Crossfire Server, Trunk  1.75.0
Data Structures
Here are the data structures with brief descriptions:
 C_change_archWhen a treasure got cloned from archlist, we want perhaps change some default values
 CAccount_CharOne character in an account
 CAccount_CharsStructure handling character information for an account
 Caccount_structStructure that holds account data
 CAllAnimations
 CAnimationsThis represents one animation
 CAnimationWriter
 CarchetypeThe archetype structure is a set of rules on how to generate and manipulate objects which point to archetypes
 CArchetypeLoader
 CArchetypesAll archetypes in the game
 CArchetypeWriter
 CartifactThis is one artifact, ie one special item
 CartifactlistThis represents all archetypes for one particular object type
 CArtifactLoader
 CArtifactWriter
 CarttypenameSpecial structure, used only by art_name_array[]
 CAssetCollectorAssets collector, recursing in directories and calling loaders on found files
 CAssetLoaderAbstract buffer handler, processing a BufferReader
 CAssetsCollectionCollection of assets identified by a unique name
 CAssetsManagerRepresents all assets of the game
 CAssetsTrackerBase class to be informed of where an asset is defined
 CAssetWriterAbstract writer of an asset to a StringBuffer
 Cattackmess_tAttack messages structure
 Cattribute_definitionOne attribute
 Cattribute_typeOne type for an attribute
 Cblocks
 Cbody_locations_structOne body location
 CBufferReader
 CCFanimationOne full animation
 CCFanimationHookAvailable animation move
 CCFConstant
 CCFmovementOne move in an animation
 CCFPContext
 CcftimerOne timer
 CChaos_Attacks
 Cchars_namesUtility structure for the 'who' command
 Cclient_cmd_mappingDefinition of a function the client sends without player interaction
 Cclient_spellThis stores, for a spell a player knows, the last sp/gr/dam information sent to client
 CCommand_Line_OptionsOne command line option definition
 CCrossfire_Archetype
 CCrossfire_Map
 CCrossfire_Object
 CCrossfire_Party
 CCrossfire_Player
 Ccrossfire_pluginOne loaded plugin
 CCrossfire_Region
 CCS_StatsStatistics for the last CS_LOGTIME seconds on the server
 Cdo_skill_cb_data
 CdumpStructure used when dumping quests to stdout
 CFaceNew 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
 Cface_infoActual image data the client will display
 Cface_setsInformation about one face set
 CFaceLoader
 CFaces
 CFacesetLoader
 CFacesetsAvailable facesets for clients
 CFacesetWriter
 CFaceWriter
 Cflag_definitionOne flag
 CFormulaeWriter
 Cfree_spots_structDatastructure needed by find_spot_in_room() and find_spot_in_room_recursive()
 Cfree_walls_structContains free walls in the map
 CGeneralMessageOne general message, from the lib/messages file
 Chook_entryOne function the server exposes to plugins
 Chouse_zone_structLink between a map and the exits to generate for it
 Ci18n_fileOne available language
 Cignore_listOne list of fields to ignore
 CJSONData
 Ckey_valueEach object (this also means archetypes!) could have a few of these "dangling" from it; this could also end up containing 'parse errors'
 Ckill_format
 Cknowledge_itemOne known item for a player
 Cknowledge_playerInformation about a player
 Cknowledge_typeOne item type that may be known to the player
 Clayout
 Clinked_char
 Clisten_infoContains parameters for socket() and bind() for listening sockets
 ClivingVarious statistics of objects
 CLocalMeta2InfoLocalMeta2Info basically holds all the non server metaserver2 information that we read from the metaserver2 file
 CMapOne map for a player
 Cmap_cell_structOne map cell, as sent to the client
 CMap_Layer_InfoInformation about a layer
 CMapSpaceThis structure contains all information related to one map square
 CmapstructThis is a game-map
 CmapzoneOptions for a map
 Cmatcher_paramsMatching parameters
 Cmaterialtype_tOne material type
 CMessageLoader
 CMessages
 CMessageWriter
 CMetaServer2_UpdateInfoStructure containing information sent to the metaserver2
