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

#include "copyright.h"

#ifndef __FLAGS_H
#define	__FLAGS_H

#include "htab.h"
#include "db.h"



#define	FLAG_WORD2	0x1	/* 2nd word of flags. */
#define FLAG_WORD3	0x2	/* 3rd word of flags. */

/* Object types */
#define	TYPE_ROOM 	0x0
#define	TYPE_THING 	0x1
#define	TYPE_EXIT 	0x2
#define	TYPE_PLAYER 	0x3
/* Empty */
#define	TYPE_GARBAGE	0x5
#define	NOTYPE		0x7
#define	TYPE_MASK 	0x7

/* First word of flags */
#define	SEETHRU		0x00000008	/* Can see through to the other side */
#define	WIZARD		0x00000010	/* gets automatic control */
#define	LINK_OK		0x00000020	/* anybody can link to this room */
#define	DARK		0x00000040	/* Don't show contents or presence */
#define	JUMP_OK		0x00000080	/* Others may @tel here */
#define	STICKY		0x00000100	/* Object goes home when dropped */
#define	DESTROY_OK	0x00000200	/* Others may @destroy */
#define	HAVEN		0x00000400	/* No killing here, or no pages */
#define	QUIET		0x00000800	/* Prevent 'feelgood' messages */
#define	HALT		0x00001000	/* object cannot perform actions */
#define	TRACE		0x00002000	/* Generate evaluation trace output */
#define	GOING		0x00004000	/* object is available for recycling */
#define	MONITOR		0x00008000	/* Process ^x:action listens on obj? */
#define	MYOPIC		0x00010000	/* See things as nonowner/nonwizard */
#define	PUPPET		0x00020000	/* Relays ALL messages to owner */
#define	CHOWN_OK	0x00040000	/* Object may be @chowned freely */
#define	ENTER_OK	0x00080000	/* Object may be ENTERed */
#define	VISUAL		0x00100000	/* Everyone can see properties */
#define	IMMORTAL	0x00200000	/* Object can't be killed */
#define	HAS_STARTUP	0x00400000	/* Load some attrs at startup */
#define	OPAQUE		0x00800000	/* Can't see inside */
#define	VERBOSE		0x01000000	/* Tells owner everything it does. */
#define	INHERIT		0x02000000	/* Gets owner's privs. (i.e. Wiz) */
#define	NOSPOOF		0x04000000	/* Report originator of all actions. */
#define	ROBOT		0x08000000	/* Player is a ROBOT */
#define	SAFE		0x10000000	/* Need /override to @destroy */
#define ROYALTY		0x20000000	/* Sees like a wiz, but ca't modify */
#define	HEARTHRU	0x40000000	/* Can hear out of this obj or exit */
#define	TERSE		0x80000000	/* Only show room name on look */

/* Second word of flags */
#define	KEY		0x00000001	/* No puppets */
#define	ABODE		0x00000002	/* May @set home here */
#define	FLOATING	0x00000004	/* Inhibit Floating room.. msgs */
#define	UNFINDABLE	0x00000008	/* Cant loc() from afar */
#define	PARENT_OK	0x00000010	/* Others may @parent to me */
#define	LIGHT		0x00000020	/* Visible in dark places */
#define	HAS_LISTEN	0x00000040	/* Internal: LISTEN attr set */
#define	HAS_FWDLIST	0x00000080	/* Internal: FORWARDLIST attr set */
#define AUDITORIUM	0x00000100	/* Should we check the SpeechLock? */
#define ANSI            0x00000200 
#define HEAD_FLAG       0x00000400
#define FIXED           0x00000800
#define UNINSPECTED     0x00001000
#define NO_COMMAND      0x00002000
#define DYNAMIC         0x00004000
#define NOBLEED         0x00008000
#define STAFF           0x00010000
#define HAS_DAILY	0x00020000


#define VACATION	0x01000000
#define PLAYER_MAILS    0x02000000

#define	SUSPECT		0x10000000	/* Report some activities to wizards */
#define COMPRESS	0x20000000	/* Output is compressed */
#define	CONNECTED	0x40000000	/* Player is connected */
#define	SLAVE		0x80000000	/* Disallow most commands */

