/* ************************************************************************
* File: utils.h Part of CircleMUD *
* Usage: header file: utility macros and prototypes of utility funcs *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#ifndef __UTILS_H__
#define __UTILS_H__
/* external declarations and prototypes **********************************/
extern weatherData_t weather_info;
#define READ_SIZE 256
/* public functions in utils.c */
int touch(const char *path);
int rand_number(int from, int to);
int dice(int number, int size);
size_t sprintbit(bitvector_t vektor, const char *names[], char *result, size_t reslen);
size_t sprinttype(int type, const char *names[], char *result, size_t reslen);
int get_line(FILE *fl, char *buf);
int get_filename(char *filename, size_t fbufsize, int mode, const char *orig_name);
time_t mud_time_to_secs(timeInfoData_t *now);
timeInfoData_t *age(charData_t *ch);
int num_pc_in_room(roomData_t *room);
void core_dump_real(const char *, int);
int room_is_dark(roomData_t *room);
/**
* Replace one string with a duplicate of another
*
* @param target Target string to replace
* @param replacement Replacement string to duplicate or NULL
* @returns address to new target
*/
char *stringReplace(char *target, char *replacement);
#define core_dump() core_dump_real(__FILE__, __LINE__)
/*
* Only provide our versions if one isn't in the C library. These macro names
* will be defined by sysdep.h if a strcasecmp or stricmp exists.
*/
#ifndef str_cmp
int str_cmp(const char *arg1, const char *arg2);
#endif
#ifndef strn_cmp
int strn_cmp(const char *arg1, const char *arg2, int n);
#endif
/* random functions in random.c */
void circle_srandom(unsigned long initial_seed);
unsigned long circle_random(void);
/* undefine MAX and MIN so that our functions are used instead */
#ifdef MAX
#undef MAX
#endif
#ifdef MIN
#undef MIN
#endif
int MAX(int a, int b);
int MIN(int a, int b);
char *CAP(char *txt);
/* Followers */
int num_followers_charmed(charData_t *ch);
void die_follower(charData_t *ch);
void add_follower(charData_t *ch, charData_t *leader);
void stop_follower(charData_t *ch);
bool circle_follow(charData_t *ch, charData_t *victim);
/* in act.informative.c */
void look_at_room(charData_t *ch, int mode);
/* in act.movmement.c */
int do_simple_move(charData_t *ch, int dir, int following);
int perform_move(charData_t *ch, int dir, int following);
/* in limits.c */
int mana_gain(charData_t *ch);
int hit_gain(charData_t *ch);
int move_gain(charData_t *ch);
void advance_level(charData_t *ch);
void set_title(charData_t *ch, char *title);
void gain_exp(charData_t *ch, int gain);
void gain_exp_regardless(charData_t *ch, int gain);
void gain_condition(charData_t *ch, int condition, int value);
void check_idling(charData_t *ch);
void point_update(void);
void update_pos(charData_t *victim);
/* various constants *****************************************************/
/* get_filename() */
#define CRASH_FILE (0)
#define ETEXT_FILE (1)
#define ALIAS_FILE (2)
#define ZONE_FILE (3)
/* breadth-first searching */
#define BFS_ERROR (-1)
#define BFS_ALREADY_THERE (-2)
#define BFS_NO_PATH (-3)
/*
* XXX: These constants should be configurable. See act.informative.c
* and utils.c for other places to change.
