/* ************************************************************************
* 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_
#include <stdio.h>
/* external declarations and prototypes **********************************/
extern struct weather_data weather_info;
extern struct index_data *mob_index;
extern struct index_data *obj_index;
extern const struct str_app_type str_app[];
/* public functions in utils.c */
char *str_dup(const char *source);
int str_cmp(char *arg1, char *arg2);
int strn_cmp(char *arg1, char *arg2, int n);
int str_prefix(char *arg1, char *arg2);
void log(char *str);
int touch(char *path);
void mudlog(char *str, struct char_data *ch, int log, byte file);
void log_death_trap(struct char_data *ch);
int number(int from, int to);
int dice(int number, int size);
void sprintbit(long vektor, const char *names[], char *result);
void sprinttype(int type, const char *names[], char *result);
int get_line(FILE *fl, char *buf);
int get_filename(char *orig_name, char *filename, int mode);
struct time_info_data age(struct char_data *ch);
int convert_damage(int damage);
int srdice(void);
int success_test(int number, int target);
int resisted_test(int num4ch, int tar4ch, int num4vict, int tar4vict);
int inc_staging(int successes, int wound);
int dec_staging(int successes, int wound);
int stage(int successes, int wound);
bool access_level(struct char_data *ch, int level);
char * buf_mod(char *buf, char *name, int bonus);
char * buf_roll(char *buf, char *name, int bonus);
int modify_target_rbuf(struct char_data *ch, char *rbuf);
int modify_target(struct char_data *ch);
char * capitalize(const char *source);
//--------------------------------------------------------//
// debuging memory routines! --Chris //
//--------------------------------------------------------//
#define xmalloc(N) ymalloc(__FILE__, __LINE__, N)
#define xcalloc(N, S) ycalloc(__FILE__, __LINE__, N, S)
#define xrealloc(P, N) yrealloc(__FILE__, __LINE__, P, N)
#define xfree(P) yfree(__FILE__, __LINE__, P)
extern void *ymalloc(char *, int, unsigned int);
extern void *ycalloc(char *, int, unsigned int, unsigned int);
extern void *yrealloc(char *, int, void *, unsigned int);
void yfree(char *, int, void *);
//--------------------------------------------------------//
// little routine to send line numbers to attack
#define ATTACK(ch, vict) set_attacking(ch, vict, __FILE__, __LINE__)
/* undefine MAX and MIN so that our functions are used instead */
#ifdef MAX
#undef MAX
#endif
#ifdef MIN
#undef MIN
#endif
// and in reallity, I use gnuC++ so I use these extensions
#ifdef __GNUG__
#define MIN(x, y) (x <? y)
#define MAX(x, y) (x >? y)
#else
int MAX(int a, int b);
int MIN(int a, int b);
#endif
/* in magic.c */
bool circle_follow(struct char_data *ch, struct char_data * victim);
/* in act.informative.c */
void look_at_room(struct char_data *ch, int mode);
/* in act.movmement.c */
int do_simple_move(struct char_data *ch, int dir, int extra, struct
char_data *vict);
int perform_move(struct char_data *ch, int dir, int extra, struct char_data
*vict);
/* in limits.c */
int mental_limit(struct char_data *ch);
int physical_limit(struct char_data *ch);
int move_limit(struct char_data *ch);
void mental_gain(struct char_data *ch);
void physical_gain(struct char_data *ch);
int move_gain(struct char_data *ch);
void advance_level(struct char_data *ch);
void set_title(struct char_data *ch, char *title);
void set_pretitle(struct char_data *ch, char *title);
void set_whotitle(struct char_data *ch, char *title);
int gain_exp(struct char_data *ch, int gain);
void gain_exp_regardless(struct char_data *ch, int gain);
void gain_condition(struct char_data *ch, int condition, int value);
void check_idling(struct char_data *ch);
void point_update(void);
void update_pos(struct char_data *victim);
/* various constants *****************************************************/
/* defines for damage catagories */
#define LIGHT 1
#define MODERATE 2
#define SERIOUS 3
#define DEADLY 4
/* get_filename() */
#define CRASH_FILE 0
#define ETEXT_FILE 1
#define SPELLS_FILE 2
/* breadth-first searching */
#define BFS_ERROR -1
#define BFS_ALREADY_THERE -2
#define BFS_NO_PATH -3
/* mud-life time */
#define SECS_PER_MUD_MINUTE 2
#define SECS_PER_MUD_HOUR (60*SECS_PER_MUD_MINUTE)
#define SECS_PER_MUD_DAY (24*SECS_PER_MUD_HOUR)
#define SECS_PER_MUD_MONTH (30*SECS_PER_MUD_DAY)
#define SECS_PER_MUD_YEAR (12*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)
#define SHOP_REGEN_TIME (SECS_PER_MUD_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')
#define IF_STR(st) ((st) ? (st) : "\0")
#if 0
// Note, this _changes_ the string. Bad bad.
