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/cvs/deliantra/server/include/global.h
Revision: 1.22
Committed: Wed Dec 13 02:55:50 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.21: +69 -152 lines
Log Message:
- medium decruftification
- medium cleanups
- make settings accessible to perl using cf::settings->mutator
  (completely untested)

File Contents

# User Rev Content
1 root 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21     The author can be reached via e-mail to crossfire-devel@real-time.com
22     */
23    
24     #ifndef GLOBAL_H
25     #define GLOBAL_H
26    
27     #ifndef EXTERN
28     #define EXTERN extern
29     #endif
30    
31     #include "includes.h"
32    
33 root 1.21 typedef int8_t sint8;
34     typedef uint8_t uint8;
35     typedef int16_t sint16;
36     typedef uint16_t uint16;
37     typedef int32_t sint32;
38     typedef uint32_t uint32;
39     typedef int64_t sint64;
40     typedef uint64_t uint64;
41 root 1.1
42     typedef unsigned short Fontindex;
43    
44 root 1.10 #include <vector>
45    
46 root 1.15 #define ACC_CLASS(name)
47     #define ACC(meta,member) member
48    
49 root 1.9 #include "keyword.h"
50 root 1.8 #include "traits.h"
51 root 1.9 #include "dynbuf.h"
52 root 1.13 #include "util.h"
53 root 1.9 #include "shstr.h"
54 root 1.8
55 root 1.1 /* This blob, in this order, is needed to actually define maps */
56     #include "face.h"
57     /* Include the basic defines from spells.h */
58     #include "attack.h" /* needs to be before material.h */
59     #include "material.h"
60     #include "living.h"
61     #include "object.h"
62     #include "map.h"
63     #include "tod.h"
64    
65     #include "skills.h"
66    
67     /* Pull in the socket structure - used in the player structure */
68     #include "newserver.h"
69    
70     /* Pull in the player structure */
71     #include "player.h"
72    
73     /* pull in treasure structure */
74     #include "treasure.h"
75    
76     #include "commands.h"
77    
78     /* pull in book structures */
79     #include "book.h"
80     /*
81     * So far only used when dealing with artifacts.
82     * (now used by alchemy and other code too. Nov 95 b.t).
83     */
84 root 1.18 struct linked_char
85     {
86 root 1.10 shstr name;
87 root 1.1 struct linked_char *next;
88 root 1.18 };
89 root 1.1
90     /* Pull in artifacts */
91     #include "artifact.h"
92    
93     /* Now for gods */
94     #include "god.h"
95    
96     /* Now for races */
97     #include "race.h"
98    
99     /* Now for recipe/alchemy */
100     #include "recipe.h"
101    
102     /* Now for spells */
103     #include "spells.h"
104    
105     #include "funcpoint.h"
106    
107     /*****************************************************************************
108     * GLOBAL VARIABLES: *
109     *****************************************************************************/
110    
111     extern New_Face *new_faces;
112    
113     /*
114     * These are the beginnings of linked lists:
115     */
116     EXTERN player *first_player;
117 root 1.18 EXTERN maptile *first_map;
118 root 1.1 EXTERN region *first_region;
119     EXTERN treasurelist *first_treasurelist;
120     EXTERN artifactlist *first_artifactlist;
121     EXTERN archetype *first_archetype;
122     EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */
123     EXTERN godlink *first_god;
124     EXTERN racelink *first_race;
125    
126     /*
127     * The editor uses these (will get them out of here later):
128     */
129    
130     EXTERN long editor; /* if true, edit maps instead of playing (almost obsolete) */
131    
132     /*
133     * Variables set by different flags (see init.c):
134     */
135    
136     EXTERN long warn_archetypes; /* If true, write warnings when failing */
137 root 1.6 /* to find archetypes when loading from file */
138 root 1.1 EXTERN long init_done; /* Ignores signals until init_done is true */
