Crossfire Server, Branch 1.12  R12190
Data Structures
Here are the data structures with brief descriptions:
_cfpcontext
_cftimerOne timer
_change_archWhen a treasure got cloned from archlist, we want perhaps change some default values
_crossfire_pluginOne loaded plugin
_hook_entryOne function the server exposes to plugins
_LocalMeta2InfoLocalMeta2Info basically holds all the non metaserver2 information that we read from the metaserver2 file
_materialtypeOne material type
_MetaServer2Start of metaserver2 logic Note: All static structures in this file should be treated as strictly private
_MetaServer2_UpdateInfo
_ptr_assoc
_shared_stringOne actual shared string
_timeofdayRepresents the ingame time
animations_structThis represents one animation
artifactliststructThis represents all archetypes for one particular object type
artifactstructThis is one artifact, ie one special item
attackmessAttack messages structure
attribute_definitionOne attribute
attribute_typeOne type for an attribute
blstr
bmappairBmappair and xbm are used when looking for the image id numbers of a face by name
buffer_structThe following is the setup for a ring buffer for storing outbut data that the OS can't handle right away
cf_parameter
CFanimation_structOne full animation
CFanimationHookAvailable animation move
CFConstant
CFmovement_structOne move in an animation
Chaos_Attacks
chars_namesUtility structure for the 'who' command
client_cmd_mappingDefinition of a function the client sends without player interaction
client_spellThis stores, for a spell a player knows, the last sp/gr/dam information sent to client
command_array_structRepresents one command
Command_Line_OptionsOne command line option definition
CREAnimationControl
CREAnimationPanel
CREAnimationWidget
CREArchetypePanel
CREArtifactPanel
CREFacePanel
CREFormulaePanel
CREMainWindow
CREPixmap
CREResourcesWindow
CRETreasurePanel
CRETreeItem
CRETreeItemAnimation
CRETreeItemArchetype
CRETreeItemArtifact
CRETreeItemFace
CRETreeItemFormulae
CRETreeItemTreasure
CREUtils
Crossfire_Archetype
Crossfire_Map
Crossfire_Object
Crossfire_Party
Crossfire_Player
Crossfire_Region
CS_StatsStatistics on server
DIR
dirent
face_infoInformation about one image
face_setsInformation about one face set
flag_definitionOne flag
free_spots_structDatastructure needed by find_spot_in_room() and find_spot_in_room_recursive()
free_walls_structContains free walls in the map
glnkUsed to link together the gods
house_zone_structLink between a map and the exits to generate for it
ignore_listOne list of fields to ignore
JSONData
kill_format
linked_char
livMostly used by "alive" objects
MapOne map for a player
map_cell_structOne map cell, as sent to the client
Map_Layer_InfoInformation about a layer
mapdefThis is a game-map
MapSpaceThis structure contains all information related to one map square
mapzoneOptions for a map
namebytypeSpecial structure, used only by art_name_array[]
new_face_structNew face structure - this enforces the notion that data is face by face only - you can not change the color of an item - you need to instead create a new face with that color
ob_methodsTypedefs for ob_methods
Output_BufOne output buffer
paper_properties
param_movetoDestination for moveto command
party_structOne party
plOne player
player_cmd_mappingDefinition of a function called in reaction to player's action
pycode_cache_entry
PythonCmdStruct
ralnkContains information about a race
readable_message_typeStruct to store the message_type and message_subtype for signs and books used by the player
recipeliststructList of recipes with a certain number of ingredients
recipestructOne alchemy recipe
regiondefThis is a game region
RMParmsRandom map parameters
Room
rv_vectorThis is used by get_rangevector to determine where the other creature is
scrThe score structure is used when treating new high-scores
selection
SettingsServer settings
shopinvOne item to list on the sign
shopitemShop-related information for a map
Socket_InfoHolds some system-related information
socket_structSocket structure, represents a client-server connection
SockListContains the base information we use to make up a packet we want to send
spawn_pointPoint from which a NPC can come when the map is loaded
spawn_zoneZone in which to add NPCs when the map was just loaded
StatisticsThis is used for various performance tracking statistics, or just how often certain events are done
statsinfoContains the last range/title information sent to client
string_array
StringBuffer
struct_dialog_information
struct_dialog_message
struct_dialog_reply
struct_equipmentOne special item (weapon, shield, ...)
struct_map_in_questLink between a quest and a map
struct_map_in_quest_listUtility structure to group map-quest link structure
struct_map_infoMap information
struct_map_listList of maps
struct_npc_infoInformation about a NPC with a custom message
struct_npc_listList of NPCs with a custom message
struct_questOne quest
struct_raceOne monster race in the maps
struct_race_listCollection of races
struct_region_infoRegion information
struct_slaying_infoSlaying information
teleport_params
timezoneTimezone structure, for gettimeofday()
titleliststruct
titlestruct'title' and 'titlelist' are used by the readable code
treasureliststructTreasureliststruct represents one logical group of items to be generated together
treasurestructTreasure is one element in a linked list, which together consist of a complete treasure-list
type_attributeOne attribute in a type
type_definitionOne object type
type_name
typedataLink an object type with skill needed to identify, and general name