--- deliantra/server/include/global.h 2006/12/13 02:55:50 1.22
+++ deliantra/server/include/global.h 2007/07/01 05:00:18 1.63
@@ -1,71 +1,86 @@
/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2002 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The author can be reached via e-mail to crossfire-devel@real-time.com
-*/
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Crossfire TRT is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
+ */
#ifndef GLOBAL_H
#define GLOBAL_H
+//#define _GLIBCXX_CONCEPT_CHECKS
+
#ifndef EXTERN
#define EXTERN extern
#endif
#include "includes.h"
-typedef int8_t sint8;
-typedef uint8_t uint8;
-typedef int16_t sint16;
-typedef uint16_t uint16;
-typedef int32_t sint32;
-typedef uint32_t uint32;
-typedef int64_t sint64;
-typedef uint64_t uint64;
+#include "config.h"
+#include "define.h"
+#include "logger.h"
-typedef unsigned short Fontindex;
+#ifndef TRUE
+#define TRUE 1
+#endif
-#include
+#ifndef FALSE
+#define FALSE 0
+#endif
-#define ACC_CLASS(name)
+// used only for tagging structure members so scripting languages
+// can easily parse the include files.
+#define INTERFACE_CLASS(name)
#define ACC(meta,member) member
+#define MTH
+
+#if __GNUC__ >= 3
+# define attribute(attrlist) __attribute__(attrlist)
+#else
+# define attribute(attrlist)
+#endif
#include "keyword.h"
#include "traits.h"
#include "dynbuf.h"
#include "util.h"
#include "shstr.h"
+#include "cfperl.h"
/* This blob, in this order, is needed to actually define maps */
#include "face.h"
-/* Include the basic defines from spells.h */
+
+#include "spells.h"
+
#include "attack.h" /* needs to be before material.h */
#include "material.h"
#include "living.h"
#include "object.h"
+#include "region.h"
#include "map.h"
#include "tod.h"
#include "skills.h"
/* Pull in the socket structure - used in the player structure */
-#include "newserver.h"
+#include "network.h"
+#include "client.h"
/* Pull in the player structure */
#include "player.h"
@@ -99,78 +114,48 @@
/* Now for recipe/alchemy */
#include "recipe.h"
-/* Now for spells */
-#include "spells.h"
-
#include "funcpoint.h"
/*****************************************************************************
* GLOBAL VARIABLES: *
*****************************************************************************/
-extern New_Face *new_faces;
-
/*
* These are the beginnings of linked lists:
*/
-EXTERN player *first_player;
-EXTERN maptile *first_map;
-EXTERN region *first_region;
-EXTERN treasurelist *first_treasurelist;
EXTERN artifactlist *first_artifactlist;
-EXTERN archetype *first_archetype;
EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */
EXTERN godlink *first_god;
EXTERN racelink *first_race;
/*
- * The editor uses these (will get them out of here later):
- */
-
-EXTERN long editor; /* if true, edit maps instead of playing (almost obsolete) */
-
-/*
* Variables set by different flags (see init.c):
*/
-EXTERN long warn_archetypes; /* If true, write warnings when failing */
- /* to find archetypes when loading from file */
-EXTERN long init_done; /* Ignores signals until init_done is true */
-EXTERN long trying_emergency_save; /* True when emergency_save() is reached */
-EXTERN long nroferrors; /* If it exceeds MAX_ERRORS, call fatal() */
+EXTERN bool init_done; /* Ignores signals until init_done is true */
+EXTERN bool in_cleanup; /* True when cleanup() is reached */
-extern long pticks; /* used by various function to determine */
+extern tick_t pticks; /* used by various function to determine */
/* how often to save the character */
/*
* Misc global variables:
*/
EXTERN FILE *logfile; /* Used by server/daemon.c */