*/
/* mud-life time */
#define SECS_PER_MUD_HOUR 75
#define SECS_PER_MUD_DAY (24*SECS_PER_MUD_HOUR)
#define SECS_PER_MUD_MONTH (35*SECS_PER_MUD_DAY)
#define SECS_PER_MUD_YEAR (17*SECS_PER_MUD_MONTH)
/* real-life time (remember Real Life?) */
#define SECS_PER_REAL_MIN 60
#define SECS_PER_REAL_HOUR (60*SECS_PER_REAL_MIN)
#define SECS_PER_REAL_DAY (24*SECS_PER_REAL_HOUR)
#define SECS_PER_REAL_YEAR (365*SECS_PER_REAL_DAY)
/* string utils **********************************************************/
#define YESNO(a) ((a) ? "YES" : "NO")
#define ONOFF(a) ((a) ? "ON" : "OFF")
#define LOWER(c) (((c)>='A' && (c) <= 'Z') ? ((c)+('a'-'A')) : (c))
#define UPPER(c) (((c)>='a' && (c) <= 'z') ? ((c)+('A'-'a')) : (c) )
#define ISNEWL(ch) ((ch) == '\n' || (ch) == '\r')
/* See also: ANA, SANA */
#define AN(string) (strchr("aeiouAEIOU", *string) ? "an" : "a")
/* memory utils **********************************************************/
#define CREATE(result, type, number) do {\
if ((number) * sizeof(type) <= 0) \
log("SYSERR: Zero bytes or less requested at %s:%d.", __FILE__, __LINE__); \
if (!((result) = (type *) calloc ((number), sizeof(type)))) \
{ perror("SYSERR: malloc failure"); abort(); } } while(0)
#define RECREATE(result,type,number) do {\
if (!((result) = (type *) realloc ((result), sizeof(type) * (number))))\
{ perror("SYSERR: realloc failure"); abort(); } } while(0)
/*
* the source previously used the same code in many places to remove an item
* from a list: if it's the list head, change the head, else traverse the
* list looking for the item before the one to be removed. Now, we have a
* macro to do this. To use, just make sure that there is a variable 'temp'
* declared as the same type as the list to be manipulated. BTW, this is
* a great application for C++ templates but, alas, this is not C++. Maybe
* CircleMUD 4.0 will be...
*/
#define REMOVE_FROM_LIST(item, head, next) \
if ((item) == (head)) \
head = (item)->next; \
else { \
temp = head; \
while (temp && (temp->next != (item))) \
temp = temp->next; \
if (temp) \
temp->next = (item)->next; \
} \
/* basic bitvector utils *************************************************/
#define IS_SET(flag,bit) ((flag) & (bit))
#define SET_BIT(var,bit) ((var) |= (bit))
#define REMOVE_BIT(var,bit) ((var) &= ~(bit))
#define TOGGLE_BIT(var,bit) ((var) ^= (bit))
/*
* Accessing player specific data structures on a mobile is a very bad thing
* to do. Consider that changing these variables for a single mob will change
* it for every other single mob in the game. If we didn't specifically check
* for it, 'wimpy' would be an extremely bad thing for a mob to do, as an
* example. If you really couldn't care less, change this to a '#if 0'.
*/
#if 1
/* Subtle bug in the '#var', but works well for now. */
#define CHECK_PLAYER_SPECIAL(ch, var) \
(*(((ch)->player_specials == &dummy_mob) ? (log("SYSERR: Mob using '"#var"' at %s:%d.", __FILE__, __LINE__), &(var)) : &(var)))
#else
#define CHECK_PLAYER_SPECIAL(ch, var) (var)
#endif
#define MOB_FLAGS(ch) ((ch)->char_specials.saved.act)
#define PLR_FLAGS(ch) ((ch)->char_specials.saved.act)
#define PRF_FLAGS(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.pref))
#define AFF_FLAGS(ch) ((ch)->char_specials.saved.affected_by)
#define ROOM_FLAGS(loc) ((loc)->roomFlags)
#define SPELL_ROUTINES(spl) (spell_info[spl].routines)
/*
* See http://www.circlemud.org/~greerga/todo/todo.009 to eliminate MOB_ISNPC.
* IS_MOB() acts as a VALID_MOB_RNUM()-like function.
