warzone2100/lib/gamelib/anim.h

95 lines
2.7 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 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 <physfs.h>
#include "lib/framework/types.h"
#include "lib/ivis_opengl/imd.h"
#define ANIM_MAX_STR 256
#define ANIM_DELAYED 0xFFFE
#define NO_ANIM 0xFFFD
enum ANIM_MODE
{
ANIM_3D_FRAMES = 1,
ANIM_3D_TRANS
};
struct ANIM_STATE
{
UWORD uwFrame; /* frame to play */
Vector3i vecPos;
Vector3i vecAngle;
Vector3i vecScale;
};
struct BASEANIM
{
char szFileName[ANIM_MAX_STR];
char animType;
UWORD uwID;
UWORD uwFrameRate;
UWORD uwStates;
UWORD uwObj;
UWORD uwAnimTime;
ANIM_MODE ubType;
ANIM_STATE * psStates;
BASEANIM * psNext;
};
struct ANIM3D : public BASEANIM
{
iIMDShape * psFrames;
iIMDShape ** apFrame;
};
bool anim_Init(void);
bool anim_Shutdown(void);
BASEANIM * anim_LoadFromBuffer(char *pBuffer, UDWORD size);
BASEANIM * anim_LoadFromFile(PHYSFS_file* fileHandle);
void anim_ReleaseAnim(BASEANIM *psAnim);
bool anim_Create3D(char szPieFileName[], UWORD uwFrames, UWORD uwFrameRate, UWORD uwObj,
ANIM_MODE ubType, UWORD uwID);
void anim_BeginScript(void);
bool anim_EndScript(void);
bool anim_AddFrameToAnim(int iFrame, Vector3i vecPos, Vector3i vecRot, Vector3i vecScale);
BASEANIM * anim_GetAnim(UWORD uwAnimID);
UWORD anim_GetAnimID(char *szName);
iIMDShape * anim_GetShapeFromID(UWORD uwID);
UWORD anim_GetFrame3D(ANIM3D *psAnim, UWORD uwObj, UDWORD udwGraphicsTime, UDWORD udwStartTime,
UDWORD udwStartDelay, Vector3i *psVecPos, Vector3i *psVecRot,
Vector3i *psVecScale);
void anim_SetVals(char szFileName[], UWORD uwAnimID);
#endif /* _ANIM_H_ */