--- deliantra/server/include/face.h 2007/04/03 00:21:37 1.12 +++ deliantra/server/include/face.h 2007/11/08 19:43:24 1.24 @@ -1,26 +1,26 @@ /* - * 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 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__ @@ -46,19 +46,31 @@ */ struct faceinfo { + faceinfo () + : number (0), smooth (0), type (0), smoothlevel (0), visibility (0), magicmap (0) + { + } + shstr name; - facedata data32, data64; + 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 */ - faceinfo () - : number (0), smooth (0), visibility (0), magicmap (0) - { } + 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; @@ -84,14 +96,26 @@ uint8 flags; }; +typedef uint16 animidx; + struct animation { - 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) */ faceidx *faces; /* The different animations */ - uint16 num; /* Where we are in the array */ + 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 */ + + 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