 |
Crossfire Server, Trunk
1.75.0
|
Animations * asset_create(const std::string &name)
virtual void added(Animations *anim) override
An asset was either referenced (but undefined) or defined.
void asset_destroy(Animations *item)
virtual void replace(Animations *existing, Animations *update) override
Replace an asset by an updated version.
const Face * blank_face
Following can just as easily be pointers, but it is easier to keep them like this.
Plugin animator file specs[Config] name
sstring add_string(const char *str)
This will add 'str' to the hash table.
std::set< std::string > m_undefined
List of undefined assets.
uint8_t facings
How many facings (1,2,4,8).
Animations * get(const std::string &name)
Get a named asset.
uint8_t num_animations
How many different faces to animate, size of the faces array.
void free_string(sstring str)
This will reduce the refcount, and if it has reached 0, str will be freed.
const Face ** faces
The actual faces for the animation.
bool has_blank
If this animation contains a blank face or not, used for invisibility.
This represents one animation.
uint16_t num
Where we are in the array.
std::unordered_map< std::string, Animations * > m_assets
Known assets.
sstring name
Name of the animation sequence.
in that case they will be relative to whatever the PWD of the crossfire server process is You probably shouldn though Notes on Specific and settings file datadir Usually usr share crossfire Contains data that the server does not need to modify while such as the etc A default install will pack the and treasurelist definitions into a single or trs file and the graphics into a face(metadata) and .tar(bitmaps) file