tbamud/src/lists.c

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/**************************************************************************
* File: lists.c Part of tbaMUD *
* Usage: Handling of in-game lists *
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* *
* By Vatiken. Copyright 2012 by Joseph Arnusch *
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**************************************************************************/
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "db.h"
#include "dg_event.h"
/* Global lists */
struct list_data * global_lists = NULL;
struct list_data * create_list(void)
{
struct list_data *pNewList;
static bool first_list = TRUE;
CREATE(pNewList, struct list_data, 1);
pNewList->pFirstItem = NULL;
pNewList->pLastItem = NULL;
pNewList->iIterators = 0;
pNewList->iSize = 0;
/* Add to global lists, primarily for debugging purposes */
if (first_list == FALSE)
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add_to_list(pNewList, global_lists);
else
first_list = FALSE;
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return (pNewList);
}
struct item_data * create_item(void)
{
struct item_data *pNewItem;
CREATE(pNewItem, struct item_data, 1);
pNewItem->pNextItem = NULL;
pNewItem->pPrevItem = NULL;
pNewItem->pContent = NULL;
return (pNewItem);
}
void free_list(struct list_data * pList)
{
void * pContent;
simple_list(NULL);
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if (pList->iSize)
while ((pContent = simple_list(pList)))
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remove_from_list(pContent, pList);
if (pList->iSize > 0)
mudlog(CMP, LVL_GOD, TRUE, "List being freed while not empty.");
/* Global List for debugging */
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remove_from_list(pList, global_lists);
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free(pList);
}
void add_to_list(void * pContent, struct list_data * pList)
{
struct item_data * pNewItem;
struct item_data * pLastItem;
/* Allocate our memory */
pNewItem = create_item();
/* Place the contents in the item */
pNewItem->pContent = pContent;
pNewItem->pNextItem = NULL;
/* If we are the first entry in the list, mark us as such */
if (pList->pFirstItem == NULL)
pList->pFirstItem = pNewItem;
/* Grab our last item from the list and attach it to our new item */
if (pList->pLastItem) {
pLastItem = pList->pLastItem;
pLastItem->pNextItem = pNewItem;
pNewItem->pPrevItem = pLastItem;
}
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/* Make our new item our last item in the list */
pList->pLastItem = pNewItem;
pList->iSize++;
}
void remove_from_list(void * pContent, struct list_data * pList)
{
struct item_data *pRemovedItem;
if ((pRemovedItem = find_in_list(pContent, pList)) == NULL) {
mudlog(CMP, LVL_GOD, TRUE, "SYSERR: Attempting to remove contents that don't exist in list.");
return;
}
if (pRemovedItem == pList->pFirstItem)
pList->pFirstItem = pRemovedItem->pNextItem;
if (pRemovedItem == pList->pLastItem)
pList->pLastItem = pRemovedItem->pPrevItem;
if (pRemovedItem->pPrevItem)
pRemovedItem->pPrevItem->pNextItem = pRemovedItem->pNextItem;
if (pRemovedItem->pNextItem)
pRemovedItem->pNextItem->pPrevItem = pRemovedItem->pPrevItem;
pList->iSize--;
if (pList->iSize == 0) {
pList->pFirstItem = NULL;
pList->pLastItem = NULL;
}
free(pRemovedItem);
}
/** Merges an iterator with a list
* @post Don't forget to remove the iterator with remove_iterator().
