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Crossfire Server, Trunk
1.75.0
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24 archetype *at, *head = NULL, *last_more = NULL;
39 head = last_more = at;
45 if (last_more == NULL) {
46 LOG(
llevError,
"Error loading arch from %s: multi-part object requires an object before 'more' parts can follow\n", filename.c_str());
All archetypes in the game.
@ llevError
Problems requiring server admin to fix.
void LOG(LogLevel logLevel, const char *format,...)
Logs a message to stderr, or to file.
#define QUERY_FLAG(xyz, p)
#define MAP_STYLE
Active objects shouldn't be put on active list.
archetype * get_archetype_struct(void)
Allocates, initialises and returns the pointer to an archetype structure.
struct archetype * arch
Pointer to archetype.
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 archetypes
float speed_left
How much speed is left to spend this round.
archetype * head
The main part of a linked object.
int16_t y
Position in the map for this object.
Base class to be informed of where an asset is defined.
T * define(const Key &name, T *asset)
Define an asset, erasing an existing one.
object clone
An object from which to do object_copy()
virtual void load(BufferReader *reader, const std::string &filename) override
Load assets from the specified reader.
#define FLAG_MONSTER
Will attack players.
const Face * face
Face with colors.
virtual void assetDefined(const archetype *asset, const std::string &filename)
Function called when an asset is defined in a file.
The archetype structure is a set of rules on how to generate and manipulate objects which point to ar...
void fatal(enum fatal_error err)
fatal() is meant to be called whenever a fatal signal is intercepted.
object * head
Points to the main object of a large body.
Archetypes * m_archetypes
int8_t tail_y
Where the lower right most portion of the object is in comparison to the head.
sstring name
More definite name, like "generate_kobold".
object * more
Pointer to the rest of a large body of objects.
AssetsTracker * m_tracker
ArchetypeLoader(Archetypes *archetypes, AssetsTracker *tracker)
int load_object_from_reader(BufferReader *reader, object *op, int map_flags, bool arch_init, bool artifact_init)
Load an object from the specified reader, stopping when the object is complete.