/* 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 */ #ifndef GLOBAL_H #define GLOBAL_H #ifndef EXTERN #define EXTERN extern #endif #include "includes.h" typedef int8_t sint8; typedef uint8_t uint8; typedef int16_t sint16; typedef uint16_t uint16; typedef int32_t sint32; typedef uint32_t uint32; typedef int64_t sint64; typedef uint64_t uint64; #include "config.h" #include "define.h" #include "logger.h" #ifndef TRUE #define TRUE 1 #endif #ifndef FALSE #define FALSE 0 #endif // used only for tagging structure members so scripting languages // can easily parse the include files. #define ACC_CLASS(name) #define ACC(meta,member) member #include "keyword.h" #include "traits.h" #include "dynbuf.h" #include "util.h" #include "shstr.h" /* This blob, in this order, is needed to actually define maps */ #include "face.h" /* Include the basic defines from spells.h */ #include "attack.h" /* needs to be before material.h */ #include "material.h" #include "living.h" #include "object.h" #include "map.h" #include "tod.h" #include "skills.h" /* Pull in the socket structure - used in the player structure */ #include "network.h" #include "client.h" /* Pull in the player structure */ #include "player.h" /* pull in treasure structure */ #include "treasure.h" #include "commands.h" /* pull in book structures */ #include "book.h" /* * So far only used when dealing with artifacts. * (now used by alchemy and other code too. Nov 95 b.t). */ struct linked_char { shstr name; struct linked_char *next; }; /* Pull in artifacts */ #include "artifact.h" /* Now for gods */ #include "god.h" /* Now for races */ #include "race.h" /* Now for recipe/alchemy */ #include "recipe.h" /* Now for spells */ #include "spells.h" #include "funcpoint.h" /***************************************************************************** * GLOBAL VARIABLES: * *****************************************************************************/ extern New_Face *new_faces; /* * These are the beginnings of linked lists: */ EXTERN player *first_player; EXTERN maptile *first_map; EXTERN region *first_region; EXTERN treasurelist *first_treasurelist; EXTERN artifactlist *first_artifactlist; EXTERN archetype *first_archetype; EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */ EXTERN godlink *first_god; EXTERN racelink *first_race; /* * The editor uses these (will get them out of here later): */ EXTERN long editor; /* if true, edit maps instead of playing (almost obsolete) */ /* * Variables set by different flags (see init.c): */ EXTERN long warn_archetypes; /* If true, write warnings when failing */ /* to find archetypes when loading from file */ EXTERN long init_done; /* Ignores signals until init_done is true */ EXTERN long trying_emergency_save; /* True when emergency_save() is reached */ EXTERN long nroferrors; /* If it exceeds MAX_ERRORS, call fatal() */ extern long pticks; /* used by various function to determine */ /* how often to save the character */ /* * Misc global variables: */ EXTERN FILE *logfile; /* Used by server/daemon.c */ EXTERN int exiting; /* True if the game is about to exit */ EXTERN long nroftreasures; /* Only used in malloc_info() */ EXTERN long nrofartifacts; /* Only used in malloc_info() */ EXTERN long nrofallowedstr; /* Only used in malloc_info() */ EXTERN archetype *empty_archetype; /* Nice to have fast access to it */ EXTERN archetype *map_archeytpe; EXTERN char first_map_path[MAX_BUF]; /* The start-level */ EXTERN char first_map_ext_path[MAX_BUF]; /* Path used for per-race start maps */ EXTERN char errmsg[HUGE_BUF]; EXTERN long ob_count; /* * 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; /* 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; #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]) #define GET_ANIM_ID(ob) (ob->animation_id) /* NUM_ANIMATIONS returns the number of animations allocated. The last * usuable animation will be NUM_ANIMATIONS-1 (for example, if an object * has 8 animations, NUM_ANIMATIONS will return 8, but the values will * range from 0 through 7. */ #define NUM_ANIMATIONS(ob) (animations[ob->animation_id].num_animations) #define NUM_FACINGS(ob) (animations[ob->animation_id].facings) extern short freearr_x[SIZEOFFREE], freearr_y[SIZEOFFREE]; extern int