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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
9 | 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | 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 |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The author can be reached via e-mail to crossfire@schmorp.de |
22 | * The author can be reached via e-mail to crossfire@schmorp.de |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #ifndef GLOBAL_H |
25 | #ifndef GLOBAL_H |
26 | #define GLOBAL_H |
26 | #define GLOBAL_H |
27 | |
27 | |
28 | #ifndef EXTERN |
28 | #ifndef EXTERN |
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109 | |
109 | |
110 | /***************************************************************************** |
110 | /***************************************************************************** |
111 | * GLOBAL VARIABLES: * |
111 | * GLOBAL VARIABLES: * |
112 | *****************************************************************************/ |
112 | *****************************************************************************/ |
113 | |
113 | |
114 | extern New_Face *new_faces; |
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115 | |
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116 | /* |
114 | /* |
117 | * These are the beginnings of linked lists: |
115 | * These are the beginnings of linked lists: |
118 | */ |
116 | */ |
119 | EXTERN player *first_player; |
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120 | EXTERN region *first_region; |
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121 | EXTERN treasurelist *first_treasurelist; |
117 | EXTERN treasurelist *first_treasurelist; |
122 | EXTERN artifactlist *first_artifactlist; |
118 | EXTERN artifactlist *first_artifactlist; |
123 | EXTERN archetype *first_archetype; |
119 | EXTERN archetype *first_archetype; |
124 | EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */ |
120 | EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */ |
125 | EXTERN godlink *first_god; |
121 | EXTERN godlink *first_god; |
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153 | EXTERN char errmsg[HUGE_BUF]; |
149 | EXTERN char errmsg[HUGE_BUF]; |
154 | EXTERN long ob_count; |
150 | EXTERN long ob_count; |
155 | /* |
151 | /* |
156 | * Used in treasure.c |
152 | * Used in treasure.c |
157 | */ |
153 | */ |
158 | EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch; |
154 | EXTERN archetype *ring_arch, *amulet_arch, *staff_arch, *crown_arch; |
159 | |
155 | |
160 | EXTERN std::vector<Animations> animations; |
156 | EXTERN std::vector<animation> animations; |
161 | EXTERN int num_animations,animations_allocated, bmaps_checksum; |
157 | EXTERN int num_animations, animations_allocated; |
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158 | EXTERN uint32_t bmaps_checksum; |
162 | |
159 | |
163 | /* Rotate right from bsd sum. This is used in various places for checksumming */ |
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164 | #define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1; |
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165 | |
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166 | #define SET_ANIMATION(ob,newanim) ob->face = new_faces + animations [ob->animation_id].faces [newanim] |
160 | #define SET_ANIMATION(ob,newanim) ob->face = animations [ob->animation_id].faces [newanim] |
167 | #define GET_ANIMATION(ob,anim) animations [ob->animation_id].faces [anim] |
161 | #define GET_ANIMATION(ob,anim) animations [ob->animation_id].faces [anim] |
168 | #define GET_ANIM_ID(ob) (ob->animation_id) |
162 | #define GET_ANIM_ID(ob) (ob->animation_id) |
169 | /* NUM_ANIMATIONS returns the number of animations allocated. The last |
163 | /* NUM_ANIMATIONS returns the number of animations allocated. The last |
170 | * usuable animation will be NUM_ANIMATIONS-1 (for example, if an object |
164 | * usuable animation will be NUM_ANIMATIONS-1 (for example, if an object |
171 | * has 8 animations, NUM_ANIMATIONS will return 8, but the values will |
165 | * has 8 animations, NUM_ANIMATIONS will return 8, but the values will |
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176 | |
170 | |
177 | extern short freearr_x[SIZEOFFREE], freearr_y[SIZEOFFREE]; |
171 | extern short freearr_x[SIZEOFFREE], freearr_y[SIZEOFFREE]; |
178 | extern int maxfree[SIZEOFFREE], freedir[SIZEOFFREE]; |
172 | extern int maxfree[SIZEOFFREE], freedir[SIZEOFFREE]; |
179 | extern int rightof_x[9], rightof_y[9]; |
173 | extern int rightof_x[9], rightof_y[9]; |
180 | extern int leftof_x[9], leftof_y[9]; |
174 | extern int leftof_x[9], leftof_y[9]; |
181 | |
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182 | extern New_Face *blank_face, *empty_face; |
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183 | extern New_Face *dark_faces[]; |
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184 | extern New_Face *smooth_face; |
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185 | |
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186 | extern client *init_sockets; |
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187 | |
175 | |
188 | extern void emergency_save (); |
176 | extern void emergency_save (); |
189 | extern void cleanup (const char *cause, bool make_core = false); |
177 | extern void cleanup (const char *cause, bool make_core = false); |
190 | |
178 | |
191 | #include "libproto.h" |
179 | #include "libproto.h" |
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220 | uint8 ACC (RW, death_penalty_ratio); /* how much exp should be lost at death */ |
208 | uint8 ACC (RW, death_penalty_ratio); /* how much exp should be lost at death */ |
221 | uint8 ACC (RW, death_penalty_level); /* how many levels worth of exp may be lost on one death */ |
209 | uint8 ACC (RW, death_penalty_level); /* how many levels worth of exp may be lost on one death */ |
222 | uint8 ACC (RW, balanced_stat_loss); /* If true, Death stat depletion based on level etc */ |
210 | uint8 ACC (RW, balanced_stat_loss); /* If true, Death stat depletion based on level etc */ |
223 | uint8 ACC (RW, not_permadeth); /* if true, death is non-permament */ |
211 | uint8 ACC (RW, not_permadeth); /* if true, death is non-permament */ |
224 | uint8 ACC (RW, simple_exp); /* If true, use the simple experience system */ |
212 | uint8 ACC (RW, simple_exp); /* If true, use the simple experience system */ |
225 | int ACC (RW, reset_loc_time); /* Number of seconds to put player back at home */ |
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226 | uint8 ACC (RW, set_title); /* players can set thier title */ |
213 | uint8 ACC (RW, set_title); /* players can set thier title */ |
227 | uint8 ACC (RW, resurrection); /* ressurection possible w/ permadeth on */ |
214 | uint8 ACC (RW, resurrection); /* ressurection possible w/ permadeth on */ |
228 | uint8 ACC (RW, search_items); /* search_items command */ |
215 | uint8 ACC (RW, search_items); /* search_items command */ |
229 | uint8 ACC (RW, spell_encumbrance); /* encumbrance effects spells */ |
216 | uint8 ACC (RW, spell_encumbrance); /* encumbrance effects spells */ |
230 | uint8 ACC (RW, spell_failure_effects); /* nasty backlash to spell failures */ |
217 | uint8 ACC (RW, spell_failure_effects); /* nasty backlash to spell failures */ |