#define CAP(st) (*(st) = UPPER(*(st)), st)
#else
// Calls a function that uses a static buffer. Good.
#define CAP(st) capitalize((st))
#endif
#define AN(string) (strchr((const char *)"aeiouAEIOU", *string) ? "an" : "a")
/* memory utils **********************************************************/
/*
#define CREATE(result, type, number) do {\
if (!((result) = (type *) calloc ((number), sizeof(type))))\
{ perror("calloc failure"); abort(); } } while(0)
*/
#define CREATE(result, type, number) \
(result) = (type *) ycalloc(__FILE__, __LINE__, \
(number), sizeof(type))
/*
#define RECREATE(result,type,number) do {\
if (!((result) = (type *) realloc ((result), sizeof(type) * (number))))\
{ perror("realloc failure"); abort(); } } while(0)
*/
#define RECREATE(result, type, number) \
(result) = (type *) yrealloc(__FILE__, __LINE__, \
(result), sizeof(type) * (number))
#define FREE(memory) yfree(__FILE__, __LINE__, memory)
#define MCREATE(result, type, number) \
(result) = (type *) ymalloc(__FILE__, __LINE__, \
sizeof(type) * (number))
// this define clears up the memory to 0
#define CLEAR(result, type) \
memset((char *) result, 0, sizeof(type))
/*
* 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) = (var) ^ (bit))
#define EXIT2(roomnum, door) (world[(roomnum)].dir_option[door])
#define CAN_GO2(roomnum, door) (EXIT2(roomnum, door) && \
(EXIT2(roomnum, door)->to_room != NOWHERE) && \
!IS_SET(EXIT2(roomnum,door)->exit_info, EX_CLOSED))
#define MOB_FLAGS(ch) ((ch)->char_specials.saved.act)
#define PLR_FLAGS(ch) ((ch)->char_specials.saved.act)
#define PRF_FLAGS(ch) ((ch)->player_specials->saved.pref)
#define AFF_FLAGS(ch) ((ch)->char_specials.saved.affected_by)
#define ROOM_FLAGS(loc) (world[(loc)].room_flags)
#define IS_NPC(ch) (IS_SET(MOB_FLAGS(ch), MOB_ISNPC))
#define IS_MOB(ch) (IS_NPC(ch) && ((ch)->nr >-1))
#define IS_PERSONA(ch) (IS_NPC(ch) && ch->desc && ch->desc->original && IS_SET(PLR_FLAGS(ch->desc->original), PLR_MATRIX) && \
GET_MOB_VNUM(ch) == 20)
#define IS_PROJECT(ch) (IS_NPC(ch) && ch->desc && ch->desc->original && IS_SET(PLR_FLAGS(ch->desc->original), PLR_PROJECT) && \
GET_MOB_VNUM(ch) == 22)
#define IS_IC(ch) (IS_NPC(ch) && GET_RACE(ch) >= CLASS_ACCESS)
#define IS_SPIRIT(ch) (IS_NPC(ch) && GET_RACE(ch) == CLASS_SPIRIT)
#define IS_ASTRAL(ch) (IS_NPC(ch) && IS_SET(MOB_FLAGS(ch), MOB_ASTRAL))
#define IS_DUAL(ch) ((IS_NPC(ch) && IS_SET(MOB_FLAGS(ch), MOB_DUAL_NATURE)) || \
(!IS_NPC(ch) && (IS_SET(PLR_FLAGS(ch), PLR_PERCEIVE) || GET_LEVEL(ch) >= LVL_PRESIDENT)))
#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) ((ch->desc && ch->desc->original) ? IS_SET(PRF_FLAGS(ch->desc->original), (flag)) : IS_SET(PRF_FLAGS(ch), (flag)))
#define ROOM_FLAGGED(loc, flag) (IS_SET(ROOM_FLAGS(loc), (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) (world[(room)].sector_type)
#define IS_DARK(room) ( !world[room].light && ROOM_FLAGGED(room, ROOM_DARK) )
