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/cvs/deliantra/server/include/global.h
Revision: 1.20
Committed: Mon Dec 11 19:46:46 2006 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.19: +0 -18 lines
Log Message:
removed #ifn?def WIN32 from all files

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 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 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The author can be reached via e-mail to crossfire-devel@real-time.com
22 */
23
24 #ifndef GLOBAL_H
25 #define GLOBAL_H
26
27 #ifndef EXTERN
28 #define EXTERN extern
29 #endif
30
31 #include "includes.h"
32
33
34 /* Type defines for specific signed/unsigned variables of a certain number
35 * of bits. Not really used anyplace, but if a certain number of bits
36 * is required, these type defines should then be used. This will make
37 * porting to systems that have different sized data types easier.
38 *
39 * Note: The type defines should just mean that the data type has at
40 * least that many bits. if a uint16 is actually 32 bits, no big deal,
41 * it is just a waste of space.
42 *
43 * Note2: When using something that is normally stored in a character
44 * (ie strings), don't use the uint8/sint8 typdefs, use 'char' instead.
45 * The signedness for char is probably not universal, and using char
46 * will probably be more portable than sint8/unit8
47 */
48
49
50 typedef unsigned int uint32;
51
52 #ifndef UINT32_MAX
53 #define UINT32_MAX 4294967295U
54 #endif
55
56 typedef signed int sint32;
57 #define SINT32_MAX 2147483647
58
59 typedef unsigned short uint16;
60 #ifndef UINT16_MAX
61 #define UINT16_MAX 65535
62 #endif
63
64 typedef signed short sint16;
65 #define SINT16_MAX 32767
66
67 typedef unsigned char uint8;
68 #ifndef UINT8_MAX
69 #define UINT8_MAX 255
70 #endif
71
72 typedef signed char sint8;
73 #define SINT8_MAX 127
74
75 typedef unsigned short Fontindex;
76
77 #if SIZEOF_LONG == 8
78 typedef unsigned long uint64;
79 typedef signed long sint64;
80 #elif SIZEOF_LONG_LONG == 8
81 typedef unsigned long long uint64;
82 typedef signed long long sint64;
83 #else
84 #error do not know how to get a 64 bit value on this system.
85 #error correct and send mail to crossfire-devel on how to do this
86 #endif
87
88 #include <vector>
89
90 #define ACC_CLASS(name)
91 #define ACC(meta,member) member
92
93 #include "keyword.h"
94 #include "traits.h"
95 #include "dynbuf.h"
96 #include "util.h"
97 #include "shstr.h"
98
99 /* This blob, in this order, is needed to actually define maps */
100 #include "face.h"
101 /* Include the basic defines from spells.h */
102 #include "attack.h" /* needs to be before material.h */
103 #include "material.h"
104 #include "living.h"
105 #include "object.h"
106 #include "map.h"
107 #include "tod.h"
108
109 #include "skills.h"
110
111 /* Pull in the socket structure - used in the player structure */
112 #include "newserver.h"
113
114 /* Pull in the player structure */
115 #include "player.h"
116
117 /* pull in treasure structure */
118 #include "treasure.h"
119
120 #include "commands.h"
121
122 /* pull in book structures */
123 #include "book.h"
124 /*
125 * So far only used when dealing with artifacts.
126 * (now used by alchemy and other code too. Nov 95 b.t).
127 */
128 struct linked_char
129 {
130 shstr name;
131 struct linked_char *next;
132 };
133
134 /* Pull in artifacts */
135 #include "artifact.h"
136
137 /* Now for gods */
138 #include "god.h"
139
140 /* Now for races */
141 #include "race.h"
142
143 /* Now for recipe/alchemy */
144 #include "recipe.h"
145
146 /* Now for spells */
147 #include "spells.h"
148
149 #include "funcpoint.h"
150
151 /*****************************************************************************
152 * GLOBAL VARIABLES: *
153 *****************************************************************************/
154
155 extern New_Face *new_faces;
156
157 /*
158 * These are the beginnings of linked lists:
159 */
160 EXTERN player *first_player;
161 EXTERN maptile *first_map;
162 EXTERN region *first_region;
163 EXTERN treasurelist *first_treasurelist;
164 EXTERN artifactlist *first_artifactlist;
165 EXTERN archetype *first_archetype;
166 EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */
167 EXTERN godlink *first_god;
168 EXTERN racelink *first_race;
169
170 /*
171 * The editor uses these (will get them out of here later):
172 */
173
174 EXTERN long editor; /* if true, edit maps instead of playing (almost obsolete) */
175
176 /*
177 * Variables set by different flags (see init.c):
178 */
179
180 EXTERN long warn_archetypes; /* If true, write warnings when failing */
181 /* to find archetypes when loading from file */
