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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#ifndef FACE_H__ |
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#define FACE_H__ |
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|
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#include <util.h> |
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|
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#include "flat_hash_map.hpp" |
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|
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#define CHKSUM_MAXLEN 15 |
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#define MAX_FACES 65535 // we reserve face #65535 |
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|
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extern faceidx blank_face, empty_face, magicmouth_face; |
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|
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struct facedata |
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{ |
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uint8 chksum[CHKSUM_MAXLEN]; |
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uint8 chksum_len; |
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|
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facedata () |
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: chksum_len (0) |
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{ } |
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}; |
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|
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/* New face structure - this enforces the notion that data is face by |
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* face only - you can not change the color of an item - you need to instead |
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* create a new face with that color. |
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*/ |
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struct faceinfo |
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{ |
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faceinfo () |
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: number (0), smooth (0), type (0), smoothlevel (0), visibility (0), magicmap (0), refcnt (1) |
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{ |
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} |
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|
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shstr name; |
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facedata face[3]; // indexed by faceset, 0 == 32 bit or generic, 1 == 64, 2 == text |
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faceidx number; /* This is the image id. It should be the */ |
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/* same value as its position in the array */ |
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faceidx smooth; /* the smooth face for this face, or 0 */ |
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uint8 type; // 0 normal face, otherwise other resource |
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uint8 smoothlevel; // smoothlevel is per-face in 2.x servers |
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uint8 visibility; |
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uint8 magicmap; /* Color to show this in magic map */ |
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|
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facedata *data (int faceset) const; |
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|
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int refcnt; // reference count - 1 |
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void ref () { ++refcnt; } |
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void unref (); |
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}; |
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|
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inline void |
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object_freezer::put (const keyword_string k, faceinfo *v) |
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{ |
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if (ecb_expect_true (v)) |
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put (k, v->name); |
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else |
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put (k); |
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} |
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|
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typedef ska::flat_hash_map<const char *, int, str_hash, str_equal, slice_allocator< std::pair<const char *const, int>>> facehash_t; |
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|
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extern facehash_t facehash; |
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extern std::vector<faceinfo> faces; |
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|
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/* This returns an the face number of face 'name'. Number is constant |
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* during an invocation, but not necessarily between versions (this |
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* is because the faces are arranged in alphabetical order, so |
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* if a face is removed or added, all faces after that will now |
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* have a different number. |
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* |
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* If a face is not found, then defidx is returned. This can be useful |
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* if you want some default face used, or can be set to negative so that |
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* it will be known that the face could not be found. |
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*/ |
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faceidx face_find (const char *name, faceidx defidx = 0); |
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faceidx face_alloc (); |
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faceinfo *face_info (faceidx idx); |
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facedata *face_data (faceidx idx, int faceset); |
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|
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struct MapLook |
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{ |
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faceinfo *face; |
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uint8 flags; |
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}; |
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|
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typedef uint16 animidx; |
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|
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struct animation |
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{ |
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faceidx *faces; /* The different animations */ |
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int num_animations; /* How many different faces to animate */ |
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sint8 facings; /* How many facings (1,2,4,8) */ |
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animidx number; |
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shstr name; /* Name of the animation sequence */ |
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|
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static animation &create (const char *name, uint8 frames, uint8 facings = 1); |
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static animation &find (const char *name); |
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|
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void resize (int new_size); |
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}; |
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|
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typedef ska::flat_hash_map<const char *, int, str_hash, str_equal, slice_allocator< std::pair<const char *const, int>>> animhash_t; |
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|
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extern std::vector<animation> animations; |
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|
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#endif |
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|