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/cvs/deliantra/server/include/global.h
Revision: 1.27
Committed: Fri Dec 15 20:07:02 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +1 -1 lines
Log Message:
more slight copyright adjustments

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.de
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 typedef int8_t sint8;
34 typedef uint8_t uint8;
35 typedef int16_t sint16;
36 typedef uint16_t uint16;
37 typedef int32_t sint32;
38 typedef uint32_t uint32;
39 typedef int64_t sint64;
40 typedef uint64_t uint64;
41
42 #include "config.h"
43 #include "define.h"
44 #include "logger.h"
45
46 #ifndef TRUE
47 #define TRUE 1
48 #endif
49
50 #ifndef FALSE
51 #define FALSE 0
52 #endif
53
54 // used only for tagging structure members so scripting languages
55 // can easily parse the include files.
56 #define ACC_CLASS(name)
57 #define ACC(meta,member) member
58
59 #include "keyword.h"
60 #include "traits.h"
61 #include "dynbuf.h"
62 #include "util.h"
63 #include "shstr.h"
64
65 /* This blob, in this order, is needed to actually define maps */
66 #include "face.h"
67 /* Include the basic defines from spells.h */
68 #include "attack.h" /* needs to be before material.h */
69 #include "material.h"
70 #include "living.h"
71 #include "object.h"
72 #include "map.h"
73 #include "tod.h"
74
75 #include "skills.h"
76
77 /* Pull in the socket structure - used in the player structure */
78 #include "network.h"
79 #include "client.h"
80
81 /* Pull in the player structure */
82 #include "player.h"
83
84 /* pull in treasure structure */
85 #include "treasure.h"
86
87 #include "commands.h"
88
89 /* pull in book structures */
90 #include "book.h"
91 /*
92 * So far only used when dealing with artifacts.
93 * (now used by alchemy and other code too. Nov 95 b.t).
94 */
95 struct linked_char
96 {
97 shstr name;
98 struct linked_char *next;
99 };
100
101 /* Pull in artifacts */
102 #include "artifact.h"
103
104 /* Now for gods */
105 #include "god.h"
106
107 /* Now for races */
108 #include "race.h"
109
110 /* Now for recipe/alchemy */
111 #include "recipe.h"
112
113 /* Now for spells */
114 #include "spells.h"
115
116 #include "funcpoint.h"
117
118 /*****************************************************************************
119 * GLOBAL VARIABLES: *
120 *****************************************************************************/
121
122 extern New_Face *new_faces;
123
124 /*
125 * These are the beginnings of linked lists:
126 */
127 EXTERN player *first_player;
128 EXTERN maptile *first_map;
129 EXTERN region *first_region;
130 EXTERN treasurelist *first_treasurelist;
131 EXTERN artifactlist *first_artifactlist;
132 EXTERN archetype *first_archetype;
133 EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */
134 EXTERN godlink *first_god;
135 EXTERN racelink *first_race;
136
137 /*
138 * The editor uses these (will get them out of here later):
139 */
140
141 EXTERN long editor; /* if true, edit maps instead of playing (almost obsolete) */
142
143 /*
144 * Variables set by different flags (see init.c):
145 */
146
147 EXTERN long warn_archetypes; /* If true, write warnings when failing */
148 /* to find archetypes when loading from file */
149 EXTERN long init_done; /* Ignores signals until init_done is true */
150 EXTERN long trying_emergency_save; /* True when emergency_save() is reached */
151 EXTERN long nroferrors; /* If it exceeds MAX_ERRORS, call fatal() */
152
153 extern long pticks; /* used by various function to determine */
154 /* how often to save the character */
155 /*
156 * Misc global variables:
157 */
158 EXTERN FILE *logfile; /* Used by server/daemon.c */
159 EXTERN int exiting; /* True if the game is about to exit */
160 EXTERN long nroftreasures; /* Only used in malloc_info() */
161 EXTERN long nrofartifacts; /* Only used in malloc_info() */
162 EXTERN long nrofallowedstr; /* Only used in malloc_info() */
163
164 EXTERN archetype *empty_archetype; /* Nice to have fast access to it */
165 EXTERN archetype *map_archeytpe;
166 EXTERN char first_map_path[MAX_BUF]; /* The start-level */
167 EXTERN char first_map_ext_path[MAX_BUF]; /* Path used for per-race start maps */
168
169 EXTERN char errmsg[HUGE_BUF];
170 EXTERN long ob_count;
171 /*
172 * Used in treasure.c
173 */
174 EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch;
175
176 EXTERN std::vector<Animations> animations;
177 EXTERN int num_animations,animations_allocated, bmaps_checksum;
178
179 /* 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;
181
182
183 #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])
185 #define GET_ANIM_ID(ob) (ob->animation_id)
186 /* NUM_ANIMATIONS returns the number of animations allocated. The last
187 * 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
189 * range from 0 through 7.