#define IS_LOW(room) (!world[room].light && \
(ROOM_FLAGGED(room, ROOM_LOW_LIGHT) || \
( (((SECT(room) != SECT_CITY) && (SECT(room) != SECT_INSIDE) && (SECT(room) < SECT_BLUE)) && \
((weather_info.sunlight == SUN_SET) || (weather_info.sunlight == SUN_DARK))) || \
((SECT(room) == SECT_CITY) && (weather_info.sunlight == SUN_DARK)))))
#define IS_LIGHT(room) ((!IS_DARK(room) && !IS_LOW(room)) || ROOM_FLAGGED(room, ROOM_MATRIX))
#define GET_ROOM_SPEC(room) ((room) >= 0 ? world[(room)].func : NULL)
/* char utils ************************************************************/
#define IN_ROOM(ch) ((ch)->in_room)
#define GET_WAS_IN(ch) ((ch)->was_in_room)
#define GET_AGE(ch) (age(ch).year)
#define GET_SECURITY(ch) (world[(ch)->in_room].rating)
#define GET_NAME(ch) (IS_NPC(ch) ? (ch)->player.short_descr : (ch)->player.name)
#define GET_TITLE(ch) ((ch)->player.title)
#define GET_PRETITLE(ch) ((ch)->player.pretitle)
#define GET_WHOTITLE(ch) ((ch)->player.whotitle)
#define GET_LEVEL(ch) ((ch)->player.level)
#define GET_PASSWD(ch) ((ch)->player.passwd)
#define GET_PFILEPOS(ch)((ch)->pfilepos)
/*
* 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_RACE(ch) ((ch)->player.race)
#define GET_TRADITION(ch) ((ch)->player.tradition)
#define GET_LASTROOM(ch) ((ch)->player.last_room)
#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_QUI(ch) ((ch)->aff_abils.qui)
#define GET_INT(ch) ((ch)->aff_abils.intel)
#define GET_WIL(ch) ((ch)->aff_abils.wil)
#define GET_BOD(ch) ((ch)->aff_abils.bod)
#define GET_CHA(ch) ((ch)->aff_abils.cha)
#define GET_MAG(ch) ((ch)->aff_abils.mag)
#define GET_ESS(ch) ((ch)->aff_abils.ess)
#define GET_REA(ch) ((ch)->aff_abils.rea)
#define GET_INDEX(ch) ((ch)->real_abils.bod_index)
#define GET_KARMA(ch) ((ch)->points.karma)
#define GET_REP(ch) ((ch)->points.rep)
#define GET_BALLISTIC(ch) ((ch)->points.ballistic)
#define GET_IMPACT(ch) ((ch)->points.impact)
#define GET_PHYSICAL(ch) ((ch)->points.physical)
#define GET_MAX_PHYSICAL(ch) ((ch)->points.max_physical)
#define GET_MOVE(ch) ((ch)->points.move)
#define GET_MAX_MOVE(ch) ((ch)->points.max_move)
#define GET_MENTAL(ch) ((ch)->points.mental)
#define GET_MAX_MENTAL(ch) ((ch)->points.max_mental)
#define GET_NUYEN(ch) ((ch)->points.nuyen)
#define GET_BANK(ch) ((ch)->points.bank)
#define GET_INIT_DICE(ch) ((ch)->points.init_dice)
#define GET_INIT_ROLL(ch) ((ch)->points.init_roll)
#define GET_SUSTAINED(ch) ((ch)->points.sustained)
#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_SPELL_Q(ch) ((ch)->char_specials.spell_q)
#define GET_ALIGNMENT(ch) ((ch)->char_specials.saved.alignment)
#define GET_LANGUAGE(ch) ((ch)->char_specials.saved.cur_lang)
#define GET_NUM_FIGHTING(ch) ((ch)->char_specials.fightList.NumItems())
#define GET_NUM_ATTACKING(ch) ((ch)->char_specials.defendList.NumItems())
#define GET_COND(ch, i) ((ch)->player_specials->saved.conditions[(i)])