 CmethodSignature
 CMinHeapIn order to adequately path for A* search, we will need a minheap to efficiently handle pathing from the lowest cost to our destination
 Cmodule_information
 Cmtar_header_t
 Cmtar_raw_header_t
 Cmtar_t
 Cob_methodsThis struct stores function pointers for actions that can be done to objects
 CobjectMain Crossfire structure, one ingame object
 CobjectlinkUsed to link together several objects
 CoblinkptUsed to link together several object links
 COutputFile
 CpageToRenderOne page to render, with its parameters
 Cpaper_properties
 Cparam_movetoDestination for moveto command
 CpartylistOne party
 Cpath_dataStructure to store data so we can use a minheap
 CplayerOne player
 Cplayer_cmd_mappingDefinition of a function called in reaction to player's action
 CPngLoader
 CpropertySignature
 Cpycode_cache_entryOne compiled script, cached in memory
 Cquest_conditionOne condition to automatically move to a quest step
 Cquest_definitionDefinition of an in-game quest
 Cquest_playerInformation about a player
 Cquest_stateInformation about a quest for a player
 Cquest_step_definitionOne step of a quest
 CQuestLoader
 CQuests
 CQuestWriter
 Creadable_message_typeStruct to store the message_type and message_subtype for signs and books used by the player
 CrecipeOne alchemy recipe
 CrecipelistList of recipes with a certain number of ingredients
 CRegionOne region with bells
 CregionThis is a game region
 Cregistered_commandRepresents one command
 CRMParmsRandom map parameters
 CRoom
 Crv_vectorThis is used by get_rangevector to determine where the other creature is
 CscoreThe score structure is used when treating new high-scores
 Cscore_tableA highscore table
 Cselection
 CServerSettings
 CSettingsServer settings
 Cshared_stringOne actual shared string
 CshopinvOne item to list on the sign
 CshopitemsShop-related information for a map
 Cshutdown_s
 CSocket_InfoHolds some system-related information
 Csocket_structSocket structure, represents a client-server connection
 CSockListContains the base information we use to make up a packet we want to send
 Cspawn_pointPoint from which a NPC can come when the map is loaded
 Cspawn_zoneZone in which to add NPCs when the map was just loaded
 CStatisticsThis is used for various performance tracking statistics, or just how often certain events are done
 CstatsinfoContains the last range/title information sent to client
 CStringBufferA buffer that will be expanded as content is added to it
 Cstruct_dialog_informationMessage information for a NPC
 Cstruct_dialog_messageOne message a NPC can react to
 Cstruct_dialog_replyOne reply a NPC can expect
 Cstruct_equipmentOne special item (weapon, shield, ...)
 Cstruct_map_in_questLink between a quest and a map
 Cstruct_map_in_quest_listUtility structure to group map-quest link structure
 Cstruct_map_infoMap information
 Cstruct_map_listList of maps
 Cstruct_npc_infoInformation about a NPC with a custom message
 Cstruct_questOne quest
 Cstruct_raceOne monster race in the maps
 Cstruct_race_listCollection of races
 Cstruct_region_infoRegion information
 Cstruct_slaying_infoSlaying information
 Ctalk_infoStructure used to build up dialog information when a player says something
 CTarLoader
 Cteleport_params
 Ctimeofday_tRepresents the ingame time
 CtitleInformation on one title
 CtitlelistTitles for one message type
 CtreasureTreasure is one element in a linked list, which together consist of a complete treasure-list
 CtreasurelistTreasurelist represents one logical group of items to be generated together
 CTreasureLoader
 CTreasures
 CTreasureWriter
 Ctype_attributeOne attribute in a type
 Ctype_definitionOne object type
 Ctype_name
 CtypedataLink an object type with skill needed to identify, and general name
 Cunpaid_count
 CUtils
 CWrapperLoaderLoader calling a function for files ending with a specific string
 Cyy_buffer_state
 Cyy_trans_info