--- deliantra/server/include/face.h 2007/01/15 21:06:19 1.7
+++ deliantra/server/include/face.h 2008/05/06 16:55:25 1.25
@@ -1,52 +1,121 @@
/*
- * CrossFire, A Multiplayer game for X-windows
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
- * Copyright (C) 1994 Mark Wedel
- * Copyright (C) 1992 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 1994,2007 Mark Wedel
+ * Copyright (©) 1992,2007 Frank Tore Johansen
*
- * This program 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 2 of the License, or
+ * the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- *
- * The author can be reached via e-mail to mark@pyramid.com
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
+#ifndef FACE_H__
+#define FACE_H__
+
+#include
+#include
+
+#define CHKSUM_SIZE 6
+#define MAX_FACES 10000 // stupid gcfclient artificially limits
+
+typedef uint16 faceidx;
+
+extern faceidx blank_face, empty_face;
+
+struct facedata
+{
+ std::string data;
+ uint8 chksum[CHKSUM_SIZE];
+};
+
/* 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.
*/
-struct New_Face
+struct faceinfo
{
- uint16 number; /* This is the image id. It should be the */
- /* same value as its position in the array */
+ 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
+ faceidx number; /* This is the image id. It should be the */
+ /* same value as its position in the array */
+ faceidx smooth; /* the smooth face for this face, or 0 */
+ uint8 type; // 0 normal face, otherwise other resource
+ uint8 smoothlevel; // smoothlevel is per-face in 2.x servers
uint8 visibility;
uint8 magicmap; /* Color to show this in magic map */
+
+ facedata *data (int faceset) const;
};
+inline void
+object_freezer::put (keyword k, faceinfo *v)
+{
+ put (k, v ? &v->name : (const char *)0);
+}
+
+typedef std::tr1::unordered_map >, true> facehash_t;
+
+extern facehash_t facehash;
+extern std::vector faces;
+
+/* This returns an the face number of face 'name'. Number is constant
+ * during an invocation, but not necessarily between versions (this
+ * is because the faces are arranged in alphabetical order, so
+ * if a face is removed or added, all faces after that will now
+ * have a different number.
+ *
+ * If a face is not found, then defidx is returned. This can be useful
+ * if you want some default face used, or can be set to negative so that
+ * it will be known that the face could not be found.
+ */
+faceidx face_find (const char *name, faceidx defidx = 0);
+faceinfo *face_info (faceidx idx);
+facedata *face_data (faceidx idx, int faceset);
+
struct MapLook
{
- New_Face *face;
+ faceinfo *face;
uint8 flags;
};
-struct Animations
+typedef uint16 animidx;
+
+struct animation
{
+ 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 */
- 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 */
+
+ static animation &create (const char *name, uint8 frames, uint8 facings = 1);
+ static animation &find (const char *name);
+
+ void resize (int new_size);
};
+typedef std::tr1::unordered_map >, true> animhash_t;
+
+extern animhash_t animhash;
+extern std::vector animations;
+
+#endif
+