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integration/luprex/core/cpp/animqueue.hpp

223 lines
7.2 KiB
C++

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