/**************************************************************************
* # # # ## # # ### ## ## ### http://www.lyonesse.it *
* # # # # # ## # # # # # *
* # # # # # ## ## # # ## ## ## # # ## *
* # # # # # ## # # # # # # # # # # # *
* ### # ## # # ### ## ## ### # # #### ## Ver. 1.0 *
* *
* -Based on CircleMud & Smaug- Copyright (c) 2001-2002 by Mithrandir *
* *
* ********************************************************************** */
/* ************************************************************************
* 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 FILE *logfile;
#define log basic_mud_log
/* public functions in utils.c */
void prune_crlf(char *txt);
void strip_cr(char *buffer);
int sprintascii(char *out, bitvector_t bits);
char *str_dup(const char *source);
int str_cmp(const char *arg1, const char *arg2);
int strn_cmp(const char *arg1, const char *arg2, int n);
void basic_mud_log(const char *format, ...) __attribute__ ((format (printf, 1, 2)));
int touch(const char *path);
void mudlog(const char *str, int type, int level, int file);
void log_death_trap(CHAR_DATA *ch);
int number(int from, int to);
int dice(int number, int size);
bool roll(int val);
int percentage(int amount, int max);
void sprintbit(bitvector_t 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);
time_t days_passed(time_t last_date);
time_t mud_time_to_secs(TIME_INFO_DATA *now);
TIME_INFO_DATA *age(CHAR_DATA *ch);
int num_pc_in_room(ROOM_DATA *room);
int item_count(CHAR_DATA *ch);
int room_is_dark(ROOM_DATA *room);
void core_dump_real(const char *, int);
EXIT_DATA *find_exit( ROOM_DATA *room, sh_int dir );
EXIT_DATA *get_exit( ROOM_DATA *room, sh_int dir );
ROOM_DATA *find_room( ROOM_DATA *room, sh_int dir );
EXIT_DATA *get_exit_to( ROOM_DATA *room, sh_int dir, int vnum );
EXIT_DATA *get_exit_num( ROOM_DATA *room, sh_int count );
EXIT_DATA *get_exit_to_coord( ROOM_DATA *room, sh_int dir, COORD_DATA *coord );
EXIT_DATA *make_exit( ROOM_DATA *pRoom, ROOM_DATA *to_room, sh_int door );
bool valid_exit( EXIT_DATA *pexit );
void extract_exit( ROOM_DATA *room, EXIT_DATA *pexit );
#define core_dump() core_dump_real(__FILE__, __LINE__)
/* 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);
char *CAP(char *txt);
/* Followers */
int num_followers_charmed(CHAR_DATA *ch);
void die_follower(CHAR_DATA *ch);
void add_follower(CHAR_DATA *ch, CHAR_DATA *leader);
void stop_follower(CHAR_DATA *ch);
bool circle_follow(CHAR_DATA *ch, CHAR_DATA *victim);
/* in spell_parser.c */
bool success(CHAR_DATA *ch, CHAR_DATA *vict, int skill, int val);
/* in act.informative.c */
void look_at_room(CHAR_DATA *ch, int mode);
/* in act.movmement.c */
EXIT_DATA *find_door(CHAR_DATA *ch, const char *type, char *dir, const char *cmdname);
bool water_sector(int sect);
int do_simple_move(CHAR_DATA *ch, int dir, int following);
int perform_move(CHAR_DATA *ch, int dir, int following);
/* in limits.c */
int mana_gain(CHAR_DATA *ch);
int hit_gain(CHAR_DATA *ch);
int move_gain(CHAR_DATA *ch);
void advance_level(CHAR_DATA *ch);
void set_title(CHAR_DATA *ch, char *title);
void gain_exp(CHAR_DATA *ch, int gain);
void gain_exp_regardless(CHAR_DATA *ch, int gain);
void gain_condition(CHAR_DATA *ch, int condition, int value);
void check_idling(CHAR_DATA *ch);
void point_update(void);
void update_pos(CHAR_DATA *victim);
/* in fight.c */
bool pkill_ok(CHAR_DATA *ch, CHAR_DATA *opponent);
/* interpreter.c */
void line_input(DESCRIPTOR_DATA *d, const char *prompt, C_FUNC(*callback), void *info);
/* objects.c */
bool sub_gold( CHAR_DATA *ch, int amount );
char *numberize( int n );
int get_gold( CHAR_DATA *ch );
int find_objcond_index(OBJ_DATA *obj);
