mux2.4/game/data/
mux2.4/src/tools/
// flags.h -- Object flags.
//
// $Id: flags.h,v 1.9 2005/10/12 04:36:40 sdennis Exp $
//

#include "copyright.h"

#ifndef __FLAGS_H
#define __FLAGS_H

#define FLAG_WORD1    0x0 // 1st word of flags.
#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 TM_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 CKEEPALIVE   0x00004000  /* User receives keepalives from the MUX */
#define NOBLEED      0x00008000
#define STAFF        0x00010000
#define HAS_DAILY    0x00020000
#define GAGGED       0x00040000
#define OPEN_OK      0x00080000  // You can open exits from here if you pass the openlock.
#define VACATION     0x01000000
#define PLAYER_MAILS 0x02000000
#define HTML         0x04000000  /* Player supports HTML */
#define BLIND        0x08000000  // Suppress has arrived / left messages.
#define SUSPECT      0x10000000  /* Report some activities to wizards */
#define NOACCENTS    0x20000000  // Strip accented characters.
#define CONNECTED    0x40000000  /* Player is connected */
#define SLAVE        0x80000000  /* Disallow most commands */

// Third word of flags
//
#if defined(WOD_REALMS) || defined(REALITY_LVLS)
#define OBF          0x00000001      // Obfuscate Flag
#define HSS          0x00000002      // Auspex/Heightened Senses Flag
#define UMBRA        0x00000004      // Umbra, UMBRADESC
#define SHROUD       0x00000008      // Shroud, WRAITHDESC
#define MATRIX       0x00000010      // Matrix, MATRIXDESC
#define MEDIUM       0x00000020
#define DEAD         0x00000040
#define FAE          0x00000080      // Fae, FAEDESC
#define CHIMERA      0x00000100      // Fae, FAEDESC
#define PEERING      0x00000200      // Means the a looker is seeing a
                                     // different realm than they are in.
#endif // WOD_REALMS

#define SITEMON      0x00000400      // Sitemonitor Flag
#define CMDCHECK     0x00000800      // Has @icmd set
#define MARK_0       0x00400000      // User-defined flags.
#define MARK_1       0x00800000
#define MARK_2       0x01000000
#define MARK_3       0x02000000
#define MARK_4       0x04000000
#define MARK_5       0x08000000
#define MARK_6       0x10000000
#define MARK_7       0x20000000
#define MARK_8       0x40000000
#define MARK_9       0x80000000

/* ---------------------------------------------------------------------------
 * FLAGENT: Information about object flags.
 */
typedef struct flag_bit_entry
{
    int  flagvalue;         // Which bit in the object is the flag.
    char flaglett;          // Flag letter for listing.
    int  flagflag;          // Ctrl flags for this flag.
    int  listperm;          // Who sees this flag when set.
    bool (*handler)(dbref target, dbref player, FLAG flag, int fflags,
        bool reset);         // Handler for setting/clearing this flag.
} FLAGBITENT;

typedef struct flag_name_entry
{
    char *pOrigName;        // Original name of flag.
    bool bPositive;         // Flag sense.
    FLAGBITENT *fbe;        // Which bit is this associated with?
    char *flagname;         // Name of the flag.
} FLAGNAMEENT;

/* ---------------------------------------------------------------------------
 * 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  word[3];
} FLAGSET;

extern void init_flagtab(void);
extern void display_flagtab(dbref);
extern void flag_set(dbref, dbref, char *, int);
extern char *flag_description(dbref, dbref);
extern char *decode_flags(dbref, FLAGSET *);
extern bool has_flag(dbref, dbref, char *);
extern char *unparse_object(dbref, dbref, bool);
extern char *unparse_object_numonly(dbref);
extern bool convert_flags(dbref, char *, FLAGSET *, FLAG *);
extern void decompile_flags(dbref, dbref, char *);
extern char *MakeCanonicalFlagName
(
    const char *pName,
    int *pnName,
    bool *pbValid
);

#define GOD ((dbref) 1)

/* ---------------------- Object Permission/Attribute Macros */
/* 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 */
/* Dark(X)              - Is X dark */
/* 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? */
/* Monitor(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_dbref(X)        - Is X inside the DB? */
/* 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 */
/* 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 */
/* KeepAlive(x)         - Does the user want keepalives? */

#define Typeof(x)           (Flags(x) & TYPE_MASK)
#define God(x)              ((x) == GOD)
#define Robot(x)            (isPlayer(x) && ((Flags(x) & ROBOT) != 0))
#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 isGarbage(x)        (Typeof(x) == TYPE_GARBAGE)

