#/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