maxfree[SIZEOFFREE], freedir[SIZEOFFREE]; 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 client *init_sockets; #include "libproto.h" #include "sockproto.h" #define decrease_ob(xyz) decrease_ob_nr(xyz,1) ACC_CLASS (Settings) struct Settings { char *ACC (RO, logfilename); /* logfile to use */ int ACC (RW, csport); /* port for new client/server */ int ACC (RW, debug); /* Default debugging level */ uint8 dumpvalues; /* Set to dump various values/tables */ char *dumparg; /* additional argument for some dump functions */ uint8 daemonmode; /* If true, detach and become daemon */ int argc; /* parameters that were passed to the program */ char **argv; /* Only used by xio.c, so will go away at some time */ char *ACC (RO, confdir); /* configuration files */ char *ACC (RO, datadir); /* read only data files */ char *ACC (RO, localdir); /* read/write data files */ char *ACC (RO, playerdir); /* Where the player files are */ char *ACC (RO, mapdir); /* Where the map files are */ char *ACC (RO, archetypes); /* name of the archetypes file - libdir is prepended */ char *ACC (RO, regions); /* name of the regions file - libdir is prepended */ char *ACC (RO, treasures); /* location of the treasures file. */ char *ACC (RO, uniquedir); /* directory for the unique items */ char *ACC (RO, templatedir); /* directory for the template map */ char *ACC (RO, tmpdir); /* Directory to use for temporary files */ sint16 ACC (RW, pk_luck_penalty); /* Amount by which player luck is reduced if they PK */ uint8 ACC (RW, stat_loss_on_death); /* If true, chars lose a random stat when they die */ uint8 ACC (RW, permanent_exp_ratio); /* how much exp should be 'permenant' and unable to be lost*/ uint8 ACC (RW, death_penalty_ratio); /* how much exp should be lost at death */ uint8 ACC (RW, death_penalty_level); /* how many levels worth of exp may be lost on one death */ uint8 ACC (RW, balanced_stat_loss); /* If true, Death stat depletion based on level etc */ uint8 ACC (RW, not_permadeth); /* if true, death is non-permament */ uint8 ACC (RW, simple_exp); /* If true, use the simple experience system */ int ACC (RW, reset_loc_time); /* Number of seconds to put player back at home */ uint8 ACC (RW, set_title); /* players can set thier title */ uint8 ACC (RW, resurrection); /* ressurection possible w/ permadeth on */ uint8 ACC (RW, search_items); /* search_items command */ uint8 ACC (RW, spell_encumbrance); /* encumbrance effects spells */ uint8 ACC (RW, spell_failure_effects); /* nasty backlash to spell failures */ 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 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*/ char *ACC (RO, news); /* name of news file*/ char ACC (RW, dm_mail)[MAX_BUF]; /* DM's Email address */ uint32 ACC (RW, worldmapstartx); /* starting x tile for the worldmap */ uint32 ACC (RW, worldmapstarty); /* starting y tile for the worldmap */ uint32 ACC (RW, worldmaptilesx); /* number of tiles wide the worldmap is */ uint32 ACC (RW, worldmaptilesy); /* number of tiles high the worldmap is */ uint32 ACC (RW, worldmaptilesizex); /* number of squares wide in a wm tile */ uint32 ACC (RW, worldmaptilesizey); /* number of squares high in a wm tile */ uint16 ACC (RW, dynamiclevel); /* how dynamic is the world? */ uint8 ACC (RW, fastclock); /* if true, clock goes warp 9 */ char *ACC (RW, emergency_mapname); /* map to return players to in emergency */ uint16 ACC (RW, emergency_x), ACC (RW, emergency_y); /* coordinates to use on that map */ int ACC (RW, max_level); /* This is read out of exp_table */ float ACC (RW, item_power_factor); /* See note in setings file */ int ACC (RW, armor_max_enchant); /* Maximum number of times an armor can be enchanted */ int ACC (RW, armor_weight_reduction); /* Weight reduction per enchantment */ int ACC (RW, armor_speed_improvement); /* Speed improvement */ uint8 ACC (RW, armor_weight_linear); /* If 1, weight reduction is linear, else exponantiel */ uint8 ACC (RW, armor_speed_linear); /* If 1, speed improvement is linear, else exponantiel */ uint8 ACC (RW, no_player_stealing); /* If 1, can not steal from other players */ uint8 ACC (RW, create_home_portals); /* If 1, can create portals in personal maps */ }; extern Settings settings; #include "plugin.h" #include "cfperl.h" #endif /* GLOBAL_H */