#define GET_LOADROOM(ch) ((ch)->player_specials->saved.load_room)
#define GET_PRACTICES(ch) ((ch)->player_specials->saved.spells_to_learn)
#define GET_INVIS_LEV(ch) ((ch)->player_specials->saved.invis_level)
#define GET_WIMP_LEV(ch) ((ch)->player_specials->saved.wimp_level)
#define GET_FREEZE_LEV(ch) ((ch)->player_specials->saved.freeze_level)
#define GET_BAD_PWS(ch) ((ch)->player_specials->saved.bad_pws)
#define GET_ASTRAL(ch) ((ch)->aff_abils.astral_pool)
#define GET_DEFENSE(ch) ((ch)->aff_abils.defense_pool)
#define GET_COMBAT(ch) ((ch)->aff_abils.combat_pool)
#define GET_USE_COMBAT(ch) (MAX((ch)->aff_abils.combat_pool,0))
#define GET_OFFENSE(ch) ((ch)->aff_abils.offense_pool)
#define GET_HACKING(ch) ((ch)->aff_abils.hacking_pool)
#define GET_MAGIC(ch) ((ch)->aff_abils.magic_pool)
#define EXTRA_ATTACK(ch) ((ch)->player_specials->saved.extra_attack)
#define GET_ATT_POINTS(ch) ((ch)->player_specials->saved.att_points)
#define GET_SKILL_POINTS(ch) ((ch)->player_specials->saved.skill_points)
#define GET_SPELL(ch, i) ((ch)->char_specials.saved.spells[i])
#define GET_ALLERGY(ch) ((ch)->player_specials->saved.allergy)
#define GET_SEVERITY(ch) ((ch)->player_specials->saved.severity)
#define GET_REACTION(ch) ((ch)->player_specials->saved.reaction)
#define GET_TARGET_MOD(ch) ((ch)->char_specials.target_mod)
#define LAST_HEAL(ch) ((ch)->char_specials.last_healed)
#define GET_FOCI(ch) ((ch)->char_specials.foci)
#define GET_QUEST(ch) ((ch)->player_specials->questnum)
#define GET_QTIMELEFT(ch) ((ch)->player_specials->timeleft)
#define POOFIN(ch) ((ch)->player.poofin)
#define POOFOUT(ch) ((ch)->player.poofout)
#define GET_PROMPT(ch) ((ch)->player.prompt)
#define GET_LAST_OLC_TARG(ch) ((ch)->player_specials->last_olc_targ)
#define GET_LAST_OLC_MODE(ch) ((ch)->player_specials->last_olc_mode)
#define GET_ALIASES(ch) ((ch)->player_specials->aliases)
#define GET_LAST_TELL(ch) ((ch)->player_specials->last_tell)
/* the skills structure was moved to char_specials so that mobs could
* have access to them also, ie load them up from mob files and use
* the skills. Sure love corrupting the p-file! -Flynn */
#define GET_SKILL(ch, i) ((ch)->char_specials.saved.skills[i])
#define SET_SKILL(ch, i, pct) {(ch)->char_specials.saved.skills[i] = pct;}
#define GET_WIELDED(ch, i) ((ch)->char_specials.saved.wielded[i])
#define GET_EQ(ch, i) ((ch)->equipment[i])
#define GET_MOB_SPEC(ch) (IS_MOB(ch) ? (mob_index[(ch->nr)].func) : NULL)
#define GET_MOB_RNUM(mob) ((mob)->nr)
#define GET_MOB_VNUM(mob) (IS_MOB(mob) ? mob_index[GET_MOB_RNUM(mob)].virt : -1)
/* these defines are used to work with personas in the matrix */
#define GET_ACTIVE(ch) ((ch)->mob_specials.active)
#define GET_STORAGE(ch) ((ch)->mob_specials.storage)
#define GET_LOAD_SPEED(ch) ((ch)->mob_specials.loadspeed)
#define GET_IO_SPEED(ch) ((ch)->mob_specials.iospeed)