void check_damage_obj(CHAR_DATA *ch, OBJ_DATA *obj, int chance);
void add_gold( CHAR_DATA *ch, int amount );
void update_money( OBJ_DATA *obj );
void create_amount(int amount, CHAR_DATA *pMob, ROOM_DATA *pRoom, OBJ_DATA *pObj, VEHICLE_DATA *pVeh, bool SkipGroup);
/* in wilderness.c */
ROOM_DATA *find_wild_room( ROOM_DATA *wRoom, int dir, bool makenew );
ROOM_DATA *get_wild_room( COORD_DATA *coord );
bool check_coord(int y, int x);
bool invalid_sect( COORD_DATA *coord );
/* in act.ohter.c */
bool is_char_known(CHAR_DATA *ch, CHAR_DATA *victim);
char *unknown_name(CHAR_DATA *ch);
char *PERS(CHAR_DATA *target, CHAR_DATA *viewer);
char *take_name( CHAR_DATA *ch, CHAR_DATA *viewer);
void know_add_load( CHAR_DATA *ch, long idnum, char *chname );
/* events.c */
EVENT_DATA *event_create(EVENTFUNC(*func), void *event_obj, long when);
void event_cancel(EVENT_DATA *event);
/* in obj_trap.c */
bool check_trap(CHAR_DATA *ch, OBJ_DATA *obj, int action);
/* vehicles.c */
VEHICLE_DATA *find_vehicle(char *name);
VEHICLE_DATA *find_vehicle_in_room_by_name(CHAR_DATA *ch, char *name);
OBJ_DATA *obj_to_vehicle(OBJ_DATA *obj, VEHICLE_DATA *vehicle);
bool vehicle_can_move(VEHICLE_DATA *vehicle);
bool vehicle_can_go(VEHICLE_DATA *pVeh, ROOM_DATA *to_room);
bool hitched_mob(CHAR_DATA *ch);
void list_vehicle_to_char(VEHICLE_DATA *vlist, CHAR_DATA *ch);
void vehicle_to_room(VEHICLE_DATA *pVeh, ROOM_DATA *pRoom);
void vehicle_from_room(VEHICLE_DATA *pVeh);
void obj_from_vehicle(OBJ_DATA *obj);
void char_to_vehicle(CHAR_DATA *ch, VEHICLE_DATA *vehicle);
void char_from_vehicle(CHAR_DATA *ch);
void stop_be_wagoner(CHAR_DATA *ch);
/* room_trigger.c */
bool check_room_trigger(CHAR_DATA *ch, int trigger);
/* wild.ships.c */
FERRY_DATA *get_ferry(int vnum);
/* parser.c */
void master_parser(char *buf, CHAR_DATA *ch, ROOM_DATA *room, OBJ_DATA *obj);
/* wild.info.c */
double distance(int chX, int chY, int lmX, int lmY);
/* various constants *****************************************************/
/* defines for mudlog() */
#define OFF 0
#define BRF 1
#define NRM 2
#define CMP 3
/* get_filename() */
#define OBJS_FILE 0
#define ETEXT_FILE 1
#define ALIAS_FILE 2
#define PLR_FILE 3
/* breadth-first searching */
#define BFS_ERROR -1
#define BFS_ALREADY_THERE -2
#define BFS_NO_PATH -3
/*
* XXX: These constants should be configurable. See act.informative.c
* and utils.c for other places to change.
*/
/* 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)
#define MUD_DAYS_PER_YEAR 595
/* 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')
/* See also: ANA, SANA */
#define AN(string) (strchr("aeiouAEIOU", *string) ? "an" : "a")
#define UAN(string) (strchr("aeiouAEIOU", *string) ? "An" : "A")
#define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b)))
/* memory utils **********************************************************/
#define CREATE(result, type, number) do {\
if ((number) * sizeof(type) <= 0) \
log("SYSERR: Zero bytes or less requested at %s:%d.", __FILE__, __LINE__); \
if (!((result) = (type *) calloc ((number), sizeof(type)))) \
{ perror("SYSERR: malloc failure"); abort(); } } while(0)
#define RECREATE(result,type,number) do {\
if (!((result) = (type *) realloc ((result), sizeof(type) * (number))))\
{ perror("SYSERR: 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))
/*
* Accessing player specific data structures on a mobile is a very bad thing
* to do. Consider that changing these variables for a single mob will change
* it for every other single mob in the game. If we didn't specifically check
* for it, 'wimpy' would be an extremely bad thing for a mob to do, as an
* example. If you really couldn't care less, change this to a '#if 0'.
