/* 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_ */ /***************************************************************************/