/*
* file: utils.h, Utility module. Part of DIKUMUD
* Usage: Utility macros
*/
#ifndef _UTILS_H
#define _UTILS_H
#define GUARD_VNUM 3060
#define GUARD2_VNUM 3069
#define EXP_NEEDED(ch,cl) ((titles[cl][(int)GET_LEVEL(ch,cl)+1].exp / (IS_PC(ch)?1:20)) - GET_EXP(ch))
#define GOLD_NEEDED(ch,cl) (IS_PC(ch)?((3*(16<<((int)GET_LEVEL(ch,cl)+1)/3)+((16<<((int)GET_LEVEL(ch,cl)+1)/3)*(((int)GET_LEVEL(ch,cl)+1)%3))) / (((int)GET_LEVEL(ch,cl)<8)?(((int)GET_LEVEL(ch,cl)<4)?8:2):1)):0)
#define NAME(ch) ((ch)?(IS_NPC(ch)?(ch)->player.short_descr:(ch)->player.name):"")
#define SOME_NAME(ch) ((ch)?(IS_NPC(ch)?(ch)->player.short_descr:(ch)->player.name):"(someone)")
#define SOME_OBJ(obj) (((obj)&&((obj)->name))?((obj)->name):"(something)")
#define SOME_ROOM(ch) (((ch)&&((ch)->in_room)>-1)?((real_roomp((ch)->in_room))->name):"(somewhere)")
#ifndef MIN
#define MIN(a,b) ((a)<=(b)?(a):(b))
#define MAX(a,b) ((a)>=(b)?(a):(b))
#endif
#define VNULL(s) ((s)?(s):"(null)")
int str_cmp(const char *arg1, const char *arg2);
int strn_cmp(const char *arg1, const char *arg2,
const int n);
#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')
#define IF_STR(st) ((st) ? (st) : "\0")
#define CAP(st) (*(st) = UPPER(*(st)), st)
/* log_error(((failure) && *(failure))?(failure):"calloc failure"); */
#define FCLOSE(fp) \
do { \
if((fp)) \
fclose(fp); \
fp = NULL; \
} while(0)
#define CREATE(result, type, number) \
do \
{ \
if (!((result) = (type *) calloc ((number), sizeof(type)))) \
{ \
perror("calloc failure"); \
fprintf(stderr, "Calloc failure @ %s:%d\n", __FILE__, __LINE__ ); \
fflush(stderr); \
proper_exit(42); \
} \
} while(0)
#define CREATE_VOID(result, type, number) \
do \
{ \
if (!((result) = (void *) calloc ((number), sizeof(type)))) \
{ \
perror("calloc failure"); \
fprintf(stderr, "Calloc failure @ %s:%d\n", __FILE__, __LINE__ ); \
fflush(stderr); \
proper_exit(42); \
} \
} while(0)
#define STRDUP(result, string) \
do \
{ \
if (!((result) = (char *) calloc (strlen(string), sizeof(char)))) \
{ \
perror("calloc failure"); \
fprintf(stderr, "Calloc failure @ %s:%d\n", __FILE__, __LINE__ ); \
fflush(stderr); \
proper_exit(42); \
} \
else \
{ \
strcpy((result), (string)); \
} \
} while(0)
#define RECREATE(result,type,number) \
do \
{ \
if(!((result) = (type *)realloc((result), sizeof(type) * (number)))) \
{ \
perror("realloc failure"); \
fprintf(stderr, "Realloc failure @ %s:%d\n", __FILE__, __LINE__ ); \
fflush(stderr); \
proper_exit(42); \
} \
} while(0)
#define DESTROY(point) \
do \
{ \
if((point)) \
{ \
free((point)); \
(point) = NULL; \
} \
} while(0)
/* double-linked list handling macros -Thoric ( From the Smaug codebase ) */
/* Updated by Scion 8/6/1999 */
#define LINK(link, first, last, next, prev) \
do \
{ \
if ( !(first) ) \
{ \
(first) = (link); \
(last) = (link); \
} \
else \
(last)->next = (link); \
(link)->next = NULL; \