/* Flags from prior versions of MUSH */
/* These are from Penn, and Kalkin's DarkZone version of Penn */
#define PENN_COMBAT          0x8     /* SW custom code */
#define PENN_WIZARD		0x10	/* gets automatic control */
#define PENN_LINK_OK		0x20	/* anybody can link to this room */
#define PENN_DARK		0x40	/* contents of room are not printed */
#define PENN_VERBOSE		0x80    /* print out command before executing it */
#define PENN_STICKY		0x100   /* goes home when dropped */
#define PENN_TRANSPARENT     0x200   /* can look through exit to see next room,
				 * or room "long exit display.
				 */
#define	PENN_HAVEN		0x400	/* this room disallows kills in it */
				/* on a player, disallow paging, */
#define PENN_QUIET		0x800	/* On an object, will not emit 'set'
				 * messages.. on a player.. will not see ANY
                                 * set messages
  				 */
#define PENN_HALT		0x1000  /* object cannot perform actions */
#define PENN_UNFIND          0x2000  /* object cannot be found (or found in */
#define PENN_GOING 		0x4000	/* object is available for recycling */

#define PENN_ACCESSED 	0x8000	/* object has been accessed recently */
#define PENN_MARKED   	0x10000	/* flag used to trace db checking of room
				 * linkages. */
#define PENN_CHOWN_OK 	0x40000	/* object can be 'stolen' and made yours */
#define PENN_ENTER_OK	0x80000 /* object basically acts like a room with
				 * only one exit (leave), on players 
				 * means that items can be given freely, AND
				 * taken from!
				 */
#define PENN_VISUAL		0x100000	/* People other than owners can see 
				 	 * property list of object.
					 */
#define PENN_ROYALTY		0x400000	/* can ex, and @tel like a wizard */
#define PENN_OPAQUE  	0x800000	/* Objects inside object will not be
					 * seen on a look.
					 */
#define PENN_INHERIT 	0x1000000       /* Inherit objects can force their
                           	         * owners. Inherit players have all
					 * objects inherit.
					 */
#define PENN_DEBUGGING	0x2000000	/* returns parser evals */
#define PENN_SAFE		0x4000000	/* cannot be destroyed */
#define PENN_STARTUP 	0x8000000	/* These objects have a @startup
					 * triggered when the MUSH restarts.						*/
#define PENN_AUDIBLE 	0x10000000      /* rooms are flagged as having emitter 
					 * exits. exits act like emitters, 
					 * sound propagates to the exit dest. 
					 */
#define PENN_NO_COMMAND      0x20000000	/* don't check for $commands */
/* Penn Toggles */

#define PENN_PLAYER_TERSE    0x8 		/* suppress autolook messages */
#define PENN_PLAYER_MYOPIC   0x10		/* look at everything as if player
					 * doesn't control it.
					 */
#define PENN_PLAYER_NOSPOOF  0x20		/* sees origin of emits */
#define PENN_PLAYER_SUSPECT  0x40		/* notifies of a player's name changes,
					 * (dis)connects, and possible logs
					 * logs commands.
					 */
#define PENN_PLAYER_GAGGED   0x80		/* can only move */
#define PENN_PLAYER_MONITOR  0x100		/* sees (dis)connects broadcasted */
#define PENN_PLAYER_CONNECT  0x200		/* connected to game */
#define PENN_PLAYER_ANSI     0x400		/* enable sending of ansi control
					 * sequences (for examine).
					 */
#define PENN_PLAYER_ZONE     0x800           /* Zone Master (zone control owner) */

