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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 1.41 by root, Thu Feb 1 19:15:39 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;
34typedef uint8_t uint8;
35typedef int16_t sint16;
36typedef uint16_t uint16;
37typedef int32_t sint32;
38typedef uint32_t uint32;
39typedef int64_t sint64;
40typedef uint64_t uint64;
41
42#include "config.h" 34#include "config.h"
43#include "define.h" 35#include "define.h"
44#include "logger.h" 36#include "logger.h"
45 37
46#ifndef TRUE 38#ifndef TRUE
51#define FALSE 0 43#define FALSE 0
52#endif 44#endif
53 45
54// used only for tagging structure members so scripting languages 46// used only for tagging structure members so scripting languages
55// can easily parse the include files. 47// can easily parse the include files.
56#define ACC_CLASS(name) 48#define INTERFACE_CLASS(name)
57#define ACC(meta,member) member 49#define ACC(meta,member) member
50#define MTH
58 51
59#include "keyword.h" 52#include "keyword.h"
60#include "traits.h" 53#include "traits.h"
61#include "dynbuf.h" 54#include "dynbuf.h"
62#include "util.h" 55#include "util.h"
63#include "shstr.h" 56#include "shstr.h"
64#include "newclient.h"
65 57
66/* This blob, in this order, is needed to actually define maps */ 58/* This blob, in this order, is needed to actually define maps */
67#include "face.h" 59#include "face.h"
68/* Include the basic defines from spells.h */ 60
61#include "spells.h"
62
69#include "attack.h" /* needs to be before material.h */ 63#include "attack.h" /* needs to be before material.h */
70#include "material.h" 64#include "material.h"
71#include "living.h" 65#include "living.h"
72#include "object.h" 66#include "object.h"
73#include "map.h" 67#include "map.h"
74#include "tod.h" 68#include "tod.h"
75 69
76#include "skills.h" 70#include "skills.h"
77 71
78/* Pull in the socket structure - used in the player structure */ 72/* Pull in the socket structure - used in the player structure */
79#include "newserver.h" 73#include "network.h"
74#include "client.h"
80 75
81/* Pull in the player structure */ 76/* Pull in the player structure */
82#include "player.h" 77#include "player.h"
83 78
84/* pull in treasure structure */ 79/* pull in treasure structure */
108#include "race.h" 103#include "race.h"
109 104
110/* Now for recipe/alchemy */ 105/* Now for recipe/alchemy */
111#include "recipe.h" 106#include "recipe.h"
112 107
113/* Now for spells */
114#include "spells.h"
115
116#include "funcpoint.h" 108#include "funcpoint.h"
117 109
118/***************************************************************************** 110/*****************************************************************************
119 * GLOBAL VARIABLES: * 111 * GLOBAL VARIABLES: *
120 *****************************************************************************/ 112 *****************************************************************************/
121 113
122extern New_Face *new_faces; 114extern facetile *new_faces;
123 115
124/* 116/*
125 * These are the beginnings of linked lists: 117 * These are the beginnings of linked lists:
126 */ 118 */
127EXTERN player *first_player;
128EXTERN maptile *first_map;
129EXTERN region *first_region;
130EXTERN treasurelist *first_treasurelist; 119EXTERN treasurelist *first_treasurelist;
131EXTERN artifactlist *first_artifactlist; 120EXTERN artifactlist *first_artifactlist;
132EXTERN archetype *first_archetype; 121EXTERN archetype *first_archetype;
133EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */ 122EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */
