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/cvs/deliantra/server/include/face.h
Revision: 1.5
Committed: Wed Dec 13 21:27:09 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +1 -1 lines
Log Message:
continued simplifying network code, partially removed support for sc protocol 1026

File Contents

# User Rev Content
1 root 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 1994 Mark Wedel
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21     The author can be reached via e-mail to mark@pyramid.com
22     */
23    
24     /* New face structure - this enforces the notion that data is face by
25     * face only - you can not change the color of an item - you need to instead
26     * create a new face with that color.
27     */
28 root 1.4 struct New_Face
29 root 1.3 {
30     uint16 number; /* This is the image id. It should be the */
31 root 1.2 /* same value as its position in the array */
32 root 1.3 shstr name;
33     uint8 visibility;
34     uint8 magicmap; /* Color to show this in magic map */
35 root 1.4 };
36 root 1.3
37 root 1.4 struct MapLook
38 root 1.3 {
39     New_Face *face;
40     uint8 flags;
41 root 1.4 };
42 root 1.1
43 root 1.4 struct Animations
44 root 1.3 {
45     shstr name; /* Name of the animation sequence */
46     uint8 num_animations; /* How many different faces to animate */
47     uint8 facings; /* How many facings (1,2,4,8) */
48 root 1.5 uint16 *faces; /* The different animations */
49 root 1.3 uint16 num; /* Where we are in the array */
50 root 1.4 };
51 root 1.1