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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The author can be reached via e-mail to crossfire@schmorp.de |
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*/ |
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|
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#ifndef GLOBAL_H |
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#define GLOBAL_H |
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|
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#ifndef EXTERN |
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#define EXTERN extern |
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#endif |
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|
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#include "includes.h" |
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|
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typedef int8_t sint8; |
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typedef uint8_t uint8; |
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typedef int16_t sint16; |
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typedef uint16_t uint16; |
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typedef int32_t sint32; |
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typedef uint32_t uint32; |
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typedef int64_t sint64; |
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typedef uint64_t uint64; |
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|
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#include "config.h" |
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#include "define.h" |
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#include "logger.h" |
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|
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#ifndef TRUE |
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#define TRUE 1 |
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#endif |
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|
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#ifndef FALSE |
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#define FALSE 0 |
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#endif |
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|
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// used only for tagging structure members so scripting languages |
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// can easily parse the include files. |
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#define ACC_CLASS(name) |
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#define ACC(meta,member) member |
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|
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#include "keyword.h" |
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#include "traits.h" |
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#include "dynbuf.h" |
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#include "util.h" |
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#include "shstr.h" |
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|
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/* This blob, in this order, is needed to actually define maps */ |
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#include "face.h" |
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|
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#include "spells.h" |
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|
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#include "attack.h" /* needs to be before material.h */ |
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#include "material.h" |
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#include "living.h" |
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#include "object.h" |
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#include "map.h" |
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#include "tod.h" |
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|
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#include "skills.h" |
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|
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/* Pull in the socket structure - used in the player structure */ |
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#include "network.h" |
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#include "client.h" |
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|
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/* Pull in the player structure */ |
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#include "player.h" |
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|
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/* pull in treasure structure */ |
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#include "treasure.h" |
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|
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#include "commands.h" |
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|
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/* pull in book structures */ |
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#include "book.h" |
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/* |
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* So far only used when dealing with artifacts. |
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* (now used by alchemy and other code too. Nov 95 b.t). |
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*/ |
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struct linked_char |
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{ |
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shstr name; |
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struct linked_char *next; |
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}; |
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|
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/* Pull in artifacts */ |
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#include "artifact.h" |
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|
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/* Now for gods */ |
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#include "god.h" |
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|
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/* Now for races */ |
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#include "race.h" |
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|
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/* Now for recipe/alchemy */ |
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#include "recipe.h" |
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|
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#include "funcpoint.h" |
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|
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/***************************************************************************** |
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* GLOBAL VARIABLES: * |
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*****************************************************************************/ |
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|
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extern New_Face *new_faces; |
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|
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/* |
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* These are the beginnings of linked lists: |
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*/ |
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EXTERN player *first_player; |
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EXTERN maptile *first_map; |
