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/cvs/deliantra/server/include/global.h
Revision: 1.36
Committed: Fri Jan 5 10:50:47 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.35: +1 -1 lines
Log Message:
be nicer to clients on shutdown and crashes

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@schmorp.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 #include "config.h"
34 #include "define.h"
35 #include "logger.h"
36
37 #ifndef TRUE
38 #define TRUE 1
39 #endif
40
41 #ifndef FALSE
42 #define FALSE 0
43 #endif
44
45 // used only for tagging structure members so scripting languages
46 // can easily parse the include files.
47 #define INTERFACE_CLASS(name)
48 #define ACC(meta,member) member
49 #define MTH
50
51 #include "keyword.h"
52 #include "traits.h"
53 #include "dynbuf.h"
54 #include "util.h"
55 #include "shstr.h"
56
57 /* This blob, in this order, is needed to actually define maps */
58 #include "face.h"
59
60 #include "spells.h"
61
62 #include "attack.h" /* needs to be before material.h */
63 #include "material.h"
64 #include "living.h"
65 #include "object.h"
66 #include "map.h"
67 #include "tod.h"
68
69 #include "skills.h"
70
71 /* Pull in the socket structure - used in the player structure */
72 #include "network.h"
73 #include "client.h"
74
75 /* Pull in the player structure */
76 #include "player.h"
77
78 /* pull in treasure structure */
79 #include "treasure.h"
80
81 #include "commands.h"
82
83 /* pull in book structures */
84 #include "book.h"
85 /*
86 * So far only used when dealing with artifacts.
87 * (now used by alchemy and other code too. Nov 95 b.t).
88 */
89 struct linked_char
90 {
91 shstr name;
92 struct linked_char *next;
93 };
94
95 /* Pull in artifacts */
96 #include "artifact.h"
97
98 /* Now for gods */
99 #include "god.h"
100
101 /* Now for races */
102 #include "race.h"
103
104 /* Now for recipe/alchemy */
105 #include "recipe.h"
106
107 #include "funcpoint.h"
108
109 /*****************************************************************************
110 * GLOBAL VARIABLES: *
111 *****************************************************************************/
112
113 extern New_Face *new_faces;
114
115 /*
116 * These are the beginnings of linked lists:
117 */
118 EXTERN player *first_player;
119 EXTERN region *first_region;
120 EXTERN treasurelist *first_treasurelist;
121 EXTERN artifactlist *first_artifactlist;
122 EXTERN archetype *first_archetype;
123 EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */
124 EXTERN godlink *first_god;
125 EXTERN racelink *first_race;
126
127 /*
128 * Variables set by different flags (see init.c):
129 */
130
131 EXTERN bool warn_archetypes; /* If true, write warnings when failing */
132 /* to find archetypes when loading from file */
133 EXTERN bool init_done; /* Ignores signals until init_done is true */
134 EXTERN bool in_cleanup; /* True when cleanup() is reached */
135
136 extern long pticks; /* used by various function to determine */
137 /* how often to save the character */
138 /*
139 * Misc global variables:
140 */
141 EXTERN FILE *logfile; /* Used by server/daemon.c */
142 EXTERN int exiting; /* True if the game is about to exit */
143 EXTERN long nroftreasures; /* Only used in malloc_info() */
144 EXTERN long nrofartifacts; /* Only used in malloc_info() */
145 EXTERN long nrofallowedstr; /* Only used in malloc_info() */
146
147 EXTERN archetype *empty_archetype; /* Nice to have fast access to it */
148 EXTERN archetype *map_archeytpe;
149 EXTERN shstr first_map_path; /* The start-level */
150 EXTERN shstr first_map_ext_path; /* Path used for per-race start maps */
151
152 EXTERN char errmsg[HUGE_BUF];
153 EXTERN long ob_count;
154 /*
155 * Used in treasure.c
156 */
157 EXTERN archetype *ring_arch,*amulet_arch,*staff_arch,*crown_arch;
158
159 EXTERN std::vector<Animations> animations;
160 EXTERN int num_animations,animations_allocated, bmaps_checksum;
161
162 /* Rotate right from bsd sum. This is used in various places for checksumming */
163 #define ROTATE_RIGHT(c) if ((c) & 01) (c) = ((c) >>1) + 0x80000000; else (c) >>= 1;
164
165 #define SET_ANIMATION(ob,newanim) ob->face = new_faces + animations [ob->animation_id].faces [newanim]
166 #define GET_ANIMATION(ob,anim) animations [ob->animation_id].faces [anim]
167 #define GET_ANIM_ID(ob) (ob->animation_id)
168 /* NUM_ANIMATIONS returns the number of animations allocated. The last
169 * usuable animation will be NUM_ANIMATIONS-1 (for example, if an object
170 * has 8 animations, NUM_ANIMATIONS will return 8, but the values will
171 * range from 0 through 7.
