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Comparing deliantra/server/include/global.h (file contents):
Revision 1.22 by root, Wed Dec 13 02:55:50 2006 UTC vs.
Revision 1.37 by pippijn, Sat Jan 6 14:42:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 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 it under the terms of the GNU General Public License as published by
16 17
17 You should have received a copy of the GNU General Public License 18 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 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21
21 The author can be reached via e-mail to crossfire-devel@real-time.com 22 The author can be reached via e-mail to crossfire@schmorp.de
22*/ 23*/
23 24
24#ifndef GLOBAL_H 25#ifndef GLOBAL_H
25#define GLOBAL_H 26#define GLOBAL_H
26 27
28#define EXTERN extern 29#define EXTERN extern
29#endif 30#endif
30 31
31#include "includes.h" 32#include "includes.h"
32 33
33typedef int8_t sint8; 34#include "config.h"
34typedef uint8_t uint8; 35#include "define.h"
35typedef int16_t sint16; 36#include "logger.h"
36typedef uint16_t uint16;
37typedef int32_t sint32;
38typedef uint32_t uint32;
39typedef int64_t sint64;
40typedef uint64_t uint64;
41 37
42typedef unsigned short Fontindex; 38#ifndef TRUE
39#define TRUE 1
40#endif
43 41
44#include <vector> 42#ifndef FALSE
43#define FALSE 0
44#endif
45 45
46// used only for tagging structure members so scripting languages
47// can easily parse the include files.
46#define ACC_CLASS(name) 48#define INTERFACE_CLASS(name)
47#define ACC(meta,member) member 49#define ACC(meta,member) member
50#define MTH
48 51
49#include "keyword.h" 52#include "keyword.h"
50#include "traits.h" 53#include "traits.h"
51#include "dynbuf.h" 54#include "dynbuf.h"
52#include "util.h" 55#include "util.h"
53#include "shstr.h" 56#include "shstr.h"
54 57
55/* This blob, in this order, is needed to actually define maps */ 58/* This blob, in this order, is needed to actually define maps */
56#include "face.h" 59#include "face.h"
57/* Include the basic defines from spells.h */ 60
61#include "spells.h"
62
58#include "attack.h" /* needs to be before material.h */ 63#include "attack.h" /* needs to be before material.h */
59#include "material.h" 64#include "material.h"
60#include "living.h" 65#include "living.h"
61#include "object.h" 66#include "object.h"
62#include "map.h" 67#include "map.h"
63#include "tod.h" 68#include "tod.h"
64 69
65#include "skills.h" 70#include "skills.h"
66 71
67/* Pull in the socket structure - used in the player structure */ 72/* Pull in the socket structure - used in the player structure */
68#include "newserver.h" 73#include "network.h"
74#include "client.h"
69 75
70/* Pull in the player structure */ 76/* Pull in the player structure */
71#include "player.h" 77#include "player.h"
72 78
73/* pull in treasure structure */ 79/* pull in treasure structure */
97#include "race.h" 103#include "race.h"
98 104
99/* Now for recipe/alchemy */ 105/* Now for recipe/alchemy */
100#include "recipe.h" 106#include "recipe.h"
101 107
102/* Now for spells */
103#include "spells.h"
104
105#include "funcpoint.h" 108#include "funcpoint.h"
106 109
107/***************************************************************************** 110/*****************************************************************************
108 * GLOBAL VARIABLES: * 111 * GLOBAL VARIABLES: *
109 *****************************************************************************/ 112 *****************************************************************************/
112 115
113/* 116/*
114 * These are the beginnings of linked lists: 117 * These are the beginnings of linked lists:
115 */ 118 */
116EXTERN player *first_player; 119EXTERN player *first_player;
117EXTERN maptile *first_map;
118EXTERN region *first_region; 120EXTERN region *first_region;
119EXTERN treasurelist *first_treasurelist; 121EXTERN treasurelist *first_treasurelist;
120EXTERN artifactlist *first_artifactlist; 122EXTERN artifactlist *first_artifactlist;
121EXTERN archetype *first_archetype; 123EXTERN archetype *first_archetype;
122EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */ 124EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */
123EXTERN godlink *first_god; 125EXTERN godlink *first_god;
124EXTERN racelink *first_race; 126EXTERN racelink *first_race;
125 127
126/* 128/*
127 * The editor uses these (will get them out of here later):
128 */
129
130EXTERN long editor; /* if true, edit maps instead of playing (almost obsolete) */
131
132/*
133 * Variables set by different flags (see init.c): 129 * Variables set by different flags (see init.c):
134 */ 130 */
135 131
136EXTERN long warn_archetypes; /* If true, write warnings when failing */ 132EXTERN bool warn_archetypes; /* If true, write warnings when failing */
137 /* to find archetypes when loading from file */ 133 /* to find archetypes when loading from file */
138EXTERN long init_done; /* Ignores signals until init_done is true */ 134EXTERN bool init_done; /* Ignores signals until init_done is true */
139EXTERN long trying_emergency_save; /* True when emergency_save() is reached */ 135EXTERN bool in_cleanup; /* True when cleanup() is reached */
140EXTERN long nroferrors; /* If it exceeds MAX_ERRORS, call fatal() */
141 136
142extern long pticks; /* used by various function to determine */ 137extern long pticks; /* used by various function to determine */
143 /* how often to save the character */ 138 /* how often to save the character */
144/* 139/*
145 * Misc global variables: 140 * Misc global variables:
