243 lines
7.8 KiB
C++
243 lines
7.8 KiB
C++
///////////////////////////////////////////////////////////////////
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//
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// ANIMATION QUEUES
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//
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// An animation queue is a fifo queue of animation steps. New animations are
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// pushed on the back, and old ones are popped from the front.
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//
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// An animation step has an "action" which is usually the name of an animation,
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// or it's a special token like "walk" or "warp." Each animation step shows the
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// resulting AnimState that the player finds himself in after executing the
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// action.
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//
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// The first step in an animation queue always has id=0 and action="". This step
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// represents the initial state of the sprite before any animations or
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// movements.
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//
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// To add new items to the AnimQueue, use this process: first, call add(id,
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// action). This adds a new step to the queue. Then, call set_xyz, set_facing,
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// set_plane, or an other setter. These setters are meant to only be used
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// immediately after calling 'add' to populate the new step.
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//
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// VERSION NUMBERS
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//
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// The version number field: if the version number in the synchronous model is
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// equal to the version number in the master model, then the two animqueues are
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// guaranteed to be equal. Here's how we achieve that invariant:
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//
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// * In the master model, the version number starts at 1 and is auto-incremented
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// every time the animation queue is mutated.
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//
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// * In the synchronous model, the version number is set to zero every time the
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// animation queue is mutated. Note that master version numbers are never
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// zero. Applying a patch also sets the version number to zero.
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//
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// * Serializing and deserializing causes the version number to be saved and
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// restored in both master and synchronous models.
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//
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// * The routine 'update_version' should be called after difference
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// transmission. This copies the version number from the master to the
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// synchronous model. This is guaranteed to be safe because we just finished
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// difference transmission, therefore, the queues should match.
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//
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///////////////////////////////////////////////////////////////////
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#ifndef ANIMQUEUE_HPP
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#define ANIMQUEUE_HPP
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#include "wrap-set.hpp"
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#include "wrap-string.hpp"
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#include "wrap-deque.hpp"
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#include "wrap-ostream.hpp"
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#include "wrap-unordered-map.hpp"
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#include <cassert>
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#include "streambuffer.hpp"
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#include "debugcollector.hpp"
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#include "util.hpp"
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class AnimStep {
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friend class AnimQueue;
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public:
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enum {
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HAS_FACING = 1,
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HAS_X = 2,
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HAS_Y = 4,
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HAS_Z = 8,
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HAS_XYZ = 14,
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HAS_GRAPHIC = 16,
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HAS_PLANE = 32,
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HAS_EVERYTHING = 63,
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};
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AnimStep();
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~AnimStep();
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int64_t id() const { return id_; }
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int bits() const { return bits_; }
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const std::string &action() const { return action_; }
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double facing() const { return facing_; }
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float x() const { return xyz_.x; }
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float y() const { return xyz_.y; }
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float z() const { return xyz_.z; }
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const util::XYZ &xyz() const { return xyz_; }
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const std::string &graphic() const { return graphic_; }
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const std::string &plane() const { return plane_; }
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bool has_facing() const { return bits_ & HAS_FACING; }
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bool has_x() const { return bits_ & HAS_X; }
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bool has_y() const { return bits_ & HAS_Y; }
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bool has_z() const { return bits_ & HAS_Z; }
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bool has_xyz() const { return (bits_ & HAS_XYZ) == HAS_XYZ; }
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bool has_graphic() const { return bits_ & AnimStep::HAS_GRAPHIC; }
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bool has_plane() const { return bits_ & AnimStep::HAS_PLANE; }
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void set_action(const std::string &action);
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void set_facing(float f);
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void set_x(float f);
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void set_y(float f);
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void set_z(float z);
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void set_xyz(const util::XYZ &xyz);
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void set_graphic(const std::string &g);
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void set_plane(const std::string &p);
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void clear();
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// ExactlyEqual compares all fields.
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bool exactly_equal(const AnimStep &other) const;
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// LogicallyEqual only compares fields whose HAS_XXX bits are set.
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bool logically_equal(const AnimStep &other) const;
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// StateEqual is true if the plane, graphic, facing, and xyz match.
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bool state_equal(const AnimStep &other) const;
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// read/write the step using a stream buffer.
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//
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void write_into(StreamBuffer *sb) const;
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void read_from(StreamBuffer *sb);
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// Create an AnimStep from a lua table.
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//
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// Lua stack must contain a table, which may contain:
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// action: "action"
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// facing: 0.0 - 360.0
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// x: x-coordinate
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// y: y-coordinate
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// z: z-coordinate
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// graphic: "graphic"
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// plane: "plane"
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//
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// qback: the animation queue back, from which relative
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// moves are computed.
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//
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void from_lua(lua_State *L, int idx, bool ignex, const AnimStep &qback);
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// Make this step into a first-step of an anim queue.
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void keep_state_only();
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// For any values that are unchanged in this step,
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// echo the values of the previous step.
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void echo(const AnimStep &prev);
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// Verify that this step echoes the previous step.
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bool echoes(const AnimStep &prev) const;
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// Convert to a string for debugging purposes.
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std::string debug_string() const;
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// Convert a string to an animstep (for testing only).
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bool from_string(const std::string &s);
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private:
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int64_t id_;
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int16_t bits_;
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std::string action_;
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float facing_;
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util::XYZ xyz_;
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std::string graphic_;
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std::string plane_;
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void from_lua_store_string(lua_State *L, int idx, std::string *target, int16_t bits, const char *name);
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void from_lua_store_number(lua_State *L, int idx, float *target, float offset, int16_t bits, const char *name);
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};
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class AnimQueue {
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public:
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// World type determines whether versions increment or autozero
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AnimQueue(util::WorldType wt);
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// Simple getters.
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const AnimStep &nth(int n) const { return steps_[n]; }
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size_t size() const { return steps_.size(); }
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int32_t size_limit() const { return size_limit_; }
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int64_t version_number() const { return version_number_; }
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bool version_identical(const AnimQueue &aq) const;
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// Return true if the size limit and steps are identical.
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bool size_and_steps_equal(const AnimQueue &aq) const;
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// Mutator to create a new step.
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void add(int64_t id, const AnimStep &step);
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// Clear and set the plane.
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void clear(const std::string &plane);
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// Serialize or deserialize to a StreamBuffer
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//
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// Caution: version numbers are not stored. On deserialize,
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// version number is set to zero.
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//
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void serialize(StreamBuffer *sb) const;
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void deserialize(StreamBuffer *sb);
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// Difference transmission
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bool diff(const AnimQueue &auth, StreamBuffer *sb) const;
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void patch(StreamBuffer *sb, DebugCollector *dbc);
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void update_version(const AnimQueue &auth);
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// Get the final resting place after all animations are complete.
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const AnimStep &back() const;
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public:
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////////////////////////////////////////////////////////////////////////////
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//
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// TESTING SUPPORT
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//
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// The following functions are not designed to be useful for production
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// code, they're designed to be helpful for unit testing.
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//
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////////////////////////////////////////////////////////////////////////////
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// Change the size limit.
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void full_clear_and_set_limit(int szl);
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void set_limit(int szl);
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// Make sure the invariants are preserved.
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bool valid() const;
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// Convert to a string for debugging purposes.
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std::string steps_debug_string() const;
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std::string full_debug_string() const;
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// Convert to a
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private:
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bool version_autoinc_;
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int32_t size_limit_;
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std::deque<AnimStep> steps_;
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int64_t version_number_;
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// Called whenever the animation queue is mutated.
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// serialization and deserialization
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void mutated();
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};
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#endif // ANIMQUEUE_HPP
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