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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.12 by root, Tue Sep 12 20:55:40 2006 UTC

1
1/* 2/*
2 * static char *rcsid_utils_c = 3 * static char *rcsid_utils_c =
3 * "$Id: utils.C,v 1.2 2006/08/29 08:01:36 root Exp $"; 4 * "$Id: utils.C,v 1.12 2006/09/12 20:55:40 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
31 */ 32 */
32 33
33#include <global.h> 34#include <global.h>
34#include <funcpoint.h> 35#include <funcpoint.h>
35#include <material.h> 36#include <material.h>
37
38#include <glib.h>
36 39
37/* 40/*
38 * The random functions here take luck into account when rolling random 41 * The random functions here take luck into account when rolling random
39 * dice or numbers. This function has less of an impact the larger the 42 * dice or numbers. This function has less of an impact the larger the
40 * difference becomes in the random numbers. IE, the effect is lessened 43 * difference becomes in the random numbers. IE, the effect is lessened
48 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. 51 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
49 * Generally, op should be the player/caster/hitter requesting the roll, 52 * Generally, op should be the player/caster/hitter requesting the roll,
50 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 53 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
51 */ 54 */
52 55
56int
53int random_roll(int min, int max, const object *op, int goodbad) { 57random_roll (int min, int max, const object *op, int goodbad)
58{
54 int omin, diff, luck, base, ran; 59 int omin, diff, luck, base, ran;
55 60
56 omin = min; 61 omin = min;
57 diff = max - min + 1; 62 diff = max - min + 1;
58 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 63 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
59 64
60 if (max < 1 || diff < 1) { 65 if (max < 1 || diff < 1)
66 {
61 LOG(llevError, "Calling random_roll with min=%d max=%d\n", min, max); 67 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max);
62 return(min); /* avoids a float exception */ 68 return (min); /* avoids a float exception */
63 } 69 }
64 70
65 ran = RANDOM(); 71 ran = RANDOM ();
66 72
67 if (op->type != PLAYER) 73 if (op->type != PLAYER)
68 return((ran%diff)+min); 74 return ((ran % diff) + min);
69 75
70 luck = op->stats.luck; 76 luck = op->stats.luck;
71 if (RANDOM()%base < MIN(10, abs(luck))) { 77 if (RANDOM () % base < MIN (10, abs (luck)))
78 {
72 /* we have a winner */ 79 /* we have a winner */
73 ((luck > 0) ? (luck = 1) : (luck = -1)); 80 ((luck > 0) ? (luck = 1) : (luck = -1));
74 diff -= luck; 81 diff -= luck;
75 if (diff < 1) 82 if (diff < 1)
76 return(omin); /*check again*/ 83 return (omin); /*check again */
77 ((goodbad) ? (min += luck) : (diff)); 84 ((goodbad) ? (min += luck) : (diff));
78 85
79 return(MAX(omin, MIN(max, (ran%diff)+min))); 86 return (MAX (omin, MIN (max, (ran % diff) + min)));
80 } 87 }
81 return((ran%diff)+min); 88 return ((ran % diff) + min);
82} 89}
83 90
84/* 91/*
85 * This is a 64 bit version of random_roll above. This is needed 92 * This is a 64 bit version of random_roll above. This is needed
86 * for exp loss calculations for players changing religions. 93 * for exp loss calculations for players changing religions.
87 */ 94 */
88 95
96sint64
89sint64 random_roll64(sint64 min, sint64 max, const object *op, int goodbad) { 97random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
98{
90 sint64 omin, diff, luck, ran; 99 sint64 omin, diff, luck, ran;
91 int base; 100 int base;
92 101
93 omin = min; 102 omin = min;
94 diff = max - min + 1; 103 diff = max - min + 1;
95 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 104 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
96 105
97 if (max < 1 || diff < 1) { 106 if (max < 1 || diff < 1)
107 {
98#ifndef WIN32 108#ifndef WIN32
99 LOG(llevError, "Calling random_roll with min=%lld max=%lld\n", min, max); 109 LOG (llevError, "Calling random_roll with min=%lld max=%lld\n", min, max);
100#else 110#else
101 LOG(llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max); 111 LOG (llevError, "Calling random_roll with min=%I64d max=%I64d\n", min, max);
102#endif 112#endif
103 return(min); /* avoids a float exception */ 113 return (min); /* avoids a float exception */
104 } 114 }
105 115
106 /* Don't know of a portable call to get 64 bit random values. 116 /* Don't know of a portable call to get 64 bit random values.
