/* ************************************************************************ * file: utils.h, Utility module. Part of DIKUMUD * * Usage: Utility macros * ************************************************************************* */ #define TRUE 1 #define FALSE 0 #define LOWER(c) (((c)>='A' && (c) <= 'Z') ? ((c)+('a'-'A')) : (c)) #define UPPER(c) (((c)>='a' && (c) <= 'z') ? ((c)+('A'-'a')) : (c) ) /* Functions in utility.c */ /* #define MAX(a,b) (((a) > (b)) ? (a) : (b)) */ /* #define MIN(a,b) (((a) < (b)) ? (a) : (b)) */ #define ISNEWL(ch) ((ch) == '\n' || (ch) == '\r') #define IF_STR(st) ((st) ? (st) : "\0") #define CAP(st) (*(st) = UPPER(*(st)), st) #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) #define IS_SET(flag,bit) ((flag) & (bit)) #define SWITCH(a,b) { (a) ^= (b); \ (b) ^= (a); \ (a) ^= (b); } #define IS_AFFECTED(ch,skill) ( IS_SET((ch)->specials.affected_by, (skill)) ) #define IS_DARK(room) (!world[room].light && IS_SET(world[room].room_flags, DARK)) #define IS_LIGHT(room) (world[room].light || !IS_SET(world[room].room_flags, DARK)) #define SET_BIT(var,bit) ((var) = (var) | (bit)) #define REMOVE_BIT(var,bit) ((var) = (var) & ~(bit) ) /* Can subject see character "obj"? */ #define OMNI(sub) (!IS_NPC(sub) && (GET_LEVEL(sub) >= IMO)) #define X99(sub, obj) ( ((!IS_AFFECTED((obj),AFF_INVISIBLE) || \ IS_AFFECTED((sub),AFF_DETECT_INVISIBLE)) && \ !IS_AFFECTED((sub),AFF_BLIND) ) && \ (IS_NPC(obj) || !IS_SET((obj)->specials.act,PLR_WIZINVIS)) && \ (OMNI(sub)||IS_LIGHT(sub->in_room)||IS_AFFECTED((sub),AFF_INFRAVISION)|| \ ((sub)->equipment[WEAR_FACE] && \ ((sub)->equipment[WEAR_FACE]->obj_flags.value[2]==2)))) #define CAN_SEE(sub,obj) (X99(sub,obj)||(OMNI(sub) && (IS_NPC(obj) || \ (GET_LEVEL(sub) >= GET_LEVEL(obj))))) #define GET_REQ(i) (i<2 ? "Awful" :(i<4 ? "Bad" :(i<7 ? "Poor" :\ (i<10 ? "Average" :(i<14 ? "Fair" :(i<20 ? "Good" :(i<24 ? "Very good" :\ "Superb" ))))))) #define HSHR(ch) ((ch)->player.sex ? \ (((ch)->player.sex == 1) ? "his" : "her") : "its") #define HSSH(ch) ((ch)->player.sex ? \ (((ch)->player.sex == 1) ? "he" : "she") : "it") #define HMHR(ch) ((ch)->player.sex ? \ (((ch)->player.sex == 1) ? "him" : "her") : "it") #define ANA(obj) (index("aeiouyAEIOUY", *(obj)->name) ? "An" : "A") #define SANA(obj) (index("aeiouyAEIOUY", *(obj)->name) ? "an" : "a") #define IS_NPC(ch) (IS_SET((ch)->specials.act, ACT_ISNPC)) #define IS_MOB(ch) (IS_SET((ch)->specials.act, ACT_ISNPC) && ((ch)->nr >-1)) #define GET_POS(ch) ((ch)->specials.position) #define GET_COND(ch, i) ((ch)->specials.conditions[(i)]) #define GET_NAME(ch) ((ch)->player.name) #define GET_TITLE(ch) ((ch)->player.title) #define GET_LEVEL(ch) ((ch)->player.level) #define GET_SPELL_LEV_BONUS(ch) ((ch)->specials.spell_lev_bonus) #define GET_SPELL_LEVEL(ch) (GET_LEVEL(ch) + GET_SPELL_LEV_BONUS(ch)) #define GET_LEVEL(ch) ((ch)->player.level) #define GET_AGE(ch) (age(ch).year) #define GET_STR(ch) ((ch)->tmpabilities.str) #define GET_DEX(ch) ((ch)->tmpabilities.dex) #define GET_INT(ch) ((ch)->tmpabilities.intel) #define