#define PENN_PLAYER_HEAD     0x1000
#define PENN_PLAYER_JUDGE    0x2000          /* Judge flag */
#define PENN_PLAYER_FIXED    0x4000             /* Fixed flag */
#define PENN_PLAYER_ADMIN    0x8000
#define PENN_PLAYER_VACATION 0x10000            /* Vacation Flag */         
#define PENN_PLAYER_MORTAL   0x20000
#define PENN_PLAYER_SLAVE    0x40000
#define PENN_PLAYER_COLOR    0x80000
#define PENN_PLAYER_WEIRDANSI 0x100000   /* resets each line to normal */
#define PENN_COMBAT_FLAG	0x200000
#define PENN_THING_DEST_OK	0x8		/* can be destroyed by anyone */
#define PENN_THING_PUPPET	0x10		/* echoes to its owner */
#define PENN_THING_LISTEN	0x20		/* checks for ^ patterns */
#define PENN_THING_WEAPON    0x40            /* SW custom code for combat */
#define PENN_THING_ARMOR     0x80            /* SW custom code for combat */
#define PENN_THING_ZONED     0x100           /* Zoned Flag, */         
#define PENN_THING_NOLEAVE   0x200           /* Can't leave. */
#define PENN_ROOM_FLOATING	0x8		/* room is not linked to rest of
					 * MUSH. Don't blather about it.
					 */
#define PENN_ROOM_ABODE	0x10		/* players may link themselves here */
#define PENN_ROOM_JUMP_OK	0x20		/* anyone may @teleport to here */
#define PENN_ROOM_NO_TEL	0x40		/* mortals cannot @tel from here */
#define PENN_ROOM_TEMPLE	0x80		/* objects dropped here are sacrificed
					 * (destroyed) and player gets money.
					 */
#define PENN_ROOM_LISTEN    0x100            /* checks for ^ patterns */
#define PENN_ROOM_ZEROG     0x200            /* ZeroG room flag */
#define PENN_ROOM_SLOCK     0x400            /* Auditorium, speech locks */
#define PENN_ROOM_UNINSPECT 0x1000           /* Not inspected */
#define PENN_ROOM_DSPACE	0x2000		/* Dynamic Flag */
#define PENN_EXIT_LIGHT 0x10			/* If a room is dark, and an exit
					 * has this flag, then it shows 
					 * up. */
#define PENN_EXIT_DSPACE	0x20		/* Dynamic Exit */

/* From old PernMUSH */
#define	PERN_SLAVE	0x00000080
#define	PERN_KEY	0x00000008
#define	PERN_NOSPOOF	0x00200000
#define	PERN_SUSPECT	0x04000000
#define	PERN_VERBOSE	0x00000080
#define	PERN_IMMORTAL	0x00002000
#define	PERN_MONITOR	0x00200000
#define	PERN_SAFE	0x04000000
#define	PERN_UNFIND	0x02000000
#define	V2_ACCESSED	0x00008000
#define	V3_MARKED	0x00010000
#define	V4_GAGGED	0x00000080
#define	V4_SUSPECT	0x20000000
#define	V6OBJ_KEY	0x00000008
#define	V6_BUILDER	0x00000008
#define	V6_FLOATING	0x00000008
#define	V6EXIT_KEY	0x00000080
#define	V6_SUSPECT	0x00000080
#define	V6_CONNECT	0x00000200
#define	V6_ABODE	0x00000200
#define	V6ROOM_JUMPOK	0x00002000
#define	V6PLYR_UNFIND	0x00002000
#define	V6ROOM_UNFIND	0x08000000
#define	V6_SLAVE	0x10000000

/* Flags from MUSE */
#define	MUSE_BUILD	0x00000010
#define	MUSE_SLAVE	0x00000080
#define	MUSE_KEY	0x00000010
#define	MUSE_DEST_OK	0x00000200
#define	MUSE_ABODE	0x00000200
#define	MUSE_SEETHRU	0x00000200
#define	MUSE_UNFIND	0x00001000

#define	MUSE_CHOWN_OK	0x00000020
#define	MUSE_DARK	0x00000040
#define	MUSE_STICKY	0x00000100
#define	MUSE_HAVEN	0x00000400
#define	MUSE_INHERIT	0x00002000
#define	MUSE_GOING	0x00004000
#define	MUSE_PUPPET	0x00020000
#define	MUSE_LINK_OK	0x00040000
#define	MUSE_ENTER_OK	0x00080000
#define	MUSE_VISUAL	0x00100000
#define	MUSE_OPAQUE	0x00800000
#define	MUSE_QUIET	0x01000000

/* Flags from TinyMUD */
#define	MUD_ABODE	0x00000800
#define	MUD_ROBOT	0x00004000
#define	MUD_CHOWN_OK	0x00008000

/* ---------------------------------------------------------------------------
 * FLAGENT: Information about object flags.
 */

typedef struct flag_entry {
	const char *flagname;	/* Name of the flag */
	int	flagvalue;	/* Which bit in the object is the flag */
	char	flaglett;	/* Flag letter for listing */
	int	flagflag;	/* Ctrl flags for this flag (recursive? :-) */
	int	listperm;	/* Who sees this flag when set */
	int	(*handler)();	/* Handler for setting/clearing this flag */
} FLAGENT;