190 */
191 #define NUM_ANIMATIONS(ob) (animations[ob->animation_id].num_animations)
192 #define NUM_FACINGS(ob) (animations[ob->animation_id].facings)
193
194 extern short freearr_x[SIZEOFFREE], freearr_y[SIZEOFFREE];
195 extern int maxfree[SIZEOFFREE], freedir[SIZEOFFREE];
196 extern int rightof_x[9], rightof_y[9];
197 extern int leftof_x[9], leftof_y[9];
198
199 extern New_Face *blank_face, *empty_face;
200 extern New_Face *dark_faces[];
201 extern New_Face *smooth_face;
202
203 extern client *init_sockets;
204
205 #include "libproto.h"
206 #include "sockproto.h"
207
208 #define decrease_ob(xyz) decrease_ob_nr(xyz,1)
209
210 ACC_CLASS (Settings)
211 struct Settings {
212 char *ACC (RO, logfilename); /* logfile to use */
213 int ACC (RW, csport); /* port for new client/server */
214 int ACC (RW, debug); /* Default debugging level */
215 uint8 dumpvalues; /* Set to dump various values/tables */
216 char *dumparg; /* additional argument for some dump functions */
217 uint8 daemonmode; /* If true, detach and become daemon */
218 int argc; /* parameters that were passed to the program */
219 char **argv; /* Only used by xio.c, so will go away at some time */
220 char *ACC (RO, confdir); /* configuration files */
221 char *ACC (RO, datadir); /* read only data files */
222 char *ACC (RO, localdir); /* read/write data files */
223 char *ACC (RO, playerdir); /* Where the player files are */
224 char *ACC (RO, mapdir); /* Where the map files are */
225 char *ACC (RO, archetypes); /* name of the archetypes file - libdir is prepended */
226 char *ACC (RO, regions); /* name of the regions file - libdir is prepended */
227 char *ACC (RO, treasures); /* location of the treasures file. */
228 char *ACC (RO, uniquedir); /* directory for the unique items */
229 char *ACC (RO, templatedir); /* directory for the template map */
230 char *ACC (RO, tmpdir); /* Directory to use for temporary files */
231 sint16 ACC (RW, pk_luck_penalty); /* Amount by which player luck is reduced if they PK */
232 uint8 ACC (RW, stat_loss_on_death); /* If true, chars lose a random stat when they die */
233 uint8 ACC (RW, permanent_exp_ratio); /* how much exp should be 'permenant' and unable to be lost*/
234 uint8 ACC (RW, death_penalty_ratio); /* how much exp should be lost at death */
235 uint8 ACC (RW, death_penalty_level); /* how many levels worth of exp may be lost on one death */
236 uint8 ACC (RW, balanced_stat_loss); /* If true, Death stat depletion based on level etc */
237 uint8 ACC (RW, not_permadeth); /* if true, death is non-permament */
238 uint8 ACC (RW, simple_exp); /* If true, use the simple experience system */
239 int ACC (RW, reset_loc_time); /* Number of seconds to put player back at home */
240 uint8 ACC (RW, set_title); /* players can set thier title */
241 uint8 ACC (RW, resurrection); /* ressurection possible w/ permadeth on */
242 uint8 ACC (RW, search_items); /* search_items command */
243 uint8 ACC (RW, spell_encumbrance); /* encumbrance effects spells */
244 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 */
246 uint8 ACC (RW, casting_time); /* it takes awhile to cast a spell */
247 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? */
250 uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */
251 char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */
252 char *ACC (RO, rules); /* name of rules file*/
253 char *ACC (RO, news); /* name of news file*/
254 char ACC (RW, dm_mail)[MAX_BUF]; /* DM's Email address */
255
256 uint32 ACC (RW, worldmapstartx); /* starting x tile for the worldmap */
257 uint32 ACC (RW, worldmapstarty); /* starting y tile for the worldmap */
258 uint32 ACC (RW, worldmaptilesx); /* number of tiles wide the worldmap is */
259 uint32 ACC (RW, worldmaptilesy); /* number of tiles high the worldmap is */
260 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 */
262 uint16 ACC (RW, dynamiclevel); /* how dynamic is the world? */
263 uint8 ACC (RW, fastclock); /* if true, clock goes warp 9 */
264
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 */
269 float ACC (RW, item_power_factor); /* See note in setings file */
270
271 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 */
273 int ACC (RW, armor_speed_improvement); /* Speed improvement */
274 uint8 ACC (RW, armor_weight_linear); /* If 1, weight reduction is linear, else exponantiel */
275 uint8 ACC (RW, armor_speed_linear); /* If 1, speed improvement is linear, else exponantiel */
276 uint8 ACC (RW, no_player_stealing); /* If 1, can not steal from other players */
277 uint8 ACC (RW, create_home_portals); /* If 1, can create portals in personal maps */
278 };
279
280 extern Settings settings;
281
282 #include "plugin.h"
283 #include "cfperl.h"
284
285 #endif /* GLOBAL_H */
286