107 * So make a call to get two 32 bit random numbers, and just to 117 * So make a call to get two 32 bit random numbers, and just to
108 * a little byteshifting. Do make sure the first one is only 118 * a little byteshifting. Do make sure the first one is only
109 * 32 bit, so we don't get skewed results 119 * 32 bit, so we don't get skewed results
110 */ 120 */
111 ran = (RANDOM() & 0xffffffff) | ((sint64)RANDOM() << 32); 121 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
112 122
113 if (op->type != PLAYER) 123 if (op->type != PLAYER)
114 return((ran%diff)+min); 124 return ((ran % diff) + min);
115 125
116 luck = op->stats.luck; 126 luck = op->stats.luck;
117 if (RANDOM()%base < MIN(10, abs(luck))) { 127 if (RANDOM () % base < MIN (10, abs (luck)))
128 {
118 /* we have a winner */ 129 /* we have a winner */
119 ((luck > 0) ? (luck = 1) : (luck = -1)); 130 ((luck > 0) ? (luck = 1) : (luck = -1));
120 diff -= luck; 131 diff -= luck;
121 if (diff < 1) 132 if (diff < 1)
122 return(omin); /*check again*/ 133 return (omin); /*check again */
123 ((goodbad) ? (min += luck) : (diff)); 134 ((goodbad) ? (min += luck) : (diff));
124 135
125 return(MAX(omin, MIN(max, (ran%diff)+min))); 136 return (MAX (omin, MIN (max, (ran % diff) + min)));
126 } 137 }
127 return((ran%diff)+min); 138 return ((ran % diff) + min);
128} 139}
129 140
130/* 141/*
131 * Roll a number of dice (2d3, 4d6). Uses op to determine luck, 142 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
132 * If goodbad is non-zero, luck increases the roll, if zero, it decreases. 143 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
133 * Generally, op should be the player/caster/hitter requesting the roll, 144 * Generally, op should be the player/caster/hitter requesting the roll,
134 * not the recipient (ie, the poor slob getting hit). 145 * not the recipient (ie, the poor slob getting hit).
135 * The args are num D size (ie 4d6) [garbled 20010916] 146 * The args are num D size (ie 4d6) [garbled 20010916]
136 */ 147 */
137 148
149int
138int die_roll(int num, int size, const object *op, int goodbad) { 150die_roll (int num, int size, const object *op, int goodbad)
151{
139 int min, diff, luck, total, i, gotlucky, base, ran; 152 int min, diff, luck, total, i, gotlucky, base, ran;
140 153
141 diff = size; 154 diff = size;
142 min = 1; 155 min = 1;
143 luck = total = gotlucky = 0; 156 luck = total = gotlucky = 0;
144 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 157 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
145 if (size < 2 || diff < 1) { 158 if (size < 2 || diff < 1)
159 {
146 LOG(llevError, "Calling die_roll with num=%d size=%d\n", num, size); 160 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
147 return(num); /* avoids a float exception */ 161 return (num); /* avoids a float exception */
148 } 162 }
149 163
150 if (op->type == PLAYER) 164 if (op->type == PLAYER)
151 luck = op->stats.luck; 165 luck = op->stats.luck;
152 166
153 for (i = 0; i < num; i++) { 167 for (i = 0; i < num; i++)
168 {
154 if (RANDOM()%base < MIN(10, abs(luck)) && !gotlucky) { 169 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky)
170 {
155 /* we have a winner */ 171 /* we have a winner */
156 gotlucky++; 172 gotlucky++;
157 ((luck > 0) ? (luck = 1) : (luck = -1)); 173 ((luck > 0) ? (luck = 1) : (luck = -1));
158 diff -= luck; 174 diff -= luck;
159 if (diff < 1) 175 if (diff < 1)
160 return(num); /*check again*/ 176 return (num); /*check again */
161 ((goodbad) ? (min += luck) : (diff)); 177 ((goodbad) ? (min += luck) : (diff));
162 ran = RANDOM(); 178 ran = RANDOM ();
163 total += MAX(1, MIN(size, (ran%diff)+min)); 179 total += MAX (1, MIN (size, (ran % diff) + min));
180 }
164 } else { 181 else
182 {
165 total += RANDOM()%size+1; 183 total += RANDOM () % size + 1;
166 } 184 }
167 } 185 }
168 return(total); 186 return (total);
169} 187}
170 188
171/* 189/*
172 * Another convenience function. Returns a number between min and max. 190 * Another convenience function. Returns a number between min and max.