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EXTERN region *first_region; |
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EXTERN treasurelist *first_treasurelist; |
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EXTERN artifactlist *first_artifactlist; |
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EXTERN archetype *first_archetype; |
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EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */ |
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EXTERN godlink *first_god; |
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EXTERN racelink *first_race; |
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|
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/* |
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* The editor uses these (will get them out of here later): |
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*/ |
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|
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EXTERN long editor; /* if true, edit maps instead of playing (almost obsolete) */ |
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|
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/* |
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* Variables set by different flags (see init.c): |
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*/ |
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|
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EXTERN long warn_archetypes; /* If true, write warnings when failing */ |
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/* to find archetypes when loading from file */ |
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EXTERN long init_done; /* Ignores signals until init_done is true */ |
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EXTERN long trying_emergency_save; /* True when emergency_save() is reached */ |
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EXTERN long nroferrors; /* If it exceeds MAX_ERRORS, call fatal() */ |
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|
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extern long pticks; /* used by various function to determine */ |
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/* how often to save the character */ |
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/* |
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* Misc global variables: |
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*/ |
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EXTERN FILE *logfile; /* Used by server/daemon.c */ |
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EXTERN int exiting; /* True if the game is about to exit */ |
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EXTERN long nroftreasures; /* Only used in malloc_info() */ |
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EXTERN long nrofartifacts; /* Only used in malloc_info() */ |
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EXTERN long nrofallowedstr; /* Only used in malloc_info() */ |
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|
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EXTERN archetype *empty_archetype; /* Nice to have fast access to it */ |
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EXTERN archetype *map_archeytpe; |
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EXTERN char first_map_path[MAX_BUF]; /* The start-level */ |
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EXTERN char first_map_ext_path[MAX_BUF]; /* Path used for per-race start maps */ |
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|
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EXTERN char errmsg[HUGE_BUF]; |
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EXTERN long ob_count; |
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/* |
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* Used in treasure.c |
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*/ |
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EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch; |
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|
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EXTERN std::vector<Animations> animations; |
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EXTERN int num_animations,animations_allocated, bmaps_checksum; |
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|
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/* Rotate right from bsd sum. This is used in various places for checksumming */ |
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#define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1; |
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|
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#define SET_ANIMATION(ob,newanim) ob->face = new_faces + animations [ob->animation_id].faces [newanim] |
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#define GET_ANIMATION(ob,anim) animations [ob->animation_id].faces [anim] |
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#define GET_ANIM_ID(ob) (ob->animation_id) |
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/* NUM_ANIMATIONS returns the number of animations allocated. The last |
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* usuable animation will be NUM_ANIMATIONS-1 (for example, if an object |
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* has 8 animations, NUM_ANIMATIONS will return 8, but the values will |
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* range from 0 through 7. |
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*/ |
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#define NUM_ANIMATIONS(ob) (animations[ob->animation_id].num_animations) |
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#define NUM_FACINGS(ob) (animations[ob->animation_id].facings) |
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|
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extern short freearr_x[SIZEOFFREE], freearr_y[SIZEOFFREE]; |
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extern int maxfree[SIZEOFFREE], freedir[SIZEOFFREE]; |
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extern int rightof_x[9], rightof_y[9]; |
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extern int leftof_x[9], leftof_y[9]; |
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|
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extern New_Face *blank_face, *empty_face; |
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extern New_Face *dark_faces[]; |
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extern New_Face *smooth_face; |
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|
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extern client *init_sockets; |
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|
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#include "libproto.h" |
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#include "sockproto.h" |
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|
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#define decrease_ob(xyz) decrease_ob_nr(xyz,1) |
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|
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ACC_CLASS (Settings) |
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struct Settings { |
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char *ACC (RO, logfilename); /* logfile to use */ |
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int ACC (RW, csport); /* port for new client/server */ |
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int ACC (RW, debug); /* Default debugging level */ |
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uint8 dumpvalues; /* Set to dump various values/tables */ |
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char *dumparg; /* additional argument for some dump functions */ |