134EXTERN godlink *first_god; 123EXTERN godlink *first_god;
135EXTERN racelink *first_race; 124EXTERN racelink *first_race;
136 125
137/* 126/*
138 * The editor uses these (will get them out of here later):
139 */
140
141EXTERN long editor; /* if true, edit maps instead of playing (almost obsolete) */
142
143/*
144 * Variables set by different flags (see init.c): 127 * Variables set by different flags (see init.c):
145 */ 128 */
146 129
147EXTERN long warn_archetypes; /* If true, write warnings when failing */ 130EXTERN bool warn_archetypes; /* If true, write warnings when failing */
148 /* to find archetypes when loading from file */ 131 /* to find archetypes when loading from file */
149EXTERN long init_done; /* Ignores signals until init_done is true */ 132EXTERN bool init_done; /* Ignores signals until init_done is true */
150EXTERN long trying_emergency_save; /* True when emergency_save() is reached */ 133EXTERN bool in_cleanup; /* True when cleanup() is reached */
151EXTERN long nroferrors; /* If it exceeds MAX_ERRORS, call fatal() */
152 134
153extern long pticks; /* used by various function to determine */ 135extern long pticks; /* used by various function to determine */
154 /* how often to save the character */ 136 /* how often to save the character */
155/* 137/*
156 * Misc global variables: 138 * Misc global variables:
161EXTERN long nrofartifacts; /* Only used in malloc_info() */ 143EXTERN long nrofartifacts; /* Only used in malloc_info() */
162EXTERN long nrofallowedstr; /* Only used in malloc_info() */ 144EXTERN long nrofallowedstr; /* Only used in malloc_info() */
163 145
164EXTERN archetype *empty_archetype; /* Nice to have fast access to it */ 146EXTERN archetype *empty_archetype; /* Nice to have fast access to it */
165EXTERN archetype *map_archeytpe; 147EXTERN archetype *map_archeytpe;
166EXTERN char first_map_path[MAX_BUF]; /* The start-level */ 148EXTERN shstr first_map_path; /* The start-level */
167EXTERN char first_map_ext_path[MAX_BUF]; /* Path used for per-race start maps */ 149EXTERN shstr first_map_ext_path; /* Path used for per-race start maps */
168 150
169EXTERN char errmsg[HUGE_BUF]; 151EXTERN char errmsg[HUGE_BUF];
170EXTERN long ob_count; 152EXTERN long ob_count;
171/* 153/*
172 * Used in treasure.c 154 * Used in treasure.c
173 */ 155 */
174EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch; 156EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch;
175 157
176EXTERN std::vector<Animations> animations; 158EXTERN std::vector<animation> animations;
177EXTERN int num_animations,animations_allocated, bmaps_checksum; 159EXTERN int num_animations,animations_allocated, bmaps_checksum;
178 160
179/* Rotate right from bsd sum. This is used in various places for checksumming */ 161/* 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; 162#define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1;
181 163
182
183#define SET_ANIMATION(ob,newanim) ob->face=&new_faces[animations[ob->animation_id].faces[newanim]] 164#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]) 165#define GET_ANIMATION(ob,anim) animations [ob->animation_id].faces [anim]
185#define GET_ANIM_ID(ob) (ob->animation_id) 166#define GET_ANIM_ID(ob) (ob->animation_id)
186/* NUM_ANIMATIONS returns the number of animations allocated. The last 167/* NUM_ANIMATIONS returns the number of animations allocated. The last
187 * usuable animation will be NUM_ANIMATIONS-1 (for example, if an object 168 * 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 169 * has 8 animations, NUM_ANIMATIONS will return 8, but the values will
189 * range from 0 through 7. 170 * range from 0 through 7.