139     EXTERN long trying_emergency_save; /* True when emergency_save() is reached */
140     EXTERN long nroferrors; /* If it exceeds MAX_ERRORS, call fatal() */
141    
142     extern long pticks; /* used by various function to determine */
143 root 1.6 /* how often to save the character */
144 root 1.1 /*
145     * Misc global variables:
146     */
147     EXTERN FILE *logfile; /* Used by server/daemon.c */
148     EXTERN int exiting; /* True if the game is about to exit */
149     EXTERN long nroftreasures; /* Only used in malloc_info() */
150     EXTERN long nrofartifacts; /* Only used in malloc_info() */
151     EXTERN long nrofallowedstr; /* Only used in malloc_info() */
152    
153     EXTERN archetype *empty_archetype; /* Nice to have fast access to it */
154     EXTERN archetype *map_archeytpe;
155     EXTERN char first_map_path[MAX_BUF]; /* The start-level */
156 pippijn 1.2 EXTERN char first_map_ext_path[MAX_BUF]; /* Path used for per-race start maps */
157 root 1.1
158     EXTERN char errmsg[HUGE_BUF];
159     EXTERN long ob_count;
160     /*
161     * Used in treasure.c
162     */
163     EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch;
164    
165 root 1.10 extern std::vector<Animations> animations;
166 root 1.1 EXTERN int num_animations,animations_allocated, bmaps_checksum;
167    
168     /* Rotate right from bsd sum. This is used in various places for checksumming */
169     #define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1;
170    
171    
172     #define SET_ANIMATION(ob,newanim) ob->face=&new_faces[animations[ob->animation_id].faces[newanim]]
173     #define GET_ANIMATION(ob,anim) (animations[ob->animation_id].faces[anim])
174     #define GET_ANIM_ID(ob) (ob->animation_id)
175     /* NUM_ANIMATIONS returns the number of animations allocated. The last
176     * usuable animation will be NUM_ANIMATIONS-1 (for example, if an object
177     * has 8 animations, NUM_ANIMATIONS will return 8, but the values will
178     * range from 0 through 7.
179     */
180     #define NUM_ANIMATIONS(ob) (animations[ob->animation_id].num_animations)
181     #define NUM_FACINGS(ob) (animations[ob->animation_id].facings)
182    
183     extern short freearr_x[SIZEOFFREE], freearr_y[SIZEOFFREE];
184     extern int maxfree[SIZEOFFREE], freedir[SIZEOFFREE];
185     extern int rightof_x[9], rightof_y[9];
186     extern int leftof_x[9], leftof_y[9];
187    
188     extern New_Face *blank_face, *empty_face;
189     extern New_Face *dark_faces[];
190     extern New_Face *smooth_face;
191    
192     extern NewSocket *init_sockets;
193    
194     #include "libproto.h"
195     #include "sockproto.h"
196    
197     #define decrease_ob(xyz) decrease_ob_nr(xyz,1)
198    
199 root 1.22 ACC_CLASS (Settings)
200     struct Settings {
201     char *ACC (RO, logfilename); /* logfile to use */
202     int ACC (RW, csport); /* port for new client/server */
203     int ACC (RW, debug); /* Default debugging level */
204     uint8 dumpvalues; /* Set to dump various values/tables */
205     char *dumparg; /* additional argument for some dump functions */
206     uint8 daemonmode; /* If true, detach and become daemon */
207     int argc; /* parameters that were passed to the program */
208     char **argv; /* Only used by xio.c, so will go away at some time */
209     char *ACC (RO, confdir); /* configuration files */
210     char *ACC (RO, datadir); /* read only data files */
211     char *ACC (RO, localdir); /* read/write data files */
212     char *ACC (RO, playerdir); /* Where the player files are */
213     char *ACC (RO, mapdir); /* Where the map files are */
214     char *ACC (RO, archetypes); /* name of the archetypes file - libdir is prepended */
215     char *ACC (RO, regions); /* name of the regions file - libdir is prepended */
216     char *ACC (RO, treasures); /* location of the treasures file. */
