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/cvs/deliantra/server/include/face.h
Revision: 1.13
Committed: Tue Apr 10 09:35:23 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +2 -1 lines
Log Message:
- implement smoothing in the fxix (or better: fxixsx) protocol.
- this *enforces* that smoothing is *per face* and not *per archetype*.
- no extra bandwidth is needed for map information (unlike in the
  crossfire 1.x protocol, where smoothlevels are per-mapspace
  and take up a lot of bandwidth).
- no extra storage is required on the client-side (although smoothing
  for cached map data is then only available for tiles that have been seen).
- temporarily supply empty_S.x11 smoothfaces again, as this hack is required
  because there is no way to specify a smoothlevel but no smoothface
  otherwise. this should be optimised away at a future point, but this
  will break gcfclient (but disabling smoothing for that might be a good
  compromise).

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 1994 Mark Wedel
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to mark@pyramid.com
23 */
24 #ifndef FACE_H__
25 #define FACE_H__
26
27 #include <string>
28 #include <tr1/unordered_map>
29
30 #define CHKSUM_SIZE 6
31 #define MAX_FACES 10000 // stupid gcfclient artificially limits
32
33 typedef uint16 faceidx;
34
35 extern faceidx blank_face, empty_face;
36
37 struct facedata
38 {
39 std::string data;
40 uint8 chksum[CHKSUM_SIZE];
41 };
42
43 /* New face structure - this enforces the notion that data is face by
44 * face only - you can not change the color of an item - you need to instead
45 * create a new face with that color.
46 */
47 struct faceinfo
48 {
49 shstr name;
50 facedata data32, data64;
51 faceidx number; /* This is the image id. It should be the */
52 /* same value as its position in the array */
53 faceidx smooth; /* the smooth face for this face, or 0 */
54 uint8 smoothlevel; // smoothlevel is per-face in 2.x servers
55 uint8 visibility;
56 uint8 magicmap; /* Color to show this in magic map */
57
58 faceinfo ()
59 : number (0), smooth (0), smoothlevel (0), visibility (0), magicmap (0)
60 { }
61 };
62
63 typedef std::tr1::unordered_map<const char *, int, str_hash, str_equal, slice_allocator< std::pair<const char *const, int> >, true> facehash_t;
64
65 extern facehash_t facehash;
66 extern std::vector<faceinfo> faces;
67
68 /* This returns an the face number of face 'name'. Number is constant
69 * during an invocation, but not necessarily between versions (this
70 * is because the faces are arranged in alphabetical order, so
71 * if a face is removed or added, all faces after that will now
72 * have a different number.
73 *
74 * If a face is not found, then defidx is returned. This can be useful
75 * if you want some default face used, or can be set to negative so that
76 * it will be known that the face could not be found.
77 */
78 faceidx face_find (const char *name, faceidx defidx = 0);
79 faceinfo *face_info (faceidx idx);
80 facedata *face_data (faceidx idx, int faceset);
81
82 struct MapLook
83 {
84 faceinfo *face;
85 uint8 flags;
86 };
87
88 struct animation
89 {
90 shstr name; /* Name of the animation sequence */
91 uint8 num_animations; /* How many different faces to animate */
92 uint8 facings; /* How many facings (1,2,4,8) */
93 faceidx *faces; /* The different animations */
94 uint16 num; /* Where we are in the array */
95 };
96
97 #endif
98