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Comparing deliantra/server/include/global.h (file contents):
Revision 1.25 by root, Thu Dec 14 02:37:37 2006 UTC vs.
Revision 1.31 by root, Fri Dec 22 16:34:00 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to crossfire@schmorp.de
22*/ 22*/
23 23
24#ifndef GLOBAL_H 24#ifndef GLOBAL_H
25#define GLOBAL_H 25#define GLOBAL_H
26 26
59#include "keyword.h" 59#include "keyword.h"
60#include "traits.h" 60#include "traits.h"
61#include "dynbuf.h" 61#include "dynbuf.h"
62#include "util.h" 62#include "util.h"
63#include "shstr.h" 63#include "shstr.h"
64#include "newclient.h"
65 64
66/* This blob, in this order, is needed to actually define maps */ 65/* This blob, in this order, is needed to actually define maps */
67#include "face.h" 66#include "face.h"
68/* Include the basic defines from spells.h */ 67
68#include "spells.h"
69
69#include "attack.h" /* needs to be before material.h */ 70#include "attack.h" /* needs to be before material.h */
70#include "material.h" 71#include "material.h"
71#include "living.h" 72#include "living.h"
72#include "object.h" 73#include "object.h"
73#include "map.h" 74#include "map.h"
74#include "tod.h" 75#include "tod.h"
75 76
76#include "skills.h" 77#include "skills.h"
77 78
78/* Pull in the socket structure - used in the player structure */ 79/* Pull in the socket structure - used in the player structure */
79#include "newserver.h" 80#include "network.h"
81#include "client.h"
80 82
81/* Pull in the player structure */ 83/* Pull in the player structure */
82#include "player.h" 84#include "player.h"
83 85
84/* pull in treasure structure */ 86/* pull in treasure structure */
107/* Now for races */ 109/* Now for races */
108#include "race.h" 110#include "race.h"
109 111
110/* Now for recipe/alchemy */ 112/* Now for recipe/alchemy */
111#include "recipe.h" 113#include "recipe.h"
112
113/* Now for spells */
114#include "spells.h"
115 114
116#include "funcpoint.h" 115#include "funcpoint.h"
117 116
118/***************************************************************************** 117/*****************************************************************************
119 * GLOBAL VARIABLES: * 118 * GLOBAL VARIABLES: *
177EXTERN int num_animations,animations_allocated, bmaps_checksum; 176EXTERN int num_animations,animations_allocated, bmaps_checksum;
178 177
179/* Rotate right from bsd sum. This is used in various places for checksumming */ 178/* Rotate right from bsd sum. This is used in various places for checksumming */
180#define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1; 179#define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1;
181 180
182
183#define SET_ANIMATION(ob,newanim) ob->face=&new_faces[animations[ob->animation_id].faces[newanim]] 181#define SET_ANIMATION(ob,newanim) ob->face = new_faces + animations [ob->animation_id].faces [newanim]
184#define GET_ANIMATION(ob,anim) (animations[ob->animation_id].faces[anim]) 182#define GET_ANIMATION(ob,anim) animations [ob->animation_id].faces [anim]
185#define GET_ANIM_ID(ob) (ob->animation_id) 183#define GET_ANIM_ID(ob) (ob->animation_id)
186/* NUM_ANIMATIONS returns the number of animations allocated. The last 184/* NUM_ANIMATIONS returns the number of animations allocated. The last
187 * usuable animation will be NUM_ANIMATIONS-1 (for example, if an object 185 * usuable animation will be NUM_ANIMATIONS-1 (for example, if an object
188 * has 8 animations, NUM_ANIMATIONS will return 8, but the values will 186 * has 8 animations, NUM_ANIMATIONS will return 8, but the values will
189 * range from 0 through 7. 187 * range from 0 through 7.
198 196
199extern New_Face *blank_face, *empty_face; 197extern New_Face *blank_face, *empty_face;
200extern New_Face *dark_faces[]; 198extern New_Face *dark_faces[];
201extern New_Face *smooth_face; 199extern New_Face *smooth_face;
202 200
203extern client_socket *init_sockets; 201extern client *init_sockets;
204 202
205#include "libproto.h" 203#include "libproto.h"
206#include "sockproto.h" 204#include "sockproto.h"
207 205
208#define decrease_ob(xyz) decrease_ob_nr(xyz,1) 206#define decrease_ob(xyz) decrease_ob_nr(xyz,1)
243 uint8 ACC (RW, spell_encumbrance); /* encumbrance effects spells */ 241 uint8 ACC (RW, spell_encumbrance); /* encumbrance effects spells */
244 uint8 ACC (RW, spell_failure_effects); /* nasty backlash to spell failures */ 242 uint8 ACC (RW, spell_failure_effects); /* nasty backlash to spell failures */
245 uint16 ACC (RW, set_friendly_fire); /* Percent of damage done by peaceful player vs player damage */ 243 uint16 ACC (RW, set_friendly_fire); /* Percent of damage done by peaceful player vs player damage */
246 uint8 ACC (RW, casting_time); /* it takes awhile to cast a spell */ 244 uint8 ACC (RW, casting_time); /* it takes awhile to cast a spell */
247 uint8 ACC (RW, real_wiz); /* use mud-like wizards */ 245 uint8 ACC (RW, real_wiz); /* use mud-like wizards */
248 uint8 ACC (RW, recycle_tmp_maps); /* re-use tmp maps. */
249 uint8 ACC (RW, explore_mode); /* explore mode allowed? */ 246 uint8 ACC (RW, explore_mode); /* explore mode allowed? */
250 uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */ 247 uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */
251 char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */ 248 char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */
252 char *ACC (RO, rules); /* name of rules file*/ 249 char *ACC (RO, rules); /* name of rules file*/
253 char *ACC (RO, news); /* name of news file*/ 250 char *ACC (RO, news); /* name of news file*/

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