*/
#define IS_NPC(ch) (IS_SET(MOB_FLAGS(ch), MOB_ISNPC))
#define IS_MOB(ch) (IS_NPC(ch))
#define MOB_FLAGGED(ch, flag) (IS_NPC(ch) && IS_SET(MOB_FLAGS(ch), (flag)))
#define PLR_FLAGGED(ch, flag) (!IS_NPC(ch) && IS_SET(PLR_FLAGS(ch), (flag)))
#define AFF_FLAGGED(ch, flag) (IS_SET(AFF_FLAGS(ch), (flag)))
#define PRF_FLAGGED(ch, flag) (IS_SET(PRF_FLAGS(ch), (flag)))
#define ROOM_FLAGGED(loc, flag) (IS_SET(ROOM_FLAGS(loc), (flag)))
#define EXIT_FLAGGED(exit, flag) (IS_SET((exit)->exitInfo, (flag)))
#define NEWEXIT_FLAGGED(exit, flag) (IS_SET((exit)->exitInfo, (flag)))
#define ITEMAFF_FLAGGED(item, flag) (IS_SET(GET_ITEM_AFFECT(item), (flag)))
#define ITEMVAL_FLAGGED(item, flag) (IS_SET(GET_ITEM_VAL((item), 1), (flag)))
#define ITEMWEAR_FLAGGED(item, flag) (IS_SET(GET_ITEM_WEAR(item), (flag)))
#define ITEM_FLAGGED(item, flag) (IS_SET(GET_ITEM_EXTRA(item), (flag)))
#define HAS_SPELL_ROUTINE(spl, flag) (IS_SET(SPELL_ROUTINES(spl), (flag)))
/* IS_AFFECTED for backwards compatibility */
#define IS_AFFECTED(ch, skill) (AFF_FLAGGED((ch), (skill)))
#define PLR_TOG_CHK(ch,flag) ((TOGGLE_BIT(PLR_FLAGS(ch), (flag))) & (flag))
#define PRF_TOG_CHK(ch,flag) ((TOGGLE_BIT(PRF_FLAGS(ch), (flag))) & (flag))
/* room utils ************************************************************/
#define SECT(room) ((room) ? (room)->sectorType : SECT_INSIDE)
#define IS_DARK(room) room_is_dark((room))
#define IS_LIGHT(room) (!IS_DARK(room))
#define GET_ROOM_SPEC(room) ((room) && (room)->func ? (room)->func : NULL)
/* char utils ************************************************************/
#define IN_ROOM(ch) ((ch)->room)
#define GET_WAS_IN(ch) ((ch)->wasInRoom)
#define GET_AGE(ch) (age(ch)->year)
#define GET_PC_NAME(ch) ((ch)->player.name)
#define GET_NAME(ch) (IS_NPC(ch) ? (ch)->player.short_descr : GET_PC_NAME(ch))
#define GET_TITLE(ch) ((ch)->player.title)
#define GET_LEVEL(ch) ((ch)->player.level)
#define GET_AUTH(ch) ((ch)->player.auth)
#define GET_PASSWD(ch) ((ch)->player.passwd)
#define GET_PFILEPOS(ch)((ch)->pfilepos)
/*
* I wonder if this definition of GET_REAL_AUTH should be the definition
* of GET_AUTH? GD
*/
#define GET_REAL_AUTH(ch) \
(ch->desc && ch->desc->original ? GET_AUTH(ch->desc->original) : \
GET_AUTH(ch))
/*
* I wonder if this definition of GET_REAL_LEVEL should be the definition
* of GET_LEVEL? JE
*/
#define GET_REAL_LEVEL(ch) \
(ch->desc && ch->desc->original ? GET_LEVEL(ch->desc->original) : \
GET_LEVEL(ch))
#define GET_CLASS(ch) ((ch)->player.chclass)
#define GET_HOME(ch) ((ch)->player.hometown)
#define GET_HEIGHT(ch) ((ch)->player.height)
#define GET_WEIGHT(ch) ((ch)->player.weight)
#define GET_SEX(ch) ((ch)->player.sex)
#define GET_STR(ch) ((ch)->aff_abils.str)
#define GET_ADD(ch) ((ch)->aff_abils.str_add)
#define GET_DEX(ch) ((ch)->aff_abils.dex)
#define GET_INT(ch) ((ch)->aff_abils.intel)
#define GET_WIS(ch) ((ch)->aff_abils.wis)
#define GET_CON(ch) ((ch)->aff_abils.con)
#define GET_CHA(ch) ((ch)->aff_abils.cha)
#define GET_EXP(ch) ((ch)->points.exp)
