--- deliantra/server/include/face.h 2007/07/24 04:55:34 1.20
+++ deliantra/server/include/face.h 2008/05/06 16:55:25 1.25
@@ -1,11 +1,11 @@
/*
- * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 1994,2007 Mark Wedel
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Crossfire TRT is free software: you can redistribute it and/or modify
+ * Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
@@ -18,7 +18,7 @@
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
- * The authors can be reached via e-mail to
+ * The authors can be reached via e-mail to
*/
#ifndef FACE_H__
@@ -46,6 +46,11 @@
*/
struct faceinfo
{
+ faceinfo ()
+ : number (0), smooth (0), type (0), smoothlevel (0), visibility (0), magicmap (0)
+ {
+ }
+
shstr name;
std::string meta;
facedata data32, data64; // either 32/64 face or data32 == generic resource
@@ -57,10 +62,6 @@
uint8 visibility;
uint8 magicmap; /* Color to show this in magic map */
- faceinfo ()
- : number (0), smooth (0), type (0), smoothlevel (0), visibility (0), magicmap (0)
- { }
-
facedata *data (int faceset) const;
};
@@ -99,11 +100,11 @@
struct animation
{
- shstr name; /* Name of the animation sequence */
- animidx number;
- uint8 num_animations; /* How many different faces to animate */
- uint8 facings; /* How many facings (1,2,4,8) */
faceidx *faces; /* The different animations */
+ int num_animations; /* How many different faces to animate */
+ sint8 facings; /* How many facings (1,2,4,8) */
+ animidx number;
+ shstr name; /* Name of the animation sequence */
static animation &create (const char *name, uint8 frames, uint8 facings = 1);
static animation &find (const char *name);