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Comparing deliantra/server/include/global.h (file contents):
Revision 1.1 by root, Fri Feb 3 07:12:49 2006 UTC vs.
Revision 1.15 by root, Fri Sep 8 16:51:44 2006 UTC

1/* 1/*
2 * static char *rcsid_global_h = 2 * static char *rcsid_global_h =
3 * "$Id: global.h,v 1.1 2006/02/03 07:12:49 root Exp $"; 3 * "$Id: global.h,v 1.15 2006/09/08 16:51:44 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
75#endif 75#endif
76 76
77typedef signed char sint8; 77typedef signed char sint8;
78#define SINT8_MAX 127 78#define SINT8_MAX 127
79 79
80
81typedef unsigned short Fontindex; 80typedef unsigned short Fontindex;
82 81
83#ifdef WIN32 82#ifdef WIN32
84/* Python plugin stuff defines SIZEOF_LONG_LONG as 8, and besides __int64 is a 64b type on MSVC... 83/* Python plugin stuff defines SIZEOF_LONG_LONG as 8, and besides __int64 is a 64b type on MSVC...
85 * So let's force the typedef */ 84 * So let's force the typedef */
105#error correct and send mail to crossfire-devel on how to do this 104#error correct and send mail to crossfire-devel on how to do this
106#endif 105#endif
107 106
108#endif 107#endif
109 108
109#include <vector>
110
111#define ACC_CLASS(name)
112#define ACC(meta,member) member
113
114#include "keyword.h"
115#include "traits.h"
116#include "dynbuf.h"
117#include "util.h"
118#include "shstr.h"
119
110/* This blob, in this order, is needed to actually define maps */ 120/* This blob, in this order, is needed to actually define maps */
111#include "face.h" 121#include "face.h"
112/* Include the basic defines from spells.h */ 122/* Include the basic defines from spells.h */
113#include "attack.h" /* needs to be before material.h */ 123#include "attack.h" /* needs to be before material.h */
114#include "material.h" 124#include "material.h"
135/* 145/*
136 * So far only used when dealing with artifacts. 146 * So far only used when dealing with artifacts.
137 * (now used by alchemy and other code too. Nov 95 b.t). 147 * (now used by alchemy and other code too. Nov 95 b.t).
138 */ 148 */
139typedef struct linked_char { 149typedef struct linked_char {
140 const char *name; 150 shstr name;
141 struct linked_char *next; 151 struct linked_char *next;
142} linked_char; 152} linked_char;
143
144 153
145/* Pull in artifacts */ 154/* Pull in artifacts */
146#include "artifact.h" 155#include "artifact.h"
147 156
148/* Now for gods */ 157/* Now for gods */
176EXTERN archetype *first_archetype; 185EXTERN archetype *first_archetype;
177EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */ 186EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */
178EXTERN godlink *first_god; 187EXTERN godlink *first_god;
179EXTERN racelink *first_race; 188EXTERN racelink *first_race;
180 189
181#define NROF_COMPRESS_METHODS 4
182EXTERN char *uncomp[NROF_COMPRESS_METHODS][3];
183/* 190/*
184 * The editor uses these (will get them out of here later): 191 * The editor uses these (will get them out of here later):
185 */ 192 */
186 193
187EXTERN long editor; /* if true, edit maps instead of playing (almost obsolete) */ 194EXTERN long editor; /* if true, edit maps instead of playing (almost obsolete) */
189/* 196/*
190 * Variables set by different flags (see init.c): 197 * Variables set by different flags (see init.c):
191 */ 198 */
192 199
193EXTERN long warn_archetypes; /* If true, write warnings when failing */ 200EXTERN long warn_archetypes; /* If true, write warnings when failing */
194 /* to find archetypes when loading from file */ 201 /* to find archetypes when loading from file */
195EXTERN long init_done; /* Ignores signals until init_done is true */ 202EXTERN long init_done; /* Ignores signals until init_done is true */
196EXTERN long trying_emergency_save; /* True when emergency_save() is reached */ 203EXTERN long trying_emergency_save; /* True when emergency_save() is reached */
197EXTERN long nroferrors; /* If it exceeds MAX_ERRORS, call fatal() */ 204EXTERN long nroferrors; /* If it exceeds MAX_ERRORS, call fatal() */
198 205