*/
#if 1
/* Subtle bug in the '#var', but works well for now. */
#define CHECK_PLAYER_SPECIAL(ch, var) \
(*(((ch)->player_specials == &dummy_mob) ? (log("SYSERR: Mob using '"#var"' at %s:%d.", __FILE__, __LINE__), &(var)) : &(var)))
#else
#define CHECK_PLAYER_SPECIAL(ch, var) (var)
#endif
#define MOB_FLAGS(ch) ((ch)->player.act)
#define PLR_FLAGS(ch) ((ch)->player.act)
#define PRF_FLAGS(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->pref))
#define AFF_FLAGS(ch) ((ch)->player.affected_by)
#define ROOM_FLAGS(loc) ((loc)->room_flags)
#define ROOM_AFFS(loc) ((loc)->room_affs)
#define EXIT_FLAGS(loc) ((loc)->exit_info)
#define SPELL_ROUTINES(spl) (spell_info[spl].routines)
/* See http://www.circlemud.org/~greerga/todo/todo.009 to eliminate MOB_ISNPC. */
#define IS_NPC(ch) (IS_SET(MOB_FLAGS(ch), MOB_ISNPC))
#define IS_MOB(ch) (IS_NPC(ch) && GET_MOB_RNUM(ch) >= 0)
#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)))
#define ROOM_AFFECTED(loc, flag) (IS_SET(ROOM_AFFS(loc), (flag)))
#define EXIT_FLAGGED(exit, flag) (IS_SET(EXIT_FLAGS(exit), (flag)))
#define OBJVAL_FLAGGED(obj, flag) (IS_SET(GET_OBJ_VAL((obj), 1), (flag)))
#define OBJWEAR_FLAGGED(obj, flag) (IS_SET(GET_OBJ_WEAR(obj), (flag)))
#define OBJ_FLAGGED(obj, flag) (IS_SET(GET_OBJ_EXTRA(obj), (flag)))
#define HAS_SPELL_ROUTINE(spl,flag) (IS_SET(SPELL_ROUTINES(spl), (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))
#define MULTICLASS(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->multiclass))
#define MULTICLASSED(ch, flag) (IS_SET(MULTICLASS(ch), (flag)))
#define BUILDING_FLAGS(bld) ((bld)->flags)
#define BUILDING_FLAGGED(bld, flag) (IS_SET(BUILDING_FLAGS(bld), (flag)))
#define SHIP_FLAGS(ship) ((ship)->flags)
#define SHIP_FLAGGED(ship, flag) (IS_SET(SHIP_FLAGS(ship), (flag)))
/* room utils ************************************************************/
#define SECT(room) ((room)->sector_type)
#define IS_BUILDING(sub) ((sub)->zone == BUILDING_ZONE)
#define IN_BUILDING(sub) (IS_BUILDING((sub)->in_room))
#define IS_WILD(sub) ((sub)->zone == WILD_ZONE)
#define IN_WILD(sub) (IS_WILD((sub)->in_room ))
#define IS_SHIP(sub) ((sub)->zone == SHIP_ZONE)
#define IN_SHIP(sub) (IS_SHIP((sub)->in_room))
#define IS_DECK(sub) (SECT((sub)) >= SECT_SHIP_STERN && SECT((sub)) <= SECT_SHIP_BOW)
#define ON_DECK(sub) (IS_DECK((sub)->in_room))
#define IS_FERRY(sub) ((sub)->zone == FERRY_ZONE)
#define IN_FERRY(sub) (IS_FERRY((sub)->in_room))
#define S_NAME(sn) (terrain_type[(sn)] != NULL ? terrain_type[(sn)]->name : "WildRoomName")
#define S_DESC(sn) (terrain_type[(sn)] != NULL ? terrain_type[(sn)]->description : "WildRoomDesc")
#define GET_RY(sub) ((sub)->coord->y)
#define GET_RX(sub) ((sub)->coord->x)
#define GET_RZ(sub) ((sub)->coord->level)
#define GET_Y(sub) (GET_RY((sub)->in_room))
#define GET_X(sub) (GET_RX((sub)->in_room))
#define GET_Z(sub) (GET_RZ((sub)->in_room))
#define ROOM_RNAME(sub) (IS_WILD(sub) ? S_NAME( (sub)->sector_type ) : \
((sub)->name ? (sub)->name : "NoName"))
#define ROOM_RDESC(sub) (IS_WILD(sub) ? S_DESC( (sub)->sector_type ) : \
((sub)->description ? (sub)->description : \
"NoDescription"))
#define ROOM_NAME(sub) (ROOM_RNAME((sub)->in_room))
#define ROOM_DESC(sub) (ROOM_RDESC((sub)->in_room))
#define IS_DARK(room) room_is_dark((room))
#define IS_LIGHT(room) (!IS_DARK(room))
#define GET_ROOM_SPEC(room) ((room)->func)
