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/cvs/deliantra/server/include/face.h
Revision: 1.6
Committed: Sat Jan 6 14:42:30 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.5: +1 -0 lines
Log Message:
added some copyrights

File Contents

# User Rev Content
1 root 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.6 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 root 1.1 Copyright (C) 1994 Mark Wedel
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22     The author can be reached via e-mail to mark@pyramid.com
23     */
24    
25     /* New face structure - this enforces the notion that data is face by
26     * face only - you can not change the color of an item - you need to instead
27     * create a new face with that color.
28     */
29 root 1.4 struct New_Face
30 root 1.3 {
31     uint16 number; /* This is the image id. It should be the */
32 root 1.2 /* same value as its position in the array */
33 root 1.3 shstr name;
34     uint8 visibility;
35     uint8 magicmap; /* Color to show this in magic map */
36 root 1.4 };
37 root 1.3
38 root 1.4 struct MapLook
39 root 1.3 {
40     New_Face *face;
41     uint8 flags;
42 root 1.4 };
43 root 1.1
44 root 1.4 struct Animations
45 root 1.3 {
46     shstr name; /* Name of the animation sequence */
47     uint8 num_animations; /* How many different faces to animate */
48     uint8 facings; /* How many facings (1,2,4,8) */
49 root 1.5 uint16 *faces; /* The different animations */
50 root 1.3 uint16 num; /* Where we are in the array */
51 root 1.4 };
52 root 1.1