--- deliantra/server/include/face.h 2006/02/03 07:12:48 1.1 +++ deliantra/server/include/face.h 2006/12/13 21:27:09 1.5 @@ -1,9 +1,4 @@ /* - * static char *rcsid_face_h = - * "$Id$"; - */ - -/* CrossFire, A Multiplayer game for X-windows Copyright (C) 1994 Mark Wedel @@ -26,31 +21,31 @@ The author can be reached via e-mail to mark@pyramid.com */ - /* New face structure - this enforces the notion that data is face by * face only - you can not change the color of an item - you need to instead * create a new face with that color. */ -typedef struct new_face_struct { - uint16 number; /* This is the image id. It should be the */ - /* same value as its position in the array */ - const char *name; - uint8 visibility; - uint8 magicmap; /* Color to show this in magic map */ -} New_Face; - -typedef struct map_look_struct { - New_Face *face; - uint8 flags; -} MapLook; - - -typedef struct { - const char *name; /* Name of the animation sequence */ - uint8 num_animations; /* How many different faces to animate */ - uint8 facings; /* How many facings (1,2,4,8) */ - Fontindex *faces; /* The different animations */ - uint16 num; /* Where we are in the array */ -} Animations; - +struct New_Face +{ + uint16 number; /* This is the image id. It should be the */ + /* same value as its position in the array */ + shstr name; + uint8 visibility; + uint8 magicmap; /* Color to show this in magic map */ +}; + +struct MapLook +{ + New_Face *face; + uint8 flags; +}; + +struct Animations +{ + shstr name; /* Name of the animation sequence */ + uint8 num_animations; /* How many different faces to animate */ + uint8 facings; /* How many facings (1,2,4,8) */ + uint16 *faces; /* The different animations */ + uint16 num; /* Where we are in the array */ +};