/* ---------------------------------------------------------------------------
 * OBJENT: Fundamental object types
 */

typedef struct object_entry {
	const char *name;
	char	lett;
	int	perm;
	int	flags;
} OBJENT;
extern OBJENT object_types[8];

#define	OF_CONTENTS	0x0001		/* Object has contents: Contents() */
#define	OF_LOCATION	0x0002		/* Object has a location: Location() */
#define	OF_EXITS	0x0004		/* Object has exits: Exits() */
#define	OF_HOME		0x0008		/* Object has a home: Home() */
#define	OF_DROPTO	0x0010		/* Object has a dropto: Dropto() */
#define	OF_OWNER	0x0020		/* Object can own other objects */
#define	OF_SIBLINGS	0x0040		/* Object has siblings: Next() */

typedef struct flagset {
	FLAG	word1;
	FLAG	word2;
	FLAG	word3;
} FLAGSET;

extern void	NDECL(init_flagtab);
extern void	FDECL(display_flagtab, (dbref));
extern void	FDECL(flag_set, (dbref, dbref, char *, int));
extern char *	FDECL(flag_description, (dbref, dbref));
extern FLAGENT *FDECL(find_flag, (dbref, char *));
extern char *	FDECL(decode_flags, (dbref, FLAG, int, int));
extern int	FDECL(has_flag, (dbref, dbref, char *));
extern char *	FDECL(unparse_object, (dbref, dbref, int));
extern char *	FDECL(unparse_object_numonly, (dbref));
extern int	FDECL(convert_flags, (dbref, char *, FLAGSET *, FLAG *));
extern void	FDECL(decompile_flags, (dbref, dbref, char *));

#define	unparse_flags(p,t) decode_flags(p,Flags(t),Flags2(t),Flags3(t))

#define	GOD ((dbref) 1)

/* ---------------------- Object Permission/Attribute Macros */
/* IS(X,T,F)		- Is X of type T and have flag F set? */
/* Typeof(X)		- What object type is X */
/* God(X)		- Is X player #1 */
/* Robot(X)		- Is X a robot player */
/* Wizard(X)		- Does X have wizard privs */
/* Immortal(X)		- Is X unkillable */
/* Alive(X)		- Is X a player or a puppet */
/* Dark(X)		- Is X dark */
/* WHODark(X)		- Should X be hidden from the WHO report */
/* Floating(X)		- Prevent 'disconnected room' msgs for room X */
/* Quiet(X)		- Should 'Set.' messages et al from X be disabled */
/* Verbose(X)		- Should owner receive all commands executed? */
/* Trace(X)		- Should owner receive eval trace output? */
/* Player_haven(X)	- Is the owner of X no-page */
/* Haven(X)		- Is X no-kill(rooms) or no-page(players) */
/* Halted(X)		- Is X halted (not allowed to run commands)? */
/* Suspect(X)		- Is X someone the wizzes should keep an eye on */
/* Slave(X)		- Should X be prevented from db-changing commands */
/* Safe(X,P)		- Does P need the /OVERRIDE switch to @destroy X? */
/* Monnitor(X)		- Should we check for ^xxx:xxx listens on player? */
/* Terse(X)		- Should we only show the room name on a look? */
/* Myopic(X)		- Should things as if we were nonowner/nonwiz */
/* Audible(X)		- Should X forward messages? */
/* Findroom(X)		- Can players in room X be found via @whereis? */
/* Unfindroom(X)	- Is @whereis blocked for players in room X? */
/* Findable(X)		- Can @whereis find X */
/* Unfindable(X)	- Is @whereis blocked for X */
/* No_robots(X)		- Does X disallow robot players from using */
/* Has_location(X)	- Is X something with a location (ie plyr or obj) */
/* Has_home(X)		- Is X something with a home (ie plyr or obj) */
/* Has_contents(X)	- Is X something with contents (ie plyr/obj/room) */
/* Good_obj(X)		- Is X inside the DB and have a valid type? */
/* Good_owner(X)	- Is X a good owner value? */
/* Going(X)		- Is X marked GOING? */
/* Inherits(X)		- Does X inherit the privs of its owner */
/* Examinable(P,X)	- Can P look at attribs of X */
/* MyopicExam(P,X)	- Can P look at attribs of X (obeys MYOPIC) */
/* Controls(P,X)	- Can P force X to do something */
/* Affects(P,X)		- (Controls in MUSH V1) Is P wiz or same owner as X */
/* Abode(X)		- Is X an ABODE room */
/* Link_exit(P,X)	- Can P link from exit X */
/* Linkable(P,X)	- Can P link to X */
/* Mark(x)		- Set marked flag on X */
/* Unmark(x)		- Clear marked flag on X */
/* Marked(x)		- Check marked flag on X */
/* See_attr(P,X.A,O,F)	- Can P see text attr A on X if attr has owner O */
/* Set_attr(P,X,A,F)	- Can P set/change text attr A (with flags F) on X */
/* Read_attr(P,X,A,O,F)	- Can P see attr A on X if attr has owner O */
/* Write_attr(P,X,A,F)	- Can P set/change attr A (with flags F) on X */

