game/bin/
game/data/
/* db.h */
/* $Id: db.h,v 1.3 1995/12/03 09:19:06 root Exp root $ */

#include "copyright.h"

#ifndef	__DB_H
#define	__DB_H

#include "config.h"
#include "mudconf.h"

#include <sys/file.h>

#ifndef MEMORY_BASED
#ifdef RADIX_COMPRESSION
#define STORE(key, attr, len)	cache_put(key, attr, len)
#else
#define STORE(key, attr)	cache_put(key, attr)
#endif RADIX_COMPRESSION
#define DELETE(key)		cache_del(key)
#define FETCH(key)		cache_get(key)
#define SYNC			cache_sync()
#define CLOSE			{ cache_sync(); dddb_close(); }
#else
#define STORE(key, attr)
#define DELETE(key)
#define FETCH(key)
#define SYNC
#define CLOSE
#endif MEMORY_BASED

#include "udb.h"

#define	ITER_PARENTS(t,p,l)	for ((l)=0, (p)=(t); \
				     (Good_obj(p) && \
				      ((l) < mudconf.parent_nest_lim)); \
				     (p)=Parent(p), (l)++)

#define Hasprivs(x)      (Royalty(x) || Wizard(x))
int get_atr();


/* Player classes and pseudo-classes for determining access to commands */
#define	CLASS_SLAVE	0
#define	CLASS_GUEST	1
#define	CLASS_VISITOR	2
#define	CLASS_PLAYER	4
#define	CLASS_ARCHITECT	8
#define	CLASS_MAGE	12
#define	CLASS_WIZARD	14
#define	CLASS_MAINT	15
#define	CLASS_GOD	16	/* Cannot assign players to this class */
#define	CLASS_DISABLED	17	/* Cannot assign players to this class */

typedef struct attr ATTR;
struct attr {
	const char *name;	/* This has to be first.  braindeath. */
	int	number;		/* attr number */
	int	flags;
	int	FDECL((*check),(int, dbref, dbref, int, char *));
};

#ifdef MEMORY_BASED
typedef struct atrlist ATRLIST;
struct atrlist {
	char *data;		/* Attribute text. */
	int size;		/* Length of attribute */
	int number;		/* Attribute number. */
};
#endif

typedef struct stack STACK;
struct stack {
	char *data;
	STACK *next;
};

extern ATTR *	FDECL(atr_num, (int anum));
extern ATTR *	FDECL(atr_str, (char *s));

extern ATTR attr[];

extern ATTR **anum_table;
#define anum_get(x)	(anum_table[(x)])
#define anum_set(x,v)	anum_table[(x)] = v
extern void	FDECL(anum_extend,(int));

#define	ATR_INFO_CHAR	'\1'	/* Leadin char for attr control data */

/* Attribute handler keys */
#define	AH_READ		0	/* Read the attribute from the hash db */
#define	AH_WRITE	1	/* Write the attribute to the hash db */
#define	AH_RWMASK	1	/* Mask for read/write bit */
#define	AH_RAW		2	/* Don't encode/decode tag info */
#define	AH_NOCHECK	4	/* Don't check permissions */
#define	AH_NOSPECIAL	8	/* Ignore special processing */

/* Boolean expressions, for locks */
#define	BOOLEXP_AND	0
#define	BOOLEXP_OR	1
#define	BOOLEXP_NOT	2
#define	BOOLEXP_CONST	3
#define	BOOLEXP_ATR	4
#define	BOOLEXP_INDIR	5
#define	BOOLEXP_CARRY	6
#define	BOOLEXP_IS	7
#define	BOOLEXP_OWNER	8
#define	BOOLEXP_EVAL	9

typedef struct boolexp BOOLEXP;
struct boolexp {
  boolexp_type type;
  struct boolexp *sub1;
  struct boolexp *sub2;
  dbref thing;			/* thing refers to an object */
};

#define	TRUE_BOOLEXP ((BOOLEXP *) 0)

#define	Astr(alist) ((unsigned char *)(&((alist)[1])))