182 EXTERN long init_done; /* Ignores signals until init_done is true */
183 EXTERN long trying_emergency_save; /* True when emergency_save() is reached */
184 EXTERN long nroferrors; /* If it exceeds MAX_ERRORS, call fatal() */
185
186 extern long pticks; /* used by various function to determine */
187 /* how often to save the character */
188 /*
189 * Misc global variables:
190 */
191 EXTERN FILE *logfile; /* Used by server/daemon.c */
192 EXTERN int exiting; /* True if the game is about to exit */
193 EXTERN long nroftreasures; /* Only used in malloc_info() */
194 EXTERN long nrofartifacts; /* Only used in malloc_info() */
195 EXTERN long nrofallowedstr; /* Only used in malloc_info() */
196
197 EXTERN archetype *empty_archetype; /* Nice to have fast access to it */
198 EXTERN archetype *map_archeytpe;
199 EXTERN char first_map_path[MAX_BUF]; /* The start-level */
200 EXTERN char first_map_ext_path[MAX_BUF]; /* Path used for per-race start maps */
201
202 EXTERN char errmsg[HUGE_BUF];
203 EXTERN long ob_count;
204 /*
205 * Used in treasure.c
206 */
207 EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch;
208
209 extern std::vector<Animations> animations;
210 EXTERN int num_animations,animations_allocated, bmaps_checksum;
211
212 /* Rotate right from bsd sum. This is used in various places for checksumming */
213 #define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1;
214
215
216 #define SET_ANIMATION(ob,newanim) ob->face=&new_faces[animations[ob->animation_id].faces[newanim]]
217 #define GET_ANIMATION(ob,anim) (animations[ob->animation_id].faces[anim])
218 #define GET_ANIM_ID(ob) (ob->animation_id)
219 /* NUM_ANIMATIONS returns the number of animations allocated. The last
220 * usuable animation will be NUM_ANIMATIONS-1 (for example, if an object
221 * has 8 animations, NUM_ANIMATIONS will return 8, but the values will
222 * range from 0 through 7.
223 */
224 #define NUM_ANIMATIONS(ob) (animations[ob->animation_id].num_animations)
225 #define NUM_FACINGS(ob) (animations[ob->animation_id].facings)
226
227 extern short freearr_x[SIZEOFFREE], freearr_y[SIZEOFFREE];
228 extern int maxfree[SIZEOFFREE], freedir[SIZEOFFREE];
229 extern int rightof_x[9], rightof_y[9];
230 extern int leftof_x[9], leftof_y[9];
231
232 extern New_Face *blank_face, *empty_face;
233 extern New_Face *dark_faces[];
234 extern New_Face *smooth_face;
235
236
237 extern long max_time; /* loop time */
238 extern NewSocket *init_sockets;
239
240
241 EXTERN char *font_graphic;
242
243 #ifndef __CEXTRACT__
244 #include "libproto.h"
245 #include "sockproto.h"
246 #endif
247
248
249 #define decrease_ob(xyz) decrease_ob_nr(xyz,1)
250
251 /* FREE_AND_CLEAR frees the pointer and then sets it to NULL.
252 * This is generally done as a safety, and having this macro
253 * makes the code a bit cleaner when doing so.
254 */
255 #define FREE_AND_CLEAR(xyz) {free(xyz); xyz=NULL; }
256
257 #ifdef CALLOC
258 #undef CALLOC
259 #endif
260
261 #ifdef USE_CALLOC
262 # define CALLOC(x,y) calloc(x,y)
263 # define CFREE(x) free(x)
264 #else
265 # define CALLOC(x,y) malloc(x*y)
266 # define CFREE(x) free(x)
267 #endif
268
269 #if HAVE_DIRENT_H
270 # include <dirent.h>
271 # define NAMLEN(dirent) strlen((dirent)->d_name)
272 #else
273 # define dirent direct
274 # define NAMLEN(dirent) (dirnet)->d_namlen
275 # if HAVE_SYS_NDIR_H
276 # include <sys/ndir.h>
277 # endif
278 # if HAVE_SYS_DIR_H
279 # include <sys/dir.h>
280 # endif
281 # if HAVE_NDIR_H
282 # include <ndir.h>
283 # endif
284 #endif
285
286 typedef struct Settings {
287 char *logfilename; /* logfile to use */
288 uint16 csport; /* port for new client/server */
289 LogLevel debug; /* Default debugging level */
290 uint8 dumpvalues; /* Set to dump various values/tables */
291 char *dumparg; /* additional argument for some dump functions */
292 uint8 daemonmode; /* If true, detach and become daemon */
293 int argc; /* parameters that were passed to the program */
294 char **argv; /* Only used by xio.c, so will go away at some time */
295 char *confdir; /* configuration files */
296 char *datadir; /* read only data files */
297 char *localdir; /* read/write data files */
298 char *playerdir; /* Where the player files are */
299 char *mapdir; /* Where the map files are */
300 char *archetypes; /* name of the archetypes file - libdir is prepended */
301 char *regions; /* name of the regions file - libdir is prepended */
302 char *treasures; /* location of the treasures file. */
303 char *uniquedir; /* directory for the unique items */
304 char *templatedir; /* directory for the template map */
305 char *tmpdir; /* Directory to use for temporary files */
306 uint8 stat_loss_on_death; /* If true, chars lose a random stat when they die */