if ((first) == (link)) \
(link)->prev = NULL; \
else \
(link)->prev = (last); \
(last) = (link); \
} while(0)
#define INSERT(link, insert, first, next, prev) \
do \
{ \
(link)->prev = (insert)->prev; \
if ( !(insert)->prev ) \
(first) = (link); \
else \
(insert)->prev->next = (link); \
(insert)->prev = (link); \
(link)->next = (insert); \
} while(0)
#define UNLINK(link, first, last, next, prev) \
do \
{ \
if ( !(link)->prev ) \
{ \
(first) = (link)->next; \
if((first)) \
(first)->prev = NULL; \
} \
else \
{ \
(link)->prev->next = (link)->next; \
} \
if( !(link)->next ) \
{ \
(last) = (link)->prev; \
if((last)) \
(last)->next = NULL; \
} \
else \
{ \
(link)->next->prev = (link)->prev; \
} \
} while(0)
#define IS_SET(flag,bit) ((flag) & (bit))
#define IS_NOT_SET(flag,bit) (!IS_SET(flag,bit))
#define IS_AFFECTED(ch,skill) ( IS_SET((ch)->specials.affected_by, (skill)) )
#define IS_DARK(room) (!real_roomp(room)->light && IS_SET(real_roomp(room)->room_flags, DARK))
#define IS_LIGHT(room) (real_roomp(room)->light || !IS_SET(real_roomp(room)->room_flags, DARK))
#define NO_MOON (time_info.hours == 4 || time_info.hours == 5 || time_info.hours == 19 || time_info.hours == 20)
#define FULL_MOON ((weather_info.moon >= 12) && (weather_info.moon < 20))
#define STORMY (weather_info.sky > SKY_CLOUDY)
#define IS_LIGHTOUT(room) ((!IS_SET(real_roomp(room)->room_flags, INDOORS) && ((weather_info.sunlight > SUN_DARK) || (FULL_MOON && !STORMY && !NO_MOON))) || real_roomp(room)->light)
#define IS_DARKOUT(room) ((!IS_SET(real_roomp(room)->room_flags, INDOORS) && ((weather_info.sunlight == SUN_DARK) && !(FULL_MOON && !STORMY && !NO_MOON))) && !(real_roomp(room)->light))
#define BRIGHT_MOON(room) ((weather_info.moon >= 5) && (weather_info.moon < 28) && !NO_MOON)
#define IS_PC(ch) (!IS_SET((ch)->specials.act, ACT_ISNPC))
#define IS_NPC(ch) (IS_SET((ch)->specials.act, ACT_ISNPC))
#define IS_MOB(ch) (IS_SET((ch)->specials.act, ACT_ISNPC) && ((ch)->nr >-1))
#define SWITCH(a,b) { (a) ^= (b); \
(b) ^= (a); \
(a) ^= (b); }
#define SET_BIT(var,bit) ((var) = (var) | (bit))
#define REMOVE_BIT(var,bit) ((var) = (var) & ~(bit) )
#define RM_FLAGS(i) ((real_roomp(i))?real_roomp(i)->room_flags:0)
#define HSHR(ch) ((ch)->player.sex ? \
(((ch)->player.sex == 1) ? "his" : "her") : "its")
#define HSSH(ch) ((ch)->player.sex ? \
(((ch)->player.sex == 1) ? "he" : "she") : "it")
#define HMHR(ch) ((ch)->player.sex ? \
(((ch)->player.sex == 1) ? "him" : "her") : "it")
#define ANA(obj) (index("aeiouyAEIOUY", *(obj)->name) ? "An" : "A")
#define SANA(obj) (index("aeiouyAEIOUY", *(obj)->name) ? "an" : "a")
#define A_AN(str) (index("aeiouyAEIOUY", *(str)) ? "An" : "A")
#define SA_AN(str) (index("aeiouyAEIOUY", *(str)) ? "an" : "a")
#define MOUNTED(ch) ((ch)->specials.mounted_on)
#define RIDDEN(ch) ((ch)->specials.ridden_by)