#define GET_AC(ch) ((ch)->points.armor)
#define GET_HIT(ch) ((ch)->points.hit)
#define GET_MAX_HIT(ch) ((ch)->points.max_hit)
#define GET_MOVE(ch) ((ch)->points.move)
#define GET_MAX_MOVE(ch) ((ch)->points.max_move)
#define GET_MANA(ch) ((ch)->points.mana)
#define GET_MAX_MANA(ch) ((ch)->points.max_mana)
#define GET_GOLD(ch) ((ch)->points.gold)
#define GET_BANK_GOLD(ch) ((ch)->points.bank_gold)
#define GET_HITROLL(ch) ((ch)->points.hitroll)
#define GET_DAMROLL(ch) ((ch)->points.damroll)
#define GET_POS(ch) ((ch)->char_specials.position)
#define GET_IDNUM(ch) ((ch)->char_specials.saved.idnum)
#define IS_CARRYING_W(ch) ((ch)->char_specials.carry_weight)
#define IS_CARRYING_N(ch) ((ch)->char_specials.carry_items)
#define FIGHTING(ch) ((ch)->char_specials.fighting)
#define HUNTING(ch) ((ch)->char_specials.hunting)
#define GET_SAVE(ch, i) ((ch)->char_specials.saved.apply_saving_throw[i])
#define GET_ALIGNMENT(ch) ((ch)->char_specials.saved.alignment)
#define GET_LOADROOM(ch) ((ch)->loadRoom)
#define GET_COND(ch, i) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.conditions[(i)]))
#define GET_PRACTICES(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.spells_to_learn))
#define GET_INVIS_AUTH(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.invis_auth))
#define GET_WIMP_LEV(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.wimp_level))
#define GET_FREEZE_AUTH(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.freeze_auth))
#define GET_BAD_PWS(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.bad_pws))
#define GET_TALK(ch, i) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.talks[i]))
#define POOFIN(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->poofin))
#define POOFOUT(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->poofout))
#define GET_LAST_OLC_TARG(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->last_olc_targ))
#define GET_LAST_OLC_MODE(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->last_olc_mode))
#define GET_ALIASES(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->aliases))
#define GET_LAST_TELL(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->last_tell))
#define GET_SKILL(ch, i) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.skills[i]))
#define SET_SKILL(ch, i, pct) do { CHECK_PLAYER_SPECIAL((ch), (ch)->player_specials->saved.skills[i]) = pct; } while(0)
#define GET_EQ(ch, i) ((ch)->equipment[i])
#define GET_DEFAULT_POS(ch) ((ch)->mob_specials.default_pos)
#define MEMORY(ch) ((ch)->mob_specials.memory)
#define STRENGTH_APPLY_INDEX(ch) \
( ((GET_ADD(ch)==0) || (GET_STR(ch) != 18)) ? GET_STR(ch) :\
(GET_ADD(ch) <= 50) ? 26 :( \
(GET_ADD(ch) <= 75) ? 27 :( \
(GET_ADD(ch) <= 90) ? 28 :( \
(GET_ADD(ch) <= 99) ? 29 : 30 ) ) ) \
)
#define CAN_CARRY_W(ch) (str_app[STRENGTH_APPLY_INDEX(ch)].carry_w)
#define CAN_CARRY_N(ch) (5 + (GET_DEX(ch) >> 1) + (GET_LEVEL(ch) >> 1))
#define AWAKE(ch) (GET_POS(ch) > POS_SLEEPING)
#define CAN_SEE_IN_DARK(ch) \