#define GET_MOB_WAIT(ch) ((ch)->mob_specials.wait_state)
#define GET_DEFAULT_POS(ch) ((ch)->mob_specials.default_pos)
#define MEMORY(ch) ((ch)->mob_specials.memory)
#define GET_MOOD(ch) ((ch)->mob_specials.mood)
#define GET_SPARE1(ch) ((ch)->mob_specials.spare1)
#define GET_SPARE2(ch) ((ch)->mob_specials.spare2)
#define STRENGTH_APPLY_INDEX(ch) (GET_STR(ch))
#define CAN_CARRY_W(ch) (str_app[STRENGTH_APPLY_INDEX(ch)].carry_w)
#define CAN_CARRY_N(ch) (8 + GET_QUI(ch) + (GET_REAL_LEVEL(ch)>=LVL_LEGEND?50:0))
#define AWAKE(ch) (GET_POS(ch) > POS_SLEEPING)
#define CAN_SEE_IN_DARK(ch) (!IS_AFFECTED((ch), AFF_BLIND) && \
(IS_PERSONA(ch) || IS_ASTRAL(ch) || IS_DUAL(ch) || \
AFF_FLAGGED((ch), AFF_INFRAVISION) || 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_TOTEM(ch) (ch->player_specials->saved.totem)
#define TOTEM_WILDERNESS(a) (a < TOTEM_RACCOON)
#define TOTEM_URBAN(a) (a > TOTEM_COYOTE)
/* descriptor-based utils ************************************************/
#define WAIT_STATE(ch, cycle) { \
if ((ch)->desc) (ch)->desc->wait = (cycle); \
else if (IS_NPC(ch)) GET_MOB_WAIT(ch) = (cycle); }
#define CHECK_WAIT(ch) (((ch)->desc) ? ((ch)->desc->wait > 1) : 0)
#define STATE(d) ((d)->connected)
/* room utils ************************************************************/
#define GET_LIBRARY_RATING(room) world[room].rating
/* object utils **********************************************************/
#define GET_OBJ_TYPE(obj) ((obj)->obj_flags.type_flag)
#define GET_OBJ_COST(obj) ((obj)->obj_flags.cost)
#define GET_OBJ_RENT(obj) ((obj)->obj_flags.cost_per_day)
#define GET_OBJ_EXTRA(obj) ((obj)->obj_flags.extra_flags)
#define GET_OBJ_WEAR(obj) ((obj)->obj_flags.wear_flags)
#define GET_OBJ_VAL(obj, val) ((obj)->obj_flags.value[(val)])
#define GET_OBJ_WEIGHT(obj) ((obj)->obj_flags.weight)
#define GET_OBJ_TIMER(obj) ((obj)->obj_flags.timer)
#define GET_OBJ_RNUM(obj) ((obj)->item_number)
#define GET_OBJ_MATERIAL(obj) ((obj)->obj_flags.material)
#define GET_OBJ_CONDITION(obj) ((obj)->obj_flags.condition)
#define GET_OBJ_BARRIER(obj) ((obj)->obj_flags.barrier)
#define GET_OBJ_VNUM(obj) (GET_OBJ_RNUM(obj) >= 0 ? \
obj_index[GET_OBJ_RNUM(obj)].virt : -1)
#define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->obj_flags.extra_flags, stat))
#define GET_OBJ_SPEC(obj) ((obj)->item_number >= 0 ? \
(obj_index[(obj)->item_number].func) : NULL)
#define GET_WSPEC(obj) ((obj)->item_number >= 0 ? \
(obj_index[(obj)->item_number].wfunc) : NULL)
#define CAN_WEAR(obj, part) (IS_SET((obj)->obj_flags.wear_flags, (part)))
#define IS_WEAPON(type) (((type) >= TYPE_HIT) && ((type) < TYPE_SUFFERING))
#define IS_GUN(type) (((type) >= TYPE_PISTOL) && ((type) < TYPE_SUFFERING))
#define GET_PROG_TYPE(obj) (GET_OBJ_VAL(obj, 0))
#define GET_PROG_RATING(obj) (GET_OBJ_VAL(obj, 1))
#define GET_PROG_SIZE(obj) (GET_OBJ_VAL(obj, 2))
#define GET_PROG_ATTACK(obj) (GET_OBJ_VAL(obj, 3))