-EXTERN int exiting; /* True if the game is about to exit */
-EXTERN long nroftreasures; /* Only used in malloc_info() */
-EXTERN long nrofartifacts; /* Only used in malloc_info() */
-EXTERN long nrofallowedstr; /* Only used in malloc_info() */
EXTERN archetype *empty_archetype; /* Nice to have fast access to it */
EXTERN archetype *map_archeytpe;
-EXTERN char first_map_path[MAX_BUF]; /* The start-level */
-EXTERN char first_map_ext_path[MAX_BUF]; /* Path used for per-race start maps */
+EXTERN shstr first_map_path; /* The start-level */
+EXTERN shstr first_map_ext_path; /* Path used for per-race start maps */
EXTERN char errmsg[HUGE_BUF];
EXTERN long ob_count;
/*
* Used in treasure.c
*/
-EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch;
-
-extern std::vector animations;
-EXTERN int num_animations,animations_allocated, bmaps_checksum;
+EXTERN archetype *ring_arch, *amulet_arch, *staff_arch, *crown_arch;
-/* Rotate right from bsd sum. This is used in various places for checksumming */
-#define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1;
-
-
-#define SET_ANIMATION(ob,newanim) ob->face=&new_faces[animations[ob->animation_id].faces[newanim]]
-#define GET_ANIMATION(ob,anim) (animations[ob->animation_id].faces[anim])
+#define SET_ANIMATION(ob,newanim) ob->face = animations [ob->animation_id].faces [newanim]
+#define GET_ANIMATION(ob,anim) animations [ob->animation_id].faces [anim]
#define GET_ANIM_ID(ob) (ob->animation_id)
/* NUM_ANIMATIONS returns the number of animations allocated. The last
* usuable animation will be NUM_ANIMATIONS-1 (for example, if an object
@@ -185,38 +170,35 @@
extern int rightof_x[9], rightof_y[9];
extern int leftof_x[9], leftof_y[9];
-extern New_Face *blank_face, *empty_face;
-extern New_Face *dark_faces[];
-extern New_Face *smooth_face;
-
-extern NewSocket *init_sockets;
+extern void emergency_save ();
+extern void cleanup (const char *cause, bool make_core = false);
#include "libproto.h"
#include "sockproto.h"
#define decrease_ob(xyz) decrease_ob_nr(xyz,1)
-ACC_CLASS (Settings)
+INTERFACE_CLASS (Settings)
struct Settings {
- char *ACC (RO, logfilename); /* logfile to use */
+ const char *ACC (RO, logfilename); /* logfile to use */
int ACC (RW, csport); /* port for new client/server */
int ACC (RW, debug); /* Default debugging level */
uint8 dumpvalues; /* Set to dump various values/tables */
- char *dumparg; /* additional argument for some dump functions */
+ const char *dumparg; /* additional argument for some dump functions */
uint8 daemonmode; /* If true, detach and become daemon */
int argc; /* parameters that were passed to the program */
char **argv; /* Only used by xio.c, so will go away at some time */
- char *ACC (RO, confdir); /* configuration files */
- char *ACC (RO, datadir); /* read only data files */
- char *ACC (RO, localdir); /* read/write data files */
- char *ACC (RO, playerdir); /* Where the player files are */
- char *ACC (RO, mapdir); /* Where the map files are */
- char *ACC (RO, archetypes); /* name of the archetypes file - libdir is prepended */
- char *ACC (RO, regions); /* name of the regions file - libdir is prepended */
- char *ACC (RO, treasures); /* location of the treasures file. */
- char *ACC (RO, uniquedir); /* directory for the unique items */
- char *ACC (RO, templatedir); /* directory for the template map */
- char *ACC (RO, tmpdir); /* Directory to use for temporary files */
+ const char *ACC (RO, confdir); /* configuration files */
+ const char *ACC (RO, datadir); /* read only data files */
+ const char *ACC (RO, localdir); /* read/write data files */
