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Crossfire Server, Trunk
1.75.0
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46 return face.second->number == id;
61 for (
size_t l = 0; l < strlen(
face->
name); l++) {
sstring name
Face name, as used by archetypes and such.
New face structure - this enforces the notion that data is face by face only - you can not change the...
Face * smoothface
Smoothed face for this, NULL for none.
virtual void added(Face *face) override
An asset was either referenced (but undefined) or defined.
const Face * findById(uint16_t id)
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
virtual void replace(Face *existing, Face *update) override
Replace an asset by an updated version.
sstring add_string(const char *str)
This will add 'str' to the hash table.
sstring name
Usually monster-name/combination.
void asset_destroy(Face *item)
Face * get(const std::string &name)
Get a named asset.
void free_string(sstring str)
This will reduce the refcount, and if it has reached 0, str will be freed.
Face * asset_create(const std::string &name)
uint8_t visibility
How visible is the face compared to other faces, highest wins.
uint8_t magicmap
Color to show this in magic map.
std::unordered_map< std::string, Face * > m_assets
Known assets.
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