Overhaul animation queues so the queue is stored as a single encoded string.
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@@ -31,22 +31,6 @@ struct EngineWrapper {
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PlayLogfile *wlog;
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ReplayLogfile *rlog;
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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//
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// STRUCTURES
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//
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// These structures are used to return complicated values.
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//
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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struct AnimEntry {
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uint64_t hash;
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uint32_t size;
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const char *data;
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};
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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//
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@@ -133,25 +117,19 @@ struct EngineWrapper {
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// Do a scan to find tangibles near the specified player.
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//
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// Returns a count and a pointer to an array of tangible IDs. The returned
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// pointer is valid until the next call into the engine.
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// pointer is valid until the next call to get_tangibles_near.
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//
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void (*get_tangibles_near)(EngineWrapper *w, uint64_t tanid, double rx, double ry, double rz, uint32_t *count, int64_t **ids);
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// Get the hash value of the final animation step for each tangible.
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// Get the animation queues for the specified tangibles.
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//
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// You must supply an array of tangible IDs. The animation queue hash for
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// each such tangible will be looked up. You must supply a buffer to
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// hold the returned hashes.
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// You must supply an array of tangible IDs. This returns the serialized
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// animation queues for all specified tangibles as strings. The serialized
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// format is documented in header file animqueue.hpp. The returned pointers
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// remain valid until the next call to get_animation_queues.
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//
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void (*get_animation_queue_hashes)(EngineWrapper *w, uint32_t count, const int64_t *ids, uint64_t *hashes);
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void (*get_animation_queues)(EngineWrapper *w, uint32_t count, const int64_t *ids, uint32_t *lengths, const char **strings);
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// Get the entire contents of an animation queue.
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//
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// Returns a count and a pointer to an array of AnimEntry. The returned
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// pointer is valid until the next call into the engine.
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//
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void (*get_animation_queue)(EngineWrapper *w, int64_t tanid, uint32_t *count, AnimEntry **buffer);
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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//
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