194extern short freearr_x[SIZEOFFREE], freearr_y[SIZEOFFREE]; 175extern short freearr_x[SIZEOFFREE], freearr_y[SIZEOFFREE];
195extern int maxfree[SIZEOFFREE], freedir[SIZEOFFREE]; 176extern int maxfree[SIZEOFFREE], freedir[SIZEOFFREE];
196extern int rightof_x[9], rightof_y[9]; 177extern int rightof_x[9], rightof_y[9];
197extern int leftof_x[9], leftof_y[9]; 178extern int leftof_x[9], leftof_y[9];
198 179
199extern New_Face *blank_face, *empty_face; 180extern facetile *blank_face, *empty_face;
200extern New_Face *dark_faces[]; 181extern facetile *dark_faces[];
201extern New_Face *smooth_face; 182extern facetile *smooth_face;
202 183
203extern client_socket *init_sockets; 184extern client *init_sockets;
185
186extern void emergency_save ();
187extern void cleanup (const char *cause, bool make_core = false);
204 188
205#include "libproto.h" 189#include "libproto.h"
206#include "sockproto.h" 190#include "sockproto.h"
207 191
208#define decrease_ob(xyz) decrease_ob_nr(xyz,1) 192#define decrease_ob(xyz) decrease_ob_nr(xyz,1)
209 193
210ACC_CLASS (Settings) 194INTERFACE_CLASS (Settings)
211struct Settings { 195struct Settings {
212 char *ACC (RO, logfilename); /* logfile to use */ 196 char *ACC (RO, logfilename); /* logfile to use */
213 int ACC (RW, csport); /* port for new client/server */ 197 int ACC (RW, csport); /* port for new client/server */
214 int ACC (RW, debug); /* Default debugging level */ 198 int ACC (RW, debug); /* Default debugging level */
215 uint8 dumpvalues; /* Set to dump various values/tables */ 199 uint8 dumpvalues; /* Set to dump various values/tables */
243 uint8 ACC (RW, spell_encumbrance); /* encumbrance effects spells */ 227 uint8 ACC (RW, spell_encumbrance); /* encumbrance effects spells */
244 uint8 ACC (RW, spell_failure_effects); /* nasty backlash to spell failures */ 228 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 */ 229 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 */ 230 uint8 ACC (RW, casting_time); /* it takes awhile to cast a spell */
247 uint8 ACC (RW, real_wiz); /* use mud-like wizards */ 231 uint8 ACC (RW, real_wiz); /* use mud-like wizards */
248 uint8 ACC (RW, recycle_tmp_maps); /* re-use tmp maps. */ 232 uint8 dummy_000;
249 uint8 ACC (RW, explore_mode); /* explore mode allowed? */
250 uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */ 233 uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */
251 char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */ 234 char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */
252 char *ACC (RO, rules); /* name of rules file*/ 235 char *ACC (RO, rules); /* name of rules file*/
253 char *ACC (RO, news); /* name of news file*/ 236 char *ACC (RO, news); /* name of news file*/
254 char ACC (RW, dm_mail)[MAX_BUF]; /* DM's Email address */ 237 char ACC (RW, dm_mail)[MAX_BUF]; /* DM's Email address */
260 uint32 ACC (RW, worldmaptilesizex); /* number of squares wide in a wm tile */ 243 uint32 ACC (RW, worldmaptilesizex); /* number of squares wide in a wm tile */
261 uint32 ACC (RW, worldmaptilesizey); /* number of squares high in a wm tile */ 244 uint32 ACC (RW, worldmaptilesizey); /* number of squares high in a wm tile */
262 uint16 ACC (RW, dynamiclevel); /* how dynamic is the world? */ 245 uint16 ACC (RW, dynamiclevel); /* how dynamic is the world? */
263 uint8 ACC (RW, fastclock); /* if true, clock goes warp 9 */ 246 uint8 ACC (RW, fastclock); /* if true, clock goes warp 9 */
264 247
265 char *ACC (RW, emergency_mapname); /* map to return players to in emergency */
266 uint16 ACC (RW, emergency_x), ACC (RW, emergency_y); /* coordinates to use on that map */
267
268 int ACC (RW, max_level); /* This is read out of exp_table */ 248 int ACC (RW, max_level); /* This is read out of exp_table */
269 float ACC (RW, item_power_factor); /* See note in setings file */ 249 float ACC (RW, item_power_factor); /* See note in setings file */
270 250
271 int ACC (RW, armor_max_enchant); /* Maximum number of times an armor can be enchanted */ 251 int ACC (RW, armor_max_enchant); /* Maximum number of times an armor can be enchanted */
272 int ACC (RW, armor_weight_reduction); /* Weight reduction per enchantment */ 252 int ACC (RW, armor_weight_reduction); /* Weight reduction per enchantment */

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