3 * Contains the World struct holding all game data together.
9 #include <stdint.h> /* uint8_t, uint16_t, uint32_t */
10 #include "map.h" /* struct Map */
20 struct MapObjDef * map_obj_defs; /* Map object definitions. */
21 struct MapObjAct * map_obj_acts; /* Map object action definitions. */
22 struct MapObj * map_objs; /* Map objects. */
23 char * log; /* Logs the game events from the player's view. */
24 char * path_in; /* Fifo to receive command messages. */
25 char * path_out; /* File to write the game state as visible to clients.*/
26 char * path_record; /* Record file from which to read the game history. */
27 char * path_map_obj_defs; /* path for map object definitions config file */
28 char * path_map_obj_acts; /* path for map object actions config file */
29 char * tmp_suffix; /* Appended to paths of files for their tmp versions. */
30 char * queue; /* Stores un-processed messages received via input fifo. */
31 uint32_t queue_size;/* Length of .queue sequence of \0-terminated strings.*/
32 uint32_t seed; /* Randomness seed. */
33 uint16_t replay; /* Turn up to which to replay game. No replay if zero. */
34 uint16_t turn; /* Current game turn. */
35 uint16_t last_update_turn; /* Last turn the .path_out file was updated. */
36 uint8_t is_verbose; /* Should server send debugging info to stdout? */
37 uint8_t map_obj_count; /* Counts map objects generated so far. */
40 extern struct World world;