{
FILE * file_in; /* Input stream on file at .path_in. */
FILE * file_out; /* Output stream on file at .path_out. */
- struct Map map;
+ struct Map map; /* Game map. */
struct ThingType * thing_types; /* Thing type definitions. */
struct ThingAction * thing_actions; /* Thing action definitions. */
struct Thing * things; /* All physical things of the game world. */
char * log; /* Logs the game events from the player's view. */
char * server_test; /* String uniquely identifying server process. */
- char * path_in; /* File to write client messages into. */
- char * path_out; /* File to write server messages into. */
- char * path_worldstate; /* File to represent world state to clients.*/
- char * path_record; /* Record file from which to read the game history. */
- char * path_config; /* Path for thing type / action definitions file. */
- char * tmp_suffix; /* Appended to paths of files for their tmp versions. */
char * queue; /* Stores un-processed messages read from the input file. */
uint32_t queue_size;/* Length of .queue sequence of \0-terminated strings.*/
uint32_t seed; /* Randomness seed. */
+ uint32_t seed_map; /* Map seed. */
uint16_t replay; /* Turn up to which to replay game. No replay if zero. */
uint16_t turn; /* Current game turn. */
uint16_t last_update_turn; /* Last turn the .path_out file was updated. */
uint8_t player_type; /* Thing type that player will start as. */
uint8_t is_verbose; /* Should server send debugging info to stdout? */
- uint8_t thing_count; /* Counts things generated so far. */
- uint8_t enemy_fov; /* != 0 if non-player actors only see field of view. */
};
extern struct World world;