if (op->material & M_GLASS && rndm (1, 2) == 1) |
253 |
destroy = 1; |
254 |
if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1) |
255 |
destroy = 1; |
256 |
if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1) |
257 |
destroy = 1; |
258 |
if (op->material & M_ICE && MAP_TEMP (m) > 32) |
259 |
destroy = 1; |
260 |
} |
261 |
/* adjust overall chance below */ |
262 |
if (destroy && rndm (0, 1)) |
263 |
{ |
264 |
remove_ob (op); |
265 |
free_object (op); |
266 |
} |
267 |
} |
268 |
} |
269 |
|
270 |
/* convert materialname to materialtype_t */ |
271 |
|
272 |
materialtype_t * |
273 |
name_to_material (const char *name) |
274 |
{ |
275 |
materialtype_t *mt, *nmt; |
276 |
|
277 |
mt = NULL; |
278 |
for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next) |
279 |
{ |
280 |
if (strcmp (name, nmt->name) == 0) |
281 |
{ |
282 |
mt = nmt; |
283 |
break; |
284 |
} |
285 |
} |
286 |
return mt; |
287 |
} |
288 |
|
289 |
/* when doing transmutation of objects, we have to recheck the resistances, |
290 |
* as some that did not apply previously, may apply now. |
291 |
*/ |
292 |
|
293 |
void |
294 |
transmute_materialname (object *op, const object *change) |
295 |
{ |
296 |
materialtype_t *mt; |
297 |
int j; |
298 |
|
299 |
if (op->materialname == NULL) |
300 |
return; |
301 |
|
302 |
if (change->materialname != NULL && strcmp (op->materialname, change->materialname)) |
303 |
return; |
304 |
|
305 |
if (!IS_ARMOR (op)) |
306 |
return; |
307 |
|
308 |
mt = name_to_material (op->materialname); |
309 |
if (!mt) |
310 |
{ |
311 |
LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname); |
312 |
return; |
313 |
} |
314 |
|
315 |
for (j = 0; j < NROFATTACKS; j++) |
316 |
if (op->resist[j] == 0 && change->resist[j] != 0) |
317 |
{ |
318 |
op->resist[j] += mt->mod[j]; |
319 |
if (op->resist[j] > 100) |
320 |
op->resist[j] = 100; |
321 |
if (op->resist[j] < -100) |
322 |
op->resist[j] = -100; |
323 |
} |
324 |
} |
325 |
|
326 |
/* set the materialname and type for an item */ |
327 |
void |
328 |
set_materialname (object *op, int difficulty, materialtype_t *nmt) |
329 |
{ |
330 |
materialtype_t *mt, *lmt; |
331 |
|
332 |
#ifdef NEW_MATERIAL_CODE |
333 |
int j; |
334 |
#endif |
335 |
|
336 |
if (op->materialname != NULL) |
337 |
return; |
338 |
|
339 |
|
340 |
|
341 |
if (nmt == NULL) |
342 |
{ |
343 |
lmt = NULL; |
344 |
#ifndef NEW_MATERIAL_CODE |
345 |
for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
346 |
{ |
347 |
if (op->material & mt->material) |
348 |
{ |
349 |
lmt = mt; |
350 |
break; |
351 |
} |
352 |
} |
353 |
|
354 |
#else |
355 |
for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
356 |
{ |
357 |
if (op->material & mt->material && rndm (1, 100) <= mt->chance && |
358 |
difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) |
359 |
{ |
360 |
lmt = mt; |
361 |
if (!(IS_WEAPON (op) || IS_ARMOR (op))) |
362 |
break; |
363 |
} |
364 |
} |
365 |
#endif |
366 |
} |
367 |
else |
368 |
{ |
369 |
lmt = nmt; |
370 |
} |
371 |
|
372 |
if (lmt != NULL) |
373 |
{ |
374 |
#ifndef NEW_MATERIAL_CODE |
375 |
op->materialname = lmt->name; |
376 |
return; |
377 |
#else |
378 |
|
379 |
if (op->stats.dam && IS_WEAPON (op)) |
380 |
{ |
381 |
op->stats.dam += lmt->damage; |
382 |
if (op->stats.dam < 1) |
383 |
op->stats.dam = 1; |
384 |
} |
385 |
if (op->stats.sp && op->type == BOW) |
386 |
op->stats.sp += lmt->sp; |
387 |
if (op->stats.wc && IS_WEAPON (op)) |
388 |
op->stats.wc += lmt->wc; |
389 |
if (IS_ARMOR (op)) |
390 |
{ |
391 |
if (op->stats.ac) |
392 |
op->stats.ac += lmt->ac; |
393 |
for (j = 0; j < NROFATTACKS; j++) |
394 |
if (op->resist[j] != 0) |
395 |
{ |
396 |
op->resist[j] += lmt->mod[j]; |
397 |
if (op->resist[j] > 100) |
398 |
op->resist[j] = 100; |
399 |
if (op->resist[j] < -100) |
400 |
op->resist[j] = -100; |
401 |
} |
402 |
} |
403 |
op->materialname = add_string (lmt->name); |
404 |
/* dont make it unstackable if it doesn't need to be */ |
405 |
if (IS_WEAPON (op) || IS_ARMOR (op)) |
406 |
{ |
407 |
op->weight = (op->weight * lmt->weight) / 100; |
408 |
op->value = (op->value * lmt->value) / 100; |
409 |
} |
410 |
#endif |
411 |
} |
412 |
} |
413 |
|
414 |
/* |
415 |
* Strip out the media tags from a String. |
416 |
* Warning the input string will contain the result string |