173 * It is suggested one use these functions rather than RANDOM()%, as it 191 * It is suggested one use these functions rather than RANDOM()%, as it
174 * would appear that a number of off-by-one-errors exist due to improper 192 * would appear that a number of off-by-one-errors exist due to improper
175 * use of %. This should also prevent SIGFPE. 193 * use of %. This should also prevent SIGFPE.
176 */ 194 */
177 195
196int
178int rndm(int min, int max) 197rndm (int min, int max)
179{ 198{
180 int diff; 199 int diff;
181 200
182 diff = max - min + 1; 201 diff = max - min + 1;
183 if (max < 1 || diff < 1) 202 if (max < 1 || diff < 1)
184 return(min); 203 return (min);
185 204
186 return(RANDOM()%diff+min); 205 return (RANDOM () % diff + min);
187} 206}
188 207
189/* decay and destroy persihable items in a map */ 208/* decay and destroy persihable items in a map */
190 209
210void
191void decay_objects(mapstruct *m) 211decay_objects (mapstruct *m)
192{ 212{
193 int x, y, destroy; 213 int x, y, destroy;
194 object *op, *otmp; 214 object *op, *otmp;
195 215
196 if (m->unique) 216 if (m->unique)
197 return; 217 return;
198 218
199 for (x=0; x < MAP_WIDTH(m); x++) 219 for (x = 0; x < MAP_WIDTH (m); x++)
200 for (y=0; y < MAP_HEIGHT(m); y++) 220 for (y = 0; y < MAP_HEIGHT (m); y++)
201 for (op = get_map_ob(m, x, y); op; op = otmp) { 221 for (op = get_map_ob (m, x, y); op; op = otmp)
222 {
223 destroy = 0;
224 otmp = op->above;
225 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
226 break;
227 if (QUERY_FLAG (op, FLAG_IS_FLOOR) ||
228 QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) ||
229 QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) ||
230 QUERY_FLAG (op, FLAG_UNIQUE) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) || QUERY_FLAG (op, FLAG_UNPAID) || IS_LIVE (op))
231 continue;
232 /* otherwise, we decay and destroy */
233 if (IS_WEAPON (op))
234 {
235 op->stats.dam--;
236 if (op->stats.dam < 0)
202 destroy = 0; 237 destroy = 1;
203 otmp = op->above; 238 }
204 if (QUERY_FLAG(op,FLAG_IS_FLOOR) && QUERY_FLAG(op, FLAG_UNIQUE))
205 break;
206 if (QUERY_FLAG(op, FLAG_IS_FLOOR) ||
207 QUERY_FLAG(op, FLAG_OBJ_ORIGINAL) ||
208 QUERY_FLAG(op, FLAG_OBJ_SAVE_ON_OVL) ||
209 QUERY_FLAG(op, FLAG_UNIQUE) ||
210 QUERY_FLAG(op, FLAG_OVERLAY_FLOOR) ||
211 QUERY_FLAG(op, FLAG_UNPAID) || IS_LIVE(op))
212 continue;
213 /* otherwise, we decay and destroy */
214 if (IS_WEAPON(op)) {
215 op->stats.dam--;
216 if (op->stats.dam < 0)
217 destroy = 1;
218 } else if (IS_ARMOR(op)) { 239 else if (IS_ARMOR (op))
240 {
219 op->stats.ac--; 241 op->stats.ac--;
220 if (op->stats.ac < 0) 242 if (op->stats.ac < 0)