172 */
173 #define NUM_ANIMATIONS(ob) (animations[ob->animation_id].num_animations)
174 #define NUM_FACINGS(ob) (animations[ob->animation_id].facings)
175
176 extern short freearr_x[SIZEOFFREE], freearr_y[SIZEOFFREE];
177 extern int maxfree[SIZEOFFREE], freedir[SIZEOFFREE];
178 extern int rightof_x[9], rightof_y[9];
179 extern int leftof_x[9], leftof_y[9];
180
181 extern New_Face *blank_face, *empty_face;
182 extern New_Face *dark_faces[];
183 extern New_Face *smooth_face;
184
185 extern client *init_sockets;
186
187 extern void emergency_save ();
188 extern void cleanup (const char *cause, bool make_core = false);
189
190 #include "libproto.h"
191 #include "sockproto.h"
192
193 #define decrease_ob(xyz) decrease_ob_nr(xyz,1)
194
195 INTERFACE_CLASS (Settings)
196 struct Settings {
197 char *ACC (RO, logfilename); /* logfile to use */
198 int ACC (RW, csport); /* port for new client/server */
199 int ACC (RW, debug); /* Default debugging level */
200 uint8 dumpvalues; /* Set to dump various values/tables */
201 char *dumparg; /* additional argument for some dump functions */
202 uint8 daemonmode; /* If true, detach and become daemon */
203 int argc; /* parameters that were passed to the program */
204 char **argv; /* Only used by xio.c, so will go away at some time */
205 char *ACC (RO, confdir); /* configuration files */
206 char *ACC (RO, datadir); /* read only data files */
207 char *ACC (RO, localdir); /* read/write data files */
208 char *ACC (RO, playerdir); /* Where the player files are */
209 char *ACC (RO, mapdir); /* Where the map files are */
210 char *ACC (RO, archetypes); /* name of the archetypes file - libdir is prepended */
211 char *ACC (RO, regions); /* name of the regions file - libdir is prepended */
212 char *ACC (RO, treasures); /* location of the treasures file. */
213 char *ACC (RO, uniquedir); /* directory for the unique items */
214 char *ACC (RO, templatedir); /* directory for the template map */
215 char *ACC (RO, tmpdir); /* Directory to use for temporary files */
216 sint16 ACC (RW, pk_luck_penalty); /* Amount by which player luck is reduced if they PK */
217 uint8 ACC (RW, stat_loss_on_death); /* If true, chars lose a random stat when they die */
218 uint8 ACC (RW, permanent_exp_ratio); /* how much exp should be 'permenant' and unable to be lost*/
219 uint8 ACC (RW, death_penalty_ratio); /* how much exp should be lost at death */
220 uint8 ACC (RW, death_penalty_level); /* how many levels worth of exp may be lost on one death */
221 uint8 ACC (RW, balanced_stat_loss); /* If true, Death stat depletion based on level etc */
222 uint8 ACC (RW, not_permadeth); /* if true, death is non-permament */
223 uint8 ACC (RW, simple_exp); /* If true, use the simple experience system */
224 int ACC (RW, reset_loc_time); /* Number of seconds to put player back at home */
225 uint8 ACC (RW, set_title); /* players can set thier title */
226 uint8 ACC (RW, resurrection); /* ressurection possible w/ permadeth on */
227 uint8 ACC (RW, search_items); /* search_items command */
228 uint8 ACC (RW, spell_encumbrance); /* encumbrance effects spells */
229 uint8 ACC (RW, spell_failure_effects); /* nasty backlash to spell failures */
230 uint16 ACC (RW, set_friendly_fire); /* Percent of damage done by peaceful player vs player damage */
231 uint8 ACC (RW, casting_time); /* it takes awhile to cast a spell */
232 uint8 ACC (RW, real_wiz); /* use mud-like wizards */
233 uint8 ACC (RW, explore_mode); /* explore mode allowed? */
234 uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */
235 char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */
236 char *ACC (RO, rules); /* name of rules file*/
237 char *ACC (RO, news); /* name of news file*/
238 char ACC (RW, dm_mail)[MAX_BUF]; /* DM's Email address */
239
240 uint32 ACC (RW, worldmapstartx); /* starting x tile for the worldmap */
241 uint32 ACC (RW, worldmapstarty); /* starting y tile for the worldmap */
242 uint32 ACC (RW, worldmaptilesx); /* number of tiles wide the worldmap is */
243 uint32 ACC (RW, worldmaptilesy); /* number of tiles high the worldmap is */
244 uint32 ACC (RW, worldmaptilesizex); /* number of squares wide in a wm tile */
245 uint32 ACC (RW, worldmaptilesizey); /* number of squares high in a wm tile */
246 uint16 ACC (RW, dynamiclevel); /* how dynamic is the world? */
247 uint8 ACC (RW, fastclock); /* if true, clock goes warp 9 */
248
249 int ACC (RW, max_level); /* This is read out of exp_table */
250 float ACC (RW, item_power_factor); /* See note in setings file */
251
252 int ACC (RW, armor_max_enchant); /* Maximum number of times an armor can be enchanted */
253 int ACC (RW, armor_weight_reduction); /* Weight reduction per enchantment */
254 int ACC (RW, armor_speed_improvement); /* Speed improvement */
255 uint8 ACC (RW, armor_weight_linear); /* If 1, weight reduction is linear, else exponantiel */
256 uint8 ACC (RW, armor_speed_linear); /* If 1, speed improvement is linear, else exponantiel */
257 uint8 ACC (RW, no_player_stealing); /* If 1, can not steal from other players */
258 uint8 ACC (RW, create_home_portals); /* If 1, can create portals in personal maps */
259 };
260
261 extern Settings settings;
262
263 #include "plugin.h"
264 #include "cfperl.h"
265
266 #endif /* GLOBAL_H */
267