#define GET_ZONE(room) (((room)>-1)?real_roomp((room))?real_roomp((room))->zone:-1:-1)
#define GET_LEVEL(ch, i) ((ch)->player.level[(int)(i)])
#define GET_CLASS_TITLE(ch, class, lev) ((ch)->player.sex ? \
(((ch)->player.sex == 1) ? titles[(int)(class)][(int)(lev)].title_m : \
titles[(int)(class)][(int)(lev)].title_f) : titles[(int)(class)][(int)(lev)].title_m)
#define GET_REQ(i) (i<2 ? "Awful" :(i<4 ? "Bad" :(i<7 ? "Poor" :\
(i<10 ? "Average" :(i<14 ? "Fair" :(i<20 ? "Good" :(i<24 ? "Very good" :\
"Superb" )))))))
#define GET_POS(ch) ((ch)->specials.position)
#define GET_COND(ch, i) ((ch)->specials.conditions[(int)(i)])
#define GET_NAME(ch) ((ch)->player.name)
#define SAFE_NAME(ch) (((ch)&&((ch)->player.name))?((ch)->player.name):"(someone)")
#define SAFE_ONAME(obj) (((obj)&&((obj)->name))?((obj)->name):"(something)")
#define GET_SDESC(ch) ((ch)->player.short_descr)
#define GET_TITLE(ch) ((ch)->player.title)
#define GET_PRETITLE(ch) ((ch)->player.pre_title)
#define GET_POOF_IN(ch) ((ch)->player.poof_in)
#define GET_POOF_OUT(ch) ((ch)->player.poof_out)
#define GET_CLASS(ch) ((ch)->player.class)
#define GET_HOME(ch) ((ch)->player.hometown)
#define GET_AGE(ch) (age(ch).year)
#define GET_STR(ch) ((ch)->tmpabilities.str)
#define GET_ADD(ch) ((ch)->tmpabilities.str_add)
#define GET_DEX(ch) ((ch)->tmpabilities.dex)
#define GET_INT(ch) ((ch)->tmpabilities.intel)
#define GET_WIS(ch) ((ch)->tmpabilities.wis)
#define GET_CON(ch) ((ch)->tmpabilities.con)
#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 GET_AC(ch) ((ch)->points.armor)
#define GET_HIT(ch) ((ch)->points.hit)
#define GET_MAX_HIT(ch) (hit_limit(ch))
#define GET_MOVE(ch) ((ch)->points.move)
#define GET_MAX_MOVE(ch) (move_limit(ch))
#define GET_MANA(ch) ((ch)->points.mana)
#define GET_MAX_MANA(ch) (mana_limit(ch))
#define GET_GOLD(ch) ((ch)->points.gold)
#define GET_BANK(ch) ((ch)->points.bankgold)
#define GET_EXP(ch) ((ch)->points.exp)
#define GET_PRIV(ch) ((ch)->points.wiz_priv)
#define GET_HEIGHT(ch) ((ch)->player.height)
#define GET_WEIGHT(ch) ((ch)->player.weight)
#define GET_SEX(ch) ((ch)->player.sex)
#define GET_RACE(ch) ((ch)->race)
#define GET_HITROLL(ch) ((ch)->points.hitroll)
#define GET_DAMROLL(ch) ((ch)->points.damroll)
#define GET_IDLE_TIME(ch) (time(0) - ((ch)->desc->idle_time))
#define AWAKE(ch) (GET_POS(ch) > POSITION_SLEEPING)
#define WAIT_STATE(ch, cycle) (((ch)->desc) ? (ch)->desc->wait = (cycle) : 0)
/* Object And Carry related macros */
#define CAN_SEE_OBJ(sub, obj) \
( ( (!IS_NPC(sub)) && (GetMaxLevel(sub)>LOW_IMMORTAL)) || \
( (( !IS_SET((obj)->obj_flags.extra_flags, ITEM_INVISIBLE) || \
IS_AFFECTED((sub),AFF_DETECT_INVISIBLE) ) && \
!IS_AFFECTED((sub),AFF_BLIND)) && \
(IS_LIGHT(sub->in_room))))
#define GET_ITEM_TYPE(obj) ((obj)->obj_flags.type_flag)
#define CAN_WEAR(obj, part) (IS_SET((obj)->obj_flags.wear_flags,part))