(AFF_FLAGGED(ch, AFF_INFRAVISION) || (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_HOLYLIGHT)))
#define IS_GOOD(ch) (GET_ALIGNMENT(ch) >= 350)
#define IS_EVIL(ch) (GET_ALIGNMENT(ch) <= -350)
#define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch))
#define GET_MOB_SPEC(ch) (((ch) && IS_MOB(ch) && (ch)->prototype && (ch)->prototype->func) ? ((ch)->prototype->func) : ((ch) && IS_MOB(ch) && (ch)->func) ? ((ch)->func) : NULL)
/* These three deprecated. */
#define WAIT_STATE(ch, cycle) do { GET_WAIT_STATE(ch) = (cycle); } while(0)
#define CHECK_WAIT(ch) ((ch)->wait > 0)
#define GET_MOB_WAIT(ch) GET_WAIT_STATE(ch)
/* New, preferred macro. */
#define GET_WAIT_STATE(ch) ((ch)->wait)
/* descriptor-based utils ************************************************/
/* Hrm, not many. We should make more. -gg 3/4/99 */
#define STATE(d) ((d)->connected)
/* item utils ************************************************************/
#define GET_ITEM_TYPE(item) ((item)->typeFlag)
#define GET_ITEM_COST(item) ((item)->cost)
#define GET_ITEM_RENT(item) ((item)->costPerDay)
#define GET_ITEM_AFFECT(item) ((item)->bitvector)
#define GET_ITEM_EXTRA(item) ((item)->extraFlags)
#define GET_ITEM_WEAR(item) ((item)->wearFlags)
#define GET_ITEM_VAL(item, val) ((item)->value[(val)])
#define GET_ITEM_WEIGHT(item) ((item)->weight)
#define GET_ITEM_TIMER(item) ((item)->timer)
#define GET_ITEM_SPEC(item) ((item) && (item)->func ? (item)->func : \
(item) && (item)->prototype && (item)->prototype->func ? (item)->prototype->func : \
NULL)
#define IS_CORPSE(item) (GET_ITEM_TYPE(item) == ITEM_CONTAINER && \
GET_ITEM_VAL((item), 3) == 1)
#define CAN_WEAR(item, part) ITEMWEAR_FLAGGED((item), (part))
/* This macro works for both mobiles and items */
#define DIFFERS(o, f) ((o) && ((o)->prototype == NULL || (o)->prototype->f != (o)->f))
/* compound utilities and other macros **********************************/
/*
* Used to compute CircleMUD version. To see if the code running is newer
* than 3.0pl13, you would use: #if _CIRCLEMUD > CIRCLEMUD_VERSION(3,0,13)
*/
#define CIRCLEMUD_VERSION(major, minor, patchlevel) \
(((major) << 16) + ((minor) << 8) + (patchlevel))
#define HSHR(ch) (GET_SEX(ch) ? (GET_SEX(ch)==SEX_MALE ? "his":"her") :"its")
#define HSSH(ch) (GET_SEX(ch) ? (GET_SEX(ch)==SEX_MALE ? "he" :"she") : "it")
#define HMHR(ch) (GET_SEX(ch) ? (GET_SEX(ch)==SEX_MALE ? "him":"her") : "it")
#define UHSHR(ch) (GET_SEX(ch) ? (GET_SEX(ch)==SEX_MALE ? "His":"Her") :"Its")
#define UHSSH(ch) (GET_SEX(ch) ? (GET_SEX(ch)==SEX_MALE ? "He" :"She") : "It")
#define UHMHR(ch) (GET_SEX(ch) ? (GET_SEX(ch)==SEX_MALE ? "Him":"Her") : "It")
#define ANA(item) (strchr("aeiouAEIOU", *(item)->name) ? "An" : "A")
#define SANA(item) (strchr("aeiouAEIOU", *(item)->name) ? "an" : "a")
/* Various macros building up to CAN_SEE */
#define LIGHT_OK(sub) (!AFF_FLAGGED(sub, AFF_BLIND) && \
(IS_LIGHT(IN_ROOM(sub)) || AFF_FLAGGED((sub), AFF_INFRAVISION)))
#define INVIS_OK(sub, item) \
((!AFF_FLAGGED((item),AFF_INVISIBLE) || AFF_FLAGGED(sub,AFF_DETECT_INVIS)) && \