/* 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_PFILEPOS(ch) ((ch)->pfilepos)
#define GET_EQ(ch, i) ((ch)->equipment[i])
#define GET_PC_NAME(ch) ((ch)->player.name)
#define GET_NAME(ch) (IS_NPC(ch) ? (ch)->player.short_descr : GET_PC_NAME(ch))
#define GET_TITLE(ch) ((ch)->player.title)
#define GET_LEVEL(ch) ((ch)->player.level)
#define GET_PASSWD(ch) ((ch)->player.passwd)
#define GET_CLASS(ch) ((ch)->player.chclass)
#define GET_RACE(ch) ((ch)->player.race)
#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_POS(ch) ((ch)->player.position)
#define GET_IDNUM(ch) ((ch)->player.idnum)
#define IS_CARRYING_W(ch) ((ch)->player.carry_weight)
#define IS_CARRYING_N(ch) ((ch)->player.carry_items)
#define FIGHTING(ch) ((ch)->player.fighting)
#define RIDING(ch) ((ch)->player.riding)
#define HUNTING(ch) ((ch)->player.hunting)
#define WAGONER(ch) ((ch)->player.drive_vehicle)
#define GET_SAVE(ch, i) ((ch)->player.apply_saving_throw[i])
#define GET_ALIGNMENT(ch) ((ch)->player.alignment)
#define GET_CLAN(ch) ((ch)->player.clan)
#define GET_CLAN_RANK(ch) ((ch)->player.clan_rank)
#define GET_SDESC(ch) ((ch)->player.short_descr)
#define GET_LDESC(ch) ((ch)->player.long_descr)
#define GET_DDESC(ch) ((ch)->player.description)
#define GET_STR(ch) ((ch)->aff_abils.str)
#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_BANK_GOLD(ch) ((ch)->points.bank_gold)
#define GET_HITROLL(ch) ((ch)->points.hitroll)
#define GET_DAMROLL(ch) ((ch)->points.damroll)
#define GET_REAL_HITROLL(ch) (str_app[GET_STR(ch)].tohit + GET_HITROLL(ch))
#define GET_REAL_DAMROLL(ch) (str_app[GET_STR(ch)].todam + GET_DAMROLL(ch))
#define GET_TOT_LEVEL(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->tot_level))
#define GET_COND(ch, i) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->conditions[(i)]))
#define GET_LOADROOM(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->load_room))
#define GET_LOADBUILDING(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->load_building))
#define GET_LOADCOORD(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->load_coord))
#define GET_LOAD_Y(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->load_coord->y))
#define GET_LOAD_X(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->load_coord->x))
#define GET_LOADSHIP(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->load_ship))
#define GET_PRACTICES(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->spells_to_learn))
#define GET_INVIS_LEV(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->invis_level))
#define GET_WIMP_LEV(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->wimp_level))
#define GET_FREEZE_LEV(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->freeze_level))
#define GET_BAD_PWS(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->bad_pws))
#define GET_TALK(ch, i) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->talks[i]))
#define POOFIN(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->poofin))
#define POOFOUT(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->poofout))
#define GET_ALIASES(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->aliases))
#define GET_LAST_TELL(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->last_tell))
#define GET_MOB_KILLS(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->mob_kills))
#define GET_MOB_DEATHS(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->mob_deaths))