221 destroy = 1; 243 destroy = 1;
244 }
222 } else if (op->type == FOOD) { 245 else if (op->type == FOOD)
246 {
223 op->stats.food -= rndm(5,20); 247 op->stats.food -= rndm (5, 20);
224 if (op->stats.food < 0) 248 if (op->stats.food < 0)
225 destroy = 1; 249 destroy = 1;
226 } else { 250 }
251 else
252 {
227 if (op->material & M_PAPER || op->material & M_LEATHER || 253 if (op->material & M_PAPER || op->material & M_LEATHER ||
228 op->material & M_WOOD || op->material & M_ORGANIC || 254 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID)
229 op->material & M_CLOTH || op->material & M_LIQUID)
230 destroy = 1; 255 destroy = 1;
231 if (op->material & M_IRON && rndm(1,5) == 1) 256 if (op->material & M_IRON && rndm (1, 5) == 1)
232 destroy = 1; 257 destroy = 1;
233 if (op->material & M_GLASS && rndm(1,2) == 1) 258 if (op->material & M_GLASS && rndm (1, 2) == 1)
234 destroy = 1; 259 destroy = 1;
235 if ((op->material & M_STONE || op->material & M_ADAMANT) && 260 if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1)
236 rndm(1,10) == 1)
237 destroy = 1; 261 destroy = 1;
238 if ((op->material & M_SOFT_METAL || op->material & M_BONE) && 262 if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1)
239 rndm(1,3) == 1)
240 destroy = 1; 263 destroy = 1;
241 if (op->material & M_ICE && MAP_TEMP(m) > 32) 264 if (op->material & M_ICE && MAP_TEMP (m) > 32)
242 destroy = 1; 265 destroy = 1;
243 } 266 }
244 /* adjust overall chance below */ 267 /* adjust overall chance below */
245 if (destroy && rndm(0, 1)) { 268 if (destroy && rndm (0, 1))
246 remove_ob(op);
247 free_object(op);
248 }
249 } 269 {
270 remove_ob (op);
271 free_object (op);
272 }
273 }
250} 274}
251 275
252/* convert materialname to materialtype_t */ 276/* convert materialname to materialtype_t */
253 277
278materialtype_t *
254materialtype_t *name_to_material(const char *name) 279name_to_material (const char *name)
255{ 280{
256 materialtype_t *mt, *nmt; 281 materialtype_t *mt, *nmt;
257 282
258 mt = NULL; 283 mt = NULL;
259 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt=nmt->next) { 284 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
285 {
260 if (strcmp(name, nmt->name) == 0) { 286 if (strcmp (name, nmt->name) == 0)
287 {
261 mt = nmt; 288 mt = nmt;
262 break; 289 break;
263 } 290 }
264 } 291 }
265 return mt; 292 return mt;
266} 293}
267 294
268/* when doing transmutation of objects, we have to recheck the resistances, 295/* when doing transmutation of objects, we have to recheck the resistances,
269 * as some that did not apply previously, may apply now. 296 * as some that did not apply previously, may apply now.
