warzone2100/lib/gamelib/anim.h

123 lines
3.5 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2009 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 <physfs.h>
#include "lib/framework/types.h"
#include "lib/ivis_common/imd.h"
/***************************************************************************/
#define ANIM_MAX_STR 256
#define ANIM_DELAYED 0xFFFE
#define NO_ANIM 0xFFFD
#define NO_IMD 0xFFFC
/***************************************************************************/
typedef enum
{
ANIM_2D,
ANIM_3D_FRAMES,
ANIM_3D_TRANS
} ANIM_MODE;
/***************************************************************************/
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; \
ANIM_MODE ubType; \
struct ANIM_STATE *psStates; \
struct BASEANIM *psNext;
/* ensure ANIM2D/3D structs same size */
#define ANIM_3D_ELEMENTS \
ANIM_BASE_ELEMENTS \
iIMDShape *psFrames; \
iIMDShape **apFrame;
/***************************************************************************/
typedef struct ANIM_STATE
{
UWORD uwFrame; /* frame to play */
Vector3i vecPos;
Vector3i vecAngle;
Vector3i vecScale;
}
ANIM_STATE;
typedef struct BASEANIM
{
ANIM_BASE_ELEMENTS
}
BASEANIM;
typedef struct ANIM3D
{
ANIM_3D_ELEMENTS
}
ANIM3D;
/***************************************************************************/
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 udwGameTime, UDWORD udwStartTime,
UDWORD udwStartDelay, Vector3i *psVecPos, Vector3i *psVecRot,
Vector3i *psVecScale);
void anim_SetVals(char szFileName[], UWORD uwAnimID);
/***************************************************************************/
#endif /* _ANIM_H_ */