#define GET_PLR_KILLS(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->plr_kills))
#define GET_PLR_DEATHS(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->plr_deaths))
#define MEMORIZED(ch, sn) ((ch)->player_specials->spells_mem[sn])
#define GET_SKILL(ch, i) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->skills[i]))
#define SET_SKILL(ch, i, pct) do { CHECK_PLAYER_SPECIAL((ch), (ch)->player_specials->skills[i]) = pct; } while(0)
/* Killing same mobs XP penalties macros */
#define GET_KILLS_VNUM(ch, a) ((ch)->player_specials->kills_vnum[a-1])
#define GET_KILLS_AMOUNT(ch, a) ((ch)->player_specials->kills_amount[a-1])
#define GET_KILLS_CURPOS(ch) ((ch)->player_specials->kills_curpos)
#define GET_MOB_MAXFACTOR(ch) ((ch)->mob_specials.maxfactor)
#define GET_MOB_SPEC(mob) (IS_MOB(mob) ? mob_index[(mob)->nr].func : NULL)
#define GET_MOB_RNUM(mob) ((mob)->nr)
#define GET_MOB_VNUM(mob) (IS_MOB(mob) ? mob_index[GET_MOB_RNUM(mob)].vnum : NOBODY)
#define GET_DEFAULT_POS(mob) ((mob)->mob_specials.default_pos)
#define MEMORY(mob) ((mob)->mob_specials.memory)
#define GET_GOLD(mob) ((mob)->mob_specials.gold)
#define RIDDEN_BY(mob) ((mob)->mob_specials.ridden_by)
#define MOB_OWNER(mob) ((mob)->mob_specials.owner_id)
/* Handy macros. */
#define GET_NDD(mob) ((mob)->mob_specials.damnodice)
#define GET_SDD(mob) ((mob)->mob_specials.damsizedice)
#define GET_ATTACK(mob) ((mob)->mob_specials.attack_type)
/*
* 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 CAN_CARRY_W(ch) (str_app[GET_STR(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) || (!IS_NPC(ch) && 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))
/* These three deprecated. */
#define WAIT_STATE(ch, cycle) do { GET_WAIT_STATE(ch) = (cycle); } while(0)
#define CHECK_WAIT(ch) ((ch)->wait > 0)
#define GET_MOB_WAIT(ch) GET_WAIT_STATE(ch)
/* New, preferred macro. */
#define GET_WAIT_STATE(ch) ((ch)->wait)
/* descriptor-based utils ************************************************/
/* Hrm, not many. We should make more. -gg 3/4/99 */
#define STATE(d) ((d)->connected)
/* object utils **********************************************************/
#define GET_OBJ_LEVEL(obj) ((obj)->obj_flags.level)
#define GET_OBJ_PERM(obj) ((obj)->obj_flags.bitvector)
#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_ANTI(obj) ((obj)->obj_flags.anti_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_QUALITY(obj) ((obj)->obj_flags.quality)
#define GET_OBJ_COND(obj) ((obj)->obj_flags.cond)
#define GET_OBJ_MAXCOND(obj) ((obj)->obj_flags.maxcond)
#define GET_OBJ_OWNER(obj) ((obj)->obj_flags.owner_id)
#define GET_OBJ_SKILL_MIN(obj) ((obj)->obj_flags.skill_min)
#define GET_OBJ_SKILL_BONUS(obj) ((obj)->obj_flags.skill_bonus)
#define GET_OBJ_RNUM(obj) ((obj)->item_number)
#define GET_OBJ_VNUM(obj) (GET_OBJ_RNUM(obj) >= 0 ? obj_index[GET_OBJ_RNUM(obj)].vnum : NOTHING)
#define GET_OBJ_SPEC(obj) ((obj)->item_number >= 0 ? (obj_index[(obj)->item_number].func) : NULL)
#define IS_CORPSE(obj) (GET_OBJ_TYPE(obj) == ITEM_CONTAINER && GET_OBJ_VAL((obj), 3) == 1)
#define CAN_WEAR(obj, part) (OBJWEAR_FLAGGED((obj), part))
/* compound utilities and other macros **********************************/
/*
* Used to compute CircleMUD version. To see if the code running is newer
* than 3.0pl13, you would use: #if _CIRCLEMUD > CIRCLEMUD_VERSION(3,0,13)
*/
#define CIRCLEMUD_VERSION(major, minor, patchlevel) \