GET_WIS(ch) ((ch)->tmpabilities.wis) #define GET_CON(ch) ((ch)->tmpabilities.con) #define GET_AC(ch) ((ch)->points.armor) #define GET_HIT(ch) ((ch)->points.hit) #define GET_MAX_HIT(ch) (hit_limit(ch)) #define GET_MOVE(ch) ((ch)->points.move) #define GET_MAX_MOVE(ch) (move_limit(ch)) #define GET_MANA(ch) ((ch)->points.mana) #define GET_MAX_MANA(ch) (mana_limit(ch)) #define GET_GOLD(ch) ((ch)->points.gold) #define GET_EXP(ch) ((ch)->points.exp) #define GET_META(ch) ((ch)->points.metapts) #define GET_META_BONUS(ch) ((ch)->specials.metabonus) #define GET_HEIGHT(ch) ((ch)->player.height) #define GET_WEIGHT(ch) ((ch)->player.weight) #define GET_SEX(ch) ((ch)->player.sex) #define GET_GUT(ch) ((ch)->specials.gut) #define GET_HITROLL(ch) ((ch)->points.hitroll) #define GET_DAMROLL(ch) ((ch)->points.damroll) #define AWAKE(ch) (GET_POS(ch) > POSITION_SLEEPING) #define WAIT_STATE(X,Y) (IS_AFFECTED(X,AFF_HASTE) ? W_S(X,(Y)>>1) : W_S(X,Y)) #define W_S(ch,cycle) ((((ch)->desc) ? (ch)->desc->wait = (cycle) : 0)) /* Object And Carry related macros */ #define X98(sub, obj) \ ( (( !IS_SET((obj)->obj_flags.extra_flags, ITEM_INVISIBLE) || \ IS_AFFECTED((sub),AFF_DETECT_INVISIBLE) ) && \ !IS_AFFECTED((sub),AFF_BLIND)) && \ (IS_LIGHT(sub->in_room) || IS_AFFECTED((sub),AFF_INFRAVISION) || \ ((sub)->equipment[WEAR_FACE] && \ ((sub)->equipment[WEAR_FACE]->obj_flags.value[2]==2)))) #define CAN_SEE_OBJ(sub,obj) (X98(sub,obj)||OMNI(sub)) #define GET_ITEM_TYPE(obj) ((obj)->obj_flags.type_flag) #define CAN_WEAR(obj, part) (IS_SET((obj)->obj_flags.wear_flags,part)) #define GET_OBJ_WEIGHT(obj) ((obj)->obj_flags.weight) #define CAN_CARRY_W(ch) (GET_STR(ch) * 12) #define CAN_CARRY_N(ch) (5+GET_DEX(ch)/2+GET_LEVEL(ch)/2) #define IS_CARRYING_W(ch) ((ch)->specials.carry_weight) #define IS_CARRYING_N(ch) ((ch)->specials.carry_items) #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_TAKE) && CAN_CARRY_OBJ((ch),(obj))&& \ CAN_SEE_OBJ((ch),(obj))) #define IS_OBJ_STAT(obj,stat) (IS_SET((obj)->obj_flags.extra_flags,stat)) /* char name/short_desc(for mobs) or someone? */ #define PERS(ch, vict) ( \ CAN_SEE(vict, ch) ? \ (!IS_NPC(ch) ? (ch)->player.name : (ch)->player.short_descr) : \ "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 OUTSIDE(ch) (!IS_SET(world[(ch)->in_room].room_flags,INDOORS)) #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 GET_ALIGNMENT(ch) ((ch)->specials.alignment) #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_SAVING_THROW(lev) (IMO-lev) #define XP4LEV(X) ((((X)*(X)*(X)) < 0) ? 0x7fff0000 : ((X)*(X)*(X))) #define CANFARSEE(X) ((GET_LEVEL(X) >= 60)|| IS_AFFECTED(X,AFF_FARSEE) || \ ((X->equipment[WEAR_FACE])&&(X->equipment[WEAR_FACE]->obj_flags.value[2] & 1))) #define CANINFRA(X) (IS_AFFECTED(X,AFF_INFRAVISION) || \ ((X->equipment[WEAR_FACE])&&(X->equipment[WEAR_FACE]->obj_flags.value[2] & 2))) #define CANSEEINV(X) ((X->equipment[WEAR_FACE]) && \ (X->equipment[WEAR_FACE]->obj_flags.value[2] & 4)) #define CANSEEHID(X) (IS_AFFECTED(X,AFF_SENSE_LIFE) || \ ((X->equipment[WEAR_FACE])&&(X->equipment[WEAR_FACE]->obj_flags.value[2] & 8)))