--- deliantra/server/include/global.h 2007/01/03 02:51:10 1.35 +++ deliantra/server/include/global.h 2007/02/15 18:10:33 1.44 @@ -1,25 +1,26 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 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 GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The author can be reached via e-mail to crossfire@schmorp.de -*/ + * CrossFire, A Multiplayer game for X-windows + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2002 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 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 GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The author can be reached via e-mail to crossfire@schmorp.de + */ #ifndef GLOBAL_H #define GLOBAL_H @@ -110,13 +111,11 @@ * GLOBAL VARIABLES: * *****************************************************************************/ -extern New_Face *new_faces; +extern facetile *new_faces; /* * These are the beginnings of linked lists: */ -EXTERN player *first_player; -EXTERN region *first_region; EXTERN treasurelist *first_treasurelist; EXTERN artifactlist *first_artifactlist; EXTERN archetype *first_archetype; @@ -154,13 +153,11 @@ /* * Used in treasure.c */ -EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch; - -EXTERN std::vector animations; -EXTERN int num_animations,animations_allocated, bmaps_checksum; +EXTERN archetype *ring_arch, *amulet_arch, *staff_arch, *crown_arch; -/* Rotate right from bsd sum. This is used in various places for checksumming */ -#define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1; +EXTERN std::vector animations; +EXTERN int num_animations, animations_allocated; +EXTERN uint32_t bmaps_checksum; #define SET_ANIMATION(ob,newanim) ob->face = new_faces + animations [ob->animation_id].faces [newanim] #define GET_ANIMATION(ob,anim) animations [ob->animation_id].faces [anim] @@ -178,14 +175,14 @@ extern int rightof_x[9], rightof_y[9]; extern int leftof_x[9], leftof_y[9]; -extern New_Face *blank_face, *empty_face; -extern New_Face *dark_faces[]; -extern New_Face *smooth_face; +extern facetile *blank_face, *empty_face; +extern facetile *dark_faces[]; +extern facetile *smooth_face; extern client *init_sockets; extern void emergency_save (); -extern void cleanup (bool make_core = false); +extern void cleanup (const char *cause, bool make_core = false); #include "libproto.h" #include "sockproto.h" @@ -230,7 +227,7 @@ uint16 ACC (RW, set_friendly_fire); /* Percent of damage done by peaceful player vs player damage */ uint8 ACC (RW, casting_time); /* it takes awhile to cast a spell */ uint8 ACC (RW, real_wiz); /* use mud-like wizards */ - uint8 ACC (RW, explore_mode); /* explore mode allowed? */ + uint8 dummy_000; uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */ char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */ char *ACC (RO, rules); /* name of rules file*/