#/obj/handlers/autodoc/autodoc_file.c
public_functions ([])
protected_functions ([])
inherits ([])
main_docs (["main":({"
The include file for the terrain map system.",}),"author":({"Dek
",}),])
define_docs (["TERRAIN_MAP_WORLD_PIXEL_WIDTH":(["main":({"
This is the size of the world in pixels. There are 4 pixels to a terrain
map, so 4 to an area.
",}),]),"TERRAIN_MAP_JOURNEY_EXIT":(["main":({"
This is the start bit for a 'journey' exit.
",}),]),"TERRAIN_MAP_FACTORY":(["main":({"
The define for the inherit for the factory type of an inherit.
THis is used in the case where you want to define something about
a group of shared rooms (shared between other factories) and yet
want to customise some specific part about they work. For
example see the seas.
",}),]),"TERRAIN_MAP_ROOM_BASE":(["main":({"
The define for the inherit for the basic room functionality. This
will need to be inherited into any room used in the terrain.
",}),]),"TERRAIN_MAP_AIR_BASE":(["main":({"
The base for for air rooms.
",}),]),"TERRAIN_MAP_FEATURE_BASE":(["main":({"
The define for the inherit for the feature base.
",}),]),"TERRAIN_MAP_WORLD_MAP":(["main":({"
The location of the world map controller. Any terrain map that has
a real co-ordinate registers itself with the map controller.
",}),]),"TERRAIN_MAP_FEATURE_LOCAL":(["main":({"
The define for the inherit for the local feature base.
",}),]),"TERRAIN_MAP_WATER_OUTSIDE_BASE":(["main":({"
The base file for outside water areas.
",}),]),"TERRAIN_MAP_WATER_INSIDE_BASE":(["main":({"
The base file for inside water areas.
",}),]),"TERRAIN_MAP_WALK_EXIT":(["main":({"
This is the start bit for a 'walk' exit.
",}),]),"TERRAIN_MAP_WORLD_LOW_X":(["main":({"
This is the lowest x coordinate of the world.
",}),]),"TERRAIN_MAP_HANDLER_BASE":(["main":({"
The define for the inherit for the terrain handler.
",}),]),"TERRAIN_MAP_REGION_LINE":(["main":({"
The define for the region class for line regions.
",}),]),"TERRAIN_MAP_IN_LOOK_PROP":(["main":({"
This is the property to check on the player to see if the map should
be displayed in the long or not.
",}),]),"TERRAIN_MAP_INSIDE_BASE":(["main":({"
The base file for inside areas.
",}),]),"TERRAIN_MAP_WORLD_BOUNDARY":(["main":({"
This define is used by the world map to determine where to put
areas in the world.
",}),]),"TERRAIN_MAP_SIMPLE_FEATURE_BASE":(["main":({"
The define for the inherit for the simple feature base.
",}),]),"TERRAIN_MAP_GRID_SIZE":(["main":({"
Smallest terrain we will deal with in the terrain system.
(7 miles).
",}),]),"TERRAIN_MAP":(["main":({"
The location of the terrain map files.
",}),]),"TERRAIN_MAP_ROOM_EXACT":(["main":({"
This is the type to use when doing a find for the exactly room.
",}),]),"TERRAIN_MAP_WORLD_OFFSET":(["main":({"
This define is used by the world map to detmine the offset value to
co-ordinates. This makes sure all the region values are positive.
You add the offset onto the co-ordinate and divide by the
boundary to get the area. You then divide by the region size to get
the region.
",}),]),"TERRAIN_MAP_REGION_RECTANGULAR":(["main":({"
The define for the region class for rectangular regions.
",}),]),"TERRAIN_MAP_FACTORY_BASE":(["main":({"
The base to use for factories. Do not include this into
production code.
",}),]),"TERRAIN_MAP_DISTANCE_BASE":(["main":({"
The define for the inherit for the distance stuff.
",}),]),"TERRAIN_MAP_WORLD_REGION_BOUNDARY":(["main":({"
This define is used by the world map to detmine the boundary of a
region. You add the offset onto the co-ordinate and divide by the
boundary to get the area. You then divide by the region size to get
the region.
",}),]),"TERRAIN_MAP_WORLD_REGION_WIDTH":(["main":({"
This is the width of the region in areas.
",}),]),"TERRAIN_MAP_WORLD_REGION_SIZE":(["main":({"
This define is used by the world map to determine how many areas are
in each region. An area is each terrain map square, if you look
at the co-ordinates in the terrain handlers it fits to these values.
",}),]),"TERRAIN_MAP_WORLD_HIGH_X":(["main":({"
This is the highest x coordinate of the world.
",}),]),"TERRAIN_MAP_WORLD_LOW_Y":(["main":({"
This is the lowest y coordinate of the world.
",}),]),"TERRAIN_MAP_REGION_POLYGON":(["main":({"
The define for the region class for polygon regions.
",}),]),"TERRAIN_MAP_HALF_MILE":(["main":({"
This is the size
of one mile in co-ordinates.
",}),]),"TERRAIN_MAP_OUTSIDE_BASE":(["main":({"
The base file for outside areas.
",}),]),"TERRAIN_MAP_LONG_JUMP_PROPERTY":(["main":({"
This is the property to check on the player to see if you should jump
or not.
",}),]),"TERRAIN_MAP_ROOM_MAP":(["main":({"
This is the type to use when doing a find for a room to use for
the map.
",}),]),"TERRAIN_MAP_ROOM_CLIMB":(["main":({"
This is the type to use when doing a find for a possible climbing
room. A climbing room is a room which goes up or down from the
current height location.
",}),]),"TERRAIN_MAP_DEFAULT_AIR_ROOM":(["main":({"
This is the air room to use if nothing else is specfied.
",}),]),"TERRAIN_MAP_ONE_MILE":(["main":({"
This is the size
of one mile in co-ordinates.
",}),]),"TERRAIN_MAP_WORLD_HIGH_Y":(["main":({"
This is the highest y coordinate of the world.
",}),]),"TERRAIN_MAP_BLOCKING_FLAG":(["main":({"
This is the flag to use for making the feature blocking. If a feature
is blocking then you cannot see other features behind it.
",}),]),"TERRAIN_MAP_WHOLE_SENTANCE_FLAG":(["main":({"
This is the flag to use for making the feature use whole sentances.
",}),]),])
includes ([])
class_docs (["coord":({0,({({"x",({"int",}),}),({"y",({"int",}),}),({"z",({"int",}),}),}),(["member":({"x the x coordinate","y the y coordinate","z the z coordinate
",}),"main":({"
The class with the coordinate definitions in it.",}),]),}),])
file_name "/include/terrain_map.h"
last_changed 1059516249