150EXTERN long nrofartifacts; /* Only used in malloc_info() */ 145EXTERN long nrofartifacts; /* Only used in malloc_info() */
151EXTERN long nrofallowedstr; /* Only used in malloc_info() */ 146EXTERN long nrofallowedstr; /* Only used in malloc_info() */
152 147
153EXTERN archetype *empty_archetype; /* Nice to have fast access to it */ 148EXTERN archetype *empty_archetype; /* Nice to have fast access to it */
154EXTERN archetype *map_archeytpe; 149EXTERN archetype *map_archeytpe;
155EXTERN char first_map_path[MAX_BUF]; /* The start-level */ 150EXTERN shstr first_map_path; /* The start-level */
156EXTERN char first_map_ext_path[MAX_BUF]; /* Path used for per-race start maps */ 151EXTERN shstr first_map_ext_path; /* Path used for per-race start maps */
157 152
158EXTERN char errmsg[HUGE_BUF]; 153EXTERN char errmsg[HUGE_BUF];
159EXTERN long ob_count; 154EXTERN long ob_count;
160/* 155/*
161 * Used in treasure.c 156 * Used in treasure.c
162 */ 157 */
163EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch; 158EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch;
164 159
165extern std::vector<Animations> animations; 160EXTERN std::vector<Animations> animations;
166EXTERN int num_animations,animations_allocated, bmaps_checksum; 161EXTERN int num_animations,animations_allocated, bmaps_checksum;
167 162
168/* Rotate right from bsd sum. This is used in various places for checksumming */ 163/* 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; 164#define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1;
170 165
171
172#define SET_ANIMATION(ob,newanim) ob->face=&new_faces[animations[ob->animation_id].faces[newanim]] 166#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]) 167#define GET_ANIMATION(ob,anim) animations [ob->animation_id].faces [anim]
174#define GET_ANIM_ID(ob) (ob->animation_id) 168#define GET_ANIM_ID(ob) (ob->animation_id)
175/* NUM_ANIMATIONS returns the number of animations allocated. The last 169/* NUM_ANIMATIONS returns the number of animations allocated. The last
176 * usuable animation will be NUM_ANIMATIONS-1 (for example, if an object 170 * 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 171 * has 8 animations, NUM_ANIMATIONS will return 8, but the values will
178 * range from 0 through 7. 172 * range from 0 through 7.
187 181
188extern New_Face *blank_face, *empty_face; 182extern New_Face *blank_face, *empty_face;
189extern New_Face *dark_faces[]; 183extern New_Face *dark_faces[];
190extern New_Face *smooth_face; 184extern New_Face *smooth_face;
191 185
192extern NewSocket *init_sockets; 186extern client *init_sockets;
187
188extern void emergency_save ();
189extern void cleanup (const char *cause, bool make_core = false);
193 190
194#include "libproto.h" 191#include "libproto.h"
195#include "sockproto.h" 192#include "sockproto.h"
196 193
197#define decrease_ob(xyz) decrease_ob_nr(xyz,1) 194#define decrease_ob(xyz) decrease_ob_nr(xyz,1)
198 195
199ACC_CLASS (Settings) 196INTERFACE_CLASS (Settings)
200struct Settings { 197struct Settings {
201 char *ACC (RO, logfilename); /* logfile to use */ 198 char *ACC (RO, logfilename); /* logfile to use */
202 int ACC (RW, csport); /* port for new client/server */ 199 int ACC (RW, csport); /* port for new client/server */
203 int ACC (RW, debug); /* Default debugging level */ 200 int ACC (RW, debug); /* Default debugging level */
204 uint8 dumpvalues; /* Set to dump various values/tables */ 201 uint8 dumpvalues; /* Set to dump various values/tables */
232 uint8 ACC (RW, spell_encumbrance); /* encumbrance effects spells */ 229 uint8 ACC (RW, spell_encumbrance); /* encumbrance effects spells */
233 uint8 ACC (RW, spell_failure_effects); /* nasty backlash to spell failures */ 230 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 */ 231 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 */ 232 uint8 ACC (RW, casting_time); /* it takes awhile to cast a spell */
236 uint8 ACC (RW, real_wiz); /* use mud-like wizards */ 233 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? */ 234 uint8 ACC (RW, explore_mode); /* explore mode allowed? */
239 uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */ 235 uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */
240 char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */ 236 char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */
241 char *ACC (RO, rules); /* name of rules file*/ 237 char *ACC (RO, rules); /* name of rules file*/
242 char *ACC (RO, news); /* name of news file*/ 238 char *ACC (RO, news); /* name of news file*/
249 uint32 ACC (RW, worldmaptilesizex); /* number of squares wide in a wm tile */ 245 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 */ 246 uint32 ACC (RW, worldmaptilesizey); /* number of squares high in a wm tile */
251 uint16 ACC (RW, dynamiclevel); /* how dynamic is the world? */ 247 uint16 ACC (RW, dynamiclevel); /* how dynamic is the world? */
252 uint8 ACC (RW, fastclock); /* if true, clock goes warp 9 */ 248 uint8 ACC (RW, fastclock); /* if true, clock goes warp 9 */
253 249
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 */ 250 int ACC (RW, max_level); /* This is read out of exp_table */
258 float ACC (RW, item_power_factor); /* See note in setings file */ 251 float ACC (RW, item_power_factor); /* See note in setings file */
259 252
260 int ACC (RW, armor_max_enchant); /* Maximum number of times an armor can be enchanted */ 253 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 */ 254 int ACC (RW, armor_weight_reduction); /* Weight reduction per enchantment */

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