+ const char *ACC (RO, playerdir); /* Where the player files are */
+ const char *ACC (RO, mapdir); /* Where the map files are */
+ const char *ACC (RO, archetypes); /* name of the archetypes file - libdir is prepended */
+ const char *ACC (RO, regions); /* name of the regions file - libdir is prepended */
+ const char *ACC (RO, treasures); /* location of the treasures file. */
+ const char *ACC (RO, uniquedir); /* directory for the unique items */
+ const char *ACC (RO, templatedir); /* directory for the template map */
+ const char *ACC (RO, tmpdir); /* Directory to use for temporary files */
sint16 ACC (RW, pk_luck_penalty); /* Amount by which player luck is reduced if they PK */
uint8 ACC (RW, stat_loss_on_death); /* If true, chars lose a random stat when they die */
uint8 ACC (RW, permanent_exp_ratio); /* how much exp should be 'permenant' and unable to be lost*/
@@ -225,22 +207,20 @@
uint8 ACC (RW, balanced_stat_loss); /* If true, Death stat depletion based on level etc */
uint8 ACC (RW, not_permadeth); /* if true, death is non-permament */
uint8 ACC (RW, simple_exp); /* If true, use the simple experience system */
- int ACC (RW, reset_loc_time); /* Number of seconds to put player back at home */
uint8 ACC (RW, set_title); /* players can set thier title */
uint8 ACC (RW, resurrection); /* ressurection possible w/ permadeth on */
uint8 ACC (RW, search_items); /* search_items command */
uint8 ACC (RW, spell_encumbrance); /* encumbrance effects spells */
uint8 ACC (RW, spell_failure_effects); /* nasty backlash to spell failures */
uint16 ACC (RW, set_friendly_fire); /* Percent of damage done by peaceful player vs player damage */
- uint8 ACC (RW, casting_time); /* it takes awhile to cast a spell */
- uint8 ACC (RW, real_wiz); /* use mud-like wizards */
- uint8 ACC (RW, recycle_tmp_maps); /* re-use tmp maps. */
- uint8 ACC (RW, explore_mode); /* explore mode allowed? */
+ uint8 dummy_001;
+ uint8 dummy_002;
+ uint8 dummy_000;
uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */
- char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */
- char *ACC (RO, rules); /* name of rules file*/
- char *ACC (RO, news); /* name of news file*/
- char ACC (RW, dm_mail)[MAX_BUF]; /* DM's Email address */
+ char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */
+ const char *ACC (RO, rules); /* name of rules file*/
+ const char *ACC (RO, news); /* name of news file*/
+ char ACC (RW, dm_mail)[MAX_BUF]; /* DM's Email address */
uint32 ACC (RW, worldmapstartx); /* starting x tile for the worldmap */
uint32 ACC (RW, worldmapstarty); /* starting y tile for the worldmap */
@@ -251,9 +231,6 @@
uint16 ACC (RW, dynamiclevel); /* how dynamic is the world? */
uint8 ACC (RW, fastclock); /* if true, clock goes warp 9 */
- char *ACC (RW, emergency_mapname); /* map to return players to in emergency */
- uint16 ACC (RW, emergency_x), ACC (RW, emergency_y); /* coordinates to use on that map */
-
int ACC (RW, max_level); /* This is read out of exp_table */
float ACC (RW, item_power_factor); /* See note in setings file */
@@ -262,14 +239,13 @@
int ACC (RW, armor_speed_improvement); /* Speed improvement */
uint8 ACC (RW, armor_weight_linear); /* If 1, weight reduction is linear, else exponantiel */
uint8 ACC (RW, armor_speed_linear); /* If 1, speed improvement is linear, else exponantiel */
- uint8 ACC (RW, no_player_stealing); /* If 1, can not steal from other players */
- uint8 ACC (RW, create_home_portals); /* If 1, can create portals in personal maps */
};
extern Settings settings;
+void reset_signals ();
+
#include "plugin.h"
-#include "cfperl.h"
#endif /* GLOBAL_H */