/* * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. * * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Crossfire TRT 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 3 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, see . * * The authors can be reached via e-mail to */ #ifndef GLOBAL_H #define GLOBAL_H //#define _GLIBCXX_CONCEPT_CHECKS #ifndef EXTERN #define EXTERN extern #endif #include "includes.h" #include "config.h" #include "define.h" #include "logger.h" #ifndef TRUE #define TRUE 1 #endif #ifndef FALSE #define FALSE 0 #endif 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]; // used only for tagging structure members so scripting languages // can easily parse the include files. #define INTERFACE_CLASS(name) #define ACC(meta,member) member #define MTH #if __GNUC__ >= 3 # define attribute(attrlist) __attribute__(attrlist) #else # define attribute(attrlist) #endif #include "keyword.h" #include "traits.h" #include "dynbuf.h" #include "util.h" #include "shstr.h" #include "cfperl.h" /* This blob, in this order, is needed to actually define maps */ #include "face.h" #include "sounds.h" #include "spells.h" #include "attack.h" /* needs to be before material.h */ #include "material.h" #include "living.h" #include "object.h" #include "region.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" #include "funcpoint.h" /***************************************************************************** * GLOBAL VARIABLES: * *****************************************************************************/ /* * These are the beginnings of linked lists: */ EXTERN artifactlist *first_artifactlist; EXTERN objectlink *first_friendly_object; /* Objects monsters will go after */ EXTERN godlink *first_god; EXTERN racelink *first_race; /* * Variables set by different flags (see init.c): */ EXTERN bool init_done; /* Ignores signals until init_done is true */ EXTERN bool in_cleanup; /* True when cleanup() is reached */ extern tick_t 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 archetype *empty_archetype; /* Nice to have fast access to it */ EXTERN archetype *map_archeytpe; EXTERN shstr first_map_path; /* The start-level */ EXTERN shstr first_map_ext_path; /* 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; #define SET_ANIMATION(ob,newanim) ob->face = 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 void emergency_save (); extern void cleanup (const char *cause, bool make_core = false); #include "libproto.h" #include "sockproto.h" #define decrease_ob(xyz) decrease_ob_nr(xyz,1) INTERFACE_CLASS (Settings) struct Settings { const 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 */ const 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 */ const char *ACC (RO, confdir); /* configuration files */ const char *ACC (RO, datadir); /* read only data files */ const char *ACC (RO, localdir); /* read/write data files */ const char *ACC (RO, playerdir); /* Where the player files are */ const char *ACC (RO, mapdir); /* Where the map files are */ const char *ACC (RO, archetypes); /* name of the archetypes file - libdir is prepended */ const char *ACC (RO, regions); /* name of the regions file - libdir is prepended */ const char *ACC (RO, treasures); /* location of the treasures file. */ const char *ACC (RO, uniquedir); /* directory for the unique items */ const char *ACC (RO, templatedir); /* directory for the template map */ const 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 */ 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 dummy_001; uint8 dummy_002; uint8 dummy_000; uint8 ACC (RW, spellpoint_level_depend); /* spell costs go up with level */ char ACC (RW, motd)[MAX_BUF]; /* name of the motd file */ const char *ACC (RO, rules); /* name of rules file*/ const 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 */ 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 */ }; extern Settings settings; void reset_signals (); #include "plugin.h" #endif /* GLOBAL_H */