/* Database format information */

#define	F_UNKNOWN	0	/* Unknown database format */
#define	F_MUSH		1	/* MUSH format (many variants) */
#define	F_MUSE		2	/* MUSE format */
#define	F_MUD		3	/* Old TinyMUD format */
#define	F_MUCK		4	/* TinyMUCK format */
#define F_MUX		5	/* TinyMUX format */

#define	V_MASK		0x000000ff	/* Database version */
#define	V_ZONE		0x00000100	/* ZONE/DOMAIN field */
#define	V_LINK		0x00000200	/* LINK field (exits from objs) */
#define	V_GDBM		0x00000400	/* attrs are in a gdbm db, not here */
#define	V_ATRNAME	0x00000800	/* NAME is an attr, not in the hdr */
#define	V_ATRKEY	0x00001000	/* KEY is an attr, not in the hdr */
#define	V_PERNKEY	0x00001000	/* PERN: Extra locks in object hdr */
#define	V_PARENT	0x00002000	/* db has the PARENT field */
#define	V_COMM		0x00004000	/* PERN: Comm status in header */
#define	V_ATRMONEY	0x00008000	/* Money is kept in an attribute */
#define	V_XFLAGS	0x00010000	/* An extra word of flags */
#define V_POWERS        0x00020000      /* Powers? */
#define V_3FLAGS	0x00040000	/* Adding a 3rd flag word */

/* Some defines for DarkZone's flavor of PennMUSH */
#define DB_CHANNELS    0x2    /*  Channel system */
#define DB_SLOCK       0x4    /*  Slock */
#define DB_MC          0x8    /*  Master Create Time + modifed */
#define DB_MPAR        0x10   /*  Multiple Parent Code */
#define DB_CLASS       0x20   /*  Class System */
#define DB_RANK        0x40   /*  Rank */
#define DB_DROPLOCK    0x80   /*  Drop/TelOut Lock */
#define DB_GIVELOCK    0x100  /*  Give/TelIn Lock */
#define DB_GETLOCK     0x200  /*  Get Lock */
#define DB_THREEPOW    0x400  /*  Powers have Three Long Words */
 
/* special dbref's */
#define	NOTHING		(-1)	/* null dbref */
#define	AMBIGUOUS	(-2)	/* multiple possibilities, for matchers */
#define	HOME		(-3)	/* virtual room, represents mover's home */
#define	NOPERM		(-4)	/* Error status, no permission */

typedef struct object OBJ;
struct object {
	dbref	location;	/* PLAYER, THING: where it is */
				/* ROOM: dropto: */
				/* EXIT: where it goes to */
	dbref	contents;	/* PLAYER, THING, ROOM: head of contentslist */
				/* EXIT: unused */
	dbref	exits;		/* PLAYER, THING, ROOM: head of exitslist */
				/* EXIT: where it is */
	dbref	next;		/* PLAYER, THING: next in contentslist */
				/* EXIT: next in exitslist */
				/* ROOM: unused */
	dbref	link;		/* PLAYER, THING: home location */
				/* ROOM, EXIT: unused */
	dbref	parent;		/* ALL: defaults for attrs, exits, $cmds, */
	dbref	owner;		/* PLAYER: domain number + class + moreflags */
				/* THING, ROOM, EXIT: owning player number */

	dbref   zone;           /* Whatever the object is zoned to.*/

	FLAG	flags;		/* ALL: Flags set on the object */
	FLAG	flags2;		/* ALL: even more flags */
	FLAG	flags3;		/* ALL: yet _more flags */
	
	POWER 	powers;		/* ALL: Powers on object */
	POWER	powers2;	/* ALL: even more powers */
	
	STACK	*stackhead;	/* Every object has a stack. */
	int	stackcount;	/* Number of things on the stack. */

#ifdef MEMORY_BASED
	ATRLIST	*ahead;		/* The head of the attribute list. */
	int	at_count;	/* How many attributes do we have? */
#endif	
};

typedef char *NAME;

extern OBJ *db;
extern NAME *names;