#define GET_OBJ_WEIGHT(obj) ((obj)->obj_flags.weight)
#define CAN_CARRY_W(ch) (str_app[(int)STRENGTH_APPLY_INDEX(ch)].carry_w)
#define CAN_CARRY_N(ch) (5+GET_DEX(ch)/2+GetMaxLevel(ch)/2)
#define IS_CARRYING_W(ch) ((ch)->specials.carry_weight)
#define IS_CARRYING_N(ch) ((ch)->specials.carry_items)
#define CAN_CARRY_OBJ(ch,obj) \
(((IS_CARRYING_W(ch) + GET_OBJ_WEIGHT(obj)) <= CAN_CARRY_W(ch)) && \
((IS_CARRYING_N(ch) + 1) <= CAN_CARRY_N(ch)))
#define CAN_GET_OBJ(ch, obj) \
(CAN_WEAR((obj), ITEM_TAKE) && CAN_CARRY_OBJ((ch),(obj)) && \
CAN_SEE_OBJ((ch),(obj)))
#define IS_OBJ_STAT(obj,stat) (IS_SET((obj)->obj_flags.extra_flags,stat))
/* char name/short_desc(for mobs) or someone? */
#define PERS(ch, vict) ( CAN_SEE(vict, ch) ? \
(!IS_NPC(ch) ? (ch)->player.name : (ch)->player.short_descr) : \
"someone")
#define MOB_NAME(ch) ((ch)->player.short_descr)
#define OBJS(obj, vict) (CAN_SEE_OBJ((vict), (obj)) ? \
(obj)->short_description : "something")
#define OBJN(obj, vict) (CAN_SEE_OBJ((vict), (obj)) ? \
fname((obj)->name) : "something")
#define OUTSIDE(ch) (!IS_SET(real_roomp((ch)->in_room)->room_flags,INDOORS))
#define IS_IMMORTAL(ch) ((GetMaxLevel(ch)>=LOW_IMMORTAL)&&(!IS_NPC(ch)))
#define IS_MORTAL(ch) (!IS_IMMORTAL(ch))
#define IS_POLICE(ch) ((mob_index[(int)ch->nr].virtual == 3060) || \
(mob_index[(int)ch->nr].virtual == 3069) || \
(mob_index[(int)ch->nr].virtual == 3067))
#define IS_CORPSE(obj) (GET_ITEM_TYPE((obj))==ITEM_CONTAINER && \
(obj)->obj_flags.value[3] && \
isname("corpse", (obj)->name))
#define EXIT(ch, door) (real_roomp((ch)->in_room)->dir_option[door])
#define CAN_GO(ch, door) (EXIT(ch,door)&&real_roomp(EXIT(ch,door)->to_room) \
&& !IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
#define CAN_GO_HUMAN(ch, door) (EXIT(ch,door) && \
real_roomp(EXIT(ch,door)->to_room) \
&& !IS_SET(EXIT(ch, door)->exit_info, EX_LOCKED))
#define GET_ALIGNMENT(ch) ((ch)->specials.alignment)
#define IS_REALLY_HOLY(ch) ((GET_ALIGNMENT(ch) >= ALIGN_REALLY_HOLY))
#define IS_REALLY_VILE(ch) ((GET_ALIGNMENT(ch) <= ALIGN_REALLY_VILE))
/* This makes no sense... I will change it. */
#ifdef OLD_WILEY
#define IS_HOLY(ch) ((GET_ALIGNMENT(ch)>900 && GET_ALIGNMENT(ch) < 1000 ))
#define IS_VILE(ch) ((GET_ALIGNMENT(ch) < -900 && GET_ALIGNMENT(ch)>-1000))
#else
#define IS_HOLY(ch) (GET_ALIGNMENT(ch) >= ALIGN_HOLY)
#define IS_VILE(ch) (GET_ALIGNMENT(ch) <= ALIGN_VILE)
#endif
#define IS_VERY_GOOD(ch) (GET_ALIGNMENT(ch) >= ALIGN_VERY_GOOD)
#define IS_VERY_EVIL(ch) (GET_ALIGNMENT(ch) <= ALIGN_VERY_EVIL)
#define IS_GOOD(ch) (GET_ALIGNMENT(ch) >= ALIGN_GOOD)
#define IS_EVIL(ch) (GET_ALIGNMENT(ch) <= ALIGN_EVIL)
#define IS_NICE(ch) (GET_ALIGNMENT(ch) >= ALIGN_NICE)
#define IS_WICKED(ch) (GET_ALIGNMENT(ch) <= ALIGN_WICKED)
#define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch))
#define ITEM_TYPE(obj) ((int)(obj)->obj_flags.type_flag)