(!AFF_FLAGGED((item), AFF_HIDE) || AFF_FLAGGED(sub, AFF_SENSE_LIFE)))
#define MORT_CAN_SEE(sub, item) (LIGHT_OK(sub) && INVIS_OK(sub, item))
#define IMM_CAN_SEE(sub, item) \
(MORT_CAN_SEE(sub, item) || (!IS_NPC(sub) && PRF_FLAGGED(sub, PRF_HOLYLIGHT)))
#define SELF(sub, item) ((sub) == (item))
/* Can subject see character "item"? */
#define CAN_SEE(sub, item) (SELF(sub, item) || \
((GET_REAL_AUTH(sub) >= (IS_NPC(item) ? 0 : GET_INVIS_AUTH(item))) && \
IMM_CAN_SEE(sub, item)))
/* End of CAN_SEE */
#define INVIS_OK_ITEM(sub, item) \
(!ITEM_FLAGGED((item), ITEM_INVISIBLE) || AFF_FLAGGED((sub), AFF_DETECT_INVIS))
/* Is anyone carrying this item and if so, are they visible? */
#define CAN_SEE_ITEM_CARRIER(sub, item) \
((!item->carriedBy || CAN_SEE(sub, item->carriedBy)) && \
(!item->wornBy || CAN_SEE(sub, item->wornBy)))
#define MORT_CAN_SEE_ITEM(sub, item) \
(LIGHT_OK(sub) && INVIS_OK_ITEM(sub, item) && CAN_SEE_ITEM_CARRIER(sub, item))
#define CAN_SEE_ITEM(sub, item) \
(MORT_CAN_SEE_ITEM(sub, item) || (!IS_NPC(sub) && PRF_FLAGGED((sub), PRF_HOLYLIGHT)))
#define CAN_CARRY_ITEM(ch,item) \
(((IS_CARRYING_W(ch) + GET_ITEM_WEIGHT(item)) <= CAN_CARRY_W(ch)) && \
((IS_CARRYING_N(ch) + 1) <= CAN_CARRY_N(ch)))
#define CAN_GET_ITEM(ch, item) \
(CAN_WEAR((item), ITEM_WEAR_TAKE) && CAN_CARRY_ITEM((ch),(item)) && \
CAN_SEE_ITEM((ch),(item)))
#define PERS(ch, vict) (CAN_SEE(vict, ch) ? GET_NAME(ch) : "someone")
#define ITEMS(item, vict) (CAN_SEE_ITEM((vict), (item)) ? \
(item)->shortDescription : "something")
#define ITEMN(item, vict) (CAN_SEE_ITEM((vict), (item)) ? \
fname((item)->name) : "something")
#define EXIT(ch, door) (IN_ROOM(ch)->dir[door])
#define CAN_GO(ch, door) (EXIT(ch,door) && \
(EXIT(ch,door)->toRoom != NULL) && \
!IS_SET(EXIT(ch, door)->exitInfo, EX_CLOSED))
#define CLASS_ABBR(ch) (IS_NPC(ch) ? "--" : class_abbrevs[(int)GET_CLASS(ch)])
#define IS_MAGIC_USER(ch) (!IS_NPC(ch) && \
(GET_CLASS(ch) == CLASS_MAGIC_USER))
#define IS_CLERIC(ch) (!IS_NPC(ch) && \
(GET_CLASS(ch) == CLASS_CLERIC))
#define IS_THIEF(ch) (!IS_NPC(ch) && \
(GET_CLASS(ch) == CLASS_THIEF))
#define IS_WARRIOR(ch) (!IS_NPC(ch) && \
(GET_CLASS(ch) == CLASS_WARRIOR))
#define OUTSIDE(ch) (!ROOM_FLAGGED(IN_ROOM(ch), ROOM_INDOORS))
/* OS compatibility ******************************************************/
/* there could be some strange OS which doesn't have NULL... */
#ifndef NULL
#define NULL (void *)0
#endif
#if !defined(FALSE)
#define FALSE 0
#endif
#if !defined(TRUE)
#define TRUE (!FALSE)
#endif
/* defines for fseek */
#ifndef SEEK_SET
#define SEEK_SET 0
#define SEEK_CUR 1
#define SEEK_END 2
#endif
/*
* NOCRYPT can be defined by an implementor manually in sysdep.h.
* CIRCLE_CRYPT is a variable that the 'configure' script
* automatically sets when it determines whether or not the system is
* capable of encrypting.
*/
#if defined(NOCRYPT) || !defined(CIRCLE_CRYPT)
#define CRYPT(a,b) (a)
#else
#define CRYPT(a,b) ((char *) crypt((a),(b)))
#endif
#endif /* __UTILS_H__ */