#define	IS(thing,type,flag) ((Typeof(thing)==(type)) && (Flags(thing) & (flag)))
#define	Typeof(x)	(Flags(x) & TYPE_MASK)
#define	God(x)		((x) == GOD)
#define	Robot(x)	(isPlayer(x) && ((Flags(x) & ROBOT) != 0))
#define	Alive(x)	(isPlayer(x) || (Puppet(x) && Has_contents(x)))
#define	OwnsOthers(x)	((object_types[Typeof(x)].flags & OF_OWNER) != 0)
#define	Has_location(x)	((object_types[Typeof(x)].flags & OF_LOCATION) != 0)
#define	Has_contents(x)	((object_types[Typeof(x)].flags & OF_CONTENTS) != 0)
#define	Has_exits(x)	((object_types[Typeof(x)].flags & OF_EXITS) != 0)
#define	Has_siblings(x)	((object_types[Typeof(x)].flags & OF_SIBLINGS) != 0)
#define	Has_home(x)	((object_types[Typeof(x)].flags & OF_HOME) != 0)
#define	Has_dropto(x)	((object_types[Typeof(x)].flags & OF_DROPTO) != 0)
#define	Home_ok(x)	((object_types[Typeof(x)].flags & OF_HOME) != 0)
#define	isPlayer(x)	(Typeof(x) == TYPE_PLAYER)
#define	isRoom(x)	(Typeof(x) == TYPE_ROOM)
#define	isExit(x)	(Typeof(x) == TYPE_EXIT)
#define	isThing(x)	(Typeof(x) == TYPE_THING)

#define	Good_obj(x)	(((x) >= 0) && ((x) < mudstate.db_top) && \
			 (Typeof(x) < NOTYPE))
#define	Good_owner(x)	(Good_obj(x) && OwnsOthers(x))

#define Royalty(x)      ((Flags(x) & ROYALTY) != 0)
#define WizRoy(x)       (Royalty(x) || Wizard(x))
#define Dynamic(x)      ((Flags2(x) & DYNAMIC) !=0)
#define Fixed(x)        ((Flags2(x) & FIXED) != 0)
#define Uninspected(x)  ((Flags2(x) & UNINSPECTED) != 0)
#define Ansi(x)         ((Flags2(x) & ANSI) != 0)
#define No_Command(x)   ((Flags2(x) & NO_COMMAND) != 0)
#define NoBleed(x)      ((Flags2(x) & NOBLEED) != 0)
#define Compress(x)	((Flags2(x) & COMPRESS) != 0)