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

#define Staff(x)            (Wizard(x) || Royalty(x) || ((Flags2(x) & STAFF) != 0))
#define Royalty(x)          ((Flags(x) & ROYALTY) || \
                            ((Flags(Owner(x)) & ROYALTY) && Inherits(x)))
#define WizRoy(x)           (Royalty(x) || Wizard(x))
#define Head(x)             ((Flags2(x) & HEAD_FLAG) != 0)
#define Fixed(x)            ((Flags2(x) & FIXED) != 0)
#define Uninspected(x)      ((Flags2(x) & UNINSPECTED) != 0)
#define Ansi(x)             ((Flags2(x) & ANSI) != 0)
#define NoAccents(x)        ((Flags2(x) & NOACCENTS) != 0)
#define No_Command(x)       ((Flags2(x) & NO_COMMAND) != 0)
#define NoBleed(x)          ((Flags2(x) & NOBLEED) != 0)
#define KeepAlive(x)        ((Flags2(x) & CKEEPALIVE) != 0)

#define Transparent(x)      ((Flags(x) & SEETHRU) != 0)
#define Link_ok(x)          (((Flags(x) & LINK_OK) != 0) && Has_contents(x))
#define Open_ok(x)          (((Flags2(x) & OPEN_OK) != 0) && Has_exits(x))
#define Wizard(x)           ((Flags(x) & WIZARD) || \
                            ((Flags(Owner(x)) & WIZARD) && Inherits(x)))
#define Dark(x)             (((Flags(x) & DARK) != 0) && (Wizard(x) || \
                            !(isPlayer(x) || (Puppet(x) && Has_contents(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 Immortal(x)         ((Flags(x) & IMMORTAL) || \
                            ((Flags(Owner(x)) & IMMORTAL) && Inherits(x)))
#define Opaque(x)           ((Flags(x) & TM_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 Gagged(x)           ((Flags2(x) & GAGGED) != 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 Blind(x)            ((Flags2(x) & BLIND) != 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), FLAG_WORD1, Flags(x) | HALT)
#define s_Going(x)          s_Flags((x), FLAG_WORD1, Flags(x) | GOING)
#define s_Connected(x)      s_Flags((x), FLAG_WORD2, Flags2(x) | CONNECTED)
#define c_Connected(x)      s_Flags((x), FLAG_WORD2, Flags2(x) & ~CONNECTED)
#define SiteMon(x)          ((Flags3(x) & SITEMON) != 0)
#define CmdCheck(x)         ((Flags3(x) & CMDCHECK) != 0)
#if defined(WOD_REALMS) || defined(REALITY_LVLS)
#define isObfuscate(x)        ((Flags3(x) & OBF) != 0)
#define isHeightenedSenses(x) ((Flags3(x) & HSS) != 0)
#define isUmbra(x)            ((Flags3(x) & UMBRA) != 0)
#define isShroud(x)           ((Flags3(x) & SHROUD) != 0)
#define isMatrix(x)           ((Flags3(x) & MATRIX) != 0)
#define isMedium(x)           ((Flags3(x) & MEDIUM) != 0)
#define isDead(x)             ((Flags3(x) & DEAD) != 0)
#define isFae(x)              ((Flags3(x) & FAE) != 0)
#define isChimera(x)          ((Flags3(x) & CHIMERA) != 0)
#define isPeering(x)          ((Flags3(x) & PEERING) != 0)
#endif // WOD_REALMS


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

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

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

#define Controls(p,x)       (Good_obj(x) && \
                            (!(God(x) && !God(p))) && \
                            (Control_All(p) || \
                            ((Owner(p) == Owner(x)) && \
                            (Inherits(p) || !Inherits(x))) || \
                            (check_zone(p,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]) ? true : false)
#define Mark_all(i)         {for ((i)=0; (i)<((mudstate.db_top+7)>>3); (i)++) \
                            mudstate.markbits->chunk[i]=0xFFU;}
#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)     (!((a)->flags & AF_IS_LOCK) && bCanReadAttr(p,x,a,false))
#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 Has_power(p,x)      (check_access((p),powers_nametab[x].flag))
#define Html(x)             ((Flags2(x) & HTML) != 0)
#define s_Html(x)           s_Flags((x), FLAG_WORD2, Flags2(x) | HTML)
#endif // !__FLAGS_H