(((major) << 16) + ((minor) << 8) + (patchlevel))
#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("aeiouAEIOU", *(obj)->name) ? "An" : "A")
#define SANA(obj) (strchr("aeiouAEIOU", *(obj)->name) ? "an" : "a")
/* Various macros building up to CAN_SEE */
#define LIGHT_OK(sub) (!AFF_FLAGGED(sub, AFF_BLIND) && \
(IS_LIGHT((sub)->in_room) || AFF_FLAGGED((sub), AFF_INFRAVISION)))
#define INVIS_OK(sub, obj) \
((!AFF_FLAGGED((obj),AFF_INVISIBLE) || AFF_FLAGGED(sub,AFF_DETECT_INVIS)) && \
(!AFF_FLAGGED((obj), AFF_HIDE) || AFF_FLAGGED(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) || (!IS_NPC(sub) && 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) >= (IS_NPC(obj) ? 0 : GET_INVIS_LEV(obj))) && \
IMM_CAN_SEE(sub, obj)))
/* End of CAN_SEE */
#define INVIS_OK_OBJ(sub, obj) \
(!OBJ_FLAGGED((obj), ITEM_INVISIBLE) || AFF_FLAGGED((sub), AFF_DETECT_INVIS))
/* Is anyone carrying this object and if so, are they visible? */
#define CAN_SEE_OBJ_CARRIER(sub, obj) \
((!obj->carried_by || CAN_SEE(sub, obj->carried_by)) && \
(!obj->worn_by || CAN_SEE(sub, obj->worn_by)))
#define MORT_CAN_SEE_OBJ(sub, obj) \
(LIGHT_OK(sub) && INVIS_OK_OBJ(sub, obj) && CAN_SEE_OBJ_CARRIER(sub, obj))
#define CAN_SEE_OBJ(sub, obj) \
(MORT_CAN_SEE_OBJ(sub, obj) || (!IS_NPC(sub) && 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 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 CLASS_ABBR(ch) (IS_NPC(ch) ? "--" : class_abbrevs[(int)GET_CLASS(ch)])
#define RACE_ABBR(ch) (IS_NPC(ch) ? "---" : race_abbrevs[(int)GET_RACE(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 IS_SORCERER(ch) (!IS_NPC(ch) && (GET_CLASS(ch) == CLASS_SORCERER))
#define CASTING_CLASS(ch) ( IS_MAGIC_USER(ch) || IS_CLERIC(ch) )
#define MEMMING_CLASS(ch) ( IS_SORCERER(ch) )
#define IS_HUMAN(ch) (!IS_NPC(ch) && (GET_RACE(ch) == RACE_HUMAN))
#define IS_ELF(ch) (!IS_NPC(ch) && (GET_RACE(ch) == RACE_ELF))
#define IS_DWARF(ch) (!IS_NPC(ch) && (GET_RACE(ch) == RACE_DWARF))
#define OUTSIDE(ch) (!ROOM_FLAGGED((ch)->in_room, ROOM_INDOORS))
#define IS_GOD(ch) (!IS_NPC(ch) && (GET_LEVEL(ch) >= LVL_GOD))
#define IS_IMMORTAL(ch) (!IS_NPC(ch) && (GET_LEVEL(ch) >= LVL_IMMORT))
#define IS_MORTAL(ch) (GET_LEVEL(ch) < LVL_IMMORT)
#define IS_WEAPON(type) (((type) >= TYPE_HIT) && ((type) < TYPE_SUFFERING))
/* 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
/* ========================== S M A U G ============================ */
#define QUICKLINK(point) str_dup((point))
#define QUICKMATCH(p1, p2) ((p1) && (p2) && (strcmp((p1), (p2)) == 0))
#define DISPOSE(point) \
do \
{ \
if (!(point)) \
{ \
log( "Freeing null pointer %s:%d", __FILE__, __LINE__ ); \
fprintf( stderr, "DISPOSEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \
} \
else free(point); \
point = NULL; \
} while(0)
#define STRFREE(point) \
do \
{ \
if (!(point)) \
{ \
log( "Freeing null pointer %s:%d", __FILE__, __LINE__ ); \
fprintf( stderr, "STRFREEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \
} \
else free((point)); \
point = NULL; \
} while(0)
/* double-linked list handling macros -Thoric */
#define LINK(link, first, last, next, prev) \
do \
{ \
if ( !(first) ) \
(first) = (link); \
else \
(last)->next = (link); \
(link)->next = NULL; \
(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; \
else \
(link)->prev->next = (link)->next; \
if ( !(link)->next ) \
(last) = (link)->prev; \
else \
(link)->next->prev = (link)->prev; \
} while(0)