307 sint16 pk_luck_penalty; /* Amount by which player luck is reduced if they PK */
308 uint8 permanent_exp_ratio; /* how much exp should be 'permenant' and unable to be lost*/
309 uint8 death_penalty_ratio; /* how much exp should be lost at death */
310 uint8 death_penalty_level; /* how many levels worth of exp may be lost on one death */
311 uint8 balanced_stat_loss; /* If true, Death stat depletion based on level etc */
312 uint8 not_permadeth; /* if true, death is non-permament */
313 uint8 simple_exp; /* If true, use the simple experience system */
314 int reset_loc_time; /* Number of seconds to put player back at home */
315 uint8 set_title; /* players can set thier title */
316 uint8 resurrection; /* ressurection possible w/ permadeth on */
317 uint8 search_items; /* search_items command */
318 uint8 spell_encumbrance; /* encumbrance effects spells */
319 uint8 spell_failure_effects; /* nasty backlash to spell failures */
320 uint16 set_friendly_fire; /* Percent of damage done by peaceful player vs player damage */
321 uint8 casting_time; /* it takes awhile to cast a spell */
322 uint8 real_wiz; /* use mud-like wizards */
323 uint8 recycle_tmp_maps; /* re-use tmp maps. */
324 uint8 explore_mode; /* explore mode allowed? */
325 uint8 spellpoint_level_depend; /* spell costs go up with level */
326 char who_format[MAX_BUF]; /* The format that the who command should use */
327 char who_wiz_format[MAX_BUF]; /* The format that the who command should use when called by a dm*/
328 char motd[MAX_BUF]; /* name of the motd file */
329 char *rules; /* name of rules file*/
330 char *news; /* name of news file*/
331 char dm_mail[MAX_BUF]; /* DM's Email address */
332
333 /* The meta_ is information for the metaserver. These are set in
334 * the lib/settings file.
335 */
336 uint8 meta_on:1; /* True if we should send updates */
337 char meta_server[MAX_BUF]; /* Hostname/ip addr of the metaserver */
338 char meta_host[MAX_BUF]; /* Hostname of this host */
339 uint16 meta_port; /* Port number to use for updates */
340 char meta_comment[MAX_BUF]; /* Comment we send to the metaserver */
341
342 uint32 worldmapstartx; /* starting x tile for the worldmap */
343 uint32 worldmapstarty; /* starting y tile for the worldmap */
344 uint32 worldmaptilesx; /* number of tiles wide the worldmap is */
345 uint32 worldmaptilesy; /* number of tiles high the worldmap is */
346 uint32 worldmaptilesizex; /* number of squares wide in a wm tile */
347 uint32 worldmaptilesizey; /* number of squares high in a wm tile */
348 uint16 dynamiclevel; /* how dynamic is the world? */
349 uint8 fastclock; /* if true, clock goes warp 9 */
350
351 char *emergency_mapname; /* map to return players to in emergency */
352 uint16 emergency_x, emergency_y; /* coordinates to use on that map */
353
354 sint16 max_level; /* This is read out of exp_table */
355 float item_power_factor; /* See note in setings file */
356
357 int armor_max_enchant; /* Maximum number of times an armor can be enchanted */
358 int armor_weight_reduction; /* Weight reduction per enchantment */
359 uint8 armor_weight_linear; /* If 1, weight reduction is linear, else exponantiel */
360 int armor_speed_improvement; /* Speed improvement */
361 uint8 armor_speed_linear; /* If 1, speed improvement is linear, else exponantiel */
362 uint8 no_player_stealing; /* If 1, can not steal from other players */
363 uint8 create_home_portals; /* If 1, can create portals in personal maps */
364 } Settings;
365
366 extern Settings settings;
367
368 /* 0.94.1 - change to GETTIMEOFDAY macro - SNI systems only one one option.
369 * rather than have complex #ifdefs throughout the file, lets just figure
370 * it out once, here at the top.
371 * Have no idea if that is the right symbol to check on for NetBSD,
372 * but NetBSD does use 2 params.
373 * Move this to global.h from time.c since its also used in arch.c
374 */
375
376 #ifdef GETTIMEOFDAY_TWO_ARGS
377 #define GETTIMEOFDAY(last_time) gettimeofday(last_time, (struct timezone *) NULL);
378 #else
379 #define GETTIMEOFDAY(last_time) gettimeofday(last_time);
380 #endif
381
382 #include "plugin.h"
383 #include "cfperl.h"
384
385 //TODO: various TEMPORARY link guards to avoid doing the wrong thing
386 void free (object *);
387 void free (archetype *);
388 void free (recipe *);
389 void free (linked_char *);
390 void free (godlink *);
391 void free (objectlink *);
392 void free (oblinkpt *);
393 void free (maptile *);
394 void free (key_value *);
395 void free (treasure *);
396 void free (materialtype_t *);
397 void free (player *);
398 void free (New_Face *);
399 void free (racelink *);
400
401 #endif /* GLOBAL_H */
402