270 */ 297 */
271 298
299void
272void transmute_materialname(object *op, const object *change) 300transmute_materialname (object *op, const object *change)
273{ 301{
274 materialtype_t *mt; 302 materialtype_t *mt;
275 int j; 303 int j;
276 304
277 if (op->materialname == NULL) 305 if (op->materialname == NULL)
278 return; 306 return;
279 307
280 if (change->materialname != NULL && 308 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
281 strcmp(op->materialname, change->materialname))
282 return; 309 return;
283 310
284 if (!IS_ARMOR(op)) 311 if (!IS_ARMOR (op))
285 return; 312 return;
286 313
287 mt = name_to_material(op->materialname); 314 mt = name_to_material (op->materialname);
288 if (!mt) { 315 if (!mt)
316 {
289 LOG(llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", op->arch->name, op->name, op->materialname); 317 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
290 return; 318 return;
291 } 319 }
292 320
293 for (j=0; j < NROFATTACKS; j++) 321 for (j = 0; j < NROFATTACKS; j++)
294 if (op->resist[j] == 0 && change->resist[j] != 0) { 322 if (op->resist[j] == 0 && change->resist[j] != 0)
323 {
295 op->resist[j] += mt->mod[j]; 324 op->resist[j] += mt->mod[j];
296 if (op->resist[j] > 100) 325 if (op->resist[j] > 100)
297 op->resist[j] = 100; 326 op->resist[j] = 100;
298 if (op->resist[j] < -100) 327 if (op->resist[j] < -100)
299 op->resist[j] = -100; 328 op->resist[j] = -100;
300 } 329 }
301} 330}
302 331
303/* set the materialname and type for an item */ 332/* set the materialname and type for an item */
333void
304void set_materialname(object *op, int difficulty, materialtype_t *nmt) 334set_materialname (object *op, int difficulty, materialtype_t *nmt)
305{ 335{
306 materialtype_t *mt, *lmt; 336 materialtype_t *mt, *lmt;
337
338#ifdef NEW_MATERIAL_CODE
307 int j; 339 int j;
340#endif
308 341
309 if (op->materialname != NULL) 342 if (op->materialname != NULL)
310 return; 343 return;
311 344
312 345
313 346
314 if (nmt == NULL) { 347 if (nmt == NULL)
348 {
315 lmt = NULL; 349 lmt = NULL;
316#ifndef NEW_MATERIAL_CODE 350#ifndef NEW_MATERIAL_CODE
317 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) { 351 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
352 {
318 if (op->material & mt->material) { 353 if (op->material & mt->material)
354 {
319 lmt = mt; 355 lmt = mt;
356 break;
357 }
358 }
359
360#else
361 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
362 {
363 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
364 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
365 {
366 lmt = mt;
367 if (!(IS_WEAPON (op) || IS_ARMOR (op)))
320 break; 368 break;
321 } 369 }
322 } 370 }
371#endif
372 }
373 else
374 {
375 lmt = nmt;
376 }
323 377
378 if (lmt != NULL)
379 {
380#ifndef NEW_MATERIAL_CODE
381 op->materialname = lmt->name;
382 return;
324#else 383#else
325 for (mt = materialt; mt != NULL && mt->next != NULL; mt=mt->next) {
326 if (op->material & mt->material && rndm(1, 100) <= mt->chance &&
327 difficulty >= mt->difficulty &&
328 (op->magic >= mt->magic || mt->magic == 0)) {
329 lmt = mt;
330 if (!(IS_WEAPON(op) || IS_ARMOR(op)))
331 break;
332 }
333 }
334#endif
335 } else {
336 lmt = nmt;
337 }
338 384
339 if (lmt != NULL) {
340#ifndef NEW_MATERIAL_CODE
341 op->materialname = add_string(lmt->name);
342 return;
343#else
344
345 if (op->stats.dam && IS_WEAPON(op)) { 385 if (op->stats.dam && IS_WEAPON (op))
386 {
346 op->stats.dam += lmt->damage; 387 op->stats.dam += lmt->damage;
347 if (op->stats.dam < 1) 388 if (op->stats.dam < 1)
348 op->stats.dam = 1; 389 op->stats.dam = 1;
349 } 390 }
350 if (op->stats.sp && op->type == BOW) 391 if (op->stats.sp && op->type == BOW)
351 op->stats.sp += lmt->sp; 392 op->stats.sp += lmt->sp;
352 if (op->stats.wc && IS_WEAPON(op)) 393 if (op->stats.wc && IS_WEAPON (op))
353 op->stats.wc += lmt->wc; 394 op->stats.wc += lmt->wc;
354 if (IS_ARMOR(op)) { 395 if (IS_ARMOR (op))
396 {
355 if (op->stats.ac) 397 if (op->stats.ac)
356 op->stats.ac += lmt->ac; 398 op->stats.ac += lmt->ac;
357 for (j=0; j < NROFATTACKS; j++) 399 for (j = 0; j < NROFATTACKS; j++)
358 if (op->resist[j] != 0) { 400 if (op->resist[j] != 0)
401 {
359 op->resist[j] += lmt->mod[j]; 402 op->resist[j] += lmt->mod[j];
360 if (op->resist[j] > 100) 403 if (op->resist[j] > 100)
361 op->resist[j] = 100; 404 op->resist[j] = 100;
362 if (op->resist[j] < -100) 405 if (op->resist[j] < -100)
363 op->resist[j] = -100; 406 op->resist[j] = -100;
364 } 407 }
365 } 408 }
366 op->materialname = add_string(lmt->name); 409 op->materialname = add_string (lmt->name);
367 /* dont make it unstackable if it doesn't need to be */ 410 /* dont make it unstackable if it doesn't need to be */
368 if (IS_WEAPON(op) || IS_ARMOR(op)) { 411 if (IS_WEAPON (op) || IS_ARMOR (op))
412 {
369 op->weight = (op->weight * lmt->weight)/100; 413 op->weight = (op->weight * lmt->weight) / 100;
370 op->value = (op->value * lmt->value)/100; 414 op->value = (op->value * lmt->value) / 100;
371 } 415 }
372#endif 416#endif
373 } 417 }
374} 418}
375 419
376/* 420/*
377 * Strip out the media tags from a String. 421 * Strip out the media tags from a String.
