/* ************************************************************************
* 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. *
************************************************************************ */
/* external declarations and prototypes **********************************/
extern struct weather_data weather_info;
#define log(x) basic_mud_log(x)
/* 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);
void basic_mud_log(char *str);
int touch(char *path);
void mudlog(char *str, char type, int level, 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, char *names[], char *result);
void sprinttype(int type, 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 num_pc_in_room(struct room_data *room);
/* 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);
/* 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 following);
int perform_move(struct char_data *ch, int dir, int following);
/* in limits.c */
int mana_limit(struct char_data *ch);
int hit_limit(struct char_data *ch);
int move_limit(struct char_data *ch);
int mana_gain(struct char_data *ch);
int hit_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 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 mudlog() */
#define OFF 0
#define BRF 1
#define NRM 2
#define CMP 3
/* get_filename() */
#define CRASH_FILE 0
#define ETEXT_FILE 1
/* breadth-first searching */
#define BFS_ERROR -1
#define BFS_ALREADY_THERE -2
#define BFS_NO_PATH -3
/* 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')
#define IF_STR(st) ((st) ? (st) : "\0")
#define CAP(st) (*(st) = UPPER(*(st)), st)
#define AN(string) (strchr("aeiouAEIOU", *string) ? "an" : "a")
/* memory utils **********************************************************/
#define CREATE(result, type, number) do {\
if (!((result) = (type *) calloc ((number), sizeof(type))))\
{ perror("malloc failure"); abort(); } } while(0)
#define RECREATE(result,type,number) do {\
if (!((result) = (type *) realloc ((result), sizeof(type) * (number))))\
{ perror("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) = (var) ^ (bit))
#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 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)))
/* 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) || \
( ( SECT(room) != SECT_INSIDE && \
SECT(room) != SECT_CITY ) && \
(weather_info.sunlight == SUN_SET || \
weather_info.sunlight == SUN_DARK)) ) )
#define IS_LIGHT(room) (!IS_DARK(room))
#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_NAME(ch) (IS_NPC(ch) ? \
(ch)->player.short_descr : (ch)->player.name)
#define GET_TITLE(ch) ((ch)->player.title)
#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_CLASS(ch) ((ch)->player.class)
#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_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_TALK(ch, i) ((ch)->player_specials->saved.talks[i])
#define POOFIN(ch) ((ch)->player_specials->poofin)
#define POOFOUT(ch) ((ch)->player_specials->poofout)
#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)
#define GET_SKILL(ch, i) ((ch)->player_specials->saved.skills[i])
#define SET_SKILL(ch, i, pct) { (ch)->player_specials->saved.skills[i] = pct; }
#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)].virtual : -1)
#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 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) || 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))
/* 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)
/* 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_VNUM(obj) (GET_OBJ_RNUM(obj) >= 0 ? \
obj_index[GET_OBJ_RNUM(obj)].virtual : -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 CAN_WEAR(obj, part) (IS_SET((obj)->obj_flags.wear_flags, (part)))
/* 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("aeiouyAEIOUY", *(obj)->name) ? "An" : "A")
#define SANA(obj) (strchr("aeiouyAEIOUY", *(obj)->name) ? "an" : "a")
/* Various macros building up to CAN_SEE */
#define LIGHT_OK(sub) (!IS_AFFECTED(sub, AFF_BLIND) && \
(IS_LIGHT((sub)->in_room) || IS_AFFECTED((sub), AFF_INFRAVISION)))
#define INVIS_OK(sub, obj) \
((!IS_AFFECTED((obj),AFF_INVISIBLE) || IS_AFFECTED(sub,AFF_DETECT_INVIS)) && \
(!IS_AFFECTED((obj), AFF_HIDE) || IS_AFFECTED(sub, AFF_SENSE_LIFE)))
#define MORT_CAN_SEE(sub, obj) (LIGHT_OK(sub) && INVIS_OK(sub, obj))
#define IMM_CAN_SEE(sub, obj) \
(MORT_CAN_SEE(sub, obj) || PRF_FLAGGED(sub, PRF_HOLYLIGHT))
#define SELF(sub, obj) ((sub) == (obj))
/* Can subject see character "obj"? */
#define CAN_SEE(sub, obj) (SELF(sub, obj) || \
((GET_REAL_LEVEL(sub) >= GET_INVIS_LEV(obj)) && IMM_CAN_SEE(sub, obj)))
/* End of CAN_SEE */
#define INVIS_OK_OBJ(sub, obj) \
(!IS_OBJ_STAT((obj), ITEM_INVISIBLE) || IS_AFFECTED((sub), AFF_DETECT_INVIS))
#define MORT_CAN_SEE_OBJ(sub, obj) (LIGHT_OK(sub) && INVIS_OK_OBJ(sub, obj))
#define CAN_SEE_OBJ(sub, obj) \
(MORT_CAN_SEE_OBJ(sub, obj) || PRF_FLAGGED((sub), PRF_HOLYLIGHT))
#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 CAN_GO(ch, door) (EXIT(ch,door) && \
(EXIT(ch,door)->to_room != NOWHERE) && \
!IS_SET(EXIT(ch, door)->exit_info, 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((ch)->in_room, 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