#define	Location(t)		db[t].location

#define	Zone(t)			db[t].zone

#define	Contents(t)		db[t].contents
#define	Exits(t)		db[t].exits
#define	Next(t)			db[t].next
#define	Link(t)			db[t].link
#define	Owner(t)		db[t].owner
#define	Parent(t)		db[t].parent
#define	Flags(t)		db[t].flags
#define	Flags2(t)		db[t].flags2
#define Flags3(t)		db[t].flags3
#define Powers(t)		db[t].powers
#define Powers2(t)		db[t].powers2
#define Stack(t)		db[t].stackhead
#define StackSize(t)		db[t].stackcount
#define	Home(t)			Link(t)
#define	Dropto(t)		Location(t)

#define	i_Name(t)		names[t] = NULL;
#define	s_Location(t,n)		db[t].location = (n)

#define	s_Zone(t,n)		db[t].zone = (n)

#define	s_Contents(t,n)		db[t].contents = (n)
#define	s_Exits(t,n)		db[t].exits = (n)
#define	s_Next(t,n)		db[t].next = (n)
#define	s_Link(t,n)		db[t].link = (n)
#define	s_Owner(t,n)		db[t].owner = (n)
#define	s_Parent(t,n)		db[t].parent = (n)
#define	s_Flags(t,n)		db[t].flags = (n)
#define	s_Flags2(t,n)		db[t].flags2 = (n)
#define s_Flags3(t,n)		db[t].flags3 = (n)
#define s_Powers(t,n)		db[t].powers = (n)
#define s_Powers2(t,n)		db[t].powers2 = (n)
#define s_Stack(t,n)		db[t].stackhead = (n)
#define s_StackSize(t,n)	db[t].stackcount = (n)
#define	s_Home(t,n)		s_Link(t,n)
#define	s_Dropto(t,n)		s_Location(t,n)

extern int	FDECL(Pennies, (dbref));
extern void	FDECL(s_Pennies, (dbref, int));

extern void	NDECL(tf_init);
extern int	FDECL(tf_open, (char *, int));
extern int	FDECL(tf_socket, (int, int));
extern void	FDECL(tf_close, (int));
extern FILE *	FDECL(tf_fopen, (char *, int));
extern void	FDECL(tf_fclose, (FILE *));
extern FILE *	FDECL(tf_popen, (char *, int));
#define tf_pclose(f)	tf_fclose(f)

extern dbref	FDECL(getref, (FILE *));
extern void	FDECL(putref, (FILE *, dbref));
extern BOOLEXP *FDECL(dup_bool, (BOOLEXP *));
extern void	FDECL(free_boolexp, (BOOLEXP *));
extern dbref	FDECL(parse_dbref, (const char *));
extern int	FDECL(mkattr, (char *));
extern void	FDECL(al_add, (dbref, int));
extern void	FDECL(al_delete, (dbref, int));
extern void	FDECL(al_destroy, (dbref));
extern void	NDECL(al_store);
extern void	FDECL(db_grow, (dbref));
extern void	NDECL(db_free);
extern void	NDECL(db_make_minimal);
extern dbref	FDECL(db_read, (FILE *, int *, int *, int *));
extern dbref	FDECL(db_write, (FILE *, int, int));
extern void	FDECL(destroy_thing, (dbref));
extern void	FDECL(destroy_exit, (dbref));

#define	DOLIST(thing,list) \
	for ((thing)=(list); \
	     ((thing)!=NOTHING) && (Next(thing)!=(thing)); \
	     (thing)=Next(thing))
#define	SAFE_DOLIST(thing,next,list) \
	for ((thing)=(list),(next)=((thing)==NOTHING ? NOTHING: Next(thing)); \
	     (thing)!=NOTHING && (Next(thing)!=(thing)); \
	     (thing)=(next), (next)=Next(next))
#define	DO_WHOLE_DB(thing) \
	for ((thing)=0; (thing)<mudstate.db_top; (thing)++)

#define	Dropper(thing)	(Connected(Owner(thing)) && Hearer(thing))

#endif				/* __DB_H */