/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero 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 Affero GNU General Public License
* and 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"
#include "config.h"
#include "compiler.h"
#include "define.h"
#ifndef TRUE
#define TRUE 1
#endif
#ifndef FALSE
#define FALSE 0
#endif
extern short freearr_x[SIZEOFFREE], freearr_y[SIZEOFFREE];
extern int freedir[SIZEOFFREE];
extern int rightof_x[9], rightof_y[9];
extern int leftof_x[9], leftof_y[9];
// 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
#include "keyword.h"
#include "traits.h"
#include "logger.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 "sounds.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 "network.h"
#include "client.h"
/* Pull in the player structure */
#include "player.h"
/* pull in treasure structure */
#include "treasure.h"
#include "commands.h"
/* pull in book structures */
#include "book.h"
/*
* So far only used when dealing with artifacts.
* (now used by alchemy and other code too. Nov 95 b.t).
*/
struct linked_char
{
shstr name;
struct linked_char *next;
};
/* Pull in artifacts */
#include "artifact.h"
/* Now for gods */
#include "god.h"
/* Now for races */
#include "race.h"
/* Now for recipe/alchemy */
#include "recipe.h"
/*****************************************************************************
* GLOBAL VARIABLES: *
*****************************************************************************/
/*
* These are the beginnings of linked lists:
*/
EXTERN artifactlist *first_artifactlist;
EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */
EXTERN godlink *first_god;
EXTERN racelink *first_race;
/*
* Variables set by different flags (see init.c):
*/
EXTERN bool init_done; /* Ignores signals until init_done is true */
EXTERN bool in_cleanup; /* True when cleanup() is reached */
extern tick_t pticks; /* used by various function to determine */
/* how often to save the character */
/*
* Misc global variables:
*/
EXTERN shstr first_map_path; /* The start-level */
EXTERN shstr first_map_ext_path; /* Path used for per-race start maps */
EXTERN long ob_count;
extern dynbuf_text msg_dynbuf; // a dynbuf for text messages and other temporary data
/* do not use these in new code, see object.h::animation */
#define SET_ANIMATION(ob,frame) ob->set_anim_frame (frame)
#define NUM_ANIMATIONS(ob) (ob)->anim_frames ()
#define NUM_FACINGS(ob) (ob)->anim_facings ()
// used only by treasure.C, does not handle null arch ptrs
#define IS_ARCH(arch,name) ((arch)->archname == shstr_ ## name)
extern void emergency_save ();
#include "libproto.h"
#include "sockproto.h"
INTERFACE_CLASS (Settings)
struct Settings {
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 */
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 */
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 *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*/
uint8 ACC (RW, death_penalty_ratio); /* how much exp should be lost at death */
uint8 ACC (RW, death_penalty_level); /* how many levels worth of exp may be lost on one death */
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 */
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 dummy_001;
uint8 dummy_002;
uint8 dummy_000;
uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */
int ACC (RW, max_level); /* This is read out of exp_table */
float ACC (RW, item_power_factor); /* See note in setings file */
int ACC (RW, armor_max_enchant); /* Maximum number of times an armor can be enchanted */
int ACC (RW, armor_weight_reduction); /* Weight reduction per enchantment */
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 */
};
extern Settings settings;
void reset_signals ();
#ifdef DEVEL
# include "devel.h"
#endif
#endif /* GLOBAL_H */