#define PROG_INSTALLED(obj) (GET_OBJ_VAL(obj, 6) == 1)
#define GET_DECK_MPCP(obj) (GET_OBJ_VAL(obj, 0))
#define GET_DECK_HARDENING(obj) (GET_OBJ_VAL(obj, 1))
#define GET_DECK_ACTIVE(obj) (GET_OBJ_VAL(obj, 2))
#define GET_DECK_STORAGE(obj) (GET_OBJ_VAL(obj, 3))
#define GET_DECK_LOAD(obj) (GET_OBJ_VAL(obj, 4))
#define GET_DECK_IO(obj) (GET_OBJ_TIMER(obj))
#define GET_CYBER_RATING(obj) (GET_OBJ_VAL(obj, 0))
#define GET_CYBER_ESSENCE(obj) (GET_OBJ_VAL(obj, 1))
#define GET_CYBER_TYPE(obj) (GET_OBJ_VAL(obj, 2))
#define IS_INSTALLED(obj) (GET_OBJ_VAL(obj, 4))
/* compound utilities and other macros **********************************/
#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 ANA(obj) (strchr((const char *)"aeiouyAEIOUY", *(obj)->name) ? "An" : "A")
#define SANA(obj) (strchr((const char *)"aeiouyAEIOUY", *(obj)->name) ? "an" : "a")
/* Various macros building up to CAN_SEE */
#define HOLYLIGHT_OK(sub) (GET_REAL_LEVEL(sub) >= LVL_LEGEND && \
PRF_FLAGGED((sub), PRF_HOLYLIGHT))
#define LIGHT_OK(sub) (!IS_AFFECTED((sub), AFF_BLIND) && \
(IS_PERSONA(sub) || IS_ASTRAL(sub) || IS_DUAL(sub) || \
IS_AFFECTED((sub), AFF_INFRAVISION) || HOLYLIGHT_OK(sub) || \
(IS_LIGHT((sub)->in_room) || (IS_LOW((sub)->in_room) && \
IS_AFFECTED((sub), AFF_LOW_LIGHT)))))
#define INVIS_OK(sub, obj) (!IS_AFFECTED((sub), AFF_BLIND) && \
(IS_AFFECTED((sub), AFF_INFRAVISION) || IS_ASTRAL(sub) || IS_DUAL(sub) || \
HOLYLIGHT_OK(sub) || (((!IS_AFFECTED((obj), AFF_IMP_INVIS) && \
!IS_AFFECTED((obj), AFF_INVISIBLE)) || \
IS_AFFECTED((sub), AFF_DETECT_INVIS)) && \
(!IS_AFFECTED((obj), AFF_HIDE) || IS_AFFECTED((sub), AFF_SENSE_LIFE)))))
#define SELF(sub, obj) ((sub) == (obj))
#define SEE_ASTRAL(sub, obj) (!IS_ASTRAL(obj) || IS_ASTRAL(sub) || \
IS_DUAL(sub))
/* Can subject see character "obj"? */
#define CAN_SEE(sub, obj) (SELF((sub), (obj)) || \
(SEE_ASTRAL((sub), (obj)) && LIGHT_OK(sub) && INVIS_OK((sub), (obj)) && \
GET_REAL_LEVEL(sub) >= GET_INVIS_LEV(obj)))
/* End of CAN_SEE */
#define INVIS_OK_OBJ(sub, obj) (!IS_OBJ_STAT((obj), ITEM_INVISIBLE) || \
IS_AFFECTED((sub), AFF_DETECT_INVIS) || IS_ASTRAL(sub) || \
IS_DUAL(sub) || HOLYLIGHT_OK(sub))
#define CAN_SEE_CARRIER(sub, obj) \
((!(obj)->carried_by || CAN_SEE((sub), (obj)->carried_by)) && \
(!(obj)->worn_by || CAN_SEE((sub), (obj)->worn_by)))
#define CAN_SEE_OBJ(sub, obj) (LIGHT_OK(sub) && \
INVIS_OK_OBJ((sub), (obj)) && CAN_SEE_CARRIER((sub), (obj)))
#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_WEAR_TAKE) && CAN_CARRY_OBJ((ch),(obj)) && \
CAN_SEE_OBJ((ch),(obj)))
#define PERS(ch, vict) (CAN_SEE(vict, ch) ? GET_NAME(ch) : "someone")
#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 EXIT(ch, door) (world[(ch)->in_room].dir_option[door])
#define LOCK_LEVEL(ch, obj, door) ((obj) ? GET_OBJ_VAL(obj, 4) : \
world[(ch)->in_room].dir_option[door]->key_level)
#define CAN_GO(ch, door) (EXIT(ch,door) && \