199extern long pticks; /* used by various function to determine */ 206extern long pticks; /* used by various function to determine */
200 /* how often to save the character */ 207 /* how often to save the character */
201/* 208/*
202 * Misc global variables: 209 * Misc global variables:
203 */ 210 */
204EXTERN FILE *logfile; /* Used by server/daemon.c */ 211EXTERN FILE *logfile; /* Used by server/daemon.c */
205EXTERN int exiting; /* True if the game is about to exit */ 212EXTERN int exiting; /* True if the game is about to exit */
208EXTERN long nrofallowedstr; /* Only used in malloc_info() */ 215EXTERN long nrofallowedstr; /* Only used in malloc_info() */
209 216
210EXTERN archetype *empty_archetype; /* Nice to have fast access to it */ 217EXTERN archetype *empty_archetype; /* Nice to have fast access to it */
211EXTERN archetype *map_archeytpe; 218EXTERN archetype *map_archeytpe;
212EXTERN char first_map_path[MAX_BUF]; /* The start-level */ 219EXTERN char first_map_path[MAX_BUF]; /* The start-level */
220EXTERN char first_map_ext_path[MAX_BUF]; /* Path used for per-race start maps */
213 221
214EXTERN char errmsg[HUGE_BUF]; 222EXTERN char errmsg[HUGE_BUF];
215EXTERN long ob_count; 223EXTERN long ob_count;
216/* 224/*
217 * Used in treasure.c 225 * Used in treasure.c
218 */ 226 */
219EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch; 227EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch;
220EXTERN const char *undead_name; /* Used in hit_player() in main.c */
221 228
222EXTERN Animations *animations; 229extern std::vector<Animations> animations;
223EXTERN int num_animations,animations_allocated, bmaps_checksum; 230EXTERN int num_animations,animations_allocated, bmaps_checksum;
224 231
225/* Rotate right from bsd sum. This is used in various places for checksumming */ 232/* Rotate right from bsd sum. This is used in various places for checksumming */
226#define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1; 233#define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1;
227 234
264/* FREE_AND_CLEAR frees the pointer and then sets it to NULL. 271/* FREE_AND_CLEAR frees the pointer and then sets it to NULL.
265 * This is generally done as a safety, and having this macro 272 * This is generally done as a safety, and having this macro
266 * makes the code a bit cleaner when doing so. 273 * makes the code a bit cleaner when doing so.
267 */ 274 */
268#define FREE_AND_CLEAR(xyz) {free(xyz); xyz=NULL; } 275#define FREE_AND_CLEAR(xyz) {free(xyz); xyz=NULL; }
269#define FREE_AND_CLEAR_STR(xyz) {free_string(xyz); xyz=NULL; }
270
271/* FREE_AND_COPY is for the shared string - it is handy enough
272 * to use all over the place.
273 */
274#define FREE_AND_COPY(sv,nv) { if (sv) free_string(sv); sv=add_string(nv); }
275
276#define DELETE_STRING(__str_) free_string(__str_);__str_=NULL;
277 276
278#ifdef CALLOC 277#ifdef CALLOC
279#undef CALLOC 278#undef CALLOC
280#endif 279#endif
281 280
326 char *uniquedir; /* directory for the unique items */ 325 char *uniquedir; /* directory for the unique items */
327 char *templatedir; /* directory for the template map */ 326 char *templatedir; /* directory for the template map */
328 char *tmpdir; /* Directory to use for temporary files */ 327 char *tmpdir; /* Directory to use for temporary files */
329 uint8 stat_loss_on_death; /* If true, chars lose a random stat when they die */ 328 uint8 stat_loss_on_death; /* If true, chars lose a random stat when they die */
330 sint16 pk_luck_penalty; /* Amount by which player luck is reduced if they PK */ 329 sint16 pk_luck_penalty; /* Amount by which player luck is reduced if they PK */
331 uint8 use_permanent_experience; /* If true, players can gain perm exp */ 330 uint8 permanent_exp_ratio; /* how much exp should be 'permenant' and unable to be lost*/
331 uint8 death_penalty_ratio; /* how much exp should be lost at death */
332 uint8 death_penalty_level; /* how many levels worth of exp may be lost on one death */