* */
void * merge_iterator(struct iterator_data * pIterator, struct list_data * pList)
{
void * pContent;
if (pList == NULL) {
mudlog(NRM, LVL_GOD, TRUE, "SYSERR: Attempting to merge iterator to NULL list.");
pIterator->pList = NULL;
pIterator->pItem = NULL;
return NULL;
}
if (pList->pFirstItem == NULL) {
mudlog(NRM, LVL_GOD, TRUE, "SYSERR: Attempting to merge iterator to empty list.");
pIterator->pList = NULL;
pIterator->pItem = NULL;
return NULL;
}
pList->iIterators++;
pIterator->pList = pList;
pIterator->pItem = pList->pFirstItem;
pContent = pIterator->pItem ? pIterator->pItem->pContent : NULL;
return (pContent);
}
void remove_iterator(struct iterator_data * pIterator)
{
if (pIterator->pList == NULL) {
mudlog(NRM, LVL_GOD, TRUE, "SYSERR: Attempting to remove iterator from NULL list.");
return;
}
pIterator->pList->iIterators--;
pIterator->pList = NULL;
pIterator->pItem = NULL;
}
/** Spits out an item and cycles down the list
* @return Returns the content of the list
* */
void * next_in_list(struct iterator_data * pIterator)
{
void * pContent;
struct item_data * pTempItem;
if (pIterator->pList == NULL) {
mudlog(NRM, LVL_GOD, TRUE, "SYSERR: Attempting to get content from iterator with NULL list.");
return NULL;
}
/* Cycle down the list */
pTempItem = pIterator->pItem->pNextItem;
pIterator->pItem = pTempItem;
/* Grab the content */
pContent = pIterator->pItem ? pIterator->pItem->pContent : NULL;
return (pContent);
}
/** Searches through the a list and returns the item block that holds pContent
* @return Returns the actual item block and not the pContent itself, since
* it is assumed you already have the pContent.
* */
struct item_data * find_in_list(void * pContent, struct list_data * pList)
{
struct iterator_data Iterator;
void * pFoundItem;
struct item_data *pItem = NULL;
bool found;
pFoundItem = merge_iterator(&Iterator, pList);
for (found = FALSE; pFoundItem != NULL; pFoundItem = next_in_list(&Iterator)) {
if (pFoundItem == pContent) {
found = TRUE;
break;
}
}
if (found)
pItem = Iterator.pItem;
remove_iterator(&Iterator);
if (found)
return (pItem);
else
return NULL;
}
/** This is the "For Dummies" function, as although it's not as flexible,
* it is even easier applied for list searches then using your own iterators
* and next_in_list()
* @usage Common usage would be as follows:
*
* while ((var = (struct XXX_data *) simple_list(XXX_list))) {
* blah blah....
* }
* @return Will return the next list content until it hits the end, in which
* will detach itself from the list.
* */
void * simple_list(struct list_data * pList)
{
static struct iterator_data Iterator;
static bool loop = FALSE;
static struct list_data *pLastList = NULL;
void * pContent;
/* Reset List */
if (pList == NULL) {
loop = FALSE;
pLastList = NULL;
return NULL;
}
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if (!loop || pLastList != pList) {
if (loop && pLastList != pList)
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mudlog(CMP, LVL_GRGOD, TRUE, "SYSERR: simple_list() forced to reset itself.");
pContent = merge_iterator(&Iterator, pList);
if (pContent != NULL) {
pLastList = pList;
loop = TRUE;
return (pContent);
} else
return NULL;
}
if ((pContent = next_in_list(&Iterator)) != NULL)
return (pContent);
remove_iterator(&Iterator);
loop = FALSE;
return NULL;
}
void * random_from_list(struct list_data * pList)
{
struct iterator_data Iterator;
void * pFoundItem;
bool found;
int number;
int count = 1;
if (pList->iSize <= 0)
return NULL;
else
number = rand_number(1, pList->iSize);
pFoundItem = merge_iterator(&Iterator, pList);
for (found = FALSE; pFoundItem != NULL; pFoundItem = next_in_list(&Iterator), count++) {
if (count == number) {
found = TRUE;
break;
}
}
remove_iterator(&Iterator);
if (found)
return (pFoundItem);
else
return NULL;
}
struct list_data * randomize_list(struct list_data * pList)
{
struct list_data * newList;
void * pContent;
if (pList->iSize == 0)
return NULL;
newList = create_list();
while ((pContent = random_from_list(pList)) != NULL) {
remove_from_list(pContent, pList);
add_to_list(pContent, newList);
}
free_list(pList);
return (newList);
}