378 * Warning the input string will contain the result string 422 * Warning the input string will contain the result string
379 */ 423 */
424void
380void strip_media_tag(char *message){ 425strip_media_tag (char *message)
426{
381 int in_tag=0; 427 int in_tag = 0;
382 char* dest; 428 char *dest;
383 char* src; 429 char *src;
430
384 src=dest=message; 431 src = dest = message;
385 while (*src!='\0'){ 432 while (*src != '\0')
433 {
386 if (*src=='['){ 434 if (*src == '[')
435 {
387 in_tag=1; 436 in_tag = 1;
437 }
388 } else if (in_tag && (*src==']')) 438 else if (in_tag && (*src == ']'))
389 in_tag=0; 439 in_tag = 0;
390 else if (!in_tag){ 440 else if (!in_tag)
441 {
391 *dest=*src; 442 *dest = *src;
392 dest++; 443 dest++;
393 } 444 }
394 src++; 445 src++;
395 } 446 }
396 *dest='\0'; 447 *dest = '\0';
397} 448}
398 449
450const char *
399const char* strrstr(const char* haystack, const char* needle){ 451strrstr (const char *haystack, const char *needle)
452{
400 const char* lastneedle; 453 const char *lastneedle;
454
401 lastneedle=NULL; 455 lastneedle = NULL;
402 while((haystack=strstr(haystack,needle))!=NULL){ 456 while ((haystack = strstr (haystack, needle)) != NULL)
457 {
403 lastneedle=haystack; 458 lastneedle = haystack;
404 haystack++; 459 haystack++;
405 } 460 }
406 return lastneedle; 461 return lastneedle;
407 462
408} 463}
464
409#define EOL_SIZE (sizeof("\n")-1) 465#define EOL_SIZE (sizeof("\n")-1)
466void
410void strip_endline(char* buf){ 467strip_endline (char *buf)
468{
411 if (strlen(buf)<sizeof("\n")){ 469 if (strlen (buf) < sizeof ("\n"))
470 {
412 return; 471 return;
413 } 472 }
414 if (!strcmp(buf+strlen(buf)-EOL_SIZE,"\n")) 473 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
415 buf[strlen(buf)-EOL_SIZE]='\0'; 474 buf[strlen (buf) - EOL_SIZE] = '\0';
416} 475}
417 476
418/** 477/**
419 * Replace in string src all occurrences of key by replacement. The resulting 478 * Replace in string src all occurrences of key by replacement. The resulting
420 * string is put into result; at most resultsize characters (including the 479 * string is put into result; at most resultsize characters (including the
421 * terminating null character) will be written to result. 480 * terminating null character) will be written to result.
