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/cvs/deliantra/server/include/face.h
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Comparing deliantra/server/include/face.h (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:36 2006 UTC vs.
Revision 1.3 by root, Thu Aug 31 17:54:14 2006 UTC

1/*
2 * static char *rcsid_face_h =
3 * "$Id: face.h,v 1.2 2006/08/29 08:01:36 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 1994 Mark Wedel 4 Copyright (C) 1994 Mark Wedel
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
29 24
30/* New face structure - this enforces the notion that data is face by 25/* New face structure - this enforces the notion that data is face by
31 * face only - you can not change the color of an item - you need to instead 26 * face only - you can not change the color of an item - you need to instead
32 * create a new face with that color. 27 * create a new face with that color.
33 */ 28 */
34typedef struct new_face_struct { 29typedef struct new_face_struct
30{
35 uint16 number; /* This is the image id. It should be the */ 31 uint16 number; /* This is the image id. It should be the */
36 /* same value as its position in the array */ 32 /* same value as its position in the array */
37 const char *name; 33 shstr name;
38 uint8 visibility; 34 uint8 visibility;
39 uint8 magicmap; /* Color to show this in magic map */ 35 uint8 magicmap; /* Color to show this in magic map */
36}
40} New_Face; 37New_Face;
41 38
42typedef struct map_look_struct { 39typedef struct map_look_struct
40{
43 New_Face *face; 41 New_Face *face;
44 uint8 flags; 42 uint8 flags;
45} MapLook; 43} MapLook;
46 44
47
48typedef struct { 45typedef struct
46{
49 const char *name; /* Name of the animation sequence */ 47 shstr name; /* Name of the animation sequence */
50 uint8 num_animations; /* How many different faces to animate */ 48 uint8 num_animations; /* How many different faces to animate */
51 uint8 facings; /* How many facings (1,2,4,8) */ 49 uint8 facings; /* How many facings (1,2,4,8) */
52 Fontindex *faces; /* The different animations */ 50 Fontindex *faces; /* The different animations */
53 uint16 num; /* Where we are in the array */ 51 uint16 num; /* Where we are in the array */
54} Animations; 52} Animations;
55 53
56 54

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