#define	Transparent(x)	((Flags(x) & SEETHRU) != 0)
#define	Link_ok(x)	(((Flags(x) & LINK_OK) != 0) && Has_contents(x))
#define	Wizard(x)	((Flags(x) & WIZARD) || \
			 ((Flags(Owner(x)) & WIZARD) && Inherits(x)))
#define	Dark(x)		(((Flags(x) & DARK) != 0) && (Wizard(x) || !Alive(x)))
#define	Jump_ok(x)	(((Flags(x) & JUMP_OK) != 0) && Has_contents(x))
#define	Sticky(x)	((Flags(x) & STICKY) != 0)
#define	Destroy_ok(x)	((Flags(x) & DESTROY_OK) != 0)
#define	Haven(x)	((Flags(x) & HAVEN) != 0)
#define	Player_haven(x)	((Flags(Owner(x)) & HAVEN) != 0)
#define	Quiet(x)	((Flags(x) & QUIET) != 0)
#define	Halted(x)	((Flags(x) & HALT) != 0)
#define	Trace(x)	((Flags(x) & TRACE) != 0)
#define	Going(x)	((Flags(x) & GOING) != 0)
#define	Monitor(x)	((Flags(x) & MONITOR) != 0)
#define	Myopic(x)	((Flags(x) & MYOPIC) != 0)
#define	Puppet(x)	((Flags(x) & PUPPET) != 0)
#define	Chown_ok(x)	((Flags(x) & CHOWN_OK) != 0)
#define	Enter_ok(x)	(((Flags(x) & ENTER_OK) != 0) && \
				Has_location(x) && Has_contents(x))
#define	Visual(x)	((Flags(x) & VISUAL) != 0)
#define	Immortal(x)	((Flags(x) & IMMORTAL) || \
			 ((Flags(Owner(x)) & IMMORTAL) && Inherits(x)))
#define	Opaque(x)	((Flags(x) & OPAQUE) != 0)
#define	Verbose(x)	((Flags(x) & VERBOSE) != 0)
#define	Inherits(x)	(((Flags(x) & INHERIT) != 0) || \
			 ((Flags(Owner(x)) & INHERIT) != 0) || \
			 ((x) == Owner(x)))
#define	Nospoof(x)	((Flags(x) & NOSPOOF) != 0)
#define	Safe(x,p)	(OwnsOthers(x) || \
			 (Flags(x) & SAFE) || \
			 (mudconf.safe_unowned && (Owner(x) != Owner(p))))
#define	Audible(x)	((Flags(x) & HEARTHRU) != 0)
#define	Terse(x)	((Flags(x) & TERSE) != 0)

#define Vacation(x)	((Flags2(x) & VACATION) != 0)
#define	Key(x)		((Flags2(x) & KEY) != 0)
#define	Abode(x)	(((Flags2(x) & ABODE) != 0) && Home_ok(x))
#define Auditorium(x)	((Flags2(x) & AUDITORIUM) != 0)
#define	Floating(x)	((Flags2(x) & FLOATING) != 0)
#define	Findable(x)	((Flags2(x) & UNFINDABLE) == 0)
#define	Hideout(x)	((Flags2(x) & UNFINDABLE) != 0)
#define	Parent_ok(x)	((Flags2(x) & PARENT_OK) != 0)
#define	Light(x)	((Flags2(x) & LIGHT) != 0)
#define	Suspect(x)	((Flags2(Owner(x)) & SUSPECT) != 0)
#define	Connected(x)	(((Flags2(x) & CONNECTED) != 0) && \
			 (Typeof(x) == TYPE_PLAYER))
#define	Slave(x)	((Flags2(Owner(x)) & SLAVE) != 0)
#define	Hidden(x)	((Flags(x) & DARK) != 0)

#define	H_Startup(x)	((Flags(x) & HAS_STARTUP) != 0)
#define	H_Fwdlist(x)	((Flags2(x) & HAS_FWDLIST) != 0)
#define	H_Listen(x)	((Flags2(x) & HAS_LISTEN) != 0)

#define	s_Halted(x)	s_Flags((x), Flags(x) | HALT)
#define	s_Going(x)	s_Flags((x), Flags(x) | GOING)
#define	s_Connected(x)	s_Flags2((x), Flags2(x) | CONNECTED)
#define	c_Connected(x)	s_Flags2((x), Flags2(x) & ~CONNECTED)

#define	Parentable(p,x)	(Controls(p,x) || \
			 (Parent_ok(x) && could_doit(p,x,A_LPARENT)))

#define OnEnterLock(p,x) (check_zone(p,x,0))

#define	Examinable(p,x)	(((Flags(x) & VISUAL) != 0) || \
			 (See_All(p)) || \
                         OnEnterLock(p,x) || \
			 (Owner(p) == Owner(x)))

#define	MyopicExam(p,x)	(((Flags(x) & VISUAL) != 0) || \
			 (!Myopic(p) && ((See_All(p)) || \
			 OnEnterLock(p,x) || \
  	                 (Owner(p) == Owner(x)))))