217     char *ACC (RO, uniquedir); /* directory for the unique items */
218     char *ACC (RO, templatedir); /* directory for the template map */
219     char *ACC (RO, tmpdir); /* Directory to use for temporary files */
220     sint16 ACC (RW, pk_luck_penalty); /* Amount by which player luck is reduced if they PK */
221     uint8 ACC (RW, stat_loss_on_death); /* If true, chars lose a random stat when they die */
222     uint8 ACC (RW, permanent_exp_ratio); /* how much exp should be 'permenant' and unable to be lost*/
223     uint8 ACC (RW, death_penalty_ratio); /* how much exp should be lost at death */
224     uint8 ACC (RW, death_penalty_level); /* how many levels worth of exp may be lost on one death */
225     uint8 ACC (RW, balanced_stat_loss); /* If true, Death stat depletion based on level etc */
226     uint8 ACC (RW, not_permadeth); /* if true, death is non-permament */
227     uint8 ACC (RW, simple_exp); /* If true, use the simple experience system */
228     int ACC (RW, reset_loc_time); /* Number of seconds to put player back at home */
229     uint8 ACC (RW, set_title); /* players can set thier title */
230     uint8 ACC (RW, resurrection); /* ressurection possible w/ permadeth on */
231     uint8 ACC (RW, search_items); /* search_items command */
232     uint8 ACC (RW, spell_encumbrance); /* encumbrance effects spells */
233     uint8 ACC (RW, spell_failure_effects); /* nasty backlash to spell failures */
234     uint16 ACC (RW, set_friendly_fire); /* Percent of damage done by peaceful player vs player damage */
235     uint8 ACC (RW, casting_time); /* it takes awhile to cast a spell */
236     uint8 ACC (RW, real_wiz); /* use mud-like wizards */
237     uint8 ACC (RW, recycle_tmp_maps); /* re-use tmp maps. */
238     uint8 ACC (RW, explore_mode); /* explore mode allowed? */
239     uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */
240     char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */
241     char *ACC (RO, rules); /* name of rules file*/
242     char *ACC (RO, news); /* name of news file*/
243     char ACC (RW, dm_mail)[MAX_BUF]; /* DM's Email address */
244    
245     uint32 ACC (RW, worldmapstartx); /* starting x tile for the worldmap */
246     uint32 ACC (RW, worldmapstarty); /* starting y tile for the worldmap */
247     uint32 ACC (RW, worldmaptilesx); /* number of tiles wide the worldmap is */
248     uint32 ACC (RW, worldmaptilesy); /* number of tiles high the worldmap is */
249     uint32 ACC (RW, worldmaptilesizex); /* number of squares wide in a wm tile */
250     uint32 ACC (RW, worldmaptilesizey); /* number of squares high in a wm tile */
251     uint16 ACC (RW, dynamiclevel); /* how dynamic is the world? */
252     uint8 ACC (RW, fastclock); /* if true, clock goes warp 9 */
253    
254     char *ACC (RW, emergency_mapname); /* map to return players to in emergency */
255     uint16 ACC (RW, emergency_x), ACC (RW, emergency_y); /* coordinates to use on that map */
256    
257     int ACC (RW, max_level); /* This is read out of exp_table */
258     float ACC (RW, item_power_factor); /* See note in setings file */
259    
260     int ACC (RW, armor_max_enchant); /* Maximum number of times an armor can be enchanted */
261     int ACC (RW, armor_weight_reduction); /* Weight reduction per enchantment */
262     int ACC (RW, armor_speed_improvement); /* Speed improvement */
263     uint8 ACC (RW, armor_weight_linear); /* If 1, weight reduction is linear, else exponantiel */
264     uint8 ACC (RW, armor_speed_linear); /* If 1, speed improvement is linear, else exponantiel */
265     uint8 ACC (RW, no_player_stealing); /* If 1, can not steal from other players */
266     uint8 ACC (RW, create_home_portals); /* If 1, can create portals in personal maps */
267     };
268 root 1.1
269     extern Settings settings;
270    
271     #include "plugin.h"
272 root 1.5 #include "cfperl.h"
273 root 1.1
274     #endif /* GLOBAL_H */
275 root 1.12