#define IS_GETTING_HUNGRY(ch) (GET_COND(ch, FULL) < 6)
#define IS_HUNGRY(ch) (GET_COND(ch, FULL) < 4)
#define IS_STARVING(ch) (GET_COND(ch, FULL) < 2)
#define IS_GETTING_THIRSTY(ch) (GET_COND(ch, THIRST) < 6)
#define IS_THIRSTY(ch) (GET_COND(ch, THIRST) < 4)
#define IS_PARCHED(ch) (GET_COND(ch, THIRST) < 2)
#define IS_HOPELESSLY_DRUNK(ch) (GET_COND(ch, DRUNK) > 10)
int MobVnum(struct char_data *c);
int ObjVnum(struct obj_data *o);
int percent(int value, int total);
const char *ordinal(int x);
int GetItemClassRestrictions(struct obj_data *obj);
int CAN_SEE(struct char_data *s, struct char_data *o);
int exit_ok(struct room_direction_data *room_exit,
struct room_data **rpp);
int IsImmune(struct char_data *ch, int bit);
int IsResist(struct char_data *ch, int bit);
int IsSusc(struct char_data *ch, int bit);
int number(int from, int to);
int dice(int rolls, int size);
extern int fuzz(int x);
int scan_number(const char *text, int *rval);
void sprintbit(unsigned long vektor, const char *names[],
char *result);
void sprinttype(int type, const char *names[], char *result);
struct time_info_data real_time_passed(time_t t2, time_t t1);
struct time_info_data mud_time_passed(time_t t2, time_t t1);
struct time_info_data age(struct char_data *ch);
int in_group(struct char_data *ch1, struct char_data *ch2);
int getall(char *name, char *newname);
int getabunch(char *name, char *newname);
int DetermineExp(struct char_data *mob, int exp_flags);
void down_river(int current_pulse);
int IsHumanoid(struct char_data *ch);
int IsAnimal(struct char_data *ch);
int IsUndead(struct char_data *ch);
int IsLycanthrope(struct char_data *ch);
int IsDiabolic(struct char_data *ch);
int IsReptile(struct char_data *ch);
int IsDraconic(struct char_data *ch);
int IsAvian(struct char_data *ch);
int IsExtraPlanar(struct char_data *ch);
int HasHands(struct char_data *ch);
int IsPerson(struct char_data *ch);
void SetHunting(struct char_data *ch, struct char_data *tch);
void CallForGuard(struct char_data *ch,
struct char_data *vict, int lev);
void CallForAGuard(struct char_data *ch,
struct char_data *vict, int lev);
void StandUp(struct char_data *ch);
void FighterMove(struct char_data *ch);
void DevelopHatred(struct char_data *ch,
struct char_data *v);
void Teleport(int current_pulse);
int HasObject(struct char_data *ch, int ob_num);
int room_of_object(struct obj_data *obj);
struct char_data *char_holding(struct obj_data *obj);
int RecCompObjNum(struct obj_data *o, int obj_num);
void RestoreChar(struct char_data *ch);
void RemAllAffects(struct char_data *ch);
const char *pain_level(struct char_data *ch);
int IsWizard(struct char_data *ch);
int IsPriest(struct char_data *ch);
int IsMagical(struct char_data *ch);
int IsFighter(struct char_data *ch);
int IsSneak(struct char_data *ch);
#define IsNonMagical(ch) (!IsMagical(ch))
#endif