332 uint8 balanced_stat_loss; /* If true, Death stat depletion based on level etc */ 333 uint8 balanced_stat_loss; /* If true, Death stat depletion based on level etc */
333 uint8 not_permadeth; /* if true, death is non-permament */ 334 uint8 not_permadeth; /* if true, death is non-permament */
334 uint8 simple_exp; /* If true, use the simple experience system */ 335 uint8 simple_exp; /* If true, use the simple experience system */
335 int reset_loc_time; /* Number of seconds to put player back at home */ 336 int reset_loc_time; /* Number of seconds to put player back at home */
336 uint8 set_title; /* players can set thier title */ 337 uint8 set_title; /* players can set thier title */
337 uint8 resurrection; /* ressurection possible w/ permadeth on */ 338 uint8 resurrection; /* ressurection possible w/ permadeth on */
338 uint8 search_items; /* search_items command */ 339 uint8 search_items; /* search_items command */
339 uint8 spell_encumbrance; /* encumbrance effects spells */ 340 uint8 spell_encumbrance; /* encumbrance effects spells */
340 uint8 spell_failure_effects; /* nasty backlash to spell failures */ 341 uint8 spell_failure_effects; /* nasty backlash to spell failures */
341 uint16 set_friendly_fire; /* Percent of damage done by peaceful player vs player damage */ 342 uint16 set_friendly_fire; /* Percent of damage done by peaceful player vs player damage */
342 uint8 casting_time; /* it takes awhile to cast a spell */ 343 uint8 casting_time; /* it takes awhile to cast a spell */
343 uint8 real_wiz; /* use mud-like wizards */ 344 uint8 real_wiz; /* use mud-like wizards */
344 uint8 recycle_tmp_maps; /* re-use tmp maps. */ 345 uint8 recycle_tmp_maps; /* re-use tmp maps. */
345 uint8 explore_mode; /* explore mode allowed? */ 346 uint8 explore_mode; /* explore mode allowed? */
346 uint8 spellpoint_level_depend; /* spell costs go up with level */ 347 uint8 spellpoint_level_depend; /* spell costs go up with level */
379 int armor_weight_reduction; /* Weight reduction per enchantment */ 380 int armor_weight_reduction; /* Weight reduction per enchantment */
380 uint8 armor_weight_linear; /* If 1, weight reduction is linear, else exponantiel */ 381 uint8 armor_weight_linear; /* If 1, weight reduction is linear, else exponantiel */
381 int armor_speed_improvement; /* Speed improvement */ 382 int armor_speed_improvement; /* Speed improvement */
382 uint8 armor_speed_linear; /* If 1, speed improvement is linear, else exponantiel */ 383 uint8 armor_speed_linear; /* If 1, speed improvement is linear, else exponantiel */
383 uint8 no_player_stealing; /* If 1, can not steal from other players */ 384 uint8 no_player_stealing; /* If 1, can not steal from other players */
385 uint8 create_home_portals; /* If 1, can create portals in personal maps */
384} Settings; 386} Settings;
385 387
386extern Settings settings; 388extern Settings settings;
387 389
388/* 0.94.1 - change to GETTIMEOFDAY macro - SNI systems only one one option. 390/* 0.94.1 - change to GETTIMEOFDAY macro - SNI systems only one one option.
397#define GETTIMEOFDAY(last_time) gettimeofday(last_time, (struct timezone *) NULL); 399#define GETTIMEOFDAY(last_time) gettimeofday(last_time, (struct timezone *) NULL);
398#else 400#else
399#define GETTIMEOFDAY(last_time) gettimeofday(last_time); 401#define GETTIMEOFDAY(last_time) gettimeofday(last_time);
400#endif 402#endif
401 403
402/* GROS: Those are used by plugin events (argument fixthem) */
403#define SCRIPT_FIX_ACTIVATOR 2
404#define SCRIPT_FIX_ALL 1
405#define SCRIPT_FIX_NOTHING 0
406
407#include "plugin.h" 404#include "plugin.h"
405#include "cfperl.h"
406
407//TODO: various TEMPORARY link guards to avoid doing the wrong thing
408void free (object *);
409void free (archetype *);
410void free (recipe *);
411void free (linked_char *);
412void free (godlink *);
413void free (mapstruct *);
414void free (key_value *);
415void free (treasure *);
416void free (materialtype_t *);
417void free (player *);
418void free (New_Face *);
408 419
409#endif /* GLOBAL_H */ 420#endif /* GLOBAL_H */
421

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