#define	Controls(p,x)	(Good_obj(x) && \
			 (!(God(x) && !God(p))) && \
			 (Control_All(p) || \
                         OnEnterLock(p,x) || \
			  ((Owner(p) == Owner(x)) && \
			   (Inherits(p) || !Inherits(x)))))

#define	Affects(p,x)	(Good_obj(x) && \
			 (!(God(x) && !God(p))) && \
			 (Wizard(p) || \
			  (Owner(p) == Owner(x))))
#define	Mark(x)		(mudstate.markbits->chunk[(x)>>3] |= \
			 mudconf.markdata[(x)&7])
#define	Unmark(x)	(mudstate.markbits->chunk[(x)>>3] &= \
			 ~mudconf.markdata[(x)&7])
#define	Marked(x)	(mudstate.markbits->chunk[(x)>>3] & \
			 mudconf.markdata[(x)&7])
#define	Mark_all(i)	for ((i)=0; (i)<((mudstate.db_top+7)>>3); (i)++) \
				mudstate.markbits->chunk[i]=0xff
#define	Unmark_all(i)	for ((i)=0; (i)<((mudstate.db_top+7)>>3); (i)++) \
				mudstate.markbits->chunk[i]=0x0
#define	Link_exit(p,x)	((Typeof(x) == TYPE_EXIT) && \
			 ((Location(x) == NOTHING) || Controls(p,x)))
#define	Linkable(p,x)	(Good_obj(x) && \
			 (Has_contents(x)) && \
			 (((Flags(x) & LINK_OK) != 0) || \
			  Controls(p,x)))
#define	See_attr(p,x,a,o,f) \
			(!((a)->flags & (AF_INTERNAL|AF_IS_LOCK)) && \
			 (God(p) || \
			  ((f) & AF_VISUAL) || \
			  ((Examinable(p,x) || (Owner(p) == (o))) && \
			   !((a)->flags & (AF_DARK|AF_MDARK)) && \
			   !((f) & (AF_DARK|AF_MDARK))) || \
			  ((Wizard(p) || Royalty(p)) && !((a)->flags & AF_DARK)) || \
			  !((a)->flags & (AF_DARK|AF_MDARK|AF_ODARK))))
#define	See_attr_explicit(p,x,a,o,f) \
			(!((a)->flags & (AF_INTERNAL|AF_IS_LOCK)) && \
			 (((f) & AF_VISUAL) || \
			  (Owner(p) == (o)) && \
			   !((a)->flags & (AF_DARK|AF_MDARK))))
#define	Set_attr(p,x,a,f) \
			(!((a)->flags & (AF_INTERNAL|AF_IS_LOCK)) && \
			 (God(p) || \
			  (!God(x) && !(f & AF_LOCK) && \
			   ((Controls(p,x) && \
			     !((a)->flags & (AF_WIZARD|AF_GOD)) && \
			     !((f) & (AF_WIZARD|AF_GOD))) || \
			    (Wizard(p) && \
			     !((a)->flags & AF_GOD))))))
#define	Read_attr(p,x,a,o,f) \
			(!((a)->flags & AF_INTERNAL) && \
			 (God(p) || \
			  ((f) & AF_VISUAL) || \
			  ((Examinable(p,x) || (Owner(p) == o)) && \
			   !((a)->flags & (AF_DARK|AF_MDARK)) && \
			   !((f) & (AF_DARK|AF_MDARK))) || \
			  ((Wizard(p) || Royalty(p)) && !((a)->flags & AF_DARK)) || \
			  !((a)->flags & (AF_DARK|AF_MDARK|AF_ODARK))))
#define	Write_attr(p,x,a,f) \
			(!((a)->flags & AF_INTERNAL) && \
			 (God(p) || \
			  (!God(x) && !(f & AF_LOCK) && \
			   ((Controls(p,x) && \
			     !((a)->flags & (AF_WIZARD|AF_GOD)) && \
			     !((f) & (AF_WIZARD|AF_GOD))) || \
			    (Wizard(p) && \
			     !((a)->flags & AF_GOD))))))
#define	Has_power(p,x)	(check_access((p),powers_nametab[x].flag))

#endif