warzone2100/lib/gamelib/anim.h

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 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
(at your option) any later version.
Warzone 2100 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
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/***************************************************************************/
/*! \file anim.h
* \brief Animation types and function headers
*
* Gareth Jones 11/7/97
*/
/***************************************************************************/
#ifndef _ANIM_H_
#define _ANIM_H_
/***************************************************************************/
#include "lib/framework/types.h"
#include "lib/ivis_common/imd.h"
#include "maxpidef.h"
/***************************************************************************/
#define ANIM_MAX_STR 256
#define ANIM_DELAYED 0xFFFE
#define NO_ANIM 0xFFFD
#define NO_IMD 0xFFFC
/***************************************************************************/
enum{ ANIM_2D, ANIM_3D_FRAMES, ANIM_3D_TRANS };
/***************************************************************************/
struct ANIM_STATE;
struct BASEANIM;
#define ANIM_BASE_ELEMENTS \
char szFileName[ANIM_MAX_STR]; \
char animType; \
UWORD uwID; \
UWORD uwFrameRate; \
UWORD uwStates; \
UWORD uwObj; \
UWORD uwAnimTime; \
UBYTE ubType; \
struct ANIM_STATE *psStates; \
struct BASEANIM *psNext;
/* ensure ANIM2D/3D structs same size */
#define ANIM_2D_ELEMENTS \
ANIM_BASE_ELEMENTS \
iSprite *psFrames; \
UWORD uwBmapWidth; /* width of container bitmap */
/* ensure ANIM2D/3D structs same size */
#define ANIM_3D_ELEMENTS \
ANIM_BASE_ELEMENTS \
iIMDShape *psFrames; \
iIMDShape **apFrame;
/***************************************************************************/
typedef struct VECTOR3D
{
SDWORD x, y, z;
}
VECTOR3D;
typedef struct ANIM_STATE
{
UWORD uwFrame; /* frame to play */
VECTOR3D vecPos;
VECTOR3D vecAngle;
VECTOR3D vecScale;
}
ANIM_STATE;
typedef struct BASEANIM
{
ANIM_BASE_ELEMENTS
}
BASEANIM;
typedef struct ANIM2D
{
ANIM_2D_ELEMENTS
}
ANIM2D;
typedef struct ANIM3D
{
ANIM_3D_ELEMENTS
}
ANIM3D;
/***************************************************************************/
typedef iIMDShape * (* GETSHAPEFUNC) ( char *pStr );
typedef struct ANIMGLOBALS
{
BASEANIM *psAnimList;
UWORD uwCurObj, uwCurState;
GETSHAPEFUNC pGetShapeFunc;
}
ANIMGLOBALS;
/***************************************************************************/
BOOL anim_Init( GETSHAPEFUNC );
BOOL anim_Shutdown( void );
BASEANIM * anim_LoadFromBuffer(char *pBuffer, UDWORD size);
void anim_ReleaseAnim( BASEANIM *psAnim );
BOOL anim_Create3D( char szPieFileName[], UWORD uwFrames,
UWORD uwFrameRate, UWORD uwObj,
UBYTE ubType, UWORD uwID );
void anim_BeginScript( void );
BOOL anim_EndScript( void );
BOOL anim_AddFrameToAnim( int iFrame, VECTOR3D vecPos,
VECTOR3D vecRot, VECTOR3D vecScale );
BASEANIM * anim_GetAnim( UWORD uwAnimID );
UWORD anim_GetAnimID( char *szName );
iIMDShape * anim_GetShapeFromID( UWORD uwID );
UWORD anim_GetFrame3D( ANIM3D *psAnim, UWORD uwObj, UDWORD udwGameTime,
UDWORD udwStartTime, UDWORD udwStartDelay,
VECTOR3D *psVecPos, VECTOR3D *psVecRot,
VECTOR3D *psVecScale );
void anim_SetVals( char szFileName[], UWORD uwAnimID );
/***************************************************************************/
#endif /* _ANIM_H_ */
/***************************************************************************/