417 |
*/ |
418 |
void |
419 |
strip_media_tag (char *message) |
420 |
{ |
421 |
int in_tag = 0; |
422 |
char *dest; |
423 |
char *src; |
424 |
|
425 |
src = dest = message; |
426 |
while (*src != '\0') |
427 |
{ |
428 |
if (*src == '[') |
429 |
{ |
430 |
in_tag = 1; |
431 |
} |
432 |
else if (in_tag && (*src == ']')) |
433 |
in_tag = 0; |
434 |
else if (!in_tag) |
435 |
{ |
436 |
*dest = *src; |
437 |
dest++; |
438 |
} |
439 |
src++; |
440 |
} |
441 |
*dest = '\0'; |
442 |
} |
443 |
|
444 |
const char * |
445 |
strrstr (const char *haystack, const char *needle) |
446 |
{ |
447 |
const char *lastneedle; |
448 |
|
449 |
lastneedle = NULL; |
450 |
while ((haystack = strstr (haystack, needle)) != NULL) |
451 |
{ |
452 |
lastneedle = haystack; |
453 |
haystack++; |
454 |
} |
455 |
return lastneedle; |
456 |
|
457 |
} |
458 |
|
459 |
#define EOL_SIZE (sizeof("\n")-1) |
460 |
void |
461 |
strip_endline (char *buf) |
462 |
{ |
463 |
if (strlen (buf) < sizeof ("\n")) |
464 |
{ |
465 |
return; |
466 |
} |
467 |
if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n")) |
468 |
buf[strlen (buf) - EOL_SIZE] = '\0'; |
469 |
} |
470 |
|
471 |
/** |
472 |
* Replace in string src all occurrences of key by replacement. The resulting |
473 |
* string is put into result; at most resultsize characters (including the |
474 |
* terminating null character) will be written to result. |
475 |
*/ |
476 |
void |
477 |
replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize) |
478 |
{ |
479 |
size_t resultlen; |
480 |
size_t keylen; |
481 |
|
482 |
/* special case to prevent infinite loop if key==replacement=="" */ |
483 |
if (strcmp (key, replacement) == 0) |
484 |
{ |
485 |
snprintf (result, resultsize, "%s", src); |
486 |
return; |
487 |
} |
488 |
|
489 |
keylen = strlen (key); |
490 |
|
491 |
resultlen = 0; |
492 |
while (*src != '\0' && resultlen + 1 < resultsize) |
493 |
{ |
494 |
if (strncmp (src, key, keylen) == 0) |
495 |
{ |
496 |
snprintf (result + resultlen, resultsize - resultlen, "%s", replacement); |
497 |
resultlen += strlen (result + resultlen); |
498 |
src += keylen; |
499 |
} |
500 |
else |
501 |
{ |
502 |
result[resultlen++] = *src++; |
503 |
} |
504 |
} |
505 |
result[resultlen] = '\0'; |
506 |
} |
507 |
|
508 |
/** |
509 |
* Taking a string as an argument, mutate it into a string that looks like a list. |
510 |
* a 'list' for the purposes here, is a string of items, seperated by commas, except |
511 |
* for the last entry, which has an 'and' before it, and a full stop (period) after it. |
512 |
* This function will also strip all trailing non alphanumeric characters. |
513 |
* It does not insert an oxford comma. |
514 |
*/ |
515 |
|
516 |
void |
517 |
make_list_like (char *input) |
518 |
{ |
519 |
char *p, tmp[MAX_BUF]; |
520 |
int i; |
521 |
|
522 |
if (!input || strlen (input) > MAX_BUF - 5) |
523 |
return; |
524 |
/* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */ |
525 |
|
526 |
strncpy (tmp, input, MAX_BUF - 5); |
527 |
/*trim all trailing commas, spaces etc. */ |
528 |
for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--) |
529 |
tmp[i] = '\0'; |
530 |
|
531 |
strcat (tmp, "."); |
532 |
|
533 |
p = strrchr (tmp, ','); |
534 |
if (p) |
535 |
{ |
536 |
*p = '\0'; |
537 |
strcpy (input, tmp); |
538 |
p++; |
539 |
strcat (input, " and"); |
540 |
strcat (input, p); |
541 |
} |
542 |
else |
543 |
strcpy (input, tmp); |
544 |
|
545 |
return; |
546 |
} |
547 |
|
548 |
///////////////////////////////////////////////////////////////////////////// |
549 |
|
550 |
void *alloc (int s) throw (std::bad_alloc) |
551 |
{ |
552 |
void *p = g_slice_alloc (s); |
553 |
|
554 |
if (!p) |
555 |
throw std::bad_alloc (); |
556 |
|
557 |
return p; |
558 |
} |
559 |
|
560 |
void assign (char *dst, const char *src, int maxlen) |
561 |
{ |
562 |
if (!src) |
563 |
src = ""; |
564 |
|
565 |
int len = strlen (src); |
566 |
|
567 |
if (len >= maxlen - 1) |
568 |
{ |
569 |
if (maxlen <= 4) |
570 |
{ |
571 |
memset (dst, '.', maxlen - 1); |
572 |
dst [maxlen - 1] = 0; |
573 |
} |
574 |
else |
575 |
{ |
576 |
memcpy (dst, src, maxlen - 4); |
577 |
memcpy (dst + maxlen - 4, "...", 4); |
578 |
} |
579 |
} |
580 |
else |
581 |
memcpy (dst, src, len + 1); |
582 |
} |
583 |
|