114 lines
3.6 KiB
C
114 lines
3.6 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 animobj.h
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* \brief Animation object types and function headers
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*
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* Gareth Jones 14/11/97
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*/
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/***************************************************************************/
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#ifndef _ANIMOBJ_H_
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#define _ANIMOBJ_H_
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/***************************************************************************/
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#include "anim.h"
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/***************************************************************************/
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#define ANIM_MAX_COMPONENTS 10
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/***************************************************************************/
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/* forward struct declarations */
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struct ANIM_OBJECT;
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struct COMPONENT_OBJECT;
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/***************************************************************************/
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/* typedefs */
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typedef void (* ANIMOBJDONEFUNC) ( struct ANIM_OBJECT *psObj );
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typedef BOOL (* ANIMOBJDIEDTESTFUNC) ( void *psParent );
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/***************************************************************************/
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/* struct member macros */
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#define COMPONENT_ELEMENTS(pointerType) \
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VECTOR3D position; \
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VECTOR3D orientation; \
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void *psParent; \
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iIMDShape *psShape;
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#define ANIM_OBJECT_ELEMENTS(pointerType) \
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UWORD uwID; \
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ANIM3D *psAnim; \
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void *psParent; \
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UDWORD udwStartTime; \
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UDWORD udwStartDelay; \
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UWORD uwCycles; \
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BOOL bVisible; \
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ANIMOBJDONEFUNC pDoneFunc; \
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/* this must be the last entry in this structure */ \
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COMPONENT_OBJECT apComponents[ANIM_MAX_COMPONENTS];
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/***************************************************************************/
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typedef struct COMPONENT_OBJECT
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{
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COMPONENT_ELEMENTS( struct COMPONENT_OBJECT )
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}
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COMPONENT_OBJECT;
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typedef struct ANIM_OBJECT
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{
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struct ANIM_OBJECT *psNext;
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/* this must be the last entry in this structure */
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ANIM_OBJECT_ELEMENTS( struct ANIM_OBJECT )
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}
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ANIM_OBJECT;
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/***************************************************************************/
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BOOL animObj_Init( ANIMOBJDIEDTESTFUNC pDiedFunc );
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void animObj_Update( void );
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BOOL animObj_Shutdown( void );
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void animObj_SetDoneFunc( ANIM_OBJECT *psObj,
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ANIMOBJDONEFUNC pDoneFunc );
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/* uwCycles=0 for infinite looping */
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ANIM_OBJECT * animObj_Add( void *pParentObj, int iAnimID,
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UDWORD udwStartDelay, UWORD uwCycles );
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BOOL animObj_Remove( ANIM_OBJECT **ppsObj, int iAnimID );
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ANIM_OBJECT * animObj_GetFirst( void );
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ANIM_OBJECT * animObj_GetNext( void );
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ANIM_OBJECT * animObj_Find( void *pParentObj, int iAnimID );
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UWORD animObj_GetFrame3D( ANIM_OBJECT *psObj, UWORD uwObj,
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VECTOR3D *psPos, VECTOR3D *psVecRot,
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VECTOR3D *psVecScale );
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/***************************************************************************/
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#endif /* _ANIMOBJ_H_ */
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/***************************************************************************/
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