Crossfire Server, Trunk  1.75.0
face.h
Go to the documentation of this file.
1 
6 #ifndef FACE_H
7 #define FACE_H
8 
14 struct Face {
15  uint16_t number;
16  uint8_t visibility;
17  uint8_t magicmap;
20 };
21 
25 struct Animations {
27  uint8_t num_animations;
28  uint8_t facings;
29  uint16_t num;
30  const Face **faces;
31  bool has_blank;
32 };
33 
34 #endif /* FACE_H */
Face::name
sstring name
Face name, as used by archetypes and such.
Definition: face.h:19
Face
New face structure - this enforces the notion that data is face by face only - you can not change the...
Definition: face.h:14
Face::smoothface
Face * smoothface
Smoothed face for this, NULL for none.
Definition: face.h:18
Face::number
uint16_t number
This is the image unique identifier.
Definition: face.h:15
Animations::facings
uint8_t facings
How many facings (1,2,4,8).
Definition: face.h:28
Animations::num_animations
uint8_t num_animations
How many different faces to animate, size of the faces array.
Definition: face.h:27
Animations::faces
const Face ** faces
The actual faces for the animation.
Definition: face.h:30
Animations::has_blank
bool has_blank
If this animation contains a blank face or not, used for invisibility.
Definition: face.h:31
Face::visibility
uint8_t visibility
How visible is the face compared to other faces, highest wins.
Definition: face.h:16
sstring
const typedef char * sstring
Definition: sstring.h:2
Animations
This represents one animation.
Definition: face.h:25
Face::magicmap
uint8_t magicmap
Color to show this in magic map.
Definition: face.h:17
Animations::num
uint16_t num
Where we are in the array.
Definition: face.h:29
Animations::name
sstring name
Name of the animation sequence.
Definition: face.h:26