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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 1.40 by root, Fri Jan 19 17:50:11 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
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
27#ifndef EXTERN 28#ifndef EXTERN
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 *****************************************************************************/
110 113
111extern New_Face *new_faces; 114extern facetile *new_faces;
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<animation> 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.
183extern short freearr_x[SIZEOFFREE], freearr_y[SIZEOFFREE]; 177extern short freearr_x[SIZEOFFREE], freearr_y[SIZEOFFREE];
184extern int maxfree[SIZEOFFREE], freedir[SIZEOFFREE]; 178extern int maxfree[SIZEOFFREE], freedir[SIZEOFFREE];
185extern int rightof_x[9], rightof_y[9]; 179extern int rightof_x[9], rightof_y[9];
186extern int leftof_x[9], leftof_y[9]; 180extern int leftof_x[9], leftof_y[9];
187 181
188extern New_Face *blank_face, *empty_face; 182extern facetile *blank_face, *empty_face;
189extern New_Face *dark_faces[]; 183extern facetile *dark_faces[];
190extern New_Face *smooth_face; 184extern facetile *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. */ 234 uint8 dummy_000;
238 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*/
243 char ACC (RW, dm_mail)[MAX_BUF]; /* DM's Email address */ 239 char ACC (RW, dm_mail)[MAX_BUF]; /* DM's Email address */
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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