/*************************************************************************** * file: utils.h, Utility module. Part of DIKUMUD * * Usage: Utility macros * * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * * * * Copyright (C) 1992, 1993 Michael Chastain, Michael Quan, Mitchell Tse * * Performance optimization and bug fixes by MERC Industries. * * You can use our stuff in any way you like whatsoever so long as this * * copyright notice remains intact. If you like it please drop a line * * to mec@garnet.berkeley.edu. * * * * This is free software and you are benefitting. We hope that you * * share your changes too. What goes around, comes around. * ***************************************************************************/ extern struct weather_data weather_info; extern char log_buf[512]; #define TRUE 1 #define FALSE 0 #define MIN(a,b) ((a) < (b) ? (a) : (b)) #define MAX(a,b) ((a) > (b) ? (a) : (b)) #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 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 FREE(p) do { if ( (p) != NULL ) free((p)); } while (0) #define IS_SET(flag,bit) ((flag) & (bit)) #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) || \ ( ( world[room].sector_type != SECT_INSIDE && \ world[room].sector_type != SECT_CITY ) && \ (weather_info.sunlight == SUN_SET || \ weather_info.sunlight == SUN_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) ) #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_CLASS(ch) ((ch)->player.class) #define GET_HOME(ch) ((ch)->player.hometown) #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 STRENGTH_APPLY_INDEX(ch) \ (GET_STR(ch)) #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_HEIGHT(ch) ((ch)->player.height) #define GET_WEIGHT(ch) ((ch)->player.weight) #define GET_SEX(ch) ((ch)->player.sex) #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(ch, cycle) (((ch)->desc) ? (ch)->desc->wait = (cycle) : 0) /* Object And Carry related macros */ #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) (str_app[STRENGTH_APPLY_INDEX(ch)].carry_w) #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 IS_THIEF(ch) (IS_SET((ch)->specials.act, PLR_ISTHIEF)); #define IS_KILLER(ch) (IS_SET((ch)->specials.act, PLR_ISKILLER)); /* * Function prototypes. * 09 Nov 1992 Furey */ #if defined(sun) void perror (char *s); int fread (void *ptr, int size, int nitems, FILE *stream); int fwrite (void *ptr, int size, int nitems, FILE *stream); void fclose (FILE *stream); int fseek (FILE *stream, long offset, int ptrname); int fputs (char *s, FILE *stream); int fscanf (FILE *stream, char *format, ...); int sscanf (char *s, char *format, ...); int fprintf (FILE *stream, char *format, ...); int rewind (FILE *stream); long random (void); void srandom (int seed); int printf (char *format, ...); int sigsetmask (int mask); int gethostname (char *name, int namelen); time_t time (time_t *tloc); #endif #if defined(ultrix) int gethostname (char *name, int namelen); char * index (char *s, int c); long random (void); int sigsetmask (int mask); void srandom (int seed); time_t time (time_t *tloc); #endif int abs (int i); int number (int from, int to); int dice (int number, int size); int str_cmp (char *arg1, char *arg2); char * str_dup (const char *str); void log (char * str); void sprintbit (long vektor, char *names[], char *result); void sprinttype (int type, char *names[], char *result); struct time_info_data mud_time_passed (time_t t2, time_t t1); struct time_info_data age (CHAR_DATA *ch); bool circle_follow (CHAR_DATA *ch, struct char_data *victim); int is_number (char *str); void gain_condition (CHAR_DATA *ch, int condition, int value); void set_fighting (CHAR_DATA *ch, struct char_data *vict); void stop_fighting (CHAR_DATA *ch); int do_simple_move (CHAR_DATA *ch, int cmd, int following); void damage (CHAR_DATA *ch, CHAR_DATA *victim, int dam, int attacktype); void hit (CHAR_DATA *ch, struct char_data *victim, int type); int move_limit (CHAR_DATA *ch); int mana_limit (CHAR_DATA *ch); int hit_limit (CHAR_DATA *ch); int guild (CHAR_DATA *ch, int cmd, char *arg); void gain_exp_regardless (CHAR_DATA *ch, int gain); void advance_level (CHAR_DATA *ch); void close_socket (struct descriptor_data *d); char * one_argument (char *argument, char *first_arg); int isname (char *arg, char *arg2); void page_string (struct descriptor_data *d, char *str, int keep_internal); void gain_exp (CHAR_DATA *ch, int gain); void set_title (CHAR_DATA *ch); void assign_rooms(void); void assign_objects(void); void assign_mobiles(void); int search_block( char *arg, char **list, bool exact ); void free_obj(struct obj_data *obj); void char_to_room(CHAR_DATA *ch, int room); void do_start(CHAR_DATA *ch); char *crypt(char *key, char *salt); void char_from_room(CHAR_DATA *ch); void obj_from_obj(struct obj_data *obj); void obj_to_obj(struct obj_data *obj, struct obj_data *obj_to); void obj_to_room(struct obj_data *object, int room); void update_pos( CHAR_DATA *victim ); void clear_object(struct obj_data *obj); void death_cry( CHAR_DATA *ch ); void obj_from_room(struct obj_data *object); void obj_to_char(struct obj_data *object, CHAR_DATA *ch); void add_follower( CHAR_DATA *ch, struct char_data *leader ); void cast_lightning_bolt( byte level, CHAR_DATA *ch, char *arg, int type, CHAR_DATA *victim, struct obj_data *tar_obj ); void send_to_outdoor( char *messg ); void weather_and_time(int mode); void night_watchman( void ); int special(CHAR_DATA *ch, int cmd, char *arg); int process_output(struct descriptor_data *t); int file_to_string(char *name, char *buf); bool load_char_obj( struct descriptor_data *d, char *name ); void save_char_obj( CHAR_DATA *ch ); void char_to_store(CHAR_DATA *ch, struct char_file_u *st); bool obj_to_store( struct obj_data *obj, CHAR_DATA *ch, FILE *fpsave ); void check_idling(CHAR_DATA *ch); void affect_to_char( CHAR_DATA *ch, struct affected_type *af ); void stop_follower(CHAR_DATA *ch); bool CAN_SEE( CHAR_DATA *sub, struct char_data *obj ); bool CAN_SEE_OBJ( CHAR_DATA *sub, struct obj_data *obj ); bool check_blind( CHAR_DATA *ch ); void raw_kill(CHAR_DATA *ch); void check_killer( CHAR_DATA *ch, struct char_data *victim ); int map_eq_level( CHAR_DATA *mob ); void disarm( CHAR_DATA *ch, struct char_data *victim ); int shop_keeper( CHAR_DATA *ch, int cmd, char *arg ); void send_to_all(char *messg); void send_to_char(char *messg, CHAR_DATA *ch); void send_to_room(char *messg, int room); void act(char *str, int hide_invisible, CHAR_DATA *ch, struct obj_data *obj, void *vict_obj, int type); int write_to_descriptor(int desc, char *txt); void write_to_q(char *txt, struct txt_q *queue); int use_mana( CHAR_DATA *ch, int sn ); void one_hit( CHAR_DATA *ch, CHAR_DATA *victim, int type);