(EXIT(ch,door)->to_room != NOWHERE) && \
!IS_SET(EXIT(ch, door)->exit_info, EX_CLOSED))
#define OUTSIDE(ch) (!ROOM_FLAGGED((ch)->in_room, ROOM_INDOORS) && \
!ROOM_FLAGGED((ch)->in_room, ROOM_MATRIX))
/* 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
/*
* Some systems such as Sun's don't have prototyping in their header files.
* Thus, we try to compensate for them.
*
* Much of this is from Merc 2.2, used with permission.
*/
#if defined(_AIX)
char *crypt(const char *key, const char *salt);
#endif
#if defined(apollo)
int atoi (const char *string);
void *calloc( unsigned nelem, size_t size);
char *crypt( const char *key, const char *salt);
#endif
#if defined(hpux)
char *crypt(char *key, const char *salt);
#endif
#if defined(linux)
extern "C" char *crypt(const char *key, const char *setting);
#endif
#if defined(MIPS_OS)
char *crypt(const char *key, const char *salt);
#endif
#if defined(NeXT)
char *crypt(const char *key, const char *salt);
int unlink(const char *path);
int getpid(void);
#endif
/*
* The proto for [NeXT's] getpid() is defined in the man pages are returning
* pid_t but the compiler pukes on it (cc). Since pid_t is just
* normally a typedef for int, I just use int instead.
* So far I have had no other problems but if I find more I will pass
* them along...
* -reni
*/
#if defined(sequent)
char *crypt(const char *key, const char *salt);
int fclose(FILE *stream);
int fprintf(FILE *stream, const char *format, ... );
int fread(void *ptr, int size, int n, FILE *stream);
int fseek(FILE *stream, long offset, int ptrname);
void perror(const char *s);
int ungetc(int c, FILE *stream);
#endif
#if defined(sun)
#include <memory.h>
void bzero(char *b, int length);
char *crypt(const char *key, const char *salt);
int fclose(FILE *stream);
int fflush(FILE *stream);
void rewind(FILE *stream);
int sscanf(const char *s, const char *format, ... );
int fprintf(FILE *stream, const char *format, ... );
int fscanf(FILE *stream, const char *format, ... );
int fseek(FILE *stream, long offset, int ptrname);
size_t fread(void *ptr, size_t size, size_t n, FILE *stream);
size_t fwrite(const void *ptr, size_t size, size_t n, FILE *stream);
void perror(const char *s);
int ungetc(int c, FILE *stream);
time_t time(time_t *tloc);
int system(const char *string);
#endif
#if defined(ultrix)
char *crypt(const char *key, const char *salt);
#endif
#if defined(DGUX_TARGET)
#ifndef NOCRYPT
#include <crypt.h>
#endif
#define bzero(a, b) memset((a), 0, (b))
#endif
#if defined(sgi)
#include <bstring.h>
#ifndef NOCRYPT
#include <crypt.h>
#endif
#endif
/*
* The crypt(3) function is not available on some operating systems.
* In particular, the U.S. Government prohibits its export from the
* United States to foreign countries.
* Turn on NOCRYPT to keep passwords in plain text.
*/
#ifdef NOCRYPT
#define CRYPT(a,b) (a)
#else
#define CRYPT(a,b) ((char *) crypt((a),(b)))
#endif
#endif