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uint8 daemonmode; /* If true, detach and become daemon */ |
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int argc; /* parameters that were passed to the program */ |
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char **argv; /* Only used by xio.c, so will go away at some time */ |
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char *ACC (RO, confdir); /* configuration files */ |
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char *ACC (RO, datadir); /* read only data files */ |
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char *ACC (RO, localdir); /* read/write data files */ |
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char *ACC (RO, playerdir); /* Where the player files are */ |
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char *ACC (RO, mapdir); /* Where the map files are */ |
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char *ACC (RO, archetypes); /* name of the archetypes file - libdir is prepended */ |
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char *ACC (RO, regions); /* name of the regions file - libdir is prepended */ |
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char *ACC (RO, treasures); /* location of the treasures file. */ |
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char *ACC (RO, uniquedir); /* directory for the unique items */ |
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char *ACC (RO, templatedir); /* directory for the template map */ |
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char *ACC (RO, tmpdir); /* Directory to use for temporary files */ |
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sint16 ACC (RW, pk_luck_penalty); /* Amount by which player luck is reduced if they PK */ |
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uint8 ACC (RW, stat_loss_on_death); /* If true, chars lose a random stat when they die */ |
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uint8 ACC (RW, permanent_exp_ratio); /* how much exp should be 'permenant' and unable to be lost*/ |
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uint8 ACC (RW, death_penalty_ratio); /* how much exp should be lost at death */ |
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uint8 ACC (RW, death_penalty_level); /* how many levels worth of exp may be lost on one death */ |
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uint8 ACC (RW, balanced_stat_loss); /* If true, Death stat depletion based on level etc */ |
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uint8 ACC (RW, not_permadeth); /* if true, death is non-permament */ |
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uint8 ACC (RW, simple_exp); /* If true, use the simple experience system */ |
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int ACC (RW, reset_loc_time); /* Number of seconds to put player back at home */ |
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uint8 ACC (RW, set_title); /* players can set thier title */ |
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uint8 ACC (RW, resurrection); /* ressurection possible w/ permadeth on */ |
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uint8 ACC (RW, search_items); /* search_items command */ |
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uint8 ACC (RW, spell_encumbrance); /* encumbrance effects spells */ |
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uint8 ACC (RW, spell_failure_effects); /* nasty backlash to spell failures */ |
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uint16 ACC (RW, set_friendly_fire); /* Percent of damage done by peaceful player vs player damage */ |
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uint8 ACC (RW, casting_time); /* it takes awhile to cast a spell */ |
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uint8 ACC (RW, real_wiz); /* use mud-like wizards */ |
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uint8 ACC (RW, explore_mode); /* explore mode allowed? */ |
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uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */ |
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char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */ |
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char *ACC (RO, rules); /* name of rules file*/ |
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char *ACC (RO, news); /* name of news file*/ |
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char ACC (RW, dm_mail)[MAX_BUF]; /* DM's Email address */ |
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|
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uint32 ACC (RW, worldmapstartx); /* starting x tile for the worldmap */ |
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uint32 ACC (RW, worldmapstarty); /* starting y tile for the worldmap */ |
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uint32 ACC (RW, worldmaptilesx); /* number of tiles wide the worldmap is */ |
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uint32 ACC (RW, worldmaptilesy); /* number of tiles high the worldmap is */ |
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uint32 ACC (RW, worldmaptilesizex); /* number of squares wide in a wm tile */ |
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uint32 ACC (RW, worldmaptilesizey); /* number of squares high in a wm tile */ |
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uint16 ACC (RW, dynamiclevel); /* how dynamic is the world? */ |
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uint8 ACC (RW, fastclock); /* if true, clock goes warp 9 */ |
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|
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char *ACC (RW, emergency_mapname); /* map to return players to in emergency */ |
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uint16 ACC (RW, emergency_x), ACC (RW, emergency_y); /* coordinates to use on that map */ |
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|
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int ACC (RW, max_level); /* This is read out of exp_table */ |
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float ACC (RW, item_power_factor); /* See note in setings file */ |
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|
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int ACC (RW, armor_max_enchant); /* Maximum number of times an armor can be enchanted */ |
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int ACC (RW, armor_weight_reduction); /* Weight reduction per enchantment */ |
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int ACC (RW, armor_speed_improvement); /* Speed improvement */ |
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uint8 ACC (RW, armor_weight_linear); /* If 1, weight reduction is linear, else exponantiel */ |
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uint8 ACC (RW, armor_speed_linear); /* If 1, speed improvement is linear, else exponantiel */ |
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uint8 ACC (RW, no_player_stealing); /* If 1, can not steal from other players */ |
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uint8 ACC (RW, create_home_portals); /* If 1, can create portals in personal maps */ |
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}; |
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|
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extern Settings settings; |
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|
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#include "plugin.h" |
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#include "cfperl.h" |
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|
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#endif /* GLOBAL_H */ |
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|