422 */ 481 */
482void
423void replace(const char *src, const char *key, const char *replacement, char *result, size_t resultsize) 483replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
424{ 484{
425 size_t resultlen; 485 size_t resultlen;
426 size_t keylen; 486 size_t keylen;
427 487
428 /* special case to prevent infinite loop if key==replacement=="" */ 488 /* special case to prevent infinite loop if key==replacement=="" */
429 if(strcmp(key, replacement) == 0) 489 if (strcmp (key, replacement) == 0)
430 { 490 {
431 snprintf(result, resultsize, "%s", src); 491 snprintf (result, resultsize, "%s", src);
432 return; 492 return;
433 } 493 }
434 494
435 keylen = strlen(key); 495 keylen = strlen (key);
436 496
437 resultlen = 0; 497 resultlen = 0;
438 while(*src != '\0' && resultlen+1 < resultsize) 498 while (*src != '\0' && resultlen + 1 < resultsize)
439 { 499 {
440 if(strncmp(src, key, keylen) == 0) 500 if (strncmp (src, key, keylen) == 0)
441 { 501 {
442 snprintf(result+resultlen, resultsize-resultlen, "%s", replacement); 502 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
443 resultlen += strlen(result+resultlen); 503 resultlen += strlen (result + resultlen);
444 src += keylen; 504 src += keylen;
445 } 505 }
446 else 506 else
447 {
448 result[resultlen++] = *src++;
449 }
450 } 507 {
508 result[resultlen++] = *src++;
509 }
510 }
451 result[resultlen] = '\0'; 511 result[resultlen] = '\0';
452} 512}
453 513
454/** 514/**
455 * Taking a string as an argument, mutate it into a string that looks like a list. 515 * Taking a string as an argument, mutate it into a string that looks like a list.
456 * a 'list' for the purposes here, is a string of items, seperated by commas, except 516 * a 'list' for the purposes here, is a string of items, seperated by commas, except
457 * for the last entry, which has an 'and' before it, and a full stop (period) after it. 517 * for the last entry, which has an 'and' before it, and a full stop (period) after it.
458 * This function will also strip all trailing non alphanumeric characters. 518 * This function will also strip all trailing non alphanumeric characters.
459 * It does not insert an oxford comma. 519 * It does not insert an oxford comma.
460 */ 520 */
461 521
522void
462void make_list_like(char *input) { 523make_list_like (char *input)
524{
463 char *p, tmp[MAX_BUF]; 525 char *p, tmp[MAX_BUF];
464 int i; 526 int i;
527
465 if (!input || strlen(input) > MAX_BUF-5) return; 528 if (!input || strlen (input) > MAX_BUF - 5)
466 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
467
468 strncpy(tmp, input, MAX_BUF-5);
469 /*trim all trailing commas, spaces etc.*/
470 for (i=strlen(tmp); !isalnum(tmp[i]) && i >= 0; i--)
471 tmp[i]='\0';
472 strcat(tmp, ".");
473
474 p=strrchr(tmp, ',');
475 if (p) {
476 *p='\0';
477 strcpy(input, tmp);
478 p++;
479 strcat(input, " and");
480 strcat(input, p);
481 }
482 else strcpy(input, tmp);
483 return; 529 return;
530 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
531
532 strncpy (tmp, input, MAX_BUF - 5);
533 /*trim all trailing commas, spaces etc. */
534 for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--)
535 tmp[i] = '\0';
536
537 strcat (tmp, ".");
538
539 p = strrchr (tmp, ',');
540 if (p)
541 {
542 *p = '\0';
543 strcpy (input, tmp);
544 p++;
545 strcat (input, " and");
546 strcat (input, p);
547 }
548 else
549 strcpy (input, tmp);
550
551 return;
484} 552}
553
554void *alloc (int s) throw (std::bad_alloc)
555{
556 if (s)
557 return g_slice_alloc (s);
558 else
559 return 0;
560}
561
562void dealloc (void *p, int s) throw ()
563{
564 if (s)
565 g_slice_free1 (s, p);
566}
567
568void assign (char *dst, const char *src, int maxlen)
569{
570 if (!src)
571 src = "";
572
573 int len = strlen (src);
574
575 if (len >= maxlen - 1)
576 {
577 if (maxlen <= 4)
578 {
579 memset (dst, '.', maxlen - 1);
580 dst [maxlen - 1] = 0;
581 }
582 else
583 {
584 memcpy (dst, src, maxlen - 4);
585 memcpy (dst + maxlen - 4, "...", 4);
586 }
587 }
588 else
589 memcpy (dst, src, len + 1);
590}
591

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