157 lines
4.2 KiB
C
157 lines
4.2 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/***************************************************************************/
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/*! \file anim.h
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* \brief Animation types and function headers
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*
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* Gareth Jones 11/7/97
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*/
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/***************************************************************************/
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#ifndef _ANIM_H_
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#define _ANIM_H_
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/***************************************************************************/
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#include <physfs.h>
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#include "lib/framework/types.h"
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#include "lib/ivis_common/imd.h"
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#include "maxpidef.h"
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/***************************************************************************/
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#define ANIM_MAX_STR 256
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#define ANIM_DELAYED 0xFFFE
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#define NO_ANIM 0xFFFD
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#define NO_IMD 0xFFFC
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/***************************************************************************/
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enum{ ANIM_2D, ANIM_3D_FRAMES, ANIM_3D_TRANS };
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/***************************************************************************/
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struct ANIM_STATE;
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struct BASEANIM;
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#define ANIM_BASE_ELEMENTS \
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char szFileName[ANIM_MAX_STR]; \
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char animType; \
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UWORD uwID; \
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UWORD uwFrameRate; \
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UWORD uwStates; \
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UWORD uwObj; \
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UWORD uwAnimTime; \
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UBYTE ubType; \
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struct ANIM_STATE *psStates; \
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struct BASEANIM *psNext;
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/* ensure ANIM2D/3D structs same size */
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#define ANIM_2D_ELEMENTS \
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ANIM_BASE_ELEMENTS \
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iTexture *psFrames; \
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UWORD uwBmapWidth; /* width of container bitmap */
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/* ensure ANIM2D/3D structs same size */
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#define ANIM_3D_ELEMENTS \
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ANIM_BASE_ELEMENTS \
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iIMDShape *psFrames; \
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iIMDShape **apFrame;
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/***************************************************************************/
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typedef struct VECTOR3D
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{
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SDWORD x, y, z;
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}
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VECTOR3D;
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typedef struct ANIM_STATE
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{
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UWORD uwFrame; /* frame to play */
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VECTOR3D vecPos;
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VECTOR3D vecAngle;
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VECTOR3D vecScale;
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}
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ANIM_STATE;
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typedef struct BASEANIM
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{
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ANIM_BASE_ELEMENTS
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}
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BASEANIM;
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typedef struct ANIM2D
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{
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ANIM_2D_ELEMENTS
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}
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ANIM2D;
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typedef struct ANIM3D
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{
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ANIM_3D_ELEMENTS
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}
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ANIM3D;
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/***************************************************************************/
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typedef iIMDShape * (* GETSHAPEFUNC) ( char *pStr );
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typedef struct ANIMGLOBALS
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{
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BASEANIM *psAnimList;
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UWORD uwCurObj, uwCurState;
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GETSHAPEFUNC pGetShapeFunc;
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}
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ANIMGLOBALS;
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/***************************************************************************/
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BOOL anim_Init( GETSHAPEFUNC );
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BOOL anim_Shutdown( void );
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BASEANIM * anim_LoadFromBuffer(char *pBuffer, UDWORD size);
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BASEANIM * anim_LoadFromFile(PHYSFS_file* fileHandle);
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void anim_ReleaseAnim( BASEANIM *psAnim );
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BOOL anim_Create3D( char szPieFileName[], UWORD uwFrames,
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UWORD uwFrameRate, UWORD uwObj,
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UBYTE ubType, UWORD uwID );
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void anim_BeginScript( void );
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BOOL anim_EndScript( void );
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BOOL anim_AddFrameToAnim( int iFrame, VECTOR3D vecPos,
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VECTOR3D vecRot, VECTOR3D vecScale );
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BASEANIM * anim_GetAnim( UWORD uwAnimID );
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UWORD anim_GetAnimID( char *szName );
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iIMDShape * anim_GetShapeFromID( UWORD uwID );
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UWORD anim_GetFrame3D( ANIM3D *psAnim, UWORD uwObj, UDWORD udwGameTime,
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UDWORD udwStartTime, UDWORD udwStartDelay,
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VECTOR3D *psVecPos, VECTOR3D *psVecRot,
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VECTOR3D *psVecScale );
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void anim_SetVals( char szFileName[], UWORD uwAnimID );
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/***************************************************************************/
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#endif /* _ANIM_H_ */
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/***************************************************************************/
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